Howdy Folks!
2021 is nearly here and I have one last update before the year comes to a close. This is a small patch update which includes some tweaks and fixes.
I think I’ve finally nailed down the issue with events only triggering after loading a saved game. You may get events triggering after loading your save file, but they should continue to occur naturally after that.
There has been a long time issue with miners not continuing to mine in a one wide straight line. This was due to them attempting to get another mining target before the path in front of them was flagged as walkable. I’ve added some new logic to help improve mining behavior.
There are a bunch of additional tweaks and fixes. Check the release notes below for the full list of changes. Thanks for all the support and reports.
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Howdy Folks!
It’s been a long and challenging year and I hope that everyone has been able to find some joy this Holiday season. I am very thankful for all of the support you’ve given me this year. As the year nears its end, I want to delve a bit into the past, the present and the future of Mercury Fallen.
In early 2016 I started prototyping a game idea. The gameplay focused around a primary character awakening from cryo-sleep long past due in a ruined facility. The game was tentatively called Crypod and would have the player repairing the facility.
The prototype continued to evolve into a colony management game which became the foundation for Mercury Fallen. By early 2017, I had cobbled together something that was starting to feel like a playable game.
Mercury Fallen was released to Itch.IO for some initial feedback in spring of 2017 and released on Steam later that year in Early Access.
There have been a whole lot of improvements, changes and additions in 2020.
The New Beginnings update added new power management, starting conditions and completely re-worked the colonists with new models, animations and outfits.
The Farming & Harming update added new farming mechanics and events such as cave ins and crop disease.
The tech tree was completely overhauled in the New Horizons update. Changes to surface visuals, expeditions and a whole lot more was also added.
Surface content was further expanded with new mining nodes and expeditions in the Traveler Update. This update also included various changes to starting colonists and game progression over all.
Most recently, the Spatial Awareness update added functional rooms, room-based effects, new furniture and more.
It’s been a great year for Mercury Fallen and I’m excited to continue this journey with you all as we head into 2021.
The recent Spatial Awareness update added new ways for colonists to get stressed out, but stress still doesn’t result in much of a positive or negative outcome.
The Stressed Out update is now in development and will include a re-work to colonist quirks as well as new colonist reactions to high and low stress.
Quirks currently only affect attributes, but the new quirk system will allow for more unique quirks. Some of the possible new quirks include:
Additional quirks are being developed that will add more unique qualities to your colonists.
Some fun new ways of helping your colonists deal with stress are also in development.
There is still quite a bit of content planned after the Stressed Out update. Here are some of the things currently planned or in early development.
With the winter season upon us, at least in the northern hemisphere, and with it comes the Steam Winter Sale. Mercury Fallen is now 30% off. It’s a great time to grab a copy, or give the gift of colony management to a friend.
A huge thank you to everyone who has played Mercury Fallen. Your feedback means a great deal to me. As a solo developer it’s great to hear that you’re enjoying the game. It’s also very helpful to know what you don’t like and what isn’t working. There is a lot in store for Mercury Fallen. Thank you!
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Howdy Folks!
I’m super excited to announce that Update 27 :: Spatial Awareness is now available! While the primary focus is the addition of functional rooms, there are a lot of other tweaks, fixes and changes.
Room data is now automatically created when you construct an enclosed area with walls and a door. A new rooms overlay toggle will show valid room areas. A room type is defined by the majority of flooring within a room and some benefits are only applied to objects if they are in the correct room type. Rooms are automatically updated as flooring and walls change.
Clicking on a floor tile within a room shows the room information panel. Decor, lighting and efficiency attributes are applied to rooms, and they affect colonists and machinery in various ways.
The room decor score is based on the tiles within the room and can be improved by adding decorations. The lighting score can be improved by adding lights.
Efficiency is the average score of the decor and lighting attributes. Efficiency provides boosts to crafting station speed, sleep times and more.
The starting colonist cap has been reduced from 10 to 5 colonists. This means that O2 generators are a bit more important for expanding your colony. This change only affects new games.
Colonist sleep time has been adjusted to a more realistic amount of time. Sleeping on a bed now offers a time reduction over sleeping on a mat or the floor. Sleep time is further reduced by an efficient bedroom.
Colonists now receive a stress effect based on the quality of the room they sleep or eat in. They will additionally receive stress effects if not sleeping or eating in a room.
Newly constructed storage containers will now have all items disallowed. A hover icon and info warning will appear to show that the container hasn’t been configured.
Objects now show a hover icon and info warning if they can’t be reached by a colonist for construction.
Cloned colonists are now generated in the same way colonists appear from a stasis capsule. Clones will have a primary job and applicable attributes. This behavior may change in future.
Check the release notes below for the full list of additions, changes and fixes. Thanks for all of the support and awesome feedback.
Let me know what you think of Cyberpunk 2077.. I mean Mercury Fallen.
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Rooms
Colonist Cap
Colonist Sleeping
Storage Containers
Tweaks & Changes
Fixes
Howdy Folks!
A huge thanks for all the feedback and bug reports on the experimental branch. I’m super excited to say that Update 27 :: Spatial Awareness is now available on the Test Build branch for a final round of tweaks and fixes.
Should you check out the Test Build branch, be sure to let me know what you think of the new content.
https://steamcommunity.com/app/704510/discussions/3/2969524751697813664/
The optional Test Build branch is for testing the latest features before they go live to everyone. As it is a testing version there can be more bugs/issues than in the normal version. If using the Test Build branch, please report any issues you encounter or any feedback on new game play mechanics. Your feedback and/or reports will help to ensure the final version is the best it can be.
Support & Follow Mercury Fallen On
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