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Escape The Pacific News

2025 Recap: A Hard Year, A Stronger Game, A Better Road Ahead

Hello Survivors,
[p]Let’s not sugarcoat it. 2025 was a rough one for Escape the Pacific. We released fewer updates than we should have. We disappeared into the engine room for far too long. Life got busy, free time shrank, and development slowed down. The community expected more from us… and you were right to.[/p][p][/p][p]But here’s the part that matters:
Despite the quiet months, a massive amount of foundational work happened behind the scenes, and EtP is now in a far better place than it was a year ago.[/p][p]This recap is about being transparent with you, showing what we actually built, and giving you a clear view of what’s coming next.[/p][p][/p][p][/p][h2]What We Actually Achieved (Even If It Didn’t Look Like Much from the Outside)[/h2][p][/p][h3]1. Two of the Biggest Fixes in EtP’s History[/h3][p]Early this year, we shipped the Raft Physics Fixes (P1 & P2).
These weren’t “patches”, they were surgical reconstruction of deep, ancient code that caused flying rafts, submarine rafts, drifting bases, missing anchors, and a dozen other gremlins.[/p][p]It took months. It was brutal. But the foundation is now solid. This stability work is exactly what enabled everything else listed below.[/p][p][/p][h3]2. The Sanity System (Nearly Finished)[/h3][p]A full new survival layer that interacts with:[/p]
  • [p]Environment[/p]
  • [p]Isolation[/p]
  • [p]Book reading[/p]
  • [p]“Signs of civilization”[/p]
  • [p]Sleep, stress, and events[/p]
  • [p]And eventually: your perception of reality
    [/p]
[p]Low sanity won’t just be a number dropping, it will bend the world around you.[/p][p]Expect things like:[/p]
  • [p]Shaking, fading islands in the distance[/p]
  • [p]Ghostly animals[/p]
  • [p]Confusion effects[/p]
  • [p]Visual and auditory distortions
    [/p]
[p]The system is deep, interconnected, and fully designed to merge with the Illness & Cure system coming next.[/p][p][/p][h3]3. The Illness & Cure System (Also Almost Done)[/h3][p]This is tightly woven into the Sanity mechanic.[/p][p]We built:[/p]
  • [p]A flexible illness framework[/p]
  • [p]Cure ingredients[/p]
  • [p]New stat interactions[/p]
  • [p]A full negative/positive status pipeline [/p]
[p]Once both systems go live, EtP will finally feel like the survival game it was always meant to be.[/p][p][/p][h3]4. New Universal Build Modules[/h3][p]The goal: more creativity, fewer restrictions.[/p][p]You’ll be able to combine:[/p]
  • [p]Various leaf types[/p]
  • [p]Various stick types[/p]
  • [p]Planks[/p]
  • [p]And future new ingredients
    [/p]
[p]This unlocks the ingredient flexibility required for:[/p]
  • [p]New recipes[/p]
  • [p]New structures
    [/p]
[p]This was a lot of deep code cleanup, but it opens huge doors.[/p][p][/p][h3]5. Migration to Unity 6[/h3][p]Yes. We upgraded the entire project. What it means:[/p]
  • [p]Stability[/p]
  • [p]Faster code execution[/p]
  • [p]Ability to use new, more modern assets
    [/p]
[p][/p][p][/p][h2]And Then There Were the Public Updates…[/h2][p]Even though most of our time vanished into refactoring, two major updates did release:[/p][h3]New Debuffs, Skills & Roles – 0.66[/h3]
  • [p]True passive debuffs fully visible to the player[/p]
  • [p]Three new skills: Triangulate, Sextant, Looter[/p]
  • [p]Four new roles: Survivor, Builder, Explorer, Looter
    [/p]
[p]These features reshaped how players start, progress, and specialize.[/p][h3]New Island Clusters & Distribution – 0.67[/h3]
  • [p]Specialized biome clusters[/p]
  • [p]New island distribution profiles[/p]
  • [p]Customizable starting clusters[/p]
  • [p]New Farmer role
    [/p]
[p]For the first time ever, EtP worlds actually feel different.[/p][p][/p][p][/p][p][/p][h2]Where We Failed, And What We’re Fixing in 2026[/h2][p]We didn’t deliver the number of updates we intended. The communication gaps were too large. The development pace wasn’t where it needed to be.[/p][p]But we’re not closing the year in disappointment, we’re closing it in momentum.[/p][p]Because for the first time since EtP began, the foundation is clean, stable, and modern.[/p][p]2026 won’t be a year of fixing old systems. It’ll be a year of building new ones.[/p][p][/p][h2]What’s Coming in 2026 and beyond[/h2][p]A short, transparent list:[/p]
  • [p]Sanity System release[/p]
  • [p]Illness & Cure System release[/p]
  • [p]Creative Mode[/p]
  • [p]Role expansions (Hunter etc.)[/p]
  • [p]New Island Type with more challenging scenarios[/p]
  • [p]First prescripted Challenges[/p]
  • [p]Bamboo content[/p]
  • [p]Creative Mode [/p]
[p]This is the first time in years where the roadmap is NOT blocked by legacy tech.[/p][p][/p][p][/p][p][/p][h2]A Christmas Message From Us to You[/h2][p]Whether you played, reported bugs, argued with us, encouraged us, or simply waited patiently: Thank you! This community is the reason EtP is still alive.[/p][p]We know we didn't deliver as much as we should have this year, but we’re ending 2025 stronger than we’ve ever been as a team and as a project.[/p][p]From the G4G Team, and everyone quietly helping behind the scenes: Merry Christmas, Survivors![/p][p] May your rafts stay afloat, your coconuts stay fresh, and your map never lie to you. We’ll see you in 2026, and this time, we’re coming in strong.[/p][p][/p][p]- Peter & the Gamers for Gamers Team[/p][p]
[/p]

New Island Clusters, Island Distribution, and Roles!

[p]Patch 0.67.0.0[/p]
Hello Survivors!
[p]With this update, we bring 3 major game engine updates and changes that truly transform the game, making it more dynamic, immersive, and fun to play![/p][p][/p][h2]1. Random Island Clusters[/h2][p]The most important new addition in this update is the Random Island Cluster Generation.[/p][p]Until now, island clusters were generated in one predefined way: each cluster contained a random mix of all island types and sizes, with a medium island count.[/p][p]That legacy generator is still available but now it’s greatly expanded with exciting new mechanics![/p][p][/p][h3]1.1 Specialized Clusters[/h3][p]The new system introduces Specialized Clusters, where all islands share the same type. These types match those from the Starting Island customization screen.[/p][p]Cluster Types:[/p]
  • [p]Coconut[/p]
  • [p]Banana[/p]
  • [p]Papaya[/p]
  • [p]Mixed[/p]
  • [p]Forest[/p]
  • [p]Rocky[/p]
[p]Probability Breakdown:[/p]
  • [p]50% chance: Classic random island types (no specialization)[/p]
  • [p]50% chance: Specialized cluster (each type has ~16% chance)[/p]
[p][/p][h3]1.2 Island Distribution[/h3][p]The cluster generator now also includes variability in island size, count, and layout using distribution profiles.[/p][p]Distribution Profiles:[/p]
  1. [p]Lots of Small Islands[/p]
    • [p]Only small (micro/tiny) islands[/p]
    • [p]Much higher island count than average[/p]
  2. [p]Couple of Medium Islands[/p]
    • [p]Only medium (small/medium) islands[/p]
    • [p]Fewer islands than average[/p]
[p]Probability Breakdown:[/p]
  • [p]33% Random (legacy setup)[/p]
  • [p]33% Lots of Small Islands[/p]
  • [p]33% Couple of Medium Islands[/p]
[p][/p][p]This is a starter cluster where a low number of islands were generated. They are rather medium in size. This is more or less the current gameplay style.[/p][p][/p][p]This is a starter cluster where a high number of islands were generated. They are rather small in size. Give the shorter distance between islands, this will make sailing trips more enjoyable.[/p][p][/p][p][/p][h3]1.3 Actual Gameplay Impact[/h3][p]These new features change both local survival and global exploration:[/p]
  • [p]Global map exploration is now more exciting and unpredictable. Will you find a fruit-rich paradise or struggle through a barren rocky cluster?[/p]
  • [p]Starting clusters can now be tailored to be truly challenging. Want a hardcore run? Start in a cluster full of small mangrove islands and see how long you can last.[/p]
[p][/p][h3]1.4 Future Game Impact[/h3][p]These systems are foundational for future prescripted Challenges, coming in mid-term updates. Combined with customizable weather, they’ll allow us to create a wide range of easy to brutally difficult scenarios tailored for all player skill levels.[/p][p][/p]
[p]For the first time, every journey across the sea becomes a gamble of survival or abundance—no two clusters will ever feel the same again. With specialized biomes and unpredictable island distributions, each new map brings fresh strategic challenges and surprises, forcing players to adapt, explore, and rethink survival from the ground up.[/p]
[p][/p][h2]2. Customizable Starting Cluster[/h2][p]The Starting Island Customization screen now lets you:[/p]
  • [p]Control the major island type in your starting cluster[/p]
  • [p]Define the distribution profile (size & amount of islands)[/p]
[p]Or simply stick with the full random generation via checkboxes. The choice is yours![/p][p][/p][p][/p][p][/p][p][/p]
[p]Survival begins with choice. Craft your own starting challenge and shape the story you want to live. Whether you're looking for a relaxing, balanced setup or a brutal, unforgiving start, the new cluster customization gives you full control over the type and layout of your starting islands, letting you tailor your adventure like never before.[/p]
[p][/p][p][/p][h2]3. New Farmer Role[/h2][p]Want to survive solely on crops and fruits from the very beginning?[/p][p]Try the new Farmer role, which boosts your Gardening skill, meaning:[/p]
  • [p]Higher crop yields[/p]
  • [p]A fresh new playstyle focused on agriculture and sustainability[/p]
[p][/p][p]This update brings depth, diversity, and challenge to every session. Whether you're a seasoned explorer or a crop-growing survivalist, there's something here for you.[/p][p][/p][p][/p]
[p]When the land becomes your lifeline, every seed you plant is a step toward mastering nature itself. The new Farmer role empowers players who prefer a sustainable, self-sufficient path from day one—boosting gardening skills and crop yields, it opens up a whole new way to survive and thrive off the grid.[/p]
[p][/p][p][/p][p]Thanks for playing, and stay tuned for even more exciting updates soon![/p][p][/p][p]We would like to thank you for your support, bug reports and feedback. [/p][p]Peter, G4GTeam[/p]

Hotfix 0.66.0.1 and 0.66e.0.1

Hello Survivors!


A new Hotfix 0.66.0.1 and 0.66e.0.1 is available!

Changelog:

  • Fixed: Collectible chests and boxes on sunken ships sometimes not spawning or disappearing (fix takes effect when starting a new game)


We would like to thank you for your support, bug reports and feedback.

Peter,
G4GTeam

0.66: New Debuffs, Skills, Roles and news about Creative Mode

Patch 0.66.0.0

Hello Survivors!


Before we talk about the new features, we'd like to briefly remind the community about the important Raft Physics fix, that kept us busy the majority of 2024.

We've linked the respective Announcements below, for you to read more about it.

So far, we dedicated the majority of our efforts to working behind the scenes, focusing on enhancing the game’s overall stability and tackling long-standing bugs that had been lingering for months. Our goal was to ensure a smoother, more polished experience by refining core mechanics, optimizing performance, and resolving persistent issues. As a result, the game is now more stable, reliable, and ultimately more enjoyable for all players.

[hr][/hr]
Now let's talk what's new in store with this update.

[h2]New Passive Debuffs[/h2]
A passive debuff is a negative effect that happens automatically due to environmental conditions or player status, rather than being triggered by a specific action.


The core mechanics behind these "hidden" debuffs have been in the game for a long time, but they weren’t clearly visible to players. We've completely reworked the code to integrate them with the new Buff/Debuff system. Now, they are displayed on the HUD and stats page, giving you better insight into your character’s condition. This should make it easier to identify what’s causing health loss and help you take the right steps to survive another day.

[h2]New Skills[/h2]
Triangulate, Sextant, and Looter are now available on the Skills page. As you progress, these skills will make their respective actions easier to perform.



[h3]Example for Sextant usage (Technical - Simplified)[/h3]

Level 0
  • To get an accurate measurement, you'll have to perform the measurement within 2 hours from noon and your mirror offset by 10 degrees.
Level 4
  • To get an accurate measurement, you'll have to perform the measurement within 2.8 hours from noon and your mirror offset by 14 degrees.
Level 7
  • To get an accurate measurement, you'll have to perform the measurement within 3.4 hours from noon and your mirror offset by 17 degrees.


In short: The higher your skill, the easier it is to get accurate measurements in less-than-ideal conditions.


[h2]New Roles[/h2]
We've introduced new roles to enhance your gameplay! Survivors get a balanced experience, Builders craft, repair, and dismantle more efficiently, Explorers navigate faster and use tools more accurately, while Looters find more valuable items.



[h3]Survivor[/h3]
This role is the standard role, with a balanced mix of all skills. This is how the devs intended the game to be played. This was called "Normal" before this update.

[h3]Builder[/h3]
As a builder you will be able to craft, build and repair items more easily, and when dismantling stuff you'll get more resources back.

[h3]Explorer[/h3]
As an Explorer you'll be able to paddle faster, triangulate islands that are further away, and you'll be able to get an accurate reading with the Sextant even when the time of day is not exactly 12:00 noon.

[h3]Looter[/h3]
As a Looter you will find more of the useful stuff in lootable chests.

For now, roles provide a head start in certain skills. In the future, they will also grant exclusive blueprints or knowledge automatically, while other players will need to find, loot, or study to unlock them.

With the new roles we aim to create a more diverse gameplay experience!

[hr][/hr]
[h2]What we are working on next[/h2]
Alongside various improvements and fixes, the next update will primarily focus on:
  • Roles expansion
    • Farmer
    • Hunter
  • New Game Mode: Creative
  • Illness and Cure System
  • New Island Type


We would like to thank you for your support, bug reports and feedback.

Peter,
G4GTeam

0.66e: New Debuffs, Skills, Roles and news about Creative Mode

Patch 0.66e.0.0

Hello Survivors!


Before we talk about the new features, we'd like to briefly remind the community about the important Raft Physics fix, that kept us busy the majority of 2024.

We've linked the respective Announcements below, for you to read more about it.

So far, we dedicated the majority of our efforts to working behind the scenes, focusing on enhancing the game’s overall stability and tackling long-standing bugs that had been lingering for months. Our goal was to ensure a smoother, more polished experience by refining core mechanics, optimizing performance, and resolving persistent issues. As a result, the game is now more stable, reliable, and ultimately more enjoyable for all players.

[hr][/hr]
Now let's talk what's new in store with this update.

[h2]New Passive Debuffs[/h2]
A passive debuff is a negative effect that happens automatically due to environmental conditions or player status, rather than being triggered by a specific action.


The core mechanics behind these "hidden" debuffs have been in the game for a long time, but they weren’t clearly visible to players. We've completely reworked the code to integrate them with the new Buff/Debuff system. Now, they are displayed on the HUD and stats page, giving you better insight into your character’s condition. This should make it easier to identify what’s causing health loss and help you take the right steps to survive another day.

[h2]New Skills[/h2]
Triangulate, Sextant, and Looter are now available on the Skills page. As you progress, these skills will make their respective actions easier to perform.



[h3]Example for Sextant usage (Technical - Simplified)[/h3]

Level 0
  • To get an accurate measurement, you'll have to perform the measurement within 2 hours from noon and your mirror offset by 10 degrees.
Level 4
  • To get an accurate measurement, you'll have to perform the measurement within 2.8 hours from noon and your mirror offset by 14 degrees.
Level 7
  • To get an accurate measurement, you'll have to perform the measurement within 3.4 hours from noon and your mirror offset by 17 degrees.


In short: The higher your skill, the easier it is to get accurate measurements in less-than-ideal conditions.


[h2]New Roles[/h2]
We've introduced new roles to enhance your gameplay! Survivors get a balanced experience, Builders craft, repair, and dismantle more efficiently, Explorers navigate faster and use tools more accurately, while Looters find more valuable items.



[h3]Survivor[/h3]
This role is the standard role, with a balanced mix of all skills. This is how the devs intended the game to be played. This was called "Normal" before this update.

[h3]Builder[/h3]
As a builder you will be able to craft, build and repair items more easily, and when dismantling stuff you'll get more resources back.

[h3]Explorer[/h3]
As an Explorer you'll be able to paddle faster, triangulate islands that are further away, and you'll be able to get an accurate reading with the Sextant even when the time of day is not exactly 12:00 noon.

[h3]Looter[/h3]
As a Looter you will find more of the useful stuff in lootable chests.

For now, roles provide a head start in certain skills. In the future, they will also grant exclusive blueprints or knowledge automatically, while other players will need to find, loot, or study to unlock them.

With the new roles we aim to create a more diverse gameplay experience!

[hr][/hr]
[h2]What we are working on next[/h2]
Alongside various improvements and fixes, the next update will primarily focus on:
  • Roles expansion
    • Farmer
    • Hunter
  • New Game Mode: Creative
  • Illness and Cure System
  • New Island Type


We would like to thank you for your support, bug reports and feedback.

Peter,
G4GTeam