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Flotsam News

Early Access Roadmap



Recent Updates


[h2]Research Tree[/h2]


[h2]Expertise[/h2]


[h2]New Inventory[/h2]


[h2]Regions[/h2]


[h2]Building Placement[/h2]


[h2]Survival Guide[/h2]


[h2]Polluted Fishies[/h2]


[h2]Eel-Ectricity[/h2]


[h2]Upgrade System[/h2]


[h2]Scouting Update[/h2]


[h2]The Crew Update[/h2]


[h2]Quality of Life v2[/h2]


[h2]Have you ever seen paper??[/h2]


[h2]Gull-friend Update[/h2]


[h2]Quality of Life v1[/h2]


[h2]The World Update[/h2]


[h2]Community Feedback Update[/h2]



0.4.1p5e1: Building Placement ready for testing!

Hey drifters,


On our road to the upcoming big changes, the next step is the placement of buildings and the walkways that lead you there.

This includes a complete overhaul on walkway placement.
Making building feel a lot more natural and easy to work with.

[h2]Early Access 0.4.1p5e1[/h2]

[h3]Building Improvements[/h3]
  • Buildings that can be built at (such as the townheart and walkways) now generate a grid on each of their attachable edges where buildings snap to.
  • You can choose to build gridless by holding control.
  • Buildings will now show their grids when building around them.
  • Added a collision tolerance. This will reduce edge cases where it looked like you could build somewhere, but couldn't due to a small overlap.
  • Walkways are now built one segment at a time. You can hold shift or set a shortcut to continuously place walkways.
  • Walkways now display their boundaries.
  • Walkways now show building buoys when they are placed and ready for construction.
  • Walkway lines will now look for the closest intersecting building it can hook to. This makes for more natural snapping.
  • Reduced the snapping distance when building.


[h3]Fixes[/h3]
  • Buildings can no longer be built intersecting with a walkway.
  • Fixed an issue where a walkway could snap further than it's allowed angle if it snapped to another walkway.


[h3]Behind the scenes[/h3]
  • We decentralized the building so we can more easily test it in a separate environment.


"Walking the plank never felt so good"

0.4.1p4: Survival Guide Update

Hey drifters,


Time to flip open your survival guides and start prepping.
We cleaned up the survival guide and made it easier to maintain.
It’s a smaller quality of life improvement patch as we're working towards the World Structure patch.


[h2]Early Access 0.4.1p4[/h2]
  • Updated / removed older pages of the survival guide that were no longer relevant / out of date.
  • Added functionality for linking to the survival guide. These links are usually marked with a book icon. Clicking these will open the survival guide on the relevant page.
  • Added a search bar to the survival guide.
  • Added a button to go back to the previous page you were on.
  • Made the survival guide smaller so that you can still see your town when you open it.
  • The survival guide can now be dragged.
  • Opening the survival guide no longer pauses the game.
  • Added pre-generated pages for all the buildings in the game. These pages include extra info per building type, such as recipes, storage space, etc.
  • Added pre-generated pages for all the resources in the game. These pages have info such as weight, pollution, where they are produced, etc.
  • Added pre-generated pages for all the drifter backgrounds in the game.
  • Added pre-generated pages for all the drifter attributes in the game.
  • The survival guide is now constructed out of config files.


You know what they say.
"The drifter who is prepared has his town half built"

Early Access 0.4.1p3

Hey drifters,

Early Access 0.4.1p3 is now live.
It fixed an issue where certain characters in the non-Roman alphabet would show up as squares. This mainly happened with Chinese, Korean and Japanese characters.

Fixes
  • Fixed an issue where certain characters in the non-Roman alphabet would show as squares.
  • Fixed Early Access "Ok" button having the wrong color.

Saving Structure 0.4.1p2 released

Hey drifters!

This updates sees an overhaul on how your saves are structured and displayed. While all of it is in a new jacket, the save files themselves remain largely unchanged, and should not have any issues being loaded.

[h2]Saves[/h2]
  • Saves are now stored per town / community in a folder.
  • If you start your game with the old save file storage, a migration tool will move your saves to the correct folder structure. If there are any communities with the same name, they'll be placed in the same folder. This operation will only move files, not delete them.
  • Due to the new folder structure, new towns may not have the same name as any saved town.
  • Added a button to the main menu to continue your latest save.
  • The load menu now shows all your towns, and the save files related to them.
  • Instead of showing playtime on a save, a save now displays how many days you've survived instead. Older saves will show 0 days until saved in this version.
  • Saves now display their size and file name as well.
  • Added a button to open your save folder in file explorer.
  • The pause menu now has a load button where you can load up older saves, or a different town.
  • The pause menu now has a "Save As" button that displays all the saves of your current town. Here you can make a save file, or overwrite an existing save.
  • The pause menu now has a "Save" button which will overwrite the most recent save of this town.
  • The save overwrite prompt now warns you which save you're about to overwrite.
  • Auto-saves are now made at the end of each day, instead of every 10 minutes. A maximum amount can still be set in the options menu, and the oldest auto-save will be overwritten if you exceed the set number.


[h2]Changes / Fixes[/h2]
  • Updated fonts so they switch colors correctly in different languages.
  • Fixed save not loading if the resources on a landmark were changed and a drifter was in the process of salvaging it.


[h2]Balancing[/h2]
  • Reduced fishing time of drifters using the fishing chair.
  • Slightly reduced drying times for Dried Bottlefish and Dried Unbottled Fish.
  • Increased amount of starting food.
  • Polluted drifters now lose all pollution when sleeping through Microbe-Plastics