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UI Update

With the Xbox version release getting closer, we're actively testing everything to make sure it's as stable as possible, while finishing up all the new features we've prepared. While we don't want to spoil those new things until they're properly revealed, a big part of the game has also been changed:

[h3]the UI has been almost fully redone, full controller support has been added, many bugs have been fixed, and a lot has been either improved or tweaked in one way or another.[/h3]

We're finally at the finishing line with all the changes and we need all the help we can get to try it out and give an honest feedback. How it feels, what got better or worse, or, simply, what's broken about it.
To get the answers to those questions, we're releasing the new version early and ask you to let us know what you think.

This new version contains all the general changes and improvements, but not the new content that will be revealed later. Once we get all of your feedback and do the necessary fixes, the game will be fully ready to be released on Xbox with crossplay, together with this big patch. We're still confident it will happen in Q1, so no delays in sight.

[h2]To make it very clear though, this update is going to be broken.[/h2]
[h3]Many things in the game have been redone from ground up, so we're fully expecting to hotfix it multiple times soon after it's out. The reason we're releasing it early, after all, is to avoid doing it once it officially launches.[/h3]

Patch 34839: Fixes & Improvements

[h3]NOTE: We're still working on VOIP and will let you know as soon as it's ready.
As we said, it won't require a new patch to enable it.
[/h3]

CHANGELOG


[h2]GAMEPLAY[/h2]

-Exosuits should no longer have warp speed enabled. We will continue to monitor gameplay around Exosuits, now that they should be working as intended, in order to understand if more gameplay and/or balance related changes are needed.
-Fixed Rupu Slings shooting and aggroing players from massive distances.
-Fixed getting stuck during climbing. We’ll continue to monitor this in case other issues show up.
-Added more Hull Hardening modules to Ancient City event map small loot. This can be found in the ruins near the center of the oasis.
-Quality nodes should now work properly, but it’s very likely all previously known quality locations will change position across all maps.

[h2]STRUCTURES & BASES[/h2]

-Fixed several collision checks to avoid glitching through walls.
-Fixed not being able to complete some constructions when near a friendly Proxy Walker.
-Fixed Exosuits being able to shoot through some walls.
-Fixed being able to launch Firebombs through some walls.
-Fixed some weapons being able to hit objects through some walls.
-Giant Wall Packers can no longer pack anything but Giant Walls and related parts

[h2]WALKERS & TRAVEL[/h2]

-Improved the ability for Walkers to destroy foliage without losing as much speed.
-Fixed an issue which would sometimes not allow players to man Spider Walker with Ballista’s ballista.
-Hornet Walker no longer floats after being destroyed.
-Walker levels upgrade can now be crafted one at a time, in order to avoid issues where players would not have inventory space for all the required resources.
-Forbid placing more than two Remote Ballistas on a Walker. This is done in order to further combat “driver cages”.
-Walker Water HP bar and mechanic has been removed.
-Toboggan and Falco Walker should no longer dance on sharp hills.

[h2]OASES & POINTS OF INTEREST[/h2]

-Lava in volcanic biomes should no longer be able to damage through the landscape.

[h2]MOBS[/h2]

-Fixed Rupu Sentinel and Rupu Shaman behavior.

[h2]SOUNDS[/h2]

-Fixed an issue where some explosion sounds would continue to play if the explosion happened inside a container, without destroying the container itself.
-Fixed sound issues when Walker Weapons would rotate toward players.
-Fixed Net Thrower sound not fading out when unmanning or destroying it.

[h2]INTERFACE & TEXT[/h2]

-Fixed issue where players would not be able to take Iron Ingots out of Lumbermill inventory.
-Fixed not being able to pick up Advanced Hatchets from the ground.
-Advanced Hatchets now have their own unique icon.
-Added text for Giant Wall Packer wall limit.

[h2]FIXES & IMPROVEMENTS[/h2]

-Fixed crashes related to packing close to a Proxy Walker.
-Fixed obsidian related crashes.
-More network optimizations for Walkers.
-Fixed an issue where players could get stuck in kick action.
-Further optimization for Rupu Slings and Walker Climbers.
-Optimized meshes for Scattershot Gun.

Explosions, Fixes, and Improvements

This patch is focusing on fixes, balance, and improvements.

We're currently in the process of switching the VOIP service, which should fix all the existing issues and prevent new ones in the future. At the moment though, it had to be disabled to finish the setup. Once done, there won't be a need for a new patch, just a quick server restart, so no downtime. Shouldn't take more than a few days.

Just to get some things out of the way: there won’t be a January community devlog or a Q&A in this post. There’s enough to read through as-is! If you have something you’d like to ask the devs, head over to our Discord and check out #announcements for a link to a submission form.

[h2]CHANGELOG & QA NOTES[/h2]

Some Backstory

The ability to ignite containers in order to create an explosion, using the exploding types of ammo (such as Cluster Bombs, Fire Bombs, etc), or resources which can also explode (such as Lava Fuel), is a mechanic that dates back to the time we released the Volcanic Content Patch. Initially, it was designed as a way of countering War Walkers which were loaded with explosive ammunition, but somewhere along the way, creative Players figured out ways to weaponize this.

[previewyoutube][/previewyoutube]

How it Works, What We’ve Changed

Although this mechanic will remain in the game, we have once again done a new rebalance pass, optimized and improved the visual effects, and made sure that there is at least one effective counter against them.

The way the mechanic currently works: explosive ammunition or ignitable resources can be detonated if inside a container. The amount of resources plays a major role on the achievable damage output, although it is limited to an extent, for obvious performance and balance reasons. When a container is severely damaged with fire damage, it will eventually catch on fire, and be ready to detonate all the bombs and other ammo inside (which can also cause gas to spill out of the container), and create an explosion damaging anything in its proximity, as well as possibly setting off more detonations if containers with explosives are nearby.
When a container is set to detonate, it’s possible to extinguish the fire, and prevent the detonation altogether.

[h2]GAMEPLAY[/h2]

-New mechanic addition: It’s now possible to track enemy Poaching Huts, which temporarily reveals the location of other Poaching Huts owned by an individual, or a clan in the Oasis. It will only reveal Poaching Huts owned by the clan you tracked. Greed never pays, Nomads.
-Mechanic rebalance: Ignition mechanic (also known as improvised bombs) has been rebalanced. The general effectiveness of these improvised explosives has been reduced. The time to ignite and detonate explosive materials inside containers has been increased.
Small containers are the easiest to fuse, but also the easiest to extinguish. Large containers are harder to fuse, but also harder to extinguish with water streams. The time window to ignite explosive materials inside Walkers has been reduced, but it’s harder to fuse them. Bigger containers and constructions in general are much harder to chain-detonate.
-Ignition mechanic has been updated to also include gas clouds spilling out of containers when they are affected by nearby explosions, both inside the same container, and from outside. All types of gas should work here.
-Added the ability to extinguish containers which are going to explode due to extreme fire damage. Hose station water stream can now extinguish the flames on an ignited container, if used in time.
It is also possible to pour water on containers which have explosive materials inside, which will shield them from incoming fire damage which would otherwise ignite the materials inside the container. It won’t last forever, but it’s one way to make sure your favorite bombs don’t all go away in a show of fireworks… On your own Walker.
-Mechanic rebalance: Gas has been reworked so that it now works as a status effect applied to the Player. This means gas damage can no longer stack with more bombs fired on one location. This allows us to both work out better performance for gas bombs in general, but also be able to better balance this mechanic.
-Grappling hook: When hit by a melee attack, your grappling hook will now detach.
-New mechanic addition: Added Player combat cooldown. When a Player is attacked by another hostile Player, they will no longer be able to leave the Oasis. Player combat cooldown does not affect Walkers attempting to leave an Oasis (this means a Player can be in cooldown, but if the Walker he is on isn’t, they can leave).
-Allow throwing weapons to be equipped in both weapon slots.

[h2]TRADING STATION & QUESTS[/h2]

-Fixed an issue which would cause the same quest to be generated many times in the same Trading Station.
-Fixed an issue which would cause the Trading Station to generate quests for an Oasis which was not yet available for travel.
-Fixed anonymous tiles streamer function not working for Scout quests.
-Fixed price display for sell orders - Should no longer display “you will receive” when spending Flots.
-Trading Station protection timer should properly reset for both duelists now.
-Fixed Players being able to loot Players in specific situations, after duel ends in Duel Arena.

[h2]BALANCE[/h2]

-Items inside Obsidian Canister and Obsidian Pot cannot be ignited in order to create an explosion.
-Fire Bolts, Hellfire Bolts, and Hardened Hellfire Bolts can now all be detonated.
-Slightly reduced Explosive Bolt and Fire Bomb explosive power.
-Heavily reduced Floating Bombs explosive power. They were truly broken for their recipe cost.
-Added Hull Hardening Module - This new Walker module will protect against all kinds of damage, with the exception of ammo which deals vs.Reinforced type damage (that being Hullbreaker type of ammo, such as Fire Bolt, Hellfire, and other Hullbreaker ammo types). This new module will only be available in the Ancient City event oases.
-Firestone Kopesh has been rebalanced to better fit it’s tier. This one was a bit OP.
-Baskwood Armor has also been rebalanced to better fit it’s tier. It was also quite OP.

[h2]STRUCTURES & BASES[/h2]

-If a mannable weapon or interactable structure is not facing the proper way toward the Player attempting to man it, it will now turn in place automatically when the Player interacts with it. It will not be possible to enter the mannable structure or interactable, until the turning operation is completed.
-Made mannable support for Scattershot Gun a bit more restrictive, so that Players are no longer floating alongside Walkers when manning Scattershot Guns.
-Remote Ballista and Exosuit aiming reticles should now work as intended. *happy sniper noises*
-It’s no longer possible to build Giant Wall Packers on Walkers.
-It’s no longer possible to build on Giant Wall Packers.
-Battle Fan “flamethrower” mode can no longer damage Players and mobs through any objects, including but not limited to Walkers, structures, terrain assets, etc.
-When a container has been ignited and is going to detonate, it will have a combat timer. This is to prevent the owners from disassembling it and preventing an explosion.
-Fixed not being able to place Iron Ingots in Lumbermill input, which would disallow the crafting of Reinforced Planks.
-Fixed not being able to store Reinforced Hellfire Bolt in some containers.
-Increased building distance for Giant Walls to fix some placement issues where Players could not reach it.
-The Defensive Tower has been moved to the Defenses category in the Building menu. It has not yet been fixed, so for now it remains unavailable to be built.
-Fixed incorrect rotation of Exoskeleton repeater gun.
-Crane and Kite now have proper building checks.
-Structures and Walkers which are being unpacked now behave as regular structures, disallowing unpacking/building nearby.
-Fixed Furnaces not being locked by default, as other crafting stations and containers are.
-Improved snapping for Barrier Base and Barrier Plank.
-Added more spawn positions on Beds.
-Fixed an issue which would cause Player movement to be tied with Kite when grappling to it, and then using a Wingsuit.
-Walker Climbers should now have proper building checks.
-Rebalanced recipe cost of Barrier Base, Barrier Gate, and Barrier Plank.
-Lowered Toolpod interaction distance.
-Fixed transferring items through walls. This should also fix the issue where player loot would appear on the roof of a base, instead of where they died.

[h2]WALKERS & TRAVEL[/h2]

-Added a new Equipment Selection interface when respawning on a Walker. This will allow you to select the equipment you will spawn with, from your Walker’s Gear storage.
-When traveling to an oasis, if the protection bubble disappears automatically (by timeout), the entire travel party will be transferred off-map. This change is done in order to prevent situations where Walkers will in fact enter the map, but all Players are unable to reconnect, or a part of the crew is unable to reconnect. If the protection bubble disappears because the Walker inside has moved outside of it, nothing will happen.
-Fixed Weightless Module effect not being calculated when travelling with a Walker. Should now work at all times, without needing to unpack and repack the base.
-Fixed some structures pushing Walkers as if they were weightless.
-It’s no longer possible for enemy Players to build too close to a deployed Proxy Walker.
Cobra Walkers should now properly target nearby enemy weaponry, both on Walkers and on the ground.
-It is no longer possible to hide under Falco Walker wings in order to sneakily destroy them, without being able to take damage.
-Walker Part (Wings, Legs) lifetime has been reduced from 30 minutes to 3 minutes. This is done in order to avoid issues where Walkers and Players could sometimes get stuck under/in them.
-Stiletto LODs are now a little bit less aggressive at shorter distances.
-Construction supports for Walkers should now disappear after an hour.
-Fixed Hornet Walker Heavy Wings not showing wing power in the tech tree.
-Hercule Walker now has proper type for Walker levels.
-Proxy Walker water container now unlocks when below 50% HP.
-Buffed Titan Walker’s water storage. Previous values were 180 water Wood, 360 Bone, 750 Ceramic, and 1800 Iron. Updated values are 210 Wood, 450 Bone, 1050 Ceramic, and 2100 Iron.
-Improved Titan Walker’s movement. Player feedback on this would be greatly appreciated in case more changes need to be made.
-Fixed incorrect Wing Power comparison on Balang Walker.
-Fixed an issue which would cause Player movement to be tied to Walker movement when grappling from a Walker and using a Wingsuit (also without Wingsuit).
-Fixed Walker Leg animations not playing when large Legs moved at low speed (such as Panda Walker’s).

[h2]OASES & POINTS OF INTEREST[/h2]

-Reduced eclipse duration to 3 minutes (down from 10). We noticed there is very interesting gameplay to be had during the eclipse, especially during the start of it. There are many tactical decisions to make during large clan fights which at some point or another will involve an eclipse. But, Players have given us feedback that it quite simply lasts too long. During the start of the eclipse, especially in the middle of a large battle, it’s something exciting that can sometimes change the tide for one side or another. Until it simply overstays its welcome.
-Updated old lootsites in starting Cradle oases.
-Updated visuals and LODs for crates on lootsites, for improved visibility and lowered performance impact.
-Fixed some geometry issues in oases, such as random spikes coming out of the ground, and deep holes through roads.
-Improved landscape on volcanic biome oases to better blend with the lava lakes.
-Rupu Camps now have their very own submerging functionality, instead of a really crazy physical destruction.

[h2]MOBS[/h2]

-Fixed several issues with Killins being unable to land on their nests..
-Improved Killin landing behavior on nests.
-Improved Killin targeting behavior when around their nests.
-Attacking a rupu should now properly interrupt their taunt behavior, and trigger an offensive response.

[h2]VISUALS[/h2]

-Updated explosion visual effects: LoDs, radius scaling, and different trail materials and fading have all been improved. Explosions should have higher resolution, and now be much less noisy.
-Various improvements to fire related visual effects (burning, objects on fire, etc).
-Updated camera shakes from explosions.
-Improved decals alignment on explosions, when hitting against angled surfaces.
-Improved lights and shadows for torches, campfires, and other light sources.
-Updated Advanced Hatchet asset.
-Fixed Mollusk Medium Wings visuals when retracted.

[h2]SOUNDS[/h2]

-Fixed Heavy Walker Legs having no walking sound.
-Added new explosion sounds, for the improved explosion effects.

[h2]INTERFACE & TEXT[/h2]

-Made gathering pouches have priority over normal Player inventory, when moving items between inventories, and harvesting resources. A similar behavior should also occur with other backpacks, etc.
-A confirmation message will now appear when kicking clan members, or choosing to leave the clan.
-Torque color on Walker Hud should now be readable.
-Fixed Discord Logs Integration and Clan Bank widgets showing up when in Ownership Editing mode.
-Improved clan color display on World Map, in particular when the clan color has dark tones.
-Improved clan color display on Player name widget. All clan names and colors should now be perfectly readable.
-Fixed some missing backgrounds in module icons.
-When spawning with no water in the Walker, there will be a warning message letting you know no gear will be equipped.
-Fixed typos in Giant Walls description.
-Slots bidding input display has been tweaked to allow for a larger amount of characters.
-Removed an old “Take all” invisible button. Someone actually found it.
-Improved icons on Respawn Menu.
-Tweaked descriptions of Concrete Structure parts. Fixed some naming issues.
-Removed contextual opening of world map instead of local map when at the travel zone.
-It’s now possible to rebind the Wingsuit open key.
-Mouse smoothing setting changes now persist.
-Fixed incorrect icons of vitamins.
-Fixed very large interactable distance on downed Players.
-Fixed incorrect interactable text on torque windmill.
-Fixed several localization issues.
-Fixed clan emblem showing up in different color at creation of clan.
-Improved readability of spawn options in Respawn Menu.

[h2]FIXES & IMPROVEMENTS[/h2]

-Fixed players becoming invisible in manned weapons in some specific situations.
-Fixed several explosion related crashes.
-Improved backend handling when an oasis is full, to avoid kicking if Players time out or take too long to connect.
-Fixed Players sometimes getting stuck in block action when throwing Fire Bombs.
-Fixed a projectile related crash.
-Fix an issue which caused low level Players (protected) to lose gear when respawning with random equipment from Walker gear slots. Should no longer occur.
-Possibly fixed the bug where Players would be stuck in up attack/block stance. We’ll keep monitoring this one in case it’s still a thing.
-It’s no longer possible to climb while there is an active combat action, such as blocking.
-Kicking while grappling should no longer get Players stuck.
-Fixed several miscellaneous client crashes.
-Fixed carry type of Short Ceramic Hoofmace.
-Fixed a claiming related crash.
-Fixed some issues with first Player login request failing.
-Fixed Walker migration related crashes.
-Continued optimization of structural building parts, in order to lower their performance hit.
-Optimized several Walker parts to lower their performance hit.
-Improved Walker LODs, optimized for performance.
-Corrected and fixed collision issues on several rupu camp variations. This should also fix the issue where some specific parts of the rupu camp could kill players due to undermesh damage.
-Cull distance adjusted for most things in the game, such as Walkers, Structures, and assets in general.
-More performance improvements toward bomb effects, lowered number of areas of effect spawned by bombs, increased area of effect size.

-----

How about a ✨teaser✨ from the new map that will be released with Xbox?



We'll share a date for that soon!

Thanks for reading :)

Giant Walls & Giant Gates

The whole team is back in the office after the holidays and are already hard at work! We’re excited to push our first patch of the year and introduce a few new things, plus some fixes and improvements.

[h2]CHANGELOG[/h2]

STRUCTURES & BASES

-Added Giant Walls, as well as Giant Wall Gates. This additional type of base defense is geared towards clans protecting strategic locations in their claimed Oases.
This type of base defense is only available to the clan owning the Oasis.
-Added Giant Wall Packers: These structures are used to pack the new Giant Walls and Gates.
-Fixed being able to build Walls on Floors/Roofs by rotating them 180°.
-Updated Rupu Sling description.
-Fixed being able to build a Lumbermill while players are inside the placement hologram.
-Fixed Lumbermill not working with any tree except Redwood and Pine.

BALANCE

-Added Bent Wooden Planks: New resource which is utilized in the construction of Giant Walls. It can be crafted in the Lumbermill, using Wood Logs(resource acquired when dragging trees to the Lumbermill).
-Mollusk Raider Wings cost is now consistent with its tier.

WALKERS

-Fixed an issue that would cause favorite Walkers to unfavorite after being packed.

INTERFACE

-Added a new tab in Trading Stations, displaying Trade History.
-Removed the ability to create Buy orders for an item which does not yet exist in the game.
-When a Walker might be packed and is not going to be migrated, a warning should now display in the Favorite Walkers window.
-Improved warning messages regarding Walkers which are favorited, but in danger.
-It is no longer possible to unfavorite a Walker from the map lobby UI section. This change is done so that we avoid the possibility of players removing a Walker from favorite by missclicking.
-Fixed incorrect descriptions on Spider and Firefly Walkers.
-Updated Ammo Chest description to properly explain it’s usability on Walkers and Bases.
-Fixed Elemental and Celestial Tablets having the same description. Each should have it’s unique description now.
-Fixed inconsistent Water Bag naming across the game’s UIs.

FIXES & IMPROVEMENTS

-Fixed an issue regarding Flots disappearing.
-Fixed smaller typos in item descriptions.
-Cleaning up and improving Trade Station stuff.
-Fixed incorrect Killin respawn time.
-Fixed being able to build on Killin Nests.

[h2]QA UPDATE ABOUT SUICIDE DINGHIES[/h2]

Throughout December of last year we've gotten a great deal of player feedback in regard to improvised Walker bombs. "Suicide Dinghies", "big bombas", or "Hydra bombs", as some players have nicknamed them - Truly a terrifying evolution of the Nomadness Bomb. During the holidays we didn't have much time to work on it, but we did collect as much feedback as possible. Many thanks to the players that shared clips of this being used in real combat scenarios.

So, in addition to this week's update, we'd like to also get a few words in about a subject for another update: As well as working on the new content, our game design and gameplay team have been busy at work on both balancing and improving this mechanic, so that its both visually and mechanically more interesting. Balancing it so that players can properly react to it is a key point we're working on, but we will also be improving visual and sound effects. It's important to remark this is not a bug, nor an exploit. It's an intended game mechanic, but right now it's not well balanced.

[h2]GIANT WALLS AND GIANT GATES[/h2]

[previewyoutube][/previewyoutube]





This week, we’re introducing some real big walls. The idea behind these was to help create a stationary base that provides ample protection. While the walls are designed to be used by larger clans, as they can only be placed by claim owners, their production is slow and tedious, which makes it a perfect opportunity for smaller clans or even solos to capitalize on producing and selling special planks for them.

The walls themselves are high enough to block the line of sight of even the largest Walkers, allowing them to protect whatever is inside until the walls come down. In addition to those, there is also a convenient sliding gate that fits any Walker and an ability to build on top of the giant walls for additional protection, weapons, or anything else you might need.

[h2]COMMUNITY QUESTIONS[/h2]

Remember to join our Discord! You’ll see a link to a form where you can submit questions to the devs in #announcements. Check out our Living FAQ first to see what we’ve already answered!

Q: What other optimizations are you adding now that ini is gone? A: As we've mentioned before, we're continuously working on optimization and almost every update includes some improvements. We're planning on continuing doing that moving forward as well, and also looking into introducing more of the hidden ini settings to game options directly.

Q: Are you planning on adding more features to existing maps, like Ancient City? A: We don't have any specific plans for expanding older maps, but if there's a feature coming out that makes sense to be put there, we'll update them. That can include new enemy types, new merchants, special events and weathers, and so on.

Q: What is your direction with ship weapons? It’s been a few patches now without any changes to them. A: Generally, we'd like every weapon and ammo to have their own purpose on a walker. Some are good during boarding, some for area denial, some allow sniping people from a distance, and so on. We wouldn't want to jump between completely different balances every other update though, like we did a few times in the past. That just breaks the whole game and doesn't allow a meta to actually develop. We do have some ideas for changes and new weapon additions (for players, but not only...) and we'll be testing those out to come in later.

Q: Are wingsuits working as intended? Or do you plan to add something like durability loss during use? Currently they have no counterplay. A: We wouldn't want to make Wingsuits worse or less fun to use. That would be silly. We will, however, be considering more ways to counter them with new ammo types or new tools altogether.

Q: How is development on the Xbox port going? A: We're approaching finishing steps when it comes to the port itself and having it thoroughly tested, which will take a bit of time as well. Not looking at any delays and we'll share the exact date once we're 100% sure to avoid any. No one likes to take time off work and then release is moved last minute.

Q: Since you are doing seasonal wipes, will you turn off the map scorching mechanic since this was what made the game different but is now obsolete due to seasonal wipes now being a thing? A: Like we said before, we're not set for the final game to have seasonal wipes and are doing them during Early Access when they're required for technical reasons rather than gameplay. If we end up sticking to them for good, we'll most likely adjust the mechanic, but it still significantly drives the gameplay by making claims and economy much more dynamic.

Q: Are you still doing ban waves? A: Waves are more rare now, as the majority of bans happen as soon as a cheater is identified, so we're not waiting for a large number to get rid of them at the same time.

Q: We have Simple Sickle, Simple Pickaxe, and Simple Repair Hammer. Any plans for an Advanced Repair Hammer? A: Probably not in the form of a hammer, but we definitely want to expand the repair system and provide more advanced options. Most likely outside of combat.

Q: Will we ever see better legs and wings for certain walkers? A: At the moment, low tier walkers like Firefly and Dinghy are specifically designed to have set parameters and purpose for the beginning of the game. As you progress through the walker tech tree though, you're unlocking more and more customization options the higher the Walker tier. We'll definitely be adding more wings and legs types, and it's not impossible that even low tiers will get more options in the future.

Q: I really liked how you updated the bombs initially, but before being firm on the decision to nerf them again, would you consider introducing a counter to the cluster bomb mechanic? A: The original idea was to use a Battle Fan as a counter to Cluster Bombs. You can either blow them back towards the enemy or explode them in the air with lava. We still have more ideas when it comes to Walker combat though, like special Walker shields or ways to capture flying projectiles, so we'll be considering those for future updates.

Here's a nice lil teaser for y'all:

2020 Community Feature

Well, 2020 is finally over! And what a year it's been, huh?

A good chunk of the team took a much-needed break over the holiday, so no changelog or in-depth analyses of aspects of the design and dev process to be had here (sorry! There’ll be a patch next week).

Instead, I’m gonna get all sappy and dedicate this post to featuring you - the community.

Thank you for everything, but especially for sticking with us. We know we still have a ton of work to do (which we are, in fact, doing!), but we’re so excited for the future of Last Oasis.

Have to give an especially big shoutout to our Discord community! Thanks for making every day interesting 👉😎👉



And now, let's take a look back on some posts we loved in 2020:

We know EA launch was rough, but it gave way to some quality memes that are nice to look back on at this point. Seeing you guys finding humor during that week helped us a ton:


-u/gates78


-u/leglicker085


-u/pkerbtw


-u/Ozarrk


-u/Winfieldct

And now, for some things that made us laugh, things that impressed us, and things we just think more people should see:

[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]

SkyKevin makes some great, informative videos. We definitely suggest checking them out:

[previewyoutube][/previewyoutube]

(ps, it’s pronounced nigh-beer-ian)

[previewyoutube][/previewyoutube]

The team enjoyed this first impressions video from TheLazyPeon:

[previewyoutube][/previewyoutube]

Take a listen to this cover from Tori Vanhoven:

[previewyoutube][/previewyoutube]

Pixelcave continues to post great, informative content!
[previewyoutube][/previewyoutube]

There's some treasure on the subreddit:


-u/antilockbrakes

Look at this little Spider go! From u/Ready_Kangaroo

Your Stiletto, gone but never forgotten. From u/BullseyeVS

Air time bonus x10! From u/skatey1337

This is still one of the coolest things, honestly. From u/AdamJerel

A great laugh and some future ✨ inspiration✨ From u/KorcziTV

We also love to see the screenshots you take! Here’s some favorites from Steam:


By Alfonsom


By Xagah


By Gubru

I want to do posts like these more often and give plenty of opportunity to showcase the community, so if you have things to share with us like screenshots, videos, artwork, memes, etc, post them in #community-creations on our Discord, tag us on Twitter @oasisnomad, or on Reddit u/donkeycrew.

There may not be a changelog to include in this post, but how about some teasers?



Some things we have coming in Q1 2021:

-New Map coming soon! We can’t wait for you to explore in ways you haven’t been able to before!
-New Enemies - to kick off the first of new challenges we’ll be introducing, we have a new Rupu for you!
-Community-driven features: believe it or not, we are taking note of your feedback and are working to apply it and to improve your overall game experience
-Xbox release in Q1! Still no exact date to share, but testing is going well.

We’re also cooking up some potential contests, more video Q&As, and other community-based initiatives!



Here’s a peek at next week's content push!



Cheers to a great year!

-gladiator