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Steam News10 June 20179y ago

2 year anniversary

Hi guys, it's been two busy years since we made our debut on Steam Early Access. Those who are with us from the very beginning probably have realized that it's definitely not the same game as when we started;) Tons of t

Full notes

Full Out of Reach update

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

What changed

0 fixes3 additions6 changes0 removals
  • Gameplay
  • Performance
  • Balance
addedHi guys, it's been two busy years since we made our debut on Steam Early Access. Those who are with us from the very beginning probably have realized that it's definitely not the same game as when we started;) Tons of things have changed and Out of Reach evolved significantly. To celebrate the anniversary we would like to share with you some insights into the changes coming with the new patch as well as a couple of screenshots worth thousand words ;) Firstly, here comes the list of the new features:
changedAccessible high mountain slopesThanks to the additional fixes and changes to the overall optimization, we are now able to add missing structure, flora and fauna to the mountains along the rivers. We want to make it worth visiting from time to time also by adding them to the list of possible loot spawn points. You can see the previously 'empty' slopes in the pictures above.
addedMuch more resource spawn areas and loot-cratesIn order to focus on building, exploring and dealing with other players and NPCs, we want to make gathering a bit faster than it is now. Also new areas, even on the main island require some desirable rewards for visiting, that's why from now on gathering stones, flax and other base resources should be easier and not distracting. Everyone will also have a chance to find old pirate crates that have random resources inside and a chance for additional higher level piece of armor or weapon.
changedWrecks and underwater treasuresAs another type of Point Of Interest, we will be introducing events connected with storm and raining weather. There will be always a small chance for random pirate ships to crash into searocks nearby, which will in most cases give the opportunity for a decent treasure hunt and make sea journeys and diving much more exciting.
changedNew boatsAlthough our original, Da Vinci style steam boats seemed good one year ago, we will now try with something easier to sail and less damaging the E key on players' keyboards: a regular boat with sails, rudder, balistae and optional cannons. If that works out well, we will add a couple of damage levels, possibility to sink and additional models to choose from or win by taking control of abandoned harbors.
addedReworked Skills, achievements and rewardsWe're going to introduce a bunch of new rules to the leveling system" - For every achievement to get (Builder, Logger, Miner, Gatherer etc.) there are 3 passive skills to obtain - Each level of the passive skill cost skill points - Players get possibility to develop their character the way they want and need Example: 1. Player gets Experience in 'Hunter' achievement when killing animals 2. Certain amount of Experience gives the next level in this Achievement and a skill point to spend 3. Skill points obtained from hunting can be distributed among:

Out of Reach changes

  • Stormhero
addedHi guys, it's been two busy years since we made our debut on Steam Early Access. Those who are with us from the very beginning probably have realized that it's definitely not the same game as when we started;) Tons of things have changed and Out of Reach evolved significantly. To celebrate the anniversary we would like to share with you some insights into the changes coming with the new patch as well as a couple of screenshots worth thousand words ;) Firstly, here comes the list of the new features:
changedThanks to the additional fixes and changes to the overall optimization, we are now able to add missing structure, flora and fauna to the mountains along the rivers. We want to make it worth visiting from time to time also by adding them to the list of possible loot spawn points. You can see the previously 'empty' slopes in the pictures above.
addedIn order to focus on building, exploring and dealing with other players and NPCs, we want to make gathering a bit faster than it is now. Also new areas, even on the main island require some desirable rewards for visiting, that's why from now on gathering stones, flax and other base resources should be easier and not distracting. Everyone will also have a chance to find old pirate crates that have random resources inside and a chance for additional higher level piece of armor or weapon.
changedAs another type of Point Of Interest, we will be introducing events connected with storm and raining weather. There will be always a small chance for random pirate ships to crash into searocks nearby, which will in most cases give the opportunity for a decent treasure hunt and make sea journeys and diving much more exciting.
changedAlthough our original, Da Vinci style steam boats seemed good one year ago, we will now try with something easier to sail and less damaging the E key on players' keyboards: a regular boat with sails, rudder, balistae and optional cannons. If that works out well, we will add a couple of damage levels, possibility to sink and additional models to choose from or win by taking control of abandoned harbors.

Hi guys, it's been two busy years since we made our debut on Steam Early Access. Those who are with us from the very beginning probably have realized that it's definitely not the same game as when we started;) Tons of things have changed and Out of Reach evolved significantly. To celebrate the anniversary we would like to share with you some insights into the changes coming with the new patch as well as a couple of screenshots worth thousand words ;) Firstly, here comes the list of the new features:

Accessible high mountain slopes

Thanks to the additional fixes and changes to the overall optimization, we are now able to add missing structure, flora and fauna to the mountains along the rivers. We want to make it worth visiting from time to time also by adding them to the list of possible loot spawn points. You can see the previously 'empty' slopes in the pictures above.

Much more resource spawn areas and loot-crates

In order to focus on building, exploring and dealing with other players and NPCs, we want to make gathering a bit faster than it is now. Also new areas, even on the main island require some desirable rewards for visiting, that's why from now on gathering stones, flax and other base resources should be easier and not distracting. Everyone will also have a chance to find old pirate crates that have random resources inside and a chance for additional higher level piece of armor or weapon.

Wrecks and underwater treasures

As another type of Point Of Interest, we will be introducing events connected with storm and raining weather. There will be always a small chance for random pirate ships to crash into searocks nearby, which will in most cases give the opportunity for a decent treasure hunt and make sea journeys and diving much more exciting.

New boats

Although our original, Da Vinci style steam boats seemed good one year ago, we will now try with something easier to sail and less damaging the E key on players' keyboards: a regular boat with sails, rudder, balistae and optional cannons. If that works out well, we will add a couple of damage levels, possibility to sink and additional models to choose from or win by taking control of abandoned harbors.

NPCs!

This is a feature that we've been working on for several months now and are eager to develop together with community for a few next. For starters, we will be introducing non-friendly pirates to occupy small bays. In most cases players will have to let them stay alone, but the biggest daredevils may consider checking what's inside those pirates' crates. Next thing to come will be most probably sailing pirates that will try to interrupt anyone who seems to own something valuable.

Reworked Skills, achievements and rewards

We're going to introduce a bunch of new rules to the leveling system" - For every achievement to get (Builder, Logger, Miner, Gatherer etc.) there are 3 passive skills to obtain - Each level of the passive skill cost skill points - Players get possibility to develop their character the way they want and need Example:

  1. Player gets Experience in 'Hunter' achievement when killing animals
  2. Certain amount of Experience gives the next level in this Achievement and a skill point to spend
  3. Skill points obtained from hunting can be distributed among:
  • % melee damage vs animals

  • % ranged damage vs animals

  • % chance

Source

Steam News / 10 June 2017

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