- Development Notes (v. EA 2.03.002) - 8 January 2023
Happy New Year, This patch addresses only one bug. Thanks to @Aberzhully for finding it. Best, -john & pete Bugs Can now remap WASD as desired. Previously this was impossible due to a specific use of virtual axes within the game engine (Unity).
- Development Notes (v. EA 2.03.001) - 24 November 2022
Happy Thanksgiving, This patch introduces draggable UI windows, and several other quality of life improvements. Our community had identified some of these as helpful updates, and other we simply chose to do on our own. Best, -john & pete Quality of Life Can now breakdown items by holding down left control (cursor will change to purple) and then left clicking inventory items. UI Windows are now movable (they can be dragged). Added a back button to the tutorial. Balance Player can no longer purchase items which they have not researched.
- Skill-Based Character System & Post-Game Overhaul! (v. FR 2.03.000) - 22 November 2022
Hello all, Two major road map items are complete and included in our latest patch! We performed a complete overhaul of our character \ RPG system, and additionally made some significant game flow changes that are most evident in the post-game info page (this is actually a bonus roadmap item). Essentially, these changes both cleanup some of the messiest areas of the game, and also pivot the game & the player toward a deeper sense of belonging in the Mugalo Galaxy. There were various elements in the game that were very intense and heavily focused on survival and permadeath. While we like how these elements raised the stakes & excitement, they also were detracting from a really calm & relaxing exploration experience. These changes also pave the way for the future, allowing us to expand the game vertically using the new character skill system. These skills will allow us to establish a deepe…
- Development Notes (v. EA 2.02.001) - 16 November 2022
Hope everyone is enjoying the fishing update! This patch adds support for custom key bindings & corrects a few other items. Polish Players can now create custom key bindings using the settings menu. In addition to every 5 minutes, autosave will now occur when beaming up and beaming down. Fish can now be broken down for resources.
- Mugalos of the Deep! (v. FR 2.02.000 - Fishing Update) - 13 November 2022
Hello all, We were able to complete our fishing system, "Mugalos of the Deep"! Right now there are ten fish that can be caught throughout the galaxy, but once players get a feel for the system we may add a greater variety of fish. Caught fish have various weights, qualities, and values. Caught fish may be eaten for rations or sold in the small goods marketplace. The fishing system advances us toward our goal of providing a deep explorable galaxy. Featured Fish: The Great Willay Great Willays are thought to be ancient minds and stewards of the seas. Vital marine life, they may be, but they are frequently poached for their scales. https://i.imgur.com/HBenyVL.png Post the name of a cool fish, and we will consider adding it to the game! Best, -john and pete New Features Mugalos of the Deep (Fishing)! Bug Fixes Sliders should no longer be automatically controlled by extraneous input devices…
- Development Notes (v. EA 2.01.002) - 10 November 2022
Hey all, We were able to address one major community desire (autosave), and snuck in a few other updates. Regarding the "color corrections", the game was originally developed on monitors with a rare gamma setting -- so during development, to us, the game appeared bright, more colorful, and more of a pastel palette. But, we later realized how rare our monitors were, which means that about 95% of our users were experiencing a much darker version of the game. This patch delivers the game colors as we intended with the help of some color correction scripts. We also added autosave which will occur every five minutes. There is no option to turn autosave on or off, it will always be on. There is also no in-game notification of autosave, but if you go to the main menu, you should see that saves are being established every five minutes. Additionally, with the release of Proton, we believe our ga…
- We've moved to Full Release! - 6 November 2022
Hey all! We have stepped ahead with transitioning Lilith Odyssey to a full release! For those wanting more content and larger scale mods, we’re sorry for any disappointment. While we don’t have any plans to add more to the game at this time, well, as the young Justin Bieber once said, “never say never.” Please know that your support, and the community’s, really did carry us across the Early Access and into the feverish debugging that followed lol. We’re still compiling all feedback we get, in case our hearts return to the Mugalo Galaxy. In Early Access, we were able to resolve 64 bugs \ issues \ quality of life features \ new features (in addition to many subtle undocumented changes). Those are listed here on our bug tracker: https://github.com/chaystarjun/LilithCommunityTracker/projects/1 As of this message, we are working on two different games. Jedizebra (john) is working on a relaxi…
- Development Notes (v. EA 1.02.002) - 1 October 2021
This patch corrects a small store bug, and updates the title screen with some more pertinent information. Thanks @Cutter & @ghostface for finding this one. Polish The title screen now displays the game's latest major updates. The title screen now displays the game's development road map. The title screen now shows accurate & numerical scoring criteria (for those interested). Bug Fixes When the user selects a new store, the actions scroll window will automatically scroll to the top. Without this feature, it can be hard for users to find the available actions, as one can scroll past all of the actions.
- Development Notes (v. EA 1.02.001) - 26 September 2021
This patch corrects a small store bug, and updates the title screen with some more pertinent information. Thanks @Cutter & @ghostface for finding this one. Polish Moved the "R" to Rotate key note so that it does not overlap with the de-materialize text. Balance Production times for farms and fuel rigs were adjusted (see below). The standardized price of FLORP was increased from 75 credits to 100 credits. The standardized price of Batteries was increased from 40 credits to 60 credits. Food items are less valuable (see below). Fuel cells are less valuable (see below). Updated Production Rate Table https://i.imgur.com/Ao3BE74.png Bug Fixes When the user selects a new store, the actions scroll window will automatically scroll to the top. Without this feature, it can be hard for users to find the available actions, as one can crol
- The IGG Small Goods Marketplace (v. EA 1.02.000) - 25 September 2021
"Citizen. Register your inventories at the kiosk. Exchange your goods, and then exit the trading floor. All transactions are monitored and sanctioned by the IGG." This latest update is another large update to the game. The IGG Small Goods Marketplace is available at all stores & stations throughout the galaxy. Within the small goods marketplace, a variety of items can be bought and sold at market prices. The items that players can buy and sell are listed below, but essentially, the market only allows for transactions on about 20 common items such as Florp, Ammo, Potatoes, or Fuel Cells. Our goal with this change is to provide a market for future commodities that will be arriving in our upcoming roadmap items. For example, both fishing & farming will provide the player with goods (fish & crops) that should be sellable at a common market. Additionally, this market increases the fluidity &…
- Sandbox Mode! (v. EA 1.01.000) - 18 September 2021
With our first major update since our initial Early Access release, we hope to provide casual gamers with a more suitable and low-key a game mode: Sandbox Mode. In Survival Mode, players are asked to keep oxygen meters, power meters, and other survival threats at bay. In Sandbox Mode, a number of these hardline mechanics have been removed or dampened (see below for details about what Sandbox Mode actually is). Additionally, we laid the foundation for several of our upcoming road map items (road map attached below). Our next update will likely be the addition of an IGG Marketplace (primarily a UI feature) where any resource item \ harvested item can be sold at market prices. This IGG market is critical to our plans for the Fishing Update (selling fish at market price) and our Farming Overhaul (selling crops at market price, among other things). Roadmap https://i.imgur.com/7PqUv0K.png In…
- Development Notes (v. EA 1.00.023) - 12 September 2021
In this patch, a number of items in the community backlog were fixed (see below). The biggest changes are the ability to play with metric units enabled, and the minimizing of the tutorial. See below for more details. Thanks for your patience -- we've been taking some time to investigate the feasibility of multiplayer -- and we'll let you know if we think we can pull it off. In the immediate future (possibly the next patch), we'll be looking to add fishing (on planets) to the game. Thanks again to the (growing!) community (@matric, @onlyhow, @zzz, @aplethoraof, @Hoxtilicious!, @sirenderboy, @toker, @kilon, @tobugis, @godrow, @deexengima) -- hopefully soon we can start working on some more significant features. New Features Players can now enable the display of metric units by going to the gameplay tab of the settings menu. The choice effects planet temperatures, blood temperatures, chara…
- Development Notes (v. EA 1.00.022) - 29 August 2021
In this patch, we were able to continue our march through the community backlog. We also corrected some items in our personal backlog. The current focus is still on playability, polish, and balance. On a positive note, the game is pretty stable right now. From this foundation we should be able to start working on some of our own new feature ideas and some of the community requested features. Thanks to the community for the continual feedback -- it is helping to improve the game :). New Features The HUD tracker can now be used on any star or planet regardless of distance. For example, Lilith can be tracked from anywhere in the galaxy. The HUD tracker will stick to the edges of the screen when facing away from tracked objects (before it would disappear). Polish An indication is now displayed when inside a galactic storm (some user's were confused about why their camera was shaking or were…
- Development Notes (v. EA 1.00.021) - 28 August 2021
This patch mainly focused on polish & some strange issues that we noticed in streams. We're also just generally working through a larger bug log, and trying to fine tune our game mechanics, area by area. This patch will initiate some changes to the handling of spacecraft, that will likely take some time to completely tune. Thanks to @pizzbonez, @sirenderboy, @retromation, @DeexEnigma, @Saracen for identifying these :). Side Announcement! Congratulations to @Pizzabonez for setting the first official Lilith Odyssey Speed running record! His in-game time was pretty low (20.5 Voyage Days)! If you'd like to make an attempt at breaking the record, be sure to capture a video (YouTube \ twitch) of your run, so that it can be verified officially. New Features The planet camera angle can now be adjusted permanently. It will not snap back when you release middle-mouse. The space camera angle can a…
- Development Notes (v. EA 1.00.020) - 22 August 2021
So it seems like some of our ease-of-play economic balance changes may have gone overboard. This patch brings them closer to the ideal values (hopefully). We also fixed a few save-game bugs, and some game-polish issues. Thanks to @DeexEnigma, @Voxel, @Saracen, @wandtpag, @syllospri, @Wolfram, @GachaPawn for identifying these :). Balance Fuel efficiency in space decreased from 2.2 to 1.5. Harvested Resources (such as dirt or logs) breakdown rate is now 1.8x. You may notice some decimals in the UI, the EFU actually stores data with decimal precision, but the UI may hide that precision at times. Potato Farms now generate 8 potatoes per florp canister (instead of 10). Warp Root Farms now generate 5 warp roots per florp canister (instead of 6). Protium Fuel Wells now generate 8 protium cells per battery (instead of 10). Deuterium Fuel Wells now generate 5 deuterium cells per battery (instead…
- Development Notes (v. EA 1.00.019) - 21 August 2021
Most of the changes in this patch were directed at making the game more playable and friendly for new players. Our development testers got pretty good at the game (due to playing so frequently, haha) -- so, in this patch, we notched the difficulty back quite a bit. We may have taken it too far, but if so, we'll keep adjusting until we find a steady balance. Thanks for you patience and support :). Thanks to @Saracen, @peasantsi (Twitch), @wandtpag, @syllospri, @Wolfram for identifying their issues & requests on launch day. Balance Fuel efficiency in space increased by a factor of 2.2. Harvested Resources (such as dirt or logs) now breakdown down into 2x as many EFU resources (carbon, metal, nanite). Potato Farms now generate 10 potatoes per florp canister (instead of 4). Warp Root Farms now generate 6 warp roots per florp canister (instead of 3). Nitrocorn Farms now generate 3 nitro-corn…
- Finally! Lilith Odyssey is Launching this Friday! - 17 August 2021
Finally done! We are happy to announce that we are locked in for a launch of the game, this Friday, August 20th! It has been a really long time for us. As a pair of game-developers who have worked on this project for five years while simultaneously holding full-time day jobs -- we are thrilled to be able to deliver this game to you. It's going to be both an exciting and an emotional moment for us. We really hope you enjoy the game -- and we hope your feedback will continue to roll in, which helps us bring the game to higher levels. Launch Discount & New Features For the first 7 days, we'll be offering a launch discount of 23%! We'll be releasing version (EA 1.00.018), and incrementing from this baseline. A number of exciting new features have been implemented since the demo, and many bugs \ polish issues have been addressed. Development Notes (v. EA 1.00.018) After the demo event, we be…
- Join us for a Demo Party Tonight! - 15 June 2021
Over the last few weeks, we've been hard at work putting together a playable demo of our game -- and we'll be releasing it tonight at 10 PM EST! Please jump on steam, give it a download, and let us know what you think! For our small team (just the two of us) a demo was more manageable event than a public beta, but we still wanted to give the community a chance to influence the project before we released the game to Early Access in august! In the Demo, you'll be able to pick from one of two sailing ships, one of two families, and will have the task of navigating to a nearby planet with limited resources. In the full game, many features will be unlocked: the full tech tree, the full radio song list, a much deeper selection of families, more purchasable items, and a galaxy that is almost 16x larger than the demo galaxy. Shortly after 10 PM, the Steam NEXT fest will begin (which we are part…
- Beta 14.0 - 1 March 2021
In Beta 14.0 we resolved a handful of high priority bugs that were identified in beta testing. The experience continues to get smoother, and our bug log is looking a bit smaller. Features Allowed the player to put their suit on at any time regardless of the planet type. Suits are required on worlds without quality atmospheres. Balance Civilians can no longer be killed by the player (and therefore cannot be harvested for resources). Bug Fixes Pure water worlds can now be reached by the player. Player can now move items between the ship part inventory (ship configuration) and their back pack \ tools inventory. Ship parts are now correctly removed from the ship when they are destroyed by a storm or raid. Planets no longer display "-Infinity" as the current temperature. Visual Tweaks UI trackers can be selected again (this was broken by a previous build).
- Beta 12.6 - 27 February 2021
In Beta 12.6 we are working through a few errors we have in the underlying unity framework. We also reworked the tutorial, and added support for ultrawide screens. Features Added support for ultra-wide aspect ratios. Tutorial has been extensively reworked. Upgraded to a stable version of unity. Balance None. Bug Fixes None. Visual Tweaks UI elements subdivided across multiple canvases to increase UI performance.