Update log
Full Crabmeat update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Performance
- Fixes
- Gameplay
- Store
Hello Fellow Penal Colony Workers,
Update 0.3.11 brings a bunch of changes as I've both been working on getting the game closer to launch in 2 weeks and address demo specific issues. (We skipped versions as I validated build candidates)
I want to thank everyone who's played the game so far and shared their feedback and experience. I especially wanna shoutout our testers on discord who have been testing builds and sending me bug reports. This project is mostly a solo endeavour so I could not get this far without ya'll <3
I also want to re-iterate it since I got some questions from people who didn't see the formal announce but when the game launches on March 10th (PST) it will cost 7.99 USD with a 10% launch discount.
I also plan to keep the demo up after launch to let people try the weird controls before the commit to a purchase. I am well aware they aren't for everyone and that's ok. I do however want to do everything in my power to make the game more comfortable to play where issues like animation or navigation cause problems.
Highlights
Demo Saves and The Full Game A "completed" demo save will now be able to carry across to the full game. Unfortunately this does come with a save wipe as all older demo saves will be invalid in this build.
Navigation Stability
Older versions of the player/enemy navigation worked fully in worldspace and lead to many subtle physics and floating point desyncs. I have fully converted to a local space solution, this has been thoroughly battle tested and resolves some subtle nav bugs but in particular the edge cases where players can get stuck in space on or above the stairs. This change also comes with a small CPU perf boost.
Culling Lights/Props on the Ship
When I'm talking about culling and pop-in here I'm exclusively referring to ship related props, the world uses a different system. Anyway I've further optimised the culling system and addressed many glaring pop-in issues as you navigate around. However there's certainly still a few so if you notice any please do let me know.
Full Change Log
Threat Indicators
The ships computers will now do an idle beep when the ship has a hostile threat
Additionally in the case of flooding a different tone will play if the ship is >25% flooding
Added another Ship computer to the middle deck
Changed the light on the ship computer so the indicator is easier to spot visually
The navigation hotspot in the bridge now also has some helpful ship status indicators added
Tutorialisation
Prevented some tutorials from showing in bad context
Show item raise and item use 3 times before hiding fully
Fixed inventory close tutorial never showing
Made edge of screen turn tutorial clearer
Gameplay/General:
The game now has a death screen that allows you to reload your save or return to the menu, this should make whats happening on death very clear
Smoothed camera pop when setting new destinations for movement, also softened jerkyness in walk, run animations and transitions to and from idle, Generally moving around should just feel smoother
Fixed head bob slider not working in some cases
Fixed being able to nav to the deck from inside the bridge ladder area
Fixed visible move marker when you started from bed
Fixed the hopper disabling it's gate triggers when the player is not on the hotspot
Made nav around ship engine a
Source
