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v4.2.5 patch

Hello Curators, today's patch contains a set of bug fixes I've been working on over the recent months. Thank you all for your feedback. I read every post. :)

For those that are curious what else I've been working on, I have been working on a couple of other more substantial projects, which I look forward to sharing with you down the line.

Changelog below. Any issues, let me know.

[h3]v4.2.5 Changelog - 19/05/2025[/h3]
  • UI: Added latin names as search tags to all animals.
  • UI: Close Window button and hotkey now closes build menu, research windows, prestige window and message window.
  • UI: Fix typo on Family Poster description.
  • UI: Fixed bug 'needs light' now works correctly as a search term in the search menu.
  • UI: Improved placement on heights other than y=0, especially land masses.
  • UI: Fixed bug wrong sprite was used when Science income was not sufficient to keep Abyssal Tank operational.
  • UI: Fixed panning in perspective mode.
  • UI: Fixed typo causing Boeseman's Rainbow to not have a latin name.
  • UI: You can no longer place the same substrate on top of itself.
  • UI: Improved layout of save/load box with more even distribution of columns, especially in 4:3 ratio.
  • UI: Improved layout of Sandbox menu, especially in 4:3 ratio.
  • Graphics: Removed some lights from Kreisel tank to improve look.
  • Graphics: Fixed bug where Oblique-Lined Dottyback, Long-Nosed Chimaera, Long-Tailed Duck and Adélie Penguin didn't animate when you hovered over them in the menu.
  • Balance: Fixed bug where some objectives were generated for sandbox where the required animal was 'Congeners Only' making Tank Point Value objectives impossible.
  • Balance: 3. Elmshorn, improved Toadstool Coral side objective structure to make it easier to follow.
  • Balance: Fixed bug where 'Requires Observation' on a modded animal was still causing health to drop even when Deep Freeze is disabled.
  • Japanese: Fixed a bug where [empty string] was written in the cashflow window.
  • Chinese: Renamed Marbled Serpent Starfish.
  • Chinese/Modding: Added requested characters for better names in mod support.
  • Modding: Added support for floating point (decimal/fractional) number to be used for tank.waterHeightAdjustment. This lets you put floating objects at any height.
  • Modding: Added feature to disable automatic mod disabling when an error is encountered during post-processing. gui.data -> dontDisableModsOnFailedLoad. Please don't change this setting unless you are a mod creator in the middle of tweaking a mod. It will disable automatic recovery meaning you'll be locked out of the game until you manually fix/delete/disable the mod causing the error.

v4.2.4 patch

[h3]v4.2.4 Changelog - 16/07/2024[/h3]
  • UI: Updated some incorrect Chinese localisations.
  • UI: Added guest count to prestige window.
  • UI: Increased maximum money from 1,000,000 to 10,000,000.
  • UI: Updated Daisy Star Polyp latin name to Knopia Octocontacanalis.
  • Balance: Arctic Skate now tolerates abyssal.
  • Balance: Dislikes stony coral is now counted by science poster.
  • Graphics: Fixed minor error in 3d model of Mega Polar Tank.
  • Graphics: Whale skeleton is 100% opaque now leading to less glitchy use in abyssal tank.
  • Graphics: Improved frozen paint UVs on some objects.
  • Fixed bug/modding: 'Chemistry' objects with footprints larger than 9 tiles caused error. Very small change to some 'chemistry' object prices as a result to moving to an algebraic approach for the footprint discount.
  • Fixed bug/modding: If an object is added to the child of a child the tank stats update to reflect this.
  • Misc: New code signing certificate means the .exe may need to be whitelisted again in any Antivirus software.

v4.2.3 patch

[h3]v4.2.3 Changelog - 07/05/2024[/h3]
  • Misc: Upgraded back up to Unity 2019.4.40f1 after fixing the issue causing textures and audio files not to load correctly on OSX and Linux.
  • Optimisation note: Upgrading to 2019.4.40f1 has yielded a significant boost in the rendering side on my Macbook Pro. I don't know if this is limited to OSX, but it felt like possibly all versions were running a bit smoother. Nice to have! ːsteamthumbsupː
  • Misc: Changed Peacock Squid latin name to: Taonius Borealis.
  • Fixed bug: In staff level up tooltip, on hover over skill, modifiers from talents that were zero (--) appeared in red, instead of green.

Megaquarium v4.2.0 - Spring cleaning update!

Greetings curators!

Behold the spring cleaning update - an update dedicated to minor improvements and bug fixes that have been raised by the community. Let's take a look!

[h3]Let your researchers take a break[/h3]
When playing with mods there can be a lot to research, and that means a lot of popups. Many Megaquarium players asked for a way to opt-out of research. Now there is a setting that allows you to do that. Options -> Interface -> Allow no research project -> On; Now the game will no longer force you to have an active research project.

Warning: Your ecology and science points will be wasted so unless you're playing with mods I'd recommend leaving it off!

Speaking of the research windows, I've also optimised them so they load quicker, especially when there is a lot of research.

[h3]Objects on objects on objects[/h3]
This update brings improved support for scenery objects that are mounted on other bits of scenery for a more modular build-style. While not currently featured in any official content, there are mods that make use of this feature on our workshop and now they are easier to work with and appear correctly in tanks of all depths.

[h3]Science consumption - red or purple?[/h3]
After the launch of Deep Freeze several players requested that the science consumption icon be changed from red to purple. Their justification was that, yes the science was lost, but it isn't a bad thing, as it is a deliberate choice by the player.

After some testing, I've decided that I agree. Science consumption is now purple.

There are many other tiny fixes, all listed below. If you notice any bugs while playing do let me know.

While this update is more of a tidy-up, I can reveal I have been working on more substantial things which I look forward to sharing with you in the future.

Thanks and enjoy!

Tim Twice Circled

[h3]Changelog[/h3]
  • Feature: Added option to allow the game to continue without a selected research project.
  • Feature: Improved resolution detection code across operating systems and added a "Detect Native Resolution" button.
  • Feature: Added separate float up/down in 1st person mode hotkey.
  • Feature: Added option to toggle anti-aliasing (always on before).
  • Feature: Added autosave period option.
  • Balance: Excluded Divider from levels 1 and 2 but added a tutorial to introduce them properly in level 3.
  • Balance: Level 2, removed size requirement from wall tank objective. Any new wall tank will do.
  • Balance: Level 3, allow any type of deep tank (including corner and observer) for the deep tank objective.
  • Balance: Level 10, reordered objective rows in Builder Blackmail objective.
  • UX: Slightly reduced start height of floating cost-text when you place a new item.
  • UX: Science consumption from Abyssal Tanks is now purple rather than red.
  • UX: Show active swimmer/flyer range in build menu (min-max).
  • Fixed bug: Objective rows no longer get stuck red after flicking from complete to not-complete in quick succession.
  • Fixed bug: Staff with power tools equipped caused all item toggles in advanced tab to be red.
  • Fixed bug: Could not walk through tunnels in 1st person mode.
  • Fixed bug: Fixed centre of 'u' tank.
  • Fixed bug: Build menu refreshes when you unlock a new food via a merchant process, even if the staff tools window was the last one opened.
  • Fixed bug: Raised parrotfish and triggerfish lower bounds by 5cm.
  • Modding: Objects hosted on objects hosted by tanks now appear in the right place, both while placing and after placement.
  • Modding: Objects hosted on objects hosted by tanks now appear in the tank's contents list and affect system chemistry and aquascaping. Animals will not function correctly unless hosted directly on the tank.
  • Optimisation: Improved load time of research window especially with lots of extra animals from mods.
  • Optimisation: Staff item/skill toggles on advanced tab reuse data structures to reduce memory allocations.
  • Optimisation: Enabled Unity's incremental GC.
  • Miscellaneous: Dumbo Octopus scientific name changed to: Opisthoteuthis Californiana.
  • Miscellaneous: Upgraded Unity version to 2019.4.40f1. Should be no change in-game but mentioning it in case it introduces any bugs.

Megaquarium v4.1.0 - Quality of life update!

Greetings curators!

I want to say one last time, thank you all for the amazing response to the launch of Deep Freeze last month.

https://store.steampowered.com/app/2574770/Megaquarium_Deep_Freeze__Deluxe_Expansion/

If anyone has enjoyed the expansion, please consider leaving a review on the store page. ːsteamthumbsupː

For the last few weeks I've been working on an update based on all the feedback I've received from the community. I've focused on frequently requested features that could be implemented in a reasonable timeframe. Let's take a look!

[h3]Sortable staff[/h3]
As I briefly introduced in last week's post, it's now possible to sort the staff management table by: status, zone, skills and accessory.



As this was a highly requested feature, I'm sure the community already has ideas on how to maximise this feature. Here's what I could come up with myself:
  • Sort by highest active skill to make mass levelling up quicker. Just work your way through all the feeders, then the fixers etc. No more hunting for the right button to press.
  • Sort by zone and then check the 'status' column to see if anyone is idle near the end of the day or visa versa. This insight can be used to rebalance your staff zoning so you're maximising each staff member's productivity.
  • Similar to above, sort by 'status' to easily see if you have idle staff who can be put to better use.
  • Sort by 'accessory' to quickly find staff who haven't been assigned an accessory yet.

In my own playtesting I found this feature especially useful when paired with...

[h3]To overlap or not to overlap[/h3]
Before now, it's not been possible to place the same area in more than one zone. When you added an area to new zone, it was removed from any zone it was currently assigned to.

With the latest update there is now a setting in the Options which, when enabled, will allow your zones to overlap.

I prevented zones overlapping in the original design because I thought having lots of overlapping zones might be confusing for players. Plus, if I'm honest, I didn't understand the use case for this feature... until now.

You see, zones are really useful for stopping your staff from wasting too much time walking. That's because, while staff do prioritise nearby tasks, if the only task available is far away, they'll still do it.



However, it can be quite painstaking to balance your zones perfectly so that staff idleness is minimised, especially for your fixers, because equipment breakdowns are semi-randomised.

I personally found overlapping my fixer zones helped deal with breakdown spikes, while retaining the advantage of zoning, that is: reducing the amount of time spent walking between tasks.

Not to mention, overlapping zones makes it easier to zone the separate jobs (gift shop, cleaning etc.) because each zone is essentially on its own layer, independent of all other zones.

So I'll say it: I'm a convert! And I suspect I'm only beginning to scratch the surface of what can be done.

[h3]Let's reconnect[/h3]

A quick one to finish with. When you pick up and move a tank, any pumps, compressors and posters that were connected to it before you picked it up will reconnect with it when you place it down (assuming they are still in range!).

This will hopefully make tweaking your aquarium layout a more rewarding experience. :)

[h3]A final word[/h3]

That's just the big hitters, as usual there are many bug fixes, balance changes and general improvements. Full changelog below.

Just before I go, there are still a few hours left to nominate Megaquarium for Steam's 'Labor of Love' award. If you haven't voted yet, please consider casting your vote using the link below.

https://steamcommunity.com/games/600480/announcements/detail/3864713384553759932

Thanks and enjoy!

Tim Twice Circled

[h3]Changelog[/h3]
  • Feature: You can now sort the staff management table.
  • Feature: Added setting to the options to allow zones to overlap (default is off).
  • Feature: Pump, Compressors and Posters reconnect automatically when you move a tank, if the tank is still in range.
  • Balance: Abyssal animals can now be unlocked with Ecology in 'Everything Available' mode in Sandbox.
  • Balance: Abyssal animals cost much more Ecology to unlock than regular animals.
  • Balance: Improved several Deep Freeze Sandbox objectives so they are easier to trigger.
  • Balance: Reduced the number of animals required to fulfil some of the hardest Deep Freeze Sandbox ARG objectives.
  • Balance: Staff feed the lowest health animals first.
  • Balance: However, animals do not regain health unless fully fed (partial feeding is not enough).
  • Balance: Supplement Manual bonus increased from 40 -> 60.
  • Balance: Dictaphone bonus increased from 20% -> 25%
  • Balance: Deep Freeze level 2, otter objective, science requirement reduced to 190. Added '(Check end of message)' to the otter sub-objective.
  • Balance: Deep Freeze level 1, the message about observation pops up as soon as you place the Antarctic Sea Pig.
  • UI: Renamed Mirror Anthia -> Mirror Anthias. Purple Queen Anthia -> Purple Queen Anthias.
  • UI: Changed "Roles" to "Skills" on individual staff window.
  • UI: Squeezed out a bit more width for skill name in staff management table (helps non-English localisations).
  • UI: Slightly increased the height of the staff window.
  • Fixed bug: Plant Destroyer and Breeding function in Passive Mode when they should be disabled.
  • Fixed bug: Wrong tooltip on light icon on tank window.
  • Fixed bug: Incorrect access points on Medium Beach Tank, Island Beach Tank and Small Polar Dome.
  • Fixed bug: Too many overlapping containers on Medium Beach Tank and Island Beach Tank.
  • Fixed bug: You could place underwater decorations under the cliffs on Small Polar Dome and Mega Polar Dome.
  • Fixed bug: You could build a bridge through a Large Abyssal Tank.
  • Fixed bug: Lines to connected Compressors were not shown when you hovered over the tank.
  • Fixed bug: When placing a new Compressor, invalid tanks were highlighted when they should not have been.
  • Fixed bug: 'dev mode' level up staff button works again.
  • Fixed bug: freeze when you try to connect a pump or compressor to a tank before it has finished animating in.
  • Misc: When mods are copied from Steam's folder to My Games\Megaquarium\ we do the copy and rename in one method call rather than 2. Hoping this reduces chance of permission issue occurring.