
Hi everyone! It has been over three months since the last update, and I have been working really hard on v0.8.0. This update brings a massive overhaul to the mining system, introduces a new passing out mechanic, and adds lots of quality of life improvements. Here is what is new in Shorekeeper!
The Procedural Mine Update
The old static mine has been completely replaced with a 40 floor procedurally generated mine that regenerates every morning at sunrise.
You can now find 9 different ores and gems including the newly added ones: Amethyst, Copper, Diamond, Emerald, Gold, Iron, Quartz, Ruby and Silver.
Elevators are placed at every 5 floors so you can fast travel and resume your descent from any milestone floor you have reached.
The mining economy and node health values have been rebalanced for a much smoother progression.
Mining visuals for ore nodes, ingots and UI icons have been completely refreshed.
Players loading an old save file from inside the legacy mine will be safely teleported back to the surface.
Passing Out & Daily Routine
Staying up past 2 AM will now cause you to pass out from exhaustion.
If you pass out, you will wake up safely the next morning but with only half of your maximum energy.
A late night warning notification will now let you know when it is time to head to bed.
Dying or passing out now respawn the player at the tent once it's been visited, instead of always the main world spawn.
Dying or passing out now triggers a proper wake up animation.
Quality of Life & Visuals
Mission tutorial pointers are now fully dynamic and will update live to point you directly to targets like specific crops or ore nodes.
Important tutorials and warnings are now shown using a new popup system that pauses the game so you never miss reading them.
Added a much needed confirmation popup before overwriting a save with a New Game, plus an exit confirmation when leaving the mines.
The crafting menu will now hide the All tab if only one category is currently active.
Updated the 3D models for the vendor stall and the shipping bin.
Added a built-in bug report button directly to the pause and main menus.
Bug Fixes
Fixed a UI layering issue where popups would open behind the inventory or overwrite each other.
Fixed an input bug where using a gamepad and virtual cursor would double activate buttons.
Fixed an issue where pathfinding would get blocked by destroyed resource nodes.
Resolved a bug where claimed quest rewards would get stuck upon loading a save.
As always, thank you so much for playing the demo and sharing your feedback with me. I can't wait to share the next major features with you soon!
Cheers,
Gullfrazie Games