Dear Martians!
Thank you for playing the Exploration Update and for all the feedback! We really appreciate your guidance and suggestions which help us further develop this Early Access. With the recent Major Update we've fulfilled many of the Kickstarter's stretch goals and we've prepared the game core to allow easier updates in the future.
Kickstarter goals fulfilled so far
- ✅ Early Access Launched
- ✅ Technology Expansion
- ✅ Added Wind Turbines
- ✅ Added Heavy Suit
- ✅ Added Motocross
- ✅ Added Mars Truck
- ✅ Additional semi trailers
- ✅ Workshop battery charger, fusebox & sink
We hear your feedback that perhaps the additional vehicles were not the most important to add at this time, but they were already almost done and we didn't want to delay our obligation to the backers. Also it's worth noting that they are optional. Unlocking Motocross or Truck is not mandatory to progress in the tech tree (for those who prefer to keep driving the Heavy Rover).
In this devlog we will write more about our current focus as well as our plans for next updates.
1. Balance and Quality of Life Improvements - in progress
Based on your feedback sent via the F4 reporting system, eracolonisthelp e-mail, steam forums and discord threads we are prioritizing hotfixes for issues which affect current gameplay the most. We are going to release a series of patches and hotfixes to address the most commonly reported issues and suggestions.
2. Further Performance Optimization - in progress
We know that there's still a lot to do in terms of performance optimization. Thanks to upgrading the engine, we now have better tools to track down bottlenecks in this regard. The main focus points for us right now in terms of optimization are:
- Optimizing terrain generation and outpost spawning while traveling
- Optimizing performance of big bases (saves with 150+ sols)
It's too early to know if we can guarantee concrete results, but we are deeply analyzing possible solutions to this performance bottlenecks, and we will keep you updated as soon as we achieve some results.
3. Further Technical Upgrades - ongoing process
As mentioned in the previous devlog, the following points are already being worked on:
- Additional Language versions
- Reworked animation system
- Improved graphics and lightning
- Online Co Op Multiplayer
4. Additional Content planned for the future
After we solve the most important bottlenecks from points 1. and 2. we will return to content updates among which we have planned the big ones below:
- Construction (Vertical constructions, Grid buildings, Decoration system, Furniture)
- Robotics (Spotty robot companion, Drone Harvesters, Automated Extractors)
- Chemistry (Chemlab workbench, Substance crafting, Chemistry Techtree)
- Nuclear (Uranium refinement, Centrifuges, Kilopower reactors)
It's too early to estimate exact dates of each of the updates mentioned above, however this is a reminder of our plan of continuous expansion of this game, according to our refreshed roadmap.
Currently we are hard at work on next hotfixes and QoL changes. We have already released first patch v0.134.2 on Steam. The GOG and EPIC version requires an additional improvement and will be updated in a few days, together with the next patch.
If you encounter any bugs or you have more thoughts about update, please email us to eracolonisthelp@gmail.com, this will help to track down the issues faster.
Also a reminder for all the new players who joined our community recently - below you will find useful links with FAQ, tips & tricks, wiki, roadmap and more information about the game's nuances:
Video Guide | Colonist FAQ | Troubleshooting FAQ | https://occupymars.fandom.com/wiki/Occupy_Mars:_The_Game_Wiki" target="_blank">Wiki | Roadmap | TightBeam | Discord
Stay connected with us through our social channels to stay up-to-date with the latest news and share your thoughts. Thanks for being a part of this journey with us, and until next time!
Occupy Mars Team