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Autonomica News

Chapter 1 Sprint 2: The Black Box

[p]The new update is here, and this one is called The Black Box.[/p][p]In this update, we’re finally introducing Black Box into the game. As some of you probably know already, Autonomica takes place in an alternative world inspired by Solarpunk and Cassette Futurism. In this world, Black Boxes are installed in land and air vehicles and are meant to log travel data that can be useful in case of a crash. They’re also built to help guide survivors after crash events.[/p][p]With this iteration, we’re adding the first basic version of Black Box functionality, and we’ll keep expanding it as we keep developing the game. Right now, Black Box can help guide you toward ores and other important locations. By pressing V on your keyboard, you’ll open the Black Box quick menu.[/p][previewyoutube][/previewyoutube][p]Black Box will also warn you when your vital stats are getting low. It comes with over 500 voice lines, some useful, some silly, and some a little bit sassy.[/p][p]Later on, Black Box will also be able to bring, mine, and craft valuable resources and components.[/p][p][/p][h2]FARMING[/h2][p] We also improved the farming UI and UX, simplified some visuals, and added a few technical improvements too.[/p][p]As you progress through the game, you’ll find different crops and they all have their own needs. Some love the sun, some use more water from the soil, some grow faster, and some just give more fruit. Farming is a very important part of the game for us, and we’ll keep expanding it to make it as dynamic and fun as we can. Hopefully one day it’ll be one of the best farming systems you’ve played. Sounds a bit loud maybe, but hey, we’ll do our best.[/p][p][/p][p][/p][p]In the next iterations we’re bringing Sun Exposure bonus, which means plants under direct sunlight will grow faster and be happier overall. Plants will also have biome preferences too. So for example, tomatoes will love greener areas, but if you plant them in dry sandy places they’ll grow slower and need more water.[/p][p][/p][p][/p][p][/p][p]You’ll also need to protect crops from critters and birds by placing Scarecrows and fences. Some of that is coming in the next update.[/p][p]Ah, we also increased water bottle capacity and made watering a bit faster. Also keep in mind that in later updates you’ll be able to upgrade your character skills. You probably already saw the level up notifications on screen, those are just placeholders for now. Later on those upgrades will let your character use water more efficiently, carry more of it, and water crops faster.[/p][p]Automatic irrigation system is also very likely coming in Sprint 4 of this Chapter. You’ll be able to set up automatic sprinklers and connect them to above-ground or underground piping systems.[/p][p]A tiny note: “Automotive irrigation” should be “Automatic irrigation.” “Automotive” sounds like car-related.[/p][p]Send the next section.[/p][p][/p][h2]NEW AREAS[/h2][p] We expanded Alpha Island and added more open space. We felt like we weren’t giving enough room for bigger builds and automation setups, so we opened things up a bit.[/p][p]We introduced Highreach Valley, a big open area for some of your biggest construction projects. [/p][p][/p][p]We also added Finomenal Cape, a cozy sandy beach area for players who love the sound of the ocean and a beautiful morning sunrise.[/p][p][/p][p][/p][p][/p][p]The whole map also got a bit of improvement and retouching. The swamp area now has more pathable space, too. Make sure to use Black Box to locate important ore areas at the beginning of the game, as you can now start building your base in a few different areas.[/p][p][/p][h2]NEW METALLIC CONSTRUCTION BLOCKS[/h2][p][/p][p]We’ve added a new set of metallic construction blocks crafted from iron. They’re perfect for giving your base a more industrial feel and fit really well alongside the machines and production setups in the game.[/p][p]And this is just the start. We’re planning to expand the metal block set in the next update, along with some new furniture pieces too.[/p][p][/p]
  • [p]Straight stairs [/p]
  • [p]Corner stairs [/p]
  • [p]Spiral stairs [/p]
  • [p]Floor (square, triangular) [/p]
  • [p]Ceiling [/p]
  • [p]Straight wall [/p]
  • [p]Sloped wall [/p]
  • [p]Semi-circular wall [/p]
  • [p]Triangular wall (3 sizes) [/p]
  • [p]Foundation (3 types)[/p]
[p][/p][h2]DIALOGUE SYSTEM[/h2][p][/p][p]Even though this one may look small on the surface, it’s actually a pretty big system for us. We added the Dialogue System, and at the beginning of the game you’ll be able to meet Black Box and ask questions through it. A lot of foundational work went into making this possible, even if not all of it is super visible yet.[/p][p][/p][p][/p][p]Right now it’s mostly in its introduction stage, so you’ll only get to experience a lighter version of it through Black Box. Later on, this system will be used for communication with NPCs and other... things.[/p][p][/p][h2]COTTON[/h2][p]We’ve also introduced a new crop to the game: Cotton. It’s used in the recipe for cloth production.[/p][p][/p][p] [/p][h2]WHAT ELSE IS NEW[/h2]
  • [p]Removed weight from the game and the weight scale from the Inventory tab. We felt like it was a bit too much weight on your shoulders ;)[/p]
  • [p]Introduced the Subtitles System to the game.[/p]
  • [p]Added a few controller buttons. This is still very much WIP and not even close to done yet, so please don’t throw the controller at us just yet. We’re aiming to have full controller support in a Sprint V3 (next one).[/p]
  • [p]Added new notifications on the screen that specify which types of items you picked up.[/p]
  • [p]Added a new notification for leveling up. You’re growing up so fast. But these notifications are just placeholders. You’ll be able to level up your character properly in the future updates.[/p]
  • [p]Added Feeling Cozy Buff when the character is inside the structures. This buff will recover health more quickly and dry clothes faster.[/p]
  • [p]Added a Vertical Invert setting. Pull down to look up, just like nature intended.[/p]
  • [p]Updated the Settings screen. (oh wow, yeh… so much fun)[/p]
  • [p]Updated the Quest display.[/p]
  • [p]Added a back key shortcut to the bottom of the Map tab. Revolutionary stuff, we know. The current map is also lame; it’s just a placeholder. We’re working on a richer map experience, you’ll love it.[/p]
  • [p]Updated the Inventory screen. Very much WIP, but you can see buffs and debuffs info there, very useful if you ask us.[/p]
  • [p]Added “Coming Soon” to the Attributes and Tasks tabs. Because they are, in fact, coming soon.[/p]
  • [p]Added a Wiki tab. But it’s empty for now, so we didn’t, really.[/p]
  • [p]Added bruising when your character hits their face hard on something. Bruising will go away after some time, and later you’ll be able to use honey to remove bruising. NPCs will notice your look. Losing your teeth is next, don’t judge - it’s realistic.[/p]
  • [p]Updated HUD days and weather display.[/p]
  • [p]Added new daytime exploration music.[/p]
  • [p]Added pathfinding implementation for future NPCs, Animals (V3 or V4) and Black Box. So yes, things should be getting smarter. In theory.[/p]
  • [p]Did more background work on new panels that are coming later. The glamorous kind of work nobody sees.[/p]
  • [p]Added fire sound.[/p]
  • [p]Added fire-burning effects and buffs. Surprisingly, many people complained about the character not catching on fire. You can stop fire by running in the water or later when co-op is in, your friend will be able to water you down.[/p]
  • [p]Added a feature where the last equipped tool now hangs on the side of your backpack after switching tools, putting it away, or running. Much better than it vanishing into the backpack universe.[/p]
  • [p]Added new crop pop-up help info in the detail tab to explain what each section means and how the system works.[/p]
  • [p]Added character model-based audio vocalization switches.[/p]
  • [p]Added cutscene soundtrack and sound design improvements.[/p]
  • [p]Added UI sounds for radial menus.[/p]
  • [p]Added a Buff and Debuff panel to the Inventory screen so they’re easier to read and make a bit more sense.[/p]
  • [p]Added Metal Building Blocks, now researchable after Automation. Because metal cubes make everything feel more serious. They’re also pretty awesome, try building cool things and share them with us on Discord.[/p]
  • [p]Added new areas to the map and updated the map and compass to match. Very helpful when trying not to get lost with confidence. The map is still a temp placeholder, before we add an awesome map.[/p]
  • [p]Expanded the borders of the world to better fit the map.[/p]
  • [p]Added a clickable Continue button in dialogue after cutscenes. We believe in buttons doing button things.[/p]
  • [p]Added a Battery UI panel. It’s not fully complete yet, and the lower UI plus time-left indicator still don’t work. But hey, it’s a start.[/p]
  • [p]Added sun and moon glow effects. The sky is trying harder to be a sky now.[/p]
  • [p]Smoothed out the blend edges on rocks and beach stones.[/p]
  • [p]Added a new endless quest at the end of the game. It’s not really endless, but calling it “pretty long quest” didn’t sound as good.[/p]
  • [p]Removed the New Year’s tree on the hill. Its time has passed. It will come back next year.[/p]
  • [p]The Egg[/p]
[h2]Black Box[/h2]
  • [p]Added opening cutscenes.[/p]
  • [p]Added over 500 narration and voice lines. Black Box has a lot to say now.[/p]
  • [p]Added more than 55 new triggers for Black Box narration.[/p]
  • [p]Introduced a more advanced Black Box movement system. BB now adapts to your speed and direction while moving around, and changes its position around your character dynamically.[/p]
  • [p]Added Ore ping functionality, visual and sound effects. Black Box can help you find Ores.[/p]
  • [p]Added dynamic direction points on the screen. By looking at directional points on the screen you can now request Black Box to guide you towards that location. Black Box will use basic (for now) pathfinding to get you there safely, or not.[/p]
  • [p]Added a ping to detect DPoIs (Dynamic Points of Interest). DPOIs are still not complete; the next update will make DPOIs more exciting.[/p]
  • [p]Added Black Box face animations and movement. It’s getting harder to ignore now.[/p]
  • [p]Added Black Box audio fx, including hovering, chimes, and scanning sounds.[/p]
  • [p]Added pause and resume for Black Box narration in the Pause/ESC menu. For when you need a little silence.[/p]
  • [p]Added Black Box settings sliders so you can adjust voice and sound effects to your liking.[/p]
  • [p]Black Box will go into an exploration mode if the player is not in motion for some time.[/p]
  • [p]And gazillion behind-the-scenes features that make BB alive. 
    [/p]
[h2]FIXES, CHANGES & IMPROVEMENTS[/h2]
  • [p]Fixed a bug that was preventing some players from loading into the game. Kind of important, yeah?[/p]
  • [p]Changed the Feeling Cozy buff icon when inside a house.[/p]
  • [p]Adjusted the Feeling Cozy buff logic so it triggers less often.[/p]
  • [p]Fixed a water bottle material. It was glowing like crazy.[/p]
  • [p]Increased Water Bottle capacity. YOU’RE WELCOME![/p]
  • [p]Increased Water Bottle filling speed. YOU’RE WELCOME![/p]
  • [p]Fixed key remapping so you can now assign the same button to multiple actions.[/p]
  • [p]Tweaked audio for auto-pickup from mining and tree logs.[/p]
  • [p]Fixed the compass not matching the map orientation. (Map is lame and not real, no good.)[/p]
  • [p]Added several localization fixes for in-game text.[/p]
  • [p]Cypress trees now have colliders. They have become more solid in their beliefs.[/p]
  • [p]Changed the model of the personal storage box.[/p]
  • [p]Fixed resources being consumed past max length when placing rails and wires while placement was red.[/p]
  • [p]Fixed some issues with rails disappearing when placed in certain spots.[/p]
  • [p]Changed the recipe for Rail and Rail Column.[/p]
  • [p]Fixed rail placement consuming resources before the rail was fully placed. How rude and unfair, we’re doing our best, guys.[/p]
  • [p]Made unchoppable trees choppable. We win, trees lose![/p]
  • [p]Fixed broken text on Autofarm terminals.[/p]
  • [p]Storage Container can now output resources from its gate.[/p]
  • [p]Reworked farming behavior a bit. Crops now grow fully by harvest, and after they’re ready, they’ll stay harvestable for 2 days before rot sets in.[/p]
  • [p]Fixed a keybind issue when changing the interact key while having a prompt to open a chest or turn on a light.[/p]
  • [p]Updated the Escape menu.[/p]
  • [p]Fixed some HUD tool UI overlap issues.[/p]
  • [p]Fixed Stone Roof and Smelter shader errors during sunset.[/p]
  • [p]Fixed the loading screen and video logo on widescreen.[/p]
  • [p]Updated machinery, structures, and shop panels.[/p]
  • [p]Fixed the backpack getting into a corrupted state on some saves where it couldn’t be picked up in a new game.[/p]
  • [p]Highly likely, we fixed the autowalking bug. [/p]
  • [p]Potentially fixed the water gun hose hanging around without connecting.[/p]
  • [p]Fixed a bug where putting the water gun away while watering would still drain bottles.[/p]
  • [p]Fixed Storage Box hotkeys not working.[/p]
  • [p]Fixed an invisible vending machine. Very impressive bug, honestly, but still.[/p]
  • [p]Fixed swamp trees so vines and mushrooms fall down properly.[/p]
  • [p]Fixed a respawn loop when falling from a high point into water.[/p]
  • [p]Changed autocraft hotkey from L to Space Bar.[/p]
  • [p]Changed Menu tab, switching from Q / E to A / D.[/p]
  • [p]Fixed the Red Ghoster sticking around after leaving demolition mode.[/p]
  • [p]Fixed Miner output after load. No more instant 0-second filling.[/p]
  • [p]Fixed fatigue UI overlapping the hoe.[/p]
  • [p]Fixed Customization UI not showing.[/p]
  • [p]Fixed inventory not being movable when opening the crafting table.[/p]
  • [p]Fixed wind turbines snapping to each other or to machines in weird ways.[/p]
  • [p]Fixed snow piling up inside player-built buildings. This still needs more work. Right now, when you first build a house, weather may still show through it, but after save and load there should be no snow inside. Still WIP.[/p]
  • [p]Fixed snow graphics on trees and bushes so they blend better together.[/p]
  • [p]Temporarily removed wires connecting directly between machines that store or produce items. For now, machines must connect directly to poles or power sources. We know this is a step back, but we didn’t want players losing resources just to redo wire connections. Next update, we’re improving the electric system, so changing wires will be much less painful.[/p]
  • [p]Changed recipes for buildable structures.[/p]
  • [p]Changed breakable cargo boxes so they look a bit more dramatic, and the confetti no longer launches into orbit.[/p]
  • [p]Fixed the Manufacturing Table, Botanical Table, and Multi-Cooker not removing grass or plants underneath them.[/p]
  • [p]Fixed buildable flowers getting stuck in a red, blurry graphical state. (Mods did it first, we acknowledge and bow down.)[/p]
  • [p]Fixed Black Box narration playing over building UI.[/p]
  • [p]You can now move inventory items while using the crafting table.[/p]
  • [p]Fixed a bug where using L CTRL before getting the backpack could break the UI.[/p]
  • [p]Fixed the Rail Tool looking like it was pulling twice.[/p]
  • [p]Fixed the Cozy buff getting stuck.[/p]
  • [p]Fixed some bushes not sinking when a machine or structure was placed on top of them.[/p]
  • [p]Improved Manufacturing Table and Botanical Table UI.[/p]
  • [p]Fixed not being able to use Space Bar in the Main Menu to select a character.[/p]
  • [p]Fixed Fabricators not outputting the correct amount of items when crafting more than one at a time.[/p]
  • [p]Updated display names across the UI for the Manufacturing Station, Botanical Station, Multi-Cooker, and Vending Machine.[/p]
  • [p]Removed the wrong resources from the ground near the crash site.[/p]
  • [p]Fixed the Sell button appearing in the inventory panel on load if you saved early in the game.[/p]
  • [p]Added new consumables to the emergency container at the beginning of the game.[/p]
  • [p]Fixed an issue where animations could get stuck if you deleted a machine before it was fully built.[/p]
  • [p]Made some balance changes to quests.[/p]
  • [p]Changed “Unlock” to “Invent” and “Unlocked” to “Invented” icon names in Manufacturing and Botanical Stations.[/p]
  • [p]Fixed the UI vent animation in the Miner.[/p]
  • [p]Upgraded electric mushroom wire nodes from 2 to 4.[/p]
  • [p]Fixed Q not always working when loading into the game.[/p]
  • [p]Updated the Main Menu.[/p]
  • [p]Fixed a bug where items removed from your toolbar could come back after crafting at the crafting table. Rude.[/p]
  • [p]Adjusted the Water Tool to be more precise when aiming at plants.[/p]
  • [p]Fixed an issue where quickly tapping LMB with the water gun could leave the sound playing and still use a bit of water.[/p]
  • [p]Changed boundary fences to a boundary holo wall.[/p]
  • [p]Fixed wrong resource display on rails after save and load.[/p]
  • [p]Fixed a looping sound when ore got stuck after mining.[/p]
  • [p]Fixed crafting tables not being placeable on some hills.[/p]
  • [p]Fixed the Manufacturing Station, Botanical Station, Multi-Cooker, and Farming Vending Machines so they can no longer be built through or built on with structure blocks.[/p]
[p]
[/p][p]After the Alpha release and New Year, we did a lot of housekeeping. The initial release was tough, a bit rushed, and honestly a little messy in places, so we had to spend some time cleaning things up. Still, we’re happy to say it feels like we’re on the right track now.[/p][p]Please keep in mind that some systems are still a bit raw, and those are the next ones we’re tackling. Electricity Generation and Management is one of the big ones and it’s going to get a major update with a lot of improvements, so it should become much easier to understand and work with. Solar panel snapping is still a little broken, batteries will snap together and give bonus capacity, and there’s a lot more coming there too.[/p][p]Of course, you’ll also be able to delete wires individually, along with many other improvements. We’re also working on different Electric Pole sizes, and even looking into underground electrical wiring. Below we’re happy to share a few concepts for the upcoming Electric Pole changes.[/p][p][/p][h2]WHAT’S NEXT[/h2][p][/p][p]Next update we’re working on the Supply Relay. It’s a new machine that you’ll be able to fill with resources, and then use to deliver those resources to NPCs and others in the world.[/p][p][/p][p][/p][p][/p][p]Supply Relays are going to be one of the main machines for making money and pushing game progression forward through world orders. They’ll need to be connected to both the Electric Grid and the Data Grid to work properly.[/p][p][/p][p][/p][p]We’re also introducing Signal Amplifier Antennas, which can only be built at certain elevations. To connect your Supply Relays to the world open market and start selling your produced goods, you’ll need to link your Supply Relays to Signal Amplifiers using Fiber Optic Data Cables and Data Poles. From time to time, Supply Drones will arrive to pick up orders from your machines.[/p][p][/p][p][/p][h3]CO-OP[/h3][p] We know a lot of you are really eager to jump into the game with your friends or significant others, and trust us, we want that too. But co-op just isn’t quite ready yet. This is only our second update, and some core systems like saving are still not fully there yet, so thanks for being a bit patient with us while we keep improving things.[/p][p]With a game on this scale, multiplayer needs a lot of foundational work to be done properly. Right now, our main goal is to make sure the core game is solid first, and then focus on who you’ll get to play it with. We want to prioritize the systems that make the whole experience actually work, because otherwise you and your friends just won’t have a good time, and that helps nobody.[/p][p]So with that in mind, and knowing how many of you are excited to share the game with others, we’re very committed to bringing multiplayer in the coming months (V4, V5). We’re sorry to keep you waiting, really, but we’re pushing toward it as fast as we can. Hang in there, friends.[/p][p][/p][h2]FULL CONTROLLER SUPPORT[/h2][p][/p][p]For the next update we’re committed on having a full or let’s say full’ish controller support, we understand that there are many of you guys prefer to play your game on a controller and we’re making it one of our top priorities to make it work asap.[/p][p][/p][h2]QUEST SYSTEM IMPROVEMENTS & LOCALIZATION[/h2][p][/p][p]We’re working on a more multi-directional quest system. Basically, it’ll let you progress through automation, farming, home building, or ranching more separately and at different speeds depending on your playstyle and what you want to focus on.[/p][p]We’re also improving the localization support system, which will make it easier for us to start translating the game into more languages.[/p][p][/p][h2]⚠️OLD SAVES[/h2][p][/p][p]Because the game is growing and changing quickly, older saves may break or become unstable after updates. We strongly recommend starting a new game.[/p][p]Even if an old save appears to load fine, it may still cause problems later and lead to unexpected issues or instability.[/p][p]As development continues, the save and load system will keep getting more stable and reliable.[/p][p][/p][h2]COMPLETE LOAD AND SAVE SYSTEM[/h2][p][/p][p]Unfortunately, our load and save system is still not fully complete, but we’re committed to having it properly working in the next update, V3.[/p][p]Right now, the only way to save your game is by quitting the game. We know... not exactly peak game design. It’s a bit embarrassing, but it is what it is for now. Sorry about that.[/p][p]And before we go.[/p][p]Another quick FYI, we’re working on a feature roadmap that we’re planning to share in the coming weeks. It’ll show the queue of systems and features we’re planning to bring into the game next.[/p][p]We’re also aiming to have an open demo, or take part in a Steam festival this summer, so more players can jump in and try the game.[/p][p]We’ll keep working hard and bringing new fun features as fast as we can. We hope you enjoy the new update and end up loving Black Box as much as we do.[/p][p][/p][h3]KICKSTARTER BETA BACKERS[/h3][p]With this update, we’re officially welcoming our Kickstarter Beta Backers. The game is still going to remain in Alpha for a bit longer, but it feels like the right time to open the doors wider and let more of you in.[/p][p]Jump in, start playing, break things, report bugs, and help us shape the game as development continues.
[/p][p](⚠️FOR KICKSTARTER BETA BACKERS ONLY) How to access Autonomica Closed Beta [/p]
  • [p]You will receive an email with instructions and your Steam Activation Key, on the address you’ve used for BackerKit.[/p]
  • [p]Activate this game key on Steam, learn how here.[/p]
  • [p]If you’re stuck or it’s not clear what to do, please approach our community first over on Discord; our developers and community will gladly help you.[/p]
[p][/p][h2]DON'T FORGET TO WISHLIST AUTONOMICA[/h2][p][dynamiclink][/dynamiclink][/p][p][/p][p]JOIN OUR DISCORD[/p][p][/p][p]P.S. We couldn’t resist trying the new NVIDIA DLSS 5 in-game. We’re very pleased with the results.[/p][p][/p][p][/p][p]///Crytivo Team[/p]

Autonomica Black Box Update Game Play Trailer

[p]Hey Autonomics,[/p][p]
We’re excited to release our latest update on March 17, introducing your new companion, Black Box. In this first version, BB helps guide you through the world with voice lines, scanning, and helpful support along the way. We’re also expanding the world a bit with new areas to explore, along with fresh sounds, exploration music, and a bunch of quality-of-life improvements and fixes.[/p][p]Right now, only our Alpha Backers, the awesome people who supported us on Kickstarter, can play. Since the game is still very early in development, we’ve been keeping access limited while we keep building, testing, and improving things.[/p][p]This Tuesday, we’ll be opening the doors for our Beta Backers too. Then, in a few months, we’re planning to release an open demo and start public playtests so everyone can finally jump in and try the game.[/p][p][/p][p]Join Our Discord[/p][p][/p][p]Check out the trailer:[/p][previewyoutube][/previewyoutube]

From Crytivo with 💙❤️💛 Love

[p]Hello Autonomics,

Today we wanted to share a little special soundtrack with you, something we made just for you. Lyrics, music, and vocals were all made in-house by our team, with LOVE. It’s not a huge thing, but it’s our way of showing love for what we’re building, and for all of you who’ve been enjoying it with us.

WATCH VIDEO CLIP [/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Have a lovely weekend. Hug your close ones, take a breath, and appreciate the little things around you.


With love, Crytivo Team. [/p][p]Full track and lyrics on our Discord.[/p][p][/p]

Black Box: First Contact

[h3]Hey yo, Autonomics![/h3][p]We are so back and deep in the trenches working on the next wave of updates![/p][p][/p][p]While Autonomica is officially in early closed Alpha, which includes some dust and the occasional rogue physics glitch. We are also pushing forward at a steady, high-voltage rate and shifting to a new rhythm for releases, because we want to get new toys into your hands faster to show off clearer progress in real-time![/p][p] It is also a good way to let all of you know that we haven’t been abducted by a rogue AI![/p]
[p]We are splitting our work into two different speeds. [/p][p]First, we have Chapters, which are our major milestones. These will not be just content drops, but the moments where our systems and story will finally click together. [/p][p]Each Chapter will wrap up a specific narrative arc and finish off a whole set of features that represent the completion of that stage of the journey. [/p][p][/p][p][/p][p]And yes, they will end on cliffhangers.
We are doing that on purpose because we are mean like that![/p]
[p]Inside those Chapters, we will be dropping Sprints. [/p][p]These are smaller, faster updates that tackle specific features. We plan to have multiple sprints per chapter and you can expect to see these on a monthly or semi-monthly basis, depending on how much coffee we have had! [/p][p]Of course, hotfixes are still their own thing. If the game starts acting like a haunted toaster, we will push a fix as soon as we can.[/p][p][/p][p][/p][p]Right now, we are deep in the development of Sprint 1 for Chapter 1, titled First Contact.[/p][p]The mission here is to beef up the core systems and finally introduce your lovely companion bot and resident harshest critic, Black Box. This Chapter introduces our dialogue systems, so you can talk to Black Box and maybe some other mysterious voices lurking in the fog. [/p][p][/p][p]We are also building out a proper quest flow that we expect to include more than 30 quests! This will feature improved and rebalanced versions of the old ones. We know Pacing in a survival game is everything, and we will continue tuning this until it feels just right.[/p][p]Later in the Chapter, we will introduce NPC Supply Requests. You will help the Autonomics (local engineers, we will talk more about the game lore in our next update so keep tuned in!) keep this place from falling apart by delivering goods in exchange for rewards that actually matter for your progression.[/p][p][/p][p]We are exploring a multi-questline structure so you are not stuck on one main quest rail! You might choose one day to be a Pioneer Farmer and follow that quest chain to establish a sustainable ranch. Then perhaps another day be Automation Architect building production chains. You might  just want to be a Homesteader, where you can focus on building meaningful Living Structures that actually feel like a home and not just a box where you keep your bed. With this system you will be able to go up any quest line at any time you want! [/p][p] [/p][p]There will be detailed customization tools coming soon in this chapter, we are guessing within Sprint 2 or 3. It will finally allow you to pick custom patterns, colors, and materials during the object customization process.[/p][p][/p][p]WORK IN PROGRESS UI SUBJECT TO CHANGE.[/p][p][/p][p]On the automation side, we are making things modular and intuitive. We are working on vertical machine stacking and better conveyor tools so your production line looks less like a plate of mechanical spaghetti.[/p][p][/p][p]On another note, we are also working on Multiplayer in parallel! We are not planning on doing a "big bang" release here and taking our time with it. We may not have an exact timeframe on this, but the current plan is to roll out test features in small steps, with early co-op starting to show up toward the end of Chapter 1 or the start of Chapter 2.[/p][h2][/h2][p][/p][p]RELEASE DATE: AROUND THE END OF FEBRUARY[/p][p][/p][p][/p][p]Our first Sprint, titled Artificial Non-Intelligence, should land in the next few weeks.[/p][p]This update is all about making Black Box useful! Black Boxes are the smart planes’ autopilots, flight recorders, and emergency survival guides. [/p][p][/p][p] [/p][p]After the plane crash, the Black Box is still online and very chatty, piping up with hints like it is running a survival podcast. It is helpful, sure, but it is also your biggest critic. Don’t be surprised if it judges your design choices or points out your survival failures while wondering aloud why you are walking in circles.[/p][p]
Keep in mind that it's still heavy work in progress and a lot of things that you see is still a prototype or a placeholder.[/p][p][/p][p][/p][p][/p][p]You will be able to use Black Box to locate and/or bring you resources. It can also scan your base to reveal construction integrity, highlighting weak points in your construction before it becomes "accidental modern art!" [/p][p]This Black Box is damaged, though, and as you help it recover the memory modules it is missing it will transform and offer even more assistance. It will tell you more about the incident and help you in the search for your best friend that got lost after the crash (more on lore, coming soon). [/p][p]Black Box is voiced by a real talent Tor (you can even talk to her on our Discord server by tagging @Black Box, but please be sensitive and don’t overwhelm her and we will need her for a lot of Voice Over lines) She brings just the right amount of whimsy and sass to the Black Box that we think you guys will love![/p][p][/p][p]Check out our early prototype of the Black Box: [/p][previewyoutube][/previewyoutube][p][/p][p][/p][p]Looking further down the road, we will be moving toward Phantom hunting and the first steps of extraction through Time Travel. [/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]This is the big "Autonomica becomes Autonomica" moment!
As you will be helping Autonomics (lore) build a massive vertical kinetic system called Tremor (lore - duh), which is designed to unlock time travel in the game. You are going to be the pioneer for the first real-time jump in this world. [/p][p]Good luck.
We are sure the timeline will stay perfectly intact...
Mostly…
Maybe…[/p]
[p]We love open development and your feedback is what makes this game awesome. More soon![/p][p]Stay tuned, Autonomics![/p][p][/p][p][dynamiclink][/dynamiclink][/p]

/// Ground Zero Alpha Week One | HOT FIX IS NOW LIVE

[h3]Hey Autonomics,[/h3][p][/p][p]it has been almost a week since we released our first Ground Zero Closed Alpha update. We were honestly stressed about this launch. It is a huge milestone for us, and we’re glad some of you are here for it. We hope you’re enjoying what the game offers right now while we work on fixes, improvements, and new content.[/p][p]Today, we’re rolling out our first Hot Fix. It should take care of a few serious issues along with some smaller annoyances. Going forward, you will regularly receive updates that focus on game-breaking problems, and on a monthly or semi-monthly cycle we’ll ship new features for you to try.[/p][p]For December, we’re mostly focusing on ironing out logistics and polishing your current experience. By the end of January or early February, we plan to release our first proper content update with new features. We’re closely monitoring your bug reports and feedback and adjusting systems based on what you’re telling us.[/p][p]Thank you for all the positive reactions. The team really enjoys reading your comments. It means a lot to see you noticing the small details even at this early stage. Your support keeps us going and pushing forward.[/p][p][/p][p] 💙❤️💛Thank you. [/p]
[p]/// MISSED THE ALPHA? [/p][p][/p][p]Don’t worry if you weren’t part of the Kickstarter or the current closed tests. We’re planning open tests early next year, so you’ll get a chance to try the game soon. We’ll notify you through this email when it’s ready.[/p][p][/p][p]SIGN UP FOR OUR EMAILS TO GET NOTIFIED[/p]
[p][/p][p]Community Content Highlight. Screenshot by Discord member: Rosefromhippie[/p][p][/p][p]Community Content Highlight. Screenshot by Discord member: bliss #7[/p][p][/p][p]Hotfix Change Log[/p][p]Performance and Visuals
– Performance optimizations
– Player adjustable shadow settings
– Default V-sync set to Off
– Fixed bamboo trees not responding to wind
– Improved ambient occlusion to reduce flat look
– Improved render distance for beach details with a softer fade
– Tweaked crash site scenery
– Fixed floating bushes and one tree
– Added small world details like cargo nets and torn tarps[/p][p]Systems and Gameplay
– Default Walk now uses Hold instead of Toggle
– Player adjustable bindings for Walk Hold and Walk Toggle
– Added more checks to prevent consumables from randomly failing
– Added a pulse effect when a new buff appears on the HUD
– Improved melee tool reliability
– Fixed melee hit collision effects not playing sometimes
– Tweaked accuracy for crop and plot watering
Now that one stubborn crop should finally get a drink.
– Fixed issue where one log gave three logs
– Reduced log yield from tall trees
– Increased Water Bottle capacity from 1000 to 2000 mL
Enough water for your crops and your legs will be thankful.
– Increased watering rate by almost two times
– Slightly increased Hunger depletion rate
– Slightly increased Thirst depletion rate
– Removed legacy consumables like chips and water cans
– Balanced loot tables for Common, Uncommon and Rare crates
– Updated seeds economy balance
– Default fatigue on new characters set to 20 percent
– Fixed Eternal Sleep bug that trapped the character in darkness until reload
Time to wake up from the eternal slumber.
– Fixed a bug where loading the game could reset quest progress and backpack
– Sugarcane is temporarily available in a local store
Let easy Biopellet construction begin
– Event triggers adjusted in several quests to reduce the chance of getting stuck
– All new consumables now have unique Hunger, Thirst and HP restoration values
– Fixed bug where irrigating worked by simply hitting a plant
– Blocked storage access before having a backpack.[/p][p]Characters and Animation
– Fixed weird face when putting away the Tablet
Who hasn’t made a weird face at a tablet. This character won’t anymore.
– Fixed double land bug on male characters
– Fixed character getting stuck during consumption[/p][p]Tools, Crafting and UI
– Fixed selling items in the Crafting Panel
That red button with the hand finally works. Sell to your heart’s content.
– Fixed crafting tables and machine panels eating your resources
– Added shortcut keys to HUD
– TAB now opens Inventory, Machine Menu moved to Z
– Minor copywriting fixes
– Fixed issue with fillable items breaking storage/inventory panels.
– Fixed issue where not aiming at the slot could break the storage/inventory panel.
– Ensured that the crafting table and the machine panels correctly block crafting when there's not enough space in the inventory for a crafted item.
– Updated Toolbelt Panel prefab (removed C)
– Updated display of watts/kilowatts/megawatts/gigawatts with higher precision in solar panel and windmill generator UI panels.
– Reworked general Shortcuts Panel added on MainHud (toggled with "Y").[/p][p]Environment and World Timing
– Added one extra day to Summer
– Adjusted snow depth visuals. Still partially broken
Hopefully fewer deep snow angels when you fall[/p][p][/p][p]Power Systems
– Improved Solar Panel output by about 30 percent
– Improved Wind Turbine output by about 50 percent, especially in lower winds
– Moved wind cut off threshold higher to avoid early shutdown[/p][p]Audio
– Replaced persistent wind with a gust-based system
– Added grass + sand that rustle in reaction to wind volume
– Filtered music based on wind level[/p][p][/p][p]Safety and Debug Stuff
– Disabled Dev Stats Screen for players
– Disabled some internal dev tools
– Fixed over five dozen props that were blocking object deletion[/p][p]We know there are still crop issues in this build, and we’re doing our best to solve those along with other bugs that block progress or gameplay. We’ll keep pushing hot fixes, but this month we’re also giving the team a bit of time to cool down after the Kickstarter sprint and the Alpha launch. A little recharge goes a long way, and we’ll be back on track, stronger than ever.[/p][p][/p][p]Community Content Highlight. Screenshot by Discord member: CoolTech[/p][p][/p]
Known Issues:
[p]– We’re still fighting Crops. Yeah, those. The UI and UX for them is still pretty raw and we plan to improve it in the next update. For now, we’ve seen reports of some crops dying abruptly. We’re digging into it, and if you notice any patterns or have findings please let us know.[/p][p]– Snow and Seasons also need love. Some transitions are still abrupt, and winter can spawn way too much snow. The team is aware and working on improvements to the system. This should be resolved in the next Content Update.[/p][p]– The quest “Build Iron Ingot Automation Chain” is still causing issues for some players who can’t complete it. We’re investigating it and hope to push a hotfix for it soon.[/p][p][/p]
[p]/// MISSED THE ALPHA? [/p][p][/p][p]Don’t worry if you weren’t part of the Kickstarter or the current closed tests. We’re planning open tests early next year, so you’ll get a chance to try the game soon. We’ll notify you through this email when it’s ready.[/p][p][/p][p]SIGN UP FOR OUR EMAILS TO GET NOTIFIED[/p]
[p][/p][p]🩵❤️💛 Thank you all for the amazing support. There’s so much more on the way.

-Crytivo Team [/p]