Escape the Pacific cover
Escape the Pacific screenshot
Genre: Role-playing (RPG), Simulator, Adventure, Indie

Escape the Pacific

New Island Clusters, Island Distribution, and Roles!

[p]Patch 0.67.0.0[/p]

Hello Survivors!

[p]With this update, we bring 3 major game engine updates and changes that truly transform the game, making it more dynamic, immersive, and fun to play![/p][p][/p]

1. Random Island Clusters

[p]The most important new addition in this update is the Random Island Cluster Generation.[/p][p]Until now, island clusters were generated in one predefined way: each cluster contained a random mix of all island types and sizes, with a medium island count.[/p][p]That legacy generator is still available but now it’s greatly expanded with exciting new mechanics![/p][p][/p]

1.1 Specialized Clusters

[p]The new system introduces Specialized Clusters, where all islands share the same type. These types match those from the Starting Island customization screen.[/p][p]Cluster Types:[/p]
  • [p]Coconut[/p]
  • [p]Banana[/p]
  • [p]Papaya[/p]
  • [p]Mixed[/p]
  • [p]Forest[/p]
  • [p]Rocky[/p]
[p]Probability Breakdown:[/p]
  • [p]50% chance: Classic random island types (no specialization)[/p]
  • [p]50% chance: Specialized cluster (each type has ~16% chance)[/p]
[p][/p]

1.2 Island Distribution

[p]The cluster generator now also includes variability in island size, count, and layout using distribution profiles.[/p][p]Distribution Profiles:[/p]
  1. [p]Lots of Small Islands[/p]
    • [p]Only small (micro/tiny) islands[/p]
    • [p]Much higher island count than average[/p]
  2. [p]Couple of Medium Islands[/p]
    • [p]Only medium (small/medium) islands[/p]
    • [p]Fewer islands than average[/p]
[p]Probability Breakdown:[/p]
  • [p]33% Random (legacy setup)[/p]
  • [p]33% Lots of Small Islands[/p]
  • [p]33% Couple of Medium Islands[/p]
[p][/p][p]This is a starter cluster where a low number of islands were generated. They are rather medium in size. This is more or less the current gameplay style.[/p][p][img src="https://clan.akamai.steamstatic.com/images/30166228/5c6d78a2e44fc5644c7b2e2c5e62b8ebf43b757b.jpg"][/p][p]This is a starter cluster where a high number of islands were generated. They are rather small in size. Give the shorter distance between islands, this will make sailing trips more enjoyable.[/p][p][img src="https://clan.akamai.steamstatic.com/images/30166228/9dca2c47bb8cea577b44919b9b7b1d687e37bbb0.jpg"][TAG-150][/p][p][/p]

1.3 Actual Gameplay Impact

[p]These new features change both local survival and global exploration:[/p]
  • [p]Global map exploration is now more exciting and unpredictable. Will you find a fruit-rich paradise or struggle through a barren rocky cluster?[/p]
  • [p]Starting clusters can now be tailored to be truly challenging. Want a hardcore run? Start in a cluster full of small mangrove islands and see how long you can last.[/p]
[p][/p]

1.4 Future Game Impact

[p]These systems are foundational for future prescripted Challenges, coming in mid-term updates. Combined with customizable weather, they’ll allow us to create a wide range of easy to brutally difficult scenarios tailored for all player skill levels.[/p][p][/p]

[p]For the first time, every journey across the sea becomes a gamble of survival or abundance—no two clusters will ever feel the same again. With specialized biomes and unpredictable island distributions, each new map brings fresh strategic challenges and surprises, forcing players to adapt, explore, and rethink survival from the ground up.[/p]

[p][/p]

2. Customizable Starting Cluster

[p]The Starting Island Customization screen now lets you:[/p]
  • [p]Control the major island type in your starting cluster[/p]
  • [p]Define the distribution profile (size & amount of islands)[/p]
[p]Or simply stick with the full random generation via checkboxes. The choice is yours![/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/30166228/1da29f66885ef110a5c64eb3bb9aec1c7e145178.jpg"][TAG-210][/p][p][/p][p][/p]

[p]Survival begins with choice. Craft your own starting challenge and shape the story you want to live. Whether you're looking for a relaxing, balanced setup or a brutal, unforgiving start, the new cluster customization gives you full control over the type and layout of your starting islands, letting you tailor your adventure like never before.[/p]

[p][/p][p][/p]

3. New Farmer Role

[p]Want to survive solely on crops and fruits from the very beginning?[/p][p]Try the new Farmer role, which boosts your Gardening skill, meaning:[/p]
  • [p]Higher crop yields[/p]
  • [p]A fresh new playstyle focused on agriculture and sustainability[/p]
[p][/p][p]This update brings depth, diversity, and challenge to every session. Whether you're a seasoned explorer or a crop-growing survivalist, there's something here for you.[/p][p][/p][p][/p]

[p]When the land becomes your lifeline, every seed you plant is a step toward mastering nature itself. The new Farmer role empowers players who prefer a sustainable, self-sufficient path from day one—boosting gardening skills and crop yields, it opens up a whole new way to survive and thrive off the grid.[/p]

[p][/p][p][/p][p]Thanks for playing, and stay tuned for even more exciting updates soon![/p][p][/p][p]We would like to thank you for your support, bug reports and feedback. [/p][p]Peter, G4GTeam[/p]

Hotfix 0.66.0.1 and 0.66e.0.1

Hello Survivors!



A new Hotfix 0.66.0.1 and 0.66e.0.1 is available!

Changelog:

  • Fixed: Collectible chests and boxes on sunken ships sometimes not spawning or disappearing (fix takes effect when starting a new game)


We would like to thank you for your support, bug reports and feedback.

Peter,
G4GTeam

0.66: New Debuffs, Skills, Roles and news about Creative Mode

Patch 0.66.0.0

Hello Survivors!



Before we talk about the new features, we'd like to briefly remind the community about the important Raft Physics fix, that kept us busy the majority of 2024.

We've linked the respective Announcements below, for you to read more about it.

So far, we dedicated the majority of our efforts to working behind the scenes, focusing on enhancing the game’s overall stability and tackling long-standing bugs that had been lingering for months. Our goal was to ensure a smoother, more polished experience by refining core mechanics, optimizing performance, and resolving persistent issues. As a result, the game is now more stable, reliable, and ultimately more enjoyable for all players.



Now let's talk what's new in store with this update.

New Passive Debuffs


A passive debuff is a negative effect that happens automatically due to environmental conditions or player status, rather than being triggered by a specific action.


The core mechanics behind these "hidden" debuffs have been in the game for a long time, but they weren’t clearly visible to players. We've completely reworked the code to integrate them with the new Buff/Debuff system. Now, they are displayed on the HUD and stats page, giving you better insight into your character’s condition. This should make it easier to identify what’s causing health loss and help you take the right steps to survive another day.

New Skills


Triangulate, Sextant, and Looter are now available on the Skills page. As you progress, these skills will make their respective actions easier to perform.



Example for Sextant usage (Technical - Simplified)



Level 0

  • To get an accurate measurement, you'll have to perform the measurement within 2 hours from noon and your mirror offset by 10 degrees.

Level 4

  • To get an accurate measurement, you'll have to perform the measurement within 2.8 hours from noon and your mirror offset by 14 degrees.

Level 7

  • To get an accurate measurement, you'll have to perform the measurement within 3.4 hours from noon and your mirror offset by 17 degrees.


In short: The higher your skill, the easier it is to get accurate measurements in less-than-ideal conditions.



New Roles


We've introduced new roles to enhance your gameplay! Survivors get a balanced experience, Builders craft, repair, and dismantle more efficiently, Explorers navigate faster and use tools more accurately, while Looters find more valuable items.



Survivor


This role is the standard role, with a balanced mix of all skills. This is how the devs intended the game to be played. This was called "Normal" before this update.

Builder


As a builder you will be able to craft, build and repair items more easily, and when dismantling stuff you'll get more resources back.

Explorer


As an Explorer you'll be able to paddle faster, triangulate islands that are further away, and you'll be able to get an accurate reading with the Sextant even when the time of day is not exactly 12:00 noon.

Looter


As a Looter you will find more of the useful stuff in lootable chests.

For now, roles provide a head start in certain skills. In the future, they will also grant exclusive blueprints or knowledge automatically, while other players will need to find, loot, or study to unlock them.

With the new roles we aim to create a more diverse gameplay experience!



What we are working on next


Alongside various improvements and fixes, the next update will primarily focus on:

  • Roles expansion

    • Farmer
    • Hunter

  • New Game Mode: Creative
  • Illness and Cure System
  • New Island Type


We would like to thank you for your support, bug reports and feedback.

Peter,
G4GTeam

New Debuffs, Skills, Roles and news about Creative Mode

Patch 0.66e.0.0

Hello Survivors!



Before we talk about the new features, we'd like to briefly remind the community about the important Raft Physics fix, that kept us busy the majority of 2024.

We've linked the respective Announcements below, for you to read more about it.

So far, we dedicated the majority of our efforts to working behind the scenes, focusing on enhancing the game’s overall stability and tackling long-standing bugs that had been lingering for months. Our goal was to ensure a smoother, more polished experience by refining core mechanics, optimizing performance, and resolving persistent issues. As a result, the game is now more stable, reliable, and ultimately more enjoyable for all players.



Now let's talk what's new in store with this update.

New Passive Debuffs


A passive debuff is a negative effect that happens automatically due to environmental conditions or player status, rather than being triggered by a specific action.


The core mechanics behind these "hidden" debuffs have been in the game for a long time, but they weren’t clearly visible to players. We've completely reworked the code to integrate them with the new Buff/Debuff system. Now, they are displayed on the HUD and stats page, giving you better insight into your character’s condition. This should make it easier to identify what’s causing health loss and help you take the right steps to survive another day.

New Skills


Triangulate, Sextant, and Looter are now available on the Skills page. As you progress, these skills will make their respective actions easier to perform.



Example for Sextant usage (Technical - Simplified)



Level 0

  • To get an accurate measurement, you'll have to perform the measurement within 2 hours from noon and your mirror offset by 10 degrees.

Level 4

  • To get an accurate measurement, you'll have to perform the measurement within 2.8 hours from noon and your mirror offset by 14 degrees.

Level 7

  • To get an accurate measurement, you'll have to perform the measurement within 3.4 hours from noon and your mirror offset by 17 degrees.


In short: The higher your skill, the easier it is to get accurate measurements in less-than-ideal conditions.



New Roles


We've introduced new roles to enhance your gameplay! Survivors get a balanced experience, Builders craft, repair, and dismantle more efficiently, Explorers navigate faster and use tools more accurately, while Looters find more valuable items.



Survivor


This role is the standard role, with a balanced mix of all skills. This is how the devs intended the game to be played. This was called "Normal" before this update.

Builder


As a builder you will be able to craft, build and repair items more easily, and when dismantling stuff you'll get more resources back.

Explorer


As an Explorer you'll be able to paddle faster, triangulate islands that are further away, and you'll be able to get an accurate reading with the Sextant even when the time of day is not exactly 12:00 noon.

Looter


As a Looter you will find more of the useful stuff in lootable chests.

For now, roles provide a head start in certain skills. In the future, they will also grant exclusive blueprints or knowledge automatically, while other players will need to find, loot, or study to unlock them.

With the new roles we aim to create a more diverse gameplay experience!



What we are working on next


Alongside various improvements and fixes, the next update will primarily focus on:

  • Roles expansion

    • Farmer
    • Hunter

  • New Game Mode: Creative
  • Illness and Cure System
  • New Island Type


We would like to thank you for your support, bug reports and feedback.

Peter,
G4GTeam

Hotfix 0.65.2.3 and 0.65e.2.3

Hello Survivors!



A new Hotfix 0.65.2.3 and 0.65e.2.3 is available!

Changelog:

  • Fixed: Attaching raft base under an open door on raft causing the raft to submerge or launch into the air
  • Fixed: Detached raft base is not colliding with the rest building objects on the raft
  • Fixed: Too small font size in Island/Cluster rename screen after game load


We would like to thank you for your support, bug reports and feedback.

Peter,
G4GTeam

Hotfix 0.65.2.2 and 0.65e.2.2

Hello Survivors!



A new Hotfix 0.65.2.2 and 0.65e.2.2 is available!

Changelog:

  • Fixed: Attached object on Raft sometimes shifted to the center raft object after save
  • Fixed: Attached Anchors are shifted after load and cause the raft to move around uncontrollably


We would like to thank you for your support, bug reports and feedback.

Peter,
G4GTeam

Hotfix 0.65.2.1 and 0.65e.2.1

Hello Survivors!



A new Hotfix 0.65.2.1 and 0.65e.2.1 is available!

Changelog:

  • Fixed: Objects attached to the raft base sometimes shifted when adding or removing raft base modules.
  • Fixed: Attached objects sometimes shifted after loading a game where raft base modules had been added or removed.
  • Fixed: The raft sometimes jumped or shifted when adding or removing raft base modules.
  • Fixed: Building objects on the raft base sometimes shifted after adding or removing raft base modules.
  • Fixed: Players could sit on the floor while swimming.
  • Fixed: Players could sit on the floor without actually standing on it.


We would like to thank you for your support, bug reports and feedback.

Peter,
G4GTeam

No more Submarine and Flying Rafts - P2

Patch 0.65.2.0 & 0.65e.2.0

Hello Survivors!



Part II addresses fixes related to all the building modules placed on the raft. Read more about the Part I fix here.


With this, the major issues affecting raft physics have finally been patched! With the release of Part 1 and Part 2 of our raft physics fixes, we’ve worked hard to make sailing smoother, more reliable, and a more enjoyable part of your survival journey. We truly appreciate your patience and support throughout this process. We hope these improvements enhance your gameplay, and as always, we welcome your feedback to keep making Escape the Pacific even better!



In addition to the raft physics fixes, we’ve also made significant improvements to the blueprint preview aiming and placement mechanics. Building structures should now feel much more intuitive and precise, making it easier to align, position, and place modules exactly where you want them. These refinements ensure a smoother construction experience, allowing you to focus on creativity rather than frustration. Let us know how the improvements feel, as we’re always looking to fine-tune the system even further!

Important - Incompatible saves



We’ve been closely investigating the raft issues that some of you have reported, including missing anchors and wild, uncontrollable rafts. After extensive testing, we’ve identified the root cause: an internal ID related to the raft base wasn’t properly initialized in certain cases. This issue likely stems from an older raft management system, particularly when adding, removing, or significantly altering the raft’s structure.

To fix this, we’ve implemented a safeguard that corrects this ID when loading a save, ensuring that all future saves will work as intended. However, this fix cannot repair existing saves where objects have already been attached incorrectly. This means that older saves affected by this bug will unfortunately remain unstable, leading to potential issues like rafts "flying" or behaving unpredictably.

What does this mean for you?



  • This fix ensures that from now on, raft physics and saves will be stable.
  • However, old saves that were affected by this bug will not be compatible with the latest fix.
  • We kindly ask all players to start a fresh new game to enjoy the improved raft mechanics.

This glitch appears to affect only 1-2% of players, but while rare, it is completely game-breaking for those impacted.

We know this is frustrating, and we sincerely apologize for the inconvenience. Unfortunately, save incompatibilities can sometimes happen in Early Access as we refine core mechanics. We truly appreciate your patience and support as we continue making Escape the Pacific the best survival experience possible.



Changelog


[expand type=details expanded=false]

  • Fixed: Freely placed objects colliding with Building objects on Raft causing the raft to submerge or launch into the air
  • Fixed: Walking into or hitting Building objects on Raft causing the raft to submerge or launch into the air
  • Fixed: Walking into or hitting Objects attached to Building objects on Raft causing the raft to submerge or launch into the air
  • Fixed: Stepping on or jumping onto Ramps on Raft causing the raft to submerge or launch into the air
  • Fixed: Sails colliding with Building objects on Raft causing the raft to submerge or rocket into the air
  • Fixed: Rudder colliding with Building objects on Raft causing the raft to submerge or rocket into the air
  • Fixed: Jumping and hitting the Roof on Raft causing the raft to submerge or launch into the air
  • Fixed: Attaching Objects to Building objects on Raft causing the raft to submerge or launch into
    the air
  • Fixed: Opened doors & Windows colliding with other objects on Raft causing the raft to submerge or launch into the air
  • Fixed: Building modules on Raft colliding with Sails, Rudders, Sail masts causing the raft to submerge or launch into the air
  • Fixed: Not released Anchor sometimes disappears after game load
  • Fixed: Released Anchor sometimes causes the raft to submerge or launch into the air after game load

  • Changed: Improved Blueprint Preview aiming and placing for Pillars on raft
  • Changed: Improved Blueprint Preview aiming and placing for all vertical building modules (Walls, Door & Window modules) on raft
  • Changed: Improved Blueprint Preview aiming and placing for Side-beam frames on raft
  • Changed: Improved Blueprint Preview aiming and placing for Floors & Roofs on raft
  • Changed: Improved Blueprint Preview aiming and placing for Ramps on raft



Sailing has been significantly improved for a smoother experience. If you encounter any additional bugs, please don't hesitate to report them.

We extend our gratitude to all community members who assisted in identifying these persistent issues, with special thanks to Valcus for providing invaluable insights into troubleshooting many issues along with the glitches affecting rafts.

We would like to thank you for your support, bug reports and feedback.

Peter,
G4GTeam


No more Submarine and Flying Rafts - P1

Patch 0.65.1.0 & 0.65e.1.0

Hello Survivors!



We have exciting news!

We've identified the root cause of the Flying Raft or Submarine Raft bug, which has disrupted sailing and immersion in EtP. After receiving numerous bug reports and troubleshooting with your help, we're now 100% confident that the issue is fixed. In 2024 we focused mainly on fixing this one, and we're happy to present it to you.

We’ve successfully reproduced the bug and implemented a solution that works every time. Say goodbye to Flying and Submarine Rafts!



To speed up the release, we're rolling out the fix in two parts. Part I (this one) addresses issues with common objects attached to the raft base (chests, boxes, bird cages, drying racks, beds, tables, stools) and sailing tools (rudder, sail mast, sail, anchor).

Changelog


[expand type=details expanded=false]

  • Fixed: Freely placed objects sliding or falling off the raft while sailing
  • Fixed: Freely placed objects colliding with attached objects, causing the raft to submerge or launch into the air
  • Fixed: Rotating rudder handle colliding with other objects, causing the raft to submerge or rocket into the air
  • Fixed: Stepping on or jumping onto attached objects, causing the raft to submerge or launch into the air
  • Fixed: Walking into or hitting attached objects, causing the raft to submerge or rocket into the air
  • Fixed: Walking into or hitting the rudder, sail mast, or sail, causing the raft to submerge or launch into the air
  • Fixed: Lowering sails to the ground and colliding with the raft, causing the raft to submerge or rocket into the air
  • Fixed: Lowering sails to the ground and colliding with freely placed objects, causing the raft to submerge or rocket into the air



These fixes may seem straightforward, but identifying and resolving them was a real challenge. Coding complex game mechanics is no easy task, and it took a lot of effort to track down and fix these issues.

We appreciate your patience as we worked through them!


-- Peter



Part II will address fixes related to all the building modules placed on the raft. While we’re confident that we've resolved the sinking/flying raft bug when colliding with attached items, you may still encounter issues when colliding with building modules (such as walls, ceilings, stairs, etc.). Please bear with us until Part II is released for the complete fix.

In the meantime, enjoy the first stage of the fix, and feel free to share your feedback with us!

We would like to thank you for your support, bug reports and feedback.

Peter,
G4GTeam

Hotfix 0.65.0.7 and 0.65e.0.7

Hello Survivors!



A new Hotfix 0.65.0.7 and 0.65e.0.7 is available!

Changelog:

  • Fixed: Half Pillar Wind indicator occasionally failing to display the correct wind direction or speed
  • Fixed: Fast time mode started in Sailing UI doesn't stop after the Fast Sail UI was opened and closed
  • Fixed: Missing complete statistics about Salmon in inventory in Details
  • Fixed: Displaying unnecessary/wrong Quality info for Spoilt meal in Inventory
  • Fixed: Missing Smoked Meal statistics in Inventory
  • Fixed: Displaying unnecessary/wrong Quality info for Spoilt meal in HUD
  • Fixed: Fast time mode started in Sailing UI doesn't stops after the Sailing UI is closed by Messages


We would like to thank you for your support, bug reports and feedback.

Peter,
G4GTeam