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- Determinant
Devlog 56: Realistic beach waves
I've made some improvements to the water shader for more realistic looking waves. Simulated turbidity from crashing waves and muddy river banks. Foam collision with beach rocks and more minor tweaks. Take a cool dip to…
Announcement2 changesPerformanceUI/audio - Determinant
Devlog 55: Underwater exploration
I've started adding underwater structures and ruins to my game. There will be places to explore and gather resources underwater, but most of the gameplay will take place on land. You can build your base underwater, but…
Announcement1 changeGameplay - Determinant
Devlog 54: Pretty lit mountainside base powered by solar batteries
Added batteries to store solar power. We can now power our base at night. They come in small, medium and large capacities at 2, 10 and 50 kWh respectively. More than sufficient to light up the base for the whole night.…
Store3 changesGameplay - Determinant
Devlog 53: Solar power and cable management
Added a functional electrical system with freely connectable cables. Power will still work in whatever topology, you can daisy chain, create loops or even create a big spaghetti mess. Solar panels generate power dependi…
Announcement2 changesGameplayPerformance - Determinant
Devlog 52: Smelting Ingots
After mining ores, now we need to smelt them into usable ingots. To do this, create charcoal by burning wood. Dump the charcoal and ores into the furnace and it auto ignites. Currently the ratio is 2 ores : 1 charcoal b…
Announcement1 changeGameplay - Determinant
Devlog 51: Pickaxe & Mining
Steam post imageSteam post imageSteam post image Mining with my trusty pickaxe! Ore deposits with dynamic rock shattering physics. You can find ore deposits all around and mine them to get ores. Shatter physics makes mi…
Announcement1 changeGameplay - Determinant
Devlog 50: Assault Rifle
More firepower for shooting stuff up! Fully automatic rifle with 30 round magazine. Increased power, accuracy and stability compared to the handgun. Firing it really requires both hands. You can use it one-handed, but t…
Announcement2 changesPerformanceBalance - Determinant
Devlog 49: Handgun and bullet holes
I finally added guns after so many years! Being a survival game, shooting stuff isn't really the focus but it sure adds lots of fun to it. Resources are scarce and you will need to spend a lot of effort crafting it, so…
Announcement2 changesGameplayPerformance - Determinant
Devlog 48: Solar still
A solar still distills water using sunlight, desalinating and purifying it in the process. This is an actual real-world survival gear and commonly equipped on life rafts. The process is slow, often taking an entire day…
Announcement - Determinant
Devlog 47: Bottle of water
Realistic wobbles and sloshes for maximum hydration! The water is a lie. There is actually no water in the bottle. It's all drawn in the shader using the bottle mesh only. The splashes and all are also fake. Mass and ce…
Announcement1 changePerformance - Determinant
Devlog 46: Ancient Ruins
Destroyed buildings that you can explore. These are the last remnants of human civilization when it was destroyed 1000 years ago. Scavenge for resources like metals, plastics, oil, tools and weapons. To ensure humanity'…
Announcement2 changesGameplay - Determinant
Determinant Trailer 2024
I've updated the trailer to reflect all the latest content and features. This Youtube video supports HDR, best experienced on a HDR TV, monitor or your iPhone. The previous trailer was made in 2022, and since then the g…
Announcement2 changesGameplay - Determinant
Devlog 45: Snow
The temperate biome turns into a winter wonderland at higher altitudes! I added snow features into my vegetation shader. It's just a simple layering of a snow texture on top. Trees, rocks and some objects all get a nice…
Announcement2 changesMapsPerformance - Determinant
Devlog 44: Temperate Vegetation
New temperate biome has been added for higher altitude areas. The weather's getting chillier! This biome contains coniferous trees, mountain grass, clovers and shrubs. The vegetation is also less dense, a stark contrast…
Announcement3 changesMaps - Determinant
Devlog 43: Occlusion Culling
Implemented occlusion culling for vegetation. This is behind the scenes stuff that the player will never see, which is the entire purpose of it. A lot of the vegetation was being rendered even though they may be obscure…
Announcement4 changesMapsPerformance - Determinant
Devlog 42: Containers and Crafting
Now you can craft cloth sacks out of plant fiber you harvest from chopping down plants. You now have a crafting bench you can spawn anytime to craft small items. Even comes with nifty drawers to keep stuff in. Sacks and…
Announcement2 changesGameplayPerformance






