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  1. Stranded Deep
    Stranded Deep is a 2015 open-world survival game developed by Australian-based independent game development studio BEAM Team Games. It was first released on January 23, 2015 as an early access title for Microsoft Windows and Mac OS X, and is available on Steam for $15.

The game revolves around a marooned survivor that becomes stranded in the middle of the Pacific Ocean following a plane crash, and his attempts to survive on his own using whatever he can find while trying to find a way back to civilization.

Plot Edit

Following a severe plane crash caused by unknown circumstances en-route to Japan for a business conference, the player wakes up to find that they are the lone survivor of the ordeal. with nothing but your skills and what you can find in the environment you must survive in the islands of the Pacific.

Gameplay Edit

Throughout their journeys, the player will encounter many exotic views, many hazards and many of the ocean's fauna - lush coral reefs, vast sights, an abundance of fish and marine life, as well as more significant features such as sharks and even whales. Though these sights may capture the awe and attention of the player, they must steer clear of many things; some may poison, some may cause illness, while others will outright kill the player.

Survival on the islands will determine whether or not the player has the necessary skills needed to thrive on such a vast but empty environment. The player will need to keep themselves satiated on food and water in order to prevent any illnesses or diseases from being contracted. Crafting also becomes a key skill when surviving, as different tools are needed for different purposes - axes and hammers can be hand-made for building, while knives and spears can be made for more practical usage. Shelters can be erected to keep the player safe from environmental hazards, and crude vehicles can be crafted to aid the player in travel.

Along with using the available resources found on land, the player may also choose to dive deep in search of supplies left behind by past explorations. The leftover remnants of ancient ships and crashed planes can be discovered strewn about the ocean's floor; within them, their cargo. Players are able to make use of these supplies to aid them in their survival, and may also possibly increase their chances of a rescue. However, exploring the depths comes with a risk, as deadly marine life can be found dwelling the waters around them, putting the player in danger.

Currently, there is no way to "beat the game", the current objective being to simply survive as long as possible. Following the fateful crash, the player will never see human civilization again.

Playstyles Edit

There are two general playstyles the player assumes when playing Stranded Deep. Note that playstyles are not directly chosen by the player, but are emulated by the player.

Hermit Edit

The Hermit playstyle is the safer playstyle of the two that new players generally choose, fearing what they do not know. This consists of very few voyages for resources, and staying in a known, sheltered area, hence the name, Hermit.

PirateEdit

The Pirate playstyle allows for greater and more freely conducted exploration of the world. Pirates do not have a designated home island and thus do not have to worry about getting lost, because they cannot. This playstyle does not guarantee as much stability as the Hermit playstyle, and the player runs a greater risk of dying from poison or injury for lack of immediate medical resources. Items like the bandage are very useful if kept in a Pirate's backpack.


VERSION HISTORY Edit

Version 0.17 Edit

Bug Fixes Edit
  • Fixed Sun reflections not aligning with Sun when moving away from starting zone.
  • Fixed multiple items missing shadows.
  • Fixed dialogue buttons going off screen from map loading error messages overflowing.
  • Fixed a large memory leak from Volumetric Cloud Occlusion feature.
Changes Edit
  • Improved creation and loading times of Worlds and Maps significantly.
  • Improved Ladder climbing mechanics.
  • Reduced the game’s Memory footprint by almost half.
  • Reduced overhead when creating items when loading back a zone.
  • Reduced overhead when loading back interactive objects.
  • Reduced overhead when connecting raft pieces.
  • Adjusted Cliff Rock texture to blend better with other rocks.
  • Added large Cliff Rocks generating on larger islands.
  • Added Ladder rotation support. You can now climb tilted palm trees.
  • Temporarily disabled Seaforts due to no shallow biome.
  • Disabled toggling Fullscreen mode in game.
New Content Edit
  • Added new Progressive Loading functionality!

Loading in a new area is spread across multiple frames to lower the performance hit. At this stage, travelling via a raft with a boat motor may still cause some hitches. This is because they are the fastest means of travel and we need to tweak the system based on that. Every other method of travel – swimming, life raft and sail raft should all be much nicer.

  • Added new Discovery Fog system!

Undiscovered areas of the world will remain shrouded in the atmosphere until you discover them, lifting the fog and revealing the area. Any areas that you have discovered will remain visible and help you navigate. You will still need to keep track of your travels as undiscovered areas can obscure discovered areas.

  • Added new Soilmap system!

Foliage should generate in a more natural form with vegetation layers. Pines will surround cliff faces to create a forest while palms surround the outer layers of the forest. Younger plants will spawn on the outside of forest borders.

  • Added new Columnar Pine tree!
  • Added new Young Columnar Pine tree!

Small pine trees can be harvested for stick resources.

  • Added new Coca bush!
Dev Notes Edit
  • Added game version validation to maps.
  • Patched to Unity 5.4.1p4





Version 0.16 Edit

Bug Fixes Edit
  • Fixed a large memory leak when Volumetric Cloud Occlusion feature enabled.




Version 0.16 Edit

Bug Fixes Edit
  • Fixed Item Highlighting option not working.
  • Fixed Farming Plot LOD’s disappearing incorrectly.
  • Fixed Seafort ladders not loading back.
  • Fixed some Skinnable animals not destroying when skinned.
  • Fixed a memory leak.
Changes Edit
  • Improved performance of Detail Follow Spawner under DirectX 11 by implementing GPU instancing rather than dynamic mesh combining.
Dev Notes Edit
  • Upgraded to Unity 5.4.1p2
  • Enabled Unity engine’s multi*threaded ‘Graphics Jobs’ feature.




Version 0.16 Edit

Bug Fixes Edit
  • Fixed “jetty” Building bug where very large or long constructions would billboard due to distance checks from player’s position.
  • Fixed black artefacts popping on Terrain from third-party shadow system.
  • Fixed Billboard lighting not updating every game hour.
  • Fixed Sea Forts generating in incorrect positions.
Changes Edit
  • Significantly reduced overhead for individual Billboard initialization on new objects.
  • Improved Volumetric Cloud performance in certain scenarios.

Volumetric Clouds now have an experimental option in the graphics settings. Turning on the Volumetric Cloud Occlusion option will enable the new temporal re-projection occlusion. Previously, the clouds couldn’t make use of traditional Z testing (where objects in front stop objects behind from being calculated unnecessarily) due to the how they are rendered. With the new option enabled, clouds that are occluded by other game objects are not calculated unnecessarily. A good example of this would be inside Shipwrecks and Sea Forts where no clouds are visible. There are pros and cons to this method as a mask needs to be rendered to calculate the occlusion, increasing draw calls. Without a mask the entire cloud volume on screen is calculated, increasing GPU load. Whether this option will increase performance for you will depend on your CPU vs GPU specs. It will increase performance for some systems and not for others.

  • Adjusted Volumetric Cloud settings.

Previous ‘High’ setting was too performance hungry for very little visual benefit.

New Content Edit
  • Added new Dynamic Island Billboard system!

Island billboards are now generated completely dynamically. Now when travelling in the world you will be able to see truer representations of the islands you’ve discovered, which not only helps with immersion but should help navigation. At this stage, there are no more generic island billboards visible for undiscovered islands. A new mechanic covering this is coming soon.

  • Added new Draw Distance setting!

A Draw Distance graphics option has been implemented. This is only implemented for larger game models. The smaller-scale detail follower (grass, debris, etc) hasn’t been incorporated into the new draw distance settings yet.

  • Added new LOD’s.

We’ve created a lot of lower level LOD’s for various items including Shipwrecks and Sea Forts. This should help with performance, now that a lot of objects are visible from longer distances.


Dev Notes Edit
  • Removed third-party shadow system and reverted to Unity’s built-in Shadows.
  • Patched to Unity 5.4.0p4




Version 0.14 Edit

Bug Fixes Edit
  • Fixed bright white screen flash at certain camera angles.
  • Fixed items not un-highlighting under some scenarios.
  • Fixed single coconut remaining when chopping down palms.
  • Fixed being able to stab multiple animals onto spear.
Changes Edit
  • Added support for item specific interactions, knife skinning, fire lighting materials, etc.
  • Restored Paddle animations.
  • Restored Weather.
  • Reduced Grass popping.
  • Reverted Torch back to an item that needs to be equipped.
  • Renamed Water Collector and Water Still to Water Distiller and Solar Still.
New Content Edit
  • Added new Skinning system!
  • Added new Fire Lighting system!
  • Added new Meat item!
  • Added new Kindling crafting item!
  • Added new Snake ragdoll!




Version 0.13 Edit

Changes Edit
  • Added new holding animation for larger objects. 
  • Added new grass quality setting toggle. 
  • Added polarising filter for more vibrant daytime sky. 
  • Added individual inventory stack sizes for different item types. 
  • Added additional notification if trying to place a construction with environmental obstructions. 
  • Added ability to navigate through items in an inventory slot. 
  • Added ability to select free hands by selecting empty inventory slot. 
  • Added ability to select free hands with the Tilde [~] key. 
  • Added ability to close crafting menu again with [C] key. 
  • Added ability to carry large objects like logs. 
  • Added missing colliders to prop trees and plants. 
  • Changed interacting to use the [Pickup] key. 
  • Changed crafting menu to stay on the crafting page you left. 
  • Improved dropping items from inventory and reduced throwing effect. 
  • Improved Watch animations - smoother with better viewing positions. 
  • Improved Ragdoll animals saving. Ragdolls now save bone positions to reduce flipping out on load. 
  • Restored unique colours for different crafting modes. 
  • Removed unnecessary structure proximity check for smaller constructions. 
  • Reduced ocean shore fade for more dynamic waves close to shore. 
  • Reduced GPU loads on main menu screen by locking to 30FPS. 
  • Removed Sharks regaining health.
Bug Fixes Edit
  • Fixed Alt+Tab destroying a depth texture and breaking fog and underwater effects. 
  • Fixed camera jitter after loading a game. 
  • Fixed artefacts from camp fire particles. 
  • Fixed artefact with fog clipping through ocean waves when floating. 
  • Fixed unnecessary Hobo Stove proximity checks. 
  • Fixed being able to use items on objects far away, chopping trees, etc. 
  • Fixed bug where interacting would think you were still looking at a container. 
  • Fixed a small possibility of not being able to craft when a shark was nearby. 
  • Fixed Sharks dissapearing from leaving a biome and not be saved correctly. 
  • Fixed Items being out of view while crouched. 
  • Fixed holding Items not following the camera when looking up or down.
New Content Edit
  • Added new Bow and Arrow items! 

The simple bow is intended for mid-range damage. It’s sighted with the cursor and bow sight for approximately 15 meters. Arrows will break if shot into hard surfaces like rock or steel. 

  • Added new Throwable Spear item! 

The spear is intended for close to short range damage. Spears will break if shot into hard surfaces like rock or steel.

  • Added new Snake animal! 

The new snake will attack and inflict damage if you get too close. Watch where you step, avoid the long grass and listen out for any aggressive snake sounds when scavenging your island! The snake can’t be killed at the moment. 

  • Added better Crab intelligence! 

Crab AI has been improved and they no longer have a "nest". Crabs can be found individually on shorelines and will behave much more naturally, exploring the island, avoiding the player …and whatever else crabs do. Crabs do not currently respawn so ration them carefully. 

  • Added new Boar animal! 

Tiny wild boar can be found on larger islands. They are very shy and very quick! 

  • Added new Aiming mechanic! 

When a fireable object like the new Bow or Spear are equipped, you can hold the secondary action button (right mouse click by default) to enter aiming mode. You then fire the item as normal with the left mouse button. 

  • Added new Pickup animation! 

A small addition but helps with feedback so items aren’t just disappearing into the inventory. 

  • Added Deferred Translucency!

Previously we were rendering translucent objects in forward rendering. There was a significant overhead as translucent objects needed to be rendered separately for proper translucent lighting (as it is not supported natively by Unity) and then blended with the deferred objects. Now all translucency is rendered in deferred. All users get translucency now, so win-win. The translucency option has been removed as the performance impact is negligible. 

  • Added dedicated Game Launcher!

Due to player feedback about not being able to select DirectX versions when launching the game from desktop shortcuts, a custom game launcher has been added. The new launcher allows you pick the DirectX version for all scenarios, not only when launching from the Steam library. You can also pick the fullscreen mode you prefer. Exclusive mode is better for performance and users running SLI setups, however Alt+Tabbing is not supported under DirectX 11.0 with exclusive mode. The Borderless Window option is available for players who want to use DirectX 11.0 and need to stream or access background tasks with Alt+Tab. The old Steam launch options have been removed. 

  • New Grass models! 
  • New Ground Cover models! 
  • New Sand terrain texture! 
  • New Sand and Pebbles terrain texture! 
  • New Young Palm Tree plant model! 
  • New Potato Plant plant model!  




Version 0.10 Edit

FEBRUARY 17, 2016


Bug Fixes Edit
  • Fixed “Black spot/TV” artifacts on items, terrain and foliage for users running Intel Iris and some ATI graphics cards.
  • Fixed “wobbly” ocean visual artefacts.
  • Fixed “horizon line” visual artefact in fog.
  • Fixed being able to place camp fires underwater.
  • Fixed player crouch toggle sticking sometimes.
  • Fixed player not being able disengage tree/ladder when near ground.
  • Fixed drowning damage UI causing artefacts.
  • Fixed Crabs stacking on each other and not moving.


Changes Edit
  • Added quality settings for ocean.
  • Added food spoiling.
  • Added Quwawa plant to general terrain generation.
  • Added Kura plant to general terrain generation.
  • Added Palm Tree chopping again.
  • Changed building to require a Hammer again.
  • Changed farming to require a Hoe.
  • Changed Vehicle placement to function like steps (snap to 90 degree angles).
  • Changed highlighting visuals.
  • Changed translucency to disable when shadows are disabled to prevent foliage from looking over bright.
  • Changed Watch to give alerts only when the health stat is critical.
  • Improved Rope model to stand out more.
  • Improved terrain grass.


New Content Edit
  • Added new Player Character!
  • Added new Farming System!

This update introduces the first iteration of the new farming system. There’s two plants for starters, the Quwawa and Kura plant. There’s a lot more on the way and each one has been planned with a specific purpose to affect your health or abilities in the future.

To be able to plant crops, you need the new Hoe item. When you have the Hoe equipped you can construct a Farming Plot from the Farming section of the crafting menu. You can interact with a Farming Plot to plant the fruit of the Quwawa and Kura plants and begin growing your very own harvestable plants. Plants need to be watered with fresh water every few game days and will take a few days to grow. Even when matured, plants will die if they’re not watered within a 2 game day period. There is a temporary UI at the moment to provide you with some level of feedback for when a plant needs water. If a crop dies, you will need to clear it with the Hoe before planting another crop. If a crop has grown fruit before it died, the fruit will remain behind and will be spoiled. You cannot eat spoiled fruit without being sick, but you can replant it to try again.

This system also introduces a new universal concept – Things that are Yellow are safe to eat or could be used medicinally.

  • Added new Hoe item.
  • Added new Quwawa farming plant!
  • Added new Kura farming plant!
Dev Notes Edit
  • New game time and calendar systems.




Version 0.09.H2 Edit

JANUARY 26, 2016


Bug Fixes Edit
  • Fixed a bug where the raft ghost was colliding with raft pieces when placing.
  • Fixed life rafts from previous saves not being interactable.
  • Fixed controls breaking when splitting rocks and coconuts.




Version 0.09.H1 Edit

JANUARY 24, 2016


Bug Fixes Edit
  • Fixed a bug where the raft audio would continue playing after exiting.
  • Fixed ocean rotation setting not affecting custom rafts.
  • Fixed shipping container panels and doors not appearing as available materials in crafting menu.
  • Fixed a bug affecting translucency in the foliage shaders for OSX.
  • Fixed a bug after crabs were destroyed.
  • Fixed world seed dialogue input character limit being 9 instead of 10.
Changes Edit
  • Removed paddle item as no longer has any function.




Version 0.09 Edit

JANUARY 24, 2016


Bug Fixes Edit
  • Fixed no height limit on foundation building pieces. 
  • Fixed a bug preventing you from exiting the options menu in the map editor. 
  • Fixed a bug with lanterns activating other lanterns materials. 
  • Fixed a bug affecting lanterns when destroyed. 
  • Fixed a bug affecting sharks when destroyed. 
  • Fixed incorrect ocean tide level. 
  • Fixed shipwreck loot containers being spawned 100% time. 
  • Fixed problems with sharks having difficulty locating player. 
Changes Edit
  • Improved error testing and reporting for invalid or corrupt world and map folder structures. 
  • Improved speed of save file validation significantly. 
  • Changed life raft functionality to incorporate new vehicle system mechanics. 
  • Changed plant harvesting to no longer display real time growth as too confusing for players. 
  • Added preview images for new pieces to crafting menu. 
  • Added more complete descriptions for building pieces to crafting menu. 
  • Reversed combination’s materials required and available order in crafting menu. 
  • Added new Decal system. 
  • Added new Yucca plant model. 
  • Added individual driftwood log pieces to terrain generation. 
New Content Edit
  • Added new Raft Building system! 

This update introduces the first iteration of the new raft building system. The new rafts are constructed from three components - a Raft Base, a Raft Floor and a Vehicle. You first need to construct a floating Raft Base with the various buoyant scrap you can find. A Raft Floor can then be added on top of the Raft Base, from which any Vehicle can be attached to. The raft system functions in a very similar way to the normal building system - snapping the different components together. There is no limit on raft size at the moment, but be aware that the buoyancy is only calculated for a certain number of points across the raft’s dimensions for performance considerations, so very large rafts may lose some accuracy. As the system’s development continues, we’ll be adding more extensions like canopies and storage containers to carry items more reliably on your raft. 

  • Added new Vehicle system! 

Vehicles are objects that you can interact with (like you would to open a container for eg) to begin operating them. In general, vehicles are controlled with the WASD keys. There can be slight variations depending on the type of vehicle. Vehicles with a rudder or sail are controlled normally with the WASD keys, however the life raft in particular is controlled by moving forward with the W key and looking in the direction you want to paddle. We will be fine tuning the different vehicle characteristics and benefits as development continues 

It’s worth mentioning that the life raft is also missing the paddling animation, but this will come back when the player model is incorporated soon. 

  • Added new building category – Raft Bases!
  • Added Wood Bundle Raft Base building part. 
  • Added Tyres Raft Base building part. 
  • Added Barrels Raft Base building part. 
  • Added Buoy Balls Raft Base building part.
  • Added new building category – Raft Floors!
  • Added Driftwood Raft Floor building part.
  • Added Wood Raft Floor building part.
  • Added Plank Raft Floor building part.
  • Added Corrugated Raft Floor building part.
  • Added Steel Raft Floor building part.
  • Added new building category – Vehicles!
  • Added Tarp Sail vehicle. 
  • Added Boat Motor vehicle. 
  • Added Tyre building material. 
  • Added Tyre Pile salvageable scrap. 
  • Added Barrel building material. 
  • Added Barrel Pile salvageable scrap. 
  • Added Buoy Ball building material. 
  • Added Buoy Ball Pile salvageable scrap.




Version 0.08.H1 Edit

DECEMBER 23, 2015


Bug Fixes Edit
  • Fixed multiple causes of incorrect “too close to structure” notifications.
  • Fixed building pieces placing with incorrect rotation if camera turning quickly.
  • Fixed building pieces un-parenting from structure on save causing all kinds of issues.
  • Fixed building pieces being parented to structures with minute scale differences.
  • Fixed an incomplete game option causing problems with crafting menu.




Version 0.08 Edit

JANUARY 11, 2016


Bug Fixes Edit
  • Fixed visual artifacts with distant objects appearing in ocean refractions. 
  • Fixed adaptive tone mapping buffer increasing triangle count by ~100k. 
  • Fixed visual artefacts in building placing shader. 
  • Fixed lighting artefacts on ocean when using a torch. 
  • Fixed building wall rotation being flipped 180 degrees. 
Changes Edit
  • Increased performance by significantly decreasing draw calls. 
  • Reduced terrain mesh popping from over-aggressive tessellation. 
  • Optimized ocean overlays for non-islands biomes. 
  • Improved entire Corrugated building tier appearance. 
  • Improved Wood tier's wall caps appearance. 
  • Removed ability to place walls as roof panels for now (use floors instead). 
New Content Edit
  • Added Driftwood Steps building part! 
  • Added new building category – Half Walls!
  • Added Driftwood Half Wall building part. 
  • Added Wood Half Wall building part. 
  • Added Plank Half Wall building part. 
  • Added Corrugated Half Wall building part. 
  • Added Steel Half Wall building part. 
  • Added new building category – Arches!
  • Added Driftwood Arch building part. 
  • Added Wood Arch building part. 
  • Added Plank Arch building part. 
  • Added Corrugated Arch building part. 
  • Added Steel Arch building part. 
  • Added new building category – Doors!
  • Added Driftwood Door building part. 
  • Added Wood Door building part. 
  • Added Plank Door building part. 
  • Added Corrugated Door building part. 
  • Added Steel Door building part. 
  • Added new building category – Windows!
  • Added Driftwood Window building part. 
  • Added Wood Window building part. 
  • Added Plank Window building part. 
  • Added Corrugated Window building part. 
  • Added Steel Window building part. 




Version 0.07.H1 Edit

DECEMBER 23, 2015


Bug Fixes Edit
  • Fixed not being able to refill water bottle from a bucket of fresh water after reloading.
  • Fixed water mesh in buckets being on an incorrect rendering layer.
  • Fixed crabs respawning when re-entering zones.
  • Fixed translucency quality option not updating when opening options menu.
Changes Edit
  • Restored weather.
  • Added a temporary wooden raft until the new raft system is completed.
  • Changed foundations to no longer collide with terrain rocks, etc.
  • Adjusted default ocean wave intensity from 10 to 8.
  • Adjusted default ocean rotation effect from 1.0 to 0.25




Version 0.07 Edit

DECEMBER 15, 2015


Bug Fixes Edit
  • Fixed a possible cause of the game not falling back to DirectX 9 when DirectX 11 not supported.
  • Fixed artifacts from tree billboards not facing camera properly in depth texture.
  • Fixed ficus tree and tree billboards rotations not matching.
  • Fixed displaying name on rocks.
  • Fixed wall’s placing with incorrect orientation.
  • Fixed white spots on terrain.
  • Fixed footstep sounds.
Changes Edit
  • Improved feedback when trying to destroy a building piece that can’t be destroyed.
  • Improved sun rendering and coloring.
  • Removed ‘Depth of Field’ effect temporarily.
  • Increased Tiger Shark’s per zone from 3 to 4.
  • Increased Great White Shark’s per zone from 3 to 4.
New Content Edit
  • Added Shipping Container Door building part!
  • Added new building category – Wedge Foundations!
  • Added Driftwood Wedge Foundation building part!
  • Added Wood Wedge Foundation building part!
  • Added Plank Wedge Foundation building part!
  • Added Corrugated Wedge Foundation building part!
  • Added Steel Wedge Foundation building part!
  • Added new building category – Wedge Floors!
  • Added Driftwood Wedge Floor building part!
  • Added Wood Wedge Floor building part!
  • Added Plank Wedge Floor building part!
  • Added Corrugated Wedge Floor building part!
  • Added Steel Wedge Floor building part!
  • Added Driftwood Steps building part!
  • Added Plank Steps building part!
  • Added Corrugated Steps building part!
  • Added Steel Steps building part!




Version 0.06.H1 Edit

DECEMBER 8, 2015


Bug Fixes Edit
  • Fixed a large bug with some game components being saved when they shouldn’t have.
  • Fixed a large bug with world zones not saving.
  • Fixed building connectors not saving and reloading correctly.
  • Fixed foundations and floors not keeping track of their panel count correctly.
  • Fixed cooking items not stopping cooking if picked off a campfire with the [E] key.
  • Fixed not being able to interact with animal ragdolls.
  • Fixed doors and containers not playing audio when opening and closing.
  • Fixed a possible cause for not falling back to DX9 when DX11 not supported.
  • Fixed single sided foliage when turning off translucency.




Version 0.06 Edit

DECEMBER 7, 2015


Bug Fixes Edit
  • Fixed a large bug since initial release with large object collections reducing FPS dramatically.
  • Fixed visual errors caused by depth texture banding.
  • Fixed an issue with cameras using different culling methods.
  • Fixed an issue with sharks spawning at wrong positions and being destroyed.
  • Fixed a selected object staying highlighted if “Item Highlighting” turned off.
  • Fixed world seed dialogue’s input field not auto-highlighting.
  • Fixed fish not entering and exiting polling mode correctly resulting in low numbers.
  • Fixed using held item when confirming crafting.
  • Fixed low generation of potatoes and shipwrecks.
  • Fixed a bug where crosshair options were not taking effect.
  • Fixed the scrollbar in graphics options menu displaying incorrectly
Changes Edit
  • Added building combination descriptions.
  • Added optional ocean rotation for moving platforms.
  • Added menu slider for new rotation feature under “Gameplay” section.
  • Added tooltip functionality for settings selection in options menu.
  • Added large trees to procedurally generated islands.
  • Adjusted Palm Tree’s level of detail.
  • Adjusted Rock’s level of detail.
  • Adjusted player walking speed from 3 to 4.
  • Adjusted player sprint speed from 5 to 6.5.
  • Adjusted player crouch speed from 1.5 to 2.
  • Adjusted player jump height from 4 to 5.
  • Changed placing distances for various crafting items.
  • Changed Stick model to suit new wood tier.
  • Changed culling distances for various layers – particles, objects, animals, etc.
  • Changed various UI menu design elements.
  • Changed key bindings so pressing escape will also cancel constructing.
  • Changed key bindings for crouching to default to left ‘Control’ key.
  • Changed key binding for crafting menu to default to “C” key.
  • Improved performance for SLI/Crossfire systems.
  • Improved visuals for distant islands (Still a large work in progress).
  • Improved visibility of menu cursor icon.
  • Improved ambient lighting.
  • Improved lighting to add more contrast.
  • Improved terrain loading times.
  • Improved grass and small plant models for the follow spawn system.
  • Increased shadow strength for more contrast.
  • Increased inventory slots from 8 to 15.
  • Removed materials re-appearing in front of you when cancelling a construction.
  • Removed settings dialogue on start. All game settings, including resolution, are now made through the in-game options menu.
New Content Edit
  • Added new UI menus!
  • Added new Crafting Menu!
  • Added new Map Editor!
  • Added new World Editor!
  • Added new Terrain System!
  • Added new Ocean System!
  • Added better Caustics!
  • Added Tides!
  • Added new Building System!
  • Added new Building Structural Support!
  • Added Building Collisions  and Structure Boundaries!
  • Added new Destruction Gibs!
  • Added DirectX 11 Support!
  • Added new DirectX 9 starting option! 
  • Added new Reflection Probes for DX11!
  • Added new HDR Tone Mapping effect!
  • Added new HDR Eye Adaptation effect!
  • Added new Motion Blur effect!
  • Added new Depth of Field effect!
  • Added new Rocks!
  • Added new Cliff Rocks!
  • Added new Ceriman Plant!
  • Added new Banana Frond Plant!
  • Added new Philodendron Plant!
  • Added new Ficus Trees!
  • Added new Palm Trees!
  • Added Tree harvesting particles.
  • Added Speedtree and billboard support to Ficus trees.
  • Added Translucency option to graphics menu to toggle cloth and foliage translucency.
  • Added a new building tier – Driftwood!
  • Added new Drift Wood resource!
  • Added Driftwood Foundation building part.
  • Added Driftwood Floor building part.
  • Added Driftwood Panel building part. 
  • Added Driftwood Panel Caps building part.
  • Added a new building tier – Wood!
  • Added Wood Foundation building part.
  • Added Wood Floor building part.
  • Added Wood Panel building part. 
  • Added Wood Panel Caps building part.
  • Added a new building tier – Plank!
  • Added Plank Foundation building part.
  • Added Plank Floor building part.
  • Added Plank Panel building part. 
  • Added Plank Panel Caps building part.
  • Added a new building tier – Steel!
  • Added Steel Foundation building part.
  • Added Steel Floor building part.
  • Added Steel Panel building part. 
  • Added Steel Panel Caps building part.
  • Added a new building tier – Corrugated!
  • Added Corrugated Foundation building part.
  • Added Corrugated Floor building part.
  • Added Corrugated Panel building part. 
  • Added Corrugated Panel Caps building part.
  • Added a new building tier – Plank!
  • Added Plank Foundation building part.
  • Added Plank Floor building part.
  • Added Plank Panel building part. 
  • Added Plank Panel Caps building part.
  • Added a new building tier – Cloth/Tarp!
  • Added Tarp Panel building part.
  • Added Tarp Panel Caps building part.
  • Added a new building tier – Container!
  • Added Shipping Container Panel building part.




Version 0.05.E8 Edit

DECEMBER 2, 2015


Bug Fixes Edit
  • Fixed visual glitches when snapping building pieces.
  • Fixed building pieces being able to snap in the wrong position.
  • Fixed an issue with cameras using different culling methods.
  • Fixed missing Depth of Field shader.
  • Fixed player sticking to climbable trees unintentionally.
  • Fixed player randomly sticking to colliders.
  • Fixed player’s velocity going up slopes too fast.
  • Fixed player error calculating collisions with various meshes.
  • Fixed an issue with sharks spawning at wrong positions and being destroyed.
Changes Edit
  • Changed culling distances for various layers – particles, objects, animals, etc.
  • Adjusted Palm Tree’s level of detail.
  • Adjusted Rock’s level of detail.
  • Changed Stick model to suit new wood tier.
  • Removed the requirement to craft panels before crafting walls.
  • Improved Wall placement.
  • Improved underwater visibility and colouring.
  • Added Whales back into generation.
  • Added Palm tree climbing again.
  • Reduced the player collider radius to avoid getting stuck in tight places.
New Content Edit
  • Added Wood Steps building part!
  • Added “Translucency” option to graphics menu to toggle cloth and foliage translucency.
  • Added Speedtree and billboard support to Ficus trees
  • Added Tree harvesting particles
  • Added leaf particles to trees.
  • Map Editor: Added Dash fast camera movement hotkey.
  • Added Building Collisions and Structure Boundaries!

When you place a foundation that will start a new ‘structure’. Any other building pieces that you add onto that foundation (more foundations, panels, multiple storeys, etc) will become a part of that structure. You can’t place a structure too close to another structure. You will find that you need a small distance between foundations, unless you're snapping a foundation to an existing foundation.

Dev Notes Edit
  • The ocean has some issues running under OpenGL (Mac users!) For now there is no shore fading or refraction masking, but the ocean appearing as a "blue blob" has been fixed.




Version 0.05.E7 Edit

NOVEMBER 27, 2015


Bug Fixes Edit
  • Fixed a bad bug with zones saving empty object data and being regenerated.
  • Fixed incorrect sound effects playing for items.
  • Fix tree cutting animations and sounds.
  • Fixed missing sound when breaking rocks.
  • Fixed items falling through campfire.
  • Fixed missing Tarp icon.
  • Fixed missing Drinkable Coconut icon.
  • Fixed being able to open crafting menu when other menus are open.
  • Fixed a selected object staying highlighted if “Item Highlighting” turned off.
  • Fixed world seed dialogue’s input field not auto-highlighting.
  • Map Editor: Fixed key bindings not applying.




Version 0.05.E6 Edit

NOVEMBER 25, 2015


Bug Fixes Edit
  • Fixed fish having incorrect height bounds with new ocean.
  • Fixed fish not entering and exiting polling mode correctly resulting in low numbers.
  • Fixed building objects creating new instances of their mesh.
  • Fixed campfire not snapping to terrain while placing.
  • Fixed low generation of potatoes and shipwrecks.
  • Fixed using held item when confirming crafting.
  • Map Editor: Fixed instances of pooled game objects being visible under terrain.
  • Map Editor: Fixed underwater fog not turning off when toggling ocean visibility.


Changes Edit
  • Improved performance for SLI/Crossfire systems.
  • Improved visuals for distant islands (Still a large work in progress).
  • Improved opening and closing the crafting menu by toggling with the crafting menu key.
  • Improved visibility of menu cursor icon.
  • Increased shadow strength for more contrast.


Dev Notes Edit
  • New prefab manager for this build.
  • New crafting combination manager for this build.
  • New icon and sprite manager for this build.


New Content Edit
  • Added better Crafting Menu!

The new crafting menus have progressed further and now display the various combinations for a category and the materials required to craft. The scrolling views on the crafting tab is temporary, as are the icons and preview images.

  • Added a new building tier – Driftwood!
  • Added Driftwood Foundation building part.
  • Added Driftwood Floor building part.
  • Added Driftwood Panel building part.
  • Added Driftwood Panel Caps building part.
  • Added a new building tier – Wood!
  • Added Wood Foundation building part.
  • Added Wood Floor building part.
  • Added Wood Panel building part.
  • Added Wood Panel Caps building part.
  • Added a new building tier – Plank!
  • Added Plank Foundation building part.
  • Added Plank Floor building part.
  • Added Plank Panel building part.
  • Added Plank Panel Caps building part.
  • Added a new building tier – Steel!
  • Added Steel Foundation building part.
  • Added Steel Floor building part.
  • Added Steel Panel building part.
  • Added Steel Panel Caps building part.
  • Added a new building tier – Corrugated!
  • Added Corrugated Foundation building part.
  • Added Corrugated Floor building part.
  • Added Corrugated Panel building part.
  • Added Corrugated Panel Caps building part.
  • Added a new building tier – Cloth/Tarp!
  • Added Tarp Panel building part.
  • Added Tarp Panel Caps building part.
  • Added a new building tier – Container!
  • Added Shipping Container Panel building part.
  • Added a new Salvage part – Shipping Container!
  • Added a new Salvage part – Steel Scrap!
  • Added a new Salvage part – Corrugated Scrap!
  • Added a new Salvage part – Plank Scrap!
  • Map Editor: Added hotkeys and key binding for camera movement.
  • Map Editor: Added hotkeys and key binding for positioning.
  • Map Editor: Added hotkeys and key binding for rotating.
  • Map Editor: Added hotkeys and key binding for focusing.
  • Map Editor: Added hotkeys and key binding for cloning objects.
  • Map Editor: Added hotkeys and key binding for deleting objects.




Version 0.05.E5 Edit

NOVEMBER 19, 2015


Bug Fixes Edit
  • Fixed a bug with the map editor saving objects incorrectly causing players games to stall at the main menu/map editor menu.




Version 0.05.E4 Edit

NOVEMBER 12, 2015


Bug Fixes Edit
  • Fixed a large bug since initial release with large object collections reducing FPS dramatically.
  • Fixed building objects not saving.
  • Fixed medical objects not saving.
  • Fixed rocks not splitting into rock shards.
  • Fixed prop objects (big rocks, etc) displaying names on HUD.
  • Fixed fish not spawning properly from incorrect biomes.
  • Fixed animals not spawning properly from incorrect biomes.
  • Fixed player starting with a paddle in the inventory.
  • Fixed bug with crafting leaving objects in inventory after using them.
  • Fixed missing items in wall cabinets.
  • Fixed a bug where crosshair options were not taking effect.
Changes Edit
  • Removed materials re-appearing in front of you when cancelling a construction.
  • Changed placing distances for various crafting items.
  • Changed ambient lighting intensity.
  • Added large trees to procedurally generated islands.
  • Added a terrain smoothing pass for procedural islands (also available in map editor).
  • Adjusted player walking speed from 3 to 4
  • Adjusted player sprint speed from 5 to 6.5
  • Adjusted player crouch speed from 1.5 to 2
  • Adjusted player jump height from 4 to 5
Dev Notes Edit
  • Disabled the Escape key to exit menus temporarily while new UI is being finished.




Version 0.05.E3 Edit

NOVEMBER 11, 2015


Bug Fixes Edit
  • Fixed campfire’s automatically placing in the air. This is still part of a larger WIP.
  • Fixed fire particles not displaying properly when loaded back.
  • Fixed building objects immediately placing.
  • Fixed some causes of incorrect resolution changing and stretching.
  • Fixed visual errors caused by depth texture banding.
  • Fixed missing SMAA antialiasing shader mentioned in last update.
Changes Edit
  • Increased inventory slots from 8 to 15.
  • Improved and smoothed ocean raft rotation.
  • Improved lighting to add more contrast.
  • Changed key bindings so pressing escape will also cancel constructing.
  • Changed key bindings for crouching to default to left ‘Control’ key.
  • Changed key binding for crafting menu to default to “C” key.
  • Changed various UI menu design elements.
New Content Edit
  • Added new UI menus!

There’s been a huge amount of work and time spent refactoring a lot of the UI and design for the new features. The biggest changes you’ll notice are the main menus with new menu options.

  • Added a new crafting menu!

To open the new crafting menu you can press the crafting menu key which is setup to use the [C] key by default. It will use any items within a certain radius of the player and any items contained in your backpack. The crafting radius is represented in the world by an orange glow around the player. If you select a combination to craft, a popup dialogue will appear listing the materials required and the quantity you have. If you don’t have enough materials, the quantity will display red and the craft button will be disabled.

  • Added a new map editor!

The map editor is a new menu option on the main menu. You can now create your own map tiles to use in your game. You can customise the terrain with various brushes and random generators, import your own height maps and add any objects. With the new world editor it will even be possible to create multi-tile large areas if you’re really keen. We’ll be adding a lot more content and themed packs for this system as things progress. In the next update we’ll also include procedural slope texturing for mountains and cliffs. We hit a wall with how much we could pack into the terrain shader and didn’t have enough time to refactor for this release.

  • Added a new world editor!

The new world editor appears when you click the new “My Game” menu option from the main menu. You’ll see a world map of map tiles and a list of available maps. On the first start you’ll be asked to create a new world. When you create a new world, it will fill your world with procedural maps (like it always has behind the scenes). You now have the option to assign your own maps to any zone in the world to create your own custom world and experience. The world map displays the world you’ll be using for the game, whether it’s a new game or a saved game. If you ever want to start a completely new game with a new world, click “Create New World” and a new world will be generated. One of the benefits of this new system is that if you’ve invested several hours into your current game but you’re getting a bit bored, you can add another map into your world, or download the latest community maps without losing your progress. The only progress lost is any objects saved in that zone. Hopefully that’s enough to get you started, but we’ll be writing up a more complete documentation on how to use all the features soon.

Dev Notes Edit
  • Upgraded to latest Unity version 5.2.2.




Version 0.05.E2 Edit

SEPTEMBER 11, 2015


Bug Fixes Edit
  • Fixed not starting with your lighter and water bottle.
  • Fixed time of day not advancing.
  • Fixed large rock collisions on main island.
  • Fixed missing mesh for world barriers.
  • Fixed sea creatures spawning under new terrain.
  • Fixed crashing when dying or quitting to main menu.
  • Fixed shipwreck marker bubbles not displaying properly.
  • Fixed menu tooltips not resetting when in-game.
  • Fixed cloud shadow direction.
  • Fixed not being able to damaged steps building piece.
  • Fixed detail object spawner not reloading properly.
  • Fixed a potential overlapping scenario with saving.
  • Fixed ocean artifacts when using Binoculars.
  • Fixed ocean artifacts when changing field of view in game.
  • Fixed terrain generation causing sharp cliff edges.
  • Fixed an error when collecting Coconuts from trees.
  • Fixed some trees not spawning Coconuts.
  • Fixed shark swimming above ocean.
  • Fixed fall damage from waves while on rafts.
Changes Edit
  • Added fish system back.
  • Added fish trap crafting combo back.
  • Added optional ocean rotation for moving platforms.
  • Added menu slider for new rotation feature under “Gameplay” section.
New Content Edit
  • Added new rocks.
Dev Notes Edit
  • SMAA is not working.




Version 0.05.E1 Edit

SEPTEMBER 8, 2015


Bug Fixes Edit
  • Culling – Fixed a small error with too many layers being excluded from lights culling masks that may have contributed to graphical errors on AMD/ATI cards.
  • UI – Added tooltip functionality for settings selection.
  • UI – Fixed scrollbar in graphics options menu displaying incorrectly.
  • UI – The position for the World seed dialogues input caret and highlighting was incorrect. This has been fixed internally with the upgrade to Unity 5.2.
  • Ocean – Fixed ambient occlusion writing over ocean surface underwater.
  • Crafting Triggers – Fixed errors with objects not leaving collections. This was also causing crafted items to not ‘appear’ where they should have.
  • Crafting Triggers – Optimised triggering algorithm and trigger collider types.
New Content Edit

New Systems

  • Terrain – New terrain system! The new terrain system has large Islands, handcrafted zones, procedural content, and more! The terrain system has been rewritten to support biome zones with much more detail. Zones now allow for large island either hand crafted or procedurally generated. The world is currently limited to a size of 5x3 biomes but will expand as the system progresses.
  • Ceto – New ocean system! This will be in the “work in progress” stage for a while as it continues being worked on by the developer and incorporated by us.
  • Caustics – Improved caustics. The switch to Ceto allowed us to rework the caustic system and incorporate our original caustics again which are more fluid and dynamic.
  • Tides – A simple semi-diurnal tide system has been implemented. This will have more impact when buoyancy and currents have been fully implemented.
  • Building – New building system! This system is in very early days. Only the lowest building material tier is available to build with for now. All building pieces are placeholders.

Building pieces also have a basic structural support mechanic implemented:

    • Roofs and floors need a foundation with two walls to support the next level.
    • Foundations, floors and roofs can support one ‘tile’ out from themselves.

Be careful not to place something where it won’t be supported as you will lose all of your materials! The building combos are all basically a stick.. and if it needs another piece (eg: to build steps you need a foundation and a stick). Hopefully this will help everyone test things quickly.

  • Building – New destruction gibs! A basic system for gibs has been implemented. This will evolve as the building system progresses.
  • DirectX 11 – Added DirectX 11 support. This will allow users with capable video cards to run the game under DirectX 11. This will also open the way for DX11 specific optimizations like running the ocean simulation solely on the GPU.
  • DirectX 9 – Users with DirectX 9 can select the “DirectX 9.0” option on start-up or add “-force-d3d9” to the game’s launch options for a more permanent solution.
  • Reflection Probes – Users running the game under DirectX 11 will have the new reflection probes. Currently there’s an internal bug stopping probes from rendering correctly under DirectX 9 and OpenGL. The reflection probes only contain the sky at the moment.
  • Unity – Upgraded to latest version of Unity 5.2. According to the release notes there’s been “CPU side rendering performance optimizations across the board. We've seen between 5% and 30% lower CPU cost for rendering, depending on the setup.”
New Content Edit
  • Foliage – New foliage! The new foliage makes better use of our new shaders with translucency, etc.
  • Foliage – New ceriman plant
  • Foliage – New banana frond plant
  • Foliage – New ficus trees, can be harvested for sticks
  • Foliage – New palm trees
  • Foliage – New heart-leaf philodendron plant
  • Rocks – New temporary rocks, cliff models
  • Drift Wood – Drift wood, harvest driftwood logs from driftwood piles scattered around island shores.
  • Effects – New HDR tone mapper and eye adaptation. The new tone mapper is much better quality than the previous built-in tone mapping we were using.
  • Effects – New ‘Motion Blur’ effect. This is only recommended for higher end systems.
  • Effects – New ‘Depth of Field’ effect. This is only recommended for higher end systems.
Known Issues Edit
  • OSX – There is a bug at the moment where wave overlays aren’t applying properly under OpenGL. This affects foam, shore fading, etc.
  • Ambient Occlusion – We’ve started seeing some weird haloing related to the terrain. We’re looking in to the cause.
  • Shadows – There are a few visual artefacts related to shadow cascades. We’re looking in to the cause.
Dev Notes Edit
  • Intro – The intro scene has been removed temporarily.
  • Atmosphere – Weather has been disabled temporarily.
  • Fish – Fish have been disabled temporarily (will be back very soon).
  • Crafting Triggers – This system is in the middle of an overhaul. There is a bug where picking up an item in a crafting pile won’t remove itself from the ‘collection’. Drag them away from the pile first before picking it up.
  • Crafting – Crafted position. The crafting system is also in the middle of an overhaul. Be careful where you choose to craft an item. Craft items in an open space, don’t craft panels on top of stories, etc or they could go flying or get stuck.
  • Building – There is no collision checking for the building ghosts at the moment. Be careful of placing foundations too close to other foundations (unless they’re snapping together) as it will cause bugs with snapping connectors interfering.

Sea Creatures – Sea creatures haven't been fully integrated with the ocean yet. They might pop through the waves.




Version 0.04.E7 Edit

JULY 28, 2015


Bug Fixes Edit
  • Physics – Fixed a problem where users running at high framerates would experience issues with the rendering outrunning the physics engine. This had been the cause of multiple problems, including dragging not working and being launched from rafts unexpectedly.




Version 0.04.E6 Edit

JULY 28, 2015


Bug Fixes Edit
  • Menu – Fixed black menu screen for users with integrated Intel HD graphics.
  • Raft – Fixed raft launching in the air during biome transitions and general stability.
  • Sea Forts – Fixed a bug with Sea Fort generation.
  • Sharks – Adjusted shark behaviour to flee from out of reach targets to prevent exploiting on island shorelines.
  • Options – Changed default graphics settings to ‘Medium’ instead of ‘High’ so users with low-end systems don’t get caught out from not checking their settings.
  • Ambient Occlusion – Adjusted quality settings for default presets.
  • World Seed Dialogue – Fixed incorrect input text field character limits for entering a world seed.
  • Other – Fixed god mode.
Notes Edit
  • Performance – If you’re having performance issues with the new update, please turn off ‘Ambient Occlusion’. Also, check you’re not using the ‘SMAA’ option under your ‘Antialiasing’ settings. Both of these effects are designed for higher end systems.
  • UI – Removed OSX Yosemite warning when loading.
Known Issues Edit
  • Radeon GPUs – We’re aware of a bug that seems to only affect users with Radeon GPU’s running under OSX. This includes garbled textures, black artefacts, flickering lights, etc. We’re looking into this and hope to have it fixed asap.




Version 0.04.E5 Edit

JULY 28, 2015


Bug Fixes Edit
  • Sea Forts – Fixed climbing ladders.
  • Sea Forts – Adjusted incorrect spawn rate from 100% back to 15%.
  • Player – Fixed arm shader not receiving ambient light.
  • Trees – Fixed climbing hacks.
  • Sharks – Fixed player clipping through sharks.
  • Shadows – Fixed flickering cloud shadows at sunset.
  • Reflection Probes – Removed sky reflection probe for the moment. There’s still some internal bugs in Unity’s implementation related to enabling and disabling other cameras in the scene stopping probes updating which has been causing incorrect and distracting reflections.
  • Intro – Fixed clipping through trolley cart in plane crash.
  • Input – Fixed mouse sensitivity appearing as incorrect value on first open of Input menu settings.
  • Input – Adjusted mouse smoothness default to 0.2.




Version 0.04.H2 Edit

JULY 27, 2015


Bug Fixes Edit
  • Physics – Fixed a problem where users running at high frame rates would experience issues with the rendering outrunning the physics engine. This had been the cause of multiple problems, including dragging not working and being launched from rafts unexpectedly.




Version 0.04.H1 Edit

JULY 23, 2015


Bug Fixes Edit
  • Menu – Fixed black menu screen for users with integrated Intel HD graphics.
  • Raft – Fixed raft launching in the air during biome transitions and general stability.
  • Sea Forts – Fixed a bug with Sea Fort generation.
  • Sharks – Adjusted shark behaviour to flee from out of reach targets to prevent exploiting on island shorelines.
  • Options – Changed default graphics settings to ‘Medium’ instead of ‘High’ so users with low-end systems don’t get caught out from not checking their settings.
  • Ambient Occlusion – Adjusted quality settings for default presets.
  • World Seed Dialogue – Fixed incorrect input text field character limits for entering a world seed.
  • Other – Fixed god mode.
Notes Edit
  • Performance – If you’re having performance issues with the new update, please turn off ‘Ambient Occlusion’. Also, check you’re not using the ‘SMAA’ option under your ‘Antialiasing’ settings. Both of these effects are designed for higher end systems.
  • UI – Removed OSX Yosemite warning when loading.
Known Issues Edit
  • Radeon GPUs – We’re aware of a bug that seems to only affect users with Radeon GPU’s running under OSX. This includes garbled textures, black artefacts, flickering lights, etc. We’re looking into this and hope to have it fixed asap.




Version 0.04 STABLE Edit

JULY 22, 2015


Bug Fixes Edit
  • Terrain – Reduced distance between islands.
  • Player – Reworked mechanics to future-proof for coop.
  • Player – Fixed cases of sticking to walls, etc.
  • Player – Fixed visual jitters in some scenarios, running with torch, etc.
  • Player – Fixed lighting errors with torch and player arm.
  • Player – Fixed standing under ceilings and going through them.
  • Player – Fixed inaccuracies between ground collisions.
  • Player – Fixed player clipping through sharks.
  • Physics – Fixed a bug with saved physics objects colliders, ie: angled sticks.
  • Intro – Fixed clipping through trolleys.
  • Plane Wreck – Fixed an overlapping prefab id causing a bug with the wrong wreck being spawned.
  • Steps – Fixed bug with stairs interfering with craftable objects when placing.
  • Doors – Fixed doors and windows snapping to wrong positions.
  • Crafting – Fixed a bug where you could still highlight craftable items when placing buildings. Optimized memory required for batching.
  • Crafting – Fixed a bug where craftables would remain constantly highlighted when changing highlighting settings in options menu.
  • Crafting – Fixed a bug in the crafting popup menu where the scrolling list would not reset to the top.
  • Crafting – Fixed first element in crafting popup not highlighting on first open.
  • Antibiotics – Adjusted spawn rate. There is now a 25% of finding antibiotics in wall cabinets. Harvestable Plants – Fixed an exploit where you could speed up the next harvest time by continuing to hold down the action button after you harvested the plant.
  • Watch – Tweaked screen elements for better visibility. Adjusted specular and added normal map and glass effect.
  • Moon – Fixed the moon halo appearing under the ocean.
  • Trees – Fixed tree billboards not rendering to depth properly, being overwritten by fog, etc.
  • Shadows – Fixed a bug where underwater objects were casting shadows on ocean surface.
  • Shadows – Fixed flickering cloud shadows at sunset.
  • Menus – Fixed a bug where you would exit to a black screen after dying.
  • Containers – Tidied up all container, cases and console colliders. Changed from mesh colliders to compound primitive colliders.
  • Bouncing Container Items – This is a problem between primitive colliders and mesh colliders. The bouncing items should be fixed for containers. It may still be a problem for rocks.
  • Input – Fixed input menu key bindings setting to “None”.
  • Input – Fixed mouse sensitivity appearing as incorrect value on first open of Input menu settings.
  • Input – Adjusted mouse smoothness default to 0.2.
  • UI – Fixed scaling for different aspect ratios to scale proportionally to any resolution now.
  • UI – Started cleaning up and optimizing hierarchy to reduce draw calls.
  • UI – Fixed various formatting mistakes.
  • Raft – Fixed jittery raft when paddling.
  • Ocean – Fixed foam lighting error with additional lights.
WIP and New Content Edit
  • Unity – Upgraded to latest version of Unity 5.1!
  • Ambient Occlusion – New ambient occlusion effect!
  • Antialiasing – New SMAA algorithm! Changed antialiasing render settings.
  • UI – New UI design and system! All UI elements have now been converted to Unity 5’s new native UI system.
  • Steam – Started to add in functionality to support Steam stats and achievements. The “days survived” counter on the main menu should now display correctly after you save the game.
  • Shadows – Added grass and foliage shadows for “Ultra” quality setting.
  • Shadows – Increased resolution for “Ultra” quality setting.
  • Lighting – Moved ambient lighting LUT creation offline.
Known Issues Edit
  • Ocean – The ocean surface underwater is currently being affected by ambient occlusion.
  • Foliage – Back faces of bushes and larger trees aren't being lit correctly.




Version 0.04.E4 Edit

JUNE 22, 2015


Bug Fixes Edit
  • Terrain – Islands can now spawn next to each other.
  • Player – Reworked mechanics to future-proof for coop.
  • Player – Fixed ability to walk up steps.
  • Player – Fixed cases of sticking to walls, etc.
  • Player – Fixed visual jitters in some scenarios, running with torch, etc.
  • Player – Fixed a bug where you could be ejected from the raft when transitioning between islands.
  • Physics – Fixed a bug with saved physics objects colliders, ie: angled sticks.
  • Shadows – Fixed large bug with shadows under OSX
  • Shadows – Fixed shadow artefacts on ocean surface from object below ocean.
  • Intro – Fixed clipping through trolleys.
  • Plane Wreck – Fixed an overlapping prefab id causing a bug with the wrong wreck being spawned.
  • Doors – Fixed doors and windows snapping to wrong positions, in the middle of supports, etc. There is still a small bug that can make placement tricky. We’re aware of it and squishing it as we speak, but we didn’t have time to get it out in this build.
  • Steps – Fixed incorrect positioning.
  • Steps – Fixed bug with stairs interfering with craftable objects when placing.
  • Boat Motor – Fixed bug with boat motor interfering with craftable objects when placing.
  • Boat Motor – Fixed being able to place boat motors on top of one another.
  • Crafting – Fixed a bug where you could still highlight craftable items when placing buildings.
  • Crafting – Fixed a bug where craftables would remain constantly highlighted when changing highlighting settings in options menu.
  • Highlighting – Fixed bug with craftable item highlighting and lantern light source.
  • Palm Trees – Fixed ambient occlusion rendering over palm fronds.
  • Palm Fronds – Fixed craftable palm fronds not highlighting (not the palm tops, at the moment).
  • Rope – Fixed rope material not highlighting.
  • Duct Tape - Fixed duct tape material not highlighting
  • Bucket – Fixed incorrect LOD level for bucket when close up.
  • Crabs – Adjusted population per hole to 5.
  • Antibiotics – Adjusted spawn rate. There is now a 25% of finding antibiotics in wall cabinets. Harvestable Plants – Fixed an exploit where you could speed up the next harvest time by continuing to hold down the action button after you harvested the plant.
  • Inventory – Added durability bars back to inventory slots.
  • UI – Fixed various formatting mistakes.
WIP and New Content Edit
  • Palm Trees – Revised/testing different mechanic. You cannot climb palm trees in this build, requiring you to either chop it down for coconuts, or throw something at the coconuts to knock them down.




Version 0.04.E3 Edit

JUNE 22, 2015


Bug Fixes Edit
  • Watch – Tweaked screen elements for better visibility. Adjusted specular and added normal map and glass effect. 
  • Watch – Fixed backlight not lighting up at night. 
  • Lantern – Fixed missing glass shader and light effect. 
  • Bucket – Fixed missing water shader. 
  • Liferaft – Yellow life raft has returned. 
  • Player – Fixed lighting errors with torch and player arm. 
  • Player – Fixed arm effects shader to work with new lighting model. 
  • Player – Proper skin shader is back. 
  • Player – Fixed standing under ceilings and going through them. 
  • Player – Fixed inaccuracies between ground collisions. 
  • Moon – Fixed the moon halo appearing under the ocean. 
  • Crabs – Fixed slow crab moving speed. 
  • Trees – Fixed tree billboards not rendering to depth properly, being overwritten by fog, etc. 
  • Shadows – Fixed a bug where underwater objects were casting shadows on ocean surface. 
  • Crafting – Fixed crafting object highlight and placing object highlight for crafting and building. Optimized memory required for batching. 
  • UI – Fixed incorrect widget highlighting colours caused by new HDR colour picker in Unity 5. 
  • UI – Fixed a bug where confirmation dialogues would not appear over options menu. 
  • Crafting – Fixed a bug in the crafting popup menu where the scrolling list would not reset to the top. 
  • Crafting – Fixed first element in crafting popup not highlighting on first open. 
  • Crafting – Fixed steps not locking into position. 
  • Saving – Fixed a bug where the following items would not be saved: landshark sign, multi-story foundation, multi-story steps, windowed walls and labelmaker. 
  • Menus – Fixed a bug where you would exit to a black screen after dying. 
  • Containers – Tidied up all container, cases and console colliders. Changed from mesh colliders to compound primitive colliders. 
  • Bouncing Container Items – This is a problem between primitive colliders and mesh colliders. The bouncing items should be fixed for containers. It may still be a problem for rocks. 
WIP and New Content Edit
  • Unity – Upgraded to latest version of Unity, 5.1.0F3. 
  • Antialiasing – New SMAA algorithm. Changed antialiasing render settings. 
  • Ambient Occlusion – New ambient occlusion effect. 
Known Issues Edit
  • Ocean – The ocean surface underwater is currently being affected by ambient occlusion. 
  • Foliage – Back faces of bushes and larger trees aren’t being lit correctly. 




Version 0.04.E2 Edit

MAY 27, 2015


Bug Fixes Edit
  • Watch – Fixed watch screen not rendering. 
  • Input – Fixed input menu key bindings setting to “None”. 
  • UI – Fixed scaling for different aspect ratios to scale proportionally to any resolution now. 
  • UI – Fixed missing gradient from controls. 
  • UI – Started cleaning up and optimizing hierarchy to reduce draw calls. 
  • Urchin – Fixed material rendering without transparency. 
  • Wollie - Fixed material rendering without transparency. 
  • Cloth – Fixed rendering as pink from missing shader. 
  • Rain – Fixed rendering as pink from missing shader. 
  • Raft – Fixed jittery raft when paddling. 
  • Ocean – Fixed foam lighting error with additional lights. 
WIP and New Content Edit
  • Steam – Started to add in functionality to support Steam stats and achievements. The “days survived” counter on the main menu should now display correctly after you save the game from now on. 
  • Shadows – Added grass and foliage shadows for “Ultra” quality setting. 
  • Shadows – Increased resolution for “Ultra” quality setting. 
  • UI – Converted inventory UI to new UI system. 
  • UI – Converted general HUD elements UI to new UI system. 
  • UI – Converted notifications to new UI system. 
  • UI – Converted watch UI to new UI system. 
  • Lighting – Moved ambient lighting LUT creation offline. 
Notes Edit
  • Pink Shaders – There may be a few pink shaders about. Feel free to post them in the bug reports section, EXCEPT for objects that are obviously meant to be glass. We haven't written a glass shader compatible with the new BRDF yet. 
  • Shaders – A few objects are missing their proper normal and specular maps. We’re in the middle of consolidating all our shaders at the moment, so we’ll be getting to them. ALL tree and foliage shaders are not complete or plain broken. We’re working on tying these up asap. 
  • Shadows – We’re seeing some annoying artefacts with the shadow system we use. We’re looking into it. 
  • UI – All the UI has been moved over from our old system to UGUI. All of the UI elements are works in progress, but are functional.




Version 0.04.E1 Edit

MAY 19, 2015


New Content Edit
  • Game Build First experimental build - ported game to Unity 5 engine.




Version 0.03.H3 Edit

MAY 6, 2015


Bug Fixes Edit
  • Saving – Fixed a bug with Steam attempting to initialize twice and throwing an exception. This would result in not being able to continue the correct saved game after quitting to the main menu without quitting to desktop and restarting. 
  • Antibiotics –  Removed conditions for anti-venom item which didn’t make it into the last update and reverted to using antibiotics to cure poisoning and vitamins for sickness as before. 
  • Main Menu – Reports had been made of seeing the main menu logo with no menu options. This couldn’t be replicated but changes were made in an effort to fix anything that could have been the cause. Please keep us posted if you experience any more issues. 
  • Intro – Changed key binding for skipping the intro to [Esc] to fix interfering with AZERTY keyboards.  
  • Torch – Fixed bug where you couldn’t pick up the permanently equipped torch if you have a full inventory. 
  • Campfire – Reduced flame distortion to more realistic level. Cleaned up prefab. 
New Content Edit
  • Loading – The loading screen now has a courtesy warning for Yosemite users for long wait times. 
  • Loading – The loading screen now displays tips.




Version 0.03.H2 Edit

APRIL 30, 2015


Bug Fixes Edit
  • Raft Motor – Now requires a hammer to be built.
  • Fire Spit – Now updates display name when attached cookable is cooked. 
  • Shipwrecks – Fixed visual error with glass shader not blending with fog. 
  • Crafting – Fixed “lashing” material name incorrectly appearing as “rope” in crafting option’s material list. 
  • Building – Fixed a bug where foundations would default to a raft when snapping to an existing foundation over water. 
  • HUD Information Option – Fixed a bug where toggling the display of item names was not applying in game. 
  • Input Options – Fixed a rather annoying bug for players where mouse buttons were reassigning as the mouse axis. 
  • Goggles, Flippers and Torch – Added a notification for now to notify player that these items have been equipped. 
  • Flying – The last known dragging-flying exploit, aka the “broomstick” method, has been fixed. 
  • Water bottles – Fixed a bug with all food items not saving data. This would result in water bottles refilling when loaded back, etc. 
  • Rafts – Adjusted ladder colliders for wooden rafts for easier climbing. 
  • Crabs – Fixed immortal crabs when cooking alive. Crabs now die if you cook them alive by dragging onto a fire, etc. 
  • Rain – Fixed weather effects not having appropriate filter when underwater.
New Content Edit
  • Saving – It’s now possible to have multiple save game files. Your save file is now saved local to the game’s installation in a folder named after your Steam ID. It may look like a random series of numbers but it actually corresponds to your unique user ID on Steam. It’s worth mentioning that there are a few ways to identify your Steam ID if you need to. A quick google search will help here. 
  • Saving – Internal optimisations to save file parser. 
  • World Seed – You can now share your world seed. You will be prompted to input a world seed when you select “New Game” on the main menu. You can view your world seed on the bottom right corner of the pause menu. 
  • Player – More randomized and more variety of player sound effects. Improved jumping sounds and more variety. Improved landing sounds and more variety. Vomitting sounds effects. Improved breathing sounds effects 
  • Label Maker – New item! A small side item that introduces a new mechanic to rename items if that’s your thing. 
Balancing Edit
  • Sharks – Dynamically adjusted circling radius based on the damage dealt to the shark. 
  • Sharks – Less crazy raft bumping! 
  • Sharks – Temporary fix to spamming damage by holding down the use item key. 
  • Sharks – Will lose interest in players when on land. 
  • Sharks – Increased maximum damage: Tiger Sharks from 1000 to 2250, Great whites from 2000 to 3350. 
  • Sharks – Regain 0.5 health per second after 320 seconds have passed since last receiving damage. 
  • Balance - Adjusted compass model holding view. 
  • Balance – Decreased various fish spawn chances. Sharks are now much rarer.
  • Balance – Loot container item spawn chance. Container slots now have a slight chance for spawning nothing (average 90% to spawn). 




Version 0.03.H1 Edit

MARCH 23, 2015


Bug Fixes Edit
  • Sea Forts – Lowered generation amount.
  • Sea Forts – Fixed no-clipping through various doors and containers. 
  • Rafts – Fixed the erratic raft buoyancy. 
  • Torches – Fixed a bug where torches were not equipping. Value should now apply when you pick up a torch or flashlight
  • Player – Added a “Toggle Crouch” option to the input menu. Toggled off will keep the original behaviour of remaining crouched after the crouch key is pressed. Toggled on, you will need to hold the crouch key to remain crouched. 
  • Windowed Walls – Fixed windowed walls saving with incorrect id. Unfortunately, any windowed walls that have been saved as walls will remain as walls, but the problem is fixed for any future windowed walls. 
  • Rain – Improved rain appearing through sea forts. Collision accuracy still needs some tweaking. 
  • Shipwrecks – Fixed a bug with an incorrect shipwreck prefab id being saved. The “Boat of Doom” was replacing one of our newer shipwrecks. This has been fixed for the future, however if a “Boat of Doom” has been saved on shore previously, it will remain. 
  • Building – Fixed a chance of not being able to place a foundation over stairs upper level. 
  • Crafting – Fixed raft motor crafting combination not requiring a raft. 
  • Crafting – Fixed a bug with picking up materials when in the crafting menu. 
  • Fire spit – Fixed a bug with destroying a Fire Spit leaving an attached cookable stuck forever.




Version 0.03 Edit

MARCH 21, 2015


Bug Fixes Edit
  • Cloth – Fixed spelling mistake in description.
  • Cloth – Fixed bug with crafting trigger not activating.
  • Paddle – Fixed a bug with paddle buoyancy flying to the surface.
  • Foundations – Hard to replicate but hopefully fixed Items falling through foundations. Time and player feedback will tell with this one. Only other thing is possibly destroying order of things?
  • Context Menus – Fixed context menu spam and using items when closing menus spam.
  • Context Menus – Fixed a bug with the context menu interacting collider.
  • Context Menus – Fixed a bug where constructing combos options were getting cut off with a long list.
  • Crafting – Some improvement made to lag when equipping a hammer to switch between building and crafting modes with large collections and buildings. There’s a lot more work to be done here, but it should be better.
  • Building – Improved foundation collisions. You can now walk underneath foundations and place on rocky terrain. This does allow the ability to do silly things like placing structures inside rocks, so beware.
  • Doors – Fixed shipwreck door collisions.
  • Doors – Fixed all door colliders moving player when opening.
  • Medical Supplies – Fixed bug with infinite medical supplies.
  • Air tank – Players seem to be a bit confused with this one so we reworked the functionality to make it less confusing and more consistent. Previously, the airtank had a set capacity and would refill your air deficit. Now it just has a set number of uses so make sure you get the best out of them.
  • Fire spit – Now displays the attached cookable’s name.
  • Ocean – Fixed a bug where the ocean would turn red during weather events.
  • Trees – Fixed a bug where cut down connected tree trunks where loading back as logs not trunks.
  • Doors – Door model now indicates which way the door opens when placing.
  • Steps – Building materials have been adjusted. Previously the steps were a ‘luxury’ item. Now they are a requirement for accessing second stories, so the material requirement has also been adjusted. Steps are now 4x stick, 2x Rope.
  • Beds – Reduced size to fit inside a single foundation.
  • Bubbles – Fixed bug where bubble markers were disappearing.
  • Shipwrecks – Plane shipwreck now has bubble markers.
  • Boat Motor – Fixed fuel gauge only updating when boat motor was running.
  • Player – Changed crouching mechanic. You now have to hold the crouch key to remain crouched.
  • Bucket – Fixed the “portal/stargate” bug.
  • Coconuts – Fixed a rare occurrence of a missing reference.
  • Whale – Fixed constant whale noise spam.
  • Crabs – Fixed a bug where crabs weren’t being parented to the right node for re-centering and saving.
  • Boat Motor – Reduced the lawn mower’s volume from 0.7 to 0.4.
  • Effects – Fixed a bug with incorrect god rays appearing underwater (big orange blob).
New Content Edit
  • Sea Forts! – You can now explore a series of connected sea forts that provide great shelter and can contain various loot and supplies. Sea Forts are procedurally generated in the sand plains biome. Please note that we are working on a much more improved billboard system for the future so sea fort transitions may be jerky/sudden when loading biomes at this stage in development.
  • Multistory Building! – Official multistory building. This system is a work in progress and is in alpha stage and will be constantly evolving. There are currently a very few edge cases with unrealistic placements that will get cleaned up as the system progresses and finalizes. There’s no limitations on stories for now, so we can’t wait for the mega tower screenshots! We’ll be incorporating things like structural material limitations and more advanced destruction in future updates.
  • Interacting – New mechanic for interacting with objects! To interact with interactive objects like campfires, consoles and containers, hold the left mouse button down momentarily when the new interacting icon appears. Similarly, the crafting context menu icon has a new look. Clicking with the left mouse button will use your current item on the object you’re looking at, as normal. This mechanic opens up the ability to be able to destroy interactive items like campfires and doors, which has not been possible until now.
  • Steps – Steps functionality has been changed. When placing, you can rotate the orientation of the stairs to point in the direction you want. However, stairs can only be placed adjacent to a foundation.
  • Windows – You can now craft a Windowed Wall
  • Torch – The torch functionality has now changed. When found, it will be permanently equipped and can be toggled with the torch key (default is [R]). Any torches that already exist in the game world will be destroyed, so you will have to find a new one for this to take effect. Please note that this will eventually be incorporated into a left hand item, so don’t worry die-hards - no floating torches here ;)
  • Player Audio – A variety of new unique player character effects.
  • Fish Trap – You can now craft a functioning Fish Trap. At the moment it only catches fish, but we will expand on this in the future with crabs, crayfish, etc.




Version 0.02.H1 Edit

FEBRUARY 15, 2015


Bug Fixes Edit
  • Bed - Fixed disappearing beds. The disappearing bed bug was actually a blessing in disguise. This highlighted a rather large problem of an edge case where a biome’s items weren’t being saved properly. So a big problem has been fixed for not only the beds but every item (reports of sticks disappearing, etc).
  • Bed – Fixed backwards compatibility issue with flying beds.
  • Construction Objects – Increased culling distance.
  • Loading – Fixed an issue with new content and previous saves.
  • Ocean – Fixed graphical error in tutorial scene.
  • Potato – Can attach to Fire Spit.
  • Raft – Fixed some physics issues. Please note that these changes will not apply to existing saved rafts!
  • Sharks – Fixed jiggly shark soft bodies.
  • Sharks – Fixed the issue of being unable to move after a shark attack.
  • Sharks – Fixed an occurrence of the player marked as "being attacked" which prevented sharks attacking you.
  • Sharks – Players should no longer go under or become stuck in the terrain after a shark attack event.
  • Sharks – Minor tweaks to aggressiveness and crazy speed values
  • Sharks – Sharks will build aggression when attacked




Version 0.02 Edit

FEBRUARY 14, 2015


Bug Fixes Edit
  • Key Bindings – Removed secondary key bindings which was interfering with AZERTY keyboard users.
  • Menus – Fixed Audio Settings volume not applying when changed in-game.
  • Menus – Fixed Mouse Sensitivity settings not applying when changed in-game.
  • Menus – Fixed Input Menu’s scroll window position.
  • Inventory – Adjusted force when dropping items.
  • Intro – Disabled dropping functionality for tutorial items to avoid confusion.
  • Crafting – Fixed a bug where splitting an object with the dragging mechanic could stall the crafting system.
  • Crafting – Fixed the possibility of saving mid-craft/build and reloading with the ghost item stuck on-screen.
  • Cooking – Fixed cookable item’s display name “Cooking” status spamming on every reload. Note: any previously saved cookables will still display as “Cooked Cooked Cooked", etc.
  • Diver's Slate - Fixed the Divers Slate holding position.
  • Coconuts – Adjusted the coconut spawn amount.
  • Coconuts – Coconuts viewing distance increased.
  • Coconuts – Fixed a bug where you couldn't crack a coconut on another island.
  • Fire spit – Fixed a bug where if your inventory was full when picking something off the spit and then you made room and tried again, the item would not remove from the spit.
  • Bed – Is now a normal craftable item. You can now drag it around into your home.
  • Raft Motor – Fixed raft motor rotating further down with each reload.
  • Raft Motor – Fixed various bugs with durability and speed.
  • Raft Motor – Now has a fuel gauge.
  • Air tank – Fixed infinite Airtank.
  • Various – Fixed various item display names (goggles, flippers, martini, etc).
  • Various – Fixed flying with dragging objects.
  • Shadows– Fixed all construction objects that weren't displaying shadows.
  • Harvestable Plants – Adjusted regrowth time.
  • Bucket – Adjusted tipping angle, cooking time and fixed various cooking bugs.
  • Lantern – Fixed a lighting bug with the lantern’s LOD and lighting masks.
  • Watch – Minor rendering optimization and moved closer for easier reading.
  • Land Sharks and Land Whales – Fixed.
  • Sharks – Adjusted spawn amount.
  • Sharks – Improved AI. Different shark species will flee from more dominant species. More aggressive in general.
  • Sharks – Improved AI. Adjusted curiosity; Sharks tracking velocity increased. More aggressive stalking behavior.
  • Sharks – Improved AI. Species are now more dependent on height, i.e: Great Whites will lurk below, Tiger sharks will roam on the surface.
  • Sharks – Fixed a large bug with the sharks biomes.
  • Sharks – More intense and aggressive attacking player animations,.
  • Crabs – Adjusted the crab population amount.
  • Crabs – Adjusted crab calories vs. coconut calories.
  • Crabs – Adjusted cooking time.
  • Fish – Fixed incorrect starting biomes. Fish species should now be correct for the current biome.
  • Fish – Improvements and fixed a large bug with the fish system’s bounds checking.
  • Audio – Higher bitrate rain sound.
  • Audio – Adjusted Paddle sound.
  • Audio – New drowning sound clip.
  • Loot – Fixed duplicate loot items.
  • Shipwrecks – Boat of doom no longer spawns on the shore.
New Content Edit
  • Menus – You can now choose to display temperature in Celsius or Fahrenheit.
  • Temperature System – Stranded Deep now has a completely new temperature system running in the background. It’s based off real world values for the Pacific region. It takes the time, day, month, year and humidity into account when calculating the current temperature and apparent temperature (how hot it feels). The ocean temperature falls off with depth based on real-world values that have been scaled to the game world. This system is still fairly fresh and will be incorporated more fully with your statistics in a future update (taking into account your exertion, whether you’re in shade, wet, etc).
  • Inventory – The inventory now displays the property of the first item in a slots stack, i.e: health, durability, servings, etc. (Please note there’s a lot of different attributes for items so it’s possible some might not prioritize the right attribute).
  • Sea turtle – New creature!
  • Stingray – New creature!
  • Blacktip Reef Shark – New creature!
  • Lion Fish – New creature!
  • Fish – New creature! Clown Trigger Fish.
  • Shipwrecks – New shipwrecks! Plane and ship bow.
  • Door – New buildable item! You can now construct a door for your home, similar to a wall.
  • Cloth – New item! You can now find cloth. This item is very much a placeholder and will be generally improved and integrated into more crafting combinations in the future.
  • Crude Bandage – New item! You can now craft a Crude Bandage.




Version 0.01.H1 Edit

JANUARY 28, 2015


Bug Fixes Edit
  • Rafts - Fixed the “Bermuda Triangle” bug. Rafts no longer disappear when travelling.
  • Rafts - Improved raft functionality with collisions and ladders.
  • Player - Fixed a bug where the player would be reloaded inside the terrain, shipwrecks, etc.
  • Player - Adjusted swimming speed.
  • Intro - Fixed “Bouncing Betty” bug, see: http://steamcommunity.com/app/313120/discussions/1/613948093882138495/
  • Cooking - Fixed campfires where multiple cookable items would interfere with each other’s cooking times.
  • Menus - Fixed mouse sensitivity not applying.
  • Menus - Added key binding functionality (Controllers are not officially supported, but it is possible).
  • Menus - Added in-game options functionality.
  • Saving/Terrain - Fixed a large bug; An edge case where if loading a saved game, and then resaving, previously saved biomes were being overwritten.
  • Terrain - Adjusted rock and stick spawning quantity.
  • Saving - Fixed a bug where stabbed items on the end of a Spear weren't being saved.
  • Saving - Fixed item display names not saving.
  • Sharks - Fixed disappearing great white sharks when killed.
  • Sharks - Most sharks should not appear on land anymore..
  • Sharks - Fixed shark meat not attaching to a Fire Spit.
  • Sharks - Spear now damages sharks.
  • Sharks - Various AI changes to increase the difficulty (a little).
  • Marlin - Fixed disappearing Marlins when killed.
  • Sleeping - Changed sleeping times. You can now sleep anytime from 6:00 pm to 6:00 am. The day count also increments properly now.
  • Flare Gun - Fixed using spam.
  • Harvesting Yuccas and Potatoes - Fixed incorrect scale of regrowing plants.
  • Drinkable Coconut - Fixed using animations and audio with various tools.
  • DeadEx Box - Can now be picked up.
  • Container and Doors - Fixed audio spam when entering loaded biomes.
  • Container and Doors - Fixed a large bug with loot spawning positions.
  • Various - Fixed various missing interactive object tags, descriptions, etc.
  • Various - Fixed the “Banana” yellow arm bug when looking at the watch and another lightsource was around.
  • Various - Fixed a hovering bug with one of the glass shaders.
New Content Edit
  • Whales - New creature!
  • Diver's slate - New Easter Egg!
  • Airplane Motor - Is now craftable and functional. Have fun with this one! ;)

Trivia Edit

  1. Stranded deep is known as Castaway the game because of it's similarities to the movie which the protagonist's plane crashed and was stranded on an island
  2. because the company working on this game is small it usually takes 1, 2 or 3 months for the game to release an update.

External Links Edit

Meow Deep on Steam

BEAM Meow Games' website

BEAM Meow Games on Twitter

Start a Discussion Discussions about Stranded Deep

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