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UPDATE 6 info and why this update will be different
At the start of the year, we took a big, long look at the planning for the game and what we sort of realized is that doing updates in the way weve done them up until now wont align with our goal of working towards the final release of the game. Previously we've always looked at, sort of, what can we develop in the loose timeframe that weve set in between updates. So, if theres work that needs to be done that wont fit that timeframe, weve pushed it up for later. But in doing so it feels like were running a marathon in between updates. What wed rather like to be doing is look at what we need to do in general to finish the game and take the time necessary to do so. And thats exactly what were going to do. Its been very exciting for us to make the updates weve made up until this point and package them in the way that weve done, but weve sort of realized that if were to reach 1.0 we cant really follow the same release cycle. So going forward, we're changing how were going to be releasing updates to the game and doing development a bit more openly, showing you things as were working on them. Starting by revealing the content for our next Update.
Update 6 (working title), is going to be all about improving the exploration aspect of Satisfactory. This is going to be a smaller update and its going to be an update that may stick around in experimental a bit longer than before as we work on it. It might seem odd that when we finally break the silence after so long, were doing it by announcing a smaller update. We have been working on a lot of things since the last update we launched. Some things are going in this update, but many things may come later down the line. This update will focus on improving the following things in the game
To kick things off, a formerly quite barren part of the northern coast is receiving a breath-taking update of its terrain and flora to fully live up to its name: The Spire Coast. This is a completely new biome, a serene tropical coastal area, dominated by large spires that can create an interesting challenge for vertically aligned factory builders. The swamp has received a full plant-life overhaul to achieve the final version of this unsettling and noxious area. While the terrain has only changed in minor ways and resources remain the same, the vibe of the Swamp is far more refined. We're also working on further polishing the atmosphere of MASSAGE-2(AB)b by improving lighting, sky and weather(!). In general, the cloud coverage and sky has seen improvements and we're currently working on possibly having rain in the game. We don't know for sure if that will make it in but we'll see what happens!
MASSAGE-2(AB)b has become inundated with new and improved critters. A lot of work has been done to improve creature visuals and behaviors and add new additions to the wildlife, creating a more immersive exploration experience.
To help tackle these new upgraded threats, improvements have been made to combat mechanics. Most notably, Update 6 will contain feature equipment changes and additions to give players more tools to engage in combat. These updates will mainly impact exploration, but there might be more equipment changes coming that will improve factory traversal as well.
The player map will be upgraded with a range of UI improvements to make it easier to use and for pioneers to plan their expeditions and factory layouts. The Radar Tower will get an overhaul, to actually make it useful for exploration. Because it wasnt before.
There's also a couple of technical improvements to some of the underlying systems were currently working on that will hopefully improve the overall experience of the game for some folks. Theres also, of course, a couple of bug fixes and network improvements here and there, were always working on that.
Since this update mostly focuses on the exploration aspects of the game there won't be any new production chains or anything like that, but there is one potential change we're thinking of making regarding how clock speed functions in the game. If you didnt know, when you overclock a machine in Satisfactory the power requirement increases in a non-linear fashion, and its governed by this formula
Which means that when you overclock machines, they will require significantly more power than if you were to build multiple ones and if you underclock, you will be using less power for the same part production with the drawback of slower production speed (see the Satisfactory wiki for more info on this Satisfactory Wiki). The proposed change we have in mind is to make all overclocking follow a linear formula. So a machine that is overclocked to 200% would use twice as much power, and vice versa if you underclock. Basically, what this means is that were thinking of buffing overclocking and nerfing underclocking a little bit. The changes to the clock speeds are intended to support players in the early game, by making it easier for them to improve their factory with overclocking without running into power increases that generally aren't communicated clearly. And for players in the late game by allowing them to build bigger and more efficient factories. We're not entirely sure we'll make this change so please let us know what you think about this!
With all that being said, we're still developing many aspects of the exploration update. We want to reveal the core topics of the update up front because we sort of want to set the stage for how we intend to work on the game going forward. The obvious question on everyone's mind is of course then, "when is the update coming out?". Since we're still working on it we don't have a set release date in mind, but our current release window is sometime early June. This might change though. [hr][/hr] I hope this aperitif of information that were sharing with you today is something youre looking forward to. Were certainly looking forward to talking more about it and showing you what weve done! Remember that this is a high-level explanation of the content in the update. We plan to release more info in the future to talk more about these topics so let us know if theres any particular topic youre excited about specifically and want us to cover in the future! Take care until next time! Snutter
[ 2022-04-22 15:52:24 CET ] [ Original post ]
Hey everyone! It's been pretty silent from us the last couple of months but we're about to change that. We're starting this off today by revealing that Update 6 is going to be all about improving the Exploration aspect of Satisfactory but we also need to talk about why this update is going to be a bit different. [previewyoutube=hkMTFsxa7rQ;full][/previewyoutube]
Why this update is going to be different
At the start of the year, we took a big, long look at the planning for the game and what we sort of realized is that doing updates in the way weve done them up until now wont align with our goal of working towards the final release of the game. Previously we've always looked at, sort of, what can we develop in the loose timeframe that weve set in between updates. So, if theres work that needs to be done that wont fit that timeframe, weve pushed it up for later. But in doing so it feels like were running a marathon in between updates. What wed rather like to be doing is look at what we need to do in general to finish the game and take the time necessary to do so. And thats exactly what were going to do. Its been very exciting for us to make the updates weve made up until this point and package them in the way that weve done, but weve sort of realized that if were to reach 1.0 we cant really follow the same release cycle. So going forward, we're changing how were going to be releasing updates to the game and doing development a bit more openly, showing you things as were working on them. Starting by revealing the content for our next Update.
Update 6
Update 6 (working title), is going to be all about improving the exploration aspect of Satisfactory. This is going to be a smaller update and its going to be an update that may stick around in experimental a bit longer than before as we work on it. It might seem odd that when we finally break the silence after so long, were doing it by announcing a smaller update. We have been working on a lot of things since the last update we launched. Some things are going in this update, but many things may come later down the line. This update will focus on improving the following things in the game
- Environmental changes
- Creature improvements
- Equipment additions
- Improvements to the in-game map menu
- General technical improvements
- (Clock Speed rebalance)
Environmental changes
To kick things off, a formerly quite barren part of the northern coast is receiving a breath-taking update of its terrain and flora to fully live up to its name: The Spire Coast. This is a completely new biome, a serene tropical coastal area, dominated by large spires that can create an interesting challenge for vertically aligned factory builders. The swamp has received a full plant-life overhaul to achieve the final version of this unsettling and noxious area. While the terrain has only changed in minor ways and resources remain the same, the vibe of the Swamp is far more refined. We're also working on further polishing the atmosphere of MASSAGE-2(AB)b by improving lighting, sky and weather(!). In general, the cloud coverage and sky has seen improvements and we're currently working on possibly having rain in the game. We don't know for sure if that will make it in but we'll see what happens!
Creatures
MASSAGE-2(AB)b has become inundated with new and improved critters. A lot of work has been done to improve creature visuals and behaviors and add new additions to the wildlife, creating a more immersive exploration experience.
Equipment additions
To help tackle these new upgraded threats, improvements have been made to combat mechanics. Most notably, Update 6 will contain feature equipment changes and additions to give players more tools to engage in combat. These updates will mainly impact exploration, but there might be more equipment changes coming that will improve factory traversal as well.
Improvements to the in-game map menu
The player map will be upgraded with a range of UI improvements to make it easier to use and for pioneers to plan their expeditions and factory layouts. The Radar Tower will get an overhaul, to actually make it useful for exploration. Because it wasnt before.
General technical improvements
There's also a couple of technical improvements to some of the underlying systems were currently working on that will hopefully improve the overall experience of the game for some folks. Theres also, of course, a couple of bug fixes and network improvements here and there, were always working on that.
(Clock Speed rebalance)
Since this update mostly focuses on the exploration aspects of the game there won't be any new production chains or anything like that, but there is one potential change we're thinking of making regarding how clock speed functions in the game. If you didnt know, when you overclock a machine in Satisfactory the power requirement increases in a non-linear fashion, and its governed by this formula
Which means that when you overclock machines, they will require significantly more power than if you were to build multiple ones and if you underclock, you will be using less power for the same part production with the drawback of slower production speed (see the Satisfactory wiki for more info on this Satisfactory Wiki). The proposed change we have in mind is to make all overclocking follow a linear formula. So a machine that is overclocked to 200% would use twice as much power, and vice versa if you underclock. Basically, what this means is that were thinking of buffing overclocking and nerfing underclocking a little bit. The changes to the clock speeds are intended to support players in the early game, by making it easier for them to improve their factory with overclocking without running into power increases that generally aren't communicated clearly. And for players in the late game by allowing them to build bigger and more efficient factories. We're not entirely sure we'll make this change so please let us know what you think about this!
Release Date
With all that being said, we're still developing many aspects of the exploration update. We want to reveal the core topics of the update up front because we sort of want to set the stage for how we intend to work on the game going forward. The obvious question on everyone's mind is of course then, "when is the update coming out?". Since we're still working on it we don't have a set release date in mind, but our current release window is sometime early June. This might change though. [hr][/hr] I hope this aperitif of information that were sharing with you today is something youre looking forward to. Were certainly looking forward to talking more about it and showing you what weve done! Remember that this is a high-level explanation of the content in the update. We plan to release more info in the future to talk more about these topics so let us know if theres any particular topic youre excited about specifically and want us to cover in the future! Take care until next time! Snutter
[ 2022-04-22 15:52:24 CET ] [ Original post ]
Satisfactory
Coffee Stain Studios
Developer
Coffee Stain Publishing
Publisher
2020-06-08
Release
Game News Posts:
92
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive
(182832 reviews)
Public Linux Depots:
- Satisfactory Depot - Linux [14.8 G]
Game is not tagged as available on Linux on Steam.
Linux is not in the OS list.
Satisfactory is a first-person open-world factory building game with a dash of exploration and combat. Play alone or with friends, explore an alien planet, create multi-story factories, and enter conveyor belt heaven!
• Co-Op: Build a factory yourself or share the joy with your friends. Up to you!
• Factory Building: Experience building a huge factory from a first-person perspective. Automate and optimize it to perfection for your personal satisfaction.
• Customization: Customize your factory to your own liking. Build at high altitudes or over wide plains, there is almost no limits in the making of your tailor-made factory.
• Vehicles: Travel the world with class. Use jump pads, factory carts, jetpacks, hypertubes, trucks or trains. The choice is yours!
Construct
Conquer nature by building massive factories across the land. Expand wherever and however you want. The planet is filled with valuable natural resources just waiting to be utilized. As an employee of FICSIT it’s your duty to make sure they come to good use.Automate
Construct your factories with gracious perfection or build intricate webs of conveyor belts to supply all your needs. Automate trucks and trains to reach your faraway outposts and be sure to handle liquids properly by transporting them in pipes. It’s all about minimizing manual labour!Explore & Exploit
Venture on expeditions to search for new materials and be sure to put everything to good use. Nature is yours to harvest! You have vehicles, jetpacks, jump pads and more at your disposal to make the exploration easier. Equip the proper safety gear as well, just in case you run into the local wildlife.FEATURES
• Open World: Explore the huge (30km2) alien planet that is Massage-2(AB)b with its unique fauna and creatures.• Co-Op: Build a factory yourself or share the joy with your friends. Up to you!
• Factory Building: Experience building a huge factory from a first-person perspective. Automate and optimize it to perfection for your personal satisfaction.
• Customization: Customize your factory to your own liking. Build at high altitudes or over wide plains, there is almost no limits in the making of your tailor-made factory.
• Vehicles: Travel the world with class. Use jump pads, factory carts, jetpacks, hypertubes, trucks or trains. The choice is yours!
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