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Stranded Deep News

Update 0.90.04!

Hi everyone,

[h3]A new stable build (0.90.04) is now live![/h3]

Thanks so much to everyone who has been a part of Stranded Deep’s online co-op launch. We’ve really enjoyed watching the new content from creators and the community feedback on the forums has been invaluable.

The big focus for this patch has been fixing connectivity issues and issues reported by the community. Several important issues have been fixed which will significantly reduce the number of desyncs and disconnects and improve overall stability. We have a few known issues, mostly related to the ‘join-in-progress' feature. If you experience desyncs, we recommend quitting and re-joining in the lobby for now while we work to fix the remaining issues.

– Beam Team

[h3]Bug Fixes[/h3]- Fixed game crash caused by player destroying a 'Raft Base' while standing on it.
- Fixed disconnects caused by client joining games with mismatching game version.
- Fixed disconnects caused by client joining an in-progress game and receiving expired session messages.
- Fixed disconnects caused by stored items being visible for clients to pick up after joining an in-progress game. Picking up these items could cause a disconnect.
- Fixed game time desync while sleeping.
- Fixed new day event not being raised caused by floating precision error in sleeping sequence.
- Fixed desyncs caused by client owning skinned meat and leather.
- Fixed desyncs caused by players being able to pick up objects while being skinned.
- Fixed desyncs caused by host and client able to operate 'Gyrocopter' simultaneously.
- Fixed clients getting stuck at ‘Joining Session’ prompt while connecting to host's session after reconnecting the internet at 'Join Game' screen.
- Fixed active session failing to be visible to client in ‘Join Game’ window when the client force quits the game before host accepts the joining request.
- Fixed client unable to see host's session when reconnecting the internet after disconnecting it on loading screen while proceeding into the gameplay.
- Fixed clients able to spam the host by sending multiple ‘Connection Request’ when host declines the request in the gameplay.
- Fixed spelling error in ‘Connection Request’ prompt.
- Fixed ‘Enter Code’ input field deselecting.
- Fixed '-NL' text showing after 'Enter Code' in the ‘Join Game’ sub-menu.
- Fixed 'Creative' difficulty mode failing to apply for client.
- Fixed client saves failing to load in 'Creative' mode on re-joining sessions.
- Fixed host and client able to use single set of resources to craft the same item.
- Fixed client’s dropped items being duplicated into the backpack on re-joining the same session again after exiting.
- Fixed host unable to access ‘Starting Crate’ or ‘Wooden Crate’ when client disconnects from the network while accessing the crate.
- Fixed ‘Not enough room in Inventory!’ notification and audio sfx when highlighting an item when backpack storage is full.
- Fixed player able to level up 'Cooking' statistic while knocked out near a ‘Camp Fire’ when the other player is cooking meat.
- Fixed ‘Smoker’ logic running twice resulting in faster smoking.
- Fixed attached meat not following ‘Camp Fire’ as fuel depletes.
- Fixed SFX when adding ‘Palm Fronds’ to ‘Camp Fire’.
- Fixed ‘Fire Pit’ showing as available resource while being used for a different crafting recipe.
- Fixed player unable to craft placeable items from item ‘Piles’.
- Fixed ‘Fire Torch’ missing crafting silhouette when placing.
- Fixed ‘Light Hook’ not refunding materials when destroyed.
- Fixed 'Life Raft' continuing to move when player gets knocked out while operating it.
- Fixed player sprint bar depleting when operating a 'Life Raft' while sprinting.
- Fixed player able to operate ‘Life Raft’ on its side/vertical.
- Fixed prompt to ride along in ‘Life Raft’ showing when player in water.
- Fixed ‘Container Shelves’ not attaching to rafts.
- Fixed being able to place raft ‘Rudder’ in opposite orientation.
- Fixed player unable to interact with environmental objects when dragging the crude spear after impaling a coconut with it.
- Fixed client seeing host clipping into the ground when host returns to the island after spending at least 1 minute underwater in 'Creative' mode.
- Fixed player clipping with ‘Loom’ and ‘Gyrocopter’ models.
- Fixed item disappearing when player drops an item while climbing a tree.
- Fixed 'The Meg' boss failing to attack when player keeps moving in any direction during the boss fight.
- Fixed player failing to kill the boss while character is stuck in bleeding animation.
- Fixed incorrect description of caught fish displayed when fishing.
- Fixed redundant notification appearing when player catches a fish on a large island.
- Fixed player unable to kill ‘Grouper’ fishes.
- Fixed host or client getting stuck in an inaccessible area when host stands close to the escape island's shipwreck wall.
- Fixed player able to store spoiled meat in aircraft station.
- Fixed aircraft water station taking all servings from vessels when objective complete.
- Fixed player’s head missing after initiating escape cut-scene and changing camera mode to 'Third Person' during plane crash.
- Fixed player able to access gameplay in the background of the 'Go Home' prompt when Player loads into the saved game using the 'Go Home' prompt.
- Fixed missing SFX for hitting ‘Barrel/Buoy’ ball.
- Fixed increased mouse sensitivity and other issues when player loses network connection while crafting placing mode.
- Fixed player character moving at quick speed when 'Move Vertical Axis' and 'Move Horizontal Axis' functionality assigned to mouse controls.
- Fixed control mapping of 'Move Vertical Axis' and 'Move Horizontal Axis' changing automatically when player proceeds into gameplay after applying the settings.
- Fixed 'Torch' and 'Switch Item' key bindings overlapping.
- Fixed ‘Boars’ not being included in Wildlife settings.
- Fixed ‘Crabs’ not being included in Wildlife settings.
- Fixed ‘Sea Urchin’ not being included in Wildlife settings.
- Fixed long dialogue title texts overflowing/wrapping.
- Fixed player able to save custom island with whitespace as name.

[h3]Known Issues[/h3]- The order of items stored in storage can be replicated out-of-sync when the client joins an in-progress game. For e.g.: it’s possible for the client to see a Rock in their inventory and drop it, but a different item will be seen and dropped for the host. If you experience this issue, we recommend quitting and re-joining in the lobby for now.
- Depending on the regional server load, sometimes joining an older session by code will not work.

Plane-crash island survival game Stranded Deep gets online multiplayer

Being alone on a desert island after a plane crash? No thanks. Bringing along a friend? Yes please. Stranded Deep now has online multiplayer for two people.

Read the full article here: https://www.gamingonlinux.com/2021/09/plane-crash-island-survival-game-stranded-deep-gets-online-multiplayer

Stranded Deep Online Co-op Launch!

Hi everyone!

We’re super excited to announce that the next Stranded Deep update containing Online Co-op is rolling out tomorrow -- 28th of September!

You will now be able to invite a friend to join you on your island and share your Stranded Deep adventure. We’re thrilled to bring one of the most requested features to players and can’t wait to see how you tackle the islands together!

For more info and discussion, head over the official Stranded Deep forums at:
https://forums.strandeddeepgame.com/

Stay Alive!

Beam Team

Update 0.80.01

Hi everyone,

[h3]A new stable build (0.80.01) is live with some small fixes.[/h3]

A heap of patch notes for the latest 0.80.00 stable update were also missed, so they're included here and updated in the previous post.

Stay Alive!
:: Beam Team
--

[h3]Bug Fixes[/h3]- Fixed Achievements unlocking out of order.
- Fixed Sail audio not playing.
- Fixed invisible Snakes for players with AMD cards.

[h3]Known Issues[/h3]- The Tutorial will resume from the last saved state from build 0.80.00. However, save games pre-0.78.00 don’t have saved tutorial data, so will ‘resume’ from the beginning. It is safe to disable the tutorial from the Options->General menu.

[h3]EXTRA PATCH NOTES[/h3][h3]0.76.00-0.80.00 Stable Change Log[/h3][h3]Changes[/h3]- Changed ‘Play’ button to enter New Game menu if no save game available to continue.
- Changed Boat Motor to function as a rudder when out of fuel.
- Changed Medical Consumables to refund Coconut Flasks after consuming.
- Increased Meat inventory capacity from 4 to 8.
- Increased Fish inventory capacity from 4 to 8.
- Increased Fruit inventory capacity from 4 to 8.
- Added crafting placing controls on screen when placing.
- Improved Pinned Crafting Combo display. Changed pinned crafting combo UI to display craftsmanship skill level required to avoid confusion when a player has all materials, but skill is not high enough.
- Improved Watch feedback when displaying player Skills; Removed clamped values on skill bars making it easier to monitor skill progress.

[h3]Bug Fixes[/h3]- Fixed Tutorial not resuming when re-loading. Please note this fix is not retro-active as old save files will be missing the completed objective data.
- Fixed Projectiles (spears, etc) drifting out of player hands when held.
- Fixed objects attached to Spears not saving if player holding spear.
- Fixed being able to place Craftable objects inside terrain rocks. The crafting ghost will snap to terrain rocks for visualization but placing is not allowed. Foliage does not affect placements.
- Fixed Loading Screen changing color between Boot and Main Menu scene.
- Fixed Leaderboards list not focusing active leaderboard button when scrolling with keys/controller.
- Fixed not being able to place Water Bottles when crafted.
- Fixed not being able to rotate some Craftables when placing, ie: Shelter, Furniture, etc.
- Fixed being able to place Furniture inside the terrain.
- Fixed Foliage Spawner losing track of player if travelling too fast.
- Fixed Rafts falling through other Rafts/pieces when crafting a new Raft piece.
- Fixed Sea Anchor able to deploy when overturned.

Update 0.80.00! New Item Piles and Storage Improvements!

Hi everyone,

[h3]A new stable build (0.80.00) is live![/h3]

The 0.80.00 update transitions our recent work on the experimental branch to the stable branch, including the new Piles, Inventory improvements, quality-of-life changes, bug fixes and polish.

This build features some changes and improvements to the Inventory mechanics. We recognized that the idea of your hands acting as an extra ‘slot’ for your held item and not being visible in the inventory was confusing. This mechanic also made it difficult to transfer held items into storage. Now the item you’re holding is displayed in the first inventory slot. The slot to the left of this is reserved for other inventory actions, like empty hands, or navigating between storage.

This build also adds the ability to craft Piles of items. This is part of our recent work to encourage organization and discourage players from gathering large piles of items that negatively affect performance. We know there is a reward and feeling of satisfaction from accruing large piles of stuff, so we don’t want to take that away! ‘Piles’ are an efficient way to show off your hoarding skills! See the patch notes for more info on how to use the new piles feature.

There’s also a very important fix for a frustrating bug where objects left on the Aircraft carrier would fall though when loading the zone.

Have fun :)

Stay Alive!
:: Beam Team
--

[h3]0.76.00-0.80.00 Stable Change Log[/h3][h3]New Features[/h3]

- Added new craftable item Piles!

You can create a pile by looking at or holding an item that you have 2 or more of in the surrounding area. Use the Quick Craft menu to craft a ‘pile’ of that item, which is shown by a new pile icon in blue. Piles are free to create and store 1 type of crafting item. So far, the supported items are: Sticks, Rocks, Palm Fonds, Lashings, Fibrous Leaves, Clay and Logs. The capacity for most items is 50x, but can vary depending on the item.

You withdraw and deposit items just like a storage container. The first item stored assigns the type of pile it is. You can remove all items and re-assign a pile at any time. When you withdraw all items from a pile, it will simply disappear.

Items stored in a pile are available and can be used when crafting without having to manually remove them from a pile. Note: Pile materials will be used last.

We’re still fine-tuning the mechanics; the pile’s physics collider currently adapts to the quantity and size of items, which is nice for player collisions, but there may be some issues there if players stack other objects on top of piles…

For those interested in the tech side of things, the benefits of the new piles are:
- Faster zone loading: 1 item to load, instead of 50x individual objects.
- Batched rendering for 50x items. Rendering multiple items was batched before, but the new method is even more efficient.
- Less physics overhead! Piles are a static object with 1 collider, instead of 50x physics bodies and colliders.
- Less overhead from individual Unity GameObjects. GameObjects and Components in Unity incur a small amount of overhead to validate state and run callbacks on every instance. This all adds up, so is good to mitigate.

[h3]Changes[/h3]- Increased Storage Container slots from 3  5.
- Increased Inventory slots from 10  12.
- Changed Inventory to display the item the player is holding in slot 1.
- Changed Inventory to pop an item that matches the sub-type if it can’t find a matching item of the full type, ie: a player will switch to holding a Crude spear after using all their Refined Spears.
- Changed Inventory drop action from secondary ‘click’ to ‘short press’ (only in menus)
- Changed Wood Crates to be craftable.
- Changed Wood Crates to refund materials.
- Changed ‘Play’ button to enter New Game menu if no save game available to continue.
- Changed Boat Motor to function as a rudder when out of fuel.
- Changed Medical Consumables to refund Coconut Flasks after consuming.
- Increased Meat inventory capacity from 4 to 8.
- Increased Fish inventory capacity from 4 to 8.
- Increased Fruit inventory capacity from 4 to 8.
- Added crafting placing controls on screen when placing.
- Improved Pinned Crafting Combo display. Changed pinned crafting combo UI to display craftsmanship skill level required to avoid confusion when a player has all materials, but skill is not high enough.
- Improved Watch feedback when displaying player Skills; Removed clamped values on skill bars making it easier to monitor skill progress.

[h3]Bug Fixes[/h3]- Fixed objects on the extremities of large islands not being saved.
- Fixed physics objects falling through Aircraft Carrier when loading, ie: Gyro parts and supplies.
- Fixed Storage pointer drawing behind slot icons.
- Fixed Tutorial not resuming when re-loading. Please note this fix is not retro-active as old save files will be missing the completed objective data.
- Fixed Projectiles (spears, etc) drifting out of player hands when held.
- Fixed objects attached to Spears not saving if player holding spear.
- Fixed being able to place Craftable objects inside terrain rocks. The crafting ghost will snap to terrain rocks for visualization but placing is not allowed. Foliage does not affect placements.
- Fixed Loading Screen changing color between Boot and Main Menu scene.
- Fixed Leaderboards list not focusing active leaderboard button when scrolling with keys/controller.
- Fixed not being able to place Water Bottles when crafted.
- Fixed not being able to rotate some Craftables when placing, ie: Shelter, Furniture, etc.
- Fixed being able to place Furniture inside the terrain.
- Fixed Foliage Spawner losing track of player if travelling too fast.
- Fixed Rafts falling through other Rafts/pieces when crafting a new Raft piece.
- Fixed Sea Anchor able to deploy when overturned.

[h3]Dev Notes[/h3]- Upgraded to Unity 2019.4.20f1.

[h3]0.79.01-0.80.00 Experimental->Stable Change Log[/h3][h3]Bug Fixes[/h3]- Fixes Logs retrieved from pile storage not able to transfer into Crates.
- Fixed being able to craft items with Logs still connected as Palm Tree.