While we're working on the additions and improvements that we noted in an earlier announcement (early, mid and late-game), work on the issues detected hasn't stopped, so here's today's update with the changelog of course.
CHANGE LOG
Optimized memory usage.
Shutting down a Tidal turbine will now properly stop charging for upkeep.
Laying pipes over existing pipes will no longer charge for construction.
Fixed an issues that would prevent the Trade port button from opening the desired panel
Fixed a bug that would prevent the Decree panel from offsetting properly when closing and opening it back up fast enough
Numerous fixes in various translations
The Credits icon was missing in some cases. This is now fixed.
Fixed an offset issue for Influence on the Subsurface base panel
Fixed a problem where two panels (greenhouse and cage) would get jumbled up in some translated versions
Fixed an issue where several translations (languages) could get mixed up and appear in the same playthrough.
Until next time, Keep an eye on your oxygen levels!
Batch of tweaks v1.003.0
Hello,
To keep you all waiting as little as possible, we’re releasing another batch of improvements today. At this moment we’re working on several bigger optimization tasks, but since we’re not sure if testing for that will be done today or in a few days, we decided to release this already tested update, and go for the next, bigger one as soon as that is also out of verification.
Another small batch of tweaks IMPROVEMENTS
Both Tools and Diamond tools consumption is now displayed on Tools status bar
Added several translated panels in multiple languages
In tutorial section, jobs board panel can now be opened only when mentioned first time
Further improved precision when selecting farms, orchards and greenhouse
Warehouse panel upgraded, obsolete information removed
Subsurface base selection click now opens and closed this panel correctly
Have a nice weekend
Extension to last update – version 1.002.4
Hello people,
We'll be extending yesterday's update a little bit. Several additional things were reported by some of you, and to avoid making you wait for the next regular update, we're adding corrections immediately today via this patch. Before you continue the game, please make sure you're on latest version – 1.002.4 Patch contents:
FIXED: Fisherman's hub now operates as intended FIXED: Concrete factory now operates normally in both consumption and production, as well as with added worker FIXED: Underwater fields selection now works properly without accidental selection with mouse outside boundaries of the field FIXED: Cages selection now works properly in entire designated area FIXED: Navigation sign now works as intended FIXED: Possible CTD that could occur on frequent game loading
Out of the Abyss
Hello sea-mayors!
Well, the launch of Aquatico is a couple of days behind us now and it's time for the first recap.
Clearly a lot of you like what we've made and we're thrilled that is the case, but let's not kid ourselves; there are obviously features and segments that aren't to your liking. We hear You. We've read all the reviews (both positive and negative), we're active on the forum and on our discord server, meticulously writing down all the good and the bad, any problem that you face etc..
For starters, we'll focus on the technical issues to resolve those first. Optimization, especially late-game is in focus as well. But we won't stop there naturally. We have an obligation to everyone who bought the game, who gave us their trust to get Aquatico into the best shape possible. We can't and won't promise we'll do everything You noted for us (that would be unrealistic), but we will do our best to get as much done.
In general(!), issues were noted in all three segments of the game: early, mid and late-game. After the initial technical issues are resolved, we'll get to work on these, firstly the early-game and then move onward. One of the elements noted frequently is that there is no end goal and we want to assure You all that we've heard that as well and taken it to heart. We'll come out with a more detailed plan ASAP.
One additional thing of note: the items noted in our recently released Roadmapwill NOT be abandoned, but please allow us to shuffle the deck a bit. There are more important things to handle before we get to meteor hits and earthquakes ;).
We'd like to thank everyone once again for being with us here. And on that note, let's finish this announcement off with a changelog for today's update:
Change-log
UPDATED: Pirates attack event variables changed giving it far higher probability of happening
ADDED: Autosave backup for last created autosave
FIXED: Maintenance depot now correctly includes all pipeline sockets after extended range upgrade
FIXED: Buildings overview panel now correctly shows farms, orchards, cages and greenhouse
FIXED: Setting cap on resources in stock panel now works as intended
FIXED: Unrecognized HOTAS devices don't impact game performance anymore
FIXED: Warehouse bug with saves from previous version now eliminated, giving it normal capacity
OPTIMIZATION: Pipeline system now works significantly more efficient in later stages of the game and causes around 40% less slowdowns
Stay successful!
Post release weekend update - v1.001.0
Greetings everyone,
Once again, we welcome everyone to the submerged world of Aquatico! Hope you're all enjoying the game, and for all the technical details we missed in testing, and that are spoiling the fun – we're here, apologetic but ready to act fast!
So, first post-release update is here, crafted on your feedback in the last two days. We'll try to be quick with each following update, and wish to thank you all for the responses and the data files you've provided!
What did we do in the first part of this weekend then?
FIXES
Repair pipeline in tutorial segment – it is no longer possible to accidentally delete the socket and block the tutorial from going further
Pipeline glitch in the tutorial that allowed the placement of pipeline prematurely eliminated
All citizens and drones deaths, as well as shark attacks, are now clearly marked red in log
Expanded some expedition buttons to fit the text on several languages
Corrected button sizes on HUD to accommodate words properly
Ore density on map selection now works properly
Medium and Big dome structure now have correct prices, not the same
Selection of houses and upgrades in buildings panel now work correctly
Buildings don't disappear anymore when you zoom in very close
Tutorial step 4 in few languages corrected
IMPROVEMENTS
Increased size of Warehouse by additional upgrade
Number of slots in Trade company increased
Hover over button sound is replaced
Changed loading screen
Better object fading when camera closes in
A lot more is in the works already, so expect incoming updates with lightning speed!
Have fun and thanks for all the feedback!
Aquatico initial post-release Roadmap plans
Hello everyone,
Now that Aquatico has been released, it is important to emphasize that game evolution won't be stopped now. Already during pre-release testing and previous Playtests we received a lot of suggestions what can be further improved, added or elevated to a higher level.
These things will become a backbone of further game improvements. Initial list of things that will be the first to come is already known, and we're happy to share it with you today. All of you deserve to know in what direction the game will be going down the line.
You can check the plans in more details on the Roadmap, but in short it will revolve around many QoL improvements, further increasing depth and background of the game, expanding content with unique expeditions, more different maps/biomes, Road & Tunnel systems, more events and more.
This post-release plan will of course be updated as your feedback arrives. In early days we'll likely concentrate on possible patches and updates to make the play smooth and unhindered, but first elements of the Roadmap are already in the works so you can expect additional tangible additions very soon.
In any case, before release we mostly worked to realize our own vision for the game. After release, we count on continuing the development, but this time with your direct input. So all feedback is important, and we encourage you to share your impressions and suggestions. In time, all of that will be reflected in the changes on Roadmap.
So, thank you in advance for helping us expand Aquatico in the direction that will make you most happy!
-----------------------
In case you're having some trouble opening the full-resolution image of the roadmap, here's a textual version for your convenience:
BASED ON YOUR FEEDBACK
Quality Of Life features
Balancing suggestions and tweaks
UI Feedbacks
Overall Bug fixing
TRANSPORTATION
Road building and tunnels digging so your Walker Suits can use these systems to speed up while doing their chores
SUBMARINE MODE
Implementing the Submarine spectator mode making it possible for you to control your submarine and admire your colony
DISASTERS v2
Ancient Reptile Attack
Earthquake
Meteor strike
EXPEDITIONS UPGRADE
Implementing SPECIAL EXPEDITIONS which are custom tailored and with possibilities of chaining further (higher risk/gain ratio)
ARTIFACTS SYSTEM
As an added value to the Expedition system, implementing the ARTIFACTS one can uncover during the more difficult encounters. When brought to your colony, you can activate them at any time to heavily boost your colony stats, alleviate disasters etc.
EVENTS v2
Upgrading Event system with more impact on individual lives of your colonists and more reactive of your colony situations
VOICE OVERS
Implementing the voice overs of your colonists when doing their everyday chores and orders you issue for a more immersive gameplay
ARCTIC BIOME
Adding the Arctic Biome as a more difficult environment together with respective Maps
HONORABLE MENTIONS
Full Steam Deck support
Full Controller support
NOTE that the continuous support, bugfixes, optimizations and balances are PRIMARY FOCUS of the entire team, so major updates shown here and their deployment time will be slated accordingly, and also may change depending on PLAYER FEEDBACK and SUGGESTIONS
Take a deep breath - Aquatico released!
Welcome, ambitious Sea people!
Today, one of the most important parts of our long development is coming to an end. Aquatico has been released!
You can now dive deep into the oceans and start building your submerged Utopia. The task is not easy, but with good planning and an ambitious vision, everything is possible.
Our entire studio wishes you a warm welcome and a successful journey. There isn't much we can say about the game that hasn't been said already. The release version contains quite a lot of the things you haven't seen in demo version yet, and that especially goes for the later game content that wasn't reachable in the demo anyways.
The demo itself will be kept on the Steam store page, and regularly updated as well to match the release game version. It will of course remain much more limited in scope, but still a good look into the full game. Anyone on the fence if Aquatico is the experience they're looking for - you can always grab the demo and take a look with no strings attached.
We'd like to emphasize that we don't consider our work done just yet. We'll be standing by to offer any assistance, join into conversations and continue to work on updates and any potential patches. Alongside that, we already have a decent list of further improvements and additions, all gathered in the last several months by numerous players of the demo, both Playtest versions and the pre-release game version as well. All that will form a basis of the post-release updates where we plan to refine and upgrade the gameplay experience further.
To help out new players find their way around the world of Aquatico, you can always check out some of our short tutorial videos on specific topics:
As you start the game, we can suggest that you leave the tutorial section enabled. It's really not long, and can help out in understanding the basics of the game faster.
We're looking forward to seeing what beautiful underwater cities you'll create, let us know your thoughts and suggestions. If you experience any technical issues, you can report them in the bugs & technical thread on the Steam forum, or join our Discord here:
https://discord.gg/Bhks9jYxBC
Our email is also available for any feedback or technical support: aquatico_support@overseer-publishing.com
Well, enough from us - Aquatico awaits!
Enjoy and may you find success under the waves!
Time is tickin' - one day until Aquatico release
Hello eveyone!
Today we basically just wanted to share a little bit of our (positive) anxiety. Whether you have some experience in game development, or you're just an ordinary fan of virtual worlds, we're positive you can feel how we feel at the moment, it's a weird mix of happiness, anxiety, thrill and occassional panic attacks :)
Development road for Aquatico was a long and complicated one, but we're very excited to be sharing our game with all of you, and to see what underwater marvels you'll create.
Release of Aquatico marks the end of first development phase, and the start of another one, but this time in closer collaboration with players.
That journey ahead is definitely something to look forward to, but before that we still have one day of making finishing touches and one sleepless night. Who wouldn't embrace that? :)
See you all tomorrow!
Dev Diary: Expeditions and exploration
Hello Sea people!
The fifth developer video is here, and we're talking about Expeditions this time. Now, bear in mind that Expeditions are one of the non essential features in Aquatico, meaning you don't have to build or use them at all throughout the game, but at some point they can be a very useful tool to expand quicker.
How do you access them? Expeditions become available when you build an Expedition house. That building has a dock for your Expedition submarine, and once created, you can access the Expedition panel.
How do you use them? Once available, you can enter the Expedition panel, and start equipping your submarine with essentials for an expedition. Each submarine will need some people for the crew, some batteries for submarine power and some food to sustain them while travelling. The amount that you need of these resources depends on how far you'll be sending your Expedition. When the submarine is well supplied, you can choose any destination on the global expedition map and send your submarine. Once it reaches the destination, you can explore and see what they find, and that can be any number of things: additional survivors, some basic or advanced resources etc...
While an expedition is underway, you'll see an icon on the main game screen showing the quick stats of your Expedition - how far they are from the destination, if something happened during their trip, the status of the remaining resources onboard and so on. If you run out of supplies (and the game will project the required amount of supplies based on the destination set), be careful to send a resupply craft before your submarine crew perishes.
You can also divert your submarine to a different destination, or choose to head to a next point of interest after the first destination is explored, without returning to base. But if you choose to keep your submarine out there exploring one destination after another, make sure they are always resupplied.
Also note that your submarine can sometimes be intercepted during an Expedition, or some event can trigger during one, so there is always a chance for unexpected thing to happen.
Something to pay attention to... Expeditions can yield very nice and useful rewards, but beware that Expeditions are costly, especially if you're sending them far away or to multiple destinations. It is wise to send out Expeditions only once you're certain you have enough spare resources to equip and resupply your submarine, otherwise you risk losing both the resources and the crew.
And once you take your submarine for a spin, if you get to a tight spot regarding resources in your colony, you can always recall your Expedition back to home base and let it wait there until the next opportunity.
https://www.youtube.com/watch?v=t8jTbb4OdNs
Some other news regarding Aquatico development in the past week It's been a very dynamic week. We're still on track for Jan 12th release date, we're all very excited and hyped, but we also have a lot of work left to do. We've been improving guard tower weapons, testing shark attacks, making a lot of balancing tweaks, hunting bugs in various places... a very interesting week all things considered.
In any case, that's the update for this week, we're off to the "frontlines" once again, and see you on the big day next week!
Happy New Year everyone
Warm greetings everyone!
Not much to say today, but before everyone dives into New Year festivities - our entire team wishes you a very happy New Year!
May 2023 be better then 2022, may you have lots of relaxing gaming hours an positive moments!
And may Aquatico's imaginary apocalyptic background remain just that - imaginary!