News Liste Osiris: New Dawn

The Story Update
Osiris: New Dawn
27.10.22 16:37 Community Announcements
[b]Hello Explorers![/b] Wow, I am so excited to share this build with you! It's been a long time coming and I'm absolutely thrilled we're here. As you may know, we've been pushing many builds out on the Experimental Branch in recent months. After gathering a huge amount of invaluable feedback from our community we are now releasing this update to all! From myself and all involved, I give you The Story Update!

Story Mode

Story mode takes you on a solo adventure to discover the mysteries of the Phoenix Team and your attempt to rescue Mission Specialist Dawkins. Along the way you will fight for survival that will take you across the world, deep underground, and into space. Crafting abilities unlock through a progression in this mode, and you are rewarded with new crafting abilities as you traverse through the adventure. Your System Computer narrates missions and provides tips and explanations for you as you go.

Complete Missions

Missions and objectives have been added throughout to give a full experience from start to finish.

Repair Design

All repairables in the Story Mode have now been properly set and designed based on progression, mineral hardness, Cyptex availability, and numerous other factors to ensure a smooth and realistic experience.

Phoenix Team Voice Logs

Find clues and logs of Phoenix Team members spread across the world as you search for the survivors. These clues will be vital for your own survival.

Cryptex Blueprints in Story Mode

We resurrected an idea we had years ago and finally added it to the game in a meaningful way. Cyptex disks c

Survival Challenge

A mode we’ve had planned internally for a long time, essentially a “Naked and Afraid” style mode where you choose a planet and starting gear and see how long you can last. Again, this is a first pass and we’ll likely add a leaderboard and permadeath to this mode - maybe even some fun contests! As in Story Mode, crafting abilities are unlocked through mission completions and discoveries.

Creative Mode

The creative character selection now gets its own mode and now has the ability to choose a starting planet!

Main Menu Overhaul

Single Player mode selection. Multiplayer mode selection. Inching ever closer to our final Main Menu, this update features our new mode selection panels and improved character selection, management, and creation tools. We’re also inching closer to having each class more meaningful, which will continue to get refined as we go.

Starting Worlds for Public Servers

Now each server will have its own starting world, giving more variety and challenge.

Terrain Deformation

Large structure building has never been better with simple but powerful terrain deformation. Finally, you can build a sprawling base without the worry of hills and inclines stunting your build plans. Note this only applies to large structures - many smaller utilities and huts will just sit on top of terrain.

First Person Animations

This was a ton of work, but we now have some nice animations and FX in first person. Patching your suite has never looked better or been more immersive.

Third Person Animations

Building, crafting, eating, healing, even gathering liquid are now fully displayed through beautiful animations and sound FX.

Water Interaction

Step through and splash in the bodies of liquid. Creatures act in the liquid too!

Plant Interaction

Walking through plants now has animation and sound giving more immersion to the experience.

More Map Features

Back by popular demand we added in the filtering feature to allow for searching for minerals by type. Also, type is now listed by hardness instead of density for to better align with your gear capabilities. Geysers and Liquids have also been added to the Map features.

Sound Mastering

A lot of time went into cleaning up all the beeps and chimes in the UI, making the sound more balanced and focusing on real world sounds for immersion as opposed to sci fi beeps and buzzes.

System Computer Voice

Speaking of sound, we have our final System Computer voice implemented and she sounds great! Missions are also given through the System voice.

Build Goal Management

A hotly requested feature, now you can add to your build goal to create an overall shopping list.

Dynamic Suit Readings

The Scientist Class backpack has been outfitted with the latest tech to display your vitals directly on the suit itself. Suit Breach, Oxygen Amount, and Health amount are now all displayed dynamically on the back of your suit.

3rd Person Animations

Player movement animations such as run, sprint, stop, strafe, and idle are properly animated and smoothed for a much more polished 3rd person experience. The Melee stance has also been removed.

Camera Zooming

Right clicking in game will zoom in and view the environment in both first and third person modes.

Physically Based Creatures

Months in the making, I am proud to introduce our first creature to receive the new AI treatment. What does "Physically Based AI" entail? It means that the creature is treated and processed as a physics object, with all the forces and collisions in the world correctly acting correctly upon it. What does Physically Based Creatures get us? Creatures will now properly respect defensive walls, structures, utilities and anything that has collision. Creatures can now even be run over by vehicles! Also, no longer restricted to the Pathfinding Navmesh, creatures can now traverse anywhere in the world. It also means we can eventually remove the nav meshes - a huge optimization and will lead to us being able to continue with ground deformation when building large structures. In addition to driving these creatures by physics, the actual behaviors have also been updated. Larvae will sprint at you when coming in for an attack, circle your base, and back away quickly. They've become feisty little buggers, and this AI system is far more easily expanded and less error prone than solutions we've used in the past. Creatures are also spawned more at night, creating a "explore by day, defend by night" feeling.

Oxygen Matters Now, A Lot

Automatic replenishing of Oxygen has been moved to a Suit Attachment. This adds value to the attachment while doing something critical to gameplay - you will now be very "tethered" to your base. You will need to really plan your expeditions, going further and further with each stage of your journey. This also adds lots of value to vehicles.

Pod Crash and Furnace Now Give Oxygen

To balance the Oxygen usage, the crashed Pod contains two tanks on board that can be forever used to refill some oxygen. Once you build a Furnace, it refills your oxygen even more. Of course, once you have a HAB or enclosed vehicles like the Rover oxygen will be fully replenished. Overall, we find this gives much more of a feeling of being in space, on another planet, and adds lots of interesting strategy.

Mission Refinements

The opening missions have been tweaked to reflect the various changes and tweaks to the balancing. More tweaking will continue as we go, eventually going into the later "levels" of the game.

Durability is Much More of A Thing

Durability balancing, screen indications, and Repair Tables have all been adjusted to create a feeling of being mindful of your gear and the Maintenace of it. This also reinforces the feeling of safety when back at the base, providing a chance to refill oxygen, fix up your gear, and reinforce your base from attacks.

Workbench Can Now Repair By Default

To balance the updated durability system, repairing has been added to the Workbench inherently. The Repair Table is still an upgrade, and now does even more repairing per repair usage, adding a time saving value to the upgrade.

Discovery Harvesting Yields Are Now Unlocked

Keeping the act of Discovering by interacting for the first time, we went ahead and removed the locks per weapon type to allow for strategy when approaching a plant or creature. Using various weapons and tools will yield different resources, and it makes sense that as a scientific explorer this information would be included in the discovery.

Dust Storms Now Damage Structures

Furthering the feeling of maintenance and the shelter of your base, along with pushing the vulnerability and dangers of survival on a distant planet, damage by weather pattern has been added. The dust storms on Proteus 2 now can damage your base objects, and Maintenace of these objects will be vital to your survival. This also sets up possibilities for more skills and tool advantages, like being able to repair past 100% or being able to build objects that are impervious to storms.

Clearer Interactions

Just some nice quality of life displays to illustrate how much time until an action can occur, or how many objects left in a tree.

Updated Main Menu

Lots of polish on the Character Select Screens across all the modes, along with clean up of the Options area.

Updated Language Localization

Working with our community, the language files have been updated. As development occurs, new words need to be added to localization, so you still might see some words that remain in English. However, these will all be addressed by the time we leave Early Access.

Minor Balancing Throughout

Many minor balancing tweaks, for example Small Radar Dish range has been slightly expanded.

Salvaging System

We fixed the preventing of Salvaging by removing the ownership of the Salvaged item. This means that in all modes any Salvageable object found in the world is not owned by anyone, until of course, it is fully salvaged and made operational. The progress of the Salvage is also now saved properly, meaning that the salving you have done will not be wasted if you leave the game mid salvage. This also removed a loophole where Salvageable objects become constant loot givers by cycling going to the title menu and back.

Single Player Saves

Single Player can now save at any time and will display a screenshot of your most recent save.

Multiplayer Saves

Multiplayer Save keeps the Automatic Save system, which records everything each player does at regular intervals.

Thousands of Minor Tweaks

Too much to list, but we’re sure you’ll notice as you play through the experience. Just hundreds and hundreds of tiny adjustments to dial in the final polish.

Change List

Added - missions in all modes except Creative Added - Crab larvae sound Added - Sound pass on Utilities Added - Sound pass on Airlock Added - Terrain Deformation Added - Sound pass on Player movement Added - Sound pass on Player voice sounds Added - Sound pass on in game UI Added - Sound pass on Main Menu UI Added - Additive Build Goal Added - third person animations Added - first person animations Added - Water interaction Added - mission to get oxygen from pod Added - system Computer voice to missions Added - Plant interaction Added - Gasses and liquids added to map Added - Map filters by hardness Added - Mouse over map icons shows type Added - Dust storm damage logic added to not damage interior structures or objects behind terrain Added - Progressive unlock system in Story mode of all crafting abilities and recipes Added - Save Option from menu in Story and Creative mode Added - Combat balance pass for early game weapons and creatures Added - Sounds for drinking and eating Added - Geyser sounds Added - Giant worm has been added to some craters - mwa ha ha! Added - Crafting Table UI expanded Added - Skills and Stats are now on the same screen Added - Patch Tape screen FX Added - Sound and FX added to dismantle action Added - Save game image added to confirm quit screens Added - ground vignette in Main Menu for each world Added - Saving and autosaving by mode Added - Progressive crafting unlocks by mode Added - Crafting Table progressive unlocks by mode Added - opening shot in Story mode Added - Ground Deformation Added - support to remove grass when building Added - Suit readouts to backpack for Scientist Added - interaction context menu for Fabricated objects Added - fade in and out during character select in Main Menu Added - support to remove cursor when viewing characters in Menu Added - support to removing cursor when navigating the map in Map mode Added - support to adjust first person camera sway Added - Foot IK interpolates in based on movement speed, reducing foot artifacts while climbing Added - Water interaction Added - Both camera modes can now zoom to see into the distance Added - Footsteps now create dust Added - cinematic camera shot of Pod destruction Added - Time Stamp to Single Player Character Select Profiles Added - Time Stamp to Private Universe Select Profiles Added - Time Stamp to Public Universe Select Profiles Added - Salvage Objects save in all modes properly Added - build small satellite dish mission Added - Oxygen replenishing feature to Workbench Added - color coding to replenish triggers Added - display to show how much time is remaining on cooldowns Added - color coded info to harvesting amounts of plants and trees Added - support for harvestable segments to be skinned Added - support for crafting tables to have the option of repairing functionality Added - support to get upgrade from buildable objects in code Added - support for durability hit flash on item icons Added - support to display quick slots when receiving a durability penalty Added - Repair tables now display the amount of repair and modifier Added - more intelligent creature spawning to allow balance frequency of encounters and difficulty Added - support to spawn any creature from under the ground Added - legacy AStar support to new AI behaviors Added - proper hit stunning of creatures Added - prop blood spawning when hitting creatures Added - skinning support to consumable items Added - skinning action to player control system Added - further support for skinning creatures across weapon system Added - debug support to display interface object Added - player sounds for getting hurt in various ways Added - grunt sound when taking damage from fall Added - button down holding interface for crafting actions Added - support to play skinning animations on creatures when harvesting Added - support to flash durability penalty Added - polished fading in and out throughout Main Menu Added - gas to geysers for testing/developing modes Added - support to properly record all structures in save game display Added - support to properly record all utilities in save game display Added - support to damage structures during weather patterns Added - support to change brightness of stars based on location and time Added - creature skinning animation in 3rd person Added - structures and utilities icons to properly display in Avatar Selection screen Added - Larvae animations Added - upgraded blood FX to creature hits Added - Story dialogue in the early part of the story adventure Changed - Save System in Single Player Mode Changed - Updated localization files Changed - Updated Main Menu Changed - Updated Character Select screen in Main Menu Changed - Updated language interface in Options Changed - Updated Options interface Changed - Updated Key Binding interface Changed - Updated Server Buttons in Main Menu Changed - Updated Character Buttons in Main Menu Changed - oxygen no longer replenished automatically Changed - Improvements to Mission Interface Changed - Improvements to inventory object icons Changed - Updated terrain files Changed - Rebalancing of crash site pod objects Changed - Minor adjustments and fixes to some structures and vehicles Changed - Small Satellite Dish now has a larger detection radius Changed - Reordered intro missions slightly Changed - Minor changes to recipes in Workbench Changed - Forge required much less to build Changed - Ghost and Sentry have been upgraded to retro fit the new AI system Changed - Charred Alen Bits now give more nutrition Changed - Oxygenator now can refill oxygen completely Changed - Updated Larvae to new physically based AI Changed - Updated Player to include all new systems Changed - Updated repair table function to work with all systems Changed - utility upgrades to build automatically and not need the blueprint interface Changed - creature indicators to only display health when hit Changed - Improved knockback on creatures Changed - Improved death ragdoll on creatures Changed - Increased durability usage when firing guns Changed - Increased durability usage when repairing and salvaging Changed - Balancing of player sound Changed - Less player breathing in idle and low impact states Changed - More player breathing sound when hurt or in danger Changed - Increased heart sound during stamina penalty Changed - Increased footstep sounds Changed - Lessened amount of hunger and oxygen used when using melee weapons and chisels Changed - balancing of durability rules Changed - Set Player Leveling to have a more steep XP curve Changed - mouse cursor to no longer turn off in map mode or in character rotation Changed - Hut and Bed saving text to "Save Successful" instead of "Location Saved" Changed - Improved 3rd person character animations Changed - Improved starting and stopping in 3rd person Changed - Audiomixer settings for player sounds Changed - Updated soundtracks for all levels Changed - Updated particle shaders Changed - Updated blood shaders Changed - Updated all Geyser Particle Systems Changed - Updated grass shaders Changed - Outlining is not more selective based on what mode or tool you are using Changed - cleaned up always up redicle activations Changed - updated suit breach overlay Changed - Highlighting of objects is now more clear, based on if you have a tool equipped Changed - Cleaned up Main Menu avatar load screen Changed - First Person Bob values for less roll and more step movement Changed - Hover IK is now smoother Changed - version of Unity to latest LTS Changed - Improved lighting and rendering in Proteus levels Changed - Improved Proteus mine art Changed - Cleaned up liquid gathering Changed - Updated missions Changed - Crash site is now spawned and harvestable in Challenge and Multiplayer modes Changed - Highlighter clean up Changed - HUD interaction UI clean up Changed - Faster tool harvesting and repairing Changed - Overhauled repair system to be more detailed and responsive Changed - Improve UI alert placement and auto shadow when over other UI Changed - Map feature overhaul Changed - 3rd person hit detection clean up Changed - Updated starting mission in Story Mode Changed - Time to use bed has been reduced Changed - Save game and auto save game clean up Changed - Crafting button clean up throughout Changed - Characters now have starting stats auto applied Changed - Fuel amounts have been balanced by giving more fuel to objects Changed - Upgrade utilities have been cleaned up Changed - All in game UI panels have been updated Changed - Crafting is faster throughout Changed - Repairing is faster throughout Changed - Improved repair and tool sounds and FX Changed - Game options have been cleaned up Changed - Logic added for interior helmet Changed - Interior helmet graphics and lighting pass Changed - Improved sound and atmosphere in Proteus mines Changed - Cleaned up loading into levels Changed - Load screen now shows images based on world being loaded Changed - Improved movement and speed in low atmosphere or gravity worlds Changed - Characters in Main Menu are now sorted by date properly Fixed - Repair persistence Fixed - crafting table recipe taking bug Fixed - space travel save bug Fixed - transparent FX sorting with atmosphere Fixed - Melee stance when right clicking in 3rd person Fixed - Weapon idle animation cleaned up Fixed - Player IK clean up Fixed - repairing objects with recipes Fixed - Picking up Inflatable Domes Fixed - Crafting table buttons now refresh properly Fixed - Minerals and plants anchored in Proteus levels Fixed - wrong attachments showing in Main Menu Fixed - Reflection graphics overhaul and fixes Fixed - weather and rain no longer enter structures on Proteus 2 B Fixed - Audio Mixing of outdoor sounds Fixed - Main Menu multiplayer mode selection interface for new layout Fixed - fire reappearing on crashed pod when returning to game Fixed - First Person camera is now more smooth Fixed - Pod save on first play Fixed - Missions not appearing on subsequent plays Fixed - Center Indicator in opening Tutorial Fixed - Center Indicator while running Fixed - Center Indicator when returning to game Fixed - destruction fire no longer displays on subsequent plays Fixed - running up steep hills no longer accelerates you Fixed - Repairable objects no longer have an Inspect option of no details are given through design Fixed - Salvaging objects interaction and harvesting Fixed - Time Stamp on Cycled Servers in Character Selection Profiles Fixed - data saving on Crash Site Fixed - Zinc mineral LODs no long pop Fixed - Furnace now has proper icons for all upgrades Fixed - Workbench upgrade icons Fixed - to Crash Site object save game data Fixed - durability usage on equipped items Fixed - Clean up of one shot audio functions Fixed - null instances on PF particle systems Fixed - creatures spazing out in ragdoll form Fixed - Clean up of new AI system debug target indicators Fixed - Cleaned up durability system on inventory objects Fixed - left hand in IK system when holding rifles Fixed - to Timed Destroy function Fixed - Cleaned up creature damage system to show particles Fixed - Cleaned up planet names displayed from save games Fixed - Minor material fixes Fixed - Build Goals now increment and clear correctly Fixed - Item crafting no longer takes double items Fixed - Black screen when loading in from a legacy save game Fixed - Item crafting now uses items in the crafting table as designed and is no longer a cheat Fixed - Solar Panel repair mission in Story Mode Fixed - Dialogue queue to restrict the System Computer from talking over herself Removed - Royalty Free Music Removed - Collect hide mission Removed - the building of kits for various objects Removed - ownership on repairable objects for now Removed - storage ownership for now Removed - notice that oxygen is replenishing Removed - unneeded debug log Removed - harvesting locks after discovering new plant or creature Removed - ownership on fuel systems Removed - ownership when salvaging Removed - unneeded collision detection from interface system Removed - vehicle ownership for now Removed - ownership on elevators for now Removed - ownership from repairing structures Removed - Early Access text from all menus Removed - step in avatar screen in Main Menu As I've stated in the last Experiemental Build, this build is a special one for me. I feel it successfully incorporates so many of the numerous features we’ve built over the years and uses them in a way that drives a narrative in an open world genre. From here, we’re onto our final build for Early Access release. This final push will be focused on creatures, weapons, and any other touch needed prior to release. In the meantime be sure to join our [url=https://discord.gg/EnnrtSk]Official Discord Server [/url]. -Brian [i]“Do or do not. There is no try.” - Yoda[/i]
Logo for Osiris: New Dawn
Release:28.09.2016 Genre: Weltraum-Action Entwickler: Fenix Fire Entertainment Vertrieb: Reverb Triple XP Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
Einzelspieler Mehrspieler Koop

Aktuelle Steam News
Neue Steam News in der ePrison Datenbank

A Final Transmission from Proteus II
Osiris: New Dawn
23.04.25 18:17 Community Announcements
Experimental Build v1.5.80
Osiris: New Dawn
25.06.24 00:57 Community Announcements
Exciting Updates Coming Soon to Osiris New Dawn!
Osiris: New Dawn
08.06.24 01:20 Community Announcements
Experimental Build v1.5.67
Osiris: New Dawn
10.05.24 19:01 Community Announcements
Enhanced Expedition Update
Osiris: New Dawn
03.05.24 00:16 Community Announcements
Experimental Build v1.5.66
Osiris: New Dawn
02.05.24 18:50 Community Announcements
Experimental Build v1.5.65
Osiris: New Dawn
01.05.24 22:00 Community Announcements
Experimental Build v1.5.64
Osiris: New Dawn
25.04.24 23:14 Community Announcements
Update in Progress, Coming by End of April 2024
Osiris: New Dawn
26.03.24 18:24 Community Announcements
Nice Big Update On The Way
Osiris: New Dawn
08.03.24 19:23 Community Announcements
Experimental Build v1.0.4
Osiris: New Dawn
15.03.23 18:11 Community Announcements
Early Access Officially Complete!
Osiris: New Dawn
18.01.23 18:04 Community Announcements
Year End Update
Osiris: New Dawn
19.12.22 04:50 Community Announcements
Experimental Build v0.5.616
Osiris: New Dawn
16.12.22 23:39 Community Announcements
Experimental Build v0.5.614
Osiris: New Dawn
06.12.22 22:17 Community Announcements
Experimental Build v0.5.611
Osiris: New Dawn
22.11.22 18:34 Community Announcements
Experimental Build v0.5.609
Osiris: New Dawn
15.11.22 00:26 Community Announcements
Developer Blog
Osiris: New Dawn
07.11.22 22:10 Community Announcements
Story Update Tweaks - v0.5.607
Osiris: New Dawn
01.11.22 22:15 Community Announcements
The Story Update
Osiris: New Dawn
27.10.22 16:37 Community Announcements
Experimental Build v0.5.602
Osiris: New Dawn
22.10.22 20:44 Community Announcements
Experimental Build v0.5.600
Osiris: New Dawn
04.10.22 05:54 Community Announcements
Experimental Build v0.5.598
Osiris: New Dawn
02.10.22 01:31 Community Announcements
Experimental Build v0.5.597
Osiris: New Dawn
30.09.22 22:57 Community Announcements
Version 1.0 Coming in Two Major Updates
Osiris: New Dawn
09.09.22 19:17 Community Announcements
Experimental Build v0.5.511
Osiris: New Dawn
12.08.22 22:45 Community Announcements
Experimental Build v0.5.509
Osiris: New Dawn
04.08.22 21:59 Community Announcements
Experimental Build v0.5.505
Osiris: New Dawn
21.06.22 03:14 Community Announcements
Crossplay Multiplayer
Osiris: New Dawn
01.06.22 06:19 Community Announcements
Experimental Build v0.5.493
Osiris: New Dawn
25.05.22 23:20 Community Announcements