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0.9.0: Narrative is ready for testing!

0.9.0e1: Narrative


Hey Drifters,
This update is a big one! In 0.9 we’ve tackled a bunch of interconnected features to improve the overall play experience. It sets the stage for the narrative, improves key features like morale and town movement, and updates the entire world. There’s a lot to cover, so check out the changelog for the full list.

Only a small part of the narrative will be available at first. During experimental we'll be expanding the narrative, refining the gameplay and squashing bugs.

[h2]What's next?[/h2]
This patch will be on experimental for a while since the changes are huge. We’ll be listening to feedback and making adjustments as we continue developing this update.

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This patch is still in development and can be tested on the experimental branch to give feedback.

This is how you can enable the experimental branch of Flotsam. This will only work when you're not in a game:
1. Open Steam Library
2. Right click Flotsam
3. Select Properties
4. Go to tab 'Betas' at the top.
5. Select 'Experimental' in the drop-down.

[h2]Early Access 0.9.0e1: Narrative[/h2]
This patch focuses on improving the overall play experience by tackling a bunch of interconnected features all at once. It sets the stage for the narrative, improves key features like morale and town movement, updates the world, and smooths out the gameplay. This patch is a huge step towards developing the game towards the 1.0 release. Note: only a small part of the narrative will be available at the start of experimental, more will be added in future patches.

[h3]Narrative[/h3]
  • Did extensive work behind the scenes to implement scenarios, quests and narrative. This is the groundwork for the narrative as we develop towards 1.0.
  • Without spoiling: Added an introductory quest that unfolds after rescuing a certain drifter with an idea to reach more people. This quest line will gradually expand during experimental and upcoming patches.
  • Without spoiling: Added a first small 'encounter' quest that reveals more about the drifters you rescue. More of these will be added as development continues.
  • Added various new landmarks tied to quests and specialists.


[h3]Pollution[/h3]
  • Pollution has returned! Some regions now have pollution levels.
  • Currently these regions are: Polluted Woods and City. Both of these regions will only come into play later in the game.
  • Drifters swimming in polluted waters will gradually accumulate pollution.
  • Certain buildings, like the Desalinator, will generate a pollution cloud when used in polluted regions.
  • Certain resources, like Seaweed, will be polluted in these regions and must be cleaned before they can be used to produce non-polluted food.


[h3]World[/h3]
  • Scouting now reveals both the current region and it's neighboring regions.
  • Scouting can now spot drifters and other notable landmarks in neighboring regions. The Watchtower no longer spots drifters during the night.
  • The map now displays the town's maximum movement range.
  • New Region: Shallows. A fully flooded area with no landmarks, contains flotsam and fish.
  • New Region: Farmlands. Previously part of the 'rural ruins' region, now a distinct region with farmland landmarks and its own unique resources.
  • Updated Region: Rural Ruins. Now a compact village region, where various goods can be found.
  • New region: Polluted Woods. Previously part of the 'wood' region, now a pollution-afflicted variant with it's own unique resources.
  • Overhauled all regions to better reflect their identity and have more logical resource distribution.
  • Remade all maps applying new region structure.


[h3]Drifters[/h3]
  • The time will now speed up by 25x when all drifters are sleeping, effectively skipping the night when nothing occurs.
  • Reworked Drifter Morale:
  • Morale no longer affects experience gain directly but now modifies their work and movement speed! However, drifters working with high morale (and thus work speed) will still result in more experience gain, as they finish their work quicker.
  • Morale now ranges from 0 to 100, with 100 as the maximum. (Previously, morale could go negative 10 and positive 10) All morale modifiers have been adjusted accordingly.
  • Drifters now have a morale modifier for Expertise. This is a morale modifier based on their level. Resulting in low level drifters having a high morale boost, which slowly becomes drops as they grow in level.
  • Removed the "Exhaustion" morale modifier. Instead, drifters now have a negative morale modifier when they are without a home.
  • Rebalanced the work-speed modifiers gained from the Drifter's attributes, as morale now also modifies work-speed.
  • Drifters now prioritize tasks more efficiently. Additionally, they are more responsive to priority changes.
  • Greatly improved efficiency for drifters doing workshop assignments.
  • Additionally, you can now set priorities on each workshop.
  • Adjusted the order of all drifter's assignments to improve base efficiency.
  • Reintroduced level-based experience scaling: Higher levels now require progressively more experience to level up. Previously, every level required a flat experience amount.


[h3]Town Movement[/h3]
  • The Town Tugger now only increases the town's weight capacity, thus the town's movement range is now solely determined by the energy storage capacity.
  • Due to this change, weight tiers now increase gradually and are never lowered by building additional Town Tuggers. The previous named weight tiers, like "light," have been replaced by 20 numbered weight tiers that increase movement costs at specific weight thresholds.


[h3]Food[/h3]
  • Food has undergone a significant rework due to huge pressure on food production as the game progressed into mid-game. The pacing felt too harsh once 'ordinary' food was required, so we've aimed smoothed this out.
  • All food recipes have been either rebalanced, removed or new ones have been created to create a more gradual progression.
  • Wild Farmland landmarks now only yield potatoes by default, the only crop to survive the garbage floods. Tomato, wheat, and corn landmarks are now rare.
  • Added a new food quality: "Tasty". This bridges the gap between "Ordinary" and "Yummy," easing the transition during mid-game.
  • The Fishing Chair has been reworked to fulfill its original intended purpose. While previously it could slowly fish infinite Nibbler fish, it can now fish any type of fish within the town's swimming range.
  • The Chop Shop and Fish Chops have been removed, as they no longer serve any purpose.
  • The Unbottler now requires Eel-ectricity to function.
  • Added new specialist: The Farmer.


[h3]Resources[/h3]
  • Goods have now been split into "Plastic Junk", "Wood Junk" and "Electric Junk". Each have to be recycled in the Recycler for their scrap variant.
  • Tools have now been split into "Demolition Tools", "Chopping Tools", "Precision Tools", "Power-Tools", "Pumps" and "Ladders". Different tools now unlock different resources from landmarks.
  • New construction: Power-Tool Maker. This building requires Eel-ectricity to make certain powerful Tools.
  • Overhauled the Tech Tree.
  • New construction: Wood Plaza(s). These are wooden Park Variants to introduce decorations earlier in the game.
  • New decorations: "Simple Decorations". These are decorations made using Plastic and Wood Junk.
  • Removed Seaweed Spores, Seaweed can now be grown using only Seaweed, similar to other crops.


[h3]Misc[/h3]
  • You can now directly report bugs in the game by going to the Pause Menu and using the bug-reporting tool.
  • LoadWindow now displays the path to the saves directory when the explorer button is clicked on any platform other than windows.
  • Greatly improved the overall performance of the game.
  • And many more various small improvements and fixes.

0.8.5f2

Hey Drifters,

Here's a patch fixing various issues!

[h2]Early Access 0.8.5f2[/h2]

[h3]Fixes[/h3]
  • Production Limits now only display items for which production can be limited. Currently these are items that are produced.
  • You can now adjust filter settings on storages as they're being built.
  • Fixed issue where games wouldn't save because of a broken reference to a seagull.
  • Fixed issue where walkways that shouldn’t be deconstructable could be marked for deconstruction in Joystick mode.
  • Fixed issue where opening the energy overlay did not open the Grid Overview Panel.
  • Fixed issue where items in export inventories were not visible in the town's inventory.
  • Fixed issue where you could not use the Field's water distribution slider in joystick mode. Also visually updated it for clarity.
  • Fixed issue where right-clicking to move in Architect Mode would store buildings as well.
  • Fixed issue where an outline sometimes remained on a building that was no longer selected.
  • Fixed issue where the deconstruct icon would display above buildings awaiting a drifter during construction.
  • Fixed issue where the town's boundaries on the map did not update correctly after using Architect Mode.
  • Fixed issue where buildings could be attached to walkways that had their construction canceled while resources were being hauled, preventing the building from being completed.
  • Fixed issue where 'Drifter Diets' was missing from the DPAD menu selection.
  • Fixed issue where tooltips did not appear over some panels.
  • Fixed issue where the filter panel button in the top inventory bar would not work after using Architect Mode.
  • Fixed issue where not all expertise points could be spent in the expertise panel when using Joystick.
  • Fixed issue where drifters kept their diseased particles in the character portraits.
  • Fixed issue where saving and loading did not persist scouted specialists.
  • Fixed issue where the Town Tugger was not rotated properly after being moved in Architect Mode.
  • Fixed issue where an error was thrown when you had a bird that was leaving the town selected.
  • Fixed issue where the deconstruct icon rapidly switched between deconstruct and error states when storage was full.
  • Fixed issue where hungry Nibblers would show as hungry Gobblers or Flounders in the Fish Farm.

0.8.5f1

Hey Drifters,

Just a quick patch fixing some issues:

[h2]Early Access 0.8.5f1[/h2]

[h3]Fixes[/h3]
  • Fixed issue where saving and loading after traveling a long distance would reset the distance displayed on the map.
  • Fixed issue where loading a save with multiple drifters assigned to a landmark would reset it to just one drifter.
  • Fixed issue where the attribute skill was ignored for some tasks, and added a fallback in case this happens again. Also fixed an issue causing fishing from fishing boats to take much longer than intended.
  • Fixed issue where a stored building in architect mode wouldn’t appear in the building menu the first time it was opened.
  • Fixed issue where text wouldn't display in dialogue for some languages.

0.8.5: Tutorial OUT NOW!

0.8.5: Tutorial


Hey Drifters,
We know the game has always been a bit tricky to jump into, especially with the tutorial being sparse and features often changing throughout development. That’s why I’m glad to finally say the Tutorial is now live!

New and returning players: you can now dive in with a custom experience that will walk you through the early stages of building your floating town, covering the basics with dialogue and objectives.

Alongside the tutorial, we’ve revamped parts of the UI. We've reworked the notifications (since they often felt more like a nuisance than helpful info), and refreshed the Fish Farm UI to make it easier to navigate. Plus, we’ve squashed bugs, made other UI improvements, and updated localization across the board!

[h2]What's next?[/h2]
There’s a reason we’ve been hard at work on the tutorial! Its dialogue and quest systems are setting the foundation for something bigger: the narrative! We’re currently testing small drifter quests, a larger story arc, and more.

In addition, we’re currently testing the re-introduction of Pollution. This feature has always been a bit tricky too, so we’re planning to roll it out on the experimental branch soon to let it marinate. This way we can fine-tune and iterate on it together. Sea you soon!

[h2]Early Access 0.8.5: Tutorial[/h2]
This patch focuses on making the game more accessible with the introduction of a tutorial and various UI/QoL adjustments to help new players start a floating town.

[h3]Tutorial[/h3]
  • A tutorial has been added, which can be started from the Main Menu. This custom experience will walk you through the basics of building your floating town, with dialogue and quests!
  • Added the 'Tutorial Pages'. A dedicated panel for in-depth information on gameplay features.
  • Removed old tutorial pages from the 'Survival Guide'. The 'Survival Guide' has now been renamed to 'Glossary' to better reflect its revised function.
  • Added a '?' button to various panels. These will open the relevant tutorial page for quick access to information.
  • Added various new animations for drifters in dialogue.


[h3]Localization[/h3]
  • All supported languages have been updated to include translations for the new tutorial and tutorial pages.
  • Fixed and updated several missing translations from the previous localization update.
  • Fixed various UI elements that were displaying incorrectly in languages other than the default.
  • Various other small localization improvements.


[h3]Misc[/h3]
  • Starting a new game will now trigger a dialogue asking to name the town.
  • Behind the scenes: created a dialogue system.
  • Behind the scenes: created a quest system.
  • Changed tutorial video codecs to VP8 to allow for multi-platform usage.
  • When the game is paused, changing it to any other speed will now un-pause it.


[h3]UI[/h3]
  • Added a Quest Objective tracker.
  • Added dialogue UI.
  • Reworked notifications. We felt that the notifications would often clog up too much of the screen and act like a nuisance rather than give insight into the town's state. Now, notifications no longer stack on the side of your screen. It's now a single line which you can hover over to see all previous notifications.
  • Reworked the Fish Farm panel UI to make it easier and less confusing to use. The functionality has not changed.
  • Various other UI improvements.


[h3]Fixes[/h3]
  • Fixed issue where deconstructing or upgrading buildings with decorations on them (housing) would not get done by drifters.
  • Fixed issue where moving down with joystick in the options menu caused the menu to glitch shortly.
  • Fixed issue where the Save button would open a deprecated save panel when there was no save to overwrite.
  • Fixed issue where going into an overlay and back using DPAD would keep the color overlay when switching back to default view.
  • Fixed issue with the producer panel where the ‘-1’ button incorrectly removed the first queued recipe instead of the last. Also resolved issue where right-clicking to remove a specific queued recipe removed the wrong one.
  • Fixed issue where expertise points would get assigned on opening the drifter expertise panel with joystick.
  • Fixed issue where resetting the camera to the town would not work when the game is paused.
  • Fixed issue where the inventory top-bar would partially not have a background when you had too many items in joystick mode.
  • Fixed issue where buildings would get insta-constructed when cancelling salvage too early.
  • Fixed issue where where keys or glyphs would display as numbers when loading a save.
  • Fixed issue where time could not be controlled with shortcuts in the map.
  • Fixed issue where some language characters were not showing properly.
  • Fixed issue where where buildings, after a canceled deconstruction, could not be deconstructed again.
  • Fixed issue where the Glossary had duplicate entries for the same building.
  • Fixed issue where deconstruct icon sometimes wouldn't show above buildings.
  • Fixed issue where 'export blocked' warnings above buildings would stay even when it was no longer blocked.
  • Fixed issue where Glossary titles were invisible.

0.8.5: Tutorial is ready for testing!

0.8.5e1: Tutorial


Hey Drifters,
We know the game has always been a bit tricky to jump into, especially with the tutorial being sparse and features often changing throughout development. That’s why I’m glad to finally introduce the Tutorial in this update! A custom experience that will walk you through the early stages of building your floating town, covering the basics with dialogue and objectives.

Alongside the tutorial, we’ve revamped parts of the UI. We've reworked the notifications (since they often felt more like a nuisance than helpful info), and refreshed the Fish Farm UI to make it easier to navigate. Plus, we’ve squashed bugs, made other UI improvements, and updated localization across the board!

[h2]What's next?[/h2]
There’s a reason we’ve been hard at work on the tutorial! Its dialogue and quest systems are setting the foundation for something bigger: the narrative! We’re currently testing small drifter quests, a larger story arc, and more. Sea you soon!

---

This patch is still in development and can be tested on the experimental branch to give feedback.

This is how you can enable the experimental branch of Flotsam. This will only work when you're not in a game:
1. Open Steam Library
2. Right click Flotsam
3. Select Properties
4. Go to tab 'Betas' at the top.
5. Select 'Experimental' in the drop-down.

[h2]Early Access 0.8.5e1: Tutorial[/h2]
This patch focuses on making the game more accessible with the introduction of a tutorial and various UI/QoL adjustments to help new players start a floating town.

[h3]Tutorial[/h3]
  • A tutorial has been added, which can be started from the Main Menu. This custom experience will walk you through the basics of building your floating town, with dialogue and quests!
  • Added the 'Tutorial Pages'. A dedicated panel for in-depth information on gameplay features.
  • Removed old tutorial pages from the 'Survival Guide'. The 'Survival Guide' has now been renamed to 'Glossary' to better reflect its revised function.
  • Added a '?' button to various panels. These will open the relevant tutorial page for quick access to information.
  • Added various new animations for drifters in dialogue.
  • Localization
  • All supported languages have been updated to include translations for the new tutorial and tutorial pages.
  • Fixed and updated several missing translations from the previous localization update.
  • Fixed various UI elements that were displaying incorrectly in languages other than the default.
  • Various other small localization improvements.


[h3]Misc[/h3]
  • Starting a new game will now trigger a dialogue asking to name the town.
  • Behind the scenes: created a dialogue system.
  • Behind the scenes: created a quest system.
  • Changed tutorial video codecs to VP8 to allow for multi-platform usage.
  • When the game is paused, changing it to any other speed will now un-pause it.


[h3]UI[/h3]
  • Added a Quest Objective tracker.
  • Added dialogue UI.
  • Reworked notifications. We felt that the notifications would often clog up too much of the screen and act like a nuisance rather than give insight into the town's state. Now, notifications no longer stack on the side of your screen. It's now a single line which you can hover over to see all previous notifications.
  • Reworked the Fish Farm panel UI to make it easier and less confusing to use. The functionality has not changed.
  • Various other UI improvements.


[h3]Fixes[/h3]
  • Fixed issue where deconstructing or upgrading buildings with decorations on them (housing) would not get done by drifters.
  • Fixed issue where moving down with joystick in the options menu caused the menu to glitch shortly.
  • Fixed issue where the Save button would open a deprecated save panel when there was no save to overwrite.
  • Fixed issue where going into an overlay and back using DPAD would keep the color overlay when switching back to default view.
  • Fixed issue with the producer panel where the ‘-1’ button incorrectly removed the first queued recipe instead of the last. Also resolved issue where right-clicking to remove a specific queued recipe removed the wrong one.
  • Fixed issue where expertise points would get assigned on opening the drifter expertise panel with joystick.
  • Fixed issue where resetting the camera to the town would not work when the game is paused.
  • Fixed issue where the inventory top-bar would partially not have a background when you had too many items in joystick mode.
  • Fixed issue where buildings would get insta-constructed when cancelling salvage too early.
  • Fixed issue where where keys or glyphs would display as numbers when loading a save.