Settlement Zero cover
Settlement Zero screenshot
Genre: Adventure, Indie

Settlement Zero

Update v0.4.2

* You can now use your raygun to momentarily knock back humanoid robots. Doesn’t apply any damage to the robots, but does mean you can now fend them off if you find yourself out of ammo or surrounded by them. Also several minor improvements to the robots including some audio updates.
* Fixed an issue where the player’s collision was not being updating properly when moving around VR play area. Player is now blocked from moving into walls if they move around the VR space without using the controller. This is currently handed by repositioning the world. A comfort option is being considered so if anybody feels they would benefit from such an option so this can be prioritised, it would be good to get some feedback.
* Performance optimisations for recently added Transport System.

Update v0.4.1

* A public transport system has been added which allows you to quickly travel between 4 locations on the map using flying shuttle buses. Other locations will be added in future updates.
* Destinations can be selected using ticket machines located by the departure gates at these location. You may either touch using your left hand or use your raygun’s laser for selection. Once the destination is highlighted, confirming selection will subtract the listed cost from your shuttle credits which are now displayed on your HUD and ticket machine screen.
* If there is no shuttle at the location you wish to travel from, you can call a shuttle and one will arrive from a neighbouring location.
* If you do not board the shuttle within 2 minutes of purchasing, the shuttle will leave without you.
* A future update will add shuttle credit passes scattered around the environment which you can pickup.

Update v0.4.0

* Added physical animation to humanoid robots. Laser hits on them now result in more varied and localised reactions.
* New updated higher detail flying car type vehicles placed around the environment. Currently only used as scenery.
* Engine update (to 4.24.3) which should give noticeable performance improvements
* Lighting and sky atmosphere changes
* Fixes to a couple of holes in the environment that were allowing you to fall outside of the world

Development Update

After a pause in development, I am pleased to announce that work on Settlement Zero has now resumed, with an update scheduled for the end of April. This will be followed by more regular updates over the coming months, and if all goes to plan, a final release later in the summer.

Hope to post more details on these future updates soon.

Update v0.3.2

* Updated various buildings and models in the environment and fixed some issues with lightmaps. Also added some new surrounding buildings behind the main tower.
* You now have access to a second building rooftop. This gives you an alternative quicker route for getting back to ground level from the rooftop made accessible in the previous update.

Update v0.3.1

* Added several new passages accessible from the central square’s lower level. One of these gives access to the rooftop of one of the buildings giving you a very different vantage point and good location option for engaging in combat with the enemy drones and spacecraft.

Update v0.3.0

* A new Drone robot type had been added. Capable of both flying at altitude, and hovering close to ground level. More resilient than the other 3 robot types. It takes accumulative damage from all your weapons, unlike the patrolling spacecraft above that only take damage from charged up balls of plasma. It fires a series of high energy plasma pulses from 2 guns mounted on its wings so can inflict a considerable amount of damage. They are capable of getting to all areas on the surface of the settlement, so you need to think carefully about your location when they come for you.
* Changes to the Starship’s return route so that it now flies directly over the settlement on its return journey.
* Tweaks to game difficulty. An increase in your total health to compensate for the added challenge of surviving the Drones.
* The underground area accessible from the surface lifts has been extended.

Update v0.2.2

* An underground area has been added consisting of a network of rooms and passages. This area can be accessed from lifts placed at several points on the surface.

Update v0.2.1

* A new non-humanoid robot type has been added! They are smaller and a bit slower than the humanoid robots, but can fire small balls of plasma that can give you a fair amount of damage at close range. These can been found at various locations throughout the settlement.

*A torch upgrade for your raygun is now available as a pickup. Use same process to apply the upgrade as with the battery and crystal module upgrades, just pickup with your left hand and move it to your raygun. There is a button on the side for turning it on and off. It uses your raygun's energy so wont work when energy runs out. A dimly lit underground area is planned for a future update, so it will become much useful once that's completed.

Update v0.2.0

* New raygun pulse weapon upgrade allowing your raygun to also fire balls of plasma. This requires a new resource in the form of Laser Crystal Modules. These wear with use and need regular replacement.
* Two modes of operation are available. Either firing as a continuous stream, or a single chargeable plasma ball of up to 4x strength, speed and cost. Each plasma ball fired uses up both energy and laser crystal resources.
* The 2 buttons on your raygun are now operational and allow you to selection either of these pulse weapon modes. A small screen with a magenta coloured bar on the side of the raygun displays the current state of the crystal module, and will also indicate when it needs replacing.
* Laser Crystal Module upgrades can be applied to your raygun by picking them up and moving them to your raygun. Replacement Raygun Crystal Modules can be found lying around the environment.
* Patrolling spacecraft can now be permanently disabled by hitting them with 3 plasma balls with at least a 50% charge-up. A plasma ball with less than 50% charge-up will just cause an immediate temporary retreat, so giving no accumulative damage (the same as if being hit by the standard laser, but immediate)