Full notes
Full Dead Reckoning: The Long Drift update
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What changed
- Gameplay
A v0.1.329 hotfix shipped earlier today, and almost immediately the
new build started reporting CAMERAS broken on Steam — every bay
flipping to STATE: OFFLINE / "Feed unavailable. Camera node not
responding." I want to write up what was wrong because the cause
was a stupid one and the diagnosis took longer than the fix.
What was broken
When you opened CAMERAS on the Steam build, all four bays — Bridge,
Cryo, Engineering, Hydroponics — showed an empty black feed and the
caption strip flipped to OFFLINE. Locally (running through the Godot
editor) every bay worked fine.
The fix in v0.1.329 had patched a missing-enum bug in the bay decay
controller, so that part was real. But the OFFLINE state pointed to
something else: `ResourceLoader.exists()` returning false for every
bay path on the shipped build but true locally.
Root cause
Every export preset had this exclude pattern:
exclude_filter="assets/blender/*, ..."
That pattern was catching the four bay scenes — `bridge_cctv.glb`,
`cryo_bay.glb`, `engineering_bay.glb`, `hydroponics_bay.glb` — and
the viewscreen HDR alongside them. They never made it into the
shipped PCK. Locally Godot fell back to the source files on disk.
On Steam, the source files don't exist; the PCK is the only path,
and the PCK didn't have them.
The fix
Move the four bay scenes and the HDR into a separate folder
(`assets/cameras/`) that the exclude pattern doesn't touch. Update
five path constants in `CamerasPanel.gd`. Done.
I also did a quiet repo cleanup at the same time — Blender source
files (.blend / .obj / .fbx, ~1.2 GB worth) and unused .glb props
moved out to `~/Documents/dead-reckoning-source-art/`. The shipped
download grew about 500 MB (the four bays plus their textures had
genuinely never shipped before), but the repo itself shrunk a lot.
Decay tiers — what they look like at PWR 10
The new bay decay system kicks in once reactor power drops below
specific thresholds. At PWR 10 every bay is on emergency strips:
**Bridge** — main ceiling cut, viewscreen flickering, only the
forward console rim and a couple of red emergency strips are lit.
**Cryo** — pod aisles dark, two of the strip rows show the
intermittent brownout pulse, magenta pod lights muted to a low
cycle.
**Engineering** — reactor down to a slow dying pulse, turbines
no longer running, blue console glow gone, only the corridor
emergency strips are alive.
**Hydroponics** — grow lamps off, pumps stopped, the magenta wash
that normally runs the whole bay is replaced by red strip lights.
Achievements
Honest answer: I haven't been able to verify these are working on
Steam yet. The libraries ship correctly, the GodotSteam GDExtension
loads, and a diagnostic report writes to
`user://achievement_diagnostic.txt` on every successful Steam boot.
If you've installed v0.1.330 and an achievement you should have
unlocked didn't fire, that file pinpoints whether the issue is
library load, init, or a code/dashboard name mismatch. Drop it in
Discord and I'll dig in.
What's next
Verify achievements path-to-path with the diagnostic.
Bay decay tooltip when you hover an offline bay (right now you
just see "OFFLINE", which doesn't tell you *why*).
More icons for the achievements that are still placeholder.
— Garan Lorn
Source
Changelog.gg summarizes and formats this update. How we read updates.
