Sipho cover
Sipho screenshot
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Genre: Simulator, Strategy, Indie

Sipho

Sipho 1.0.1f3 is now available - better performance and AI!

Hello all!

We have been gathering feedback from community forums and watching various streamers play Sipho and got a nice list of notes that we are addressing with this update!

Budlings now feel much safer next to their parents and should not run away from big enemies. Especially those enemies who are threatening their mother colony!

There seems to be a disturbing lack of self-preservation among your offspring...

Enemy AI has been tweaked to be less aggressive to enemies that are much smaller than them - that makes more sense to make them dispose of something that is more threatening and only then go after small ones. The change is most impactful when the small one is the player!

A lot of bugfixes and performance have been done - especially related to level spawning and whirlpool level destruction. While there are things to optimise further, we hope this will help with stuttering a lot.

Version 1.0.1f4


  • More robust way of holding consumables should fix Polyp sometimes causing consumables to be unholdable
  • Do not update Environment Grid if things have recently been spawned


Version 1.0.1f3


  • Optimize whirlpool level destruction
  • Tweak Advena areas
  • Cache level spawner texture values - improves performance for levels based on texture lookup spawning


Version 1.0.1f2


  • Add Tooltip to separate canvas in Main Menu
  • Mover camera fast while in transition - fixes camera flying around after entering new zones
  • Fix growth zooid type categories not being disabled correctly


Version 1.0.1f1


  • Refactor enemy spawning to allow having different enemy counts per campaign level. Adjust enemy aggressiveness and counts
  • Add option to slow down game simulation if it is unable to keep up with target framerate
  • Alphas are guaranteed to drop relevant mutations
  • Fix whirlpools not spawning in Freeroam
  • Saenus Boss 3 creates currents a bit more rarely. Other boss fight enemies never flee
  • Pathfinder completes its path requests when setting new ones
  • Allow Mutations have differently constructed titles for localization. Add missing translations.
  • Refactor how campaign sipho zooids get swapped for variety - dynamically determine if swapping is possible instead of being hardcoded. Fixes enemies with impossible layouts appearing
  • Megalocyst explodes instantly instead of 0.1sec delay
  • Do not regenerate health when losing nutrition to overnutrition - fixes some bosses healing themselves for a while before allowing themselves to be over-dps'ed
  • Make Advena campaign areas a bit wider to navigate
  • Boss battle arena does not care if there is null sinkable to sink
  • Fix zooid info tooltip text to contain proper newlines
  • Better Leader following AI for minion Siphos
  • Enemies are less likely to attack smaller enemies
  • Display zooid type next to breed name in the tooltips
  • Improve some zooid descriptions
  • Fix leech teleporting
  • Mutation generation can skip types - allows Abrasive mutation to be applicable to Puffer, but not be generated for Structures
  • Enemy Spawner tracks and manages children of the children as well - fixes boss arenas sometimes being stuck after killing a boss
  • Siphos drop recently eaten nutrition if they're killed fast enough
  • Don't clump up enemies when spawning
  • Correctly dispose of player minions when starting new Epoch


Version 1.0.1a1


  • Revert to shape matching correctly when detecting NaN deformation values
  • Add obstacle inside shrimpy's centre so nothing gets moved or spawned in it
  • Cra'Than second boss waits before attacking
  • Update Environment Grid over several frames - reduces stuttering
  • Update pathfinding grid 1 chunk over time as now obstacle spawners spawn more consistently
  • Obstacle spawners update chunks dynamically over several frames
  • Do not spawn sizzler arc if distance is lower than 0.1 - fixes arcs flying away
  • Claw Weapons and Twister Swirls have unlimited overlaps
  • Fix flower petals in Buginis areas and enable their fade-outs
  • Polyp damages their target immediately when attaching
  • Use realtime in breed selection breed chosen animation so the animation isn't affected by time scale
  • Align level spawners with Environment Grid chunks - better overlap checking, better performance.
  • Give spawner manager one frame delay to spawned chunk checking - should allow physics to catch up and have valid raycast queries
  • Improve Enemy Spawner checking for unspawned chunks - include radius in search so moving spawned enemy is guaranteed to not later overlap the enemy

Sipho Trading Cards and Emoji are now available!

Hello, Gamers! ːsiphoPogː

For all your gamer conversations and cool profile backgrounds Sipho Emoji and Trading Cards are now available!

Impress your friends with your grabbing skillz:
ːsiphoPogːːgrabberStartːːgrabberMidːːgrabberMidːːgrabberMidːːgrabberMidːːgrabberMidːːgrabberMidːːgrabberMidːːgrabberMidːːgrabberMidːːgrabberMidːːgrabberMidːːgrabberMidːːgrabberMidːːgrabberMidːːgrabberMidːːgrabberMidːːgrabberMidːːgrabberMidːːgrabberMidːːgrabberMidːːgrabberMidːːgrabberMidːːgrabberMidːːgrabberMidːːgrabberMidːːgrabberMidːːgrabberMidːːgrabberMidːːgrabberMidːːgrabberMidːːgrabberEndːːnutritiousEggː

Or make silly faces:
ːpoisonBombːːlickItːːpoisonBombː
ːskellyHandLːːseaheadːːskellyHandRː

Are all now available in Steam through card collecting and points shop!

Sipho 1.0.0f7 is here with Brazilian Portuguese language support!

Hello Sipho players!

Almost a week has passed since 1.0.0 launch and it was exhilarating! After so long in the Early Access tunnel the release and tons of new players experiencing the game for the first time were the light at the end of the tunnel.

Development isn't over though - we want to "unlock" the intended Sipho experience for everyone. After watching many new Let'splays and collecting players' feedback we noticed that onboarding to the game needs more work. It is something you can develop a blind eye on - the playerbase was experienced, you, as a developer know how things work - so nobody notices the missing first steps as they've already passed them.

One of the things we can immediately fix are certain moments where players can't get up on their feet anymore: Losses at the end of levels sometimes put players in soft-lock state, where there is no more nutrition left and only large enemies. Our solution - spawn some "snacks" so if player has lost any nutrition they will be able to regain before having the courage to dive deeper.

Other things were obvious quality issues - stability, problems with input and polish in general. We will continue to improve new player experiences, controller support and add more polish to the game. As well as new in-game languages.

Sipho is now also available in Brazilian Portuguese language!


We had a good friend to help us and translate to Brazilian Portuguese language. The language can be accessed through Options -> Player Settings menu. New players, who have their Steam client set to available and fully translated language will have it selected automatically. Divirta-se!

Changenotes:


Version 1.0.0f7


  • Fix Leech and Polyp teleporting their tentacles around
  • Deep Zooid Layer no longer collides with Ignore Raycast layer - fixes Flail Chain Links connector colliding with Deep Zooids
  • Fix second Advena zone to no longer spawn food into walls
  • Peapod distance stiffness when relaxed is a bit higher
  • Expand player vision under top level decortaions if siphonophore is covered
  • Optimize Environment Settings shader property upload by using property name hashes
  • Projectiles that carryover buffs check for null colliders - fixes rare error
  • Apply tint to Saenus whirlpool sprites
  • Enemies properly spread out
  • Spawn snacks when player is below expected progression to help with soft-locks when a level ends but there's no nutrition left
  • Tweak Piston stats - increase mass to 5 (up from 1) to allow better deformation stability when many heavier zooids connect to it. Increase angular connection stiffness to 0.5 (up from 0.1) to prevent oscillations
  • When changing constraint values also lerp angular constraints - reduces physics overshoots even more
  • Fix wrong distance constraint stiffness step amount when undeforming - that caused overshoots and sipho mangling-up
  • Auto-set languages that have marked as fully translated when first launching the game. Set Brazilian language as fully translated
  • Add Translators credits
  • Separate different environment depth layer gradients to ensure that they are selected properly for their depth layer. Fixes rare occurences when certain objets appeared uncollidable when they were
  • Tweak Buginis boss 1 arena to have smoother outer walls
  • Fix that UI toggle button didn't toggle off certain parts of UI
  • Change Frakir minion value range from 200-400 to 150-250 - less broken layouts to fight against


Previous hotfixes contained:



Version 1.0.0f6


  • Caltrops penetrate things one frame ahead of time which prevents them getting physics reaction forces and bouncing off penetrated objects
  • Caltrops do not immediately die when penetration expires
  • Skin Flower has more accurate colliders
  • Add DPad defaults for growth mode picking zooid category to grow - those were unused and are kind of nice. Always rebindable in Options menu
  • Add input detection mode to allow overriding automatic input type
  • Do not unparent objects when they're about to be destroyed as part of scene unloading - just some game-log santiziation
  • Clamp caltrop pull force after 5 seconds - fixes some crazy scenarios where caltrops no longer collide due to huge forces acting on them


Version 1.0.0f5


  • Enemies after first boss are bit more chill
  • Final boss now enrages properly and does a bit more to survive
  • Reschedule path if Sipho radius changes
  • Slow down time earlier in transition effects so the game doesn't play while while is about to be chomped on
  • Fix respawning in Aquarium sometimes setting overshot values to transition and time effects
  • Make relaxed peapod a bit stiffer in distance constraining
  • Buginis Guard doesn't aggro immediately when passing by
  • Greatly reduce number of unintentionally destroyed poolables - a slight performance improvement
  • Puffer projectiles are not containable in Voider
  • Fix deep rocks showing up in growth mode incorrectly - various boss arenas had weird black shadows from deep decorations that were close to the surface
  • Add cursor lock to window option to gameplay options
  • Append extra zooid info when hovering grown zooid and holding Alt key
  • Don't destroy on load Time Master


Version 1.0.0f4


  • Add Full Screen Mode option to Graphics menu - using Fullscreen Exclusive could help improve performance on low-end machines
  • Reduce overall music volume just a tiny bit
  • Fix memory leak in deformable jobs
  • Fix memory leak and improve performance of pathfinding clearance calculations
  • Fix Grabber erroring out in rare occasions and do not exert firing force if it stayed connected


Version 1.0.0f3


  • Add translations incomplete disclaimer
  • Fix polyp not attaching correctly
  • Tidy up music playing and play it in Aquarium
  • Upload to Workshop with Public visibility by default
  • Fix layouts marked in layout Browser as Do Not Spawn were still spawned
  • Things that do not want to be held are no longer held - fixes Polyp attaching to Zooid unlock consumables
  • Correctly request for Depth texture rendering when depth blur is on - fixes the game being super blurry if Ambient Occlusion is off, but Depth Effect is on

Sipho 1.0.0 f6 hotfix is now live!

Hello all,
We have a small batch of hotfixes from recent feedback. Some have reported controller auto-detection not working, so we added an option to override input detection mode. It can be found in the Options menu.
We notice a lot of runs end after the first boss - enemies are noticeably more aggresive there and gang up on the player. As a temporary solution we have tweaked their aggresiveness and range of detection to be lower - making them less likely to gang up on the player. Let's see how this goes.
Caltroper is one of the newest Zooids who is quite hard to control. These changes make it a bit more predictable by pre-penetrating objects without obstruction of movement. Old behavior was that they would bounce-off for single frame and penetrate on the next one.



Version 1.0.0f6


  • Caltrops penetrate things one frame ahead of time which prevents them getting physics reaction forces and bouncing off penetrated objects
  • Caltrops do not immediately die when penetration expires
  • Skin Flower has more accurate colliders
  • Add DPad defaults for growth mode picking zooid category to grow - those were unused and are kind of nice. Always rebindable in Options menu
  • Add input detection mode to allow overriding automatic input type
  • Do not unparent objects when they're about to be destroyed as part of scene unloading - just some game-log santiziation
  • Clamp caltrop pull force after 5 seconds - fixes some crazy scenarios where caltrops no longer collide due to huge forces acting on them


Version 1.0.0f5


  • Enemies after first boss are bit more chill
  • Final boss now enrages properly and does a bit more to survive
  • Reschedule path if Sipho radius changes
  • Slow down time earlier in transition effects so the game doesn't play while while is about to be chomped on
  • Fix respawning in Aquarium sometimes setting overshot values to transition and time effects
  • Make relaxed peapod a bit stiffer in distance constraining
  • Buginis Guard doesn't aggro immediately when passing by
  • Greatly reduce number of unintentionally destroyed poolables - a slight performance improvement
  • Puffer projectiles are not containable in Voider
  • Fix deep rocks showing up in growth mode incorrectly - various boss arenas had weird black shadows from deep decorations that were close to the surface
  • Add cursor lock to window option to gameplay options
  • Append extra zooid info when hovering grown zooid and holding Alt key
  • Don't destroy on load Time Master

Sipho 1.0.0f4 hotfix

Hello Sipho players!

A small patch build has been uploaded which addresses several issues. There were some memory leaks in new and improved pathfinding code. Aquariums were lacking music and they won't anymore! We hope you are enjoying Sipho and more improvements will be coming!

Version 1.0.0f4


  • Add Full Screen Mode option to Graphics menu - using Fullscreen Exclusive could help improve performance on low-end machines
  • Reduce overall music volume just a tiny bit
  • Fix memory leak in deformable jobs
  • Fix memory leak and improve performance of pathfinding clearance calculations
  • Fix Grabber erroring out in rare occasions and do not exert firing force if it stayed connected


Version 1.0.0f3


  • Add translations incomplete disclaimer
  • Fix polyp not attaching correctly
  • Tidy up music playing and play it in Aquarium
  • Upload to Workshop with Public visibility by default
  • Fix layouts marked in layout Browser as Do Not Spawn were still spawned
  • Things that do not want to be held are no longer held - fixes Polyp attaching to Zooid unlock consumables
  • Correctly request for Depth texture rendering when depth blur is on - fixes the game being super blurry if Ambient Occlusion is off, but Depth Effect is on

Sipho 1.0.0 is now available!

Dear Sipho players,

Sipho is out of Early Access with all its glory! New content awaits you!

  • A new Mushroom-inspired Breed!
  • Wild new parts - Zooids!
  • Improved Enemy AI
  • Steam Workshop support for creations - Layouts
  • New soundtrack
  • Polished boss fights
  • Visual and other various improvements - just can't name all of them here!



In coming days we are going to be releasing Steam community content and gradually releasing new languages. We are also monitor game's balance - expect more polish in that area!

As always - we invite you to join our community:


Changelog


Whole changelog is just too big for this post, so we put all changes in a single pastebin

Thank you for being with us for almost 6 years - we can't you all. Here's to a great future with Sipho!

Sipho 1.0 will come out of Early Access this September!

We are very happy to announce that Sipho will be coming out of Early Access this September of 2023!

The upcoming Sipho 1.0 will have:



  • A new Mushroom-inspired Breed!
  • Wild new parts - Zooids!
  • Improved Enemy AI
  • Steam Workshop support for creations - Layouts
  • New soundtrack
  • Game translations to different languages
  • Visual and other various improvements - just can't name all of them here!

We have prepared a little teaser trailer to get you all hyped:
What new things can you spot in the Trailer?

As Sipho comes out of Early Access its price will be increased to $18 USD or your regional equivalent upon launch. If you haven't tried Sipho yet - now is the last chance to get it for Early Access price.

The Time In Early Access


Sipho has come a long way since it entered Early Access. As we developed the game publicly, we tried to listen to player feedback and guide the game towards common vision. Creation contests have proven to be immensely valuable and uniting our whole community. Fostering such creativity in the game and outside of it has been our goal from the beginning. In the end, Sipho has become bigger and better than we expected it to be at the start. From what would have been made in 1 year of Early Access, we now have almost 5 years of love and labour put in. Thank you for your support and here's hope to another 5 years!

Thank you for following us for so long!

Poll: Which Zooids need improvements?

Hello Siphonophorians!

We're just inches away from Sipho 1.0 and there is still some time to improve our beloved Zooids. It would be very interesting to hear which Zooids, in your opinion, need the most work - so I've created a poll. Let me know which Zooids are the most underwhelming by moving them to the top/giving them the most points in the poll.

If you have additional comments or would like to participate in discussions - we have a lively discussion and some sneak-peaks into development of Sipho on our Discord or leave a comment under this announcement.

Cheers and keep on diving deeper,
Dominas

Sipho 0.9.5f2 Hotfix: Rebounce

A quick hotfix for players which experience only Head zooids spawning instead of fully grown enemies. This was caused by game not handling several invalid custom Layout cases which should be resolved now. All invalid layouts are moved to /Layouts/Invalid.

Version 0.9.5f2


  • More robust Layout importing
  • Fix old Cra'Than obstacles being referenced by several sprite atlases

Sipho 0.9.5 - Bounce Back

Hello Sipho society, we have an update!

Bounce Mutation


Ever since the Mutation Creation Contest I've had this urge to implement a Bouncy Mutation. Many shoot-em-up games have this because bounciness is chaos and chaos is fun. You can land trick shots over corners, get surprised by enemy fire that bounces off or even create some Rube Goldberg machines. These are the ultimate goal of Sipho - a collection of mechanics that complement each other and allow creating complex systems for you to have fun with and beat the game.


A new Bounce Stat was added and a Mutation to go along with it

Thus the Bounce Stat has been added - as of now, only used by Projectile weapons - Flak, Sniper, Soul Eater and Sprayer. In the future other Zooids might support Bounce stat too, however, it can be trickier to balance as bounce can sometimes be non-beneficial.

One of benefits of having some Bounce is to guarantee your shots in tight areas. Now what do I use to reach that food?

For Projectiles Bounce works by keeping an internal counter of "remaining bounces". When a projectile hits a solid, non damageable object it checks if it has bounces left and bounces off if it does. If it doesn't - it dies as usual. This works with Obstacles and even with Spikes and Flails - projectiles can bounce off them!

Aquarium Obstacle Menu Overhaul


One of the silent and huge updates we had some time ago was updating Aquarium content. This was motivated by the need to tidy-up obstacle names for future game translations and update the old content in general. As a result we now have a pretty nifty spawnable object categorization with previews:


Notice the pleasing column/row ratio 😩👌

It is now also possible to change at which depth objects are spawned - on, below or above playable surfaces. In future, Decorations and Obstacles should become one category - as spawning Obstacles at non-collidable layers makes them Decorations and some Decorations can be interesting to collide with or even have some gameplay function.

Tooling, like changing depth or moving already spawned obstacles is also something I keep in mind.

Shady Business


One of graphical improvements that I really wanted to do for a long time were shadows.

Fancy name for a simple thing - blurry black outlines that get thicker if an object covers another object from higher distance.

Sipho action happens in deep waters and I really want to emphasize the atmosphere of this depth. While 2D by definition does not have depth we can do some tricks. One of which is parallax to add depth to lower layers - the deeper things are, the less they "move" when camera moves. This trick only works for deeper than playable layer. Playable layer can't have parallax as it would creation confusion around collisions. Higher layer in theory could have parallax, but it felt too distracting. So to add some depth emphasis on all layers at once I added Ambient Occlusion effect. It can be tweaked in Graphics Options for your liking!

There is some good stuff hidden in the patch notes - movement improvements, performance optimisations for late game, secret features.

Version 0.9.5f1


  • Add Tier 3 Projectile weapon bounce mutation
  • Use Factions to determine what Mutations UI represents
  • Remove separate debuff drag logic and use stat-baed logic for Muck - fixes spazzing out
  • Modify third Buginis Boss arena walls to have less sharp corners that Siphos can get stuck on
  • Add Bounce stat, icons, description
  • Skill use also gets queried in Fixed Update - fixes skipping input for fast skills when framerate is low
  • Cache Shell Grower results which greatly improves performance for Siphos with large amount of far-reaching Chitins
  • Add GetAllNeighborZooids variant with HashSet which has optimized search for Contains()
  • Destructible objects can be indestructible


Version 0.9.4f8


  • Experimental symmetrical building by holding Alt button
  • Handle single zooid sipho velocities better when trying to move
  • Update angular velocity after zooid rotations were updated - fixes incorrect velocities at frame-after-frame level
  • Add ZooidDeep layer and use it for Deep zooid. Deep is no longer affected by Pushers and Twisters. Deep collides with large obstacles
  • Mines no longer explode on contact with Consumables


Version 0.9.4f7


  • Puffer spike thicker
  • Fix Auto Grow messing things up
  • Detached/Reattached zooids can get callback
  • Tweak Tank movement to work with new movement logic
  • Fix Moss glitching out in certain positions
  • Fix deformed built-in Buginis Layout "Rapacious Buginis Pig"
  • Use simpler logic to remove detached Zooid connections when repositioning zooids - fixes moving pistons erroring out
  • Fix incorrect angular velocity calculation of Siphos when passing through 360 degrees - fixes stutter when turning in Tank movement
  • Add Consumption flag to skills and make enemies use them to reach food quicker
  • Enemies use skills if their skill zooid is in range to the target
  • Grid spawner debug
  • Remove Whirlpool spawners from Aquarium areas
  • Experimental PID movement - F11 toggles
  • Detach Polyp when teleporting Sipho
  • Fix audio sliders being 99% by default, not 100%
  • Update Megalocyst description
  • Rename zooid files to contain Zooid_ prefix


Version 0.9.4f6


  • Update Graphics Connector position when initializing - fixes Graphics Connectors appearing in wrong positions for the first frame
  • Handle Layout generation positioning when main sipho is at zero position
  • Polyps do not damage dead damageables - fixes an error spam
  • Align Polyp mover icon with base
  • Do not attempt growing new zooid again when ending growth - fixes growing new zooids twice at once


Version 0.9.4f5


  • Fix Head zooids costing nutrition when they shouldn't
  • Display Health Regeneration stat value correctly
  • Tweak Decoration Coral 3 vertex animation
  • Fix two custom spawning related bugs - Aquarium spawns and desspawns should now persist
  • Select Layout preview generator position even more robustly
  • Initialize Zooids with correct indexes - fixes Piston incorrectly expanding/contracting when spawned
  • Override main Piston connection with thicker looking connection and non-main with thinner
  • Zooids can have Graphics Connector overrides for directions


Version 0.9.4f4


  • Brighten up Main Menu postprocessing effect
  • Use campaign spawners for Aquarium areas
  • Fix whilpool pop when Area Clears
  • Separate Ancient Rock bottom objects from Rocks
  • Make deep connections stiffer and correct outline depth
  • Alien Rock Bottom desaturates with depth
  • Wacky workaround for not spawning extra empty spaces for Spawnable box
  • Better Aquarium spawn groups and their UI panels
  • Cell fitter now supports max cell count constraint
  • Tweak Obstacle names
  • Tweak Cooldown Recovery powerup icon
  • Move Environment Object Variant info onto the same component
  • Set Aquarium background grid depth to spawnable depth


Version 0.9.4f3


  • Alien rock bottom is an obstacle now
  • Projectile starting health is determined by Penetration
  • Get unseen position for Sipho preview generator
  • Cancel snapshot generation when leaving death screen
  • Holes always spawn things at zero depth
  • Fix Alien Rock Bottoms overlapping other objects
  • Rocky spikeball won't spawn in regular levels yet
  • Tweak boss battle spawn positions
  • Environment Object shader again has option not to write to depth - fixes some effects overwriting depth
  • Use RectMask in Aquarium menu instead of per-pixel mask
  • Fix powerup effects and add missing icons
  • Display depth tooltip when selecting depth in aquarium
  • Reorder some spawnables in Aquarium UI
  • Don't localize intermediate env object names
  • Don't spam instanceID reimports
  • Fixup Leech NaNs?
  • Add Spike ball
  • Do not localize instances of prefabs as they can have random names
  • Flower decorations
  • Report when new localization keys are added
  • Correct Deeper Rock depths
  • Reset currents scale when scaling parent object - preserves correct Z
  • Fix Currents visuals
  • Alien rock bottom decoration tweaks
  • Translations
  • Prepend to filename tool
  • Add more decorations to spawn in Aquarium
  • Cleanup decorations
  • Lava Rock tops correctly inherit from prefab
  • Add capitalize function to asset renaming window
  • Do not localize environment object names directly
  • Aquarium spawning groups up objects with the same name into expandable categories
  • More obstacle cleanup
  • More obstacle cleaning up
  • Aquarium spawn effect has correct depth and group up spawnables
  • Bump year in Main Menu
  • New year - reimport all prefabs
  • Intestines tweak
  • Correct Piston skill icon
  • Minion siphos are very angry
  • Do not include backgrounds to Cra'Than sprite atlas
  • Add Cra'Than and Buginis environment sprites to atlases
  • Fix incorrect environment object world position calculation
  • Aquarium spawns at Mid depth (Z=0) by default
  • Fix energy regen pickup effect clouds rotating and clipping
  • Reenable Deep outline
  • Skin flowers are nasty again
  • Fix flower 2 visuals
  • Always output top facing normals for particle sprites
  • Vertex anim support for environment object shader (shouldn't be used though)
  • More names fix
  • Correct Aquarium depth slider values
  • Revert translations
  • Obstacles now have variants in their names
  • Dither fix again
  • Add Toggle UI button - default bind F12
  • Advena rocks use correct depth-supported material
  • Add depth spawning assets
  • Add recorder that works
  • Polyp Zooid descriptions and visual tweaks
  • Ripple particles have no size limit - they were incorrectly clamped before


Version 0.9.4f2


  • Same
  • Identifyable database uses assset postprocessor to setup references
  • Fix Decoration dithering
  • Disable double buffered positions - rotation constraint needs to be fixed first to be sure this has no additional drawbacks
  • Don't overtiffen rotation constraint when entering growth mode - currently it has incorrect values, so overtstiffing it breaks physics
  • Revert to more stable soft body constraint calculation
  • Allow changing depth when spawning in Aquarium
  • Leech uses interpolated Zooid transform position for graphics
  • Make sure renderer clones are removed
  • Revert translations
  • Add Debug dump all mutations
  • Gather identifyables when building


Version 0.9.4f1


  • Tweak depth layers
  • Ripples do not sample from things that have higher depth
  • Add alpha/depth dithering
  • Make Advena head selection bottom rocks stay at the bottom
  • Use environment shader functions in depth normals shader to get correctly aligned depth values
  • Fix Buginis Boss first boss fight particles not being spawned when the fight ends
  • Reset projectile health when initializing launched projectiles
  • Move skillbind permutations away from localized strings
  • Translation cleanup
  • Use all caps font in Dive button
  • Add Recorder package
  • Constraint tester v2
  • Extract distance constraint function
  • Use custom shader for rendering depth
  • Tweak AO default settings
  • Add Ambient Occlusion setting
  • Render Ripples at Low depth - fixes ripples overallping collidable objects
  • Environment Objects and Ripples write into depth
  • Enable Ambient Occlusion in Postprocessing Profiles
  • Correct offset falloff and handle inverse orientation
  • Better constraint tester
  • Add perpendicular function
  • Use interpolated Zooid transform positions instead of physics positions when positioning Zooid Growth buttons and Growth Point indicators - fixes them being offset when Sipho is edited in high motion
  • Fix some nested particle effects getting incorrectly scaled
  • Support more debug vectors
  • Extract Rotation constraint calculation method for easier debugging
  • Apparently I could save one normalization in rotation constraint - more Soft Body Physics performance!
  • Soften up sentence for The Condemned One and allow it to be included in builds
  • Apply position and rotation offsets after constraints are calculated - fixes symmetrical builds with contracting muscle zooids spinning out of control