- Update v1.8.5:
- Feats
- Custom difficulty
- Continue button has been added to the main menu, which loads the last save
- Added octopus inking as a research
- Crafting can now be prioritized
- Growth can now be prioritized
- WASD movement in growth tree
- Added Sea urchin notification for when sea urchins still remain in the zone after the event is finished
- Wildlife abilities in migration panel now say "requires growth" if you have not unlocked their ability through growth
- Additional visual examples added to accessibility focused settings
- Fixes
- Debug text in collection book called "providesupto" has been fixed
- Navigating with d-pad in floating panels no longer open other panels
- Text related to housing in zone overview panel no longer crash into each other on other languages
- Quests to buy a ruined zone now account for more than one ruined zone per tier
- Priority button in info panels no longer have their disable reasons bleed over
- Coral husks and human remnants should no longer spawn at the same location
- Overcrowdedness notification now properly shows zone name33
- Zone dropdown no longer fails to update for the first instance
- World space icons no longer turned off permanently for the entire session if game is exited in ocean/wildlife view
- Guide Book now more readable on Steam Deck
- Top Bar now more readable on Steam Deck
- Collection Book now more readable on Steam Deck
- Main Menu now more readable on Steam Deck
- Save Menu is now more readable on Steam Deck
- Resolutions are now sorted correctly in display settings
- Lost Spirits Quest now auto-complete if the Lost Spirit ceases to exist before marking the quest complete
- We now try to find the right controller type if the user is using steam input
- Mouse no longer highlights UI in gamepad mode
- Crab cleaning of trash now takes longer time
- Hazard anti-repetition code no longer permanently lowers weight of hazard
- Incoming Moving Hazard Notification no longer appears when Hazard is leaving zone
- HUD shortcuts now work while a info panel is open
- Hazards in challenge mode can no longer be at the lowest severity
- Zone names in migration panel no longer cut in half in some instances
- Load Menu now lets you skip to load/cancel buttons on gamepad by navigating left and right
- Sprite Post no longer skips disabled buildings, unless they were disabled by the player
- Overcrowded notification now changes zone when a previous overcrowded zone gets below moderate overcrowdedness and theres another zone with moderate overcrowdedness or above
- Place lure tooltip now shows overcrowdedness
- Lure ghost are now yellow when the zone they hover is close or is overcrowded
- Time between events in challenging mode now shorter
- Coral Plate & Infused Coral production no longer listed as 0
- AZERTY keyboard now show the correct shortcuts
- "m" is now "," for example
- Secondary effects filters no longer gets reset when loading in the game
- The secondary effects filters gets reset when reseting the settings
- No longer show need pearls WSI when storage is full when loading a save
- Worker overview now shows increased health for workers
- Gamepad preview in settings menu no longer shows no prompts in certain categories
- Input devices are now disabled on unfocus to prevent inputs getting stuck
- Need material WSI now is prioritized over disable and no energy WSI
- Growth tree now fully closes when clicking the exit button and growth info panel is open
- Update v1.5.3:
- Features
- Sea Urchins now have a notification when remaining in a zone after an event is finished
- Thrash Thrown in Chasm now spawns a notification
- Mystery Cluster now go back to 0 after the time left is 0
- Mystery Clusters now have a notification showing how long a water parameter change is in effect
- Top Bar now show temporary water parameter changes in the water parameter tooltip
- FSR 3 and 4 can now be enabled from the Graphics or Display tab in the settings.
- Peaceful mode can now be chosen from the campaign menu
- Tutorial Heat Wave no longer appears when playing on peaceful difficulty
- Node Distribution is now the same in peaceful as it is in balanced difficulty
- Defence Against Jellyfish and Defence Against Sea Urchins are now unlocked from start in peaceful mode
- Events now have the same interval in peaceful and balanced
- Fixes
- Zone wildlife capacity in lure tooltip now properly updates according to current zone
- Place lure tooltip now shows overcrowdedness
- Boulders no longer get cancelled if workers are assigned to other tasks before the boulder is fully moved
- MultiSelect can no longer select the same entity multiple times in the same selection
- Grid Raycast no longer errors when temporarily entering a corrupt state
- Lure Ghost are now yellow when the zone they hover is close or is overcrowded
- Overcrowded Notification now changes zone when a previous overcrowded zone gets below moderate overcrowdedness and theres another zone with moderate overcrowdedness or above
- Migration quests no longer show {startzone} and {endzone} in the UI prior to accepting the quest
- Moving boulder no longer crashes game when there are more workers needed than positions around boulder.
- Corrupted Blocking Boulders no longer sometimes crash the game
- Boulders no longer sometimes become permanently unmovable when fixing a corrupt state
- “Build Evolved Structures” quest no longer fails to count placed evolved structures after doing structure for lobster quest
- Info Panel no longer locks you on unavigatable element on gamepad
- Save Menu now more stable on controller
- Navigating with gamepad in settings menu no longer occasionally navigates to the pause menu behind it
- External Addressables now load correctly on all platforms
- Quests no longer break when loading a new save with the same quest ongoing
- Crabs are no longer stuck in trash animation after their crab shelter has been destroyed
- Oil spill, Jellyfish, Moray eel, Lion fish, Garbage Patch, and Sea urchins now have a reactive text the first time they appear
- “Gain Wildlife” quest no longer fails to complete in certain situations
- Daisy Wheel sections are no longer highlighted from the previous time the wheel was open
- Coral Crabs now added to the volcanic lure
- mystery cluster water parameter change is now temporary
- Steam Deck now has an increased UI scale by default
- Oil Patch now needs either a rocky or a volcanic tier 2 or higher zone to have 20% development
- Increased text size of north indicator on minimap
- Increased some text readability on steam deck
- Oil and Garbage events now have a time delay before they will be added to the event pool after their prerequisites are met
- Alkaline and Acidity wave now uses the correct multiplier for the acidity change in challenge mode
- Heatwave Quest now displays quest description
- “Move Lost Spirit” quest no longer resets after loading a save where the spirit is moved
- Growth now have a shorter research time when required for hazards
- Crab Cleaning WSI now prioritized over oil WSI
- Trash Piles now gets reset back to full size if the crab cleaning it dies
- Workers no longer appear to teleport when moving far distances off-screen
- Narrative Lost Spirit no longer corrupts if you load a save before the narrative moment
- loading a save where a wildlife quest is complete will count as completing the achievement
- Creating new lure now highlights the lure radial button every time, not just the first time
- Old Auto Saves now get deleted until the amount is less or equal to the auto save limit
- It previously just deleted the oldest auto save
- Fish are Friends achievement can no longer be unlocked by starting a wildlife quest, saving and then load that save
- The only way is to complete a wildlife quest
- Alkaline and Acidity Wave now uses the correct multiplier for the acidity change in challenge mode
- “Migrate Wildlife” quest now saves progress if you save while it’s still ongoing
- Wildlife View no longer runs when the pause menu is open
- “Build Building” quests now saves progress if you save while it’s still ongoing
- Default Display Setting now match the main display
- Red Damage Boundary no longer remains on screen during the Reef Heart death sequence
- Seahorses are no longer idling in one location when their not hauling
- Welcome to the reef dialogue box size is now increased
- Worker health loss now has a multiplier for the different difficulties in the game
- Wildlife no longer takes oil damage from two systems
- Structure comfort loss now has a multiplier for the different difficulties in the game
- Structure health loss now has a multiplier for the different difficulties in the game