
Surviving Ceres
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Post-Launch Major Update 1Jun 9, 2025 - Community AnnouncementsQuick disclaimer: This update might have unexpected results in an ongoing playthrough. Some buildings that have changed could clip into each other. The new "One Floor Teleporter," if already placed, will be wonky when the new model replaces the old version in an existing game. Some new machines, such as the recycler, might not be found in your blueprints if certain saving conditions have also occurred in your ongoing save. If you wish to continue an ongoing playthrough and there are issues, please feel free to use Steam's ability to set the game back to any patch state. I will leave the previous patch available for anyone who wishes to finish a run before trying the new version.Let's get into the good stuff with that disclaimer out of the way. This patch is the first of many significant updates planned for the game to take it to the next level. This patch is focused on building and crafting aspects. You can expect some quick hotfixes if there are any issues with this patch. Once everything has settled down, I will begin work on the next major update, focusing on automation and logistics to tie the colony loop together in a big way.ChangesWe have made several language fixes and changes to clarify certain aspects of the game to players or to correct some language mistakes.We added a "Stat Point Available" message to the level-up message to ensure players know they have points to spend.We fixed some issues related to colonists' AI breaking when getting to work.We fixed some issues related to colonists getting jammed when too many attempted to use the teleporter from both directions, which could lock them up in a traffic jam.When deconstructing the mission control, we added a confirmation message to ensure players understand how many functions will not work correctly until it is rebuilt.We have added the ability to see crafting recipe costs for all blueprints in the tooltip. You can now see how much things cost while machines are crafting, helping players plan their next moves.We have added the ability to pin recipes. You can pin up to 5 recipes to the side of your screen, and you can clear them by clicking the clear pin button under the notification from within the inventory or any machine inventory.We added snap points to the "Basic Refinery," "Fuel Refinery," and "Basic Manufacturer." This should allow for more diversity in base buildings instead of one long path when these facilities had just one snap point. We will continue to iterate and add/change snap points for additional facilities as needed.We added a new 4-way corridor, which was highly requested. Even though we had the HUB, which is a 4-way connector, players wanted a 4-way corridor. This should enable players to do more with their vision for their bases.The "One Floor Teleporter" has been remade. It is now round and has four snap points on the second floor in every direction. This should really allow you to make bases in the shape and form of your choosing.We added some lights to the ad...A Few Small FixesMay 15, 2025 - Community AnnouncementsGreetings Pilgrims; This small patch contains a few quick fixes to a few lingering issues. Patch Notes I fixed an issue with landing pads remaining in use after launching a rocket. This was a tricky fix to track down, but I am now confident it is 100% fixed. Unfortunately, it can not fix any existing saves with broken landing pads, but if you come to the Discord, I can manually fix those saves for anyone who ran into this issue. Moving forward, it won't occur. I fixed some typos and language issues. Thank you kindly to "Hanorilin" from Discord for her help with this. I fixed an issue related to having multiple "Aerial Defense Cannons." This will now function correctly if you have any cannon manned by a colonist. I fixed an issue with the export of $1 billion worth of exports in a single rocket achievement that would not correctly fire if sent in the wrong rocket. This now fires for any rocket. I fixed a few misnamed interaction tips I missed when I combined some machines for simplicity. For example, the Basic and Advanced Machine Constructors, which were combined into the "Machine Constructor," were still listed as "Basic Machine Constructor" when interacting, and many others. This adds more consistent language to the game. That is it for this patch. This should address all lingering issues that slipped through to release, and we can now focus on the future. The first content patch will contain building and crafting QOL changes and additions. The date for this patch is not yet determined, but feel free to join Discord if you want to stay up-to-date. I appreciate your support.A Few Small FixesMay 11, 2025 - Community AnnouncementsThere was a rare issue where the Hub could be placed low enough that colliders could overlap the landscape, making it impossible to place some structures. There was a rare issue where landing pads would stay in use after you launched a rocket. I just wanted to push these couple of small fixes to address some minor issues. I am currently working on the first big update, but I had to get this out for players. I hope to have the first major update ready for June, but if you want to stay up-to-date, consider joining the Discord. Thank you, and have fun terraforming.Post Launch Fixes Part 3May 8, 2025 - Community AnnouncementsGreetings Pilgrims; This patch contains some fixes and tweaks based on reports and feedback gathered from the community. It should also mark the final fix patch before I begin working on the first significant update. Thank you to everyone for supporting me and the game. It means a lot. Patch Notes Fixed an issue where the farming level was displayed as the cooking level in the review colonist jobs menu. Fixed an issue that caused the "Advanced Farm" not to remember your chosen sorting method. I have increased the weight of "Killbots". They were far too light considering the weight of their parts to construct. The rotation tooltips for some objects that can't be rotated were removed. Fixed an issue that caused "Platinum Drills" to deconstruct as "Obsidian Drills". I have added a new YouTube creator poster for GameEdged, who has been doing a fantastic series on the game. This can be found on the "Decoration Constructor." I fixed a bunch of small spelling and grammar issues. A Massive shout-out to Vardis for his assistance in the Steam forums. Fixed an issue where the workshop showed as a logistics center on deconstruction. I added a new tip to the seeds to indicate they are planted manually on a basic farm. A few players think they should put them in the irrigation machine to grow. This tip should clarify that you must plant them in the dirt and then run the irrigation to grow plants. We added a display to the mess hall to show the exact amount of food and drinks in storage, making life easier. We fixed an issue where, when using "Advanced Power Generators," your base could load up offline due to the generators waiting to see if you had a worker assigned on load. This will no longer happen. We have added a new way to flag clients as retail and demo builds. This should smooth over issues from cloud saves when moving from the demo to the full game. Added notifications when power generators are killed by attacking creatures. That is it for this patch. I plan to move towards the first significant update. If any minor issues get reported, I will likely add fixes to the next content update. However, if any considerable problems get reported, we will make that a priority to patch and fix. We are safe from any significant issues at this time, but I am always ready to handle what comes up. If you want to stay up-to-date with development or have a glimpse into ongoing work, consider joining the Discord. Post Launch Fixes Part TwoMay 6, 2025 - Community AnnouncementsGreetings Pilgrims; It has taken a lot of hard work, but the next update is ready with various fixes and improvements to many of the issues reported by players. A huge thank you to everyone for supporting the game and for taking the time to give great feedback and reports. We have also received a whirlwind of excellent suggestions, which we will discuss in the future after the game is stable and as close to perfect as we can achieve. Patch Notes Opening and reading data pads will now pause the game, making them easier for players to use. However, for this to function, you must now use the escape key or press the close pad to exit. You can no longer use tab or E (the default key values), but ESC is an excellent key. I have added an unstuck command. We fixed an issue where pressing escape on the leaderboard resumed the game but left the leaderboard up. Fixed an issue where deconstructing windmills showed the wrong name Fixed issues regarding deconstructing the aerial defense turret. Auto saves no longer overwrite your manually named save. Instead, they make a separate save called Auto_Save. I have made a variety of performance changes. Several minor fixes and tweaks have been made to try to avoid any sort of Unreal crashing issues. This one is tricky, as Unreal is far from perfect, but these should help with stability. We fixed an issue with expeditions that caused your save to overwrite without structures. This should no longer occur. Fixed an issue where the water filtration stacked water to 10, not 20. We fixed an issue where the advanced farm could create large stacks of foods, not their maximum size of 20. Fixed an issue where melons and tomatoes didn't yield the correct amount on the advanced farm. I added a new button to the assigned work HUD for colonists called "Fire All." Sometimes, wild things have occurred that messed up job listings and postings. If you face any issues, this new fire-all button will set all colonists to unemployed and reset all job positions to their correct values. I hope you won't need this, but it now exists to help anyone who has issues from any mass deconstructing or bugged-out colonists. That is it for this minor update. We will see how it goes. If we don't get many new reports, we can move on to the first significant content update. But I will be ready to tackle any more minor issues that arise. Stability and bug-free are my top priorities. Post Launch FixesMay 3, 2025 - Community AnnouncementsGreetings Pilgrims; First, I just wanted to thank everyone who has purchased the game, especially those leaving reviews. We don't have many reviews, but we have 100% positive ones, which fills me with joy. Thank you to everyone for their support, with or without a review. There is an issue related to older saves from the demo and demo transitions into the full version. I have made the game run as best I can for older saves, especially those from the February next fest. But there has been so much work done since then that it is hard. They still work, but a few issues are related to newer content and old saves. As for the transition, the Steam cloud saves tried to copy your demo settings into your full version settings. I posted a solution on the forum, but uninstalling the demo and using manual load (not continuing the game) has fixed this issue for everyone. Patch Notes I fixed an issue with the deconstruction tool. The tool could get stuck. This was related to having it selected in the quick slots but then moving it to a different slot, taking it off your bar, or putting it into a machine. This should no longer be possible. I added an auto-save feature. A few people highly requested this. I never planned for an auto-save; I assumed quick, manual, and copying saves would be best. I find it annoying when games auto-save at the wrong time. However, having a few people's games crash on them and having them lose 6 hours of time hurts my heart. So, I added an auto-save that will auto-save every 10 minutes (let me know if this seems too slow or fast). I made several tweaks and optimizations to stop some players' crashes. These happen during long play sessions or in the late game. It is related to how much computation can be happening in a large mid-end game base full of colonists and several machines and facilities all working. I have added some optimizations and a few tweaks to lower calls. I wouldn't call it perfect, and I will continue to work on this aspect, but these changes should help. I fixed an issue where when you teleport to base, it won't trigger air to refill correctly. I fixed an issue where a player could leave from underwater to land and not have air begin to refill in a world past 50% terraforming (working atmosphere). That does it for this small patch. I wanted to get some critical fixes based on reports and quickly add the autosave for players. I will continue to work on stability and issues if they come in, but once it settles down, I will switch to working on the first significant update that I hope to push live ASAP. I don't want to give a timeline yet as I haven't begun that work, and it would be foolish to guess, but feel free to join my discord, where I work very transparently and openly with my community.Surviving Ceres Has LaunchedMay 2, 2025 - Community AnnouncementsIt Is Launch Time It has taken a few years, but the time has finally come to release Ceres to Steam. I want to thank all my beta testers, demo players, and, of course, the content creators who have helped showcase the game. The game would not be as bug-free and smooth without your help. Thank you. Now that the game is out, we can look toward the future. I have written a road map that you can find in the Steam forums if you want to get an idea of what is planned. Thank you to everyone for their support. I can't wait to get players in the game and hear their feedback as we continue development. Last Minuite AdditionsMay 2, 2025 - Community AnnouncementsGreetings Pilgrims; This last-minute update contains a few requested features and changes I know many players wanted to see for launch. Patch Notes Custom signs and other signs didn't work correctly. I tweaked the deconstruction to be smaller to avoid deconstructing the wrong buildings closely when they were on top of each other. I added the ability for players, machines, and storage to remember the sort method. I had to put this in a hack job way to quickly get it in for launch. It works well, but it doesn't save if you exit the game and reload. It will continue to remember anything you select while playing, but it doesn't yet save that out. I will add the saving side shortly, but I wanted to push this live for release. That is all inside this small patch.Launch Is ReadyApr 28, 2025 - Community AnnouncementsGreetings Pilgrims; This update marks the final update before the game's launch. Unless an issue requires an emergency patch, the game should be ready to go, and we can start to look toward its future. This update is a big update for the Demo. If you are a demo player and want to know what has changed, you will need to read through the previous four update notes posted to the full version. This update improves the Demo drastically and smooths the transition from a demo save to a full version save. Older saves will continue to work with minor exceptions to specific recipe changes. Some changes won't be live in an older save, but functionally, they will work without issue. In terms of the full version, there are only a few minor tweaks. There were minor issues with item descriptions, minor performance enhancements, and a change to how the farm calls for plants to grow. It was previously calling to overlapping machines if you placed machines in the dirt for farms. This will no longer cause an issue. Thank you so much to everyone for their fantastic feedback and the many creators who helped show the game to players. I can't wait to see how the launch goes and how players feel as we set our sights on post-launch updates. Your feedback and ideas will go a long way towards improving the game.Preparing For Launch part 4Apr 26, 2025 - Community AnnouncementsGreetings Pilgrims; This might be the last update before launch, but we may need one more with any tweaks or fixes if issues are found over the next few days. This patch aims to fix the problems with resolution changes, adds a FOV slider, and provides a few fixes. Patch Notes I tweaked the DPI curve that affects resolution scaling. It was making icons too large on 2k, and I made a few other minor tweaks. My testers will have to verify this, but I am hopeful the HUDS will look good on all resolutions now. Fixed an issue that prevented "Kill Bots" from deconstructing properly. Fixed a mission tip issue that could cause it to get stuck on "Build an expedition facility" if you built the facility before the tip was active. It now correctly skips this tip if you have already built an expedition facility before required. I added a new FOV slider that allows you to set the FOV from 50 to 150. The default is still 90, but it can now be changed. I don't know who might need as high as 150, but you do you. Tweaked the gains from certain raw foods Fixed an issue that prevented a supply crate from functioning in the cave that opens at 70% terraforming. That is it for this patch. It is time to get back to work on finalizing any lingering issues. Trying to achieve perfection is nearly impossible, but the game is in a fantastic state, thanks to some amazing players, creators, and testers. I am very grateful for your help and support. I can't wait to get players into the full game and start looking towards the future with significant content updates and changes.Preparing For Launch Part 3Apr 25, 2025 - Community AnnouncementsGreetings Pilgrims; This minor update contains a few critical updates for the game before launch. After some testing on this current build, one more update will be added. Then, we should be good to go for launch and can look to the future. Patch Notes We added a poster for MasotankaTV from Twitch as a thank-you for their support and content. Some additional checks and fixes were added to ensure colonists don't walk around as just heads. A fix was added to ensure colonists begin work correctly after being assigned. Changed the total research list to 118 to match the real number Tweaked the cost for tier 5 exports to better align with the cost and gains from export 4 I added a few sounds to the correct sound classes where there were issues, such as the aerial defense cannon rotation. It is now tied correctly to the SFX volume slider, as well as a few other sounds that were missing sound classes. I added a DPI curve to the HUDs that should help scale the resolution for very small or very large screens. Next, I need some testers to check out how the game handles their resolutions. I cannot test 4k, 8k, and ultra-wide resolutions, so I rely on others to help me test these changes and then push any tweaks to this system, leaving a few other small bits of polish to finish.Preparing For Launch Part 2Apr 21, 2025 - Community AnnouncementsGreetings Pilgrims; This update features a variety of fixes, changes, additions, optimization changes, and QoL changes. We have received great feedback from content creators, streamers, demo players, and testers. This update takes their hard work and uses it to improve the game as we head towards the May 2nd launch. A huge thank you to everyone who has helped support the game through feedback and kind words. Patch Notes We have added a confirmation when deconstructing the wireless power facility. This ensures players know this will disrupt their base power and that it must be replaced and reset. Changed research done in the research center to remember where you are on the scrollbar when unlocking technologies. Fixed an issue where colonists could consume full stacks of food and water items. Reduced a variety of recipes for parts and goods to streamline progression and keep things from being too much of a grind. Changed a few tips to ensure clarity and that enough valuable information is being given to the player at different game stages. Fixed an issue found when deconstructing the research center. Fixed an issue that could cause colonists to get stuck trying to eat when they failed to find a seat at a table. We have added a blocking volume to deny placing machines into the dirt on farms. This would break machines when they tried to grow the machine like a plant, causing issues. Changed the text on the starter rocket to better inform new players that taking nothing is a good option when you don't know what you need, and let them know they can call for supplies with that same funding later when they have a specific need. Fixed an issue where the power display showed KW instead of MW Fixed a minor issue with hydropower converters not showing the correct visual when operating. We reduced Storage space by four, lowering it to 20 slots. However, we added three research unlocks, each with five additional slots for storage containers. We effectively added 11 slots, but you must unlock them through research. We fixed an exploit where you could remove rocket fuel from a rocket after launching it, and it would still launch. Now, when you hit launch, you can no longer interact with the rocket inventory. Fixed an issue when deconstructing the parts machine. Increase EXP gains on advanced facilities and machines. Fixed and tweaked all display screens to have 100% synchronicity with the mission control room and deny access if you remove your mission control room. Increased the flashlight's power and radius to help better navigate the darkness I expect to push one more patch ahead of launch and, at that time, also patch the demo to match the launch version of the game. To maximize development time, I have left the demo back a few patches, but that will change ahead of launch. Thank you for your support. I can't wait to get players into the game and start looking towards the future and post-launch content updates.Fixes, Tweaks, And AdditionsApr 15, 2025 - Community AnnouncementsGreetings Pilgrims, We have had some great creators dive deep into the game lately, which has brought a variety of great feedback, bugs, and suggestions. This patch adds many of these things to the game and many minor fixes based on beta play testing. Changes, Tweaks, Additions Fixed an issue related to deconstructing the operated aerial turret. Fixed an issue that could cause colonists to be a head without a body when at work. Fixed an issue that could cause oxygen loss when exiting water in a world past 50% terraforming with an atmosphere. Fixed an issue that prevented killbots from attacking correctly. Fixed an issue that could break quick slot items occasionally. We added a blocking volume to the landing pad to prevent buildings from being built above it, causing rockets to clip through the floor above. Fixed a stacking issue that could occur with potatoes. I changed some wording on a few HUDS to be more concise and clear. Fixed an issue with colonists and military production / aerial turret assignment that could allow you to double assign to one job when you didn't have enough spots for that job built. Changed some supply pod loot to benefit better players who clear pods. I changed the materials and goods tips to include where they are created. Fixed an issue that could cause your power to turn off when returning from an expedition. Changed some supply chest contents. Changed the machine function button color to make it pop out to players more easily. I added a few new posters for some creators to the game. I changed the technology unlocked text in the RND to not hide descriptions of unlocked items, in case players need to read them. I changed a few recipes to be more in line with what I feel they should cost based on when you can create them. This includes things like food, expedition facilities, lights, and more. Fixed an issue that could crash the game if you attempted to sort an empty machine. We fixed a DUPE issue that was found by dropping items from the last slot of your inventory. Then, without moving the mouse, you press the drop key again to drop additional versions of that item. Fixed some quick slot issues regarding items you hand to facilities, such as ballistic payloads and terraforming upgrades. That does it for this patch. Over the next couple of weeks, I will be aggressively testing the game, looking for any issues or friction in the balance of the game, while also looking to optimize things for the future. We are well on track for release, and I can't wait for players to try the whole game. It is in a great state, and there are tons of ideas that we can bring to the game in the future post-launch. I will make a roadmap before release to cover some of these plans. Thank you, and see you in the game soon.Preparing For LaunchApr 2, 2025 - Community AnnouncementsGreetings Pilgrims; First, I have ended the beta ahead of this build. The beta players have been amazing, but I want to keep them out of this last build so they have some surprises for the launch. A huge thank you to everyone for their help with the game; it would not be nearly as bug-free and smooth without your feedback. On a sadder note, I have decided to pull the translations. I am OK with having machine translations for the beta and the demo. But I am not OK with launching the game with terrible machine translations. I had hoped to get community help to polish translations, but it didn't happen. For that reason, I am temporarily pulling all non-English versions. My previous Steam title, "Game Dev Masters," had machine translations, and around 90% of the total negative reviews were basically "Translations are bad." I want to avoid any negative reviews for Ceres related to poor translations. I am very sorry to any non-English players who had planned to play the game. I can't move forward with bad translations. If the game succeeds, I will re-invest that revenue into getting professional translations, but there are no guarantees of success. Let's get into the patch notes. Added a new sorting option for your inventory to sort items by name. Changed all machines from having a recessed name to an extruded name that is more visible from angles. We have added sounds to the alien lifeforms. They will now make noise when they play animations above the flat plateau. To ensure it isn't annoying to players in their bases, they can only be heard when somewhat close to them. We have added a new sky camera view you can swap to while placing structures. This allows players to get a view from above to ensure the placement of base modules aligns with their plans. We have separated crafting material requirement texts into multiple text lines, allowing recipes to show which materials you have and which are missing. We use green and red texts instead of just making the text red if you have one of the materials but not the others. We added a delay to the sound played when damage is taken. This will prevent the groaning when taking damage rapidly from being too annoying. It will now only play once every 10-15 seconds. We added coffee as a drinkable liquid to the game. This new drink increases colonists' happiness and comfort and gives the player five extra max stamina every time they drink it. I fixed a variety of issues that could occur when deconstructing certain base modules that interact with colonists. These should be mostly fixed, but I will continue to debug this issue to ensure it is fully handled. Based on feedback, we changed the save and exit button locations in the options menu. We had an exit game without saving at the bottom, and a few players were hitting that by accident. So, we have shifted some button locations to alleviate this issue. Fixed some issues related to colonist's jobs and how they were displayed. Fixed an issue that could cause colonis...Next Fest UpdateMar 4, 2025 - Community AnnouncementsGreetings Pilgrims; So, the next fest is over, and we got some fantastic feedback. I have been compiling a list of players' requests, and this update brings the more minor but impactful changes into the game. Some of the larger ideas will be worked on this month, with the hope of dropping them in April. A huge shout out to everyone who tried the demo, and especially to those who took the time to give amazing constructive feedback on Steam and Discord. Here is a list of changes found in this patch; We have added an option to allow players to invert mouse Y (up and down) and mouse X (left and right). We have added an option to use low-flashing VFX. Some players found harvesting at night a bit bright, so this option adds a variant to those VFX that reduces any bright flashes. I also reduced a couple of facility VFX with this option. If any player encounters a VFX they find too bright, let me know, and I will include it in this system of alternate VFX. We completely reworked mission objective/tip texts and data pad texts, adding critical information and giving all of these texts a serious polish pass for grammar and clarity. We still need to do this for the help texts found in the help wiki, but these critical mission texts have been seriously improved. We added some names to the colonist name generation pool that players requested in the discord SC_Project channel. We added a couple of new posters for content creators who have been showing the game some love: DarkSky and Drayus. I am not in a position to offer sponsored videos, but I am happy to reward creators who promote the game through in-game posters. We have reworked skylighting, light shafts, and lens flares. Overall, the aim was to increase visibility at night in the early game, which we have achieved. This is a tricky aspect that we will continue to examine as we develop, but I am happy with the current lighting and hope that players who found it a bit dark on Ceres feel better about the nighttime visuals. We added an iron and ice deposit to the starting rocket area. This was a suggestion to help players learn about deposits and push them not to build beside the rocket but to locate the large flat area for the base building. I am not 100% sure how I feel about these nodes being there. I might switch them to rocks or something else that denies placing a HUB beside the rocket, but for now, there are nodes. After players see the new landing spot, I would love to hear feedback on this issue. We changed Register Storage to Name Storage. It was register due to colonist logisitics, but some of that was pulled back as it added complexity that didn't benefit the game. This new name the storage fits the use better. Changed the overweight penalty to limit speed in a flat linear way instead of a percentage-based penalty. If you had good moving speed, this penalty was too low; now, it will always slow you down enough for you to care about weight management. We added an auto-turnoff feature for basic far...Ceres Glow Up Part 5Feb 6, 2025 - Community AnnouncementsGreetings Pilgrims; This update brings a few small changes and additions to the DEMO build but primarily focuses on the late-game aspects only available in the BETA build. A new key action was added to remove the player's main HUD. This is by default on the "P" key but has been added to the key-binds section of the options menu for rebinding. We have added new visuals, animations, VFX, and SFX to all the late-game facilities. Facilities with colonist workers have had a worker terminal added to them where colonists will sit and work on the machines of that facility. On top of the facility face lifts many other aspects have been added or reworked. These include such things as; -Ice walls no longer just disappear when you cross terraforming thresholds. They have multiple states and visuals for multiple phases of melting, eventually ending in just being removed completely. But, this makes it more realistic for the melting process. -More trees, bushes, and bugs have been added to the later terraforming stages. After doing some experimenting I was able to increase the visual fidelity of the world post terraforming. -Both expeditions two and three have had finalized levels created for them. In addition to these major aspects, there have been many smaller additions, tweaks, and changes made mostly aimed at streamlining the end-game and improving the overall game experience. The DEMO is feeling great, and we are pushing toward "Next Fest". The May 2nd release date is well on track, and I will continue to work and use all your feedback from the demo and beta builds. If you would like to be a part of the game beta please join the games discord and request a key. Thank you so much for all of your support. Ceres Glow Up Part 4Jan 20, 2025 - Community AnnouncementsGreetings Pilgrims; This update is yet another round of visual improvements for Ceres. There are a few small fixes and one major fix. In the last update, a change made to the mess hall broke its collision, making it impossible to be placed, which locked progression, as the mess hall is one of the requirements to bring in colonists. This has been fixed as well as a handful of smaller issues that were brought to my attention by testers. On the visual side, there are quite a few small details and some larger changes that will be quite obvious to returning players. For example, the rocket has been overhauled in both exterior and interior. On the interior side, I have added some venting and smoke particles that indicate oxygen is flowing. Some players were unsure how to get their oxygen back in the early game and this change should help make it more obvious that you can replenish oxygen in the early game by using the rocket. There are still some aspects in the works, but the demo is feeling and looking great. I am planning to finalize the demo very soon and include it in the upcoming Next Fest. After we reach that point we will switch focus to overhauling the late-game visuals and animations. If you would like to help improve the full game please consider joining the discord and requesting a beta key. Thank you so much for your continued support, and I am very excited for the future of Ceres.Ceres Glow Up Part 3Jan 14, 2025 - Community AnnouncementsGreetings Pilgrims; This is the third part of improving the game's visuals and overall presentation with various models, VFX, SFX, and tweaks. There are quite a few visual and sound changes in this update, and I am not going to list them all. If you have played previously, you will see what is new. If you haven't played before, then the game will just be that much better when you do decide to try it out. My current aim is to finalize everything related to the early game that is included in the demo as I am planning to join the upcoming "Steam Next Fest" with the demo build. However, some late-game aspects have already had changes as well. Some of these were done for the new trailer on the store page, and some were done just because it made logical sense to do so at the time. Ideally, when the demo is complete we will move on to finalizing the late-game visuals. Most of the late-game facilities are still just using placeholder visuals, but we will get there. I am targeting May 2, 2025, for release, and I believe we can hit that mark largely due to an amazing group of beta players helping out. There are a few fixes and tweaks in this patch based on small issues found by beta players, a huge shout-out to all of you for your amazing work. The game's quality would be far worse without your ongoing help. There were no major issues found, but there were many small issues such as the wrong pre-placed visuals, incorrect tooltips, and some incorrect indexing of items. These have all been fixed. On top of the fixes and changes, we have added some new content and items as well. There were 16 new decorations added to the decoration constructor. These include a variety of wall posters, signage, and some plants that you can place around your base (they do not produce oxygen). I considered some other types of decorations such as rugs and chairs, but it felt clunky and I pulled them out. If anyone has feedback on what other sort of decorations would suit the game, please let me know I am very much open to any ideas. Another small but awesome change was the completion of the dynamic main menu. This is something the majority of players will never even notice, but I think it is super cool. In essence, as you terraform Ceres in your save the main menu also reflects these changes with nine different visual stages based on your progression. I put together a short YouTube video showcasing these stages if you are interested you can check it out here: https://www.youtube.com/watch?v=RiA2atCR91A It is a small detail that many will never see, but I love small details that add up to an amazing game in general. So, we did it. I expect to drop one or two more updates to the demo before the next fest begins. There are still some elements that need to be reworked and improved. If you would like to join the beta and help guide the future of the game, join the discord and request a key. Thank you for your ongoing support, and I can not wait for players to experience the finished v...Glow Up Part 2Dec 28, 2024 - Community AnnouncementsGreetings Pilgrims; This is the next update in a series of updates related to visuals, VFX, SFX, and general polish. The following aspects have been overhauled; - New colonist models. We now have cool little stylized colonists with models for both males and females with multiple variations of heads, facial hair (for men), and hairstyles. As each colonist is generated a head, face, and hair options are selected and a profile picture representing that colonist can be found in the colony management HUD. Each colonist arrives in a space suit with a helmet and backpack. When they find a bed they will place their helmets and backpacks into storage and reveal their actual faces. I have also added the ability to customize the uniform for your colonists from the colony management HUD with your chosen colors. - Expedition One has had its map overhauled and designed into a better space to battle alien bugs. The bosses now also explode through a wall and bust into the map when spawned. Expeditions two and three will be overhauled in the next update. - Added bushes and grass clumps that begin to spawn after passing 75% terraforming progress. - Added Butterfly and fireflies to the map that begin to spawn after passing 80% terraforming progress. - Added a variety of tree models around the map that start to spawn and grow into full trees after passing 85% terraforming progress. - Added fish to the lake that forms. These begin to appear after passing the 95% terraforming mark. I will also be adding flocks of birds to this terraforming event in the future. All the terraforming event visuals that begin to appear are set up to not spawn if the player has built any structures in their vicinity. I can't know where players will make their base, or how large a base players will create. So, I have covered the map with trees, bushes, and bugs. If any building is in range they simply won't spawn there. These items such as trees and grass also do not block future buildings you may place. If you spawn a building that intersects with any map visuals they will be removed on construction. I have put a fair amount of vegetation and bugs around the map, but there is room to increase their density. I don't want to run into performance issues, but when we get to the stage where performance is being overhauled and monitored, if there are no issues I will increase the density of trees, bushes, and bug spawns.Ceres Glow UpDec 23, 2024 - Community AnnouncementsGreetings Pilgrims; I am pleased to announce that the first round of visual updates are now live in the demo and beta version of the game. All 10 place-able machines have had unique visuals, effects, and sfc created and applied. They are not insane high detailed AAA quality models, but I am not a AAA developer. They are however each unique with interesting animations and stylized visuals. On top of the machines the early game facilities such as the refinery, basic manufacturer, and fuel refinery have had a visual overhaul. There is still a lot of work left to be done in terms of set dressing, ambience, and advanced facilities. However, this is a great first step. I will continue to work and bring the game to life with a unique visual style over the next few months at minimum. If you would like to help shape the games future consider joining the beta. You can do so by popping into the discord and requesting a key. Thank you for your continued support, and I hope you enjoy what has already been done with much more to come.
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