1. Escape The Pacific
  2. News

Escape The Pacific News

Hotfix 0.63e.0.1

Hello Survivors!


A new Hotfix 0.63e.0.1 is available!

Changelog:
  • Fixed: UI Scaling issues when non-default Windows DPI used
  • Removed: Show ActionBar setting from Options
  • Fixed: Multiple displayed same resolutions (with different framerates) in Options/Graphics/Resolution dropdown
  • Changed: More refined Bird Trap model (Added the holding stick on top of the cage, for when trap is not armed)


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

Peter,
G4GTeam

0.63e.0.0 - End of Year Update

[h2]Experimental Branch Release[/h2][expand]
[h3]How to switch between “Experimental” and “Normal” branches[/h3]
In your Steam library, right-click Escape The Pacific and select “Properties”. A window will pop up. On the left select “Betas” and from the dropdown select “Experimental” to access this update. You can switch back to “None” to access the stable branch.[/expand]

Hello Survivors!


Given our private circumstances, this Exp is the first Exp release that is still under heavy development. What better way for you to contribute to shaping the future of Escape the Pacific?

Your patience is truly appreciated. As a small indie studio, Escape the Pacific is our passion project. Over five years, we've been committed to regular updates, driven by your feedback and positivity. Thank you for being an integral part of this incredible journey!

We know you like transparency and we'd like to share with you that our personal lives were turned upside down in the past two months, which ended up in this delay. However, it's finally here!

[h3]Fun fact[/h3]
This end of year was the most relaxed one we ever had, moving towards Q4 release, and out of nowhere we were triple-slapped in the face by life. We won't bore you with details and we hope you're not taking this as an excuse.

-- Peter --


[h2]TLDR[/h2]
  • New UI - Massive design overhaul
  • Custom HUD settings and UI scale options
  • Bird Trap Mechanics
  • Companion and Bird Cage Mechanics
  • Refactored 31k lines of code
  • Squished more bugs than you can fit in a coconut bowl
  • Reworked 200 actions related to the hotkey and control system


[h2]UI Design Overhaul[/h2]
We don't want to spoil it for you, so we will only show a couple of the new UI updates. Please feel free to experience the rest yourself, and let us know how you feel about it.







One major change is the new popup when aiming at an object. We've heard you and we've redesigned it bigger. This will make your life easier, especially when reading Blueprint ingredients.



Another major change is the way we separated the key bindings.
  • Local Actions: These are actions that can be performed with the item that is in your hand, will be displayed above the Item in Hand icon, bottom right of the screen
  • External Actions: These are actions that can be performed to the external item that you’re looking at


[h2]Companion[/h2]
Many of you asked for a companion and I bet you didn’t expect this to be one of the most vicious things in the game… The killer Gulls!
  • If you decide to keep them as pets, please make sure you keep them fed and watered
  • You’ll be able to take them out of the cage and release them. They will fly towards the nearest cluster. This might come in handy while you’re out at sea, searching for a new cluster.



You can craft the bird cage from the crafting menu, to safely transport your new companion.

[h2]Bird Trap[/h2]
Pretty much self explanatory, the Bird Trap! Craft it from the menu, position, arm, bait, and await the fluttering seagull. Note: the seagull model might not be updated in the experimental version—enjoy the current one for now. Happy trapping!



[h2]Sailing UI/UX[/h2]
We have simplified the sailing UX, and split the available settings into two categories:
  • [h3]Sailing Mode[/h3]
    • Beginner
      • You influence the boat movement. Sails and Rudders are set automatically by the system, based on your key input.
      • Sail and Rudder control: Auto
      • Sail and Raft behavior: Auto
      • Raft and Wind indicator: On
    • Advanced
      • You influence the rotation and position of the Sails and Rudders. The boat movement is based on the position and rotation of the Sails and Rudders.
      • Sail and Rudder control: Manual
      • Sail and Raft behavior: Manual
      • Raft and Wind indicator: On
    • Realistic
      • You influence the rotation and position of the Sails and Rudders. The boat movement is based on the position and rotation of the Sails and Rudders.
      • Sail and Rudder control: Manual
      • Sail and Raft behavior: Manual
      • Raft and Wind indicator: Off
  • [h3]Weather Mode[/h3]
    • Beginner
      • The EtP Gods are on your side! Wind will always blow from the side, driving your boat forward.
      • The wind will never stop blowing, as long as your sails are up.
      • Upwind: Disabled
      • Calm Wind: Disabled
    • Advanced
      • The EtP Gods are testing you! Wind will always blow from the side, driving your boat forward.
      • The wind might stop blowing. This is called Calm Wind amongst Sailors.
      • Upwind: Disabled
      • Calm Wind: Enabled
    • Realistic
      • The EtP Gods are merciless! The actual weather will determine the wind blowing direction.
      • As in the real life of a Sailor, Calm Wind situations may occur.
      • Upwind: Enabled
      • Calm Wind: Enabled


We have also tidied up the sailing UI, to make the interaction more straight forward.



[h2]Keybinding improvements[/h2]
In a game filled with nearly countless interactions and boundless possibilities, we're tackling the challenge of implementing a more player-friendlier keybinding system. We have added categorized keybindings in the settings menu. The first additions include three main interaction keys and dedicated keys for sailing. This is an ongoing process, and we're dedicated to providing a fully refined system to enhance your gaming experience, making it even more intuitive.

[h3]Dedicated Sailing Keys[/h3]


[h3]Dedicated interaction Keys[/h3]


[h2]UI scale options[/h2]
You now have the possibility to scale certain UI elements. The default size is 100% and you can scale it up to 140%. This applies to screens like inventory, crafting page and similar.



[h3]HUD scale 100%[/h3]


[h3]HUD scale 120%[/h3]


[h3]HUD scale 140%[/h3]


[h2]HUD customization[/h2]
You can now customize how much of the HUD elements you want to see on the screen, to fully immerse yourselves in the game. You can find these settings on the settings page on the Graphic tab.

[h3]HUD Level Full[/h3]
Shows all HUD elements



[h3]HUD Level Medium[/h3]
Hides Food Diversity info.



[h3]HUD Level Low[/h3]
Shows only Health, action keys and the aimed-at item popup.



[h3]HUD Level Off[/h3]
Hides everything.




[h2]Deferred Features[/h2]
Admitting our oversight, implementing three long-awaited features posed unforeseen challenges:
  • Ropes in blueprints
  • A reworked tutorial
  • A clean water pond on Hill Island

Despite initial setbacks, we're near completion and thrilled to unveil them early next year. Your patience is greatly appreciated!

Your input shapes the game, so don't hesitate to let us know how you feel.

We wanted to take a moment to extend our heartfelt thanks to each and every one of you. Your unwavering support, enthusiasm, and dedication to our game have made this journey truly extraordinary. We're grateful to have such an amazing community by our side.

-- Radu --


From the entire G4GT team I wish you a great rest of the day!

[h2]One last thing[/h2]
We've added new 3D models for the Knife, Hammer and Axe.

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