Discover Lost UNE Satellites, Carry Out Missions in our Completely Redefined Mission System, Scan and Identify Strange Alien Lifeforms, Coordinate System, Finite Resources, Improved Object Interactions, and much more! MAP AND COORDINATES

PIcking up where we left off with the new Map/Radar System we overhauled the Coordinates System to be far more accurate and useful. Latitude and Longitude are in your HUD (no need to use the map tool anymore) allowing you to see your exact location at all times. Coordinates also now play a huge part in the completely redefined Mission System, as some missions will rely on you to use your coordinates to carry out specific mission tasks.

The Map system has also gone through more improvements. Zoom now has a clear near, medium, and far zoom ranges showing precise magnification in meters. Structures, Utilities, and Vehicles now have context specific icons for easier identification on your map.
We’ve also added location names that appear in your map once discovered.
MISSION SYSTEM AND BUILD GOALS

The new Mission System sports many types of missions, one of which we call a “build goal”. When selecting a build mission, the build’s ingredients are shown in the HUD and dynamically change and illuminate as you collect its needed objects. This eliminates the need to constantly go back to the Build/Craft tab to see how close you are to building something. This feature has quickly become one of our favorites!

Missions are contextual by Planet and Zone, meaning you can view all your missions or just the missions specific to your current location. You can make missions active or not, allowing you to prioritize your objectives. Once activated, your missions will appear in your HUD in the upper left corner.
INTERACTIONS AND SCANNING SYSTEM

The interaction system also received a complete overhaul making it far easier and cleaner to interact with objects. There is now a soft “Z Targeting” as you approach objects along with interaction commands such as “[F] Use Scanner”. Press F and you’ll automatically equip the tool, no need to scroll through your quickslots or press number keys (although you absolutely can if you want). Interactive objects are signified with an outline, just like utilities.

For veteran players, you’ll notice the old Map tool is now the Scanner. This is because the Map is now integral in your UI and HUD, freeing up the Map tool model for another use. Scan a life form to identify what it may be.

Once identified it will give further instructions on how to research a lifeform’s possible uses.
ABILITIES AND UI IMPROVEMENTS

You will now start to accumulate Ability Points and go up in Ability levels. NOTE - we have yet to add the ability “perks”, as this is coming in a future update. However, the groundwork has been created for this deeply valuable system which is our next evolution of the old Skill Tree and Stat Point system.

Colonization save data is now stored, allowing you to view how well you’re achieving your primary goal of colonizing the Gliese 581 System. Satellite readings now display your position and asset locations on the Map so that you know where you and your objects are.
SHUTTLE IMPROVEMENTS

Entering and exiting the Shuttle has been overhauled as well, using our new interaction system. To enter the cockpit and pilot the Shuttle, the chair will outline and display a prompt to Enter Cockpit.

Conversely, after landing, your Shuttle will prompt you to exit the cockpit.

Space travel now has more information on the planet indicators so that you can clearly identify where each planet is located, allowing for much clearer navigation while in space.
SLOPE DETECTION

The player now responds to slopes, providing a much more realistic traversal experience. When slopes are great, either extreme inclines or declines, the player will automatically crouch walk to avoid falling.
FINITE MINERALS AND RANDOM ITEMS

Minerals and other resources are now finite, meaning that they will never regenerate, even after you return to the game. This persistence will force players to think about economy and scarcity, leading to a far more realistic experience.
When mining all of one mineral you will have the chance of finding a rare bonus item, along with earning some ability points.
ADDITIONAL IMPROVEMENTS

Giant worm is back!

Improved worm fossil art.

Much improved particle lighting.

Compass has more range and underwent numerous bug fixes.

Incase you missed from previous update, the save game now displays your last checkpoint before leaving the game.
PLEASE GIVE US YOUR FEEDBACK as we continue to balance these systems and experimental aspects. Your honest feedback is always welcomed and is a crucial component to our Early Access journey. We do read every single comment and post, and take each and every observation into consideration. Happy exploring!
BUILD NOTES
NEW FEATURES
- New Mission System
- Lost UNE Satellites and Drones to Discover
- New Coordinates System
- All Minerals are now Persistently Finite - meaning they do not regenerate after being mined
- New Scanning System
- Eight new Plants with sub species
- All Playable zones now have discoverable areas
- UI sounds added for all Main Menu, HUD and UI buttons
- Ability System added with experience point and leveling accumulation
- Added Unidentified Object Missions based on Coordinates
- New Workbench Art
- New Furnace Art
- New Power Distributor Art
- Added Support to filter Missions by Current Planet/Zone
- Context specific automatic tool wielding when approaching an interactive object
- Added Planet names to indicators while space traveling
- Added Cockpit Enter interaction
- Added Cockpit Leave interaction after landing
- Missions yield various experience points and follow up missions
- Missions save properly
- Gathering objects now show indicator in center of screen
- Mining all of one Mineral gives experience and sometimes a special item
- Mission completion now has sound
- Scanning now has audio while scanning
- Added slope detection to Player
- Player now reacts to extreme slopes
- Player now faces utilities and interactive objects when close to object
- Map can now zoom in and out in HUD mode
- Map now has 3 distinct zoom levels
- Foliage cutting on all utilities and structures
- Shovel now digs and deforms the ground
- Added Space Shuttle Thrusters when leaving a planet
- Space Shuttle now has moving rudders and ailerons while in atmosphere
- Colonization screen now displays your Colonization Status by category
- Colonization screen now shows your structures, utilities and vehicles on the map of each zone
- Colonization screen now shows your current player’s planet, zone, coordinate location
FEATURE UPDATES
- Workbench, Furnace, Forge, Printer, Chem Station are all buildable
- Airlock can now be directly attached to Biodome and Barracks
- Cleaned up Forge Art
- Cleaned up Crafting and Build Menus and rollover info system
- Improved Space Shuttle Landing detection
- Improved Worm Fossil Art on Proteus 2
- Ramps have been reworked to allow for easier/seamless movement up ramps
- Further balancing on minerals and plants in all zones
- Drastic framerate improvements to Proteus 2
- Added Legend to Map Details
BUG FIXES
- Texture optimizations to reduce over 1GB of download size
- Graphics Settings has been reworked to fix shadow settings
- Fixed Default Graphics settings to include Shadows
- Bug fixes to Compass and Map while travelling between planets
- Fixed to Compass markers
- Fixed Player orientation after landing Space Shuttle
- Fixes to Shuttle Hovering System
- Fixed bug where player death after space travel made player float as if in space
- And many more minor bug fixes
Thank you in advance. :)
Best regards,
Fenix Fire