1. Exoplanet: First Contact
  2. News

Exoplanet: First Contact News

Dev Status Update August ‘25

[p]From the dusty edges of K'Tharsis – a dispatch from the team behind the frontier...[/p][p][/p][p]Howdy, space cowboys![/p][p][/p][p]It’s been a while since our last major update — and if you’ve been wondering what’s going on behind the scenes, let me reassure you: the silence isn’t a bad sign. In fact, it’s quite the opposite.[/p][p]We've been riding hard, heads down, working on bringing our game closer to the finish line. The good news? We’ve recently crossed a major internal milestone. Most of the core content is now in its final stage, and we’re shifting gears into polishing, balancing, and rigorous testing.[/p][p][/p][p][/p][h3]Why It Takes Time[/h3][p]One of the most ambitious and rewarding aspects of our game is the focus on handcrafted, meaningful quests — many of them branching, interconnected, and full of consequence. Our aim is to deliver something memorable, something that sticks with you long after you log off. But designing non-linear questlines means the number of possible paths (and player builds!) multiplies fast.[/p][p]To put it bluntly: every single quest has ripple effects. Choices matter. Builds matter. And that means we need to make sure everything is functional and balanced across a huge number of possible playstyles. That’s a big reason why we can't release isolated quest updates easily — everything is connected. Dropping in one new quest might impact several others, or even the world state itself.[/p][p]It’s a complex, living world — and we want to do it justice.[/p][p][/p][p][/p][h3]The Testing Frontier[/h3][p]We’ve been using your feedback from Early Access to identify pain points and improve systems across the board. We read every message — seriously — and we’ve built a solid understanding of where the game still falls short and where it shines. Your reports have directly influenced improvements in design, balance, and UX.[/p][p]Our goal for full release is to avoid the pitfalls that have plagued many ambitious RPGs: technical hiccups, broken quests, or incomplete narrative arcs. Of course, we’re a small team with limited resources, and we know that surprises will still pop up when thousands of players with thousands of builds explore the world in ways we haven’t predicted. But we’re doing everything in our power to minimize bugs and ensure a smooth experience from start to finish.[/p][p][/p][p][/p][h3]Dialogue, Lore & Music[/h3][p]Another major focus is the dialogue and narrative flow. Our game features a lot of characters with stories to tell, and we want those interactions to feel meaningful — not like exposition dumps. It’s a delicate balance: giving players depth and lore while keeping things engaging and concise.[/p][p]All this content needs to work seamlessly with level-design, sound-design, combat, optimization, and pacing. And we want to ensure a consistent level of quality across the entire experience — whether you're meeting a dusty trader, or standing at the crossroads of a major factional decision.[/p][p][/p][p][/p][h3]So... When?[/h3][p]We know many of you have been following this journey for years — and believe us, we feel the weight of that expectation. We're not interested in dragging this out indefinitely. But we're also not going to rush the release. The goal is clarity over haste. We’ll share a concrete release date as soon as we're confident in it.[/p][p]In the meantime, know this: we are getting close.[/p][p]Your support means the world to us. Every kind comment, every post cheering us on — it helps keep the engine running. So thank you. We’ll be back soon with more detailed updates. Until then, keep your revolvers loaded, your boots dusty, and your eyes on the stars.[/p][p][/p][p]Stay tuned,[/p][p]Alersteam[/p][p][/p][p]Please share your feedback, report any issues, and join the discussion on Discord.[/p][p] [dynamiclink][/dynamiclink][/p]

Build 0.75 is live!



We’re currently working on major content upgrades, like updated quest lines, but progress isn’t ready to share yet. As a result, Build 75 is primarily a maintenance update.

In this patch, we’ve improved sound design, polished new areas, added fresh assets, and enhanced NPC daily routines and AI. These changes lay the groundwork for new and updated quests coming in future builds. As always, our scripting team has tackled a ton of work, fixing numerous bugs and quest/game logic issues—many thanks to your feedback!



[h2]Art assets[/h2]
  • New Animals: Added Meat Slugs and Flying Jellyfish (with variations).
  • Gym Equipment: Introduced a basic workout gear set.
  • Colonist Dishware: Added basic tableware to the game’s assets.
  • New Characters: Included a full Meat Slug set (larvae, juvenile, ripe).
  • Crystals: Converted all crystals to a palette-based system.
  • Bugfix: Fixed visual glitches tied to the huge 3D model of the Leviathan spaceship.
  • Ship Design: Reworked glass panels on the ship’s bridge and other areas.
  • Clothing: Completed the first pass on female NPC outfits.
  • Gamepad Icons: Added new icons for controllers.




[h2]Sound design[/h2]
  • Environmental Sounds: Added new audio—various winds, rustling plants, small animal noises, and insects.
  • Asset Rework: Updated some older sound assets.
  • Sound Zones: Increased unique audio zones (10+ new ones added).
  • Wind Sync: Synchronized sound with wind gusts in certain level areas.
  • Spatial Audio: Improved audio processing in caves and the mine.




[h2]Level Design[/h2]
  • New Creatures: Introduced Meat Slugs to the world—scarce for now, found in caves and underground spots.
  • Cave Adjustments: Made minor tweaks to Pimple’s and Knuckles’ cave (not final yet).
  • Cemetery Update: Added urns and pots to the ancient aboriginal cemetery and enhanced its lighting.
  • Hornhogs: Paired up lonely Hornhogs in a few spots; slightly adjusted spawner positions.
  • Quarry Revamp: Updated the Mad Outcasts’ small quarry with a new dungeon and encounter.
  • Mine Expansion: Added a new branch to the mine’s open section—Bim’s workplace, featuring a beetle encounter.
  • Lucky Hole Lighting: Slightly updated lighting with a precise nighttime schedule and extra workshop light sources.




  • Colonist Details: Added new tableware and interior touches to Lucky Hole houses.
  • Crystals Update: Refreshed all map crystals with a color-changing material.
  • Workbenches: Placed crafting workbenches (non-functional for now) at Rusty Nails’ place, Scalphunters’ camp, and Lucky Hole.
  • Scout Camp: Added a quest-related training camp in the lush southwestern area.
  • Jellyfish Encounters: Introduced new Flying Jellyfish encounters.
  • Paths of the Ancients: Enhanced visuals for the Paths of the Ancients and its tower.
  • Scalphunters’ Camp: Reworked the camp and its lighting.
  • Varlynx Lair: Added a new cave—the quest-related Varlynx hideout.
  • Visual Polish: Applied tons of small tweaks to rocks, grass, and terrain.




[h2]Animations[/h2]
  • Combat Animations: Added some combat sets for Abori children.
  • Meat Slugs: Created animation sets for Meat Slugs.
  • Character Update: Expanded and updated animations for all characters.
  • Daily Routines: Added new animations for NPC routines.
  • Finishers: Introduced new finisher and backstab animations for humanoids and creatures.




[h2]GUI and input devices[/h2]
  • Controller Support: Made massive improvements to controller functionality and the input system.
  • Button Hints: Added more and refined existing hints.
  • UI Upgrade: Replaced the old terminal hologram UI with a computer UI.
  • Scan Highlights: Updated materials—interactables are yellow, scannable info is cyan, and destroyables/enemies are red.
  • Crafting UI: Slightly reworked the modification UI for modular items.




[h2]AI and scripting[/h2]
  • New NPCs: Added a couple of new characters at the Outpost—quest roles to be revealed soon!
  • Outpost Routines: Updated daily schedules for named characters and background NPCs.
  • Watchtower: Refreshed routines for watchers at the Outcasts’ Watchtower.
  • Scalphunters’ Camp: Gave each NPC a unique schedule (all renamed to Kson Kahar, by the way).
  • Quest Fix: Corrected broken or uncompletable quests.
  • Quest Rework: Temporarily disabled some quests for future updates—they’ll return revamped!
  • Animal Abilities: Added new skills, like a spit attack for Crucas.
  • Routine Features: Included new animations and features, such as wall leaning.
  • Reactions: Added startle events—NPCs twitch at gunshots and stagger when players sneak up.
  • Bark System: Refactored to support prefab/guild variations and future voice-overs.
  • Takedowns: Revamped takedowns and backstabs for a more cinematic feel.
  • Stealth: Lighting now impacts player detectability, with a new UI indicator.




[h2]Other[/h2]
  • Weather Effect: Added a dust storm effect.
  • Desert Storm: Refactored death triggers—rescaled damage and added wind howling.
  • Save Files: Included screenshot previews for save files.
  • Fixes: Implemented a multitude of bug fixes, adjustments, and improvements.




And in conclusion, a glimpse into some new locations for the upcoming quests—mystical and dangerous places you’ll encounter in your adventures on Tharsis. !!!Not in this Update yet!!!



We hope you enjoy the update! Share your feedback, report any issues, and join the discussion on Discord.
Until next time, space cowboys!

https://store.steampowered.com/app/531660/Exoplanet_First_Contact/

0.74.2 Hotfix

Hi all! This is a small update with the fixes of the issues that were identified as most annoying for players over the recent weeks. And fixable quickly! Meanwhile, we are already working on the next big update, which will include some exciting improvements!

[h2]Bug Fixes and Improvements[/h2]

  • Fix module sub-icons not clearing from inventory slots.
  • Fix items in gifting not triggering item info on hover.
  • Add travel menu controller navigation.
  • Add a waiting UI to the travel time skip. Previously, fast forward was initiated for the travel time depending on the distance, and the acceleration could continue even after teleportation.
  • Fix the item modification error when holstering a weapon that will be stacked with the one being modified.
  • Fix issues with the quest "Lost Friend".


As always, let us know if anything prevents you from enjoying the game, and we will try to address it ASAP! Thanks for you support!

Hotfix 0.74.1.0

We are excited to announce the release of Hotfix 0.74.1.0, which includes several improvements and critical fixes based on recent feedback to enhance your gaming experience. Here’s a detailed list of what has been addressed in this update:

[h3]Bug Fixes and Improvements[/h3]

  • Fixed camera direction affecting dodge velocity
  • Improved animal basic melee animation interruption
  • Fixed delimiter buttons repeating actions indefinitely
  • Corrected max delimiter count when removing items from gifting
  • Fixed characters without stagger animations collapsing
  • Moved holster to RB hold for controller, fixing its hold activation conflict
  • Ensured doors close after the player too
  • Addressed issues in the quest "Lost Friend"
  • Fixed minor drone navigation issue
  • Fixed consume not overriding dialog animation
  • Corrected curious dialog logic exiting upon smoke gifting
  • Fixed wrong combobox sizes upon screen resize
  • Ensured button hints resize appropriately
  • Many minor and invisible issues, or those that happen rarely, may not be noticeable to the gamer


We appreciate your patience and support as we improve the game. Enjoy the updated experience and happy exploring!

Build 0.74 is Live!

Greetings, space cowboys! It's been some time, and we're thrilled to bring you news about the latest Exoplanet: First Contact update. This update is all about enhancing gameplay features, level design, and optimization, with less focus on the narrative. Additionally, we've included a much-anticipated feature—gamepad support! Let's get started.



For those still playing Build 0.73: With the release of 0.74, all saves from 0.73 will no longer be compatible. To accommodate players who want to continue using their existing savegames, we have created an additional branch on Steam. To access it, right-click on the game in your library, select "Properties," go to the "Betas" tab, and choose "update_073_compatible." No password is required. This way, you can continue your previous savegame.


[h2]Take Full Control[/h2]
One of the most anticipated features is gamepad support. We know many players find this method of gaming convenient, and while Exoplanet: First Contact is currently a PC-exclusive, we've ensured full support for the most common controllers from modern console manufacturers. Older versions of Xbox and PlayStation gamepads, including those from third-party manufacturers, should also work seamlessly.



To enhance your gamepad experience, we've implemented focus and aim assist systems. Even our developers who usually stick to keyboard and mouse found themselves impressed with the results.
We've worked hard to create a convenient default control scheme by analyzing similar modern games, but players will be able to customize the controller configuration to their liking.



We plan to do extensive testing with experienced gamepad users (that's you!) and address any issues. We're also working on additional features like touchpad gestures, adaptive triggers, and various types of vibration.



After playing the new build on different gamepads, we're excited to utilize the capabilities of these devices fully. We're interested in your feedback on possible gyroscope support in Exoplanet, and whether you think we should support speakers and built-in microphones on compatible devices. Let us know in the comments!

[h2]Adopt a “Healthy” Routine[/h2]
One of the key features bringing the game world to life is Daily Routines for NPCs. We've developed our own toolkit to implement this aspect. These routines aren't just cosmetic; they're an essential narrative element. By observing characters' work, rest, and other activities, you'll better understand their lives and how to interact with them.



Now you can lunch with Lockjaw and his companions, run around the camp with the feisty Sneaky, or find the best time to check out their living quarters if you're that kind of player. Named characters now have varied routines, and our work won't end there. Eventually, even extras and some monsters will have meaningful behaviors.

[h2]Got Bullets = Got No Problems![/h2]

What if you run out of bullets on a desert planet? Craft them yourself! Jack can now use his Tech skill to unlock recipes for different types of ammo, including advanced ones effective against specific targets.



Crafting changes in build 0.74 don't stop at ammunition. Jack can now create useful consumables like healing tinctures or antidotes from ingredients found in the world. Many seemingly useless items can also be disassembled into crafting ingredients or sold.

[h2]Say No to Stripes[/h2]

We have received feedback on multiple occasions that transparent stripes on certain elements of the graphic interface could lower the readability of the text. After conducting comparative tests, we decided to remove these stripes from text in many windows and fields.



This change makes icons more vivid and texts easier to read. While some stripes remain for non-critical elements to retain the retro-tech feel, please let us know if the new visuals are easier on your eyes or if you prefer the old design?

[h2]Holy Moly, What the...?![/h2]



Introducing poison-spitting crucas! Jack can no longer sit on a ledge out of their reach and shoot them like fish in a barrel. Any traveler on K'Tharsis knows it's better to have an antidote and not need it than the other way around. This is the first iteration of special attacks with ranged projectiles for monsters. Ultimately, we want mobs to be capable in ranged combat and have abilities that reflect their alien biology. Crucas is the first test subject in this evolution.

[h2]A Cushy Job[/h2]

While polishing the main storyline, we're adding small side stories to the game's world. These quests reveal the lives of ordinary settlers and provide a moral choice or require ingenuity to complete successfully. Jack won't find easy money on K'Tharsis.



One such quest, starting with a notice on the board in the Outcast Outpost, lets you help a complex individual overcome a bad habit—or not. We'll be adding more quests like this in future updates.

[h2]A Thousand Little Bits and Pieces in Sound Design[/h2]



Our sound engineers have introduced effects for most interface elements, enhancing the immersive experience. Striking the right balance, these sounds are expressive yet not overwhelming, harmonizing with the game's style. New sounds have been added for interactive objects and mechanics, including climbing ropes, ladders, finishers, choking targets, melee attack shouts, and picking up bone objects. We've also designed sounds for new features like the spitting crucas.

[h2]New Outfits[/h2]



Several new clothing sets have been added, enhancing NPC visuals. Hats and accessories can complete a stylish look, whether you're a sophisticated gentleman, a hardworking farmer, or a desert raider. Some NPCs now dress to better match their characters and occupations.



[h2]Changes and Improvements to Locations[/h2]

The Scalphunter faction's camp has been revised and polished. Emphasizing their nomadic and traditional lifestyle, the camp now uses more natural materials, with individual structures gaining more detail.



The camp has undergone some minor restructuring and changes in the appearance of the tents for better navigation. For example, the shaman's tent is now easier to spot from the outside and inside, there are more characteristic cult features.


A new Fast Travel point is located next to Rusty Nails shack.
Safe zones have been added at key locations where players can rest and sleep.



Other improvements include:
  • Enhanced points of interest in the large desert
  • Updated visual appearance of the Leviathan
  • Added more stealth bushes
  • General polishing throughout the game
  • Additional stealth bushes
  • General polishing everywhere


[h2]Tech & Engine[/h2]

We've focused on optimization in this update. Most players should notice significantly improved FPS, up by 30% or more depending on their PC configuration. We'll continue to improve performance, so let us know if you encounter any issues.



In the options, you can now set an FPS limit to prevent GPU overload, especially in menus. The default limit is set to 90 FPS, but you can customize this in the settings.

Many players, especially streamers, prefer playing without a window frame when not in full-screen mode. Now, they have that option.



Previously, if players alt-tabbed or clicked a lot during loading, the game window could turn gray and appear as Not Responding, causing confusion and process termination. Now, the game window functions normally during loading.
We also fixed several small bugs related to screen mode switching (windowed to fullscreen etc.).


[h3]P.S.[/h3]

Stranger finally got his stylish hairstyle back!

--------------------------------------------------------------------------------------------------------------
That's it for now—we hope you enjoy the update! Share your feedback, report any issues, and join the discussion on Discord.
Until next time, space cowboys!



https://store.steampowered.com/app/531660/Exoplanet_First_Contact/