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Volcanoids News

Introducing Steamroller 2.0

Whoa, seems like you guys really liked the monowheel concept!

Well, we didn't.

Why?

Because there was not really any room for customization.

So we want back to the drawing board...

And made it modular!



Do you want a chest for your loot?

Done.

Do you want an extra seat for your buddy?

You got it.

How about a freaking turret while we're at it??

Say. no. more.

[previewyoutube][/previewyoutube]

Now, I feel like I should mention again that it's still not coming in the next update.

It started off as a simple teaser.

And then when we saw how much you liked it, we just couldn't resist improving the concept a bit on the side.

Let me know what you guys think and have a great weekend!

- Rich


PS: Big teaser from the new island coming next week

Hell Of A Ride



Saw lots of comments under the island announcement asking about a faster vehicle that could be stored in the drillship.

And even though we don't plan to add one before the new (and way bigger) island is here...

We figured, why not give you a little taste of what that vehicle could look like?

Let me know what you think!

- Rich


PS: Volcanoids is currently 30% off on Steam, so if you guys wanna support us, let your friends know!

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

EXPEDITION DAY 1

Future of the Volcanoids Island

After the Tesla Update we noticed a lot of you saying things like:



So this whole announcement is going to be about the new island we've been quitely working on for the past couple months.

The current island has served its purpose.

It was the best we could do back then considering our team size and resources.

But thanks to the amazing support from y'all (thank you very much) we are now more than equipped to create something that better tells the Story of Volcanoids!

Before we get into the details tho, there are two BIG disclaimers:

1) First the boring old PR phrase "none of these represent the final product".

It's all one big work-in-progress from textures, to lighting, particles, even entire assets. So don't get hung up on the details. This is just to give you a rough idea of what's coming.

2) The new island is NOT coming in the next update. I'm talking about it now because more and more people seem to ask about it. I go into more detail about how we plan to release the new island at the end.

OK ROLL THE TEASERS!

[h2]Adranos 2.0[/h2]

[h3]Scale [/h3]

First, I would like to show you this snippet that nicely captures the scale of the new island. The island is going to be bigger than the current one.

But we're not making it bigger just for the sake of it.

We need to make it bigger so we can fit all the unique locations, events, and points of interests we want for you to explore and learn more about the story.

[previewyoutube][/previewyoutube]

[h3]Areas[/h3]

If you paid a bit of attention, you'll know that the current island is divided into 3 areas.

The new island will be roughly divided like that as well but each area is going to be completely different now (like a new biome).

The first area is going to be looking the nicest. Lot of greenery, waterfalls, lakes, and so on.

Storywise, this is also going to be the part of the island where most people lived and where you'll start your journey.

Area 2 however, is going to look noticably different from that.

Taking inspiration from Yellowstone, this area is going to have lots of geysers, toxic lakes, damaged nature with the occasional patch of greenery.

Storywise, this is where a lot of the minning took place.

[previewyoutube][/previewyoutube]

Area 3 is going to step it up even more.

So much so that the working title for it right now is "MORDOR" because, I mean, look at it.

For this part of the island we draw inspiration from the Saint Helen volcano because its eruption ripped through the side of the mountain. That's why this area is going to look the most devastated with lava flowing everywhere.

[previewyoutube][/previewyoutube]

[h3]Caves[/h3]

The new island is going to have many different types of cave systems.

Each offering different events, points of interests and challenges.

The first type will be closest to the surface and therefore have lots of light, waterfalls and sun rays piercing through the ceiling cracks.

Some you'll even be able to access on foot.

[previewyoutube][/previewyoutube]

The next type of caves will be in medium depths with main charasteristics being low visibility, high environment and toxic atmosphere.

You will need a gas mask in order to survive in these types of caves.

[previewyoutube][/previewyoutube]

Located the deepest will be the darkest and most dangerous caves.

We're talking small lava eruptions, extremely hot temperatures, falling rocks, and more.

Heat resistant suit will be required to withstand the atmosphere in these.

[previewyoutube][/previewyoutube]

[h3]Boss Caves[/h3]

There are also going to be specialzed caves with bosses that I'm saving for upcoming teasers.

So stay tuned!

All I'm gonna say now is that the lava lasers you had to face now will be nothing in comparison to the boss caves that await you on the new island.

Here's a little sneak peek at an entrance to one of those:

[previewyoutube][/previewyoutube]

[h3]COG Tech[/h3]

Bunch of new enemy tech will be introduced on the new island for you to sabotage.

Like the excavator.



Or this refinery rig and many more.



[h3]Human Ruins[/h3]

Having proper cities that tell the story of how the humans lived on the island is a massive priority.

Here's a snippet of one of the cities we're working on so you get a sense of how much more complex they'll be compared to the current ones.

[previewyoutube][/previewyoutube]

Since all the houses are going to be destroyed on the surface level we plan to make up for it with a robust underground system with sewers, tunnels, basements, caves - all connected.

That way you will be able to sneak around undetected and safe from the eruptions.

[h2]The Plan[/h2]

To achieve the level of polish and complexity we want, we won't be able to release the entire island all at once anytime soon.

But at the same time, we do get that you guys are hungry for some new locations to explore.

So the current plan is to release a couple more updates focused on other parts of the game to keep the regular updates going while we simultaneously get the first chunk of the new island ready for you.

Once it's ready the new island will be introduced and you'll be able to explore that first chunk of it.

Then we will keep releasing more parts of the island in the subsequent updates till the whole thing is released.

[h2]-FAQ-[/h2]

If you got any questions, drop them below and I'll continually update this section.

And watch out for those teasers!

- Rich

EDIT:

Q: Will you be able to access the old island once the new one gets released?
A: Yep, you will definitely be able to access it in some way.

Q: Will you add a driveable vehicle to move faster around the island?
A: Some smaller vehicle (like a motorbike) to drive around the island is planned. But likely won't make it in the game before the new island is available.

Q: Do you have any estimate for when the first chunk of the new island will be released?
A: Doing our best to get it ready by Q1 of 2024. Will keep you updated.

Tesla Update: PATCH 1

We just pushed a patch for the Tesla Update.

Thanks for the feedback everyone, keep it coming!

Here're the most notable changes for those who aren't into lists of patch notes:

First, we made it easier to fight teslas in area 2 where you don't have the antimaterial sniper ammo yet.

Tesla turrets (both on drillships and tanks) have less health now.

And you can also unlock the explosive sniper ammo much sooner for the Marshal in area 2 (instead of area 3).

We also added indicators for when your projectiles get zapped by enemy teslas.

And COGs with tesla guns won't shoot through the ground anymore, yay!

You'll also notice a new pop-up in the main menu mentioning analytics.

The game will now collect anonymized data from your gameplay.

NO personal data.

This will help us massively with improving the game in the future and finding potential issues.

However, if analytics are an absolute no-go for you...

You can easily disable them in settings.

- Rich

PS: Stay tuned for a new announcement coming soon going over plans for future updates.

[h2]Patch Notes[/h2]

[h3]Tesla Balance: [/h3]
  • Changed HP for T1 tesla turret modules from 200 to 150
  • Changed HP for T2 tesla turret modules from 300 to 250
  • Changed HP for tank cockpit tesla light turret from 190 to 140
  • Changed HP for main tank turret tesla light from 250 to 200
  • Changed power of sniper ammo T3 from 80 to 70
  • Sniper ammo T2 is now available in area 2


[h3]Improvements[/h3]
  • Changed power consumption for tesla light turret
  • Small cog shelf is now indestructible
  • Added an indication telling the player that his projectile has been destroyed by tesla
  • Added new audio when Cogs shoot down your projectile
  • Added pitch variation to some sounds
  • Item restacking now works for drillship storage


[h3]Fixes[/h3]
  • Fixed cogs shooting with Tesla weapons through terrain in some cases
  • Fixed quest marker hidden behind tunnel icon
  • Fixed tanks shaking when going uphill on client
  • Fixed large drones spotlight doesn't blink when stunned
  • Fixed small drones sliding when stunned
  • Fixed tesla turrets missing on laser devices when loading older save files
  • Fixed double button on tesla light turret top module
  • Fixed tesla weapon VFX when switching weapons
  • Fixed Small cog deconstruction issue
  • Fixed infinite zoom issue on weapons
  • Fixed zoom/equip position issue on weapons
  • Fixed weapons shaking in 3rd person
  • Fixed drones explosion misplaced after stun
  • Fixed tanks not dying when killed while stunned
  • Fixed broken movement sounds for enemis when player gets far away and back
  • Fixed electricity effect visible while equipping tesla rifle
  • Fixed flashing light when equipping weapons on client
  • Fixed teleportation of stunned cogs on client
  • Fixed random noise sound (low frequency “bump”)
  • Fixed tesla audio
  • Fixed buckshot scrap recipe
  • Fixed grenades don't explode when shot down
  • Fixed tesla modules are glitching through the ceiling while being packed/unpacked
  • Fixed explosion effect on Cog mortar when hit by Tesla
  • Fixed shutdown valve not closing tesla modules
  • Fixed electricity effect on tesla cannon when equipped
  • Fixed small debug mesh on Cog research
  • Fixed tesla mini turret can shoot through walls
  • Removed debug variant of tesla mini turret (other mini tesla variants stay in game)
  • Fixed large queue increase in production screen when using controller
  • Fixed quests ignoring wall-mounted radio
  • Fixed missing Tesla rifle and cannon hit effects on client
  • Fixed shelf description
  • Fixed tesla turrets module description
  • Fixed names of tesla heavy and tesla light
  • Fixed spelling error in copper floor descriptionFixed quest don't count wall radio as a radio
  • Fixed Mod SDK