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Osiris: New Dawn News

Experimental Build v0.5.265

*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.



Hello explorers! Coming back from the holidays gave us fresh eyes on the UI and we put substantial focus into improving the UI and HUD across the game for this update.

[h2]Full and Centered[/h2]
The most noticeable difference? Everything is now CENTERED as opposed to being on the right side of the screen, and Menus are now full screen.



[h2]Clean, Expanded Interaction[/h2]
We also attacked the Interact HUD. Inactive options are now faded out. Interaction title and info are now centered.



You can now Open and Use objects while holding any kind of repair tool.



[h2]Minerals and More in your Map[/h2]
HUD Map now displays your settings from the Map Menu, so anything from minerals to base objects can be viewed while exploring.



Vehicles now display the HUD Map too.



[h2]Stats are Back[/h2]
Physical Stats and Leveling Up have been added back with an improved interface. You can now increase your abilities as you progress in level.



[h2]Inspect Those Vitals[/h2]
Your Vitals can now be inspected with a tool tip to display detailed information of your health, nutrition, hunger, and more.



[h2]Clear, Minimal 3D HUD[/h2]
The Lower HUD is now 3D. We also mute nominal Vitals from the HUD.



[h2]We Have a "Fill" Button[/h2]
We added a "Fill" option to easily transfer your inventory. There is also a "Fill Like" that intelligently fills like-typed items for easy item management.



[h2]Progress Goals[/h2]
Build options now show the required structure to unlock and for builds requiring proximity to specific Utilities.



[h2]Numerous Touches Throughout[/h2]
We added small but helpful touches such as the Battery Icon now pulses when using your Flashlight and Inventory weight displayed with a meter. Planet day cycle and location are also shown.



You can also now teleport your drones to your position.



[h2]Lots of Fixes, Too[/h2]
Your feedback helped us identify some subtle issues we may have missed, such as walking diagonally taking stamina. We also cleaned up some old bugs like unfinished Habitats with walls that appear on reload. Both fixed, along with many more. Here's our full list:

[h2]Change List[/h2]
Added - 3D HUD
Added - Animate the HUD based on input
Added - New Deposit All and Deposit Like buttons to inventory UI
Added - Fade out nominal vitals
Added - Fade out Equip Slots, fade in when used for a time
Added - Harvest interact is based on what you're holding
Added - Level Up physical stats with improved interface
Added - Cleaned up Item descriptions panel
Added - Player Model back into Inventory Screen
Added - Weight Meter in Inventory Screen
Added - Faded out inactive Interacts
Added - Better interact instructions for Geysers
Added - mouse overs to Vitals in Menu Screens
Added - Battery icon pulse when flashlight is on
Added - Tab Circle when pressing Tab in a menu
Added - Inspection Descriptions now turn off when going to a menu and resume when leaving menu
Added - Voice Log system added as a pickup and raid item
Added - Voice Log Listening interface
Added - support to bring in debug missions for testing
Added - more detail to auto typing text
Added - Fuel Cell upgrade to Forge
Added - Full screen layout for all menu modes
Added - Turn off Stat Elements when in Map and Skills Screen
Added - Planet day cycle data Show Planet Rotation Speed in Hours on Clock
Added - location coords to Menu
Added - Planet Name and site to Menus
Added - Fail safe to teleport droid to base
Added - location type to Menus
Added - locked build objects to menus
Added - Unlock requirements to locked build objects
Added - Level Up Alert
Added - Show Structures in Map Screen

Changed - Text and layout pass on all UI menus
Changed - Smoothed out rock textures when viewed from a distance
Changed - Set raid object to always give listed objects for missions
Changed - Repositioned Battery Icon
Changed - Cleaned up Center Queue alerts
Changed - Improved Centered Interact Text
Changed - Forge no longer requires Fuel Cell to build
Changed - Forge by default requires fuel
Changed - Forges built before this update will gain the Fuel Cell Upgrade by default
Changed - player slightly moved to center in 3rd person
Changed - Minerals now properly render on the minimap
Changed - Utilities/Inventories can now be accessed and operated while holding a Tinkering tool
Changed - improved and clarified UI in Crash Pod tutorial sequence.
Changed - Improve HUD meters on all objects
Changed - Compass text size
Changed - Clean up various Inventory screens
Changed - Tweaked build object colors for various states
Changed - Improved description in unstuck Buttons
Changed - Rework Map controls in Map Panel
Changed - Discovery now shows Minerals first
Changed - Improved Depository material
Changed - Improved Printer Collision
Changed - Improved Printer active lights
Changed - Spacecraft and Space Appliances are now all unlocked with the building of a Laboratory

Fixed - Map now is displayed in all vehicle types
Fixed - New Mission gets turned off after viewing missions
Fixed - Duplication bug when quick stacking items into multiple stacks
Fixed - Optimized runtime impact of the Minimap and GPS screens
Fixed - Numerous issues with items not properly rendering on the minimap or GPS map
Fixed - Graphics settings will no longer reset to defaults after planet travel
Fixed - Walking diagonally reduces stamina
Fixed - Redicle re activates when going in and out of menus
Fixed - some objects not pickable in 3rd Person
Fixed - Disappearing Space debris on Proteus 2
Fixed - Habitats with walls missing will no longer render ghost walls after leaving and returning
Fixed - Weather is now properly persistent in save games
Fixed - Issues causing Weather to not sync to other players properly in multiplayer


We'll send these additions to the Main Branch once everything looks good. For now we have plenty more to do, so we'll get right back to it!

-Brian

This exchanged cracked me up recently:

"Did you catch any of that?" – Boba Fett
"Something about friendship?" -Fennec
"We really need a protocol droid." – Boba Fett

Goals for 2022

While 2021 was a fantastic year for OND, we’re even more excited about 2022! To start things off we are focusing effort in these areas:

[h2]Combat[/h2]
The next round of iteration on the AI itself is underway - the brains of the creatures and how they think and operate based on a number of data points in the world. We are also moving the creatures over to a physics-based system, which will eliminate creatures falling through the ground or through player characters. Having physically based creatures might also have various side benefits, such as running over creatures with your Buggie.

Overall, our goal is to make the battle against hostile alien creatures a key gameplay element of the overall experience. Combat encounters should be something that requires a balance of skill, strategy, and preparation.

*Impaling creatures with special moves is just one of the strategic actions in this next iteration of the combat system.

[h2]Story[/h2]
Voice recording, mission logs, and location based set pieces are being added. Our aim is to expand the lore of the game to include the Osiris Missions, UNE Mission Control on Luna (our moon), and the missing crew that mysteriously vanished prior to your arrival.

[h2]HUD and UI[/h2]
*3D HUD elements can have secondary motion based on input as an option.

The UI continues to get iteration due to changing gameplay systems and what becomes primary and secondary information. The HUD also feels a bit cluttered right now, so we’re addressing that. Quality of life polish such as fading, animating, and transitioning the UI can be added to feel more immersive. Some players have also asked for the 3D UI from earlier versions, so we’re making that an option.

[h2]Updated Release Schedule[/h2]
Performing weekly updates last year had numerous benefits such as stabilizing a healthy code base and streamlining the commit process, but we also found that this frequency started to impair forward progress. For the next few rounds we will try a bi-monthly schedule for larger releases, with small patches and Experimental Builds dropped as needed. After a few releases we'll likely gauge how this has been working and make adjustments accordingly.

In the near term we expect to have a release on Experimental Branch in the next week or two, with a main branch landing soon after.

Once this batch of material is complete we’ll work from the Roadmap, prioritizing the highest voted items first. If you haven’t already, be sure to vote on our Official Trello Board Roadmap.

[h2]Website Improvements[/h2]


Something we like to do over the holidays is give the OND website a nice new coat of paint. Here’s some stuff we did to spruce things up and serve you better:

  • Overall style cleanup throughout the site for easier reading on all devices
  • New Support page with Knowledge Base and Ticketing Channel (so far this has proven to be way better than juggling emails)


We’re excited to see where these new efforts take the game and can’t wait to see where this next chapter takes us. From all of us on the OND team, thanks for playing and we hope you all have a fantastic 2022!

Year End Update

Happy Holidays Explorers! We're proud to graduate the latest Experimental Branch changes along with some additional minor polish in, what will likely be, our final update of the year.

[h2]Looking Back on 2021[/h2]
And what a year it's been! Since we bought back our publishing rights just over a year ago, Fenix Fire has performed 62 updates, 10 of which were large feature and content expansions to the game. Not only did we further expand the game, but also put a considerable focus on code clean up, game engine updates, optimizations, save game stability, and multiplayer stability. At this point the code base has largely been rewritten, we're in a healthy version of Unity, and the project is in a very workable and solid state to develop from.

[h2]Looking Towards 2022[/h2]
And we're not done yet! There is still more that we want to do. Yes, we're still in Early Access, but this process is not a race for us, it's about quality and striving towards giving you the best version of this experience we possibly can.

[h2]2021's Greatest Hits[/h2]
To celebrate our most productive year we've ever had, here's a brief rundown of some of the more significant updates released:


More detailed creature AI and intelligent spawning systems.


Greatly expanded the underground areas of the game across all planets.


Option to choose to sleep through the night at your base.


Large expansion of map and GPS features along with satellite systems to view and find resources.


Remastered Zer, the planet closest to the star. Also added the Deep Terrain Drill.


Our largest update of the year. Biomes, Space Station, and Species Discovery added.


Planet Lutari added, Aziel Remastered, and new robots added.


Salvageable Base Ruins and Remastered Mech.


Project overhaul that refocused on Survival as the core gameplay pillar.

[h2]Change List[/h2]
Added - VFX and SFX for upgrade completion to match that of construction completion
Added - Updated Radar Scanner handheld screen graphic to better represent current use

Changed - Tweaked Spaceship landing to be more lenient for various landing surfaces, allowing it to touch down sooner
Changed - Upon touching down, the Spaceship's landing gear will now gently lower the ship closer to the surface
Changed - Right click while wielding the Radar Scanner will now open the GPS screen
Changed - Gave planet's informational cards realistic temperature values when highlighting them in low orbit
Changed - Public servers now have a 30 day wipe cycle instead of 14 days (will update on next cycle for active servers)
Changed - Disabled missions in Creative Mode
Changed - Swapped out Zer Creature shaders with optimized variant

Fixed - Improved inventory persistence stability (In Previous Main Hotfix v0.5.227)
Fixed - GPS filter selection is no longer reset when entering the GPS Map, it is once again properly saved
Fixed - Removed moons Proteus 2, Lutari, and Aziel from low orbit of Zer as they were unintended to be there.
Fixed - Polished a few instances of mesh edges visible on Zer
Fixed - Reset VSync to saved value during intro cinematic to reduce screen tearing
Fixed - Cut off text in difficulty buttons in main menu
Fixed - Removed explosion sounds from intro cinematic
Fixed - Instances where Spaceship landing gear would fly in from offscreen after takeoff
Fixed - 0 TOD cycle rate no longer affects Main menu and Intro Cinematic


Unless anything pops up that requires a patch, I've instructed the team to take the rest of the year off and enjoy their holiday break. We look forward to returning in January invigorated and ready to tackle the next chapter of Osiris: New Dawn!

From all of us on the OND team, please enjoy this latest update and have a wonderful, and safe, holiday!

Brian



And now a quote from my favorite Christmas movie:
"Got invited to the Christmas party by mistake. Who knew?"

Experimental Build v0.5.228

*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.



Hey explorers! We've been putting a good deal of focus on stabilization and performance in multiplayer these past weeks, and now we'd like to celebrate these core code improvements with longer server cycles in Public Universes from 14 days to 30 days.

We've also looked at a few other items brought to us through the community, and knocked those out too. Here's the notes this week:

[h2]Change List[/h2]
Added - Updated Radar Scanner handheld screen graphic to better represent current use

Changed - Tweaked Spaceship landing to be more lenient for various landing surfaces, allowing it to touch down sooner
Changed - Upon touching down, the Spaceship's landing gear will now gently lower the ship closer to the surface
Changed - Right click while wielding the Radar Scanner will now open the GPS screen
Changed - Gave planet's informational cards realistic temperature values when highlighting them in low orbit
Changed - Public servers now have a 30 day wipe cycle instead of 14 days (will update on next cycle for active servers)

Fixed - Improved inventory persistence stability (In Previous Main Hotfix v0.5.227)
Fixed - GPS filter selection is no longer reset when entering the GPS Map, it is once again properly saved
Fixed - Removed moons Proteus 2, Lutari, and Aziel from low orbit of Zer as they were unintended to be there.

With many of the edge case, minor fixes, and adjustments out of the way we may give ourselves a bit more time between patches to allow for development focus on some larger systems, such as the story implementation (which kind of needs to be dropped all in one go) and combat improvements (which encapsulates many analogous systems).

Anyway, we hope you enjoy this latest patch and we'll be out there across our channels to get your feedback. As always, once this Experimental Branch settles we'll graduate to the Main branch.

-Brian

Rogue One, my third favorite Star Wars film, has this great line from the hilarious K-2SO:

"Congratulations. You Are Being Rescued."

Main Build Update 0.5.226

Hey Explorers!

The testing and reports from the past two Experimental builds have performed well, so we're graduating the branch this week. In case you missed it, here's the notes for the past two weeks:

[h2]Change List[/h2]
Added - Custom markers now appear on compass
Added - New meteor type to Proteus 2
Added - Multiplayer data safeguards to better persist through crashes of either host or clients
Added - Additional loading screen messaging for remote clients joining a host
Added - More robust system for syncing save data among all clients

Changed - Upped 3 active creature ragdoll limit to 10, will evaluate more solutions soon
Changed - Tweaked current mission set to lead the player through the tech tree
Changed - Very old legacy worlds will no longer be migrated to the new data system to better maintain stability of current saves

Fixed - Objects can once again be built on Custom Piece structures
Fixed - Removed nonfunctional customize screen on various objects
Fixed - Zer planet is no longer blindingly bright in low orbit
Fixed - Default language now properly is applied based on system languageFixed - Leaving an item inside the fuel window on objects such as the furnace will no longer prevent the fuel window from being accessible afterwards

Fixed - Sorting containers with multiple items in non-full stacks will no longer cause items to go missing or to be duplicated
Fixed - Crashes occurring during client joining or leaving should no longer cause data losses or duplication
Fixed - Logging out on other planets should no longer cause the player to spawn back in with their ship in orbit
Fixed - Spaceship crash handling has been further improved to reduce the instances a player will spawn back in without/far away from their ship

Please reach out to us regarding language localization to verify it's working for you.

Osiris: New Dawn - Official Discord Server

If you experience any problems loading please reach out to us here. The last thing we want is for you to have any trouble playing and experiencing the game.

Sincerely,
-Brian