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Hello Out of Reach survivors! As we are happy to announce that OoR: Treasure Royale is released and we prepared a special lifetime promotion just for you! If you are an owner of the original OoR or consider buying both games, you can choose to buy a double pack bundle and save additional 20% on your purchase - you will only pay for a game you don't own in your Steam library! https://store.steampowered.com/bundle/16480/Out_of_Reach_Double_Pack/ If you'd rather only fight for your treasures rather than build and craft, we await you on one of the Treasure Royale server! https://store.steampowered.com/app/867400/Out_of_Reach_Treasure_Royale/
Hello guys and welcome back after the Steam Festival and 7 days of constant sailing! First of all we really want to thank you for all your feedback and motivation!
[previewyoutube=_Rq5dfZfQ1k;full][/previewyoutube]
Hi guys, as some of you may already know, we've been busy preparing the next adventure for our 'out-of-reached' pirates. During the Steam Festival, we've opened our servers to anyone who's willing to take a rifle, crew, ship and try to win against us in the upcoming Out of Reach: Treasure Royale!
Just click the link below and download the free demo right now! We are streaming and playing the whole week:)
https://store.steampowered.com/app/867400/Out_of_Reach_Treasure_Royale/
Want to support the development and secure yourself some treasures like ranks, hats, badges, sail banners, clothes etc. along with up to 4 full version Steamkeys? Follow our upcoming Kickstarter campaign that starts already in June and see what we prepared for you!
https://www.kickstarter.com/projects/playway/out-of-reach-treasure-royale
Today's Deal: Save 75% on Out of Reach!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends September 23 at 10AM Pacific Time
Changelog 1.0.2:
Hi guys!
after months of early access development, we've finally reached the version that we would like to call 'Full'. This means that Out of Reach looks like a game that we wanted to create when we started and now it's time to make a list of new ideas, features and give the direction in which OoR will continue to develop. Since the full release, we've already pushed 2 packs of fixes that you can read about below, but firstly let's see how the game core features have evolved since the initial EA release:
Base building
The whole system had many iterations, optimization rounds, models redesigns, scale changes and UI reworks. As we write this comparison, there are almost 100 building components divided into 3 tiers available to build from 5 different materials. We've started with wooden and straw huts:
Transportation
When the steampunkish theme finally ended in Out of Reach, we had to rework also the rafts. Todays OoR lets pirates sail their ships and fire their cannons at each other or at pirate NPCs:
The Archipelago
Firstly, the main island got widely extended and divided into several biomes and caves. Other islands came next. Today players are able to explore both land and underwater, look for shipwrecks and treasures under the ocean surface or even warm up on the volcano. Nevertheless, we still have some open space between the islands that we want to populate in the upcoming patches!
Crafting
The Dark Age is over, Out of Reach provides players with materials and tools to create all the weapons from stone axes to flintlock pistols and cannons. There's also a dozen ores and plants to gather. Item list is roughly 4 times bigger than at the beginning.
Single player
If you prefer to sail alone, we've prepared a pack of things to do also on the deserted islands. Starting from 24 passive skills to max out, 19 quests (with 3 subquests each) and ending on private server settings that allow players to focus on activities they like the most, for example base building without limitations.
Multi player
Last but not least, the pack of features improving multiplayer includes expanded clans, possibility to choose its name, tag, emblem, colors, chat channel, get ranks, cede bases to it, list rules, conquer territories and fight together against other clans or NPC packs on land and the ocean, what lone wolves would rather avoid.
Changelog 1.0.1:
Hi guys!
The 1.0.0 patch has finally arrived and the 'Full release' stage will follow as soon as we receive your feedback and test everything we've prepared for this month! Quick thank-you to everyone who stayed with us during the Early Access period, supported us, gave (constructive) criticism and a good word:)
Of course the full release in June means leaving Early Access and will get its proper announcement and extras, but already today, we are happy to release the following list of fixes, add-ons and changes, according to your ideas and feedback:
Animations
Another patch for this week, covering most needed fixes from your recent feedback! Thanks for your input and have a nice evening building your new bases:) Changelog 0.34.2: - Fixed problems with standing and getting up from crouch on a boat - Fixed fire spread causing neighboring buildings to catch fire (only visual effects) - Fixed fracture and destruction of 15 building components having wrong rotation - Added door to the rounded walls - entrance to the rounded tower - Added rounded floors with a ladder - necessary for multi-floor towers - Added option to downgrade building components from higher to lower tiers - Fixed wrong 'required skill level' tip when upgrading Builder's desk - Fixed foundation destruction letting players divide one building into two separated in certain situations - Fixed iron island collisions so that NPC pirate boats won't shoot players that are in caves - Fixed shadow flickering on big terrains
Another patch for this week, covering most needed fixes from your recent feedback! Thanks for your input and have a nice evening building your new bases:) Changelog 0.34.2: - Fixed problems with standing and getting up from crouch on a boat - Fixed fire spread causing neighboring buildings to catch fire (only visual effects) - Fixed fracture and destruction of 15 building components having wrong rotation - Added door to the rounded walls - entrance to the rounded tower - Added rounded floors with a ladder - necessary for multi-floor towers - Added option to downgrade building components from higher to lower tiers - Fixed wrong 'required skill level' tip when upgrading Builder's desk - Fixed foundation destruction letting players divide one building into two separated in certain situations - Fixed iron island collisions so that NPC pirate boats won't shoot players that are in caves - Fixed shadow flickering on big terrains
Here it is - the first huge patch of 2018 has just arrived! As said in an announcement before, we'd taken our time to release the most requested ideas of the core Out of Reach's features. Base-building reworked starting from the UI to each of the Build component - everything got renewed according to your feedback and today's standards. UI managing From now on you can compose your own quick slot tabs with standard or upgraded building elements just to have everything sorted as you prefer. To do so just drag&drop, to check the costs and build tips - check the tooltip. The building panel on the other hand, is simplified as much as possible. Together with more precise component snapping and placeholder spread, the base-building should become much more intuitive and easy to use. Graphic improvements Each of the wood and stone tier components have been redesigned to meet expectations of the this year's survival game. Along with the new models all of the elements: - are 2 to 4 times bigger which lets players build a suitable structure by placing less amount of objects on the island - are fully optimized with proper Level of Detail groups, downgrading textures, shader drawcall saving and GPU instancing - are occlusion-culled and packed into per-island clusters which make them disappear or unload if they are not visible on player's screen - have shadow dynamic maintenance system to adapt main camera's options to the number of players' constructions on each server. All of the features mentioned above are meant to increase average FPS especially on servers with large, 30+ thousand building elements, while keeping decent overall graphics. New components The new building system comes also with a pack of new components including pitched roofs, round floors or much easier to build staircases. Another pack of items will be ready for the next patch, including the strongest volcanic tier buildings,castle-style gates, window shutters and gear for round towers (rounded doors and ladders). Let us know what else we can add to the list of building components! Changelog 0.34: - Simplified and refreshed crafting with the use of the new block UI Reworked building system - Redesigned components of the wood and stone tier - 2 to 4 times bigger components to increase space under the floors and lower overall building components amount on the server - optimized models from textures, LOD levels to CPU maintaining and GPU instancing - Build system ready to be broaden by the new packs of completely new building elements - Easier foundation destruction (not only the last built component) - Easier staircase construction (no need for U-frame beams, just lean the stairs against the wall and build the 'landing floor' over it) - Plantations can be now placed on floors and foundations - Builder's desk is now placed in the middle of the floor and can not be surrounded by other furniture - Roof pack including 10 elements - "Diagonal walls" changed to rounded ones including proper floors and foundations. Necessary "rounded" doors and suitable ladders coming soon! - Climbing - from now player characters can climb some cliffs and walls that are within their arms reach. To try - come against the barrier and press Space - Improved sailing - added necessary sounds, boat moves and particles. Also the boat climbing got drastically improved - Increased costs of building - but the size of elements is accordingly bigger - Decreased costs of cannons - Fixed jumping with a bow - Fixed trebuchet projectile roof collision in certain situations Coming soon in the next update which will also be the full 1.0 version release: - Another tier of buildings - Another pack of build-able components - Underwater fighting - Some of the community best new ideas - Standard pack of fixes and not-yet-announced new features Please note that the "version 1.0 release" does not mean that we stop making updates and releasing new features
Here it is - the first huge patch of 2018 has just arrived! As said in an announcement before, we'd taken our time to release the most requested ideas of the core Out of Reach's features. Base-building reworked starting from the UI to each of the Build component - everything got renewed according to your feedback and today's standards. UI managing From now on you can compose your own quick slot tabs with standard or upgraded building elements just to have everything sorted as you prefer. To do so just drag&drop, to check the costs and build tips - check the tooltip. The building panel on the other hand, is simplified as much as possible. Together with more precise component snapping and placeholder spread, the base-building should become much more intuitive and easy to use. Graphic improvements Each of the wood and stone tier components have been redesigned to meet expectations of the this year's survival game. Along with the new models all of the elements: - are 2 to 4 times bigger which lets players build a suitable structure by placing less amount of objects on the island - are fully optimized with proper Level of Detail groups, downgrading textures, shader drawcall saving and GPU instancing - are occlusion-culled and packed into per-island clusters which make them disappear or unload if they are not visible on player's screen - have shadow dynamic maintenance system to adapt main camera's options to the number of players' constructions on each server. All of the features mentioned above are meant to increase average FPS especially on servers with large, 30+ thousand building elements, while keeping decent overall graphics. New components The new building system comes also with a pack of new components including pitched roofs, round floors or much easier to build staircases. Another pack of items will be ready for the next patch, including the strongest volcanic tier buildings,castle-style gates, window shutters and gear for round towers (rounded doors and ladders). Let us know what else we can add to the list of building components! Changelog 0.34: - Simplified and refreshed crafting with the use of the new block UI Reworked building system - Redesigned components of the wood and stone tier - 2 to 4 times bigger components to increase space under the floors and lower overall building components amount on the server - optimized models from textures, LOD levels to CPU maintaining and GPU instancing - Build system ready to be broaden by the new packs of completely new building elements - Easier foundation destruction (not only the last built component) - Easier staircase construction (no need for U-frame beams, just lean the stairs against the wall and build the 'landing floor' over it) - Plantations can be now placed on floors and foundations - Builder's desk is now placed in the middle of the floor and can not be surrounded by other furniture - Roof pack including 10 elements - "Diagonal walls" changed to rounded ones including proper floors and foundations. Necessary "rounded" doors and suitable ladders coming soon! - Climbing - from now player characters can climb some cliffs and walls that are within their arms reach. To try - come against the barrier and press Space - Improved sailing - added necessary sounds, boat moves and particles. Also the boat climbing got drastically improved - Increased costs of building - but the size of elements is accordingly bigger - Decreased costs of cannons - Fixed jumping with a bow - Fixed trebuchet projectile roof collision in certain situations Coming soon in the next update which will also be the full 1.0 version release: - Another tier of buildings - Another pack of build-able components - Underwater fighting - Some of the community best new ideas - Standard pack of fixes and not-yet-announced new features Please note that the "version 1.0 release" does not mean that we stop making updates and releasing new features
Hi guys, we are glad to announce that the next patch is scheduled to be released on Monday. We've spent the last month working on the core features of the game. Some of them have been given the last touches, some of them got reworked. From the gathered feedback and ideas we've decided to make the base-building system much more friendly for player to use and for us to develop in the future. As a result all the previous building components have been redesigned, many new are ready to be released and even more is scheduled to come along with the next patches. As the patch will be very close to the ver1.0 release, it includes tones of the new code and completely new building elements - we will have to perform the last building-wipe of the Early Access. That's why we would like to ask you to get all your loot from chests and prepare to start over. The wipe won't affect your character, inventory, skills or stats, you will be able to re-customize your appearance though. The update will come as soon as we finish its testing and will be available to download for everybody on Monday! Help us in testing the new improvements! Come and join the "Out of Reach[ALPHA-1]" server. It will be only possible after downloading the patch using "beta-0.34.0" branch on Steam. 1. Right click on Out of Reach in your Steam Library 2. Choose Properties 3. Choose BETA tab 4. Choose "beta-0.34.0", accept and restart Steam if needed
Hi guys, we are glad to announce that the next patch is scheduled to be released on Monday. We've spent the last month working on the core features of the game. Some of them have been given the last touches, some of them got reworked. From the gathered feedback and ideas we've decided to make the base-building system much more friendly for player to use and for us to develop in the future. As a result all the previous building components have been redesigned, many new are ready to be released and even more is scheduled to come along with the next patches. As the patch will be very close to the ver1.0 release, it includes tones of the new code and completely new building elements - we will have to perform the last building-wipe of the Early Access. That's why we would like to ask you to get all your loot from chests and prepare to start over. The wipe won't affect your character, inventory, skills or stats, you will be able to re-customize your appearance though. The update will come as soon as we finish its testing and will be available to download for everybody on Monday! Help us in testing the new improvements! Come and join the "Out of Reach[ALPHA-1]" server. It will be only possible after downloading the patch using "beta-0.34.0" branch on Steam. 1. Right click on Out of Reach in your Steam Library 2. Choose Properties 3. Choose BETA tab 4. Choose "beta-0.34.0", accept and restart Steam if needed
Hello guys! Here's the last patch of the 2017 containing fixes and community's requests. The whole list is down below as usual and main fixes-to-come are listed in our Trello. From the beginning of 2018, we are going to put our main efforts in improving the core features of Out of Reach. We've already received lots of feedback from you, but still, if you have new ideas for any changes needed to the upcoming new building system, overall movement/climbing or item crafting let us know in the Discussions tab or here in the comments below! Changelog:
Hello guys! Here's the last patch of the 2017 containing fixes and community's requests. The whole list is down below as usual and main fixes-to-come are listed in our Trello. From the beginning of 2018, we are going to put our main efforts in improving the core features of Out of Reach. We've already received lots of feedback from you, but still, if you have new ideas for any changes needed to the upcoming new building system, overall movement/climbing or item crafting let us know in the Discussions tab or here in the comments below! Changelog:
The Pirates came with their Black(flag) Friday early this year, but brought some new features to test, cargo to fight for and 50% sale!
In this patch your sailor skills will be put to the test as the NPC pirates came to the islands with cannons and evil intentions. The ocean is no longer safe and it's for you to decide whether to flee or to fight.
Pirate Ship's features:
The Pirates came with their Black(flag) Friday early this year, but brought some new features to test, cargo to fight for and 50% sale!
In this patch your sailor skills will be put to the test as the NPC pirates came to the islands with cannons and evil intentions. The ocean is no longer safe and it's for you to decide whether to flee or to fight.
Pirate Ship's features:
Hi guys, This time we are ready to release an update containing the most recent version of the game's engine that we were able to run Out of Reach on. The reason why we don't do such updates very often is mainly to keep the stable version as long as it works and wait for engine developers to deploy the most bugfree patch possible. Another reason, probably more relevant to the community, is to put every man power to work on things that could make the gameplay better instead of getting stuck in adjusting the whole code to the weekly engine changes. This time though, we took our time and walked through all the necessary steps to upgrade Out of Reach's code and make it run as good as possible. Better overall performance After running multiple performance tests and profiler rounds, we were able to find scripts that needed additional tweaks to take less resources without an impact on the gameplay. As a result of these actions and the engine updates, we finally got a decent boost on test machines while playing on the most built-up servers. Other changes
Another patch this week, which was possible thanks to you and your feedback! We are truly happy that you liked the new features of the 0.31 update and we will continue adding your suggestions as fast as we can:) Here are the most requested changes to the sailboats:
Another patch this week, which was possible thanks to you and your feedback! We are truly happy that you liked the new features of the 0.31 update and we will continue adding your suggestions as fast as we can:) Here are the most requested changes to the sailboats:
Hi guys! We are finally ready to release the long-awaited pirate ships! It took us a great part of the summer break to make it work but we managed to implement all the features we wanted to add to the first sailboat in Out of Reach!
Here's the list of features packed into the ship and things you can do with it:
Hi guys! We would like to thank you all for testing our latest patch and for all the feedback that we received! Here's the list of fixes and improvements that we were able to implement in the past 5 days:
Hi guys! We've just released the new patch that needs your testing and feedback as always:) The full list of changes and fixes will be available soon. Now we would like to announce two of this version's main features:
Here it is! The first patch of the upcoming Anniversary Update! For more info of the summer roadmap please see the previous announcement, today's changes are listed below:
Hi guys,
it's been two busy years since we made our debut on Steam Early Access. Those who are with us from the very beginning probably have realized that it's definitely not the same game as when we started;) Tons of things have changed and Out of Reach evolved significantly.
To celebrate the anniversary we would like to share with you some insights into the changes coming with the new patch as well as a couple of screenshots worth thousand words ;) Firstly, here comes the list of the new features:
Hi guys! We would like to thank you all for testing our latest patch and all the feedback that we received! Here's the list of fixes and improvements that we were able to implement in the past 7 days:
New character models and animations
Hi guys!
Just to keep you updated, we want to post an announcement and let you know what's coming in March to the world of Out of Reach and why it takes some time:)
As usually, we've made a lot of backend work, including in-game local server settings and the first part of the 'Creative mode' for those who want to play alone as a rich pirate-builder.
For the rest of you, we are still working on Ms Pirate, that's how she looks now:
Since we need to make all the modelling and rigging for her, we've also decided to remake all the animations and placeholder-armors for a man. Here is how he moves now in the new bronze armor:
Improved hitboxes from the previous updates, reworked block with shield positioning and possibility to swing swords from all the sides with different animations should greatly improve melee combat. If it's not your thing though, the shipwreck-searching feature should be coming soon to let you find one of these:
Last but not least, for close and long-range combat experience, we will be adding 'impact' animations to make fighting more realistic as well as wounds:
Works on all these features are pretty advanced so you can expect the new 0.28 patch and the full changelog soon!
Thank you all for sharing your feedback on the new Area Control mode! Here's the first patch to improve the experience in the new UI windows: Area Control / Claim territory hotfixes:
The long-awaited patch has reached its final tests and will be out this Monday! Along with usual fixes, we will be finally releasing a new game mode to spice up the gameplay. That's what you can expect to arrive to the official Standard and PvP servers later today:
Territory Claiming in a nutshell,
Optimized:
Hi! Today we've got a pack of fixes and previously promised 6th sense in beta version. We still want to tweak and change the way it looks so your comments are awaited.:)
Hi guys, today we want to share with you our main roadmap for the upcoming patches. Let us know if you have any additional ideas for that, especially regarding the last point, thanks! Current Top 5 biggest add-ons requested by players that will come along with the next patches:
- Trees have now their own Chop Points instead of Wood Amount which means the better your tool to harvest the more wood you get. In previous versions better tools only caused faster tree chopping. - Fixed abuse to place Chests and Beds inside cliffs - Fixed bug that allowed players to place Foundations over Foundations - Fixed possibility to build Builders Desk inside Cliffs - Fixed building Diagonal Walls between Diagonal Poles - Fixed building Diagonal Poles next to straight Wooden Walls - Added Jaw Size to character customization * Every player will be able to re-customize his character because of this improvement * The code and UI is ready for a female character but we need to wait for her to the next update. The same for hair shaders fix - Updated ingame tips along with welcome tip and information how to close it - Added 'Reset key bindings' confirmation question pop-up - Fixed 'Local server' button tooltip not disappearing - Updated crafting UI: Click on required component that is needed for crafting to go to its crafting page - Fixed impossibility to destroy upgraded buildings with ballista siege projectiles - Fixed rare case when Local server data corruption made it unable to start - Further improvements of boat destruction
Hi guys! This week we want to present you with a bunch of features that will improve your everyday life on the islands as well as fix issues that came up in the discussion section recently. Let's start with a new way to spend your precious gold coins!
Hi! This week we keep continue to increase stability, platform support and average FPS on all the servers including the most populated ones with tens of thousands building components. Although big clean ups, engine migration and rewritings may not be seen at the first sight, they are essential for keeping regular updates in the next months. Here's the complete list of v0.21.0 changes:
Hi guys! This week's patch contains lots of performance-oriented improvements that we need to test before the final release of 0.20 version. All the changes that will be visible from players' point of view are listed below, if you want to help us check how everything works together, please follow these steps:
1. Right click on Out of Reach in your Steam Library
2. Choose Properties
3. Choose BETA tab
4. Choose "0.20.0-beta", accept and restart Steam if needed
5. Wait for the game to download and hit play
What's to test:
- New wooden and bronze building tier
Armor piercing as a new stat
Hi guys! Here it is another promised update with long-awaited new items to craft and areas to explore! As always, everything from item stats, gameplay changes to graphic assets wait for your feedback and will be adjusted along with the new patches.
Changelog:
Hello guys!
Today we release the first part of the upcoming series of updates and new features that we prepared for August. Here's the v0.18.0 Changelog and a little sneak peek of things that are currently under development:
Hi guys! Here's the mid week update mainly focused on the early gameplay balance. Stay tuned for the bigger ones in July and as always please report any new bugs and post them in the Steam discussion or down here, thanks!
Javelins
Finally the Beta tests of the new patch have ended! We've taken our time and managed to fix all of the issues you could have experienced on the Out of Reach Alpha-1 test server. The new features should also work properly on the older, low-end configurations including DirectX9 and previous versions of OpenGL. As always, please let us know if you find any new issues that can be fixed along with the next patch.
Here is what we've prepared for the new version:
- New forests
* reworked and remapped old trees
* several new trees
* new shader and textures
* wind effect on almost all vegetation (can be turned off in options)
You may experience less FPS due to more advanced tree system, the new effects can be turned off by changing the main graphic options (Fastest/Fast/Simple/Good etc.) as well as main menu (in-game) options.
- New items
* Crossbow
- requires Crossbow Parts and Steel Bolts from the furnace, can be assembled on the Smithy
- Left mouse click to load, second click to fire
- Right mouse click to aim
Right now crossbow fires with doubled initial speed (in comparison to the Bone bow) which means long-range and precise shots. Let us know what do you think about the crossbow, is it good enough or requires upgrades?
* Steel pickaxe
- better durability and damage
- additional bonus to gathering
- New animals
* replaced, reskinned and reanimated crocodile, hippo, rhino and zebra
* one new animal: Elephant
New African animals are still waiting to be a part of OoR world, just like the new AI which is still under acceptance tests and will be released as soon as possible.
- Bugfixes
* Quickslots don't interfere with a workshop window
* Quickslots can't be used while swimming or flying
* Fixed cursor and dragged item freeze when changing UI tabs
* Fixed character rotation issues in TPP mode
* Fixed possibility to regain more than 2 Glider parts when landing
* Autofire (hold LMB) works also on dead animals
* Easier gathering from carcasses with a short weapon
* Better placement of dropped bags
* Fixed disappearing arrows when trying to equip them together with a melee weapon
* Blocked possibility to claim a building with a builder's desk in a specific places inside caves
* Blocked possibility to place a chest under builder's desk
* Blocked possibility to place a builder's desk or a bed inside rocks
Players automatically flagged by the Anticheat will get frozen for a minute and a notification will be sent to all the other players on a server. Please let us know of any false positive notifications. When the upgraded anticheat system is ready we will change 1 minute freeze to kick and/or ban. Please don't hesitate to email us when you see someone cheating - feedback@spaceboatstudios.com
- Translations
* new versions of BR, CZ, DE, DK, ES, FR, HU, IT, RO, RU
* added TR language
* if you'd like to help us translate Out of Reach, please join the project on https://crowdin.com/project/out-of-reach
Another big pack of the new content is on the way, this time it contains so much new scripts, models and improved algorithms that we need a couple more days to test everything out on Win/Lin/Mac!
Here's what you can expect by the end of a week:
- The new look of the very first weapons, a steel pickaxe to improve gathering and the long-awaited crossbow!
- Rebuilt, reworked and improved forests containing many completely new trees, new version of the old ones and improved shaders for better and optimized light. Also the wind effect will be available as an option and full LoD/Billboard support to let us create bigger and thicker forests at a low performance cost.
- In order to prepare animals for the new patches, we had to change a lot the way they work. When we were there, we've decided also to release a new iteration of the meshes and textures they are made of. It should make our animals ready for the 1.0 version release.
- Another long-awaited improvement to the game - completely new artificial intelligence for the wild life! With the new tools and gear implemented to the game, we will be able to make animals act in Out of Reach like they usually could in decent and only single-player titles.
This week we've prepared several new features to improve the 'survival' aspect of the game. Let us know what you think about them and thanks for sharing ideas on the forum, your posts help us a lot!
- Drinking water
* Rain catcher: Build using Building panel (F5) on the floor outside of your base, wait for rain to fill the tank
* Waterskin: Craft using Craft menu (F3) and fill with water from the Rain catcher
* Drink water from waterskin to regain 10 stamina
* Use water from waterskin to get antidote and mushroom soup
- Herbalism
* Gather 3 types of herbs from the main islands
* Make poison from 2 of them and craft poison arrows
* Shoot your opponent with a poison arrow to deal damage, reduce his visibility and burn 2% stamina per second for 15sec
* Brew antidote using herbs and water to recover from poison faster
* Higher levels of bandages also require herbs now
- Quick slots
* First iteration of the quick slots before the next patch with improved HUD
* Drag&drop up to 4 eatable and usable items to the quick slots
* Press [1], [2], [3], [4] to use previously assigned item
* Items to assign: Food, Soups, Water skins, Bandages, Antidote
* Quick slots don't work when using Building panel
- New items
* Bronze spear - cast the Bronze spear head in your furnace and forge it on an anvil to craft the spear
* Steel trident - requires iron, craft and use it like the bronze spear
* Bronze shield
Others:
- Fixed salvage on a stone pickaxe
- Fixed possibility to build walls by Smithy table
Warning 1: Patch 0.12.0 contains completely rebuilt main archipelago islands. If you were playing the previous versions of Out of Reach, please refer to the in-game map [M] and move to the new, western islands (travel to the left). The old island (marked black and red) will submerge into the ocean on the 3rd April 2016. Warning 2: Patch 0.12.0 contains higher quality textures, which may cause crash when loading on low-end machines. Choose "Simple", "Fast" or "Fastest" graphics quality when starting the game if you have only 4GB of RAM and slow GPU.
Hi guys! While we write these words, the new 0.12.0 patch is on its way to final acceptance tests and should be released before Monday, 28.03. As it involves big changes to the OoR world, we've decided to inform you in advance so that you can prepare to migrate.
NEW! Third Person Perspective
* press K to switch between views
* use mouse scroll to zoom in and out
- Wooden triangle foundation
* Option to upgrade from wooden to stone foundations
- Workshop tooltips show and hide properly
- Quests tooltips show whole sentences again
- Fixed rare graphic artefacts when using split context window or map landmarks
- 'Building density' in a main menu column and option to sort by it (shows number of building elements built by players)
- Fixed issues of Destroy panel in certain situations
- Amount of map landmarks increased from 10 to 50
- Fixed rare landmark initialization issue
- Fixed issue that could cause loud buzzing when using voice chat
- Fixed issue that could cause sound disturbance when using voice chat
- Fixed issue with blocked or ineffective attack when trying to destroy a Builder's desk that was surrounded by 4 walls
- Fixed shields that couldn't block every attack they should
- Renamed map tiles for better understanding
- Fixed temporary disappearance of arrows in the inventory in specific situations
- Increased chance to recover an arrow from 50% to 75%
- Fixed labels positioning in main menu
NEW! Builder's desk window
* Now included in the "book menu"
* Option to choose what rights should guests have: open doors and set traps / open chests and unmoor boats / build and destroy
* Possibility to change the name of the shelter
- Possibility to destroy triangle floor frames using the F7 Destroy panel - Fixed issue with swim freeze on positions: * 3982.8, 35.5, 6000 * 4000.3, 35.5, 6030.6 - Crafting multiple items is not interrupted by closing the window anymore (applies to workshops other than Player's workshop) - Possibility to close the workshop window using "Use" button (if workshop was opened that way) - Hand cursor does not freeze and stay visible in windows until reopening of the "book window" in certain situations - Fixed a few resources that couldn't be gathered - Decay of the abandoned structures does not apply to those in caves - Landmarks on the map * Click RMB on the map to place a landmark * Write description * Click RMB on a landmark to remove it * Max. 10 landmarks can be placed on the map - Every island has its own set of resources and animals * Until now, there was just one limit of resources for the entire world. That could eventually lead to spawning all the resources only on the least visited islands - Updated translations of ES, RU and DE
Changelog 0.10.10: - Fixed a rare issue with bags that couldn't be opened in certain situations - Building decay for abandoned constructions: * Applies to buildings that were extended more than 24h ago and do not have a Builder's desk inside. * Each of the elements may get decayed every 15min - Additional performance optimization for destroyed building elements - Crafting while running is not allowed anymore - Fixed notification of the Flowerpot and Field when plants are ready to be harvested Destroy panel: - Building elements marked red do not change their scale anymore - Range of the panel increased by 10% - Usage of the panel does not damage the weapon in right hand - Panel icons updated
As requested, besides blogs we will post here every single patch starting from: Changelog 0.10.9
- Press F7 to enter Destroy panel. Works like Upgrade panel, destroys and salvages chosen building element.
- When player tries to destroy a building element that is structurally important for another element, all elements dependent on that one will be marked red. In other words, building elements will turn red to show that they need to be destroyed before the one at the crosshair.
Applies also to furniture and workshops
- 10s Battle stance after dealing or receiving damage. Battle stance blocks usage of Build, Upgrade and Destroy panels
- New screen effects after receiving damage and a crosshair indicator to show from which place the damage was dealt and who attacked
As shown above, player got hit from the left side
- Fixed random gear that could appear on player's character after respawn in certain situations
- "Healthbar" for torches (torches from the old version will appear with the full fuel and will be updated after a few minutes)
- Fixed multiple stone hit sounds after death in certain situations
- Fixed wrong weapons' sounds in specific situations
- Fixed wrong tabs shortcuts when a container window was opened
- Fixed disappearing STOP button in crafting window when changing a recipe
- Recipe tabs are closed after the first opening on the craft window and keep the state that was chosen by player (closed or open)
- Pushing "-" in the crafting menu changes amount from 1 to 99. Pushing "+" changes from 99 to 1
- Performance of the Upgrade panel increased significantly
- Update of the French, Spanish and German language versions (thank you for the translation!)
If you want to help us translate Out of Reach, go ahead and join our project at crowdin.com/project/out-of-reach
Hi guys, this time we are going to start by showing the progress made from the last announcement. The goals made in December forced us to make serious changes from the code point of view and now we are finally ready to implement changes that are 'visible' by players.
We've received a lot of ideas on how to improve the world and finally came to the conclusion that we need to make necessary visual changes also to the main island. Although the layout of meadows and mountains will stay the same, we want to put new, reworked cliffs and trees on the terrain, also add more beaches, perhaps new entrances to caves, better influence of erosion and a few more details that will make the world look more realistic.
The new volcano island is still under development. New materials to gather, trees to cut and cliffs to build on require a bit more time.
After a few patches and hot fixes this month, we feel like we've reached a compromise between usefulness of the old UI and user friendliness for the new players. Our goal is to make such an UI that can provide every necessary piece of information from a single window, so that nobody misses skills or craft options.
Also the main menu is being constantly updated and is almost ready for the private servers. Speaking of which: we are almost done with the Wiki for those, who would like to run their own server, also the essential talks with Valve and external providers are almost done and we will be able to let you rent a server or host one at home in the upcoming weeks.
It was supposed to be a small feature but turned out to be really useful for the new players. Right now there are 10 quests on the castaway's ToDo list which consist of total 30 subquests and serve as a good tutorial. We have already planned another 30 subquests for more advanced players and some kind of rewards for doing them (like Steam Achievements).
More than 50 fixes and features since the latest announcement are available in the Changelog section: http://steamcommunity.com/app/327090/discussions/4/
16 January: http://steamcommunity.com/app/327090/discussions/4/451851477878112088/
13 January: http://steamcommunity.com/app/327090/discussions/4/451851477866547577/
24 December: http://steamcommunity.com/app/327090/discussions/4/451850849181264607/
14 December: http://steamcommunity.com/app/327090/discussions/4/451850849181250864/
and here is the today's one:
Changelog 0.10.7:
- NEW! Workshop window fitting to the new concept of showing every feature in one place
* All recipes are visible, even if not available
* Tips showing which resources are needed and where to craft the chosen item (hopefully no more questions about how to finish the bronze pickaxe ;) )
* Option to filter 'craftable' items by material (Stone, Bronze, Iron, Other). There's also a free place for the upcoming new material
- the new Fastest quality profile includes textures in 1/4 resolution and Level of Details bias 0.75 - should be useful for laptop users who can barely run OOR
- Option to change render distance in main menu and in in-game console, command example: /renderDistance 500
- Glider: the speed of falling depends on the speed of flying (gliders don't hang in the air like choppers anymore). The more tweaks and changes are coming to this one. We need to reach a good compromise between damage of the bombs and costs of the glider.
- Around 300 new spawn points for red berries, flax and corn on the main island
- 3 new backpack upgrades (including bigger grid in the inventory)
- update of the French language version (thank you for the translation!)
- Fixed Workshop window that could close itself in specific situations
This time we want to show you guys what we are working on and how Out of Reach will look like in the upcoming weeks. Here is what you can expect in December and January among the standard weekly fixes and updates:
Changelog - 0.9.20:
- Significantly improved loading times for servers with lots of buildings.
- Fixed constant disconnects due to UDP errors just after the start of the game on highly populated servers.
- From now on, whenever a player tries to run OoR without the Steam, the game will shut itself down, start Steam and run once again along with it.
These changes fix the most common connection issues that occurred last days. All of the other problems that we were able to reproduce were caused due to wrongly configured firewall, antivirus or not reaching the minimal requirements. Players still need to have certain ports opened and can't make any changes to UDP while playing due to security and anticheat reasons.
Finally! We’ve managed to visit all of the strongholds that took part in the first Building Contest in Out of Reach. Here are the winners:
The „Medieval and fort category” prize goes to Charles from Pinewood!
The „Monument category” prize goes to Mad Max from Filwarfin!
The „Best use of terrain” prize goes to Kai from Lunas! Your stronghold has already accompanied us in the PGA trade show in Poland :)
The „Innovative approach” prize goes to Pondscum and Odovarcar from Dordach!
Lastly, we do not have the „Surprise the developer” award but if we did, it would have definitely gone to Lefaurus from Khuldas for... this:
Pleas note: such constructions are no more allowed in Out of Reach due to the gravity reasons:)
Thank you all for taking part in the first building contest in Out of Reach! We will contact you shortly.
Another round of translations is already done and includes the first pages of tutorials. If you would like to help us translate Out of Reach into your mother tongue, please don’t hesitate to join the project: https://crowdin.com/project/out-of-reach
Hello guys,
just like the last time, also today we've reached more than 50 fixes so it's a high time to sum up and show the progress achieved mainly thanks to your feedback (and a few sleepless nights that we don't want to talk about:).
For the last 3 weeks we've been working on fine tuning the main rules of the world and tweaking every possible feature of the game in order to make everyone play fair and let everyone have equal chances to survive. We are half way there. Lots of the abusive behaviour is already blocked, in a few places we've already reached the limits of our engine to make it work, in a few other we had to write the laws of physics ourselves:)
All the changes as always are pinned in the discussion section:
0.9.15: http://steamcommunity.com/app/327090/discussions/0/483366528917601364/
0.9.16: http://steamcommunity.com/app/327090/discussions/0/481115363866870205/
0.9.17: http://steamcommunity.com/app/327090/discussions/0/483368433104355767/
0.9.18: http://steamcommunity.com/app/327090/discussions/0/490124466456039370/
Finally new window for Builder's Desk. Hope the buttons are now visible for everyone as well as the rules of protection system.
We want you to play together cause we feel like it's the core feature of online gaming. That's why we will continue to develop the co-op aspect of Out of Reach. Today we present you with clan banners:
From now on, clan masters can choose the banner in the main Builder's desk and hang it on every door to establish stronger bonds between members:) There is also an option to see every clan member on your personal map, we've decided to sacrifice this part of survival for the sake of a better gameplay. Let us know what you think about it!
Another game changing feature. We are aware that some of you, even veterans of Out of Reach, always liked the bread eating contest during fights and treated it as a tactical aspect of the game. Nevertheless it wasn't fully realistic and survival, and clever, and fair... We've been thinking about better system that could make players use their abilities, weapons and armour more than bags full of red-berries. Bandages is our another approach to this problem.
In other words: healing takes precious time and costs other type of resources. Eating slowly regenerates your health when the hunger bar is above 70%.
It's a one little change of the way players hit that can bring a huge impact to tactical fighting. From the patch 0.9.13 you can choose from with side you will start swinging your axe or sword covering with your hit more space from your right, left or upper side. Should be very useful in close combat, tight, narrow corridors or 'one vs many' fights.:) Also here, let us know what would you improve!
First of all - we've finally managed to open 2 new servers in Australia, no more 600ms pings for you guys down there.:) In fact, even for Europeans the pings from Australia shouldn't be greater than 400ms so it's still playable and shows a decent quality of the servers:)
Private servers - the work still goes on. Solid foundations are already there, we need a couple more weeks to let players establish their own ones!
It was a pleasure to meet you guys in our little box on PGA - Poznan Game Arena in Poland! We've gathered a lot of good feedback, constructive criticism and encouraged many new players to try OoR out.
Here's the first video of Purpose who we met in Poznan:
https://www.youtube.com/watch?v=z-NbQ9LwMUs
Thanks to our players we’ve put first translations into the game. Right now you can find other languages in general options and choose which one you prefer. If you would like to help us in translations or you just saw something completely out of context please join our team and make Out of Reach better:
http://crowdin.com/project/out-of-reach
Hi guys!
it’s high time to sum up the last days of the development before changelogs reach more than 40 fixes and improvements:) To see the list of all the details please follow this link to the discussion section:
http://steamcommunity.com/app/327090/discussions/0/517142253867738084/
or scroll down for the highlights:
Some of you may already know this one but it hasn’t been officially announced yet. The new armor is currently the most durable one on the archipelago, but also the heaviest. Works best in situations when resistance to damage is more important than speed of withdrawn. As shown below - comes in several levels:
Since many players were not satisfied with the durability of bronze doors, we’ve sped up the development of another tier of constructions. In this patch you get Stone jamb and Steel door to feel a bit safer out there.
We’ve also decided to let you catch a glimpse of mechanics so raiding and defending is easy to understand. Doors don’t have health points, they have a 'chance to destroy' and it looks like this:
Average amount of hits needed to destroy wooden/bronze/steel doors based on chance percentage:
[ 5978 ]
[ 1961 ]
[ 3733 ]