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Surviving the AbyssNewsMajor Update 0.3.0. Preview
Community

Major Update 0.3.0. Preview

Surviving the Abyss · published 12 Apr 2024, 12:51 UTC

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Hey everyone! We're currently well into development of our next major update, and we're just about ready to start sharing some details!

Firstly I want to mention that an early version of this update will be live on the unstable branch towards the end of next week. (Find out how to access this branch here): https://store.steampowered.com/news/app/1254320/view/3889484725164327666

Pending our testing we hope to put it live on the main branch soon after.

The update:


Our key areas of focus are:

Genomes, and creating the genetic sequence:


The next phase of our Cloning updates. We are significantly changing the creation of the genetic sequence to improve the feeling of splicing genomes together for new effects.
Genome collection is streamlined, you now only need access to a genome and can use it permanently (unless the habitat is destroyed or depleted) and do not need to stockpile genomes.
New effects for combinations of genomes are also included along with QoL changes to cloning.
The cloning interface has also undergone significant changes to support the new features.

New type of Clones:


Basic Clones are now the first type you will encounter, these clones are far more imperfect and can only undertake menial roles on the base. This update feeds into our updates to the game pacing and progression changes.

The Anomaly:


Signifigant changes to the Anomaly. includes changes to pacing of the game, the point at which the anomaly appears and how it interacts with the Player in the early and late game. We'll give a little more detail on this alongside the update releasing!

Game Pacing / Staging:


We're putting focus on the games pacing and the players journey through different biomes towards the late game. Biomes have been tweaked to push the player into more exploration and encourage exploring new biomes to access important resources.

New Buildings:


Automation Module: Can replace the labour or Basic Clones.
Tidal Generator: Provides signifigant power output with no fuel cost, but only available within the Kelp Forest Biome.
Bio Generator (O2): Provides signifigant oxygen output with no fuel cost, but only available within the Coral Reefs Biome.

Continued user experience and quality of life updates, changes to events, changes to crew Malnutrition and Respiratory Problems and more!

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We'll put out a more detailed change-log at the same time as putting these updates live on the experimental branch, and really look forward to any feedback you have!

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