Hi all! This is a small update with the fixes of the issues that were identified as most annoying for players over the recent weeks. And fixable quickly! Meanwhile, we are already working on the next big update, which will include some exciting improvements!
Bug Fixes and Improvements
Fix module sub-icons not clearing from inventory slots.
Fix items in gifting not triggering item info on hover.
Add travel menu controller navigation.
Add a waiting UI to the travel time skip. Previously, fast forward was initiated for the travel time depending on the distance, and the acceleration could continue even after teleportation.
Fix the item modification error when holstering a weapon that will be stacked with the one being modified.
Fix issues with the quest "Lost Friend".
As always, let us know if anything prevents you from enjoying the game, and we will try to address it ASAP! Thanks for you support!
Hotfix 0.74.1.0
We are excited to announce the release of Hotfix 0.74.1.0, which includes several improvements and critical fixes based on recent feedback to enhance your gaming experience. Here’s a detailed list of what has been addressed in this update:
Corrected max delimiter count when removing items from gifting
Fixed characters without stagger animations collapsing
Moved holster to RB hold for controller, fixing its hold activation conflict
Ensured doors close after the player too
Addressed issues in the quest "Lost Friend"
Fixed minor drone navigation issue
Fixed consume not overriding dialog animation
Corrected curious dialog logic exiting upon smoke gifting
Fixed wrong combobox sizes upon screen resize
Ensured button hints resize appropriately
Many minor and invisible issues, or those that happen rarely, may not be noticeable to the gamer
We appreciate your patience and support as we improve the game. Enjoy the updated experience and happy exploring!
Build 0.74 is Live!
Greetings, space cowboys! It's been some time, and we're thrilled to bring you news about the latest Exoplanet: First Contact update. This update is all about enhancing gameplay features, level design, and optimization, with less focus on the narrative. Additionally, we've included a much-anticipated feature—gamepad support! Let's get started.
For those still playing Build 0.73: With the release of 0.74, all saves from 0.73 will no longer be compatible. To accommodate players who want to continue using their existing savegames, we have created an additional branch on Steam. To access it, right-click on the game in your library, select "Properties," go to the "Betas" tab, and choose "update_073_compatible." No password is required. This way, you can continue your previous savegame.
Take Full Control
One of the most anticipated features is gamepad support. We know many players find this method of gaming convenient, and while Exoplanet: First Contact is currently a PC-exclusive, we've ensured full support for the most common controllers from modern console manufacturers. Older versions of Xbox and PlayStation gamepads, including those from third-party manufacturers, should also work seamlessly.
To enhance your gamepad experience, we've implemented focus and aim assist systems. Even our developers who usually stick to keyboard and mouse found themselves impressed with the results. We've worked hard to create a convenient default control scheme by analyzing similar modern games, but players will be able to customize the controller configuration to their liking.
We plan to do extensive testing with experienced gamepad users (that's you!) and address any issues. We're also working on additional features like touchpad gestures, adaptive triggers, and various types of vibration.
After playing the new build on different gamepads, we're excited to utilize the capabilities of these devices fully. We're interested in your feedback on possible gyroscope support in Exoplanet, and whether you think we should support speakers and built-in microphones on compatible devices. Let us know in the comments!
Adopt a “Healthy” Routine
One of the key features bringing the game world to life is Daily Routines for NPCs. We've developed our own toolkit to implement this aspect. These routines aren't just cosmetic; they're an essential narrative element. By observing characters' work, rest, and other activities, you'll better understand their lives and how to interact with them.
Now you can lunch with Lockjaw and his companions, run around the camp with the feisty Sneaky, or find the best time to check out their living quarters if you're that kind of player. Named characters now have varied routines, and our work won't end there. Eventually, even extras and some monsters will have meaningful behaviors.
Got Bullets = Got No Problems!
What if you run out of bullets on a desert planet? Craft them yourself! Jack can now use his Tech skill to unlock recipes for different types of ammo, including advanced ones effective against specific targets.
Crafting changes in build 0.74 don't stop at ammunition. Jack can now create useful consumables like healing tinctures or antidotes from ingredients found in the world. Many seemingly useless items can also be disassembled into crafting ingredients or sold.
Say No to Stripes
We have received feedback on multiple occasions that transparent stripes on certain elements of the graphic interface could lower the readability of the text. After conducting comparative tests, we decided to remove these stripes from text in many windows and fields.
This change makes icons more vivid and texts easier to read. While some stripes remain for non-critical elements to retain the retro-tech feel, please let us know if the new visuals are easier on your eyes or if you prefer the old design?
Holy Moly, What the...?!
Introducing poison-spitting crucas! Jack can no longer sit on a ledge out of their reach and shoot them like fish in a barrel. Any traveler on K'Tharsis knows it's better to have an antidote and not need it than the other way around. This is the first iteration of special attacks with ranged projectiles for monsters. Ultimately, we want mobs to be capable in ranged combat and have abilities that reflect their alien biology. Crucas is the first test subject in this evolution.
A Cushy Job
While polishing the main storyline, we're adding small side stories to the game's world. These quests reveal the lives of ordinary settlers and provide a moral choice or require ingenuity to complete successfully. Jack won't find easy money on K'Tharsis.
One such quest, starting with a notice on the board in the Outcast Outpost, lets you help a complex individual overcome a bad habit—or not. We'll be adding more quests like this in future updates.
A Thousand Little Bits and Pieces in Sound Design
Our sound engineers have introduced effects for most interface elements, enhancing the immersive experience. Striking the right balance, these sounds are expressive yet not overwhelming, harmonizing with the game's style. New sounds have been added for interactive objects and mechanics, including climbing ropes, ladders, finishers, choking targets, melee attack shouts, and picking up bone objects. We've also designed sounds for new features like the spitting crucas.
New Outfits
Several new clothing sets have been added, enhancing NPC visuals. Hats and accessories can complete a stylish look, whether you're a sophisticated gentleman, a hardworking farmer, or a desert raider. Some NPCs now dress to better match their characters and occupations.
Changes and Improvements to Locations
The Scalphunter faction's camp has been revised and polished. Emphasizing their nomadic and traditional lifestyle, the camp now uses more natural materials, with individual structures gaining more detail.
The camp has undergone some minor restructuring and changes in the appearance of the tents for better navigation. For example, the shaman's tent is now easier to spot from the outside and inside, there are more characteristic cult features.
A new Fast Travel point is located next to Rusty Nails shack. Safe zones have been added at key locations where players can rest and sleep.
Other improvements include:
Enhanced points of interest in the large desert
Updated visual appearance of the Leviathan
Added more stealth bushes
General polishing throughout the game
Additional stealth bushes
General polishing everywhere
Tech & Engine
We've focused on optimization in this update. Most players should notice significantly improved FPS, up by 30% or more depending on their PC configuration. We'll continue to improve performance, so let us know if you encounter any issues.
In the options, you can now set an FPS limit to prevent GPU overload, especially in menus. The default limit is set to 90 FPS, but you can customize this in the settings.
Many players, especially streamers, prefer playing without a window frame when not in full-screen mode. Now, they have that option.
Previously, if players alt-tabbed or clicked a lot during loading, the game window could turn gray and appear as Not Responding, causing confusion and process termination. Now, the game window functions normally during loading. We also fixed several small bugs related to screen mode switching (windowed to fullscreen etc.).
P.S.
Stranger finally got his stylish hairstyle back!
-------------------------------------------------------------------------------------------------------------- That's it for now—we hope you enjoy the update! Share your feedback, report any issues, and join the discussion on Discord. Until next time, space cowboys!
First off, we want to share a big thank you for your feedback on our recent update.
We've been truly inspired by your positive comments and we're buzzing with excitement to tackle the new issues you've helped us uncover. They're opportunities for us to make the game even better. We're always amazed at the many nuances and unique ways to play the game. Even with our small team, we're giving our all to cover as many scenarios as possible. To keep the development ball rolling while ensuring a constant rise in quality with each iteration, we've teamed up with external partners to help us with the QA process.
On another note, our team is fully immersed in working on the next update, which is set to introduce some thrilling features that we're sure you'll love. However, we don't want any existing issues to hang around until that major update. So, we've whipped up a new hotfix packed with improvements and critical fixes.
Combat and Gameplay Fixes:
Fix the kick perk's damage registering multiple times.
Repair the issue of NPCs randomly consuming items, interrupting other animations, and unequipping weapons.
Resolve the issue of weapons unequipping during daily routines.
Improve drone combat.
Correct the issue of not receiving kill experience.
Fix the NPC fear state not functioning correctly.
Correct the wrong enemy orientation after strafing.
Enable auto holstering of weapons upon entering scripted animation.
Interface and User Experience Fixes:
Address the instances where the character window closes without closing the inventory.
Rectify the game freezing when item info appears at the cursor position.
Fix resolution combobox click inaccuracy.
Quests and NPCs Fixes:
Fix the issue of the Herbalist not teaching when diplomacy is greater than 2.
Resolve the Lockjaw not progressing Asymmetric Warfare issue.
Fix instances where NPCs cannot reach the interaction position.
Address situations where NPCs refuse to exit interaction for quest tasks.
Rectify the issue of Military Ruse cutscenes not equipping weapons.
Items and Inventory Fixes:
Replace the "dog" label with "Erg Hound".
Add money to Rusty Nails' trade inventory.
Correct the Abori bat handle description and label.
Sound and Animation Fixes:
Correct the endless scanning bug.
Correct the issue of all sounds stopping in some quests and cutscenes.
Navigation and Movement Fixes:
Rectify animals getting stuck in the jumping state.
Fix minor bugs in the navigation system.
We're so grateful to have you with us on this incredible journey! We can't wait to deliver a fantastic game that we hope you, and many new players, will absolutely love!
Please join our Discord to say hi, share what you like or hate about the game!
BUILD 0.73
Hello, space cowboys!
We are excited to tell you that update 0.73 is ready! We have put in a ton of work and made numerous changes to make your gaming experience even better. As usual, we're eager to hear your thoughts in the comments and on Discord. Now let's take a look at the changes awaiting you in the game.
The role-playing system underwent a significant overhaul — we've invested a lot of effort into adding systems that will diversify the ways to solve quests, increase replayability, and give you the chance to personalize your character. Thanks to numerous skills and the new perks system, your character will become even more unique. Additionally, in dialogues, there will be significantly more reactions through which you can shape your character's personality — depending on your responses, events will unfold in sometimes completely different ways!
We've introduced energy shields into the game. All drones and characters with maximum resource access — Garry, Clinta, and Eric Kraven — will have them. The best way to deal with these shields is to use energy weapons, and the best way to acquire such a weapon is to snatch them from your opponents. In future updates, players will not only be able to obtain powerful boomsticks but also acquire or craft energy shield gadgets for their personal use.
NPCs now behave more realistically in ranged combat: enemies will shoot faster, but the accuracy of their shots will decrease accordingly. Hostile shooters will behave more naturally, taking pauses before aiming. Animal attacks will also see some changes – now they will persistently pursue their prey and can block or parry attacks in combat.
On the Edge, there are now bushes that help Jack move stealthily right behind enemy backs. If he's moving openly, characters will turn towards him as he approaches.
Jack's got something new – a mushroom grenade! Just collect gas mushrooms and throw them to the enemies to poison them before the fight even starts. The grenade not only explodes but also releases a toxic cloud around it. There is a new trick available for a gunslinging hero in the game: he can aim for the NPC's helmet and shatter it into pieces with a number of well-placed shots.
In addition to the updated crucas and the hound, new types of alien beetles will appear in the game. Now, Jack will have to fend off not only ground creatures but also flying ones. Some beetles will even change color depending on the habitat.
We've revamped the approach to character pathfinding and their interaction with objects. Now, they'll move between points more naturally, following the most logical paths. We've also taught characters to organically find their way to their goals, interacting with obstacles such as opening doors, squeezing through crevices, or climbing stairs. Additionally, there are significantly more daily routine options, adding a lively touch to Edge!
LEVEL DESIGN
Our level designers have made numerous changes and improvements to the Edge territory, ranging from the introduction of new zones to enhancements in fine detail. The most significant change is the expansion of the desert. Now, you'll have more places to explore, and in the new lands, powerful mobs will challenge you. We've also added a new cave – you can explore it almost immediately after the tutorial with A.N.N.A. In addition to valuable loot, you can find renewed crucases there. Be sure to let us know how you like the updated desert — we continue to work on this area and would love your feedback!
All the old trees have been replaced with new models. Now they look much more alien and better fit the biome. By the way, you can start enjoying the new savanna views much faster — there's a direct road to the mining town now, whereas before, a chasm blocked the way. When you get through the crash-landed Leviathan spaceship, you'll meet Curious, who will show you the shortcut to the Lucky Hole. Alternatively, you can take a longer road to reach the mining community and explore the distant cemetery or other interesting corners of Edge along the way.
Ropes have now appeared on the Edge, making exploration more interesting and easier while also increasing the number of spots to explore and search for items. We've replaced some ladders with ropes in places where it makes more sense and looks more natural. Additionally, we've enhanced the interiors of the Lucky Hole houses and worked on the design of the Abori tents, which is particularly noticeable in the Scalp Hunter location. The Herbalist now has his own space; along with his apprentice, he settled in one of the vacant houses in the mining town, arranging everything to his liking. Make sure to visit him and find out what he has to offer! Many new hideouts have also appeared in the area, and the bottom of the mine now features an updated swamp.
Many terrain surfaces have been reworked – our aim was to bring as much diversity and naturalness as possible. Now, whether in the desert, savanna, or residential areas, the terrain looks significantly more lifelike.
QUESTS
For the new update, sixteen quests have been revamped! We thoroughly worked on the logic and event content in the game, adding interesting details. Some quests were relocated to new places, providing you with more opportunities to quickly dive into the events happening on the Edge..
Many changes have affected the mining town Lucky Hole. Its storyline has been made more explicit, uncovering the town's past and the characters inhabiting it. Additionally, new significant characters will appear, allowing you to engage in conversations and discover something interesting.
Quests related to the Leviathan, as well as the spaceship itself, will undergo a complete overhaul in future updates. The important change in this build is that now you can navigate through the crash-landed cargo carrier as quickly as possible, thanks to the streamlined layout and changes in quests. Moreover, you can return to exploring the huge spaceship at any time, following the quests you can unlock in the Outcast's camp and mining town. Meta-quests for Scalp Hunters and Outcasts will also appear in the game in a much more comprehensive format. Now, you'll have to work harder to earn the trust of one faction or another.
ANIMATIONS
We've put a lot of effort into animations, improving existing ones and adding new ones. For instance, now our hero will start moving, such as running, in a more natural and pleasant way. Additionally, facial and dialogue animations have been introduced for characters. Now they don't just stand indifferently during the conversation but vividly express emotions.
Various existing animations for combat, NPC daily routines, and animal behavior have also been improved. Some mobs, like the new crucas, now attack with jumps, making their assaults much more impressive. So, the new aiming animation for the hero will come in handy!
SOUNDS
The sound of the Exoplanet has significantly improved in this update and deserves a special mention. We've made targeted changes in combat sound effects, animal vocalizations, and the musical backdrop. We've delved into details in previous articles, such as how bullet impact sounds now vary based on where the bullets hit—whether it's sand, rocks, or walls. It's also worth noting that the new mobs introduced in the update have received fresh sound assets. One more notable addition is the combat tracks: during combat, the music will shift to a more dynamic tune, adding an extra layer of intensity to the battles.
OTHER
We've brought several significant GUI windows into a consistent and fully functional format. Additionally, we've increased the number of slots for quick saves and autosaves—providing five slots for each. Autosaves now happen more frequently and are named based on the quest phase they occur in.
That's all for now—we hope you enjoy the update! Feel free to let us know how you feel about the changes, and if you encounter any issues, don't hesitate to report them in the comments, start discussions, or reach out to us on Discord.
Until next time, space cowboys!
PLANET K’THARSIS
Hello folks!
We continue to tell you more about the world of the game and now we’d like to pay more attention to the planet K’Tharsis. In the previous post dedicated to the setting we deepened a bit into the history of the planet, and this time we want to share how exactly it was discovered and why it has such a motley population.
A bit of history
K’Tharsis would remain a wild planet forever but for captain Brennigan who had to make an emergency landing on an unfriendly looking planet. A precious mineral called antigravium brought fabulous riches to the captain, but he hardly managed to use them. Very soon the poor guy was found tortured to death in his new villa. And the news about antigravium Klondike spread across the galaxy with the speed of light.
K’Tharsis became the most desired aim of adventurers of all kinds including criminals and outcasts. Right after them the planet was invaded by corporations, and the biggest of them was called Terraform. To get antigravium these people never hesitated to resort to violence, having no mercy both for people and for kvargo — native population of the planet.
Kvargo was a great race that once degraded after the cataclysm. They were quite controversial about people who came to their planet. Some part of them believed that if they possessed human technologies, they could restore the greatness of the past. Others suspected that people from the stars would bring only suffering, so they had to go back home.
Nobody knows how far this confrontation could go. But suddenly the war in the galaxy makes most of the corporations go home — the planet becomes cut off from civilized worlds. Besides, the antigravium has almost come to an end, so most corporations leave the planet without any remorse.
Who inhabits K’Tharsis?
Kvargo, separated into multiple tribes. Most of them do nothing but small robberies, but two tribes — Outcasts and Scalphunters — are still trying to restore their former greatness. The first ones are trying to study and adapt human technologies, and the second ones are devoted to their gods and want to cope on their own.
Miners, who believe that their business will come alive again — and Garry is a bright representative. Such guys don’t leave hope to get their business to life — though they hide it behind the rudeness and cynicism.
Mercenaries, bandits and smugglers who hide from the police and bounty hunters in the grey zone.
Simple inhabitants, people and abori, who didn’t manage to get away on time — or who didn’t have such opportunity. Somebody just tries to start from scratch. Others want to escape from the shadowy past and are ready for everything to keep their secret safe.
Terraform corporation, much smaller now, but still quite powerful to reckon with it. It’s not that famous in some distant places like The Edge, but the situation will be different in bigger settlements.
That’s why one of the biggest dangers is the inhabitants of K’Tharsis who used to live according to the laws of the frontier. And that’s why you have to keep your eyes open. But you can find an approach to any of the factions if you are attentive enough.
At the moment in the game you can see only a small part of K’Tharsis history — it’s not very easy to show such a considerable lore through the exploration of the world. But we work on it step by step adding more and more elements revealing the history of K’Tharsis. And what would you like to know about K’Tharsis? Write in comments and make sure to drop by our Discord to discuss the game and just chat!
See you on K’Tharsis, friends!
CUTSCENES
Hello, space cowboys!
Today, we'll talk about one of our most vibrant storytelling elements — cutscenes. We'll also discuss what guides us in creating them, the tools we use, and the challenges we face.
When designing cutscenes for the game, we adhered to several principles, with the first being the principle of necessity. The primary goal is to simplify the player's understanding of what's happening — conveying information without lengthy dialogues, helping to assess the situation, or finding a secret passage.
Secondly, it's often easiest to reveal the personality, motives, and emotions of characters in cutscenes. They allow us to showcase the seriousness of a situation or emphasize the dramatic nature of a moment — as seen, for example, in the escape of Scalphunters leader’s favourite arphant.
And, of course, cutscenes are an additional opportunity to showcase beautiful panoramas of K'Tarsis from interesting perspectives!
Creating cutscenes is a rather labor-intensive process. We work with them directly in our own engine, using standard assets. However, the process requires meticulous directing, partly echoing the daily routine assignment process. In addition to that, we work with lighting, perspective, speed, and many other settings.
The drawback of such an approach is the time-consuming nature. Despite our efforts to use a minimal amount of resources and not make cutscenes overly complex for the sake of cinematic quality, directing one episode in the game engine can take up to three to four days and involve numerous tests — selecting angles, lighting, camera movements, and much more. However, the ability to quickly, vividly, and clearly convey the story to the player is definitely worth it!
Nevertheless, we do everything to streamline the cutscene creation process. For this purpose, we're developing special tools that significantly reduce the workload. For example, processes like simulating shots and hits on an object, playing footstep sounds in corresponding animations, and much more are automated.
When creating cutscenes, we aim to make them dynamic and concise, showing only what is essential. Due to the time-consuming nature of their production, we prioritize elements that are crucial for better unfolding of the game events. We plan to release several more cutscenes. Perhaps, you would like to see specific moments in them? Feel free to share your preferences in the comments and on Discord — and see you soon on K'Tarsis!
Previously, we focused on gameplay, level design, and quests, but now we're redirecting more efforts towards exploring the game's setting, which is planned for upcoming updates. So, we would like to tell you more about the world of Exoplanet, the planet Jack finds himself on, and the laws that govern it.
What does the planet K'Tarsis look like?
Exoplanet is a game set in a space western setting, where the action takes place on an abandoned planet ravaged by corporations. Here, you can find both high technology, like on a crashed spaceship, and makeshift tents made of hides and bones, as in the Scalphanter camp.
We faced numerous challenges regarding the balance of future technologies and elements that depict K'Tarsis as a backward planet. This was a crucial process to recreate the atmosphere of the frontier, where gray morality and lawlessness prevail. At the same time, it was important to consider how high-tech elements would manifest. For example, a broken terminal appeared in a mining town that Jack will have to repair. The ship contained parts that helped one Abori faction defend themselves against another. However, overall, despite the action taking place in the future, the emphasis is more on abandonment than high-tech.
It was the space western genre that seemed most suitable to us for revealing the conflict between more advanced worlds and the periphery. In the midst of this conflict is a space cowboy, used to working alone and not caring about those around him. Will he change when forced to immerse himself in the problems of the semi-abandoned planet?
A bit of history
K'Tarsis was colonized several centuries ago during the antigravium fever era. Antigravium is a mineral that was found in the Tarsis system many years ago. The planet under the letter K was supposed to become the new Klondike. Corporations waged massive battles for the right to extract antigravium, paying no attention to the local inhabitants, whom they called Abori. However, the Abori were not eager to cooperate either, believing that the newcomers were sent by evil star gods.
After some time, it turned out that there wasn't as much antigravium on K'Tarsis as initially thought, and due to problems in the star system where the planet is located, it was not profitable to travel there at all. So, the corporations completely ceased their operations and left the planet, leaving colonists to deal with the Abori tribes, who had turned against humans. However, humans and the local tribes managed to come to an agreement and establish not laws but at least some rules. As a result, K'Tarsis is now ruled by gray morality, and our hero will have to make every effort to fit in!
Jack encounters only echoes of the old conflict as he gets to know three main locations: the Outcast Fort, the Scalphanter Camp, and the mining town of Lucky Howl. To get his ship back, Jack will have to choose a new strategy for himself - closely interact with the factions, choosing one of the three strategies we mentioned earlier. However, despite different approaches, none of the factions can be unequivocally judged.
Scalphanters may seem bloodthirsty and cruel, but they have their reasons. Outcasts are trying to build a just society, but how effective are they? Yes, Harry from the mining town is quite a grim character, but what if you engage him in conversation and learn more about his goals? Each faction will reveal Edge's past and its harsh laws in its own way. Each will have its own goals and desires to reclaim what they've lost. And what position Jack takes is up to you!
The world of Exoplanet is a vast topic, so we've only outlined the general picture, but in future articles, we plan to delve deeper into the lore. What would you like to learn more about? About the Abori factions? The history of Lucky Howl? Or the period of K'Tarsis colonization? Write in the comments, and we'll be sure to tell you more about it! And drop by our Discord to share your impressions of the game or just chat with the developers!
See you again on K'Tarsis!
NEW MONSTERS
Hello friends!
While the final touches are being made in update 0.73, we would like to introduce you to two new enemies! Previously, we filled the desert and the Edge with the few mobs that were completed. Due to this, the uniqueness of the species might not have been as apparent. However, now that we have more models, we can distribute them according to habitat zones, making the fauna of K'Tarsis look much more logical. Here's what we can tell you about the behaviors and characteristics of the two new animals.
WILD DOG
You can encounter this mob both in the desert and in the savanna, and it will take some effort to deal with them!
The dog is a pack animal, very agile, fast, and maneuverable. Due to the peculiarities of its body structure — especially its long jointed legs — animating it was a real challenge. And now the dog can run, chase prey in accelerated mode, jump on its victim, sniff around, and much more. By the way, the short front paws, with which the animals operate quite well, deserve special attention.
By the way, the dog impresses not only with its quite eerie abrupt movements but also sounds very menacing!
Due to the speed of the dogs, it's unlikely that you'll be able to keep them at a distance for long, so for now, dodging in a jump will be very helpful in fighting them. However, as the combat system is further developed, new, more interesting possibilities will appear.
UPDATED CRUCAS
Remember the chubby lizards clumsily rolling from side to side? Now they will be replaced by a completely new mob — fast, agile, and ominous.
Crucases will still inhabit predominantly dark, damp places — there's plenty of them in dungeons, for example. But they have adapted to the desert just fine, though they tend to stay in the shadow of rocks. These animals are very mobile — they jump a considerable distance and strike with their long front clawed paws. They can also loop, skillfully dodging bullets. The bite of a crucas is poisonous, so it's better to avoid it if possible — or at least stock up on something that can restore health.
The sounds that the crucas makes are particularly impressive in the dark. However, even in the light of day, this mob will make you flinch from surprise! By the way, in the future, we plan to add a long-range attack to the crucas, an acid spit that will need to be dodged. It will also be wise to stay alert when exploring tombs or caves — these animals thrive there in abundance!
That's all bout new mobs! We hope they will impress you when you meet them on the wastness of K'Tharsis, Share your impressions in comments and make sure to drop by our Discord!
DAILY ROUTINES
Hey friends!
Today we would like to explore another complex topic that significantly enriches the world of Exoplanet — NPC daily routines.
We were inspired to give characters daily activities by Gothic, one of the first games to create a world where many characters have minor daily tasks. These tasks correspond to the roles of NPCs on The Edge — guards secure their locations, patrols monitor the territory, and traders scavenge for scraps. At first glance, it may seem simple, but in reality, there are many nuances in designing daily activities that we will discuss further.
Before realizing the need to develop a separate subsystem to handle NPC daily routines, we used quest logic. However, this approach led to many problems — we had to manually consider whether a character is alive or not, whether they are in combat, or if they have moved to another location to participate in a more important quest.
To avoid numerous errors and unnecessary actions, it was decided to develop daily routines within the framework of our artificial intelligence system — the NPC behavior tree. It is a part of the AI responsible for decision-making. Its logic runs several times per second, constantly determining which branch of actions to execute for the NPCs. Based on the results of the evaluation, requests are generated for them, which are handled by another part of the AI.
What does the use of the behavior tree provide?
A convenient environment for developing daily routines:
To avoid numerous errors and unnecessary actions, we decided to develop daily routines within our game engine's editor called "Sahara Engine." This way, it could have access to all game data, simplifying the control of NPC daily routines. Now, we can quickly, easily, and conveniently set time intervals for specific actions, define their priorities, and determine the rules for execution. Thus, the game checks the in-game time first and then the character starts performing the assigned action accordingly. For example, in the morning, abori can scavenge for scrap, talk during the day, and sleep at night.
Simplification of NPC state checks:
By having a unified system, checking the state of characters became much easier, and the number of overlooked situations and bugs in the game significantly decreased. It also became much easier to handle situations where NPC activities were interrupted for various reasons - thanks to the new system, the character simply resumes their task from the beginning. Moreover, the performed task is not a repetitive chain of actions - there are specific branches for each time of day. Therefore, even if the routine is interrupted, the immersion in the game remains intact as the character's behavior always corresponds to the time of day.
Automatic prioritization:
Regular tasks are automatically assigned the lowest priority. The system first checks various aspects, such as whether the character is alive, engaged in a quest, or involved in a conversation with Jack, and only then sends them to perform the task.
By the way, assigning daily tasks also has its own rules and system. Each character is planned to have 2-4 different actions based on their occupation and habits, corresponding to their profession. Some characters have hobbies — for example, growing plants. The behavior of other characters may hint at their dark past. For instance, the Hermit trembles in sleep, haunted by nightmares of the past.
What types of tasks exist in the game?
Behavior of significant characters:
We wanted to create several distinct characters with complex, diverse, and interesting tasks. Their selection was based on their backstory, characteristics, and the timing of their encounter with Jack. Here are a few interesting examples:
Rusty Nails is the first NPC Jack encounters, marking the beginning of his interaction with the Abori race. Therefore, we added as many details to this character as possible. Rusty scavenges for valuables in the trash, attempts to break open a safe, claiming its mechanism is too complex to crack, and goes to sleep at night.
Garry is the owner of an abandoned mine and a broken hoverbike. He roams around Lucky Hole town, converses with the trader Vaga, and occasionally indulges in drinking and causing a ruckus. Sometimes you need to search around the town to find him. By the way, in the daily routine logic, it is taken into account whether Jack completed the quest "Fixing Garry's Old Hoverbike". In that case, Garry's garage will be open, and he will periodically go inside to tinker with the mechanisms.
Mad Miner is one of the most mysterious characters. By his actions you can see, for example, how he threatens old posters of bounty hunters with his fist. A funny fact — to our surprise, the crazy Abori recently started undertaking tasks that nobody assigned to him! He switched from targeting wanted posters to a group of renegade Abori, initially getting himself killed in an attempt to provoke them and then learning to escape. Recently, he started to annoy a nearby grazing cabarog too! We have not yet found the reason for this change, considering it another mystery of K'Tharsis.
Behavior of ordinary NPCs:
Ordinary inhabitants of the world receive simple tasks that correspond to their occupation. However, this guard not only guards the gate but also takes care of watermelons. I wonder what will happen if Jack dares to touch his harvest.
Stranger always performs the same action. After appearing in the game, he can be found sitting near a cliff edge. However, he has a specific goal — why else would he invite Jack to sit with him?
Behavior of animals:
Currently, animals simply wander around their spawn points, but in the future we plan to add more routines to them.
We still have a lot of work ahead of us in assigning routine tasks to characters, and as always, your feedback is crucial. Please share your thoughts on character routines in the comments, and be sure to join our Discord to ask questions, share your impressions, or find out about upcoming updates from the devblog!