I am very excited to announce that Mercury Fallen Alpha 0.14 is now available on Steam! Alpha 0.14 brings a of new build-able objects, recipes, research, UI improvements and more. A huge thanks to the testers that provided bug reports and feedback during the Test Build phase.
A Bio-Lab room has been added as well as an algae farm, aeroponics farm and aquarium for growing various new crops. The aeroponics farm allows for faster growth and greater output for new and existing plant crops. You can also grow and harvest fish in the aquarium for food and bio-waste. Green algae is used as a food ingredient as well as an ingredient in plant nutrients required by the aeroponics farm.
With the addition of more botany/biology related tasks, the bio-refiner is now used by the engineer and not the botanist to better balance job tasks.
The research interface has been completely rebuilt as a visual tech tree. New research projects have also been added to unlock some of the new recipes/machines.
9 new food/meal recipes have been added as well as the cafeteria room. The cafeteria is now the place to put eating tables as well as food dispensers for meal storage. The fridge is for raw food ingredients only.
The food processor is required to turn some raw food ingredients into usable items for cooking. Meals no longer completely deplete the hunger meter, as the hunger meter is now based on nutrition and satiation values. Satiation is the percentage the hunger meter will deplete when a meal is consumed. Nutrition is added as an attribute that reduced how quickly the colonist will get hungry again. Nutrition decays over a few in-game hours.
The early game is a bit more challenging given the new food values, as colonists will generally eat low quality foods more often. Lower quality foods such as cooked potatoes are not very filling compared to high quality meals such as a hearty fish sandwich. To assist with early game play, the starting supply chest now contains emergency rations, which are non-craftable, but make for a very filling starting food supply.
Various production machines now have colonist rosters which allow players to manage which colonists can operate each machine. Colonists will only work at machines with an empty roster or a machine that has their name on the roster.
Colonist Portraits are now visible in the colonist info window and colonist management interface. Portraits are dynamic and will update when you set colonist outfit colors.
Check the full release notes below for all the new content, change and fixes added in Alpha 0.14.
Alpha 0.14 is now available for testing! Alpha 0.14 brings a host of new additions including new crops, crafting recipes, rooms, objects and more!
Click below for information about what the Test Build branch is and how to access it:
http://steamcommunity.com/app/704510/discussions/3/2381701715712468002/
For more information about this version, including the full release notes, check out the Alpha 0.14 Test Build discussion:
https://steamcommunity.com/app/704510/discussions/3/3211505894128980215/
Bio-Lab
The Bio-Lab room has been added and can be populated with Algae Farms, Aeroponics Farms and Aquariums for growing new crop types. The Aeroponics Farm allows for faster growth and greater output for existing plant crops.
Research
The research interface has been completely rebuilt as a visual tech tree. New research projects have also been added to unlock some of the new recipes/machines.
Meals
9 new food/meal recipes have been added. The food processor is required for processing some raw food ingredients into usable items for cooking. Meals no longer completely deplete the hunger meter, but is now based on nutrition and satiation values. More information added to in game guide under Needs.
Roster Management
Various production machines now have a colonist roster which allows players to manage what colonists can operate that machine. Colonists will only work at machines with an empty roster or a machine that has their name on the roster.
Alpha 0.14 has a lot more additions/changes and fixes. For more information and the full release notes check out the Test Build Discussion:
https://steamcommunity.com/app/704510/discussions/3/3211505894128980215/
The alpha 0.14 update is quite a big update and is taking a bit longer than initially planned. I’ve made a lot of great progress and wanted to share some of the things you can expect to find in the next update.
The colonist info window shows a colonist portrait image at the top left. This portrait is generated dynamically and will change when changing outfit colors.
All selectable objects also show an icon at the top left of their info window as well.
The colonist selection window for roster management now uses the new colonist portraits for easier identification of the colonist you’re looking for. For more information on the roster management system check out the previous developer log.
The research interface has been completely redesigned as a visual tech tree. This is something I’ve wanted to do for a longer time, but I wanted to ensure the tech tree was dynamically generated instead of manually positioned. Being dynamically generated means it’s easier to add to/modify and easier for modders once modding is supported. This interface also better visualizes the break down of research progression.
The original purpose of the recreation room was for eating as well as entertainment, but I’ve decided to separate out the eating experience into the new cafeteria room. The cafeteria will be for eating tables and the new food dispenser. The food dispenser is a dedicated container for meals and the fridge is being changed to only store raw food ingredients. The existing recreation room will still be available, but will serve little purpose until future updates.
With the addition of new crops and meals I’ve changed how meals affect colonists. Edible items will now have satiation and nutrition attributes. Satiation is how much, in percent, of the hunger bar is decreased when eating that item. Nutrition affects the change rate of the hunger meter which means colonists will get hungry again slower with more nutritious foods. The nutrition affect will naturally decay over a few in-game hours after eating food. Higher quality foods will have better satiation/nutrition values.
There are a lot more additions/changes/fixes coming in the Alpha 0.14 update. As with all major updates, this update will be available on the Test Build beta branch first, for those that want to help work out any issues, before coming to the main branch. I hope to have this update out on the test build branch later this week or next week. Thank you all for your patience and I’m super excited about all the new content this update will bring.
Howdy Folks. Since the last update I’ve been working on a bunch of new content for the next update. Things are coming along very well and I wanted to cover some of the new things coming in the next update.
The poor colonists are currently existing only on mashed potatoes, but more meal options are incoming. Several new alien crops are being introduced into the game. Some of these new crops will need to have it’s seed discovered and researched before it can be planted. How new seed discovery items are found is still being worked out, but some of them will be discover-able in item chests similar to some of the technology blueprints. These new crop types will open up a whole bunch of new food recipes at the cook station.
In addition to new crops, there is a new room and new machines being added. The new Bio-Lab room will be a required room for the new Algae Farm, Aeroponics Farm and Fish Tank.
Aeroponics is a new crop growing machine that will be required for some of the new plants that won’t be plantable in a normal crop field. The Aeroponics Farm will be able to grow all crops as well as a provide a bonus growth speed, and possible bonus yield, to crops that can be grown in the crop field. The trade off to the Aeroponics is that it will require power, water and botanical nutrients to operate. This does not replace the crop field as Aeroponics will only be available after certain discoveries and research.
The Algae Farm is used as an additional food source for new food recipes. There are some additional plans for Algae that will come in future updates as well.
Finally the colonists will have a source of protein from the Fish Tank. I’m still working on the over all production cycle of the fish tank, but the end result means some fish based meal options.
While the core focus of the next update is the new food recipes, crops and room, there are some additional things that I’m working on that may make it’s way into the next update. One feature I’m working on is colonist machine rosters. This would work by selecting a production machine and choosing what colonists can operate that machine. When a colonist looks for a job they will only be able to work at a machine that does not have anyone on its roster or a machine that has a roster with their name on it. Each machine can have multiple colonists assigned to it and this new system should allow for better control over where a colonist is working as well as ensuring the various machines get properly utilized. This new system is very much still in the design phase so any and all feedback is welcome.
There is still a lot more work to be done for the next update, but it’s progress is coming along very well so far. Thanks to everyone who has provided some great feedback so far. Let me know what you think about these new features.
I’m super excited to announce that Alpha 0.13 is now available on Steam! A lot of work has been put in to this update and there are many great content additions, changes and fixes.
Important Notes
While existing save games will still load, much of the new content will only appear when starting a new game.
Due to changes in how the settings file is stored, existing settings will reset to defaults.
When you start a new game, you will see that map generation now includes the ruined remains of the Mercury Facility. These existing facility rooms can be deconstructed for materials or re-purposed.
Item chests have been added that can be opened for additional materials as well as discovery items. Starting supply items are no longer contained in the elevator, but are in a supply chest next to the elevator that will need to be opened. Additionally, the power generator will contain some fuel when starting the game.
Discoveries are unique items that the player can find in item chests. These items are used to expand the story and some items are required for certain research projects. This is only the beginning of the discovery system and more discovery items will be added in future updates.
Discover new information about the Mercury Facility and uncover the story of the missing colonist by finding data logs in item chests.
Changes to the user interface also include a new notification system. Notices still appear at the top right, but are now icon buttons that can be hovered over for additional information. Notices will stay for much longer and can be dismissed by right clicking them.
Other interface changes include the replacement of text percentage with progress bars, Colonist Management has been renamed to Facility Management, and the update also fixes typos, optimizes UI performance, adds a discovery interface and more.
This release also improved performance when there are many colonists in the facility. Colonist planning logic was a bottleneck in previous versions, but it’s been revamped and in testing, over 100 colonists had a minimal impact on performance.
There are a lot of great additions, fixes and changes. Check out the full list below.
Mercury Fallen has come a long way, but it also has a lot further to go. The two main big focus points for the game are exploration and expansion. Expansion has had a lot of work in terms of new room types, object and materials. This will continue to be developed, but I want to give attention to exploration as well. When you dig out the map, there is little to discover aside from new colonists so far, but this is currently being expanded in a couple of ways.
While exploring the world, the player will discover various items such as new types of seeds, data logs, technologies and more. Discoveries can be found only once and are used in various ways. Unlike regular items, discoveries are not used directly by your colonists. They will appear in the new discovery interface once they have been found. Below are some of the planned types of discoveries.
Seeds
Currently, all plant types are available at the start of the game. As more crops/plants are added they will be connected to the discovery system. Some plant types will require the player to discover its seed before it can be used in a crop field or plant pot.
Data Logs
Data logs will tell more of the story of Mercury Fallen and its previous inhabitant. Each data log will contain a bit of the story, which can be viewed in the discovery interface.
Technology
Technology discovery items will be required for special research projects, meaning that some research can’t be completed until the missing technology part is discovered. This is intended for more advanced research projects.
Interface
Once they are found, discoveries will appear in the new discovery interface located under the facility management screen. This will show a complete list of discoveries you have made. Some items that have not been discovered yet will also show here, but there will be hidden discoveries as well, that will only appear once the discovery item is found.
That all sounds fun, but how are discoveries made? In addition to finding colonists, the player will find item canisters littered around the map. Item canisters will come in different types and upon opening them, the player will get various materials and possibly a discovery. For example, an organics canister may contain an assortment of organic materials as well as a new seed discovery.
Something I had planned for a while was to include more of the ruined remains of the Mercury Facility. I’m currently re-working the world generation system to include the crumbled remaining rooms of the old facility. These rooms will be good locations to find Item Canisters for additional materials/discoveries and can be deconstructed for materials or re-purposed.
In addition to the exploration enhancements I’ve worked to improve the AI logic to boost overall performance. The AI decision system now operates on a separate thread, which means facilities with a lot more colonists shouldn’t experience performance issues. The above image shows over 100 colonists running around the facility with a stable 60 fps.
Additional tweaks to speed up game loading and improve render performance are also being worked on.
Those are some of the things coming in the next update. There is no ETA yet for when the next update will drop, but stay tuned for more information. What do you think of the new additions?
I’m super duper excited to announce that Alpha 0.12 is now available on Steam! This update is packed with new content, updates and lots of fixes. While the priority system was certainly a focus for this update there is a lot of additional content that has gone in to this update.
The new job priority system allows you to set the priority order of job roles per colonist. This is visible in both the colonist info window and colonist management screen. Higher priority jobs will be performed before lower priority jobs.
This is just the start. Additional priority options will be coming in future updates
Object placement has been overhauled and a new visible footprint is shown when placing down objects. This new system helps to enforce proper walk areas for colonists as well as stopping colonists from walking through objects. More information about building objects can now be found in the in-game manual.
A new in-game manual has been added that can be access by opening the facility management screen and selecting manual from the top button bar. The manual is not content complete, but is a great starting point for new and existing players.
The Tech Printer machine has been added which is used, by the engineer, to create tech items such as electronics and mechanical parts. The smelter has been re-designed and a new storage container option makes it’s way in to the game.
I’ve added many sound effects for various actions/machines to help liven the game up a bit. There is still more to add, but this is a good first step towards a more audible environment.
Alpha 0.12 has a lot of great new additions, changes and bug fixes. Let me know what you think.
Features
Updates
Fixes
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.
Important Note:
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.
Features
Changes
Fixes
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.
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?