Flotsam cover
Flotsam screenshot
Genre: Simulator, Strategy, Indie

Flotsam

Hotfix 0.3.0p3 Released

Hi all!

We hope you're doing well. Before starting the weekend we wanted to post a small hotfix for some lingering issues.
Let us know if it resolves things and enjoy the game!

Patch notes


UI

  • You can now scroll back to previous patch notes.
  • Updated main menu buttons and background.


Performance

  • Improved performance in bigger towns where drifters were looking for new projects.


Fixes

  • Fixed issue where 2 boats would try to moor at the same mooring point.
  • Fixed issue where fishing spots would show on the map, but would not be in the world.

Hotfix 0.3.0p2 Released

Hi all!

After releasing the newest update we've gotten lots of feedback. This has helped us to resolve some performance issues and bugs.
This build is live now and your game will update automatically.

Patch notes


Performance

  • Heavily reduced the length of a lagspike when a drifter could not find a path.
  • Improved pathfinding to generate less lagspikes overall.


Fixes

  • Fixed issue where drifters would get stuck navigating to a landmark or piece of flotsam.
  • Fixed issue where boats could get stuck at landmarks when moving.
  • Fixed issue where the map compass would not point in the right direction.
  • Fixed issue where the clearance of an obstacle would not update correctly, causing drifters to navigate in odd ways.
  • Fixed issue where you couldn't save after a boat got stuck at a landmark.
  • Fixed issue where a mooring point would become unusable when moving to a new location on the map.

World Update OUT NOW!

Ahoy fellow sailors of the seas!

We have the pleasure of announcing the release of our newest big patch, the World Update!

The world update reworks the town-traveling in a major way to open up the game.
Take to the seas with your new townheart, move to any location, grow your own seaweed and more!
If you want to see what all is new, take a peek at the update overview below.

The full patch notes can be found below as well.

[previewyoutube="nIei2MQhmVA;full"]

Thanks to everybody who tested this update on the experimental branch. You helped us shape and tweak the game to its current state, huzza!

We're still working on translating the new parts of the game so some elements might remain untranslated.

Old Savegames


We try to minimize disruptions to existing save-games. Unfortunately that's sometimes inevitable when actively developing the game. In an effort to reduce further disruptions we've reworked the save-system behind the scenes. This means that your old save-games won't work anymore.
As an upside newer save-games will be less prone to breaking. To that end we've updated the warning when loading a save-game to more correctly indicate if the save will still work.

If you want to keep playing with your old save on the older version of the game, you can still do that on a Steam branch with the previous version.

This is how you can enable the previous version of Flotsam. This will only work when you're not in a game:
1. Open Steam Library
2. Right click Flotsam
3. Select Properties
4. Go to tab 'Betas' at the top.
5. Select 'early_access_0.2' in the drop-down.

Change Log


General

  • Overhauled town traveling mechanic completely:
  • Fully zooming out or tapping the map key now brings you to the overworld.
  • The map now shows a view of the greater world where you can search for points of interest and landmarks.
  • Left-clicking on the map view enables you to move to new areas.
  • Townheart is now a ship.
  • Townheart is now equipped with an engine that burns oil to move the town.
  • Townheart engine is damaged at the beginning and must be repaired.
  • Your town now rotates depending on the direction you last moved in.
  • Once you've explored a region, you can move on to the next if you have enough fuel (currently requires 75% of your full fuel capacity). The new area does not have new gameplay associated with it, it is mainly to make the game world infinite.
  • World is now generated procedurally with landmarks grouping in clusters.
  • Updated auto-save interval to be time based. (A new auto-save is made every real-time 10 minutes.)
  • Default graphics quality when starting the game is now 'High'.
  • Drifters with lower health will now prioritize getting food or water, instead of the person on top of the list.


Gameplay

  • Added new constructions:
  • Seaweed Grower: Grows seaweed spores to edible seaweed.
  • Oil Refinery: Converts plastic to oil.
  • Medium Storage Yard: Stores 45 items.
  • Large Drying Rack: Dries 6 items at once.
  • Fish Sticks: Dries 5 fish at once. Fish drying has been removed from the drying rack.
  • Townheart is now a movable ship.
  • Added item:
  • Seaweed Spore: Can be grown in a seaweed grower to edible seaweed.
  • Drifters can now swim to salvage landmarks.
  • Research points can be acquired on salvage landmarks now.
  • Investigating landmarks has a lower priority now
  • You can now cycle through all your drifters with the tab key (adjustable in settings).
  • Showing drifter names has been moved to left alt by default and can now be adjusted in the settings.
  • Workshopping is now below desalinating / cooking assignments by default.
  • The drying rack & fish sticks will automatically queue a recipe.
  • Refined selection on the buildings.


Pathfinding

  • Improved pathfinding thresholds to reduce drifters switching between walking and swimming.


Balancing

    BUILDINGS
    Woodworking shed:
  • FIREWOOD: Increased production time from 14 seconds to 60 seconds.
  • ROPE: Increased production time from 10 seconds to 30 seconds.

  • Increased plastic waste cost from 6 to 12.
  • Decreased dried wood cost from 8 to 6.

    Desalinator:
  • WATER: Increased production time from 23 seconds to 60 seconds.
  • WATER: Decreased produced amount from 4 to 2.
  • WATER: Decreased fuel use from 4 to 1.

  • Increased plastic waste cost from 4 to 14.
  • Increased pipe cost from 6 to 8.
  • Added 16 metal scrap cost.
  • Removed 20 screw cost.

    Distiller:
  • WATER: Increased production time from 30 seconds to 60 seconds.
  • WATER: Decreased fuel use from 2 to 1.

  • Increased plastic waste cost from 10 to 14.
  • Decreased dried wood cost from 8 to 6.

    Small Drying rack:
  • DRIED WOOD: Increased production time from 80 seconds to 180 seconds.
  • DRIED FISH: Increased production time from 100 seconds to 180 seconds..

    Solar still:
  • WATER: Increased production time from 100 seconds to 450 seconds.

  • Increased plastic waste cost from 6 to 14.
  • Added 4 pipe cost.
  • Decreased dried wood cost from 18 to 10.

    Fish Kabob:
  • COOKED FISH: Increased production time from 10 seconds to 60 seconds.

  • Increased dried wood cost from 4 to 12.
  • Added 2 screw cost.
  • Removed 6 plastic waste cost.
  • Removed 14 metal scrap cost.

    Food Truck:
  • COOKED FISH: Increased production time from 10 seconds to 60 seconds.
  • SUSHI: Increased production time from 10 seconds to 60 seconds.
  • SUSHI: Increased production amount from 3 to 5.

  • Increased dried wood cost from 6 to 12.
  • Added 10 screw cost.
  • Removed 6 plastic waste cost.

    Fishing Hut:
  • NIBBLE FISH: Increased fishing time from 29 seconds to 120 seconds.
  • NIBBLE FISH: Increased fish amount from 3 to 5.

    Scrapsmith:
  • PIPE: Increased production time from 10 seconds to 30 seconds.

  • Increased plastic waste cost from 6 to 12.
  • Removed 4 dried wood cost.

    Plastic Recycler:
  • PLASTIC NET: Increased production time from 20 seconds to 30 seconds.

  • Increased plastic waste cost from 8 to 18.
  • Removed 12 screw cost.

    Small Water Container:
  • Increased plastic waste cost from 6 to 8.
  • Decreased pipe cost from 6 to 2.
  • Removed 4 dried wood cost.

    Water Container:
  • Increased plastic waste cost from 10 to 14.
  • Decreased pipe cost from 6 to 3.
  • Removed 6 metal scrap cost.

    Medium Storage Yard:
  • Increased dried wood cost from 8 to 10.

    Large Storage Yard:
  • Increased dried wood cost from 4 to 10.
  • Added 2 rope cost.
  • Decreased metal scrap cost from 14 to 10.
  • Removed 8 plastic waste cost.

    Bed:
  • Increased dried wood cost from 6 to 12.
  • Removed 8 plastic waste cost.

    House:
  • Increased dried wood cost from 6 to 12.
  • Increased metal scrap cost from 8 to 10.
  • Removed 8 plastic waste cost.

    Townheart:
  • Decreased liquid storage from 60 to 40.

    RESOURCES
  • Increased boat radius from 300 to 500.

    Seaweed landmarks:
  • Mainly contains seaweed spores now.
  • Contain significantly less seaweed.

    Factory:
  • Added 10 metal scrap.

    Fish shack:
  • Added 10 metal scrap.
  • Removed 20 raw fish.
  • Added 20 dried fish.

    Wood shacks (01):
  • Added 10 metal scrap.
  • Added 5 canned food.

    Wood shacks (02):
  • Added 5 metal scrap.
  • Added 5 canned food.

    Wood shacks (03):
  • Added 5 metal scrap.
  • Added 5 canned food.

    Fishing spot:
  • Reduced fish amount from 25 to 10.

    Starting supplies:
  • Increased water amount from 15 to 20.
  • Decreased food amount from 25 to 20..

    VITALS
  • Removed "New World" condition.
  • Drifters will now sleep, drink & eat when they're at 10% of their respective vitals, instead of at 30%.
  • Thirst will reduce to 0% in 300 seconds instead of 235 seconds.
  • Hunger will reduce to 0% in 600 seconds instead of 333 seconds.
  • Tiredness will reduce to 0% in 600 seconds instead of 600 seconds.
  • Damage from thirst has been reduced by 33%.
  • Damage from hunger has been reduced by 33%.
  • Healing will apply as long as you're not hungry or thirsty (<10%) instead of when above 70% of both vitals.
  • Health will go to 100% in 4 seconds instead of 50 seconds.


Visuals

  • Adjusted the size of buildings to be more uniform.
  • Adjusted the water visuals of stored water.
  • Added small cloud effect when items are finished drying.
  • Placing a marker will now only show the relevant range. Showing the swimming range while placing a boat range caused confusion.


Audio

  • Added sounds for townheart engine and movement.
  • Added sounds for hovering over landmarks.
  • Added sounds for map interactions.


UI

  • Map:
  • Map is now in a 3D view and shows miniature versions of landmarks and point of interest.
  • The town is now represented by a miniature townheart.
  • Shows engine state and fuel contents.
  • Town route is now shown when hovering over destinations.
  • Showing interaction radius for the town as a subtle circle.
  • Added capacity bar under inventory button.
  • Added firewood to resources at the top.
  • Added clear amounts for storage in descriptions of constructions.
  • Added border around the screen when the game is paused.
  • Added engine section in the townheart construction panel.
  • Updated inventory full warning above inventory button.
  • Updated farm recipe panel.
  • Updated inventory full warning icon.
  • Inventory full warning now shows only when the inventory is completely full.
  • Updated UI Icon for nourished to be clearer.
  • Added production time to passive producer UI.
  • Updated UI icon for the landmark interaction assignment.
  • Updated UI icon for wood dryer.
  • Updated UI icon for woodworking shed.
  • Replaced loading screen.
  • Tweaked some icons.
  • Added highlight on the research button when something new is available for research.
  • Added compass arrow pointing to townheart when townheart is not in range. Clicking the arrow will center on the townheart.


Performance

  • Greatly improved physics performance of flotsam in the world.
  • Reduced memory footprint of drifter portraits.


Persistence

  • Updated persistence to support new map mechanic.
  • Reworked large part of the saving and loading system to be more future-proof.


Fixes

  • Fixed issue where load save panel had wrong title.
  • Fixed issue where a stuck seagull or drifter might cause loading to fail.
  • Fixed issue where healing would quickly reduce thirst & hunger.
  • Fixed issue where some audio sources didn't resume playing after being paused.
  • Fixed issue where audio settings weren't properly set in the map view.
  • Fixed issue where character portrait would be white square when your inventory was full.
  • Fixed issue where drifters would not show the proper warning when they couldn't salvage a landmark due to storage being full.
  • Fixed issue where items would get stuck in a producer when deconstructed, causing it to never deconstruct.
  • Fixed issue where passive producers would not be deconstructable when it was marked for deconstruction at the wrong time.
  • Fixed issue where boats would flip upside down and stay turned over. They will now automatically start floating upright.
  • Fixed drifters colliding with landmarks and getting stuck.

World update now ready for testing!

Ahoy drifters!

We took our time to prototype different possibilities with the movement, and are happy to show you all the newest Flotsam patch: The World Update!

[previewyoutube="c74E6SCr3ow;full"]
This update introduces a rework of the town traveling mechanic.
Starting with this patch you'll be able to zoom out to a new "overworld view". Here you can move to any position in the world using your town as a boat. The map is now procedurally generated as well, giving different runs each time.



This patch is still in development, but can be tested on the experimental branch to give feedback.
Pay attention:
* Old save games won't be compatible with the new version.
* We can't guarantee saves from this version will work with the released version.


This is how you can enable the experimental branch of Flotsam. This will only work when you're not in a game:
1. Open Steam Library
2. Right click Flotsam
3. Select Properties
4. Go to tab 'Betas' at the top.
5. Select 'Experimental' in the drop-down.

Roadmap Update


We're doing some changes to our workflow and roadmap as well.
From now on, we're going to focus on more content in smaller updates rather than big ones.
This allows us to respond to feedback and suggestions more quickly and build it up in smaller iterations.



After the map update the birdhouse patch will roll out, where the seagulls will see a make-over. After that, we'll take a jab with a construction update. Looking at building boundaries and improvements to the walkways.

Enjoy the new world update!

Change Notes


General

  • Overhauled town traveling mechanic completely:
  • Fully zooming out or tapping the map key now brings you to the overworld.
  • The map now shows a view of the greater world where you can search for points of interest and landmarks.
  • Left-clicking on the map view enables you to move to new areas.
  • Townheart is now a ship.
  • Townheart is now equipped with an engine that burns oil to move the town.
  • Townheart engine is damaged at the beginning and must be repaired.
  • Your town now rotates depending on the direction you last moved in.
  • Drifters with lower health will now prioritize getting food or water, instead of the person on top of the list.
  • World is now generated procedurally with landmarks grouping in clusters.
  • Updated auto-save interval to be time based. (A new auto-save is made every real-time 10 minutes.)
  • Default graphics quality when starting the game is now 'High'.
  • Refined selection collider of buildings.


Gameplay

  • Added new constructions:
  • Seaweed Grower: Grows seaweed spores to edible seaweed.
  • Oil Refinery: Converts plastic to oil.
  • Medium Storage Yard: Stores 45 items.
  • Large Drying Rack: Dries 6 wood at once.
  • Fish Sticks: Dries 5 fish at once. Drying racks can no longer dry fish.
  • Passive producers (IE Drying Rack) will now always auto-queue their recipes.
  • Townheart is now a movable ship.
  • Added item:
  • Seaweed Spore: Can be grown in a seaweed grower to edible seaweed.
  • Drifters can now swim to salvage landmarks.
  • Research points can be acquired on salvage landmarks now.
  • Investigating landmarks has a lower priority now
  • You can now cycle through all your drifters with the tab key (adjustable in settings).
  • Showing drifter names has been moved to left alt by default and can now be adjusted in the settings.
  • Workshopping is now below desalinating / cooking assignments by default.


Pathfinding

  • Improved pathfinding thresholds to reduce drifters switching between walking and swimming.


Balancing

    BUILDINGS
    Woodworking shed:
  • FIREWOOD: Increased production time from 14 seconds to 60 seconds.
  • ROPE: Increased production time from 10 seconds to 30 seconds.

  • Increased plastic waste cost from 6 to 12.
  • Decreased dried wood cost from 8 to 6.

    Desalinator:
  • WATER: Increased production time from 23 seconds to 60 seconds.
  • WATER: Decreased produced amount from 4 to 2.
  • WATER: Decreased fuel use from 4 to 1.

  • Increased plastic waste cost from 4 to 14.
  • Increased pipe cost from 6 to 8.
  • Added 16 metal scrap cost.
  • Removed 20 screw cost.

    Distiller:
  • WATER: Increased production time from 30 seconds to 60 seconds.
  • WATER: Decreased fuel use from 2 to 1.

  • Increased plastic waste cost from 10 to 14.
  • Decreased dried wood cost from 8 to 6.

    Small Drying rack:
  • DRIED WOOD: Increased production time from 80 seconds to 180 seconds.
  • DRIED FISH: Increased production time from 100 seconds to 180 seconds..

    Solar still:
  • WATER: Increased production time from 100 seconds to 450 seconds.

  • Increased plastic waste cost from 6 to 14.
  • Added 4 pipe cost.
  • Decreased dried wood cost from 18 to 10.

    Fish Kabob:
  • COOKED FISH: Increased production time from 10 seconds to 60 seconds.

  • Increased dried wood cost from 4 to 12.
  • Added 2 screw cost.
  • Removed 6 plastic waste cost.
  • Removed 14 metal scrap cost.

    Food Truck:
  • COOKED FISH: Increased production time from 10 seconds to 60 seconds.
  • SUSHI: Increased production time from 10 seconds to 60 seconds.
  • SUSHI: Increased production amount from 3 to 5.

  • Increased dried wood cost from 6 to 12.
  • Added 10 screw cost.
  • Removed 6 plastic waste cost.

    Fishing Hut:
  • NIBBLE FISH: Increased fishing time from 29 seconds to 120 seconds.
  • NIBBLE FISH: Increased fish amount from 3 to 5.

    Scrapsmith:
  • PIPE: Increased production time from 10 seconds to 30 seconds.

  • Increased plastic waste cost from 6 to 12.
  • Removed 4 dried wood cost.

    Plastic Recycler:
  • PLASTIC NET: Increased production time from 20 seconds to 30 seconds.

  • Increased plastic waste cost from 8 to 18.
  • Removed 12 screw cost.

    Small Water Container:
  • Increased plastic waste cost from 6 to 8.
  • Decreased pipe cost from 6 to 2.
  • Removed 4 dried wood cost.

    Water Container:
  • Increased plastic waste cost from 10 to 14.
  • Decreased pipe cost from 6 to 3.
  • Removed 6 metal scrap cost.

    Medium Storage Yard:
  • Increased dried wood cost from 8 to 10.

    Large Storage Yard:
  • Increased dried wood cost from 4 to 10.
  • Added 2 rope cost.
  • Decreased metal scrap cost from 14 to 10.
  • Removed 8 plastic waste cost.

    Bed:
  • Increased dried wood cost from 6 to 12.
  • Removed 8 plastic waste cost.

    House:
  • Increased dried wood cost from 6 to 12.
  • Increased metal scrap cost from 8 to 10.
  • Removed 8 plastic waste cost.

    Townheart:
  • Decreased liquid storage from 60 to 40.

    RESOURCES
  • Increased boat radius from 300 to 500.

    Seaweed landmarks:
  • Mainly contains seaweed spores now.
  • Contain significantly less seaweed.

    Factory:
  • Added 10 metal scrap.

    Fish shack:
  • Added 10 metal scrap.
  • Removed 20 raw fish.
  • Added 20 dried fish.

    Wood shacks (01):
  • Added 10 metal scrap.
  • Added 5 canned food.

    Wood shacks (02):
  • Added 5 metal scrap.
  • Added 5 canned food.

    Wood shacks (03):
  • Added 5 metal scrap.
  • Added 5 canned food.

    Fishing spot:
  • Reduced fish amount from 25 to 10.

    Starting supplies:
  • Increased water amount from 15 to 20.
  • Decreased food amount from 25 to 20..

    VITALS
  • Removed "New World" condition.
  • Drifters will now sleep, drink & eat when they're at 10% of their respective vitals, instead of at 30%.
  • Thirst will reduce to 0% in 300 seconds instead of 235 seconds.
  • Hunger will reduce to 0% in 600 seconds instead of 333 seconds.
  • Tiredness will reduce to 0% in 600 seconds instead of 600 seconds.
  • Damage from thirst has been reduced by 33%.
  • Damage from hunger has been reduced by 33%.
  • Healing will apply as long as you're not hungry or thirsty (<10%) instead of when above 70% of both vitals.
  • Health will go to 100% in 4 seconds instead of 50 seconds.


Visuals

  • Adjusted the size of buildings to be more uniform.
  • Adjusted the water visuals of stored water.
  • Added small cloud effect when items are finished drying.


UI

  • Map:
  • Map is now in a 3D view and shows miniature versions of landmarks and point of interest.
  • The town is now represented by a miniature townheart.
  • Added pins for the different landmarks.
  • Shows engine state and fuel contents.
  • Town route is now shown when hovering over destinations.
  • Showing interaction radius for the town as a subtle circle.
  • Added capacity bar under inventory button.
  • Added firewood to resources at the top.
  • Added clear amounts for storage in descriptions of constructions.
  • Added border around the screen when the game is paused.
  • Added engine section in the townheart construction panel.
  • Added highlight on research button when new options become available.
  • Updated inventory full warning above inventory button.
  • Updated farm recipe panel.
  • Updated inventory full warning icon.
  • Inventory full warning now shows only when the inventory is completely full.
  • Updated UI Icon for nourished to be clearer.
  • Added production time to passive producer UI.
  • Updated UI icon for the landmark interaction assignment.
  • Updated UI icon for wood dryer.
  • Updated UI icon for woodworking shed.
  • Replaced loading screen.
  • Tweaked some icons.


Performance

  • Greatly improved physics performance of flotsam in the world.
  • Reduced memory footprint of drifter portraits.


Persistence

  • Updated persistence to support new map mechanic.
  • Reworked large part of the saving and loading system to be more future-proof.


Fixes

  • Fixed issue where load save panel had wrong title.
  • Fixed issue where a stuck seagull or drifter might cause loading to fail.
  • Fixed issue where healing would quickly reduce thirst & hunger.
  • Fixed issue where some audio sources were didn't resume playing after being paused.
  • Fixed issue where audio settings weren't properly set in the map view.
  • Fixed issue where character portrait would be white square when your inventory was full.
  • Fixed issue where drifters would not show the proper warning when they couldn't salvage a landmark due to storage being full.


Known Issues

  • Audio needs to be updated for the map view.

Patch 0.2.2 Released

Hi drifters!

We've uploaded a new patch that fixes bugs and performance issues. We've also tweaked the visuals in some areas.

General

  • Flotsam can no longer be selected.


Balancing

  • Agents now sleep faster in a house. They are fully rested in 20 seconds now. (Compared to 25 in an uncovered bed.)


Visuals

  • Plastic flotsam is now bundled to look more like big patches of plastic, instead of loose pieces. In older saves, you will find the new plastic after moving to a new tile.
  • Changed display of sleeping icon to show only when agents are sleeping and not before.
  • Updated sleeping animation.


UI

  • Updated house description.
  • Added icon and notification for drifters in life danger.
  • Removed mussels from storage filters. (Not available currently.)


Performance

  • Bundled plastic flotsam to increase performance. In older saves, you will find the new plastic after moving to a new tile.
  • Improved all-around performance for buoyant items. This should remove the lag when moving the camera in fast movements.


Fixes

  • Fixed issue where boats weren't assigned random names anymore.
  • Fixed pathfinding issues for some landmarks.
  • Fixed issue where constructions holding water sometimes couldn't be deconstructed.
  • Fixed issue where drifter would get stuck if their target wasn't valid anymore.
  • Fixed issue where save would become corrupted if there was an invalid target linked to a project.
  • Fixed drifters getting stuck on landmarks after trying to rescue drifter from landmark that was cancelled.
  • Fixed issue where a drifter would get stuck swimming when salvaging the same item another drifter just salvaged.
  • Fixed issue where landmark UI would have inconsistent visuals.
  • Fixed issue where an agent could sleep in a bed or house under deconstruction.
  • Fixed issue where scrollbar of save selection didn't scroll smoothly.
  • Fixed issue where tiny walkways could be created.
  • Fixed issue where panels could be hidden behind the build panel.

Patch 0.2.1 Released

Hi drifters!

Our best wishes for the coming year. We hope it's filled with joy and happiness!
To kick off the new year we've released a small patch to fix pathfinding issues that resulted in lagspikes. Some UI corrections have been made as well.
Enjoy!

General

  • Constructions now need to be attached to at least one finished construction before they can be build.


Fixes

  • Fixed issue where build resource UI wasn't correctly updated when building constructions.
  • Fixed issue where UI wouldn't correctly update after deleting a save game.
  • Fixed issue where constructions could be built without a pathfinding connection, resulting in errors and lagspikes.
  • Fixed issue where every agent portrait would be that of a seagull.
  • Fixed issue where autosaves would be made in limbo between 2 tiles.
  • Fixed issue where abandoned motorboat tile was noted as having fresh water, sadly it does not. Corrected.

Patch 0.2.0 Released

We've taken some time to strengthen the foundation of the game, which is the drifter AI. This allows us to build on a stronger base for the upcoming content patches.
We've also implemented some small community requested features such as more saving functionality, improved camera zoom and a bigger map.

Unfortunately old saves won't work anymore. If you want to continue an old save, you can load up a branch with the previous version.

This is how you can enable the previous version of Flotsam. This will only work when you're not in a game:
1. Open Steam Library
2. Right click Flotsam
3. Select Properties
4. Go to tab 'Betas' at the top.
5. Select 'early_access_0.1' in the dropdown.

General

  • You can now name any construction or boat.
  • You can now zoom in more with the camera.
  • Projects can now have more than 1 assignment linked to them. This means not everyone requires the hauling assignment anymore to keep the town running:
  • Salvaging means the salvager can also empty their boat
  • Production projects can import, export and haul fuel to their relative producers.
  • Builders will now bring the required resources to the production site.
  • Items no longer need to go through a storage to be useable by other projects. This means agents will be able to haul items directly out of boats to construction sites, producers, etc. They will also be able to drink / eat directly out of their respective producers.
  • The game now autosaves when entering a new tile.
  • Set all items discovered as default, making them all visible in the filters at the start.
  • Added option to set a preferred boat type on mooring points. This means they will only moor there if there are no other mooring points available.
  • Drifter names are now a first and last name instead of a first, last and nickname. Players can now change the full name of the drifter, instead of just the nickname. Leaving the name prompt empty will revert the drifter back to their original name.
  • Increased map size.


Gameplay

  • Added church landmark.
  • Added metal wreckage landmark.
  • Added overgrown boat landmark.
  • Added fresh water oasis landmark.


Visuals

  • Improved the material and model of scrapsmith.
  • Added build states for scrapsmith.
  • Added animation for scrapsmith


UI

  • Improved readability for non-latin languages.
  • Added click/hover states to salvage marker overview button.
  • Added ability to rename constructions.
  • Replaced clicking on the name with a rename button on inhabitants/constructions you can rename, to make it more clear.
  • Moved inventory filter closer to the inventory part of the building panel.
  • Added malfunctions of producers in the construction panel.
  • Added missing localization for button tooltip in landmark panel.
  • Reworked save/load panel.
  • Added quick-save button Default at F5.
  • Added button to exit directly to desktop.
  • Resources that are already hauled to a boat/building under construction are now shown in the construction panel.
  • Added buttons in the main menu linking to our communication / social media channels. [No localization]
  • Added button in the pause menu to report a bug. [No localization]
  • Added warnings for incompatible saves.


Performance

  • Massively reduced memory use when the salvage marker panel was open.
  • Reduced memory use from swimming markers.


Fixes

  • Fixed selection colliders for the following landmarks:
  • Seaweed islands
  • Bridge island
  • Single shack
  • Fixed an issue where a boat would start a new project to clear it's inventory if it was moored after a load. It is unknown what bugs they may have been causing.
  • Fixed issue where background music in main menu didn't loop.
  • Fixed issue where health was misrepresented for agents near-death.
  • Fixed missing boat requirement in landmark panel.
  • Fixed issue where disabling an item on a salvage marker while an agent was on their way to an item of that type would cause the agent to get that item stuck in their inventory.
  • Fixed issue where cancelling a marker would not un-reserve the items that were marked, causing storages to have incoming items forever. This could have a number of effects, such as not being able to deconstruct it properly.
  • Edge scrolling no longer happens when the mouse is outside the game window.
  • Fixed issue where markers weren't properly cleaned up after finishing the project.
  • Fixed issue with irrelevant nutritional values appearing in item names.
  • Fixed issue where storage filters weren't correctly persisted.
  • Fixed incorrectly placed selection colliders for some landmarks.
  • Fixed issue where townheart wouldn't be properly registered as an obstacle.
  • Fixed issue where node description would overlap other elements in the map view.
  • Fixed issue where playtime on saves was displayed incorrectly.
  • Fixed issue where producer would no longer import resources after the producer got deconstructed and that deconstruction got cancelled.

Patch 0.1.13 Released

Fixes to AI and UI bugs. The deconstruction bugs should be solved in some cases. Please report any that you still do. We also reworked the graphic settings to be more stable (and prevent any crashes), this unfortunately means that the settings are more simplified for the time being.

UI

  • Updated non-Latin fonts to be improve readability.
  • Reworked video settings to be more future proof. Options such as V-Sync and AA are disabled for the moment since these are governed by Unity's quality settings already. We'll bring these back with a later update when they are more relevant.
  • Changed default full-screen mode to borderless window.


Fixes

  • Fixed issue where markers would be removed after loading a saved game.
  • Fixed issue where boats and mooring points could be blocked after loading a saved game.
  • Fixed issue where the video settings would re-apply themselves when changing menus.
  • Fixed not being able to make new save slots in certain time zones.
  • Fixed issue where a building could not detach the agents on it when deconstructed. This would cause it to stay there until the game was reloaded.

Visit us at EGX London!

Ahoy!

This is for you, UK drifters!

Starting Thursday we'll be attending EGX in London! If you want to try Flotsam or just want to chat with us, now's your chance.

You can visit us in the Rezzed area. More info about EGX can be found at the official site.

See you there!

Patch 0.1.12 Released

Focused this patch on optimizing performance. Mainly code was optimized to prevent too many memory allocations.
We updated the full screen settings as well. Default it runs on exclusive full screen, if you prefer to change windows often, set this to borderless window.

UI

  • Added more choices for full screen and windowed mode. Options now are:
  • Exclusive full screen: Game takes full focus. Is the default and better for performance.
  • Borderless window: Better suited for multi-screen setups.
  • Windowed: Regular windowed game.


Performance

  • Optimized code for agent feedback.
  • Optimized code for searching mooring points.
  • Optimized code for selecting to prevent too many calls in one frame.
  • Optimized project code.
  • Optimized several physics calls.


Persistence

  • Changed part of the saving system to help us detect problems easier in the future. This still works with existing savegames.


Fixes

  • Fixed housing being double assigned when reloading a save.
  • Fixed issue where seagulls couldn't heal. (Apologies for all the early deaths.)
  • Fixed issue where drifter would be stuck in jumping pose (including splash).
  • Fixed issue where unfinished boats could be used.