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You told us many times that the game looks outdated, many times unfortunately through negative reviews on Steam.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