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Additional details about upcoming update revealed!

The Architect's Collection will launch alongside a huge update the base game on 11th November 2021.

In the last post I went in-depth on the new sandbox mode. This time I'll shed some light on the other most exciting new features.

[h3]External decorating[/h3]
The eagle-eyed amongst you may have noticed in the trailer and screenshots that some of the guests are paying more attention to decorations outside your tanks than before.



Previously, decorations only earned you prestige when a guest viewed them inside a tank, but once this update goes live they will earn you prestige when placed externally too.

One of the neat things about launching this alongside the Architect's Collection is that the expansion contains a set of dividers (like the velvet rope you can see in the picture above) that can be used to cordon off your decorations while still allowing your guests to view them.

Fun fact: guests can view external decorations from up to 3 tiles away!

[h3]Paints earn prestige[/h3]
Staying on the theme of making the spaces between your tanks as important as the tanks themselves—in the new update paints will earn you prestige!

As your guests traverse your aquarium they will note all the painted objects they encounter (including the floor itself). Once they have encountered a sufficient amount of an individual paint, they'll earn you some prestige.

I really like this mechanic because it rewards you for making a beautiful aquarium—something you'll probably want to be doing anyway. I also like the way it requires a build up of a single paint style which incentivises you to theme your aquarium in blocks - much like a real aquarium!

NB If you're not a paint enthusiast, don't worry! Painting is not mandatory. It's just another opportunity to convert your design skill into prestige.

[h3]Arrows[/h3]
I've upgraded the floor arrow to give a more intuitive behaviour. It attracts guests to it and then sends them on their way in a straight line in the direction it points.

Guests will explore all the attractions in an area first, before paying attention to the floor arrow. This makes floor arrows really helpful for moving guests along to the next area, rather than dawdling about getting lost!

Overall this new behaviour is more transparent and provides better feedback than the old arrows did, so it's easier to tweak them to your liking.

[h3]One-way gates[/h3]
I've wanted to add one-way gates to the game for a long time. They are another example of a deceptively simple idea which took a significant system rewrite to get working. The result is really nice though.



You can use these gates to enforce a one-way system around a small part of, or even your entire aquarium! Thankfully staff can still pass through the gate in either direction.

With their inclusion it's easy to automatically trap guests so they cannot leave. To combat this I've included some new negative guests thoughts when guests want to leave but cannot find a path to the exit.

So be warned: while it's very easy to trap guests inside your aquarium, your prestige will take a significant hit if you try it. ;)

[h3]Per-skill task controls[/h3]
This one is straight out of the community suggestion inbox. Previously you could prohibit a staff from carrying out tasks of certain skill levels. However, this was applied to all roles at once.



This meant that if a staff member was good at fixing but poor at feeding, you couldn't prevent them from doing the high skill feeding tasks without also stopping them doing the fixing ones too!

In response to player feedback I have split this control so there is a separate set of toggles for each role.

I'm so pleased with how Megaquarium continues to evolve. Thank you all for your ongoing attention, I hope you enjoy everything when it goes live on November 11th.

Tim

Major sandbox update launching alongside new DLC!

The Architect's Collection will launch alongside a huge update to the base game on 11th November 2021.

https://store.steampowered.com/app/1339440/Megaquarium_Architects_Collection/

In this post we'll take an in-depth look at the changes I've made to sandbox mode as part of this update.

Before we get started I'd just like to clearly state that this update will be available to all players regardless of whether they own any of the expansions.

[h3]A scalable sandbox[/h3]
I had many goals when redesigning the sandbox mode. Primarily I wanted to create a more scalable sandbox—one that could respond to however many expansions or mods you have installed.

Secondarily I wanted to create a more responsive and varied sandbox, where every playthrough is different and where the challenges and opportunities you are offered depend on your actions as a player.



[h3]Unlimited opportunities[/h3]
One of the problems with the previous sandbox mode was that there were a finite number of opportunities (side-objectives, trades and merchants) that appeared in your inbox.

These opportunities were linked to your prestige value rather than time, so even if you spent a lot of time at the same rank, no new opportunities would appear.

The first change I made was to unlink the opportunity generation from prestige and have them become available based on the passage of time instead.

This means that, if you wait long enough, eventually every single animal will be available via an opportunity, even if you have hundreds of animals from various expansions and mods.

[h3]More responsive, more varied[/h3]
If we are generating new side-objectives etc. as we go along, rather than at pre-determined prestige levels, we can also make those objectives respond to other factors within the simulation.

For example, the game might offer an objective which encourages the player to use an animal or item they've not used yet.



The game can also create progressive objectives challenging the player to keep pushing further in various metrics such as animal diversity, combined point totals or guest count.

To achieve this I have designed a system where objective "styles" can be defined. These comprise:
  • A set of conditions which need to be true for the objective to be offered.
  • A reward definition which allows an appropriate reward to be chosen based on the current state of the aquarium.
  • A set of objective goals which can also be programmed to adjust based on the current state of the aquarium.

Put all this together and you have a system capable of incredible variety while also being responsive to ensure balance and good gameplay.

[h3]Highly moddable[/h3]
It won't be a surprise, then, to learn that this system is incredibly moddable. I've covered all the basics so that all animals will fit into one opportunity or another. But a modder could be much more targeted and specific.

Imagine a mod which adds 1 or 2 animals but also includes special objectives which are the only way to obtain said animals. This is 100% possible.

I'm excited to see what modders are able to do with this!

[h3]Rarity factor[/h3]
One of the things I'm most excited about with the launch of this new sandbox is the creation of more of a rarity factor among animals in the game.

Unless you set animal availability to "Everything Available" when creating the sandbox, a selection of animals will be excluded so that they are not available to unlock with ecology.

Previously this selection was purely random, but with this update, the selection is now based on a rarity factor for each animal. Put simply, it's much less likely for you to be able to access high prestige animals like whale sharks and ocean sunfish with simple ecology.

Instead you're going to have to complete difficult objectives or trades for them. I think this will create a really nice rarity factor that I've wanted in the game for a long time.

[h3]Expansion-specific objectives[/h3]
Finally, I'm pleased to announce that both Freshwater Frenzy and the Architect's Collection will include unique sandbox objectives that only appear if you have the expansions active.

For example, with Freshwater Frenzy active, you'll be offered special breeding objectives from the master breeder himself Emmanuel Tosh!



Likewise, with the Architect's Collection, you'll be offered architect challenges where you are incentivised to make use of all the new content in the collection.

This model allows me to create tailored content for each expansion, all accessible simultaneously via sandbox mode. With each new expansion the gameplay becomes richer, more varied and hopefully more fun!

So that just about sums things up. For me this update is integral to the future of Megaquarium. Just like the optimisation updates earlier this year, it creates a foundation upon which future content can be built. I'm thrilled to share it with you finally.

Tim

Megaquarium: Architect's Collection expansion announced for November 11

Megaquarium: Architect's Collection is the next expansion for the great aquarium building game from developer Twice Circled and it's ready to release on November 11.

Read the full article here: https://www.gamingonlinux.com/2021/10/megaquarium-architects-collection-expansion-announced-for-november-11

Announcing Megaquarium: Architect's Collection!

Introducing the Architect's Collection: a brand new expansion for Megaquarium!

[previewyoutube][/previewyoutube]

I'm going to talk about the design process for some of the key features later in the post but before we get started, head over to the store page for a full rundown.

https://store.steampowered.com/app/1339440/Megaquarium_Architects_Collection/

The expansion will be priced at $7.99 or your regional equivalent and will launch on 11th November 2021 on both GOG and Steam. Remember to wishlist if you want to be notified when it goes live! ːsteamhappyː

This expansion will be launching alongside a big upgrade to the base game introducing more quality of life features as well as some brand new mechanics. More on those another time.

[h3]Spaces between the tanks[/h3]
Now I love designing tanks in Megaquarium as much as the next person, but wouldn't it be cool if you could spend as much care and attention over the design of the spaces between the tanks?

This is what the Architect's Collection, and the update that releases alongside it, are all about.

[h3]Layering up[/h3]
You may not realise, but up until this point Megaquarium has been limited to just a single layer of objects. In other words, you can't build objects on top of one-another.

For an expansion all about architecture and design, this limitation had to go!



It took a major system rewrite but adding multiple layer functionality paves the way for all manner of new objects in the game. Without it, archways, roofs, bridges and tunnels simply wouldn't be possible.

[h3]Over and under[/h3]
Have you ever built yourself into a corner? You finally finish that Mega Tank and then you realise there's no route for your guests to continue their journey further into your aquarium. Enter bridges and tunnels...



This is just one of the many uses of bridges and tunnels! I also think they add so many possibilities in terms of layout, design and aesthetic.

[h3]Paintable = Customizable[/h3]
Painting offers a wonderful opportunity to make our aquariums unique. It was only earlier this year when designing this expansion that I realised how powerful this tool could be.

By making almost every object included in the expansion paintable (major props to my artist here as this was not the easiest task!) it allows almost infinite creative possibilities.

Plus it gets better, all paints are back-compatible, so as new paints are added in the future the creative space grows even more.

[h3]Aquatic VIPs[/h3]
Let's talk about the animals. This expansion was the perfect opportunity to go all out on the inclusions.

If you're an aquatic enthusiast, you will already know and love so many of the animals on this list. If Megaquarium is your entry point to the world of aquatic life - well you're in for a treat, this eclectic mix of the weird and wonderful may just ignite an interest you didn't realise you had.



[h3]Designed for Sandbox[/h3]
We believe the Architect's Collection is best enjoyed alongside the content from other expansions (both past and hopefully future!). For this reason we decided that a standalone campaign wasn't the right fit.

Instead, the Architect's Collection is launching alongside a huge update to the game's sandbox mode!

My goal: to generate a campaign-like experience but where all your expansions (and even mods) can intermingle to create the deepest and most varied experience possible.

I will be releasing a separate post specifically about the new sandbox mode closer to release, but here's a taste of what to expect:



Until then,

Tim Twice Circled

Fishblast – Cold Waters – October 2021

Summer has officially ended, and the weather is getting colder. But does that also happen under the sea? I am no aquatic expert, but I do know that during winter the oceanwater feels warmer even than in summer. However the deeper you dive into the waters of the world, the colder it gets. This Fishblast we will be looking into the cold water of Megaquarium. So gear up and dive right in!

Community build

Last month we did have an amazing challenge for you all that celebrated the 3 year anniversary of Megaquarium. However only one could win this challenge. In the end ClaghornTull took the victory with their complete aquarium.



ClaghornTull took the challenge in their hands and decided to create larger areas that displayed animals for each theme we gave them. The modded area was created in a way to represent a museum and that just blew us away! A very spacious and minimalistic concept that really shows off the animals in the build. Congratulations ClaghornTull!

Try and build this!

Often people are looking for challenges. Sometimes having no idea what to create. This short segment will give you some guides to unfold your very own creativity. Are you ready to give it a try?

Try and build this: A dive into the ocean themed aquarium
How to build this:
  • Start with shallow tanks and slowly make them deeper the further your guests go into your aquarium.
  • Use darker paints the deeper the guests go.
  • Do research on what fish live in each layer of the ocean to make them fitting to the place your guests are at.
  • Use a lot of corners to keep your guests surprised to see what is coming next.
  • Large tanks often need seating area for guests to sit down and watch your fish go by.

Goodluck with building!

Mod Spotlight

By now we all know that the community can create insane things that really help your builds to another level. But some mod creators boost this even further. They create expansion packs that hold everything you would ever need in that theme. An example of this is...

[h3]Northern Plunge by Flishster[/h3]



Adding over 30 new freshwater species, new scenery and even a campaign for you to play through!



[Click here to discover this awesome mod]

Fishypedia

[h3]Common Name: Wolf Eel or Wolffish[/h3]
[h3]Scientific Name: Anarhichas lupus [/h3]





Range: Atlantic Ocean
Habitat: Bottom of the ocean floor near rocks and caves
Size: up to 150cm (5ft)
Diet: Molluscs and crustaceans
[h3]Needs in Megaquarium:[/h3]
  • Cold waters
  • Water quality at least 75%
  • Crustacean Eater
  • Feeding Skill: 1
  • Likes Cave: 7
[h3]Fun facts:[/h3]
  • They sometimes get “itchy” skin and can be seen swimming upside down rubbing their backs on rocks to scratch the itch.
  • Wolf eels are very friendly to divers, despite their dangerous looks.
  • Wolf eels are not real eels, they are long skinny fish.
  • Young are brick red with bright orange and purple highlights.
  • Octopus and wolf eels often compete for den space.
How does it work?

In this segment we are looking into the life behind the scenes of machinery or tasks that happen in public aquariums. We might ponder the question: How do UV filters work? Or investigate the breeding progress of a certain species.

For this month’s “How does it work” we will be looking into how a Chiller works in tanks.

In tanks a chiller is used to keep the temperature of the water down to a specific level. In the hobby, chillers are also used to stabilize the temperatures of tropical tanks to prevent overheating and killing the corals active in that tank. But how do they work? They work in a similar way as a refrigerator. Water is pumped through the chiller. All heat is removed via a heat exchanger that pumps out the warm air through a vent in the back. The water is being pumped in via a hose and pumped out through another hose. In small tanks often they must be linked to an external filter, but in big public aquaria the filter is often included in the chilling machine.

Luckily, we do not have to link a chiller to a filter/pump first in Megaquarium. In real life you set a temperature to the machine that you wish to keep your tank at. The bigger your tank is, the larger your chiller has to be as well to keep the temperature down. In Megaquarium we would sometimes have to build a second chiller to keep our fish in a lovely, chilled tank.



Chillers are quite expensive as cooling something down is much harder than heating it up. But considering they help your expensive collections alive; it might just be worth the investment.
Just know that a heater and chiller do fight! They will both try to get their pre-set temperature through the tank and if it differs from the other they might just be turned on at all times and cost a lot of electricity or even defects that could harm your tanks. But even for those issues, there are machines to help control that.

Hope you learned something new on how chillers work. What would you like to learn about in public aquaria next time?

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Want to be more involved in our community? Join our [Discord] and share your works, we love seeing what you created and maybe we will feature your work in the next FishBlast.

See you in the next one!
Your community liaison, Timmiegun