Crabmeat
Steam News 22 February 20262mo ago

Demo Update 0.3.11

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…

Update log

Full Crabmeat update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

6 fixes4 additions4 changes0 removals
  • Performance
  • Fixes
  • Gameplay
  • Store
changedHighlightsNavigation Stability
fixedHighlightsWhen 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.
addedThreat IndicatorsAdded another Ship computer to the middle deck
changedThreat IndicatorsChanged the light on the ship computer so the indicator is easier to spot visually
addedThreat IndicatorsThe navigation hotspot in the bridge now also has some helpful ship status indicators added
changedTutorialisationShow item raise and item use 3 times before hiding fully

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

Steam News / 22 February 2026

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