We have a really fun update for you today! We’ve added a large and small explosive canister to the game. They are highly explosive so please save your creations before playing with them. They do a LOT of damage!
There are several ways of making them blow up. One is by shooting them with a Spud Gun. Another way is by making them collide with a strong enough force.
Together with the canister, we’ve also added material damage to the game where for example metal blocks take less damage than wood blocks.
We have balanced the canisters collision sensitivity a lot and we think it’s better now. However, we might tweak them more over time.
We have also added smoother movement to the tools and the spud gun in first-person when landing from a jump or looking around. It feels much nicer now.
If you are a modder you will also love the things that we’ve added!
Check out our Lua Script API to see what’s new!
Lua Script API
Check out the update list:
Added big and small explosive canister.
Added smoother first-person movement for Tools and Spud Gun.
Added material damage levels.
Potatoes have a knockback to players.
Colored particles when destroying colored blocks.
Fixed a potato velocity calculation issue.
Fixed choppy seated character ragdoll.
Ground effects based on the material.
Interactable parts now save their data when exported to a blueprint by a client.
Fix an issue where connection points would show up in the world when placing imported blueprints.
More detailed errors when blueprint import fails.
Fixed a bug that sometimes messed up created terrains.
Fixed a bug that made pistons and springs lose their "interactable" when importing a blueprint without changing any values and then exiting the game.
Camera shake on/off setting.
The game remembers if you have the /console enabled.
Bearings and pistons are now controllable by scripts.
Many more scripting features in the Lua Script API.
We hope you will have a great time blowing things up
Enjoy the satisfying destruction!
We're super excited to announce that we will be doing a building event with the Raft team this weekend. The event is simple to enter: Build something awesome in either Raft or Scrap Mechanic, and submit it in the correct channel over at the Raft Discord to win great prizes.
How do I enter?
1. Build something awesome in either Raft or Scrap Mechanic. Bonus if it relates to the other game. (For example something Raft related in Scrap Mechanic and vice versa).
2. Take 5-10 screenshots or gif(s) of your creation showing different angles and features of it.
3. Upload the screenshots/gifs to imgur.com and submit it in the correct channel with a small description over at the Raft Discord for a chance to win.
How many winners and who pick them?
1. There will be 10 keys for each game - meaning 20 winners in total, chosen by the developers.
2. The Redbeet team will choose the Scrap Mechanic winners (who will get steam keys for Raft).
3. The Axolot team will choose the Raft winners (who will get steam keys for Scrap Mechanic).
Timeline and Rules
1. The event starts Friday at 15:00 CEST and runs until Sunday Midnight CEST (turning Monday).
2. The Raft and Axolot team will choose the winners during the week and announce them.
3. You can only submit one build that you have built yourself or with your friends.
Notice: You will be disqualified and banned from future events if you submit nsfw content or submit stolen or straight up copied content. You also agree that if you win the event, your gamer tag and build will be announced on the Raft and Axolot social medias.
Explosive Update 0.3.1 Test! (Updated September 6)
(Updated September 6)
Tweaked explosives collision based triggering.
Fixed character vs character collision.
Fixed several crashes.
(Updated September 5)
Added inventory texts for Explosive Canister.
Fixed a crash that could happen when building on something that exploded.
Camera shake on/off setting.
Reduced camera shake.
Import Light from blueprints fix.
Import Controller from blueprint fix.
Fixed missing potato vs ground effects.
Paint tool effect color fix.
Lua Script API and documentation fixes.
Hi Mechanics!
IMPORTANT
Keep in mind that if you open old worlds on the test branch, you will not be able to play in those worlds outside of the test branch anymore until the final explosive update release!
We will do improvements and changes during the test period. Things can change.
We have a really fun and explosive test for you today. We’ve added a large and small explosive canister for testing. They are highly explosive so please save your creations before playing with them. They do a LOT of damage!
There are several ways of making them blow up. One is by shooting them with a Spud Gun. Another way is by making them collide with a large enough force.
Together with the canister, we’ve also added material damage to the game where for example metal blocks take less damage than wood blocks.
We have also added smoother movement to the tools and the spud gun in first-person when landing from a jump or looking around. It feels much nicer now.
If you are a modder you will also love the things that we’ve added!
Check out our Lua Script API to see what’s new!
Lua Script API These changes will not be available to players who are not playing the test version. Please take this into consideration before uploading mods to the workshop.
Here is how you access the test!
Check out the update list:
Added big and small explosive canister.
Added smoother first-person movement for Tools and Spud Gun.
Added material damage levels.
Potatoes have a knockback to players.
Colored particles when destroying colored blocks.
Fixed a potato velocity calculation issue.
Fixed choppy seated character ragdoll.
Ground effects based on the material.
Interactable parts now save their data when exported to a blueprint by a client.
Fix an issue where connection points would show up in the world when placing imported blueprints.
More detailed errors when blueprint import fails.
Fixed a bug that sometimes messed up created terrains.
Fixed a bug that made pistons and springs lose their "interactable" when importing a blueprint without changing any values and then exiting the game.
The game remembers if you have the /console enabled.
Bearings and pistons are now controllable by scripts.
Many more scripting features in the Lua Script API.
We put a lot of time into the explosive canisters to make them fun to play with in different ways.
We hope you will have a great time blowing things up!
Greetings, Mechanics! The chime of your doorbell announces the arrival of our latest, delicious Scrap Mechanic devblog, hot and spicy from our development oven.
Our expert chefs have prepared this one with extra special care, and we think you’ll agree we’ve supplied some tasty toppings indeed!
-The Saw Blade Let’s kick things off with a cutting-edge announcement: One of our original goals for Scrap Mechanic was to make tree and rock gathering fun and satisfying - which proved just as difficult as that sounds - while also encouraging creative thinking from players.
For example, how best can mechanics prevent the tree they’ve just chopped down from smashing onto their fancy new creation? How do you then transport that tree to the refinery without the need for a gigantic truck?
These are just some of the things Mechanics will have to keep in mind when building your resource gathering vehicle. But none of these vehicles will be complete without the new interactive part, the Saw Blade!
Place the Saw Blade on a bearing, crank the engine up to max and aim for a tree or rock to slice it like a pepperoni pizza. It will look a lot better when it's completely done.
We also hear that Farmbots are not big fans of these blades… But more on that later!
-Shake the Room With the first breed of Spud guns in the wild, with their awesome-but-limited ability to annihilate single blocks, it’s time to introduce you to something a bit more… explosive. Say hello to the ultra-destructive Explosive Canisters!
Freshly transferred from Survival to Creative Mode, these fragile boom-tanks make destruction even more fun and satisfying.
The Canisters come in two different sizes, with each dealing a different amount of damage. They explode from either being hit by a spud gun or by being thrown or dropped from different heights.
Another interesting feature to note is how the Explosive Canisters deal different amounts of damage to different blocks. For example, a metal block will not receive as much damage as a wooden block. This is our first introduction of material damage.
Important note: Please make sure you save your creations before playing with these dangerous toys! There won’t be much left if they go off near your lovely new toy… especially if they’re chained!
We hope to add these to Creative mode in the next update. Boom!
-Challenge mode Yep, that’s right! We’re delighted to announce the introduction of a brand new mode for
Scrap Mechanic: Challenge mode!
Sometimes when the team is tinkering away with the ambitious mothership that is Survival, we often discover that parts of its code are good enough to be used in more ways than one, creating entirely different game modes from mostly the same amount of work.
One such discovery recently resulted in the creation of Challenge Mode, a series of bite-size trials for players to test their skill and creativity.
Each challenge starts by giving the player a few parts from a chest. You’ll then be tasked with building something with said parts to overcome an obstacle, such as pushing a large ball through a maze without losing it. These challenges will separate the mechanics from the… erm, non-mechanics.
It will also be possible for modders to create and upload their own Challenges for other players to try, or even entirely new gameplay modes. It’s an exciting addition that we think demonstrates the smart approach we’re trying to take with the development of Scrap Mechanic… and it’s a lot of fun too!
-Open World Roads Here at Scrap Mechanic HQ, we’re not afraid of taking on a difficult and often impossible challenge and our latest impossible mission has resulted in one of our proudest features yet.
After much toil and moil, our team of engineers have managed to create a system that creates totally randomly generated roads in Survival terrain, seamlessly integrated with the existing world tiles and hills!
We’re very proud of how this new road and terrain technology turned out. It’s a genuinely unique system that results in interesting scenarios and tons of fun highways that will have you speeding through forests, valleys and points of interest.
Keep in mind that the images are from our test and do not represent the look of the final Survival mode terrain.
-Frigid Farmers What would you do if a bunch of murderous Farmbots suddenly ran wild on your patch? Yes, that’s right: we’d all lock the barn door and hide under our haystacks like big, scared-y cowards. Just like the farmers set to appear in Survival mode.
Those cowedly farm folk didn’t manage to escape the planet after the robo-uprising, and so now they cower inside their hideouts built from scraps and makeshift barricades.
Luckily, there are plenty of heroic mechanics like you, ready to show up and supply them with food and other items in exchange for rare parts and trinkets. Just be prepared: they sometimes request the most ridiculous things!
-Woc’s Up Recently we’ve been having a fun old time adding new animals to the Scrap Mechanic world. Our latest farmyard creation is this chap below, the fantastical Woc! (That’s right: Woc.) These bizarre space cows were originally the source of the milk production in the Scrap Mechanic world… before the Farmbots went Chicken Oriental and sent the Wocs scattering across the wild.
We suspect the kind-natured Wocs will inevitably be bullied by the more masochistic Mechanics among you when Survival Mode comes out. Luckily, we’ve given them appropriate AI so they can run for their lives.
-Be-Ware And here’s another thing we’ve been tinkering with in the secret Scrap Mechanic development bunker: Warehouses.
The team has invested a large amount of effort to make sure that Warehouses will offer a lot more variation once players finally gathers the guts and resources required to explore them. Over the last few months we’ve made over a 100 different rooms and we are still adding more! That’s a lot of storage space.
These warehouses are extremely dangerous and only the most well prepared and skilled Mechanics will survive and gather the awesome rewards that can be found. You’ve been warned!
the scenes we’ve been quietly creating a completely new warehouse robot that will lead to more than a few heated moments when you stumble upon it. We will introduce him on our Twitter as soon as he’s done, so make sure to follow us there!
And while we’re on the subject of robots…
-Paint Job Since we’ve recently been updating the visuals in Survival Mode we’ve also gone back to give the farmbots some visual love... even if they don’t deserve it! You’ll notice that we’ve changed some elements completely and given them much nicer texture work.
-Weldin’ Time And finally, it wouldn’t be a devblog post without a brand-spanking-new Mecahnic outfit, would it?
In our last post we offered a glimpse at the painter outfit. This time we’re delighted to give you your first look at the welder outfit! Gloves, jacket, pants, shoes and so on can be mixed with other outfits, giving the player a lot of ways to customize their mechanic.
….Hot.
That’s it for this time! There are now more people working on Scrap Mechanic today than ever before!
We are making fantastic progress every week and we can’t wait for you to try out our latest and greatest work. Thanks to all our mechanics for showing your support!
Hi Mechanics! The Spud gun is finally here! It’s time to build your potato shooting machine of mash destruction!
Check out our new Spud Gun trailer!
https://www.youtube.com/watch?v=6sMxQXgnA1w
We got a ton of requests to add the spud gun and the mountable spud gun before the survival release. So we decided to lift it out of our survival branch and add it to the current creative mode. Of course, this came with some extra work and changes. Since it’s creative mode the spud guns have unlimited potato ammo and there is no reload. The only blocks the spud gun can break is glass and the new cardboard block that is also in this update. Please use these blocks when building vehicles for car combat and other cool creations that you would like to be able to destroy.
The spud gun does no damage to players in creative mode. We will, however, look into some type of feedback like a pushback when hit in the future.
We also decided to do a lot of awesome improvements with the update.
The biggest one is the network re-work. The players should not be teleported around anymore when playing with friends and it should be a lot more accurate and stable.
We have also added a lot of new animations. For example, there is a proper run animation now that works with all the tools. The sledgehammer animation is completely re-made to name a few. We also added the updated tools from survival with more details and animations. But these are just some of the new things. There is more!
Check out the update list:
<*>Added Spud gun with 3rd and first person aim.
<*>Added mountable Spud gun with recoil.
<*>Added new cardboard block.
<*>Added spud gun destruction to cardboard and glass blocks.
<*>Added moddable scripting for interactive parts.
Modders can now make their own spud guns and thrusters for example.
<*>Mod support for particles and audio.
<*>Made a complete re-work to the network code.
<*>Made better grass level of detail that shows grass in further distance.
<*>Added new sprint animation.
<*>Added new crouch animation.
<*>Added a lot of new tool animations.
<*>Made graphical update to all the tools.
<*>Added new particle effects.
<*>Smooth camera when crouching.
<*>Sensors are triggered by potatoes.
<*>Fixed missing sounds and particles when driving fast.
<*>Created a Lua API Reference for modders.
<*>Added the ability to start the game with -dev launch option for useful modding features like automatic script reloading.
<*>Added an in-game console for Lua prints and errors.
<*>Various bugfixes.
We are so excited to see how you will use the spud guns!
We listen to all constructive and friendly feedback!
Automatic script reloading when the game is started with the -dev launch option.
The Lua print command does no longer write to the log.
Fixed a crash that occurred when a seat has no ragdoll definition.
Added one tick to timers when imported and upgraded from older versions to make up for timer fix.
Lua storage will only write to save file if the saved data differs from the previous value.
Changed the destructable boolean to an integer quality level.
Made various changes to the Lua API.
[B]Hi Mechanics![/B]
We are getting closer to the full spud gun update release.
In this patch, sensors now detect potatoes!
We also made some further big improvements to the network code. Unfortunately, this delayed the Spudgun Update, but we really wanted to include these improvements.
This is new in the updated test:
Sensors are triggered by potatoes.
Reworked network code for creations and all interactive parts.
Fixed a bug causing ground particles and sound not to trigger.
Mod support for particles and audio.
Crash fixes.
Old worlds will now work.
Here is how you access the test!
We also have a devblog coming soon showing some exciting things we’ve been working on for survival mode.
Modded terrain assets should now work as intended.
The in-game console will now only automatically appear on errors if the game was started with the -dev command line option. (To enable, right-click Scrap Mechanic, press "SET LAUNCH OPTIONS..." in the GENERAL tab and type -dev and press OK. This is typically what you want to do if you are working on a mod.)
(Updated May 29)
Mods can store data using sm.storage.save( id, object ) and load using object = sm.storage.load( id ). Id is any integer and will not conflict with other mods.
Added an in-game console where Lua errors and prints will be visible. Use /console to open.
Lua scripts will now stop running update callbacks if there is an error in one.
Improved character network synchronization.
Handheld spud gun potato position tweaks.
(Updated May 28)
Fixed an issue in the test where custom terrain could not be created or loaded.
(Updated May 25)
Fixed world load/join crash that occurred when the game auto-downloaded required workshop content.
Fixed a bug that could cause missing tools and player names for other players.
Reverted experimental character network synchronization.
Optimized network data usage.
Fixes to file cache system.
Restricted some unsafe and experimental lua interfaces. Will return in a safe version!
Added missing plastic particle effect and sound.
Optimized potato.
(Updated May 18)
Fixed a crash that occurred when destroying blocks with spud guns on clients and on rare occasions also on hosts.
Mountable spud guns should no longer shoot through blocks when moving.
Adjusted the connect tool animation when dragging connections.
Testing out some new force calculations for recoil and potato impact.
Changed the color of mountable spud gun connection point.
For modders: sm.projectile.shapeFire and sm.physics.applyImpulse changed to local space.
Hi Mechanics!
This is a big test with a lot of new stuff so get ready!
IMPORTANT
Old worlds will not work with this test at the moment.
We will do improvements and changes during the test period. It’s not completely done.
We got a ton of requests to add the spud gun and the mountable spud gun before the survival release. So we decided to lift it out of our survival branch and add it to the current creative mode. Of course, this came with some extra work and changes. Since it’s creative mode the spud guns have unlimited potato ammo and there is no reload. The only blocks the spud gun can break is glass and the new cardboard block that is also in this update. Please use these blocks when building vehicles for car combat and other cool creations that you would like to be able to destroy.
The spud gun does no damage to players in creative mode. We will, however, look into some type of feedback like a pushback when hit. It might be added during the test period.
We also decided to do a lot of awesome improvements with the update.
The biggest one is the network re-work. The players should not be teleported around anymore when playing with friends and it should be a lot more accurate and stable.
We have also added a lot of new animations. For example, there is a proper sprint animation now that works with all the tools. The sledgehammer animation is completely re-made to name a few. We also added the updated tools from survival with more details and animations. But these are just some of the new things. There is more!
Check out the update list:
Added Spud gun with 3rd and first person aim.
Added mountable Spud gun with recoil.
Added new cardboard block.
Added spud gun destruction to cardboard and glass blocks.
Added moddable scripting for interactive parts.
Modders can now make their own spud guns and thrusters for example.
Made a complete re-work to the network code.
Made better grass level of detail that shows grass in further distance.
Added new sprint animation.
Added new crouch animation.
Added a lot of new tool animations.
Made graphical update to all the tools.
Added new particle effects.
Smooth camera when crouching.
Here is how you access the test!
We are so excited to see how you will use the spud guns!
Let us know how this test works for you.
We listen to all constructive and friendly feedback!
Update 0.2.14 is finally here!
It’s a fun little update that allows modders to add terrain assets to the Tile Builder.
Together with this update, we made a mod called the Stunt Track Pack with some new crazy stunt tracks!
To download this and other terrain asset mods created by our awesome community go
HERE
Here is the update list:
Updated Mod Tool so it works with custom tile assets.
Fixed an issue where some parts of the physics terrain did not match the graphics.
Fixed an issue where multiple players could control the same character when sharing worlds.
We also want to take this chance to inform you on our next update plans.
We got a lot of requests from mechanics to add spudguns to creative mode.
This was not our plan originally since they where designed for Survival mode.
However, we always aim to make you mechanics happy so we have now decided to make them work in Creative mode. We aim to make something bigger with the spudgun update. The update will include spudguns, mountable spudguns, destructible block, new animations and improved network code. We will announce a release date for the Spudgun update as soon as possible on Twitter so make sure you follow us there.
Fixed an issue when subscribing and unsubscribing while terrain assets are active in the Tile Builder and World Builder.
(Updated March 16)
World Builder automatically downloads Terrain Assets when subscribing to tiles while the World Builder is open.
Minor GUI fixes in the Mod Tool.
Fixed broken inventory icons.
Hi Mechanics!
A new test is up on the test branch with an updated Mod Tool!
We have an exciting update on the way for all you mechanics that use a lot of custom parts made by our awesome community!
This time we are making it possible for modders to upload new terrain assets for the tile editor on the workshop. We are also working on asset pack that will come out for the full release of this update with some fun new terrain assets. This will allow players to build even more unique and amazing worlds.
Updated Mod Tool so it works with custom tile assets.
Fixed an issue where some parts of the physics terrain did not match the graphics.
Fixed an issue where multiple players could control the same character when sharing worlds.
Hear that rumbling noise? Nope, the washing machine isn’t on the blink again, it’s an all-new, all-pulsating Scrap Mechanic Dev Blog – and it’s coming right for you!
First – putting this runaway train in to park for a moment - we’d like to commend the astonishing Mechanic community for what you’ve been up to with the recently-released World and Tile Editors. In such a short amount of time you’ve shared over 2,500 tiles on Steam Workshop, and most of them are a treat to look at.
While these editing tools took a demonstrable amount of time for us to put together (initially for the purpose of building the upcoming Survival World), you’ve proven that the extra time we took to ensure they were accessible for normal players was definitely worth it.
Oh, and before you ask: Survival Mode is coming along fine. A lot of progress has been made since our last update and the Scrap Mechanic development team has grown to match its pace. We have a new technical artist as well as a level designer who are hard at work putting the Survival World together!
Right, let’s flip this update into gear and deliver some more red-hot newsbits…
-Hold on to your Bots Meet your new metal best mate, the all-new Craftbot! This mechanical critter will play a huge part in Survival Mode when it comes to crafting various parts and blocks.
The Craftbot is the latest child of our ever-evolving crafting system, which we’re determined to tweak until it’s as perfect as it can possibly be. That might mean some delays due to the sheer amount of original ideas we’re cramming into the bodywork, but we’d much rather experiment and fail than end up with something unremarkable in the final product.
Our crafting system will encourage building and creativity. It will make players feel like they are crafting all the parts from start to finish - No cutting corners with a basic loading bar and a simple hand gesture like some games do. As we mentioned before, the crafting must work well if the player wants to craft a single item or if it’s a crafting chain between different Craftbots and refineries.
We usually avoid showing things without final graphics since it could give the wrong impression. But we are making an exception this time to show the code at work. Here’s a test with placeholder graphics in action:
This is a fully working craft chain that was built in the game. Next up we will be adding the models and animation so everything looks nice and neat.
-Refinement Together with the Craftbot we also want to give you a first look at the refinery that can go hand in hand with the steel sidekick.
In Survival Mode, players start their adventure by cutting down trees, collecting their loggy remains and then transporting them to a Refinery. The Refinery grinds down the resource materials in to lovely, perfect blocks that can either be stared at lustfully for fans of flawless, angular artefacts or even better, used for building or crafting other items to assist your fight for Survival.
The Refinery is pretty much done and just needs animation and some extra polish.
-No Small Fry In an earlier post we said we were pretty much done with the Spudgun, but then (ahem) suddenly, we changed our minds…
We’ve been thinking a lot about the Spud Gun and its place within Scrap Mechanic. Initially, our design was similar to what most shooters do with hitscan, however we’ve now decided to take it back to the garage for tweaking. We want to come up with something better, more creative and fun for players and modders alike. Something as fun to use as ‘Spudgun’ sounds.
The result is our own new projectile system that isn’t physics based, but within which projectiles can affect physics, and at the same time making sure spudding things over a network is as fair as spudding things over a network should be.
The great news is that the new system can be adjusted to different types of gun barrel attachments like shotgun and sniper and behave differently. Since you shoot rather large potatoes in Scrap Mechanic Survival Mode, we want players to see the traveling potato and also make sure that it behaves like one (we’ve spent a lot of time studying potatoes).
For example, if a Mechanic shoots straight up in the air, we want the potato to fall back down. We’ve also created conditions so that if the player shoots a moving object, it will give it a solid push. Both these features open a lot of interesting creative combat tactics. We even looked in to having the traveling potato trigger sensors.
So, we hope you agree with our decision on reworking the shooting to something more solid and interesting even though these decision delays things a bit more.
Now that the Spudgun mechanics are mostly done except some minor tweaks, we’ve started working on the aim system and camera. Also, as you might have noticed, we have a new run animation that works with the Spudgun.
On the same note, check out our new French Fries shotgun barrel, complete with deep frier! That’s not a joke. Let us know if we’re going too crazy with these things…
-Farmbot AI Thanks to the huge amount of gameplay possibilities available to players, developing AI for a game like ours requires programmers with very large brains – and even bigger schedules. And their first task in creating Farmbots with enough environmental nous to chase Mechanics through their creations.
The new AI is fully working now with an attack in place. Here’s a look at one of our tests where we use the mechanic model. But they will be replaced with farmbots once the new animations are added. It works surprisingly well. But there are still times where they get stuck in a corner or in a loop.
Oh, and while we’re on the subject of Farmbots, we have given them a needed graphical upgrade to fit the new visuals better.
-Terraining Day is Here It’s never too late in the day to discuss terrain assets. Which is useful, because you’re about to see a jumbo-wheelbarrow-load of ‘em come your way.
Following on from modder support for adding custom blocks and parts, there are now a gazillion amazing parts available to download, all made by the Scrap Mechanic community.
Since we added world building to Scrap Mechanic we also wanted to support mods that added terrain assets to the tile editor. And guess what? We’re delighted to say that this will soon be possible via the next update.
We are guessing that the Scrap Mechanic world will never look the same again once modders start adding trees, train tracks and all manner of gubbins…
-Network Work There’s a little known secret about Scrap Mechanic multiplayer (whisper it quietly): sometimes it can be a little bit wonky for players who are not hosting the game. Luckily, we attend to smash this issue with a well-placed hammer blow.
We are currently working on improvements to game networking and we’re looking forward to releasing this fix in advance of Survival Mode. That means a much smoother multiplayer experience without random teleportation or other such nastiness. Huzzah!
-Wardrobe Upgrade Pretty new outfits sir? Premium stock? Right this way…
Over a long period we’ve been secretly tailoring a fashion show-worth of new outfits and customization options for Survival Mode. Finally, we feel like we have enough to give the community a myriad of ways to dress and personalize their mechanic.
Our awesome art team spent a lot of time texturing and polishing this last month to make the new updated wardrobe ready for implementation. We hope you agree these customization options really turned out amazing. Some will be more rare than others!
In addition, we picked up on redesigning the main menu for Survival to make it more fun and better looking, with extra room for character customization. We’ll unclassify some images as soon as we leave the wireframe stage.
… Oh, go on then. We can’t do a devblog without showing at least one of our latest outfits, can we?
This is the Painter outfit.
-SURVIVAL MODE. WHEN. We hear you. And we’re still working hard – promise!
We can’t stress enough that working on Survival is basically like working on Scrap Mechanic 2, a brand new game. Committing to a final release date is something very hard for us to do right now, since we’re determined to finetune and tweak everything to perfection, in addition to adding new options and features.
This is the way we want to work on Scrap Mechanic since it’s the direction that will guarantee a better Survival Mode for players in the end. We’re fully aware of Early Access games that rush features out and end up disappointing their players or stop updating, but rest assured, that is not going to be the case with Scrap Mechanic!
We are not going anywhere. But we are making a very technically complex game with physics and multiplayer and a lot of complicated functions in our own engine. We must make sure that everything is fun and working well. It’s also tricky to share our progress on the world sometimes without spoiling to much since there is a lot of exploration in survival.
We hope this explains our philosophy on development. We have an awesome team that is making amazing progress every day, working hard to create a unique gaming experience that you will hopefully love for many years to come.
Thanks for your support – and for playing!
We will be back soon!