In this update15
Full notes
Full Surviving the Abyss update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Performance
- Events
- UI and audio
- Fixes
Surviving the Abyss changes
Overseers, Welcome to the Abyss.
After months of preparation, and countless hours in the depths, we are thrilled to announce that Surviving the Abyss has officially launched in its full 1.0 version!
This release represents the culmination of our efforts to bring you an even deeper and more immersive experience beneath the ocean's surface, with new narrative layers, missions, and structures to expand your survival toolkit.
What’s New in 1.0?
In this release, you’ll find a range of new features and content to dive into, including:
- Enhanced Story and MissionsUncover the mysteries lurking in the abyss with brand-new story missions that bring our narrative to a close.
- New BiomeA deadly new biome to explore in the late game and the introduction of new challenges to overcome.
New Buildings and Technologies: Expand your base with unique structures designed to help you face the unknown and thrive in the darkness.
Quality of Life Improvements: We’ve fine-tuned gameplay based on your feedback to make base management and exploration more intuitive and rewarding.
Visual Enhancements and Bug Fixes: Enjoy a more polished experience with visual updates and numerous bug fixes to improve stability and gameplay flow.
What’s Next?
Our journey doesn’t end here. We’re committed to delivering free updates post-1.0, with more details on what’s coming soon. Expect new challenges, mechanics, and maybe a few surprises to keep your underwater colony thriving in the Abyss.
We want to thank each and every one of you who’s been with us on this journey. Your support, feedback, and enthusiasm have been vital in helping Surviving the Abyss grow into the experience it is today. We can’t wait to hear about your adventures in the depths as you face the unknown—and maybe even conquer it.
View the full change log below:
Biomes:
New end-game biome added
New interactable biome props (late game/end game)
Early game biomes - min distance from start extended
New system for exploring and clearing a path within the endgame biome
Buildings:
Defensive tower building added
Munitions Factory building added
Fixing selection issue with drill extractors
Prevent any tunnels as appearing 'under construction' when selected
Events:
Late game / End game narrative events added
End game sequence added
New emergent event chain following first clone death
Fixing some event timings after exploring the Dark Glows
Fixing an event with missing references
Reworked Abandoned lab event chain
Slowing down tutorial events so they overlap less
Added new tutorial for crew management
Achievements:
Setting up achievement triggers
All achievements added to game and activated
Save/Load Systems:
Fixes for multiple save/load issues
Fixing event save/load bug
Fixing Save/Load problem with Destroyed Lab event
Don't display files without ".gd" file extension in save game list
Building Placement:
Prevent flares blocking tunnels
Fixing some issues when deleting outposts after an expedition
Making oil status tag stay until an Oil Well is built
Exploration/Expeditions:
Allow assigning higher tier roles to expeditions
Fixes for Expedition Cost Calculation
UI:
Adding screen to Cloning UI when no fauna captured
Removing power grid letters from HUD until multiple grids have been created
Adding multiple new tooltips
Blocking raycasts from passing through Expedition window in sub command canvas
Major updates to cloning lab UI for ease of use
Improved multiple Building Function UI panels
Fix for insomnia critical crew tag not displaying
Map:
Adding shortcut for opening minimap
Clicking on minimap focuses camera on position
Small resources icons are displayed as smaller dots
Small resources icons are disabled when zoomed out
Adding a small version of resource map icons for when zoomed out
Fixing map icons displaying incorrectly
Tutorial:
Adding a new tutorial to the cloning screen, explaining all parts of the UI
Updating tutorial screenshots / videos that are using out of date old UI
Balancing:
Building costs rework
Fixing biomass generator / farms depleting habitats in inconsistent ways
Building tech tree costs balanced
Removing increased coal cost of UV mode as it is now paid for with the increased electricity cost of UV modules
Anomaly attack first instance now slightly randomized
Crew quarters take 2 oxygen and power
Research generated more slowly
Removing Residential slots from Outposts
Removing number on biome expeditions
Turn on Emergency Mode when crew are suffocating
Resource gathering rates tweaked (some reduced, some increased)
Making Points of Interest more lucrative (lowering requirements and making them less dangerous)
New Tech Tree unlock as reward from PoI event, makes mining drones carry more
Increased reached destination range on submarines to prevent them getting stuck
Making early genomes slightly stronger
Recreation buildings now provide recreation to any number of crew within range (previous limit was 8 crew)
Common fauna is now automatically stable, event without a stabilizer
Anomaly:
Making sure Anomaly attacks all have sufficient feedback
Improved Anomaly staging and attack rules
The 'Under Attack' icon now takes you to the building when clicked
Adding new events when the anomaly attacks for the first time
Adding new system for delivering Anomalous samples to the abandoned lab
Misc:
Fixing some event triggers missing from event manager
Fix mining relays and resource lens highlight fighting and leaving highlight permanently enabled
Cancel object placement when entering a full screen menu
Adjusting height value on a number of buildings so the wireframe shader fills correctly.
Source
Changelog.gg summarizes and formats this update. How we read updates.
