Hello fellow Penal Colony Workers, It's been another month since I last updated ya'll on development progress so here it is.
Full notes
Full Crabmeat update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello fellow Penal Colony Workers,
What changed
0 fixes3 additions7 changes1 removal
Maps
Balance
UI and audio
Store
Gameplay
Performance
changedIt's been another month since I last updated ya'll on development progress so here it is. Dev has been pretty full on as I've been working towards a hard deadline to wrap the MVP (minimum viable product) of the game by the 3rd of October. Whilst this is not the release it marks a shippable build that if i got hit by a bus tomorrow my ghost wouldn't be sad got released into the world. Now there's a ton of still I'd still love to improve and work on in the game but this officially puts the game in the final stages of polish and improvements only.
changedFinally life gets in the way, MIGW is happening next week and from the 12th of October till the 30th I'll be on holiday oversea so development will be paused till i return. This break should give me a good chance to reflect on what I still want to work on for the final release and lock down a release date.
changedRegardless there's plenty of cool stuff to show off, below is a video where i just jump through stuff in a chaotic manner or you can read below and avoid hearing my voice.
removedStore Update I've done a nearly fully overhaul of the store assets. This includes replacing all the screenshots and gifs to match the current quality of the game. I've also tuned the text copy to focus on the games key pillars and removed superfluous stuff like my game release history. Go check out the changes if you're interested.
changedSteam post image Ship Controls and Map
changedThe ship controls have finally been polished off, I have baked everything down to a nice model with a unique texture, made the map a lot smaller and organised everything to give much better visibility out of the window. The controls for the rudder and throttle are now much juicier using a drag to interact rather than click to interact
Crabmeat changes
changedIt's been another month since I last updated ya'll on development progress so here it is. Dev has been pretty full on as I've been working towards a hard deadline to wrap the MVP (minimum viable product) of the game by the 3rd of October. Whilst this is not the release it marks a shippable build that if i got hit by a bus tomorrow my ghost wouldn't be sad got released into the world. Now there's a ton of still I'd still love to improve and work on in the game but this officially puts the game in the final stages of polish and improvements only.
changedFinally life gets in the way, MIGW is happening next week and from the 12th of October till the 30th I'll be on holiday oversea so development will be paused till i return. This break should give me a good chance to reflect on what I still want to work on for the final release and lock down a release date.
changedRegardless there's plenty of cool stuff to show off, below is a video where i just jump through stuff in a chaotic manner or you can read below and avoid hearing my voice.
removedStore Update I've done a nearly fully overhaul of the store assets. This includes replacing all the screenshots and gifs to match the current quality of the game. I've also tuned the text copy to focus on the games key pillars and removed superfluous stuff like my game release history. Go check out the changes if you're interested.
changedSteam post image Ship Controls and Map
It's been another month since I last updated ya'll on development progress so here it is. Dev has been pretty full on as I've been working towards a hard deadline to wrap the MVP (minimum viable product) of the game by the 3rd of October. Whilst this is not the release it marks a shippable build that if i got hit by a bus tomorrow my ghost wouldn't be sad got released into the world. Now there's a ton of still I'd still love to improve and work on in the game but this officially puts the game in the final stages of polish and improvements only.
Finally life gets in the way, MIGW is happening next week and from the 12th of October till the 30th I'll be on holiday oversea so development will be paused till i return. This break should give me a good chance to reflect on what I still want to work on for the final release and lock down a release date.
Regardless there's plenty of cool stuff to show off, below is a video where i just jump through stuff in a chaotic manner or you can read below and avoid hearing my voice.
Store Update I've done a nearly fully overhaul of the store assets. This includes replacing all the screenshots and gifs to match the current quality of the game. I've also tuned the text copy to focus on the games key pillars and removed superfluous stuff like my game release history. Go check out the changes if you're interested.
Steam post image Ship Controls and Map
The ship controls have finally been polished off, I have baked everything down to a nice model with a unique texture, made the map a lot smaller and organised everything to give much better visibility out of the window. The controls for the rudder and throttle are now much juicier using a drag to interact rather than click to interact
Misc
I've added a bunch of stuff and polished more, some of this includes but is not limited to
actually adding achievements
key rebinding
optimising da crabs using the same technique I used for the bird
Polishing REDACTED
more unique death animations
Gore Pass
new ways for threats to board the ship
Anyway here's a bunch of the tank full of crabs which now doesn't totally chug the game now they're using the vertex shader animation rather than skeletal anims.
Steam post image Want more frequent updates? Watch development live at twitch or join the discord to chat with me and the community about the game.