This update took longer than initially planned, but it’s packed with various new content, tweaks and fixes. I’m super excited to announce that Alpha 0.11 is now available on Steam.
Existing Save Games are not supported. Strongly advised to start a new game in Alpha 0.11.
Colonists have figured out how to make their very own robots. Robots can be constructed using the new Robot Assembler, after the required research is complete. When constructing a robot you can apply points to increase the robots starting Smarts, Muscles & Athletics. With additional research you can increase the amount of points you can spend each time you construct a robot.
Robots will now require recharging, which works in a similar way to colonists requiring sleep. The new recharge pad is where robots will go to recharge their power need.
The new Deep Driller bot can be constructed at the Robot Assembler and is the only machine capable of mining the remaining ore in the floor. Floor ore tiles can be marked for deep drilling by selecting them and clicking the new Enable Deep Mining button. Ore floor tiles will be replaced with dirt after they are finished being mined.
A new opening back story has been added to the game. In additional to this a new stasis capsule has appeared when starting a new game. This is the initial introduction of the planned story content for the Mercury Fallen. There is a lot more to come.
It’s taken longer than originally planned, but the test build for Alpha 0.11 is now available to check out on Steam. There have been various changes under and above the hood so this test build could be a bumpy ride. I’ll need your help to ensure everything works, and feels, right.
Robot charge pads and robot construction are the biggest new features, but there has been various changes and re-balancing across the board.
If you’re interested in helping test the latest, greatest, and possibly buggiest, version of the game then head on over to Steam and check it out.
I wanted to post a quick update regarding the progress so far on the next update. Alpha 0.11 is coming along very nicely, but is taking a bit longer than originally planned. Quite a bit of new content is being pushed in to this update including new items, recovery projects, object and even a new robot. Robot construction has taken more time as I had to figure out how much player customization goes in to building robots.
The main focus of customization is the robot starting values for Smarts, Muscles and Athletics. I bounced around various ideas on how to implement and balance this and, in the end, decided to allow for direct distribution of points in to these attributes.
When using the new Robot Assembler players will have a certain amount of points that can be put in to the three core attributes. How many points you have available is determined by new data recovery projects. More points spent will also directly affect the final material requirements, which are different for each attribute. Robot construction will take a good deal of time and require an engineer to operate the Robot Assembler.
As mentioned in the previous developer log, a new robot is coming called the Deep Driller. The deep driller will only have one available job and that’s to mine the floor tiles that contain ore. This is a great way to get extra resources as well as convert that floor ore to dirt.
As with previous updates, Alpha 0.11 will be coming to the testing branch first. This should happen soon so, for those interested, keep an eye out for more information to follow. A big thanks to everyone who has provided feedback so far.
This week I’ve been working on various aspects of the game for the next content update and I wanted to report on the progress so far. Robots are currently free labor as they can’t die and don’t have any needs to fulfill. It has always been the plan to have more requirements for robots as well as the ability for robot construction.
Robots requiring power is currently being worked on for the 0.11 update. Robots will need to be recharged at charging pads, similar to how colonists need to sleep. If a robot get’s below 5% power it will get a speed reduction and no longer perform any job actions. Charge pads will be another branch of data recovery and the plan is to add one charge pad to the facility at world generation.
The Robot Assembler is being added which will allow colonists to construct new robot workers. I’m still tinkering on the details on what control the player has over the quality of the robot output. This may be something that is added more simply at first and built on to over time. I am also working on a new type of robot which will allow players to mine floor tiles for additional resources.
There is also more work going to into reporting information to the player and in that vein I’m adding in hovering notification/warning icons. These hover icons will show on top of objects to notify the player to issues such as an object having no power, no water, not enabled and more. This is a great way to see the status of objects at a glance.
The next update is shaping up very nicely and will have some great new content. What are your thoughts on some of the new features?
After receiving some great feedback and bug reports I was able to track down and fix several pesky issues. 0.10a is a minor patch release to address some of these bugs and add a couple of smaller features. Check out the release notes below for a full break down of changes and fixes.
I’m very happy to say that the alpha 0.10 update is now available and it’s the first update on Steam! This update has a bunch of new content as well as several tweaks and bug fixes. A huge thanks to everyone who has provided feedback.
The colonists at the Mercury Facility now have a desire for beauty. Keep your colonists calm by providing decorations that will reduce the negative decor of the natural or industrial environment. Utilizing the latest in decor overlay technology, manage the beauty of your facility and help keep colonists calm, and most importantly, productive.
Should colonists get completely stressed out they will no longer be a productive member of the team. Benches and chairs are a great way to offer some relaxation so those stressed out colonists can get back to work.
Your colonists have discovered an alien weed that they’ve aptly named Lumen Bulbus. A soft fibrous material is contained within the hard glowing outer shell that can be used to make cloth.
The tech tree has been re-organized and a couple of new tech branches have been added. Recreation and some decorative objects now require data recovery before they can be constructed.
Edge scrolling has been added and can be toggled under settings. Selection lock will now unlock if you pan the camera, via keyboard or mouse, instead of having to close the objects info window. Selection lock can also be toggled off entirely under settings.
There are a lot of various updates, tweaks and fixes. Be sure to check out the full release notes below.
Mercury Fallen is now available on Steam and the response has been awesome. A huge thank you to everyone who has played Mercury Fallen and for the great feedback. I am deeply humbled by the amount of positivity the Steam community has shown me. I am very happy to see gamers enjoying Mercury Fallen and there is a lot more to come. I have been actively working on the next update which will include fun new content as well as several fixes to bugs that have been reported.
One of the benefits of Steam is the Beta Opt-In support which allows developers to have separate optional testing/preview branches of the game. These optional game branches are a great way for the community to get involved with testing the latest and greatest content. It also serves to reduce the amount of potential bugs/issues in versions that go public to everyone.
Before major updates of the game come out they will first be available in the optional testing branch on Steam so that users have the opportunity to help test the latest content before it goes live to to the main branch. If you’re interested in testing out the latest content and want to help track down bugs click here for more information.
Alpha version 0.10 is now available in the optional test build branch. For more information on what is in the new version click here.
Thank you again to everyone who has helped support Mercury Fallen so far. This is only the start and I look forward to working together to make Mercury Fallen the best it can be.
Mercury Fallen was first released on Itch.IO on April 7, 2017 as a prototype demo. Shortly after that a full early access release hit Itch.IO and the response has been amazing. On October 16, 2017 Mercury Fallen will be available for purchase on Steam and I’m super excited to continue to develop the game and grow the community. The Steam release is only the beginning. There is a lot more to come for Mercury Fallen and I’m very grateful to those that have supported the project so far.
This week I’ve been fighting off a cold which has slowed progress on the next update, but I wanted to go over some of the things I’ve been working on.
The plan has always been for decorative objects have a larger impact on game play and with the new decor system that is finally starting to happen. Various structure objects in the game will provide positive or negative decor to the surrounding tiles. As colonists walk around the positive/negative decor value will have a direct effect on their stress level. The uglier the environment the more stress a colonist will receive. Positive decor items, such as decorations, will help to reduce stress.
The biggest challenge I found when trying to implement this system was how best to visualize the decor of the environment. The end result was to create a color overlay which shows positive decor areas in green and negative decor areas in red. Areas that are white have no impact. I’ve added some new buttons to the bottom button bar to toggle different display modes for power, water and decor views.
Colonists will stop working entirely if their stress level is completely maxed out, which means managing decor and stress becomes more critical. In addition to decor I plan to add additional interactive stress reducing objects.
In addition to the new decor system I’ve improved the look of hemp and have started work on additional crops. The new glow bulb crop is currently planned to be used as an ingredient for cloth as well as a new meal recipe.
Those are just some of the things being worked on for the next update. What are your thoughts on the new features?
I am very excited to announce that Mercury Fallen is now on Steam and will be available for purchase October 16, 2017. Be sure to add it to your wishlist and get notified when it’s available for purchase.
Anyone who has purchased the game on Itch.IO will have access to a free Steam Key so they can add the game to their Steam Library. More information on how to redeem Steam Keys will be available for Itch.IO customers soon.
Howdy folks! This is just a quick patch update to fix up a couple of things and further increase performance and stability. It really helps me out to get feedback about the game so keep that bug reporting and feedback coming.
The development focus, for the moment, is getting the game ready for the big Steam release. The game is currently in the review process over on Steam and I’ll have an official release date very soon!