HomeGamesUpdatesPricingMethodology
Steam News4 August 202612d ago

New "Modules, Building & CUBERT" update on the public test.

Modules, Building & CUBERT - Things Are Getting Weird! The new Modules & Building update, complete with new tech and feature updates, is now on the public test branch for you to try right now.

In this update6

Full notes

Full Oceaneers update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes11 additions7 changes0 removals
  • Gameplay
  • Balance
  • Performance
addedModules, Building & CUBERT - Things Are Getting Weird !The new Modules & Building update, complete with new tech and feature updates, is now on the public test branch for you to try right now . It will spend a short time there so we can gather your feedback and watch out for any significant bugs to squash.
addedDeveloper Note:We're excited to bring new content, improvements based on feedback and a new building grid system that takes the guesswork out of building placement.
changedDeveloper Note:This update also addresses some issues that players were running into when research progression got ahead of the story progression. An additional warning is now shown with the buildings that require higher tier resource (e.g. hardwood/strongwood) that should hopefully clear that up. We've also made some adjustments to the main bunker to block off the lower level and keypad until it becomes relevant in the story, as this was causing some confusion.
addedDeveloper Note:Dig Up Water Pools: This highly requested feature is now here. Don't worry , we'll come up with new ways for you to get Dysentery!
addedDeveloper Note:New Building System : Overhauled building system, with new grid snapping and placement footprints.
addedDeveloper Note:Move Buildings : You can now move buildings. Easily relocate to your newly acquired island!

Oceaneers changes

addedThe new Modules & Building update, complete with new tech and feature updates, is now on the public test branch for you to try right now . It will spend a short time there so we can gather your feedback and watch out for any significant bugs to squash.
addedWe're excited to bring new content, improvements based on feedback and a new building grid system that takes the guesswork out of building placement.
changedThis update also addresses some issues that players were running into when research progression got ahead of the story progression. An additional warning is now shown with the buildings that require higher tier resource (e.g. hardwood/strongwood) that should hopefully clear that up. We've also made some adjustments to the main bunker to block off the lower level and keypad until it becomes relevant in the story, as this was causing some confusion.
addedDig Up Water Pools: This highly requested feature is now here. Don't worry , we'll come up with new ways for you to get Dysentery!
addedNew Building System : Overhauled building system, with new grid snapping and placement footprints.

Modules, Building & CUBERT - Things Are Getting Weird!

The new Modules & Building update, complete with new tech and feature updates, is now on the public test branch for you to try right now. It will spend a short time there so we can gather your feedback and watch out for any significant bugs to squash.

As with any new version, we always recommend making a new save of your currently colony.

How play this update on the public test branch right now:

View on Steam

Developer Note:

We're excited to bring new content, improvements based on feedback and a new building grid system that takes the guesswork out of building placement.

This update also addresses some issues that players were running into when research progression got ahead of the story progression. An additional warning is now shown with the buildings that require higher tier resource (e.g. hardwood/strongwood) that should hopefully clear that up. We've also made some adjustments to the main bunker to block off the lower level and keypad until it becomes relevant in the story, as this was causing some confusion.

We will post the full patch notes and details when this is pushed to the live release.

Here's a summary:

  • Dig Up Water PoolsThis highly requested feature is now here. Don't worry , we'll come up with new ways for you to get Dysentery!
  • CUBERT: The Cube Resource Transformer seen in your bunker is now operational, allowing you to generate science cubes.

  • New Building SystemOverhauled building system, with new grid snapping and placement footprints.
  • Move Buildings: You can now move buildings. Easily relocate to your newly acquired island!

  • Module System: Island Module systems can now be upgraded to support 4 modules at once, and, they are stackable!

  • New Modules5 new module types are available (with multiple tiers), including new experimental "EX" class modules which can only be found as bunker look and have unique effects.
  • New Island: Bunker 165, the next tier of the mass-produced Float-Tech Series 160 island has appeared. Higher island classes (up to 5A) are also now possible.

  • Loot SystemUpdated the loot system to give more benefits for exploring bunkers. Find backpacks, equipment, unique modules and science cubes.
  • New Tech2 new tech buildings are now available. The late-game Module Assembler and Glass Blower. Make your own modules and resources that allow you to construct multiple research tables.
  • New Resources: Insulated Wire (Conduit Mill), Shielded Wire (Conduit Mill), Magnetic Alloy Ingot (Furnace), Electromagnetic Core (Fabricator), Blank Module (Fabricator), Vacuum Tube (Glass Blower), Glassware (Glass Blower).

  • Balance ChangesA range of nodes now give more resources, and expedition travel time reduced to speed up pacing.
  • Story Improvements: Improvements to smooth progression in areas that caused confusion or exposed later story elements too early.

  • Plus a range of Automation Improvements, QoL and bug fixes.

Some important things to note:

  • We have updated the underlying save file storage system to be more robust against crashes or device power losses which occur during saving. You shouldn’t notice any differences, but if you encounter any issues please let us know.

  • Due to the new grid snapping you may notice some slight position adjustments with existing buildings and bridges. This is unlikely to cause issues, however you can dismantle and rebuild anything that looks out of place. If your current no longer fits that's okay, it will still spawn, but if you move it that will use the new footprint.

  • We’ve updated the marking system, if you had wildlife marked for combat when you saved they will be unmarked when you load due to underlying changes. Nodes marked for harvest/do not harvest should remain intact.

Looking forward to your feedback :)

PostApocalyptic Survival

----------------------------------------------------------------------------------------------

Thanks to the Community!

A huge thanks to all of the players helping each other out on the forums and in discord. It's really cool seeing tips being shared.

Keep your feedback coming as well, we read it all!

----------------------------------------------------------------------------------------------

Join Us!

Join our discord to discuss the game and share your ideas! Join discord here ----------------------------------------------------------------------------------------------

Source

Steam News / 4 August 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.