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Update 28 Now On Experimental Branch

Howdy Folks!

Hope everyone is doing well and staying safe out there. The Update 28 :: Stressed Out update changes how colonist quirks function and adds in some new ones. While it’s not 100% done, it is ready for some testing and feedback.

Update 28 :: Stressed Out is now available on the Experimental Branch. The experimental branch currently includes changes to quirks and some various fixes/tweaks. Colonist reactions to high/low stress is still in development and will be added to the experimental branch later.

Update 28 Experimental Info | What is the Experimental Branch and how do I access it?

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Developer Log #62

Howdy Folks!

The Spatial Awareness update added functional rooms and new stress affects. The, in development, Stressed Out update will continue to focus on colonists with a re-work of the quirks system as well as new reactions to high and low stress.

Quirks

The quirk system was originally designed as an extension to colonist attributes and attribute effects. Attribute effects are applied to attributes and modify the attribute values such as hunger rate, max health, max athletics etc..

Quirks were a special type of attribute effect. While this worked, it meant that quirks were limited to only having an affect on attributes and needs. I wanted the ability to have some more interesting and varied quirks, which meant a bit of a re-work to how quirks were defined.

The new quirk system will be a bit more robust and allow for a much wider array of quirk types. While the existing quirks will remain, new quirks are being added that will provide more individuality to colonists.

Examples of some of the possible new quirks:
  • Loved/Hated Food – Stress reduction/increase from eating specific food item
  • Loved/Hated Job – Stress reduction/increase from performing specific job
  • Charming – Chance to add stress reduction to nearby colonists
  • Annoying – Chance to add stress increase to nearby colonists
  • Light Sleeper – Stress increase from sleeping in a room with other colonists
  • Aquaphobia – Won’t cross water tiles


There are more planned quirks and be sure to let me know if you have some fun ideas for new quirks.



The colonist management screen is also getting an update to make quirks more visible.

Stress

While colonists have been able to gain and reduce stress for a while now, there hasn’t been much penalty or reward from it. I’m reviewing the stress system over all to better balance how stress is generated and add reactions to high and low stress.

This means colonists will have negative reactions to high stress as well as some benefits for keeping stress low.



Some new objects in development that will help colonists reduce stress.

While the primary focus is on quirks and stress, there are some various other tweaks, fixes and changes in development. One useful new feature is an eye dropper tool. Holding shift and clicking on placed/constructed objects will allow you to easily place down more of that object for construction.

I’m currently planning to release a testing version of the update to the Experimental Branch later this week. I look forward to your feedback on the new quirks and stress content.

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Patch Update 27.2

Howdy Folks!

Few days late, but happy new year! Thanks for all the great feedback and bug reports. To start off 2021 here is a small patch update to fix a couple of issues.

Survey Time

The Update 27 :: Spatial Awareness survey is now available. I’m trying out of a new survey platform so let me know if there are any issues.

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Release Notes
  • Added visual effect to colonists when they level up in a job role
  • Minor reduction to cave-in frequency
  • Fixed: Grammar error in Tendril Forest description
  • Fixed: Deselect All: Gather Plants button shows Deselect All: Mine
  • Fixed: Colonists become stuck if mining a tile that contains another object

Patch Update 27.1

Howdy Folks!

2021 is nearly here and I have one last update before the year comes to a close. This is a small patch update which includes some tweaks and fixes.

I think I’ve finally nailed down the issue with events only triggering after loading a saved game. You may get events triggering after loading your save file, but they should continue to occur naturally after that.

There has been a long time issue with miners not continuing to mine in a one wide straight line. This was due to them attempting to get another mining target before the path in front of them was flagged as walkable. I’ve added some new logic to help improve mining behavior.

There are a bunch of additional tweaks and fixes. Check the release notes below for the full list of changes. Thanks for all the support and reports.

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Release Notes
  • Minor tweaks to some interfaces to make them more compact
  • Updated colonist mining action to better handle pathfinding graph updates. This reduces instances of miners wandering around aimlessly after mining a tile.
  • Increased maximum space allowed for a room to generate from 200 to 500.
  • Increased sizes that define small, medium, large and massive rooms.
  • Increased water flow speed. This is a temporary adjustment to reduce issues with machines not getting water fast enough after loading a saved game. Further changes to water management coming in a future update.
  • Vehicles will now spawn on an empty tile adjacent to the vehicle bay when embarking.
  • Decreased durability drained by researching at the research station. This should reduce how often the research station needs to be repaired.
  • Fixed: Relaxed attribute effect not applied after restful sit action in some instances
  • Fixed: Attribute effects from equipment items not being applied in some instances
  • Fixed: Mining action causing game freeze in some instances
  • Fixed: Some events not finishing properly causing other events to not trigger such as crop disease or cave ins.
  • Fixed: Various errors generated from mods after they are un-applied from a saved game

Happy Holidays!

Howdy Folks!


It’s been a long and challenging year and I hope that everyone has been able to find some joy this Holiday season. I am very thankful for all of the support you’ve given me this year. As the year nears its end, I want to delve a bit into the past, the present and the future of Mercury Fallen.

The Past

In early 2016 I started prototyping a game idea. The gameplay focused around a primary character awakening from cryo-sleep long past due in a ruined facility. The game was tentatively called Crypod and would have the player repairing the facility.


The prototype continued to evolve into a colony management game which became the foundation for Mercury Fallen. By early 2017, I had cobbled together something that was starting to feel like a playable game.

Mercury Fallen was released to Itch.IO for some initial feedback in spring of 2017 and released on Steam later that year in Early Access.

[h2]The Present[/h2]
There have been a whole lot of improvements, changes and additions in 2020.


The New Beginnings update added new power management, starting conditions and completely re-worked the colonists with new models, animations and outfits.


The Farming & Harming update added new farming mechanics and events such as cave ins and crop disease.


The tech tree was completely overhauled in the New Horizons update. Changes to surface visuals, expeditions and a whole lot more was also added.


Surface content was further expanded with new mining nodes and expeditions in the Traveler Update. This update also included various changes to starting colonists and game progression over all.


Most recently, the Spatial Awareness update added functional rooms, room-based effects, new furniture and more.

It’s been a great year for Mercury Fallen and I’m excited to continue this journey with you all as we head into 2021.

The Future

The recent Spatial Awareness update added new ways for colonists to get stressed out, but stress still doesn’t result in much of a positive or negative outcome.

The Stressed Out update is now in development and will include a re-work to colonist quirks as well as new colonist reactions to high and low stress.

Quirks currently only affect attributes, but the new quirk system will allow for more unique quirks. Some of the possible new quirks include:

  • Charming – Can reduce stress of nearby colonists
  • Annoying – Can increase stress of nearby colonists
  • Light Sleeper – Negative stress from sleeping in a room with other colonists
  • Green Thumb – Increased farming work speed
  • Iron Stomach - Never gets a stomach ache


Additional quirks are being developed that will add more unique qualities to your colonists.

Some fun new ways of helping your colonists deal with stress are also in development.

There is still quite a bit of content planned after the Stressed Out update. Here are some of the things currently planned or in early development.

  • New Expeditions
  • Ability to train colonists to increase attributes and job skills
  • Additional control over starting conditions
  • A campaign story that will provide direction and more information about the planet and its inhabitants
  • Trading
  • More decoration objects
  • More technology to unlock
  • Additional mod support to include custom artwork and code
  • Achievements
  • Merch


Winter Sale

With the winter season upon us, at least in the northern hemisphere, and with it comes the Steam Winter Sale. Mercury Fallen is now 30% off. It’s a great time to grab a copy, or give the gift of colony management to a friend.

Thank You

A huge thank you to everyone who has played Mercury Fallen. Your feedback means a great deal to me. As a solo developer it’s great to hear that you’re enjoying the game. It’s also very helpful to know what you don’t like and what isn’t working. There is a lot in store for Mercury Fallen. Thank you!

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