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Escape The Pacific News

Development update #3

Greetings Survivors!


It's been a while, but as always we've been working hard in the background on the next Major Update.

This year we underestimated the interconnectivity of the Q3 and Q4 updates, where the planned Q4 features were massively interlinked to the Q3 updates, in such a way that we had to merge both in one big update.

"But when!?" you ask? => To be released at the end of this year.

Let's have a look at what the next update has in store for you.

[h2]Upgraded HUD System[/h2]

You told us many times that the game looks outdated, many times unfortunately through negative reviews on Steam. We’re reading everything you’re posting on Steam, and we’re happy to announce that a new HUD is nearly finished and will go into testing phase in the next few days.

Please note that even though we’re showing an item in the left hand, left hand usage is not part of this update.

[h2]HUD Concept [/h2](Work in progress)



We’re planning to implement a flexible HUD, where you can select in the settings how much or how little of the HUD elements you want to see, to fully immerse yourself into the game.

No matter the selected HUD visibility settings, you will have access to all information on the Inventory and Character pages.

[h2]Modern UI System and Design[/h2]
The new HUD goes hand-in-hand with the new UI design. It is time for Escape the Pacific to step up its game and receive a well deserved facelift.

With the new UI you will be able to see all stats at a glance on the HUD, given you have set the HUD visibility settings to 100%.

We redesigned the entire UI visuals from ground up, and we have tidied up the UX system based on your precious feedback.

[h2]VITALS[/h2]



The Vitals section shows all important details about your character. We have incorporated colour coded arrows to indicate if a stat is going up or down.

Please remember that while Wetness goes up, the arrow will point up in Red color, and while Salt intake goes up, the arrow will point up in Green color. Basically, the arrow points the direction in which the stat is moving, and the color of the arrow indicates if it affects the character in a good or in a bad manner.

A new addition is the Sanity indicator. This one will most likely be a placeholder for now, because we can not confirm that it will be ready in time for Q4 update. However, once implemented, you will be able to maintain and improve your sanity by sitting on the ground and relax, by meditating, by reading books and by using the statutes on the sacred statues island. If you wish to contribute further to this, with your ideas and suggestions, please join us on Discord and come talk to us. Same if you have questions. Discord invitation link https://discord.gg/csEdD2kBtZ

[h2]Toolbar[/h2]



The new toolbar will show the items you’re holding the quick slots. From left to right, the slots are:
  • Pants pocket 1
  • Pants pocket 2
  • Toolbelt slot 1
  • Toolbelt slot 2
  • Toolbelt slot 3
  • Toolbelt slot 4
  • Toolbelt slot 5


We strive to achieve the highest possible realistic gameplay by implementing features as realistic as possible, while still keeping the limitations of logical game design and common sense in mind.

This being said, please note that the pants pockets can hold rather small items, toolbelt slots 1 to 3 can hold any tool and slots 4 and 5 will be usable once we introduce the Advanced Toolbelt.

The smaller toolbar holds the navigation tools.

[h2]Action keys[/h2]

The fully redesigned Keybinding system will take into account three different types of action groups:

[h3]Local actions[/h3]



These are actions that can be performed by using the item held in hand. The keybindings will be displayed in the bottom right corner above the Item-In-Hand indicator

[h3]External actions[/h3]



These are actions that the player can perform to manipulate the item at which the player is looking at. The keybindings will be displayed near the “Looked-At” item, in an informational popup as seen in the above screenshot.


[h3]Mixed actions[/h3]
These are actions that require both the item held in hand and the item looked at to be used. For example transferring liquids between containers, sharpening a tool and so on.

Many more UI elements were updated, and we will leave them up to you to discover. Let us know what you think by posting on the Steam Forum or talking to us directly on Discord using this invitation link https://discord.gg/csEdD2kBtZ

[h2]Friendlier Seagull model[/h2]



Seagulls look friendlier now, and have more advanced animations. But rest assured, they are still the same vicious killers as you know them. Nothing has changed there.

[h2]Bird Trap and Bird Cage[/h2]

[h3]Bird trap - Set state[/h3]



[h3]Bird trap - Bird caught state[/h3]



A much requested feature finally makes its way into the game. The bird trap will allow you to catch Seagulls, and the bird cage will allow you to keep them as a companion. While in the cage, the Seagull will have to be fed and watered, to stay alive.

“What sense does this make?” you ask? Let’s see…


[h2]Navigation tools expansion[/h2]
Once you caught a Seagull, place it in a cage, and add fresh caught fish and a bowl of water into the cage to keep them alive. You can tie down the cage to the raft and take the Seagull with you on your next exploration adventure.



In case you get lost at sea or you want to find out the direction of the nearest cluster, you can take the seagull out of the cage and release it, to watch it fly towards the nearest cluster.

In extreme scenarios like in the case of life and death, you can kill the Seagull for food. Choose wisely.

[h2]Reworked Sailing Modes[/h2]
Currently, there are several sailing modes, with much too many details and confusing information, as you can see in this screenshot.



The new Sailing Modes are more straight forward, as we have split them into 2 main sections. You will be able to set the Sailing Mode and the Weather mode individually, with a total of 9 combinations:

[h3]Sailing Mode[/h3]
  • Beginner
  • Advanced
  • Realistic

[h3]Weather Mode[/h3]
  • Beginner
  • Advanced
  • Realistic


At some stage, you will be seeing in the game similar popups like these, describing what each mode does.

[h3]Sailing Mode Details[/h3]



[h3]Sailing Mode Details[/h3]



[h2]Reworked Sailing UI[/h2]
We simplified the Sailing UI too, and we streamlined the way the information and controls are being presented. Here’s a WIP screenshot of how we aim to implement it.

[h3]Work in progress[/h3]



[h2]Code Refactoring[/h2]
Besides general optimisations, we have refactored around 30 thousand lines of code mainly related to the new UI and UX systems.

[h2]3D Models[/h2]
In one of the previous announcements, you might have seen us mentioning Semion, a 3D Artist, working in the background on several new 3D models. The first ones you will be seeing implemented this year will be improved models of the Primitive Axe, Primitive Knife and Primitive Hammer.

These new models will replace the old ones, and will have the same functionality.

[h3]Axe[/h3]


[h3]Hammer[/h3]


[h3]Knife[/h3]


[h3]Side-by-side[/h3]


[h2]That's all for now. Thanks for being here![/h2]

We hope you are excited about the upcoming features and that the wait was worth it!

Peter, Radu, Luna & Semion

A Quality-Focused Update: Q3 and Q4 Combined!

Dear Survivors!


[h3]We're excited to share a pivotal update regarding our development roadmap.

This year's Q3 update, brimming with complexity and innovation, is set to merge seamlessly with our Q4 Major release.[/h3]

[h3]It's all about quality,[/h3]
and we want to ensure that every element of the Q3 update meets your expectations and delivers an exceptional gaming experience.

By combining these quarters, we're dedicating more time to polish, refine, and elevate your gameplay.

Radu - Product Designer


[h3]What can you expect? [/h3]
A robust update that's worth the wait, packed with game-changing features, immersive content, and meticulous detail. We're committed to providing you with nothing short of excellence.

While we're working under the hood to optimize stability and fixing bugs, we're also implementing a new User Interface and dynamical Heads Up Display to bring the game up to speed with modern day looks. Now that we have the major game mechanics implemented, a fresh look is needed.

Check the 2023 Roadmap for all planned features.

[h3]Your support fuels our passion,[/h3]
and we're grateful for your understanding. Together, we're crafting an extraordinary adventure in 'Escape the Pacific,' and this decision will make it even more remarkable.

Stay tuned for sneak peeks and updates as we work diligently to make this a gaming experience to remember. Your patience will be rewarded with an incredible journey ahead.

Peter - Dev & CEO


Thank you for being part of our fantastic community. The best is yet to come!

Vote for your preferred UI style

Dear Survivors!


Needless to say that at 'Gamers4Gamers Team' we believe that the best games are made not just by developers, but by the entire gaming community. That's why we're excited to involve you in a crucial decision that will impact your gameplay experience.

We've been hard at work revamping our User Interface, and we've designed two unique styles for how vitals are presented on the Heads Up Display (HUD). Both styles have their merits, but we want to know which one resonates with you the most.

[h2]Here's how you can participate:[/h2]

Check Out the UI Styles
  • Take a look at the two different UI styles for vitals at the bottom of this announcement. We've provided visuals to help you make an informed choice.
Cast Your Vote
  • Once you've examined both styles in conjunction with the overall UI style sample, cast your vote as described below under How to vote.
Spread the Word
  • Encourage your fellow survivors and community members to participate as well. The more voices we hear, the better our decision will be.


[h2]Why Your Vote Matters[/h2]
Your vote isn't just about aesthetics; it's about crafting the ideal survival experience. The winning UI style will become a part of 'Escape the Pacific,' shaping how you interact with the game and adding to the overall ambiance of survival in the Pacific wilderness.

[h2]Voting Period[/h2]
The voting period begins today and will run until the 13th September 2023. So, don't delay; have your say and help us make 'Escape the Pacific' even better!

[h2]UI Assets[/h2]
Please note that everything you see regarding the new UI design is subject to change. What you see here might not end up in the game exactly the same.


Have a look at this image showcasing the concept of the new UI



These are the two UI styles for the vitals
[h3]Style A[/h3]


[h3]Style B[/h3]


To make it easier to understand the entirety of how the vitals fall in place on the new HUD design, here you can see an example for each of the two new UI styles in place
[h3]Style A[/h3]


[h3]Style B[/h3]


[h2]How to Vote[/h2]
We are looking for which style you think fits better in the overall HUD design.

Open this voting form and answer 2 questions. Shouldn't take longer than 1.5 minutes.


We're thrilled to have you actively participate in this decision, and we can't wait to see which UI style resonates with the community most. Your involvement makes 'Escape the Pacific' an even greater adventure.

Thank you for being part of our community and for helping us shape the future of our game.


Have a great rest of the day,

Radu G4G Team

0.62.0.0 - Rope system update

[h2]Hello Survivors![/h2]

[h3]Welcome to the Q2 Rope system update.[/h3]

Embark on an exhilarating maritime adventure! Explore diverse islands adorned with lush Ivy plants and harvest precious Ivy Stems. Craft rope effortlessly with palm-like bushes and their valuable Bush Fiber. And brace yourself for the strategic twist of anchors, controlling watercraft movement with precision. The seas await your daring spirit!

[previewyoutube][/previewyoutube]

[h2]Ivy plant[/h2]

We are excited to introduce a new feature in our game: Ivy plants that can be harvested and used for crafting. These plants will grow along the shores of Banana, Papaya, Mixed, Forest, Big Forest, and Big Forest with Hill island types.



Players can obtain Ivy Stems by carefully harvesting the roots using a knife. The Ivy plants have the ability to regenerate and grow back after being harvested. Additionally, their growth rate is influenced by rainfall, allowing for faster growth and increased harvesting opportunities after rain. However, players need to be cautious as destroying the Ivy during its 'Young Ivy' growth stage will prevent it from growing back.

This feature adds strategic decision-making and realism to the gameplay. With the addition of Ivy plants, players will have an immersive experience exploring different island types, gathering resources, and utilizing them for crafting purposes.


[h2]New ingredients[/h2]

[h3]Ivy stem[/h3]

Players will have the opportunity to harvest Ivy Stems from the Ivy plants they encounter in the game. By carefully collecting these stems from the plant, players can acquire valuable resources for crafting purposes.



It's worth noting that the number of Ivy Stems obtained will vary based on the maturity of the Ivy plant. More mature Ivy plants will yield a higher quantity of stems, providing players with an incentive to seek out fully grown specimens. This mechanic adds a strategic element to the gameplay, encouraging players to explore different areas and locate the most fruitful sources of Ivy Stems for their crafting needs.


[h3]Bush Fiber[/h3]

We're excited to introduce a highly requested feature inspired by our community: the ability to harvest palm-like bushes and obtain Bush Fiber.



Players can now use a knife to carefully harvest these bushes and gather the valuable resource, which can be used to create rope more easily. This addition expands crafting possibilities and directly responds to the input and requests of our dedicated community.

By incorporating the harvesting of palm-like bushes and the acquisition of Bush Fiber, we aim to enhance gameplay mechanics and strengthen the connection between the development team and players. Get ready to embark on a new adventure of gathering and utilizing Bush Fiber to expand your crafting repertoire in response to the valuable ideas and feedback provided by our amazing community.


[h2]New Ropes[/h2]



  • Twine, crafted from bush fiber
  • Twine, crafted from tall grass
  • Rope, crafted from Ivy stem
  • Long Rope, crafted from Rope


Please note that we have updated the rope names to make them easier to identify:
  • Small Rope is now called Twine
  • Strong Rope is not called Rope


[h2]Anchor mechanic[/h2]

We are thrilled to introduce an exciting new mechanic to the game: Anchors. These unique items play a crucial role in limiting the movement of water vehicles, such as rafts, around specific points in the water. With the presence of an anchor, water vehicles will experience restricted movement within its vicinity, adding a new challenge and strategic element to water-based gameplay.



The versatility of anchors is noteworthy. In shallow water, players can immediately utilize anchors after crafting them, without the need to extend the rope. However, in deep water, such as around shipwrecks, extending the rope becomes a prerequisite for anchoring. To secure an anchor, players must place it around the edge of their water vehicle and attach it using rope, much like any other object. The length of the rope can be adjusted by adding or removing segments, allowing players to customize their anchoring setup as needed.

The effectiveness of anchors is influenced by their size and quantity. Bigger or additional anchors provide a stronger stopping force, ensuring greater stability for water vehicles. On the other hand, using insufficient or smaller anchors can lead to drifting if confronted with strong winds or waves, potentially resulting in unintended movements and challenges for players to overcome. It's important to note that anchors cannot be used in open sea areas, regardless of the length of the rope, adding a realistic constraint to their usage.

[h3]For bigger rafts it's good to have at least 2 anchors on opposite sides of the raft.[/h3]

Extreme example:
  • 4 Small anchors equals to 1 big anchor
  • While the anchoring effect is more or less the same, it takes more management to craft and use 4 small anchors instead of 1 big anchor


With the introduction of anchors, players can look forward to enhanced water vehicle mechanics and a more immersive gameplay experience. Strategically placing and utilizing anchors will become vital for navigating specific areas and overcoming environmental obstacles. Prepare to explore the waters with caution and skillfully employ anchors to control your water vehicle's movements in the ever-changing tides of the game.


[h2]Anchor types[/h2]

[h3] Small Anchor[/h3]

Introducing the Small Anchor, a specialized tool designed specifically for canoes and small rafts in the game.



This anchor is tailored for use in shallow water environments, including areas around shipwrecks. With its compact size and functionality, the Small Anchor provides an invaluable solution for anchoring watercraft in these specific situations.


[h3] Medium Anchor[/h3]

Presenting the Medium Anchor, a versatile tool designed to cater to small and medium rafts in the game.



This anchor is ideal for watercraft operating in medium water depths, extending slightly beyond shipwreck areas. With its balanced size and capabilities, the Medium Anchor serves as a reliable choice for anchoring water vehicles in these specific environments, offering enhanced stability and control.


[h2]Big Anchor[/h2]

Introducing the Big Anchor, a robust tool engineered specifically for large rafts in the game.



This anchor is designed to tackle bigger water depths, providing stability and control in areas beyond those suited for smaller anchors. While it offers increased functionality in deeper waters, it is important to note that the Big Anchor is not intended for use in the open sea. Its size and capabilities make it a reliable choice for anchoring sizable watercraft, ensuring they stay secure and steady in challenging aquatic environments.


[h2]Anchor placement[/h2]

The Canoe can hold the Small Anchor, mounted at the front of the canoe.



The Long Canoe can hold the Small Anchor, mounted at the front or back of the canoe. It can also hold the Medium Anchor, mounted at the back of the canoe.



Raft modules can hold all types of anchors, mounted along the outside edge of the raft base formation.



Please note that all anchors have to be mounted with the anchor base facing the water. The anchor base is recognizable by the cross (rope or sticks) that holds the rocks.



As we bring this incredible update to a close, we want to express our deepest gratitude to our amazing community. Your feedback and bug report submissions have been invaluable in shaping this thrilling maritime experience.

We encourage you to continue your unwavering support as we sail together towards new horizons. Your passion drives us forward, and we can't wait to embark on more adventures together. Stay tuned for even more exciting updates and remember, the sea is vast, but with your support, our voyage is boundless.


Thank you for being part of this incredible journey! Peter, Luna, Radu, Semion


If you want to go above and beyond and further support the development of Escape the Pacific, please visit our Patreon page and subscribe to a plan.

Steam announcement here: Patreon News.


The entire team is thanking you for your support, suggestions and most of all for your patience.

[h3]
  • If you enjoy Escape the Pacific, please leave us a review posted on our Steam page
[/h3]

[h2]Early Access Reminder[/h2]

Please be aware that during the early access phase game code could change as much as affecting gameplay when loading/saving savegames from earlier versions. To always be on the safe side make sure to start a new game with each update. Thank you!


If you have any further questions do not hesitate to ask us. We will do our best to answer your questions as detailed as possible.

Peter,
G4GTeam.


[h3] Visit the Escape the Pacific Website [/h3]

Social media links
Patreon | Discord | Twitter | Facebook | Youtube

Hotfix 0.62e.0.2

Hello Survivors!


A new Hotfix 0.62e.0.2 is available!

Changelog:
  • Fixed: Not possible to Fasten Anchors with rope made from Ivy stem
  • Fixed: Missing localized texts in Sleep screen
  • Fixed: Displaying "Attach" instead of "Fasten" for fastening operation to raft
  • Fixed: Displaying "Detach" instead of "Loosen" for loosening operation from raft


Thanks for your support, bug reports and feedback.

Peter,
G4GTeam