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Volcanoids News

And the next gun coming soon is...

[h3]LEE ENFIELD[/h3]



A bolt action rifle as many of you correctly guessed from the clip in the previous teaser!



I also saw some folks in the comments asking for a higher-quality version of the previous teaser to use as a wallpaper. Here it is in 4K: https://drive.google.com/drive/u/2/folders/196lwm-Lz5lRpjMOXSbmLLjj-2Imx8kwt

Last but not least, in case you haven't picked up Volcanoids yet, it is now 20% off during the Steam Summer Sale till July 7th!

- Rich

https://store.steampowered.com/app/951440/Volcanoids/

PS: new teaser coming soon

There is no teaser in this image



or is there?

Quick Update on State of Development

Hey everyone!

Got a quick progress update for you so let's dig into it, shall we?

First, just clarify, the airship announcement was, as most of you skillfully recognized, a joke for April Fools'. Drillships are here to stay and airships are NOT coming (but you know what they say, never say never).

Now, as far as development goes we are currently working on two main things:
  1. The Cold Fix update that should fix everything the Control Bracer Update broke
  2. The NEXT. MAJOR. UPDATE.

But let's start with the Cold Fix since that's coming sooner.

[h2]Cold Fix[/h2]

Is pretty much done when it comes to fixes regarding technical bugs, AI navigation, and the other usual suspects. And most of the team has already moved on and is working on features for the next update. So far so good.

[h3]Why is the Cold Fix taking so long then?[/h3]

Even though everything seems to be ready, we ran into an issue related to balancing and progression in general.

The way we've been balancing things until now has been pretty wobbly. In simple terms, we just continued adding things on top of things hoping it would hold together, and till now it somehow did. But this less than ideal approach has finally caught up with us as we released the last update and showed that things need to change. So now we're trying to build a more sustainable system that can be reliably used for every update. Sort of like a tech tree that takes everything into account and can be quickly adjusted for every update without so much room for error.

So to wrap this part up before you fall asleep, the Cold Fix is taking so long because the last update caused some balancing issues and in order to fix them, we need the new system I mentioned in place.

As far as when it should come, we don't really have an estimate but I'll keep you updated.

[h2]Next Major Update[/h2]

Now the rest of the team that's not working on balancing issues has begun working on the NEXT MAJOR UPDATE!! woo big hype

We do have a pretty solid idea about all the things we want to add in it but you already know I won't spoil it all right away. But don't worry, I won't leave you empty-handed either.

Here come the teasers!

[h3]Drones[/h3]

Flying drones will be a new type of enemy unit in the next major update! OGs might remember the concept art from some time ago. There will be 4 classes of them (like the current units) each with their unique abilities.

Here's a REFINERY DRONE, TIER 1:



And here's concept art of MILITARY DRONE TIERS:



[h3]New Gun(s)[/h3]

The Mauser C96 will be added to your arsenal in the upcoming update. As well as a couple of other well-known guns from the same era.



[h3]Controller Support[/h3]

Another thing that's finally coming is proper controller support that you guys have been asking for. The reason why we've been putting it off is because it will require a pretty significant overhaul of the game's UI.

And yes, this is a stepping stone for the eventual console release. Don't have any details yet though.



[h3]More teasers loading...[/h3]

[h2]Other stuff we've been working on for the future[/h2]

Meaning this won't be part of the next update but some update later on.

Our level designer is knee-deep in working on the island rework I mentioned at the bottom of this announcement some time ago. From what I've seen so far, I can confidently say that once all the map changes get released, it will feel like a whole new game.

Here's a sneak peek at one of the new locations, THE MILITARY BASE:



And that's it for this quick progress update. So keep an eye out on our socials for updates about the Cold Fix as well as more teasers from the upcoming major update!

Take care guys and as always, thanks for the support!

- Rich

Social Links
Join the community on Discord
Follow us on Twitter for more teasers
Subscribe to our Newsletter to get only the most important news in your inbox (e.g. new update)

https://store.steampowered.com/app/951440/Volcanoids/


bonus leak

Airships Replacing Drillships

Hey everyone!

The team and I decided to make a pretty major change to Volcanoids. The drillships were cool and all, we had our fun with them but I think we can all agree that they are getting kind of boring and overdone at this point.

So to keep the game fresh and original we've decided that for the next update, we will remove all the drillships and replace them with airships.

As for the core gameplay mechanics, this change won't affect them all that much. For example, instead of hiding underground from the eruptions, you will have to fly away from the island for a bit and so on.



We really think this is a step in the right direction and we hope you're on board with the idea. Stay tuned for more updates, pilots!

- Rich and the team

PS: you might wanna check the date on which this was posted

Social Links
Join the community on Discord
Follow us on Twitter for more teasers
Subscribe to our Newsletter to get only the most important news in your inbox (e.g. new update)

https://store.steampowered.com/app/951440/Volcanoids/

Control Bracer Update OUT NOW

Hey everyone!

You know the drill... another major update is here and we've got a lot to cover!

Two things before we look at the new stuff though.

1) In case you haven't read the two previous posts, this update is dedicated to some of the most requested features by you guys mainly related to overall quality of life but also production, quests, and other parts of the game that needed some long overdue love. BUT there's some brand new stuff as well.

2) Volcanoids is 20% OFF for the next 48 hours! So if you (or your friend) have been waiting for a sign to finally take the drill for a spin, this might be it!

Now that we got that out of the way, it's time to answer the ultimate question:

[h2]What's new?[/h2]

[h3]Control Bracer[/h3]

The first and biggest addition is the "control bracer" aka as everybody calls it "the steampunk pip-boy". With it, we took all the different gadgets that were previously scattered all over and put them in one place.

How does that work in practice? Pulling the bracer out (using the "Q" key) will bring up a second toolbar with these gadgets. Some you already know (eg. drillship calling) and some that are new.



One of the new ones is remote access to the periscope. Basically, no matter where you are, you can always access your periscope using the bracer and quickly check on the drillship.

In the case shown below the turret takes care of the attack but if it didn't, you could just easily send the drillship underground using the control bracer as well.



Second new gadget is the camera. When you run into something and you're not quite sure what it is, you can just activate the camera, snap a picture of it and the archive (which is like our in-game wiki) will open with info about it.



But wait there's more! The camera can also work as a diagnostic tool. If you just point at things around your drillship (like a turret module) the screen will show you a bunch of useful info that was previously hard to find. And in case of the turret (and couple other things), you can use the scroll wheel to get even more information.



Last thing I should mention is the watch part of the bracer. It tells you 3 vital pieces of information:
  1. Red light on the left = volcano is about to erupt soon
  2. Green light on the right= the location you're currently in is going to keep you safe from the eruption
  3. Time = how much time is left before the volcano erupts


[h3]Customizable Toolbar[/h3]

This is one of the features that has been looong overdue.

You now can:
  • drag and drop items on the toolbar
  • left-click on an item in inventory to place in an empty slot
  • right-click a slot to remove the item in it
  • drag one item over another to switch their places


[h3]Reworked Boiler[/h3]

We noticed a lot of new players getting overwhelmed by the amount of information and interactable parts the old boiler had. So we selected only the most vital parts to keep and improved them.



The new dial above the driving handles actually shows how the drillship is moving when someone's driving underground.



While the dial above the diving lever shows how the drillship is going underground, back up, deploying, and so on.



[h3]Production Changes[/h3]

TLDR version: you can now produce and refine basic items underground the same way you would if the drillship was on surface but slower.

Longer version:

Each module adds a certain amount of production/refinery/research points to the drillship. You can now see how many points each module adds by pointing the camera gadget I mentioned in the beginning on it.



The more points you have in each category, the faster you can produce/refine/research.

Now to start production you'd also need access to storage and energy.

BEFORE, the drillship would have zero points in each category on its own so you needed for example a production module + storage and energy modules to be deployed in order to start producing something.

NOW the drillship has some points in each category on its own. Storage works the same way no matter where the drillship is. And the boiler produces energy even underground.

So now even if you're underground and all modules are closed, you can still produce and refine some basic items (like ammo, small components, etc.). It will be slower than if you'd be on the surface with deployed modules (therefore had more production points) but it's better than nothing.

We decided to make this change because we noticed that a lot of you didn't like how there's not much to do underground. Especially if you're playing co-op and someone is already driving. Now one of you can be driving while others are setting up basic production lines preparing ammo and other supplies in the meantime.

[h3]Geothermal Module[/h3]

Now what if you overdo it with the production underground and the boiler isn't able to produce enough energy to cover it?

Enter the geothermal module! This new roof module that comes in two sizes (T1 and T3) gives you an alternative way to produce more energy underground.



The way you can do that is, when you drive through lava the module will convert the heat to energy and store it so you can continue producing. We added a new indicator to the travel view window that shows the energy output/input and how much you have stored.



Be careful not to stay in the lava for too long or it will destroy your modules or even the whole drillship.

[h3]More Periscope Improvements[/h3]

Periscope finally got a proper model that pops up from the ground (or the drillship) when someone's using it.



Another improvement is related to using the periscope underground. Till now, the periscope would only work in a few selected spots. Not anymore though, you can now use it anywhere.

[h3]Item Filters[/h3]

If you open your inventory you will notice these new little boxes with small icons on them. They are filters that allow you to quickly show only a specific type of items in your inventory (eg. ore, tools, ammo).



[h3]Damaged Part Prompt[/h3]

Say adios to tediously pointing the wrench at each thing making sure it has full hp. Damaged parts are now going to be marked on your UI when holding the wrench.



[h3]Worktable -> Station -> Hub Upgrading[/h3]

Once you acquire necessary upgrades you can now upgrade the worktables into stations and eventually the stations into hubs.

This is possible because we changed how they relate to each other. Each version can do what the previous one could and something extra. We also changed the station's visual to better reflect this change.



[h3]Bypass Core[/h3]

There's a way now to claim enemy drillship without needing to destroy majority of modules first. You can now use the "bypass core" upgrades that are much more expensive and harder to get, but let you capture an enemy drillship without damaging it.



[h3]Additional Patch Notes[/h3]

Fixes
  • Fixed flashlight making weapon scopes brighter than the Discord light theme
  • Fixed doors closing by themselves in enemy drillships
Changes/Improvements
  • Hard difficulty can now be selected only if you already finished the game once
  • Increased the time it takes for the drillship to explode when all its modules are destroyed
  • Removed non-vital devices from submarine to make it less cluttered and easier to navigate for new players
  • Removed non-vital devices from the starter drillship to make it less cluttered and easier to navigate for new players
  • You can now drag and drop items anywhere outside the inventory window to drop them on the ground
  • Hid destroyed drillship icons on travel map
  • All interior subpart sockets (round things on the wall you can build stuff on) now require hull upgrade 2 or higher to appear
  • The basement door and the mine gate are now visually damaged to indicate there is something behind them
  • Optimized default module textures
  • Optimized COG unit navigation (should no longer get stuck thinking where to go next)
  • Player gets notified about every new item that enters player's or drillship's inventory (can be disabled in settings)
  • Improved the damaged core model and added VFX to make it easier to spot for new players
  • Added warning text when the drillship is about to explode
  • Added an option to audio settings to change volume of the menu sound effects (eg. that clicking sound when you point at a button)
  • Installing higher Core upgrade now adds extra inventory slots for the front drill default storage
  • Installing higher Core upgrade increases default energy storage value and boiler power plant output
  • Added sounds effects that play when you complete or acquire a quest
  • Drillship doors now get visually damaged
  • Backpacks on the ground disappear when fully looted
  • Lots of adjustments have been made to the quest system


Before we wrap up I just wanted to address that we didn't manage to do the preview branch testing this time but we definitely want to continue doing it in the future!

And that's it for this update folks! We'll catch up on some sleep, probably do a caffeine detox, and start working on the next one.

However we'll still monitor the bug reports and in case it's needed, we'll release a hotfix update asap. So if you spot something, don't hesitate to report it through the in-game feedback system.

Thank you for the amazing support leading up to this release and hope you have a blast with the update!

- Rich and the team

Social Links
Join the community on Discord
Follow us on Twitter for more teasers
Subscribe to our Newsletter to get only the most important news in your inbox (e.g. new update)

https://store.steampowered.com/app/951440/Volcanoids/


future content leak