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Name

 Planet Nomads 

 

Developer

 Craneballs 

 

Publisher

 Craneballs 

 

Tags

 Action 

 Indie 

 

Adventure 

 

Simulation 

 

Singleplayer 

Release

 2017-04-18 

 

Steam

 18,99€ 14,99£ 19,99$ / 0 % 

 

News

 146 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 16 

 

Steam Rating

 Mixed 

Steam store

 https://store.steampowered.com/app/504050 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 50,000 .. 100,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 527  

Average playtime (last 2 weeks)

 0 

Median playtime (forever)

 527 

Median playtime (last 2 weeks)

 0 

Public Linux depots

 Planet Nomads Linux Content [1.86 G] 




LINUX STREAMERS (4)
linuxgameconsortiumstandardlesslinuxclubrusnusuey




1.0.7.2 Released officially

Hello Nomads,

We've just released an update that fixes issues with teleporting (your were loading inside the last used teleport instead of the correct place).

Here is the complete list of changes:


  • fixed spawning in Teleport after loading the game
  • fixed Teleport icon in Radial Menu
  • added automatic turn off of Teleport after use
  • added workaround for missing final monument in some games
  • reduced shaking of objects on Hover Jack


[ 2021-02-01 12:13:52 CET ] [ Original post ]

1.0.7.2 in Experimental

Hello Nomads,

There is now the 1.0.7.2 update available in the Experimental branch.

There are some Teleport fixes and improvements, mainly the bug that loaded you errorneously inside the last used teleport was fixed.

We've also decided to turn off the (source) teleport after a successful transmission, so your batteries will keep charged, and you can still teleport back to the (disabled) device anyway.

There is also an unpleasant bug that prevents the final monument from being generated during the game inicialization and that make games unfinishable. It's just at some rare occasions that we do not know exaclty, but there is now a workaround to generate the final monument additionally, so you should be able to finish your old incomplete games now.

Here is the complete list of changes:


  • fixed spawning in Teleport after loading the game
  • fixed Teleport icon in Radial Menu
  • added automatic turn off of Teleport after use
  • added workaround for missing final monument in some games
  • reduced shaking of objects on Hover Jack


[ 2021-01-25 17:30:02 CET ] [ Original post ]

1.0.7.1 Released Officially

Hello Nomads,

We've just released the 1.0.7.1 update out. The new Teleport block is available for experienced players and there are also few minor fixes for everyone.

List of changes:


  • 1.0.7.0

    • added Teleport block
    • modified teleporting routine (no need to reload whole game)
    • fixed frozen winch after splitting grid
    • fixed achievement debug command for "Sample Collector" achievement

  • 1.0.7.1

    • added Teleport block to Tech Tree
    • fixed Teleport material
    • fixed Build Vision symbols rendering
    • fixed sound of Block Mover equipping
    • fixed error messages in animal AI & pathfinding
    • fixed minor threading error


[ 2020-12-14 11:24:52 CET ] [ Original post ]

1.0.7.1 in Experimental

Hello Nomads,

We've just released 1.0.7.1 update in Experimental branch. List of changes follows:


  • added Teleport block to Tech Tree
  • fixed Teleport material
  • fixed Build Vision symbols rendering
  • fixed sound of Block Mover equipping
  • fixed error messages in animal AI & pathfinding
  • fixed minor threading error


[ 2020-12-08 16:13:55 CET ] [ Original post ]

1.0.7.0 in Experimental

Hello Nomads,

Today, we've released 1.0.7.0 to experimental branch. It changes teleport functionality and adds a new Teleport block. So you can build teleports and transport yourself between your favorite places by the speed of light.

List of changes:


  • added Teleport block
  • modified teleporting routine (no need to reload whole game)
  • fixed frozen winch after splitting grid
  • fixed achievement debug command for "Sample Collector" achievement


[ 2020-11-23 14:09:46 CET ] [ Original post ]

Czech and Slovak Games Week

Hello Nomads,

As many of you know, we are a small Czech game studio and these days, we celebrate 102 years of Czechoslovak independence. Our countries (Czech Republic and Slovakia) split peacefully in 1993 but we are more than happy that we still live side by side and also work proudly on great games.

To celebrate this, we joined together with our Czech and Slovak friends and prepared a unique opportunity to taste a bit of our cultrure, artisty, craft and skills - our computer games.

You can buy Planet Nomads with 75% sale, and also get dozens of other deals here: Czech and Slovak Games Week!

Share with your friends and enjoy our games made with love for you!


[ 2020-10-26 18:53:11 CET ] [ Original post ]

1.0.6.6 Released Publicly

Hello Nomads,

We've just released the 1.0.6.6 update. Game now remembers camera setting for each cockpit separatelly. You can also tune the weather a little bit more in custom settings.

The complete list of changes follows..

1.0.6.4


  • saving camera state (1st/3rd person and distance) separately for each cockpit
  • added option to reduce duration of "bad" weather
  • added flashing to "Terry's ship" icon in compass
  • added labels to planet map
  • fixed splitting of grid with wheels (physics glitch caused block fly away)
  • fixed cockpit colliders (aiming through window bug)
  • fixed binding of CTRL key for walking
  • fixed sound of walking on blocks


1.0.6.5

  • better walking on block detection


1.0.6.6

  • fixed infinity weather duration bug


[ 2020-06-15 10:57:49 CET ] [ Original post ]

1.0.6.6 in Experimental Branch

Hello Nomads,

We've just released an experimental update for a bug with endless weather.


[ 2020-06-14 20:22:52 CET ] [ Original post ]

1.0.6.5 in Experimental Branch

Hello Nomads,

New release of the game improves sounds of stepping on terrain/blocks introduced in previous release. It will go to the public branch soon.


[ 2020-06-12 20:02:11 CET ] [ Original post ]

1.0.6.4 in Experimental Branch

Hello Nomads,

We've just released a new experimental update - version 1.0.6.4, with some bug fixes and tweaks.

The biggest change is probably in cockpits - when you exit the cockpit, it will remember the camera setting for the next time. We've also added some reduction of "bad" weather duration.

Here is the list of changes:


  • saving camera state (1st/3rd person and distance) separately for each cockpit
  • added option to reduce duration of "bad" weather
  • added flashing to "Terry's ship" icon in compass
  • added labels to planet map
  • fixed splitting of grid with wheels (physics glitch caused block fly away)
  • fixed cockpit colliders (aiming through window bug)
  • fixed binding of CTRL key for walking
  • fixed sound of walking on blocks


[ 2020-05-26 18:21:37 CET ] [ Original post ]

1.0.6.3 Released Publicly

Hello Nomads,

We've just released the 1.0.6.3 update to the public branch. There's a fix for lags when big container structures are opened and some winch tweaks.

Here is the full list of changes:

From 1.0.6.2:


  • optimization of container (inventory) view - asynchronous loading of pre-collapsed containers, faster items rendering, added "take it all" button for all connected containers
  • added motor locking and keybinding to Winch
  • rearranged death screen, added "load game" button


From 1.0.6.3:

  • fixed deleting of Winch/Shackle in Creative mode
  • modified physics of connection ("rope")
  • do not break connection caused by same grid as corresponding Winch or Shackle is on
  • fix bug that occurred when splitting grid containing winch or shackle
  • allow connecting winch & shackle on the same grid

  • added debug commands for achievements
  • fixed achievements that requied block cutting

  • fix not rendered character head inside
  • fix lens flare effect rendered inside Stasis Chamber


[ 2020-02-10 08:42:05 CET ] [ Original post ]

1.0.6.3 in Experimental

Hello Nomads,

We've just released a new update of the game. We continue to improve the Winch experience, fixed some achievement issues and added a debug tool for them.


Speaking about Winch, upon fixing minor bugs we've looked at often mentioned issue with ripping of the rope. You might not know that internally, the "rope" is a solid joint, and it cannot bend in reaction to external contacts. Breaking rope on contact helps to hide its unrealistic nature. But your feedback made us uncertain if the breaking is a nice, challenging feature or just an annoying bug and you would rather prefer having sci-fi matter permeating rope working at any condition.

As a compromise, we've modified the rope to not rip on contact with the grid on which the appropriate winch or shackle is on. This should fix most problems, like breaking the rope by oscillating weight itself, while keeping some challenge like cutting the rope by incautious movement in terrain or collisions with other creations. Let us know in comments how do you like it now.


We have also multiple reports of players not gaining some achievements. We've found that achievements requiring cutting blocks did not work. It's probably a consequence of some code changes introduced with some ancient update. We've fixed this. Also some of you might have achievements that were acquired while being offline and now is missing in the data on Steam servers.

To address this kind of issues we've added a simple tool for debugging achievements. In game, you can type command "achievements" in console (that will show you after pressing Shift+F1). It will show you which achievements you've already acquired. It will also try to re-send it to Steam API and check the state of the Achievement on the server. For other achievements you can see current raw values to watch how it progresses.


Here is the full list of changes:


  • Winch bugfixing

      - fixed deleting of Winch/Shackle in Creative mode
      - modified physics of connection ("rope")
      - do not break connection caused by same grid as corresponding Winch or Shackle is on
      - fix bug that occurred when splitting grid containing winch or shackle
      - allow connecting winch & shackle on the same grid

  • Achievements bugfixing

      - added debug commands for achievements
      - fixed achievements that requied block cutting

  • fix not rendered character head inside
  • fix lens flare effect rendered inside Stasis Chamber


[ 2020-02-04 15:45:29 CET ] [ Original post ]

1.0.6.2 in Experimental

Hello Nomads,

Welcome in the 2020. We've just released an Experimental update bringing some optimizations and tweaks inspired by your feedback.

It is possible to finish the game without the need of complex container structures but we know that it's one thing that you really enjoy. Slow UI response in this situation was real pain and we've found a solution to this. Only the main container (the one you point at when opening the Inventory dialog) will be visible at first, others will load later asynchronously after displaying the window and its contents will be rendered only if you click on "+" button. This together with some other rendering optimizations made the window pop up nearly instant. We hope you'll love it.

Second feature was also long required. It's a modification of Winch that allow you to lock it in place and also manipulate the load height manually by assigning it a key in terminal. Keybinding is similar as with Hinge and Rotor.

Last tiny improvement is the Load button in death screen. We know that some of you prefer loading the game instead of respawn, so you can load your game directly after dying instead of going through the main menu.

Here is the list of changes to sum it up:


  • optimization of container (inventory) view - asynchronous loading of pre-collapsed containers, faster items rendering, added "take it all" button for all connected containers
  • added motor locking and keybinding to Winch
  • rearranged death screen, added "load game" button


[ 2020-01-13 16:47:10 CET ] [ Original post ]

1.0.6.1 Released Officially

Hello Nomads,

We've just released the 1.0.6.1 version to the public branch, so everyone can now use our new Tech Tree and improved Creative mode.

Here is recap of all changes:

1.0.6.0:


  • New features - Blocks

    • added new blocks - armor and glass pieces
    • rearranged all blocks into more cateogories, according to their intended usage (bases, vehicles, cargo,...)
    • added a Tech Tree view (switch button in top right corner in the Block Catalog) - displays all in-game blocks, even locked ones with the lock reason (ie. by quest etc.)


  • New features - Creative

    • added welding & cutting of blocks into the Creative Mode - with Multitool you can create "unfinished" states of blocks, with a block equipped, you delete blocks by one click (as you are used to)
    • possible to use other tools - Block Mover, Weapon, Scanner - you need to set them to some key in keybinding in options, as there are no inventory in Creative


  • New features - Building

    • added keyboard modifier for building "in the air" - it's now possible to build ungrounded blocks
    • faster block coloring (mainly in Creative)


  • Bugfixes

    • temporary switch from 1st person to 3rd person close-up if camera is behind the wall - to prevent looking "through the wall"
    • fixed colliders on Hinge joints - reduced unnecessary vibrations in extreme positions
    • fixed graphical glitch with weather - roofing does not influence fog appearance anymore
    • fixed some overflows in HDR post-processing - hopefully eliminated the "black ink smearing" bug
    • fixed blocked Quests functionality (in case player exited the Drop Pod too early)
    • tutorial: removed direct block equip of a block without using Hotbar (a little advanced feature for newcomers, could lead to deadlock in tutorial)
    • tutorial: removed altimeter from cockpit UI



1.0.6.1


  • added colorization masks to small glass blocks and top parts of cockpits
  • fixed saving of block weld state in creative
  • Tutorial: lowered distance limit for dynamic light shadows (performance fix)
  • Tutorial: fixed bug with crouch (tutorial was impossible to finish sometimes)
  • Block Catalog: changed default filter to "ALL" and added scrolling up on open
  • Tools/Weapon: fixed switching to wrong tool by mapped keys
  • Block Mover: fixed graphic glitch (mainly after starting/loading the game)
  • Thermoregulator: fixed non-working state if loaded game in cockpit
  • Bug Reporter: fixed not sending logfiles (changed paths for new Unity log file locations), also added sending of previous log file
  • Options: added setting to disable the "teporary 3rd person"


[ 2019-12-17 11:14:10 CET ] [ Original post ]

1.0.6.1 in Experimental Branch

Hello Nomads,

We've just released a bugfix update 1.0.6.1 into the Experimental branch.

List of changes and bugfixes:


  • added colorization masks to small glass blocks and top parts of cockpits
  • fixed saving of block weld state in creative
  • Tutorial: lowered distance limit for dynamic light shadows (performance fix)
  • Tutorial: fixed bug with crouch (tutorial was impossible to finish sometimes)
  • Block Catalog: changed default filter to "ALL" and added scrolling up on open
  • Tools/Weapon: fixed switching to wrong tool by mapped keys
  • Block Mover: fixed graphic glitch (mainly after starting/loading the game)
  • Thermoregulator: fixed non-working state if loaded game in cockpit
  • Bug Reporter: fixed not sending logfiles (changed paths for new Unity log file locations), also added sending of previous log file
  • Options: added setting to disable the "teporary 3rd person"


[ 2019-12-13 12:06:09 CET ] [ Original post ]

1.0.6.0 in Experimental Branch

Hello Nomads,

You can now check-out the newly prepared features in the Experimental branch.

We've rearranged blocks into new categories, added some new blocks and a new view for the Tech Tree. There are also some changes in Creative Mode to allow building "unfinished" blocks and use other tools.

Here is the full list of changes in 1.0.6.0:


  • New features - Blocks

    • added new blocks - armor and glass pieces
    • rearranged all blocks into more cateogories, according to their intended usage (bases, vehicles, cargo,...)
    • added a Tech Tree view (switch button in top right corner in the Block Catalog) - displays all in-game blocks, even locked ones with the lock reason (ie. by quest etc.)


  • New features - Creative

    • added welding & cutting of blocks into the Creative Mode - with Multitool you can create "unfinished" states of blocks, with a block equipped, you delete blocks by one click (as you are used to)
    • possible to use other tools - Block Mover, Weapon, Scanner - you need to set them to some key in keybinding in options, as there are no inventory in Creative


  • New features - Building

    • added keyboard modifier for building "in the air" - it's now possible to build ungrounded blocks
    • faster block coloring (mainly in Creative)


  • Bugfixes

    • temporary switch from 1st person to 3rd person close-up if camera is behind the wall - to prevent looking "through the wall"
    • fixed colliders on Hinge joints - reduced unnecessary vibrations in extreme positions
    • fixed graphical glitch with weather - roofing does not influence fog appearance anymore
    • fixed some overflows in HDR post-processing - hopefully eliminated the "black ink smearing" bug
    • fixed blocked Quests functionality (in case player exited the Drop Pod too early)
    • tutorial: removed direct block equip of a block without using Hotbar (a little advanced feature for newcomers, could lead to deadlock in tutorial)
    • tutorial: removed altimeter from cockpit UI


[ 2019-12-06 12:23:57 CET ] [ Original post ]

Steam Award Nominations

Hello Nomads,

The Steam Autumn Sale is here and besides saving some money on purchases you have a golden opportunity to nominate your favorite games for the Steam Awards.

We would really appreciate if you give Planet Nomads your vote for nomination in any category. However, there is a really big competition in each, and we know that the change to be one of the nominees is very low, so we don't want to talk you into anything. We would probably never know how many votes you gave us.

Anyway, if you happen to nominate Planet Nomads in any category, please make sure you also review or update your review of the game after nominating. A single review could warm our hearts more than a single vote for nomination. And what more, you can get a badge and XP's to your account for reviewing a game you've voted for. Of course, you can write a review even without voting for nomination ;).


[ 2019-11-27 11:35:20 CET ] [ Original post ]

1.0.5.6 Released

Hello Nomads,

We've just released the 1.0.5.6 version from the Experimental branch to public.

Here is the full list of changes:


  • realtime lights - disabling changed to gradual dimming with distance, the actual light distance same as shadow distance settings
  • improved switching between 2D/3D trees
  • fixed flashing of 2D trees on chunk load
  • fixed appearance of some 2D trees (wrong texture - color)
  • soft circular blend of 3D grass
  • removed Map rotation to first POI on initialization (map open or filter change)
  • fixed "escape vehicle where entered" functionality


[ 2019-10-17 09:36:34 CET ] [ Original post ]

1.0.5.6 in Experimental

Hello Nomads,

A new update is out, bringing some more or less cosmetic changes.

It's hard to see some bugs that are long time in game. We are looking on it 8 hours a day and cannot see it. Thanks to a discussion with ymrich, we've worked a little bit on 2D/3D trees switching and also dynamic lights flashing according to distance or grass tufts dis/appearing less visibly.

Here is the full list of changes:


  • realtime lights - disabling changed to gradual dimming with distance, the actual light distance same as shadow distance settings
  • improved switching between 2D/3D trees
  • fixed flashing of 2D trees on chunk load
  • fixed appearance of some 2D trees (wrong texture - color)
  • soft circular blend of 3D grass
  • removed Map rotation to first POI on initialization (map open or filter change)
  • fixed "escape vehicle where entered" functionality


[ 2019-10-11 14:28:21 CET ] [ Original post ]

1.0.5.5 Released

Hello Nomads,

We've just released the 1.0.5.5 from the Experimental into the main game branch.

Here is the list of changes since last stable release:

1.0.5.5


  • added secondary SandyEngine binary build for Linux (newer one for better performance, older one for compatibility)

1.0.5.4

  • removed no-longer-working 3rd party UI library (fixed blueprint creation window freeze)
  • fixed error from zip library
  • removed shadows dithering (dot patterns in shadows caused by transparent windows)
  • bigger sun lightmap texture on ultra settings (better shadow resolution)

1.0.5.3

  • updated engine to Unity 2019.2.3f1
  • fixed map freeze on wrong POIs


[ 2019-09-19 14:37:17 CET ] [ Original post ]

1.0.5.5 in Experimental

Hello Nomads,

We've just released the 1.0.5.5 update. It brings some performance gain on Linux with new libc - Sandy engine is faster there. But should be still compatible with old distros. However, we recommend using current distributions for best performance.

List of changes:


  • added secondary SandyEngine binary build for Linux (newer one for better performance, older one for compatibility)


[ 2019-09-13 09:49:48 CET ] [ Original post ]

1.0.5.4 in Experimental

Hello Nomads,

We are currently working on fixing bugs introduced in last game update with new Unity engine version. We've just released a new update fixing mainly issues with blueprints.

Here is the list of changes:


  • removed no-longer-working 3rd party UI library (fixed blueprint creation window freeze)
  • fixed error from zip library
  • removed shadows dithering (dot patterns in shadows caused by transparent windows)
  • bigger sun lightmap texture on ultra settings (better shadow resolution)


[ 2019-09-12 10:08:22 CET ] [ Original post ]

1.0.5.3 in Experimental Branch

Hello Nomads,

We've just released a new Update for Planet Nomads - version 1.0.5.3. The game in now built in updated version of Unity engine. From our testing it could gain a little FPS increase. We are waiting for your feedback, especially if you encounter any new bugs. Thanks.

The full list of changes:


  • updated engine to Unity 2019.2.3f1
  • fixed Map freeze on wrong POIs


[ 2019-09-09 11:07:26 CET ] [ Original post ]

1.0.5.2 Released Officially


Hello Nomads,

Our new Keybinding and Motorized Joints update is considered stable now, so we've released it into the public branch.

Here is the list of changes to repeat:
1.0.5.0


  • added Custom Keybinding to most blocks (available in Terminal and Radial Menu)
  • added optional Motor to Joints (Hinge & Rotor)
  • fixed issues after teleporting back from the ship to planet in story end-game

1.0.5.2

  • fixed random freeze of Key Binding window
  • rearranged Key Binding UI - renamed buttons, added hints
  • added possibility to bind modifier+key combinations (CTRL+W, etc.)
  • Linux: build with older libc for compatibility with older Linux distributions
  • fixed rename function on Rotor
  • fixed printers do not resume production after "no space" error and freeing its container


[ 2019-08-16 11:35:04 CET ] [ Original post ]

1.0.5.2 in Experimental

Hello Nomads,

We've just released a bugfix update for the Key Binding update.

Here is the complete list of changes:


  • fixed random freeze of Key Binding window
  • rearranged Key Binding UI - renamed buttons, added hints
  • added possibility to bind modifier+key combinations (CTRL+W, etc.)
  • Linux: build with older libc for compatibility with older Linux distributions
  • fixed rename function on Rotor
  • fixed printers do not resume production after "no space" error and freeing its container


[ 2019-08-13 18:01:08 CET ] [ Original post ]

1.0.5.0 Custom Keybinding and Motorized Joints in Experimental

Hello Nomads,

This time, in the Experimental brach, we're evaluating one of our long awaited features - Custom Keybinding. We've added the keybinding option to most of active blocks, you can find it in the Terminal and also in the Radial menu (if there was a room). We are still unsure if it is a beginner feature and should be available from the Radial menu or if it is just for experienced players and should be only in the Terminal.

Now how it works: In the Terminal (pressing the Use "E" key while pointing on the Terminal block or the Terminal "T" while in cockpit of the craft with working terminal) you bring a list of active blocks, and you can click on the keybinding icon (or in the Radial Menu of a block just click the icon). You can now select the binding action from the list and click override to ignore the default bound keys and then bind a new one.

This way, you can for example make each wheel react to different keys. We've also added binding actions for many other blocks, like switchboxes, lights, doors etc., so you can control them directly from the cockpit. Hope you have enough keys on your keyboards :D. You can of course map same key to different actions of different blocks.

To gain more use from keybinding, we've decided to stress the physics engine a little bit more, and add Motors to Joint blocks (Rotor & Hinge) so you can control each joint separately and unleash your creativity and make more obscure machines. Just bind keys, unlock the joint, set speed and enable the motor. But be warned, physics can be very unpredictable in case of collisions...



Here is the usual list of changes:


  • added Custom Keybinding to most blocks (available in Terminal and Radial Menu)
  • added optional Motor to Joints (Hinge & Rotor)
  • fixed issues after teleporting back from the ship to planet in story end-game


[ 2019-08-09 13:45:22 CET ] [ Original post ]

1.0.4.4 Update and Results of Apollo 11 Contest



Hello Nomads,

Our contest on the occasion of 50th anniversary of Apollo 11 mission has ended and we've released the new update (version 1.0.4.4) that hides it's assets from the main menu. You can also see the results in our blog post.

We've also added some recent bug fixes to the build.

Here is the list of changes:


  • Removed Apollo 11 related backgrounds and menu button (you can still play our Lunar Lander minimicro game by entering the apollo11 cheat in console in the main menu).
  • Changed switching resolutions in main menu options - removed the refresh rates from the list, as system ignored it anyway. It automatically selects best refresh rate but it displayed wrong values (like 23Hz) sometimes. Also added console command "setresolution" for testing purposes.
  • Added refresh of all hotbars (not only the visible one) in case of dropping item etc.


[ 2019-07-25 13:30:04 CET ] [ Original post ]

1.0.4.3 A Tribute to Apollo 11

Hello Nomads,

These days we celebrate the 50th Anniversary of the Apollo 11 and we have a special update for this occasion. We also have a creative contest for you, if you want to participate and maybe win some Planet Nomads themed goods, look at our blog post.

The update also includes bugfixes from previous experimental release as follows:


  • reworked automatic miner - changed displayed probabilities to amount per hour, fixed mining computations
  • reworked libsqlite in Sandy engine (fixes save/load bugs mainly on Linux)
  • increased area for spawning Terry's ship (should decrease the probability of spawning it under water)
  • Magnetic Hever - added possibility to build it on another buildings / vehicles
  • fixed light artifacts on sky
  • removed advanced settings effect on oxygen (fixes troubles under water on Easy and Hard settings)


[ 2019-07-18 17:36:54 CET ] [ Original post ]

1.0.4.2 in Experimental Branch

Hello Nomads,

A new update 1.0.4.2 was just released into the Experimental branch. It addresses the issue with wrongly generated terrain (transfering seed between Sandy C++ code and the game C# code).


[ 2019-07-16 11:37:51 CET ] [ Original post ]

1.0.4.1 in Experimental Branch

Hello Nomads,

We've just released a new update.

Hopefully we've found a fix for long linux issue with libsqlite database library. We've reworked Sandy library to not use it directly, but tunneling queries through the game database connection which effectively removes issues with sharing the same file between different code. That means no more errors on Linux builds and maybe could fix some save corruption on other platforms too. Our testers also reported slightly better performance during the game load.

The other change involves automatic mining machines. There were many ambiguities in how the mining process works and what resources are acutally mined. More info in our bug tracking system. So we decided to display the estimated amount of resources mined per hour instead of mining pobability percentage.

There were also some minor fixes, full list of changes continues..


  • reworked automatic miner - changed displayed probabilities to amount per hour, fixed mining computations
  • reworked libsqlite in Sandy engine (fixes save/load bugs mainly on Linux)
  • increased area for spawning Terry's ship (should decrease the probability of spawning it under water)
  • Magnetic Hever - added possibility to build it on another buildings / vehicles
  • fixed light artifacts on sky
  • removed advanced settings effect on oxygen (fixes trobules under water on Easy and Hard settings)


[ 2019-07-15 14:45:06 CET ] [ Original post ]

1.0.3.2 Released publicly



Hello Nomads,

We've just released update 1.0.3.2.

The full list of changes since last public version:


  • new block: Autonomous Water Purifier
  • increased distance and intensity of vehicle search lights
  • added setting to change/disable the automatic miner excavation limit
  • added lights on the Bike blueprint
  • finished Czech translation


Various bugfixes ():

  • added saving of player crouch state (before, if you saved crouched under some block, it would kill you by loading you in standing position with your head inside the block)
  • added more tries for world generator to put Terry's ship on dry place (it might cause different ship positions on same seed than in previous version, but only in new games)
  • better visualization of finished, non finished and mutally exclusive quest tasks
  • fixed sorting of UI (tutorial messages over the menu)
  • tech tree: fixed access to some blocks (Short Basic Slope Wall 1x4, Short Basic Slope Corner Wall) for non-kickstarter players
  • fixed workshop blueprint API to support more than 50 subscribed items
  • fixed error in case of invalid blueprint
  • fixed error caused by splitting grid with Suspension / Hinge / Rotor
  • fixed frozen POIs in compass
  • fixed Radar scan working only after Map refresh
  • added notification about map being locked in the early game
  • added random timeout before crafting (performance fix for lags in case of many synchronously running printers)
  • disabled exit where entered functionality in cockpit (to prevent exiting in open-space)
  • hidden inventory and compass while sleeping


[ 2019-06-20 16:16:32 CET ] [ Original post ]

1.0.3.2 in Experimental

Hello Nomads,

We've just released a hotfix on bugs found in 1.0.3.1 to Experimental branch. Also we've added a custom setting to change/disable the amout of mining possible with automatic miners.

List of changes:


  • shortened the random delay before starting work in printers
  • fixed a bug in automining limit & added setting to change/disable the mining limit totally


[ 2019-06-18 18:57:47 CET ] [ Original post ]

1.0.3.1 in Experimental

Hello Nomads,

There is a new update in Experimental branch. Aside from many bugfixes, we've bring a new block - Autonomous Water Purifier, it's a nice water tank with ability to slowly filter dirty water without the need of electricity.

The vehicle search lights are also more powerful and we've added lights to our motocycle too.

The full list of changes:


  • new block: Autonomous Water Purifier
  • increased distance and intensity of vehicle search lights
  • added lights on the Bike blueprint
  • finished Czech translation


Various bugfixes ():

  • added saving of player crouch state (before, if you saved crouched under some block, it would kill you by loading you in standing position with your head inside the block)
  • added more tries for world generator to put Terry's ship on dry place (it might cause different ship positions on same seed than in previous version, but only in new games)
  • better visualization of finished, non finished and mutally exclusive quest tasks
  • fixed sorting of UI (tutorial messages over the menu)
  • tech tree: fixed access to some blocks (Short Basic Slope Wall 1x4, Short Basic Slope Corner Wall) for non-kickstarter players
  • fixed workshop blueprint API to support more than 50 subscribed items
  • fixed error in case of invalid blueprint
  • fixed error caused by splitting grid with Suspension / Hinge / Rotor
  • fixed frozen POIs in compass
  • fixed Radar scan working only after Map refresh
  • added notification about map being locked in the early game
  • added random timeout before crafting (performance fix for lags in case of many synchronously running printers)
  • disabled exit where entered functionality in cockpit (to prevent exiting in open-space)
  • hidden inventory and compass while sleeping


[ 2019-06-17 14:38:07 CET ] [ Original post ]

1.0.2.1 Released publicly

Hello Nomads,

Our "optimization" build have no critical bugs now, so we've just released it for everyone.

Here is the repetition of changes:


  • 1.0.2.0

    • optimized geometic calcuations in Animal Nests, POIs & Navigation, Planet geometry, Dynamic Obstalces
    • reduced frequency of computations in PlayerTerrainFixer, freezing Vehicles, Switchboard distances, Active Blocks, Items and Containers
    • reduced UI refresh in Inventories, Block Catalog, POIs
    • invisible animations and partices culling in Animals & Swarms
    • optimized calculation and added caching of Dynamic Obstacles
    • optimized Wheel physics
    • reworked calculations of chunks and objects


  • 1.0.2.1

    • fixed building new blocks in old saves
    • fixed exiting from cockpit, prevented exiting in dangerous cases (into terrain etc.)
    • fixed spawning of nests, trees and other game objects in dead zones (around wrecks, monuments, etc.)
    • fixed frozen swarm visuals
    • fixed highlighting of blocks in block mover
    • fixed compass visible in cut scenes


[ 2019-06-03 08:46:32 CET ] [ Original post ]

1.0.2.1 in Experimental Branch

Hello Nomads,

Optimization update brought some performance improvements but also some bugs that we need to solve before releasing it to the public. So, here is the update 1.0.2.1, so far in experimental.

The list of changes:


  • fixed building new blocks in old saves
  • fixed exiting from cockpit, prevented exiting in dangerous cases (into terrain etc.)
  • fixed spawning of nests, trees and other game objects in dead zones (around wrecks, monuments, etc.)
  • fixed frozen swarm visuals
  • fixed highlighting of blocks in block mover
  • fixed compass visible in cut scenes


[ 2019-05-31 12:06:04 CET ] [ Original post ]

1.0.2.0 Optimizations in Experimental

Hello Nomads,

We have freed the Experimental branch yesterday and today we have a new experiment for you. We have reworked the most CPU intensive scripts and was able to gain from nothing to 20% FPS increase on our testing HW. There is still some work to do and maybe some new bugs introduced. You know, this is why it is called experimental :).

Let us know if you feel some change for the better, and expecially if any for the worse.

The list of changes is a little bit more technical this time:


  • optimized geometic calcuations in Animal Nests, POIs & Navigation, Planet geometry, Dynamic Obstalces
  • reduced frequency of computations in PlayerTerrainFixer, freezing Vehicles, Switchboard distances, Active Blocks, Items and Containers
  • reduced UI refresh in Inventories, Block Catalog, POIs
  • invisible animations and partices culling in Animals & Swarms
  • optimized calculation and added caching of Dynamic Obstacles
  • optimized Wheel physics
  • reworked calculations of chunks and objects


[ 2019-05-24 13:02:44 CET ] [ Original post ]

1.0.1.0 Motorbike released publicly

Hello Nomads,

It has been rainning for days here at our HQ - not ideal weather for riding a bike, so we've released our update with motocycle publicly to have some fun :)

Here is the list of changes to repeat:


  • new special blueprint - motocycle
  • escape a vehicle at the point you entered it
  • air blade - fixed target height stored in blueprint - possible to re-use aircrafts on planets of different size
  • added an "easter egg" on one special day in June


[ 2019-05-23 12:54:59 CET ] [ Original post ]

1.0.1.0 in Experimental Branch


Hello Nomads,

Today, we've released Planet Nomads 1.0.1.0 into experimental branch. You can try out our new experiment - a motorbike. Do not expect real bike simulation, it's just a fun way to move yourself around :). You will find it in blueprints section.

We have also modified the logic of exiting vehicles a little bit. When you hit the "E" key to exit the vehicle, the first position the game try to put you on is the place you entered it (relative to the vehicle). Now it should not happen that you enter you quadcopter from the front and escape on the side, where the blade is running.

Here is the full list of changes:


  • new special blueprint - motocycle
  • escape a vehicle at the point you entered it
  • air blade - fixed target height stored in blueprint - possible to re-use aircrafts on planets of different size
  • added an "easter egg" on one special day in June



[ 2019-05-21 16:23:38 CET ] [ Original post ]

1.0.0.1 Released publicly

Hello Nomads,

Today we've released new version 1.0.0.1 into experimental public branch. It brings just small fixes.

List of fixes:


  • fixed opening of planet map (in already "broken" saves you need to wait few minutes before a hint shows and unlock it)
  • added syncing of physics to rebasin to address "invisible wall" bug
  • added better saving and refresh of selected favourite blocks


[ 2019-05-10 09:09:13 CET ] [ Original post ]

1.0.0.0 The Story Unfolds



Hello Nomads,

Today is a big day for us. We have decided to release Planet Nomads sooner than promised as we managed to finish the game story.

The story puts you in a difficult position where you have to truly survive the crash landing, explore your surroundings and build means to progress through it. It has multiple different endings which will uncover you a secret of what happened on Anita. To get through to the end youll need to find and scan objects on the planet. This will be no easy task, especially with wild animals breathing down your neck and weather so brutal that will stop your progress really fast.


[ 2019-05-03 12:18:49 CET ] [ Original post ]

Now Available on Steam - Planet Nomads, 20% off!

Planet Nomads is Now Available on Steam and is 20% off!*

There's a whole planet of diverse biomes waiting for you to explore. Gather enough materials to build a mobile base that will carry everything a Nomad needs on a journey through an unknown land.

*Offer ends May 10 at 10AM Pacific Time


[ 2019-05-03 12:13:08 CET ] [ Original post ]

0.9.9.2 in Experimental Branch

Hello Nomads,

Today we've released (hopefully) last release of our big story update, version 0.9.9.2. It is just a small fixes for bugs you've reported to us.

List of changes:


  • fixed monuments that cannot be scanned from one side
  • fixed weird monument artifacts after teleporting or game reload
  • added healing to Trauma Kit


[ 2019-05-02 13:34:53 CET ] [ Original post ]

0.9.9.1 in Experimental Branch

Hello Nomads,

Thank you for the feedback on the story. We have noticed that there were some bugs that prevented you from continuing in some places, so we have an update in the experimental branch today.


There is one thing to highlight - we have originally intended to wipe your saves for story to work properly. But as it is always an unpleasant action, we decided not to do it.

If you continue to play your old save with the new story system, you might get into a trouble. For instance you might have blocks locked by quest that you cannot find in your world etc. Also tutorial started in old version probably will not be finishable in the new one.

We decided to keep you possibility to play the older saves and we disable the quests and other systems in this case. You will probably have blocks unlocked that you haven't yet. Any maybe some other changes in your game, but this should be lesser evil than losing your complete game.

For the best story experience you should start a new game, but if you know what you're doing, you can still live in your old world.

The list of changes:


  • bypassed Quest system in older saves - to make them playable again
  • Windows: returned to mono backend and default Garbage Collector - for better stability
  • fixed POIs remaining in compass
  • added immortality to Oddyseus Blueprint
  • fixed missing weather sounds (storm)
  • allowed closing Replicator window by Use (E) key
  • fixed story item that always dropped from hands
  • fixed 3rd person camera going too far
  • fixed not descending air blades in some occasions
  • reduced player falling through terrain check timeout - for better performance


[ 2019-04-30 16:13:28 CET ] [ Original post ]

0.9.9.0 in Experimental Branch

Hello Nomads,

We have just released new version of Planet Nomads - 0.9.9.0, you can sneak peek the full story in the experimental branch before the full release.

We do not want to wipe your saves because of story, so you can continue your saves, but maybe you will encounter some bugs caused by story changes. We cannot test the upgrade in all possible states of the game. Hope it is better than losing the whole progress. Anyway, if you want to play the story, you need to start a new game.

As usual, saves modified by the new version of the game are not guaranteed to work in older version, so backup your files if you want to switch versions back and forth.

The list of changes:


  • complete story (you have to start a new game to enjoy it)
  • added shipwrecks from Kickstarter backers
  • bigger Compass with better readability of overlapping marks
  • changed "T" button functionality - cycles between best MultiTool available and Emergency Tool
  • added possibility to bind other tools (Block Mover, Scanner, Weapon) to different keys
  • Radar: now it is possible to trigger scan even in already scanned region
  • Automatic Miner: fixed bug that caused game hang during load in some cases


[ 2019-04-26 15:52:42 CET ] [ Original post ]

0.9.8.4 Relesed to Public Branch

Hello Nomads,

We've just released 0.9.8.4 into the public branch for all players.

Repeated list of changes since last stable update (0.9.8.1):

0.9.8.2


  • Windows: new build using IL2CPP (should be faster in case of high CPU & low GPU usage)
  • modified physics to do less transform sync - caused low CPU usage due to thread locks probably (should fix FPS drop after longer gameplay)
  • fixed saving of hower blade height (should eliminate helicopter bumps on load/approach)
  • planet map: right click on custom POI deletes it
  • various minor script optimizations


0.9.8.3

  • fixed bug in saving sampled resources from Mining Machine
  • fixed Steam library compatibility with IL2CPP (broken workshop window close button)
  • fixed short drop in Solar Panel energy production on load
  • workaround for physics collisions bug (caused Jetpack hover mode disabled on load)


0.9.8.4

  • fixed player falling down through the terrain
  • modified memory management to prevent frequent frame drops


[ 2019-04-18 10:04:20 CET ] [ Original post ]

0.9.8.4 Bug Fixes in Experimental

Hello Nomads,

This time we have an update with some minor fixes. Mainly, you should not fall down through the terrain now (as it happened before in case of stepping under the hill from cockpit and other similiar situations).

We are also introducing memory management tweaks that should eliminate periodical frame drops caused by memory freeing routine.

0.9.8.4
- fixed player falling down through the terrain
- modified memory management to prevent frequent frame drops


[ 2019-04-15 14:11:00 CET ] [ Original post ]

0.9.8.3 Experimental Branch Bugfix

Hello Nomads,

Today we have released some fixes for bugs introduced in experiemental branch.

Here is the list of changes:


  • fixed bug in saving sampled resources from Mining Machine
  • fixed Steam library compatibility with IL2CPP (broken workshop window close button)
  • fixed short drop in Solar Panel energy production on load
  • workaround for physics collisions bug (caused Jetpack hover mode disabled on load)


[ 2019-04-03 14:27:06 CET ] [ Original post ]

0.9.8.2 Optimizations in Experimental Branch

Hello Nomads,

We have some optimizations for you to test in the experimental branch.

At first, we have changed a scripting back end from mono to il2cpp, which has 0 to 30% FPS increase in high CPU intensive scenarios (ie. many active blocks running of same resources etc.). This kind of optimization is available only on Windows yet, but we will see by your reports if it will be worth trying to use it on other platforms too.

Second optimization is for all platforms and it is in physics. There was probably a race condition in physics engine thread synchronization that caused FPS drop after some time in gameplay. It seems that different physics settings are less vulnerable to this bug. So at least we have eliminated one probable cause of FPS drop.

Here is the complete list of changes:


  • Windows: new build using IL2CPP
  • modified physics to do less transform sync
  • fixed saving of hower blade height (should eliminate flyer bumpings on load/approach)
  • planet map: right click on custom POI deletes it
  • various minor script optimizations


[ 2019-03-22 14:27:13 CET ] [ Original post ]

0.9.8.1 Released Officially

Hello Nomads,

We have just released 0.9.8.1 update into official branch, so everyone can enjoy our latest features.

The recap of changes follows.

Tool changes:


  • change in tool usage - now you can have multiple different Tools in the Hot Bar
  • added Mover Tool for moving blocks
  • split Emergency Tool and classic Multitool functionality - the first uses only Suit power, the latter only Batteries
  • enlarged default player inventory by 2 slots


Other Changes:

  • updated Unity engine to 2018.3.5f1
  • added Thermoregulator block and fixed thermal regeneration in different occasions
  • added slight boost to player movement while accelerating from standing to motion
  • faster mining with mining machines, but mining is now limited - you can harvest only certain amount of resouces on one place
  • custom POI in map - you can mark a point by mouse click in map, compass will show you the way there
  • save files are now compressed


[ 2019-02-18 14:30:28 CET ] [ Original post ]

0.9.8.1 in Experimental Branch

Hello Nomads,

We've just released a hotfix for yesterday's update to the Experimental Branch.

Here is the list of bugs fixed:


  • fixed error while switching from Mover Tool to other tool or block
  • fixed loss of Weapons and Tools during update to 0.9.8.0 (however, you need to open your original save - saves with items already missing will not recover it)
  • fixed remembering of disabled resources in Miner settings
  • fixed Solar Panels working at night


[ 2019-02-15 14:53:16 CET ] [ Original post ]

0.9.8.0 in Experimental Branch

Hello Nomads!

The new update 0.9.8.0 is on your way. You can try it in the Experimental branch.

BUT BE CAREFUL!
We have implemented save file compression and older versions of the game (prior to 0.9.8.0) are incompatible with the new compressed saves. This update will compress all your saves on the first launch, so it might free some storage space in case you have a lot of big saves.

However, we strongly recommend you to backup ALL your save files BEFORE launching the new version (with the _main.db of course - you can find more details in discussions). Once compressed, you will not be able to use your saves in older versions of the game.


Now for other changes we have prepared in this release: We have added a new Mover Tool for moving blocks and we also plan to add a Scanner Tool for some story purposes we will reveal later. This is a fair bunch of tools at your disposal, so we had to change the way how tools are managed a little bit.

The "tool button" on keyboard (T by default) now brings your Emergency Tool - not the best tool available but one that is always ready to do basic work using your suit energy. You can carry better tools in your inventory and equip them to your hotbar, just remember the fact, that they cannot be powered by the suit and need its own batteries.


The full list of changes follows.

Tool changes:


  • change in tool usage - now you can have multiple different Tools in the Hot Bar
  • added Mover Tool for moving blocks
  • split Emergency Tool and classic Multitool functionality - the first uses only Suit power, the latter only Batteries
  • enlarged default player inventory by 2 slots


Other Changes:

  • updated Unity engine to 2018.3.5f1
  • added Thermoregulator block and fixed thermal regeneration in different occasions
  • added slight boost to player movement while accelerating from standing to motion
  • faster mining with mining machines, but mining is now limited - you can harvest only certain amount of resouces on one place
  • custom POIs in map - you can mark a point by mouse click in map, compass will show you the way there
  • save files are now compressed - see the warning above!


[ 2019-02-14 13:51:51 CET ] [ Original post ]

0.9.7.7 Released Officially

Hello Nomads,

We have just released 0.9.7.7 to the public official (ie. non-beta) branch.

For clarity, here is the summary of changes made since last official release:

0.9.7.7


  • updated Unity engine to 2018.2.20
  • fixed typing of weird characters with function keys on Linux
  • decreased weather change frequency
  • fixed bugs with FOV in vehicles
  • fixed invisible UI parts with non-native rendering


0.9.7.6

  • dehydration no longer affects your temperature shield
  • changed frozen and heated vignette effect progression
  • fixed intro with dynamic resolution enabled


0.9.7.5

  • added thermometer to HUD
  • fine tuning of some weather aspects (temperature values, rain sound volume)
  • fixed black screen when using non-native resolution rendering


[ 2019-01-14 10:50:33 CET ] [ Original post ]

0.9.7.7 in Experimental Branch

Hello Nomads,

We have released a new update - 0.9.7.7. We've built it with Unity 2018..2.20 engine which finally solved troubles with keyboard on Linux machines. Also we've made some tweaks of weather and FOV of cameras.

Full list of changes:


  • updated Unity engine to 2018.2.20
  • fixed typing of weird characters with function keys on Linux
  • decreased weather change frequency
  • fixed bugs with FOV in vehicles
  • fixed invisible UI parts with non-native rendering


[ 2019-01-10 14:35:03 CET ] [ Original post ]

0.9.7.6 in Experimental Branch

Hello Nomads,

We've just released a little update with small tweaks:


  • dehydration no longer affects your temperature shield
  • changed frozen and heated vignette effect progression
  • fixed intro with dynamic resolution enabled


[ 2019-01-08 16:00:46 CET ] [ Original post ]

0.9.7.5 in Experimental Branch

Hello Nomads,

We have just released an update into Experimental branch. We wanted to fix some weather-related issues before dig fully into next big update. We were able to add the thermometer into the game UI as well.



This update should be released publicly into stable branch in few days if there will be no other issues.

Here is the list of changes:


  • added thermometer to HUD
  • fine tuning of some weather aspects (temperature values, rain sound volume)
  • fixed black screen when using non-native resolution rendering


[ 2019-01-07 18:01:25 CET ] [ Original post ]

Steam Cloud Save

Hello Nomads and Welcome to 2019!

We have just set up Steam Cloud Save features to Planet Nomads, so you are able to backup/transfer your saves between your computers or in case of reinstall.

It is well tested steam feature, but if you encounter some troubles, don't hesitate to write us in bugs discussion subforum.


[ 2019-01-03 15:05:53 CET ] [ Original post ]

0.9.7 Free Roam Mode, New Weather Types and Survival Visuals

Hello Nomads,

It finally seems that 0.9.7.3 release is free from all errors, so we've released it for everyone now. This is probably the last release this year, so I want to wish you a Merry Christmas and we all are looking foward to see what we could do with Planet Nomads in 2019!

For those, who did not try our experimental builds, here is the complete list of previous changes:


  • 0.9.7.0

    • new game mode: Free Roam - you can play with your inventories without worrying about thirst, hunger, radiation etc.


    User Experience & Survival Tweaks:

    • added new weather types and improved look of old ones
    • color visualisation and new screen effects for survival attributes
    • directional indicator of damage source
    • "take it all" button in Containers and Automatic Miners
    • allowed direct using/equipping of items from black box Container
    • improved weapon beam, new weapon batteries
    • "bees" - improved attack behaviour and nest appearance
    • enabled animal aggressivity on Medium difficulty
    • changed appearance of toggles (aka "check boxes") in UI
    • grouping Joy notifications by type
    • logging Joy notifications in the Journal
    • added descriptions to block / item radial menus


    Other changes:

    • hidden unavailable blocks in Block Catalog
    • improved brakes and added parking brake to wheeled vehicles


    Bugs and optimizations:

    • fixed game freeze / crash on finishing blueprint during sleeping
    • optimized merge of box colliders for better performance and less physical glitches
    • fixed non-working automatic switch on Solar Beacon
    • fixed corrupted water surface on higher quality settings
    • narrowed camera near plane (reduced weapon/wall see throughs)
    • fixed Craneballs logo quality on splash screen
    • improved Sandy Engine compatibility with legacy Linux distributions
    • fixed water and fog graphical glitches on MacOS


  • 0.9.7.1

    • fixed bugs in collider optimization
    • fixed missing container connections after building a blueprint
    • fixed shader in Planet Map
    • fixed sun making flares through ship walls in the tutorial
    • better quality of sun textures
    • modified vignette textures gradation
    • suppressed an error during downloading blueprints
    • tuned shadow quality for better shadows in middle distance


  • 0.9.7.2

    • finished new weather types
    • different Suit appearance for each armor tier
    • modified Suit survival attributes
    • special Kickstarter-exclusive Suit for our Unique Nomad backers
    • some main character animations changes
    • increased maximum Air Blade altitude
    • increased brake efficiency of small vehicles
    • added immediate reversal of wheels after braking
    • survival screen effects tuning
    • fixed bug that caused empty Block Catalog
    • fixed bugs in notifications display and logging
    • fixed errors from Steam Workshop


  • 0.9.7.3

    • reduced the impact of weather to hot/cold survival attributes
    • linux: built Sandy Engine against older libraries to support not so recent distributions



[ 2018-12-19 13:20:04 CET ] [ Original post ]

0.9.7.3 In Experimental Branch

Hello Nomads,

This is (I hope) the last experimental release before pushing 0.9.7 to the public.

We have temporarily reduced the difficulty of survival in bad weather and cold and hot biomes. We realized from your feedback that it is hard to be there without proper tools, that we do not have ready for you yet.

In the near future you will enjoy the thermometer, heating/cooling block and some further changes of temperature with day/night, in water etc.

Here is the usual list of changes:


  • reduced the impact of weather to hot/cold survival attributes
  • linux: built Sandy Engine against older libraries to support not so recent distributions


[ 2018-12-17 17:20:48 CET ] [ Original post ]

0.9.7.2 In Experimental Branch

Hello Nomads,

The third iteration of the new release is in Experimental branch, finally bringing earlier mentioned new weather types.

There are also new Suit designs differentiated according to armor tier. We have also added a Kickstarter-exclusive suit design for our backers, and will send them info how to use it once it will be finally released to the public.

We are still working on balancing the temperature influence on survival, changing temperature with day and night and will add a Thermometer to the UI soon.

Here is the complete list of changes:


  • finished new weather types
  • different Suit appearance for each armor tier
  • modified Suit survival attributes
  • special Kickstarter-exclusive Suit for our Unique Nomad backers
  • some main character animations changes
  • increased maximum Air Blade altitude
  • increased brake efficiency of small vehicles
  • added immediate reversal of wheels after braking
  • survival screen effects tuning
  • fixed bug that caused empty Block Catalog
  • fixed bugs in notifications display and logging
  • fixed errors from Steam Workshop


[ 2018-12-14 15:21:44 CET ] [ Original post ]

0.9.7.1 In Experimental Branch

Hello Nomads,

Sorry for confusing you, we didn't release new weather types in the last update. Neither in this one, sorry. We have to do some last finishing touches, expect it in following days.

This time we bring bring you some small bugfixes, mainly in collider optimization routines.

Here is the complete list of changes:


  • fixed bugs in collider optimization
  • fixed missing container connections after building a blueprint
  • fixed shader in Planet Map
  • fixed sun making flares through ship walls in the tutorial
  • better quality of sun textures
  • modified vignette textures gradation
  • suppressed an error during downloading blueprints
  • tuned shadow quality for better shadows in middle distance


[ 2018-12-10 17:31:20 CET ] [ Original post ]

0.9.7.0 In Experimental Branch

Hello Nomads,

We have just introduced an Experimental Branch with new features planned to be officially released during the following week. If you are brave enough and want to test new (maybe buggy) features, you can opt-in using beta releases in the Steam client (sorry, not available in other stores yet).

You can open your old saves in experimental, but there might be errors trying opening saves created or overwritten in experimental release (0.9.7.1) in older releases including default stable version (0.9.6.1) of the game. So please be careful and make backups.

There are few known bugs, please do not report them:


  • some colliders are missing/wrongly calculated during optimization, mainly after game save/load
  • attributes like hunger or thirst is not affected in Free Roam mode, but decreased during the intro sequence


Here is the list of changes:


    • new game mode: Free Roam - you can play with your inventories without worrying about thirst, hunger, radiation etc.


    User Experience & Survival Tweaks:

    • added new weather types and improved look of old ones
    • color visualisation and new screen effects for survival attributes
    • directional indicator of damage source
    • "take it all" button in Containers and Automatic Miners
    • allowed direct using/equipping of items from black box Container
    • improved weapon beam, new weapon batteries
    • "bees" - improved attack behaviour and nest appearance
    • enabled animal aggressivity on Medium difficulty
    • changed appearance of toggles (aka "check boxes") in UI
    • grouping Joy notifications by type
    • logging Joy notifications in the Journal
    • added descriptions to block / item radial menus


    Other changes:

    • hidden unavailable blocks in Block Catalog
    • improved brakes and added parking brake to wheeled vehicles


    Bugs and optimizations:

    • fixed game freeze / crash on finishing blueprint during sleeping
    • optimized merge of box colliders for better performance and less physical glitches
    • fixed non-working automatic switch on Solar Beacon
    • fixed corrupted water surface on higher quality settings
    • narrowed camera near plane (reduced weapon/wall see throughs)
    • fixed Craneballs logo quality on splash screen
    • improved Sandy Engine compatibility with legacy Linux distributions
    • fixed water and fog graphical glitches on MacOS


[ 2018-12-07 16:35:31 CET ] [ Original post ]

0.9.6.1 Hotfix

Hello Nomads,

There was very annoying bugs in yesterday's update, so we are bringing this hotfix.

Here is the list of fixes:


  • Emergency Printer: fixed "no electricity" bug
  • Emergency Printer: fixed error when loading saves with deleted printer
  • 3D printers: fixed printers not able to use containers connected by conveyors


Hope it will be flawless this time.


[ 2018-11-01 14:59:55 CET ] [ Original post ]

0.9.6.0 Bug Fixes

Hello Nomads,

The new release of Planet Nomads is here! This time we have added just some longly awaited bugfixes and optimizations. So without further delay, here is the full list:

Bug fixes


  • SandyEngine: fixed holes in generated terrain meshes on chunk boundaries
  • Terminal: fixed unintended closing (by pressing "T" during block rename)
  • Generator: fixed misbehavior after load, connecting Containers, welding and other events
  • Interior Cockpit: fixed Center of mass
  • Railing: fixed texture wrapping
  • Hover Pad: fixed ground detection
  • Character: fixed unnatural neck positions in animations
  • Jetpack: fixed wrong behavior when running out of suit energy
  • Multitool: action delay kept only on destructive actions
  • UI: fixed "saving game" info box obstructed by blur effect
  • Bug Reporter: fixed log file retrieval
  • Bug Reporter: fixed endless freeze while sending report
  • Linux: removed unreliable batch processing in SQLite
  • Linux: fixed water shader depth calculation (added foam on shallow water)
  • Linux: fixed fog shader depth calculation (to exclude sky from being fogged)


Optimizations

  • Terrain Shader: reduced number of texture fetches if not all voxel slots are used
  • Containers, Printers: changed recalculation logic to eliminate lags during container content modification
  • Quality settings: disabled anisotropic texture filtering in default quality settings (except for Ultra)
  • Quality settings: disabled grass on Low setting
  • Quality settings: Sky, Clouds and Water meshes replaced by dynamically generated low poly ones with adjustable quality
  • Bug Reporter: sending screenshots as JPG
  • Bug Reporter: compression of log and text files


Others

  • Bug Reporter: added whisperer (searching for similar bugs before entering a new one)
  • Splash Screen: updated Craneballs logo


[ 2018-10-31 14:42:58 CET ] [ Original post ]

0.9.5.1 Hotfix

Hello Nomads,

We are here today with one little update. We have reduced the emission of wheels, updated the Unity engine and added some other minor tweaks.

Here is the full list of changes:


  • updated Unity engine to 2018.2.7f1
  • reduced light emission of wheels
  • pre-loading of assets to eliminate some lags
  • fixed slow menu response before loading a game
  • fixed slow UI response before displaying Block Catalog
  • pointer in tutorial moved to center of the screen
  • delayed destruction made by Tool to eliminate mis-clicking
  • not displaying center of mass in Build Vision by default


[ 2018-10-10 13:45:08 CET ] [ Original post ]

0.9.5.0 Gleaming Wheels



Hello Nomads,

After some technical difficulties we have finally managed to build and upload a new update for the game. You can enjoy little design change on wheels - they are now backlit, so you can easily see which ones are powered properly.

There is also a small but very handy improvement in building system - you can change the distance in which you build new blocks. Hold the shift key and use mouse wheel to move the block forward/backward to place it precisely without moving the camera. If you set the distance to maximum, you will get behavior similar to old building system - blocks connects to the place you point instead of trying to find side or back faces.

The last meaningful change is integrating the Bug Reporting Tool into the game. When you experience some strange bug, you can call it directly from pause menu or main menu and send us the details about the problem. A screenshot as well as game logs and save files are attached automatically.

Here is the complete list of changes:


  • added emissive effects on Wheels when powered
  • adjustable ghost block / ghost blueprint distance - hold shift and scroll mouse button to change the distance
  • new Bug Reporting Tool (in main menu and in-game pause menu)
  • fixed low FPS in intro cinematics
  • blocks in terminal are ordered alphabetically
  • auto-generated block names (with numbers) are saved now


[ 2018-10-01 15:58:44 CET ] [ Original post ]

0.9.4.0 Terminal in Cockpit



Hello Nomads,

We have just released an update that allows you to comfortably use a terminal directly from a cockpit. No more exiting the cockpit and searching for a terminal. To do it, you need to build a terminal on your vehicle, and connect it to electricity. Then you can press "T" key (or whatever key you bind it in options) and voila - terminal appears.

Also we have added functionality to update your blueprints in workshop and also blueprint tagging. And last but not least, we have fixed some issues, mainly with uploading blueprints functionality.

Here is the full list of changes:


  • access to terminal from cockpit
  • blueprint tagging and editing
  • fixed bug that broke blueprint upload/download functionality
  • fixed jammed trigger on tools and weapons
  • fixed options tabs rendering in pause menu
  • hidden distant electricity connections


[ 2018-09-18 15:47:07 CET ] [ Original post ]

0.9.3.1 Hotfix

Hello Nomads,

Some of you have experienced issues trying to build a blueprints containing Interior Cockpit. We've found the cause and released a hotfix now.

List of changes:


  • fixed building blueprints with Interior Cockpit
  • modified weights of new cockpits


[ 2018-09-14 14:40:04 CET ] [ Original post ]

0.9.3.0 New Cockpits



Hello Nomads,

New update is here and we have some blocks for you. Especially new Cockpits. You can see one of them on top of Bipolar Bear's blueprint in the picture above. In addition to speedometer, all Cockpits now have an alitmeter.

We have also added new shapes of Stairs and Railings and a special block - Plant Pot - you can use it as a decoration or as a source of some food.

Here is the complete list of changes:


  • new blocks

    • Plant Pot
    • Stairs One Step, Half Stairs, Stairs Joint
    • Railing Corner
    • Interior Cockpit, Standing Cockpit
    • Pylon with Light

  • added alitmeter to cockpit GUI
  • no electricity consumption of Wheels, Hover Pads and Hover Blades when idle
  • added author name into blueprint metadata
  • optimized electricity circuits recalculation
  • some minor bug fixes (building locked blocks, calculation of welding resources)


[ 2018-09-12 15:36:07 CET ] [ Original post ]

0.9.2.2 Hotfix

Hello Nomads,

Today we have just a tiny update with some minor bugfixes for you.


  • fixed missing blueprint thumbnails on Linux
  • fixed inaccurate solar panel power calculation


[ 2018-08-31 12:23:42 CET ] [ Original post ]

0.9.2.1 Blueprint Update



Hello Nomads,

After time, here we are again with new update for Planet Nomads. We have finally managed to fix bugs caused by upgrading the engine. Hopefully it will resolve all of your issues, so we also removed the unity2018 branch.

In this version we also bring long awaited blueprint features and we are looking forward to see our workshop full of your best creations! There also some rendering optimizations done and we want to continue with optimizing game scripts and physics.

We have changed a lot during last weeks so the list of changes could not be complete, but here are the highlights:


  • Built with Unity 2018.2.4f1 (and fixed related bugs).
  • Blueprints with Steam Support (more info in our forum post).
  • Bigger block catalog, more consistent order of blocks.
  • Added new blocks as a reward for Kickstarter backers (they received instructions how to redeem them via Kickstarter private message).
  • Various rendering optimizations (more info in our blog post):

    • merged cameras together and changed way of universe simulation
    • added options for low performance computers - lower quality models, dynamic resolution

  • Save files moved to the new folder.
  • Added news box into main menu


[ 2018-08-29 14:21:42 CET ] [ Original post ]

0.9.1.0 Beta Branch

Hello Nomads,

We have received a great feedback on 0.9.1.0 build from you. This is the version build in Unity 2018. Some of you reported bugs while other didn't experienced them and consider the newer version the better.

We have reverted back the main branch to last stable version. But if you prefer to play the newer version, you can now subscribe to our beta branch called "unity2018".

Just please do not report bugs in this version. If you have strong believe that you you have discovered some unknown bug in 0.9.1.0, please test it also in the main branch, and include information about branches you found it in.


[ 2018-07-25 11:05:49 CET ] [ Original post ]

Reverting back to 0.9.0.4

Hello Nomads,

We are very sorry about it but our last two updates introduced more troubles than improvements, so we decided to roll back to 0.9.0.4 release.

We need some more time to put things in order. Now, we are unsure if we'll find solution to Unity 2018 related bugs or need to stick with an old version of Unity forever.


[ 2018-07-16 20:07:04 CET ] [ Original post ]

0.9.1.1 Hotfix

Hello Nomads,

You've probably noticed problems with cursor not locking in the last release. It's a known bug in Unity 2018.1, so we build today update with Unity 2018.2 and added some tweaks. It should be better now, but far from ideal. It also means that game will run even when minimized - it's a side effect of that workaround.

Also on Linux, there was a problem with duplicating letters in input boxes, that should be also fixed by this release.

However, we've noticed that some textures in game are currently pixelated a little bit, we know about it but don't know the reason. But we'll try to fix it soon.

One last change in this release is that we've updated our block shader to new API, and now blocks aren't so dark as in the last release.


[ 2018-07-13 20:53:45 CET ] [ Original post ]

0.9.1.0 Unity 2018

Hello Nomads,

Current update does not bring new features, it's just "under the hood" improvements - this is the first time we built the game with new engine - Unity 2018.1. We do not use the full potential yet, we've just managed to fix all the code and compile it. In the next weeks we look on what could be made better with new Unity features.

As it is very big change in the engine, some bugs may appear and we are ready to fix them soon, just let us know on the forum if you experience any. Thanks for your patience.

There are also some minor changes:


  • fixed music that was muted after diving/emerging
  • made mouse wheel bindable in options
  • added bindable hotkey to hide/show HUD


[ 2018-07-12 18:37:37 CET ] [ Original post ]

0.9.0.4 Bugfix Release

Hello Nomads,

Are you enjoying the Steam Summer Sale? We expected many new nomads to join us during the sale and this is why we prepared the new tutorial.

However, it really bothers us that about a half of players who started the tutorial have not completed it. It is very hard for us to get feedback from disappointed players, they usually leave silently or give a bad review at most. If it's your case, please don't hesitate to contact us on forums if you think the game deserves it. We will try to help you and you could help us to make the game better.

But please be patient, we are just a small team and you are a lot. So, this is the place where we want to say a big THANK YOU to all experienced nomads who helps newcomers.

Anyway, we've fixed some minor bugs in the meantime, so here is the new release - version 0.9.0.4.

Here is the complete list of fixes:


  • fixed some bugs with airblades (sound playing while not completed etc.)
  • removed "destroy" particle effect fired after splitting grids
  • automatically disabling tutorial in new games after completion
  • added notice about changing video settings during gameplay
  • fixed typo in the nickname of the menu background art author, sorry Flakmagnet1701 :)


[ 2018-06-26 17:35:14 CET ] [ Original post ]

0.9 New Tutorial Storytelling System



Hello Nomads,

After long weeks of polishing we have finally managed to release the new tutorial & storytelling system ːsteamhappyː.

If you want to taste the beginning of the story or the way how we want to teach new nomads basic game principles, just start new survival game. Your old saves stays intact.

There is the more detailed list of changes done during the finishing crunch following. Not all versions were released publicly, but all things mentioned are included now in live build.

0.9.0.3


  • fixed achievements wrongly triggered in tutorial
  • fixed default image in teleport selection


0.9.0.2

  • added slideshow of players' creations on main menu background
  • fixed first spawning algorithm to generate better starting positions
  • new (better) default seed for first quick game
  • fixed shadows flickering
  • fixed errorneous stats regeneration at some circumstances
  • fixed some tutorial particles, animations and effects
  • fixed datapad state after the tutorial
  • fixed problem with direct block selection (shift+click in block catalog)


0.9.0.1

  • fixed damage in drop pod in intro sequence


0.9.0.0

  • new story-driven tutorial

    • new mother ship on which story and tutorial begins
    • improved hint system with pointer and triggers that guides you through the tutorial and opens up different parts and function at right time
    • simplified first new game start (quick launch)

  • changed materials gathered from crashsites to ones that are more useful at early gameplay
  • delayed bad weather occurence after game start
  • increased distance of dangerous animals from drop pod
  • multitool secondary beam color changed to red to be better distinguishable
  • reworked GUI windows management - now you can close windows and popups gradually by ESC key
  • fixed some FPS drops with Air Blades
  • reduced maximum distnace of dynamic lights to keep higher FPS


Take care, Nomads!


[ 2018-06-13 12:48:47 CET ] [ Original post ]

Main Menu Background Contest

Hello Nomads,

We need some new content for our steam page and other marketing purposes. And want you to participate on this! We are making a showcase of what is possible to build in Planet Nomads, so we are talking about some megalomaniac builds, being it monumental stationary basis or some clever working or moving creations.

If you want to be featured on our steam page or even the main menu background, please send us the following:
- A screenshot or a link to your gameplay video with timecode
- Save game file (we'll probably need to recompose it a little bit and probably remove game GUI).
- Please also include your testimonial - one or two sentences that describes what do you value on the game the most.


As we are under tight schedule with this, we need you to send it before this Monday (June 11th).

You can post into or to info@planet-nomads.com

Thank You


[ 2018-06-07 14:18:49 CET ] [ Original post ]

0.8.14.1 Bugfix Release

Hello Nomads,

In this release we did just a small bugfix for joint locking mechanism. There was a problem when you loaded locked joint, it returned to its original position. Now it should stay in position you saved it.


[ 2018-06-04 14:10:12 CET ] [ Original post ]

0.8.14: Joint Locking and Light Coloring

Hello Nomads,

New update is out. We have added option to freeze joints in a given position and some tools for coloring lights. More info about all changes is on our development blog:

https://www.planet-nomads.com/2018/05/28/update-0-8-14-joint-locking-and-light-coloring/


[ 2018-05-28 15:36:29 CET ] [ Original post ]

0.8.13 Bugfix Release

Hello Nomads,

These days we are busy preparing the new tutorial and story quests, so only small changes and bugfixes are part of this release.

Here is the complete list:


  • maximum stack size was increased to 100
  • ghost block is less transparent for better visibility
  • double clicking on usable item in inventory transfers it into the hotbar (or into a container if one is opened)
  • resolved issue with conveyor connectors not connecting in some circumstances
  • fixed sudden object movement after sleeping
  • keeping jetpack hover mode enabled after exiting cockpit
  • blocked use and radial menu in cockpit
  • fixed misssing build vision icons on some active blocks (greenhouse, compact medbay, radar)
  • fixed minor UI bugs (text alignment, non-updated texts, digging gizmo)


[ 2018-05-03 15:57:52 CET ] [ Original post ]

0.8.12.1 Hotfix

Hello Nomads,

Sadly, last release had a very serious bug that caused save corruption in some cases with automatic miners. As a result active block data wasn't saved and active blocks were missing after the load. This hotfix addresses that issue, but corrupted saves cannot be fixed. We are very sorry about that. You could try to load older saves or find a backup save in saves folder.

We've also removed height limit of hover blades and changed logic not to count with unpowered blades, as it sometimes made impossible to ascend or descend with air crafts. The whole hover blade code is very patched now, and still far form ideal, so we are considering total rework of it.


[ 2018-04-13 16:34:07 CET ] [ Original post ]

0.8.12 Hot Bars Merged



Hello Nomads,

After long discussions inside the team and with some of you on the forums, we have decided that we do not longer need two different hot bar types. So we removed that short four slot hot bar from the game and you can use building hot bars to carry survival items as well. Hope that will bring more convenience than confusion.

We have also introduced the "blueprint" console command that our Kickstarter Wreck Designer backers will be able to use to send us their creations that we will soon add into the game as new shipwrecks.

The next step with blueprints will be loading them and making some user interface to use it directly from the game not just in console.

Here is the complete list of changes:


  • removed survival bar, building bars now can contain survival items
  • console - added command helps and new command for kickstarter backers for saving their wreck designs
  • modified tool/weapon behavior - removed autohiding and other tweaks
  • modified vehicle building help screen
  • fixed automatic miners - no more vanishing of potencial resources
  • fixed unintended reset of building block rotation
  • fixed some bugs in hover blades
  • disabled jetpack controls during renaming blocks in radial menu
  • removed easter eggs from nests


[ 2018-04-12 15:16:49 CET ] [ Original post ]

0.8.11.1 Hotfix

Hello Nomads,

There was an error in last release that caused application to freeze during load if there were machines making some items. This release fixes it.

Also there is one small change in Hot Bar item count appearance.


[ 2018-03-29 14:15:22 CET ] [ Original post ]

0.8.11 Build Vision Rework

Hello Nomads,

In this update we have made some fundamental changes in how Build Vision is used and some other tweaks in building. Maybe you will need some time to get used to. Many things work differently now but we hope it will save you some repetitive clicking. Let us know what you thing about changes on our forum.

The complete list of changes continues.

Build Vision / Hot Bar / Radial Menu Changes:


  • unlinked Build Vision from building, so you can build without the need to enable Build Vision
  • added "layers" to Build Vision - you can choose what kind of gizmos you want to see by holding TAB key
  • Radial Menu is accessible without Build Vision - BV is automatically temporarily enabled when needed
  • Build Vision does no longer switch Hot Bars - you can switch it by whipping out a weapon (Q key switches to survival bar) or selecting block (B key switches to building bar)
  • Hot Bar remembers your rotation of each block - you can reset it to original state by selecting equipped block again


Minor Changes / Bugfixes:

  • you can gather some loot from Nests, special Easter Eggs are here for a limited time!
  • to reflect recent changes tutorial and hints have been modified a little bit
  • Bio Generator is now earlier in the Tech Tree - you build generator first and appliances later
  • when you build a Battery, it is fully charged from the start (now also in the survival mode)
  • smoothened camera movement in first person view - should eliminate head bobbing sickness
  • modified Green House recipes to yield more crop
  • Biohazard Treatment, Escape Pod and Stasis Chamber now cures radiation
  • Medium Medbay recipes has been accelerated to be faster than in Compact Medbay
  • Emergency Printer no longer needs electricity after rebuilt
  • jetpack hover status is now saved with your game
  • it is no longer possible to change jetpack hover mode when game is paused
  • fixed some bugs related to swimming when game is paused or inventory dialog displayed
  • jetpack does not burn again if you exit vehicle that you've entered with jetpack enabled
  • fixed fast oscillation of circuits with solar panels (caused low CPU performance in some special cases)
  • fixed physics freeze of distant objects in some cases
  • fixed problems with air blades that caused air crafts unusable after save/load


[ 2018-03-28 17:20:54 CET ] [ Original post ]

0.8.10.1 Hotfix

Hello Nomads,

We've just released a fix that addresses issues with physics freeze causing uncontrollable hover crafts and similar problems.


[ 2018-03-16 14:21:57 CET ] [ Original post ]

0.8.10 Hotbar tweaks



Hello Nomads,

We have started this update with a serie of building interface improvements. You can now use 10 hotbars with blocks. Switch between them with shift + number. If you prefer one-time use of a given block, click with shift in build catalog and you can build without using a hotbar. You can also use text filter in block catalog.

In this release we have done some changes in the way how your buildings and vehicles are treated. This should fix troubles like vehicles merging with buildings during save/load as well as disappearing of big bridges while you still stand on it. Those changes are still in evaluation, so let us know if you find some issues with it.

Last but not least, we have added three long awaited block types with conveyor ports.

The full list of changes follows.


  • New features:

    • ten "pages" in building hotbar, use shift+0..9 to switch them
    • shift+click in block catalog equips block without using hotbar
    • filter by name in the block catalog
    • weather in advanced survival settings


  • New blocks:

    • ceiling/floor block with conveyor port
    • interior wall with conveyor port
    • six way conveyor


  • Bugfixes:

    • not unloading big bridges while walking away from its origin
    • physics freeze of distant vehicles to overcome some bugs on unloading
    • saving vehicle movement speed
    • saving unfinished work of printers
    • fixed ghostblock jitter
    • fixed occasional missing drop pod and other wreckage
    • fixed randomly vanishing electricity connections
    • fixed center of mass indicator misbehavior
    • fixed jetpack hover mode (didn't descend at max height)
    • item dispenser disables on entering vehicle


[ 2018-03-15 18:07:23 CET ] [ Original post ]

0.8.9.1 Daytime Hotfix

Hello Nomads,

Sorry for the bug in custom setting of daytime slowdown multiplier. It caused stopping of the sky and the whole universe in older custom saves. This hotfix should resolve it.


[ 2018-03-02 15:29:56 CET ] [ Original post ]

0.8.9 Deuterium Generators



Hello Nomads,

New update is out with two new blocks - Deuterium Generator and Small Deuterium generator. The first one is good for your bases, the latter for energy-intensive vehicles.

We have also improved the Build Vision. It now indicates the center of mass and total mass of each grid, so you will be able to design more stable air crafts.

Last but not least, you can now turn on/off your machines directly from their inventory, using little button in the top-right corner, without bothering with radial menu.


Here is the full list of changes:


  • added Deuterium Generator and Small Deuterium Generator
  • added indication of mass distribution to Build Vision
  • added option to alter the duration of daytime
  • added switch button into block "Use" GUIs
  • optimized first generation of the world (generating wrecks phase)
  • optimized game saving/loading, mainly on non-SSD drives
  • modified console to pause the game
  • fixed physics glitch when descending into water with jetpack in hover mode
  • fixed building positions on block "Reinforced Wall Ext/Int Conveyor Joint"
  • fixed planet map update after beacon rename


[ 2018-03-01 17:04:14 CET ] [ Original post ]

0.8.8 Connecting Conveyors



Hello Nomads,

In today's release we present new block for connecting conveyor systems. If you cannot fit pipes from different grids, just bring them close and put Conveyor Connector on each end.

We have also added two different shapes of solar panels and one new type of cockpit. The new cockpit is made mostly of glass so you will have better view, especially under your feet.

Last but not least, we have unlocked 3 new languages in menu. It's not 100% completed, but very near to finish.

Here is the complete list of changes:


  • new block Conveyor Connector - to join conveyors from different grids
  • new block Glassed Cockpit - for better maneuvering of your air crafts
  • new blocks Flat Solar Panels and Sloped Solar Panels
  • new "beta" languages: Russian, Portuguese (Brazil), Czech
  • optimized mass recalculation
  • fixed conveyors recalculation when grids are split
  • fixed vanishing buildings when last part of terrain chunk is deleted


[ 2018-02-15 16:03:14 CET ] [ Original post ]

0.8.7.1 Bugfix

Hello Nomads,

Today we have just a small update, consisting mainly of fixing error in block colorization and some other minor tweaks.

Full list of changes:


  • fixed missing materials (air blades that become pink suddenly)
  • increased maximum distance of the camera in 3rd person view
  • radial menu / inventory "Open" disambiguation
  • fixed recalculation of remaining power in generators after load
  • inverted display of selected color in color picker


[ 2018-02-02 13:27:33 CET ] [ Original post ]

0.8.7.0 Colorful Blocks



Hello Nomads,

This update brings one longely awaited feature - block coloring.
While using multitool, you can pick a color from our palette using middle mouse button (you can change it in options, of course) and then set this color to existing blocks using primary multitool action (left mouse button). Newly built blocks are colored automatically.

Here is the list of other changes:


  • finally resolved conveyor loading freeze issues
  • added recipe for seeds to greenhouse
  • added Ryu Tamaru story line
  • fixed missing tutorial parts
  • tweaked building "ghost block" gizmo appearance


[ 2018-01-30 20:48:39 CET ] [ Original post ]

Rollback to 0.8.6.0

Hello Nomads,

Because the last bugfix 0.8.6.1 seemed to introduce more bugs than it solved, we've decided to roll back to 0.8.6 update (0.8.6.0 release). We are actively working on preparing new release that will fix all the issues.

Sorry for your troubles.


[ 2018-01-25 16:19:46 CET ] [ Original post ]

0.8.6.1 Hotfix

Hello Nomads,

Some severe bugs unfortunatelly got into last release, sorry for that. Please update to this hotfix.

It fixes following bugs:


  • low performance / freeze during load of game with lot of conveyors
  • errorneous vehicle behaviour when mixing different sizes of air blades
  • unlimited energy from generators after load of survival game


[ 2018-01-24 10:41:14 CET ] [ Original post ]

0.8.6 Large Air Blade

Hello Nomads,

This release brings promised Large Air Blade block. It means more power and less adjusting for your large aircrafts.

We've also included some little tweaks to physics, building system and game performance.

Full list of changes:


  • New block: Large Air Blade
  • Switches disconnected by distance automatically reconnect on comeback - useful for recharging batteries of your rovers
  • Improved physics stability (changed the way how inertia tensors is computed)
  • Building system tweaks:

    • disabled grid snapping if not possible to build in given place
    • changed build distance for different block sizes
    • added effect on block removal

  • Performance tweaks:

    • added object visibility distance settings: low and very high
    • added option to completely disable decorative grass objects
    • fixed slow loading of saves with many pipes
    • disabled planet map rendering where not necessary
    • changed order of rendering distant trees
    • dynamic object batching


[ 2018-01-18 18:43:04 CET ] [ Original post ]

0.8.5 Free Energy

Hello Nomads,

New year is here and we are back on our thursday update schedule. This week we bring Solar Panel, Water Pump and some minor fixes.

Full list of changes:


  • Solar panel - recharge your batteries without wasting resources
  • Water pump - aka. mining machine for dirty water
  • Teleporting will not heal you anymore
  • Decreased regeneration in Stasis Chamber
  • Removed functionless Extraterrestial Datapad


[ 2018-01-04 17:58:56 CET ] [ Original post ]

The Final Update of 2017 with Gifts and Contest



Hello Nomads,

Hope you have all the gifts for your closest ones ready already. We're here with the last update of 2017. The solar panels ain't gonna make it this year, but you can count with them in January, as a belated Christmas present.

Speaking of presents, if you start a new Survival game, boxes with rare materials and high-end equipment (jetpack and multitool) will await you on the planet. If you make a video of finding them, you can enter a contest for a physical box. The survival box of PN-branded goodies and a firestarter.

Here's more info on how to join:

Happiness Only Real When Shared Contest

You are surely wondering what's coming in 2018. In that case, the final blog post is for you.

Things Coming in 2018 do include Steam Workshop


What else is there... yes... we owe you a big thank you. For everything. We wish you a Merry Christmas, with family, friends and lots of free time!

All the best in the New Year, and we'll see you soon.
-Craneballs out (for now)


List of 0.8.4 changes:


  • Christmas gifts (only in new survival games)
  • Longer conveyor blocks (4 and 8 units long)
  • Surround sound - if you have more than 2 speakers, visit options
  • Fixed mining machine stopped working without a reason
  • Fixed buggy wheel material
  • Fixed rename in radial menu
  • German localization nearly finished, all thanks to Justin Heuer


[ 2017-12-21 18:23:22 CET ] [ Original post ]

0.8.3 Looting Wreck

Hello Nomads,

This week's upgrade brings up some lootable wreckage for newly crashed survivals and adds a few function and interface enhancements that you proposed on our forums. Thank you for all your excellent ideas.

Here is the complete list of 0.8.3 changes:


  • The initial crash-site now contains wreckage with loot
  • Massive Mining Machine rework - select the resources you want to mine and disable overfilling of connected containers
  • Filter connected blocks by name and type in Terminal
  • Bind Radial Menu buttons to keyboard
  • Enable/Disable Switchboard by a single press of a button (default E)
  • Fixed the long troubles with some keyboards and controllers! (no more crashes and frozen keyboards)
  • Minor bugfixes


Enjoy and take care, Nomads!


[ 2017-12-14 17:29:55 CET ] [ Original post ]

0.8.2 Jetpack Hover Mode

Hello Nomads,

as promised in the blog post last week, today's update adds Jetpack Hovering Mode together with a couple more things discussed with you. Such as the weight blocks info.

Here's a complete list of the 0.8.2 changes:


  • Added hover mode to jetpack
  • Allowed radar to be built on buildings and vehicles (scan has to be activated manually when outside a scanned area)
  • Batteries recharge automatically in Creative mode when depleted
  • Disable suit voice in the options
  • Added weight info to block tooltips
  • Fixed menu layout on 16:10 wide screens
  • Added datapad and map keys into tutorial sheet
  • Autosaves are now specifically marked in the list of saves
  • Minor bugfixes (light sensor, generator, electricity vision, player animation, block deconstruction,...)


Enjoy and take care, Nomads!


[ 2017-12-07 18:57:26 CET ] [ Original post ]

0.8.1 Monuments Achieved + Fixes

Hello Nomads,

the week of sale and the 0.8 major update is successfully over. Planet Nomads has maintained its ratings and it looks like it's on its way to finally getting over the magical 70% rating.

What's next? We are still discussing all the features that are coming for the next major version, for more details, check today's blog post below.

Feedback from 0.8 and the next steps

Today's update is fixing the issues you brought up in the forums and adding a few more life-improving features. Here they are:


  • Fixed automatic door opening and decreased energy consumption
  • Added thumbnails for saved games
  • Monument achievements
  • Enlarged the active area of radial menu
  • Close radial menu by pressing the "C" key again
  • Dismiss inventory window when far away from block
  • Multiple bug fixes and optimizations


Happy Nomading!


[ 2017-11-30 17:29:57 CET ] [ Original post ]

Control the Skies in 0.8 - Monumental Travels

Hello Nomads,

a second major update since launch has arrived. Update now and go hunting for the alien monuments.

https://youtu.be/M9ekMYgACGs


Flying tip: For best stability and performance, place the air blades on top.



Fly away, Nomads. And don't forget to review Planet Nomads here on Steam if you haven't yet.

Happy Nomading!
-Craneballs


[ 2017-11-23 17:20:57 CET ] [ Original post ]

0.8 Flying Update Tomorrow, 30% OFF Today.

Hello Nomads,

At this moment you are 24 hours away from the 0.8 update dubbed Monumental Travels.

It's been a little over three months since 0.7 in August. Actually thirteen weeks and eleven smaller updates launched on Thursdays.

You probably know what's coming, but just in case, here's a pic to refresh your memory:



To celebrate the six months for which Planet Nomads has been out since its launch in May, we're joining Steam Autumn Sale today with a 30% OFF.

How many times did we thank you on our journey together? Not enough times! There will always be room for another one.

So thank you, Nomads, from the bottom of our hearts for cruising with us from one milestone to the next. Wondering how far we get with 0.9? You and us both, Nomads. You and us both. Stay tuned.

-Craneballs


[ 2017-11-22 17:51:23 CET ] [ Original post ]

Terminal - Central Grid Control [0.7.11]

Hello Nomads,

the final update before 0.8 is here today. Contrary to popular belief, there won't be a wipe, so no worries about losing your saves.

Today we have two features, a performance fix and a bug fix.


  • Terminal - block for central setting of all functional blocks on a grid
  • Spanish (Mexican) - big thanks to Jecsham Castillo
  • Removed special filters from a few sounds
  • Animals no longer damage and hit you through walls


Now the terminal should give you some joy before the massive goodies come next Thursday, which will include flying blocks... or rather blocks that enable flying vehicles.

We're commemorating Struggle for Freedom and Democracy Day tomorrow and enjoy a longer weekend, and next week we bring you the good stuff.

Happy Nomading!
-Craneballs


[ 2017-11-16 17:57:12 CET ] [ Original post ]

Customize Your Planet and Balance Your Difficulty [0.7.10]



Hello Nomads!

The first of the three major November updates culminating in 0.8 on 23rd November is here today. It brings the much anticipated game customization.

Some of you will appreciate the ability to turn off the rain, others will dial down on the number of animals, or you may want to experiment with the planet size or water level, the point is everyone can find the right balance of their game now.

Here's a complete list of 0.7.10 changes:


  • Choose from three preset difficulties to match your play-style
  • Create your own difficulty mix by setting the length of the night, weather, attributes regeneration and more
  • Create the world of your desire - set the planet size, water level, animal density, terrain roughness, dangers and more
  • Character attributes are now more responsive to the flow of the game (you get cold much faster after exposed to rain, and regenerate faster when you hide from it)
  • Attributes are now invisible in Character Screen - you only see the applied Conditions now to make things more straightforward
  • Other major changes made to Survival mechanics, find out
  • Extreme biomes are more deadly and require you to have a better equipment to survive in them
  • Hoverpads fixed to hover on their own in the hover mode (without the need for a cockpit)
  • Costs of some components lowered
  • Wind volume decreased to match the sound of rain
  • Wheels now a lot less effective under water
  • Player spawner reworked to not spawn you above the atmosphere


[ 2017-11-09 17:31:13 CET ] [ Original post ]

0.7.9 Livelier Biomes with Environment Sounds

Hello Nomads,

today's update is a cosmetic one, but it should still make you happy. The upcoming weeks leading to 0.8 though, will make you truly happy. The 0.8 major update is coming on 23rd November, and the two updates in between bring planetary customization and central grid control.

More details and a surprise in today's development blog post .

0.7.9 Patch Notes


  • Biomes become livelier with environment sounds
  • Reworked icons for all Component items to make them more distinct from each other
  • In Creative mode it is now possible to delete blocks with just the right mouse button - no need to have any block selected
  • Fixed a bug connected with entering the droppod with Multitool equipped



Oh, and the hoverpads not working without cockpit in a hovering mode - that was an overlook on our side, not the intended behavior. We only realized our mistake today, so a fix didn't make it through, but it will be in next week's update.

To the skies!


[ 2017-11-02 18:37:25 CET ] [ Original post ]

Floating Foundation Now (Officially) In [0.7.8]

Hello Nomads,



Floating foundations are officially here. Some of you, such as soulguard with his screenshot above, have discovered them even earlier, as the Tech Tree unlocked them prematurely. Now they are part of the Creative Mode too!

Their intended purpose is for building bases on water. Their actual use depends on what ideas you come up with.

Here's glabifrons':

https://www.youtube.com/watch?v=yPaco0D2q1M

Hover-pads have lost its hover power setting, as we've added block naming to the radial menu and there's no more room for it. This change is important for the upcoming central control block - as you're only able to identify individual blocks (wheels, pads) by their name in the terminal's setting screen.

To counter this loss, we've increased the default setting to the highest one - hope this makes most of your creations fully functional again.


Full 0.7.8.0 Patch Notes


  • Added Floating Foundation block
  • Hover pads hover height has been increased from 2 meters to 2.5 meters (highest setting)
  • Aggressive flies from hazard world objects now cause less damage
  • Aggressive flies are now bigger and more distinct with colors
  • Changed Graphic Presets in Graphics Settings to a more balanced out performance - this should help FPS go up for less powerful rigs
  • Decreased Jetpack sound volume


Happy Nomading!


[ 2017-10-26 18:58:14 CET ] [ Original post ]

0.7.7. Smoother Hovering, Block Naming... in French

Hello Nomads,

We're back on track with the update schedule after the detour to Unity 2017. Today's update is bigger because of that (700 MB). This is due to asset recompilation, so don't go looking for additional content in the world... not just yet.

The floating pads are not in this update either, as we are still making adjustments, but they are coming next Thursday.


0.7.7.0 Patch notes

- Fixed the bug shutting down hover-pads after splitting them from the grid they were on
- Added French localization - thanks to Eric Rosson
- Switch between hover mode and OFF mode is now more gradual
- All function blocks can now be renamed on the last position in Radial Menu (important for the upcoming updates)
- Hazard fungus lowered to closer to the ground
- Slightly increased world reflectivity for better visual experience
- Wheels no longer have speed setting in Radial Menu - all wheels are set to highest speed by default
- Basic tutorial simplified to not overwhelm new players with information
- Swarms of fireflies around bushes and trees with fruits and herbs now bigger to make them more visible in the world
- Added swarm of flies around hazardous bushes to warn players


Thanks for reading, thanks for your patience.

-Craneballs

PS: To make up for the delay, Hanka has prepared a set of Steam trading cards, emoticons and backgrounds for you. Coming to you once approved by Steam.


[ 2017-10-19 17:18:13 CET ] [ Original post ]

The Unsuccessful Update to Unity 2017

Hello Nomads,

In order to not let you wondering clueless when's today's update is coming, we're having this small update. Unlike other Thursdays, we won't have an update this week, as we have the project locked in at this moment.

We thought we would be able to update to Unity 2017 this week (we started the work last week already), but the performance of the game built in the 2017 version of Unity is about 10 FPS slower in general. That's something we don't want, do we?

For more details, check today's blog post:

A Minor Setback


Next Week

In a week's time, Planet Nomads is getting a floating block to be used for structures on water surfaces. Also a fix for that annoying hover-pads bug, where a hovercraft falls flat when built on an existing structure when the jack is removed.


[ 2017-10-12 18:09:05 CET ] [ Original post ]

0.7.6 Hovercrafts

Today, we're bringing you a one-liner - hovercrafts!



They come with two modes.



This is where you choose:



This is one possible alternative use of the hover-pads.



That's because they run even without you controlling them from a cockpit.

Happy Nomading!

Oh, and the wider round cockpit we forgot to add to survival, that's fixed too. (Thanks OG!)


So officially speaking, here are the patch notes:


  • Hover-Pads
  • Fixed the missing new cockpit in Survival



[ 2017-10-05 16:17:49 CET ] [ Original post ]

Physics Improvement Fix 0.7.5.1

Hello Nomads,

Today is more of a patch than update, however it does come with changed physics calculations and our preliminary testing shows very promising results. It’s up to you to (we hope) confirm.


  • Fixed the recent troubles with suspensions (when removing them, splitting a grid, etc.)
  • Improved physics calculations, hoping to further eliminate the nasty shaking
  • Reintroduced tutorial for Buildvision and wheels (merged into a single vehicle tutorial, F5)
  • Alt + click collapses/expands all containers
  • Fixed a crash after quitting to main menu from sleep
  • Hides “Press E to Use” when a radial menu is open
  • “Divided” wheel sounds by offsetting the sound of wheels to each other


Next week, the hovercrafts are coming, way earlier than expected.

http://www.planet-nomads.com/2017/09/28/a-quick-physics-fix-patch-today-hovercrafts-coming-up-next/


Happy Nomading to you all!
-Craneballs


[ 2017-09-28 17:34:09 CET ] [ Original post ]

0.7.5 with More Wheel Juice, Steam Achievements Improvements

Hello Nomads,

based on your mighty feedback and suggestions, here's the list of the changes and improvements in today's update. We've also added Steam achievements for achievers and Chinese localization for the Chinese.

We're still looking for more languages. German and French and Russian is a work in progress, so if you'd like to lend a hand, let us know.
(You can e-mail Daniel directly via the contact form at www.planet-nomads.com.)


  • A wider Mk2 rounded cockpit makes it to the game for symmetrical vehicles
  • Improved third person camera for vehicles - should behave more naturally now
  • Added Chinese localization
  • A pack of achievements have been added for the achievers
  • Fixed a low resolution of Suit and Jetpack icons
  • Fixed a bug that caused aggressive flora projectiles to stay in a scene and clutter up RAM
  • The multitool animation for equip/hide now much shorter
  • Increased power and speed for the big wheels
  • Tutorial hints now no longer blink while sleeping
  • Fixed multitool and weapon bug which occurred when pressing Reload multiple times while reloading - it no longer consumes multiple Batteries


There's a lot more in the making, including the hovercrafts.

Happy Nomading!


[ 2017-09-21 16:24:12 CET ] [ Original post ]

Mobile Base Wheel Is Here (0.7.4)

Hello Nomads,



The work towards the big November update continues and today brings the big wheel to use in connection with those monster trucks, behemoths and mobile exploration platforms.

Check how the new energy system will work in today's blog post with schematics for different energy scenarios.

As for today's 0.7.4 update, here's what's new:


  • Added large wheels for huge trucks and mobile fortresses
  • Added large suspensions for the mobile base wheels
  • Improved model and symmetrical texture for the terrain wheel
  • Fixed crosshair progress bar not working properly when continuously destroying world objects
  • Accessing blocks with the E key now works instantly (previously required holding the key, sometimes resulting in not opening at all)
  • Decreased rate of heavy rain in some biomes
  • Fixed duplicate entry for Manacourt logs
  • Changed order of blocks in Building Blocks Catalog to be in line with their order in the Tech Tree


Happy Nomading and let us know if the big wheels need any adjustments.


[ 2017-09-14 17:39:51 CET ] [ Original post ]

0.7.3 New Vehicles Are Possible

Hello Nomads,

Now that the plan is set all the way till November, we have started working on those major features that are going to make their way into Planet Nomads in the upcoming weeks such as advanced planetary and game settings, proper energy system, central grid control and more.

We have spread the team to work on these all at once, so today's update is more of a cosmetic one, but still brings something new.

New Alternative Wheel Model

This is not the big wheel for mobile bases we announced. The big one is coming later on together with bigger suspensions.

Some of you may remeber this one from the alpha. We decided to change it for the EA release to the more rover-like wheel you all now from Planet Nomads, but looking at some of the older builds it feels like this one should also be part of Planet Nomads.

New Alternative Small Cockpit

This one no one has seen before. It's just a fresh-looking cockpit with some modern curves to it. Feel free to experiment.


Used together, they create vehicles that may look like this one.



Improved Tree Sounds

Tree sounds is the final part of today's update with balanced volumes of the big ones falling and more sounds when you destroy them.


So that's it for today, once we make progress on the other features, you'll see them!

Take care, Nomads, and enjoy the new vehicle designs.
-Craneballs


[ 2017-09-07 16:26:11 CET ] [ Original post ]

Power to the People and Symmetrical Cockpit - 0.7.2 Update

Hello Nomads,

There are a couple of things you'll enjoy now with this update, and a couple more you'll enjoy in November. That's right. The Roadmap for the next two and something months is finally up, on our blog post. Feel free to discuss and let us know your thoughts. It's been very much decided (took a long time), but we're in Early Access after all and we listen.


Roadmap to November


0.7.2.0 Changelog

- Symmetrical cockpit has arrived (3 blocks wide)
- Added torque transmission to wheels - pick between speed or power to move in difficult terrain
- Remember last item equipped when hitting LMB (it can be either the gun or the tool)
- Fixed bug where it was possible for player to drown outside of water
- Added components to some wreck blocks - you can acquire them by deconstructing them
- Fixed/added a few localization strings missing
- Italian language is now officially supported, all thanks to Armignacco László from the community
- Animals no longer move vehicles that much
- Animals take more damage upon impact
- Added outline around GUI for better readability
- Decreased price for rover wheel and battery rack

Enjoy the new stuff and symmetrical hill-climbing monster trucks.


[ 2017-08-31 19:50:54 CET ] [ Original post ]

0.7.1 Fixes, Lighter Blocks and Balancing

Hello Nomads,

As you've let us known in the forums, the big 0.7 update last week has brought some new issues and imbalances. Fixing them today's update.

We also feel the guilt of overlooking one switch when building the update last week... for that reason crash-sites did not generate in worlds of converted saves. Which was a big shame! The good news is, you now have them in this update.

We promised to let you know about the next steps this week, but we do need more time as the feedback is a bit surprising and we're still figuring out the best plan of action for the upcoming months. More details in the blog post and more coming when we have them.

https://www.planet-nomads.com/2017/08/24/next-steps-post-0-7/

The Dutch Is In
Big thanks to Coen and Ben for restlessly translating Planet Nomads to their native tongue - with their outstanding drive and devotion, we're happy to announce that Dutch has become the first officially supported foreign language for Planet Nomads.

German, French, Spanish and Italian are nearly finished too. If you want to lend your hand, write an e-mail to Daniel.

And finally...

The Patch Notes:


  • New updated texture for Armor blocks
  • Increased amount of meat in animal loot
  • Increased required amount of Items to craft Super Food
  • Globally decreased mass of all blocks. Improving vehicle behavior
  • Added missing SFX to buttons in workbenches
  • Added visual effect when a new wreck appears on your compass
  • Added notification pop up when you discover a new crash site
  • Increased difficulty in Lava, Desert and Arctic biomes
  • Significantly increased damage output to trees from Multitool
  • Significantly increased loot of Biomass Container from trees
  • Fixed Tropical biome bug where it wouldn't regenerate suit energy and other attributes
  • Immunity and Temperature shield now regenerates much faster in all biomes
  • Rain and Heavy rain now affects Immunity and Temperature Shield much more than before
  • Poisonous plants are now more dangerous if you get hit by their effects or projectiles
  • Fixed some trees that suddenly changed textures when cut down
  • Fixed dynamic obstacle calculation for animals resulting in better pathfinding around player-made objects
  • Increased max stack on Items from 70 to 90
  • Fixed various crashes introduced in 0.7
  • Fixed Radial Menu not working in some instances
  • Added hints for the Datapad/Encyclopedia - Press J to bring it up.
  • Crash-sites will now spawn in worlds from continued/converted saves (sorry for overlooking this!)


[ 2017-08-24 17:11:40 CET ] [ Original post ]

0.7 Planet Nomads Awakening



Dearest Nomads!

The biggest update since we added survival is finally here. Check what's new neatly in one place.




Hope you'll enjoy it as much as we enjoyed creating the update, knowing we were making it for one of the most unbelievable gaming communities.

Cheers guys!

Oh and if you haven't yet, now would be a good time to make that review of Planet Nomads here and step and vote your thumb.


Complete list of 0.7 changes:



  • Significantly increased speed of terrain generation - it shouldn't be possible to move faster than the terrain generates
  • Removed holes from the terrain for better driving
  • Caves removed from terrain generation to speed the generation up
  • Added brand new biome, Temperate Plains
  • Animal AI reworked so animals behave more naturally now
  • Added various specimen of each species (alpha male, female, younglings)
  • Added climate-based animal textures
  • Animals bleed and show wounds when attacked
  • Animals often live in packs, each one taking a different role (hunter, guardian, etc.)
  • Wrecks, old bases and other man-made structures are scattered across the planet
  • Added Datapad with information on Blocks, Items and Animals
  • Added two story lines from astronauts previously present on the very same planet you are on
  • Added intro when starting a new game, right before the crash landing
  • Added new music track
  • Added experimental localizations (German and Dutch) Dutch is nearly finished, big thanks to Ben and Coen!
  • Added Hazard plants - they are able to attack and harm you if you don't pay attention
  • Fixed assault rifle tutorial that could sometimes stay hanging
  • Added old saved games conversions into new ones. This was neccessary with the planet generation change, this way at least materials from old saves is preserved for you
  • Added wreck beacons that show on the compass when you are near wrecks
  • Fixed a lighting bug where water behaved incorrectly when lit by flashlight and lights
  • Stasis Chamber now regenerates more food and water
  • Increased damage of the rifle
  • Decreased size of the planet to make biome changes more dynamic
  • Purified water now requires carbon instead of herb


[ 2017-08-17 20:09:15 CET ] [ Original post ]

Work on 0.7 Continues as Planned - Update Coming Next Thursday

Hello Nomads,

As some of you will know, we're working on the 0.7 update. Because the update is big, the biggest one since survival in March, we decided to skip today's update in order to get over ten days of uninterrupted development into the game.

You're in for a treat, Nomads. The animals can't wait to meet you.





And deadly plants too.



For more info on their behavior and diversity, please check our latest blog post.

https://www.planet-nomads.com/2017/08/10/how-the-improved-animals-will-take-you-by-surprise/

Thanks for stopping by, Nomads.

Take care and keep on being awesome.


[ 2017-08-10 20:20:05 CET ] [ Original post ]

0.6.13.0 Extended Buildvision Improved with Radial Menu Always on Top

Greetings, Nomads,

Another patch is here with the first steps improving the readability of extended BuildVision - you'll always find the radial menu on top now and distant icons will fade out to make way for what's in front of you. There are more changes going to happen in this department.

On another note, just today we merged all the individual branches people have been working on for the past two months - the terrain, the animals, the new biome, the crash-sites - together into a single development branch. These features change the game at its core. Making sure everything works together as expected before the 17th August will consume all our time until the launch. There are several days of testing and changing things and rinsing and repeating ahead of us. For this reason, we need to break the usual weekly update cycle. There will (most likely) not be an udpate next Thursday.

Finally, considering the need for wipe - it is still a necessity happening. The upcoming crash-sites feature is closely connected to blueprints and although we could have spent considerable time to salvage your current constructions, in the end we decided against it. We wouldn't be able to guarantee it worked in every scenario and for everyone, potentially causing more damage than good. So we decided to spend the time elsewhere and do a trade-in for more long-term benefits. That said, we will be able to salvage the materials, components and items from your old saves and you will get them in a container on the new planet if you decide to continue those saves.

List of changes today:


  • Improving readability of Extended BuildVision by adding transparency to Icons by distance
  • Radial Menu is now always displayed on top of other GUI elements
  • Removed the clicking sound when 3D Printer crafts an Item
  • Fixed the bug in Key Bindings where the key was changed without user confirmation
  • Optimized animal path-checking for dynamic obstacles (potential FPS improvements)


The recent development in the rating department has been good. 73%/69% If the trend continues Planet Nomads will be Mostly Positive in two weeks time when the update hits.

Thanks for being with us.

Happy Nomading!


[ 2017-08-03 16:43:02 CET ] [ Original post ]

0.6.12.0 Introducing New Shapes to Planet Nomads




  • Added three new round-shaped blocks
  • Rebalanced costs of basic blocks
  • Optimized saving time of additional block types. If you still experience long saving times, please send your saves for analysis
  • Fixed generators remaining energy not displaying correctly over 24 hours
  • Rocks with metallic veins now have small crystals on them to stand out from non-metallic rocks
  • Winch rope length increased from 20 to 40 meters
  • Winch now comes sooner in Tech Tree
  • Turned off autosaving on Sleeping Bag
  • Improved exiting from the like of Stasis Chambers and Cockpits - should be way less deadly now, let us know


We thank our Nomads for giving Planet Nomads a positive review here on Steam. Looks like if we keep the trend going we will soon hit Positive rating.

If you haven't rated Planet Nomads yet, maybe this update will sway you. Or the next. Or the big one on 17th August. That one for sure. We're talking smart animals, quicker terrain generation, crash-sites waiting to be discovered and more.

Because there's always more coming to Planet Nomads. Once the 17th August update rolls out, we'll sit down to discuss the next features for Planet Nomads and let you know.

Get it rolling, Nomads.


[ 2017-07-27 18:23:32 CET ] [ Original post ]

0.6.11.0 Pull Your Car Out of Trouble



Nomads, the addition of the physics-heavy winch should get your creativity running. Check out how it works in the game.

https://youtu.be/7n2e5LGKpBc


  • Added Winch and Shackle blocks to pull vehicles out of holes using rope. Attachable to any blocks. Use with care. (Rope graphics WIP)
  • Significantly decreased night length - night is now almost four times faster than before while the day speed stays the same
  • Decreased length of sleep from twelve to eight hours to correspond with the change above
  • Rain and Heavy rain particles are denser than ever before
  • Extended tutorial with tips about equipping weapons (It´s the Q button.)
  • Equip weapon is now custom-key bindable in Options
  • Slightly decreased rate of Attributes degeneration
  • Increased multitool power - it now drills rocks, cuts trees and welds blocks faster, resulting in less grindy crafting and building
  • Soundtrack update - no longer one track for each biome. Instead music tracks have been divided into tiers corresponding with biome difficulty levels. In other words - a richer music experience


If you are playing Planet Nomads, please give it an honest review here on Steam. Thanks!

As always, more details in our blog-post.

Enjoy the 0.6.11.0 update and as you say, happy nomading!


[ 2017-07-20 18:39:22 CET ] [ Original post ]

0.6.10 Defend Yourself, Craft a Rifle!


  • Added personal defense rifle - can be crafted in Medium Armory
  • Pressing >> in workbenches/production blocks while holding Shift adds 100x items to the craft queue; holding Ctrl adds 10x items
  • Holding Ctrl while moving an item stack will only take 10 items from the stack
  • Added Medium Medbay - big brother of its smaller predeccessor, with two conveyor slots
  • Added sounds for connecting and disconnecting electricity
  • Adjusted volume for GUI sounds
  • Adjusted volume for Namiku and Nossal (animals)
  • Decreased Multitool's damage output to animals (you have a rifle now)
  • Hotbars can now be custom assigned in Key Bindings (looking at you azerty users)
  • Slightly tuned camera effects


There's also a new episode of Nomadic Journals showing the new animal AI, terrain generation with improved speed and no holes and announcing the winner of the Ingenious Spotlight (and mysterious box).

https://youtu.be/Y3OXRuJkqLg

There's a more detailed info about the upcoming weeks in our blog post.


[ 2017-07-13 18:53:16 CET ] [ Original post ]

0.6.9 Medium Armory Oxygen Bottles



  • Added Medium Armory - bigger, more effective than Compact Armory equipped with two Conveyor slots
  • Added Oxygen Tank for underwater breathing - can be created in Armories
  • Fixed a problem which could sometimes place a wrong texture on Medium FAD Machine
  • Leveled out sound volumes on some blocks



https://youtu.be/lK10WBobKzY


It's on the lean side this week since hotfixes and national holidays cut out a lot of the development time. If all goes well, there's an assault rifle coming next week as well as a new episode of Nomadic Journals with the box reveal and winner announced.


[ 2017-07-06 15:32:53 CET ] [ Original post ]

Hotfix 0.6.8 - Fixed spawning in ground space, dense fog more

Today's hotfix addresses the most itching bug since latest version:


  • Fixed spawning in space, dense fog, instant attributes drops, unable to mine with multitool and escape pod buried in ground by forcing the game to start in English localization.


Why yes, you read that right. Fixed by switching to English localization.

We are starting to localize the game and so we have implemented scripts that allow us to change language on the fly. No translations in yet, but the background is there. And for some reason, Planet Nomads switched the language to the OS native language. Okay, fair enough. We had a fail switch that reverts language back to English if something like this happens.

But, what we didn't account for... some languages uses comma instead of dot in decimal numbers. When the languages switched back and forth, it also screwed with our internal numbers and this is where you get all the bugs - like instant attributes drops or spawning million kilometers from the planet, unable to dig or really dense fog.

Game development - magical land where languages breaks whole game. For Nomads sake, even the Pi number got hit by this issue like a train! That's why some people started spawning in space.

Well, this was just a little insight why some bugs are easier to spot and fix than others. Thank you for your patience and see you Thursday with more update goodies.

Petr

PS: In case you miss Dan, he is on a well deserved vacation and will be back in a couple of days. He miss ya all.


[ 2017-07-03 16:13:05 CET ] [ Original post ]

Hotfix 0.6.7 - Refinery, Fuel balancing more

Hello Nomads,

This week's update has been to a rocky start. Fortunately, we've been able to find most of the glaring issues and come up with a hotfix that should take care of them. We've also used this update to rebalance some issues with fuels and new automation system. See the full changes below.


  • Refinery block has been added to tech tree
  • Significantly increased lifetime of all fuels
  • ALM is now available in 3D Printer for crafting
  • When 3D Printers and other workbenches fill their inventory space to the maximum they stop working and remain that way even after space is made. This no longer happens
  • Wheels now require less energy to run
  • Increased inventory space of Printers
  • Large Green House now require less energy to run
  • Emergency 3D Printer now has Extended Build Vision
  • Now it's not possible to put into generators items other than Fuel
  • Putting items into Mining Machine is not possible now
  • Renamed Battery block to Battery Rack and it's description to better communicate it's purpose
  • Resolved problem where Printers can duplicate items on rare occasions
  • Extended Build Vision graphics has been slightly decreased in size
  • Sleeping bag has been added to Medium 3D Printer
  • Fixed a possible cause for inverted fog and depleting attribute values (if this problem persists, please let us know)


We hope this will make up for the yesterday's update and let you enjoy the Planet Nomads all weekend long (and hopefully even longer).

Since we've introduced quite a lot of new features, let us know what you think of them - what you like, what you don't like and what you would us to change. We're listening.

And now if you excuse me, I am going to climb to the bed and get some sleep. This has been quite a day!

Take care!

Petr,
Project Manager for Planet Nomads

PS: Thanks for all the support for the support these couple of hours, it helped us all tremendously!


[ 2017-06-30 17:20:16 CET ] [ Original post ]

0.6.6 You Better Plan Your Production



  • Added Large Greenhouse - more effective than its smaller version and coming with conveyor ports
  • Introducing extended BuildVision - you can now see the progress of printers, container space, energy distribution and much more just by looking at those blocks
  • Automated Crafting - crafting now doesn't require resources upfront. This allows you to create queues of items you want to print and supply resources gradually as you get them
  • Number of production queue stacks increased from 70 to 999
  • For players with old saves - if you have any Items in queue in Printers they will cancel and leave resources in inventory/back up box on ground (necessary to change how Printers work)
  • Updated tutorial to teach how new Printers work
  • Generators now require fuel to run and supply energy
    (may need further balancing, let us know how you feel about current consumption rates)
  • Uranium Generator now requires Enriched Uranium to run properly. Enriched Uranium can be refined from Uranium resource in Refinery block.
  • Optimized container GUI performance that could freeze the game if multiple containers were stacked together
  • Suit Battery has been changed to Battery Cell and is now used to fuel the Battery block. It can also be found in 3D Printer now
  • Refinery can now be connected via Conveyors
  • Changed a generation noise for ground veins spawning - this should allow you to find previously un-mineable resources (like Titanium)
  • Crouch has been set to left control (previously was on both control keys which caused issue for some players)
  • Mining machine weight(lessness) fixed


https://youtu.be/8Jicp5tC-Mk


[ 2017-06-29 20:15:37 CET ] [ Original post ]

Here Comes 0.6.5 with Automated Mining Machine



  • Automatic mining machine - a late-game block that does the mining for you
  • Double clicking on an item in 3D printer now adds one item to the queue
  • Fixed dispenser mystically working at 400 meters
  • It rains a lot less on the planets
  • It doesn't get that dark during rains
  • Negative conditions have lesser effect on health, making survival more balanced

    https://youtu.be/3l0KINTzfJQ

    The mining machine is the first step in the upcoming automation. Automated 3D printers are coming next week. More details in our blog post .

    Thank you Nomads, enjoy the new mining block and let us know your thoughts.


  • [ 2017-06-22 18:37:22 CET ] [ Original post ]

    0.6.4 with Item Dispenser, FOV Slider, Key Binding Survival Saving

    This one is bound to make your Nomadic lives better.

    https://www.youtube.com/watch?v=O3Vj9chfjpQ


    • FOV Slider is in! Change FOV separately for the 1st and 3rd person
    • Key Bindings available - Customize your controls as you see fit
    • Basic controller support added (doesn't work in menus and inventories)
    • Item Dispenser added - automatically distributes items from containers and 3D Printers for seamless building
    • Manual Save/Load in Survival - to allow another way to recover vehicles until we fix the underlying issues
    • Multitool Battery can now be crafted in Medium 3D Printer
    • BuildVision On/Off effect temporarily changed to increase performance (improved version coming back soon)
    • Icons of Flashlight and BuildVision updated
    • Sleeping Bag improved - while not at the level of Stasis Chamber it finally provides solid protection against weather and environmental hazards
    • Saving the game is now less performance demanding (will be further improved in the next update)
    • Medium FAD Machine bright material fixed
    • Slightly decreased degeneration of player attributes in starting biomes
    • Fixed tutorial getting stuck on the Basic Frame crafting step
    • Fixed Solar Beacon not working after clicking on Disconnect Electricity (which was removed entirely, because solar power)
    • Fixed emissive lights on blocks not turning off after being disconnected
    • Generator sound volume lowered
    • Stasis Chamber now plays a sound upon entering/exiting
    • Multitool sound under water tweaked



    [ 2017-06-15 19:55:56 CET ] [ Original post ]

    0.6.3 - It’s All About the Physics


    With this update you'll be able to build mobile bases with ease. Wobbling vehicle physics are fixed.

    Plus, there are two little gems of building blocks - hinges and rotating blocks. Enjoy the new physics experience.

    https://www.youtube.com/watch?v=XdInCdPkl-w

    Complete list of changes:

    - Added new building block: Hinge - two plates connected via joint
    - Added new building block: Rotating Plate - two plates connected via bearing
    - No more vehicles flying into space - not even the complex ones
    (If you still manage to get yours flying, send us the save so we can further improve the physics behind this.)
    - Added Medium FAD Machine - a bigger version of the FAD Machine with bigger queue, inventory, faster creation and two conveyor ports
    - Added new building block: Wall with conveyor ports - you can connect inside and outside containers and machines
    - The suit now has a built-in voiced AI that provides information about the state of your well or not-so-well being
    - Reworked the bright underwater fog
    - Workbenches now combine the same items in queue into a single stack
    - You can now split any item stack into halves with Alt + drag & drop (Provisional solution)
    - Fixed generator overload causing the whole energy grid to go down
    - Build Vision GUI now working properly on 4K screens
    - Plants and trees polished with emissive textures - they glow at night making it a little less bleak
    - Increased effectivity of the Medium 3D Printer

    We know you're waiting for the FOV slider and key bindings. Hang in there. They are coming! For now, we hope you'll have fun with the new physics-based mechanics.

    For a more detailed info, check our latest
    blog post .


    [ 2017-06-08 17:42:24 CET ] [ Original post ]

    0.6.2 Quick Update

    Hello Nomads!

    We would like to welcome new members of the Nomadic community and thank you for supporting the development of Planet Nomads this early on.

    It's been a rough start with massive gravitational forces pulling us in every direction imaginable, but after taking everything in, we are happy to announce we survived the launch!

    There have been several hiccups and a truckload of information to process and analyze (thanks for the feedback), but things are stabilizing.

    One thing is certain - there's a lot of work ahead for us. We've outlined the most upcoming features in the "To-Do" list of our Trello board.

    https://trello.com/b/theYNOul/planet-nomads-development-overview

    Consider the features mentioned there as our two-month sprint, but rest assured they will start pouring in gradually and sooner - spread among several updates that are coming in (next week very possible).

    We will specify the most pressing ones in the next episode (#12) of Nomadic Journals on Thursday.

    https://www.youtube.com/playlist?list=PLBq6Wv_bwq05EmrE5y1Um08dvFSerjdTy

    Thank you for your time reading. And here's what you really came for. Hope you'll enjoy the new update. It's the most we could do on such a short notice. There are more pressing issues to be addressed and rest assured we're taking your feedback seriously.


    • Transmission slightly reworked
    • Wheel traction improved a lot
    • Vehicles had brakes installed (just go backward when going forward)
    • Vehicle searchlights found their way to Survival
    • Speedometer added in the bottom right corner
    • Animals have been added to Creative mode
    • Sleeping now wakes you up if any attribute is below 30
    • Sleeping now asks if you want to sleep if any attribute is below 30
      (there are other attributes beside the basic ones, visible on the character screen)
    • Rain and wind sound effect volume lowered
    • Icons of Attributes and Conditions made clearer
    • Icons quality, no more jagged edges
    • Containers no longer connect together if they are built on top of other
      (which could potentially corrupt your saves)
    • Multitool digging revisited - primary mode (LMB is good for mining and finer sculpting. Secondary mode (RMB) costs less energy and takes out bigger chunks, but destroys resources.
    • Multitool now displays a reticle that highlights the area affected
    • Multitool no longer fires instantly, but takes a split second to power up, resulting in less unwanted holes (further changes of tools and weapons in general to be expected)
    • Added new loading tips that better explain major game mechanics
    • Fixed a bug where electric power lines could potentially corrupt saves
    • Texture of lootable iron rock changed
    • Camera effects and weather effects improved (looking at you blue haze)
    • Fixed a bug that prevented leaving the game into menu/OS upon dying


    [ 2017-05-30 18:41:56 CET ] [ Original post ]

    Now Available on Steam Early Access - Planet Nomads, 10% off!

    Planet Nomads is Now Available on Steam Early Access and is 10% off!*

    A sci-fi sandbox game of constructing your own planetary fate. Become a scientist astronaut determined to beat the odds and build great things. The particle-manipulating multitool and enviro-protec suit are your best friends on this journey.

    *Offer ends June 1 at 10AM Pacific Time


    [ 2017-05-25 16:01:20 CET ] [ Original post ]

    0.6.1 Update Marks the First Early Access Version



    - Rebalanced survival to be more forgiving in the beginning
    - Increased amount of starting food and drinks
    - Character's movement is less Stamina demanding
    - Multitool Batteries now cheaper to make
    - Added a feature that wakes up the character if any attribute falls below 30 (also prevents sleeping if any attribute is below 30)
    - Added more interesting loot to animal nests
    - Fixed the bug where unfinished block could potentially ruin saved games
    - Added more sound effects to blocks and environment in general
    - Camera shake has been turned off until it becomes a selection in options in one of the upcoming updates
    - Updated ore icons to be more recognizable
    - Added FOV change for vehicles when speeding
    - Fixed lens flare popping through blocks
    - Tutorial can now be turned on and off in options
    - Fixed a bug causing sleeping bag to constantly increase character's stamina
    - Rename function should now function properly
    - Fixed the block shader where it was possible to look through water bodies
    - Tutorial hints proofread and corrected


    This is the last update that wipes saves. We are sorry about that, but it had to be done as one of the noise generators needed to be changed significantly and the saves wouldn't work.

    This patch marks a new period for Planet Nomads and that's the Early Access. If you are interested in what happens next with Planet Nomads be sure we are too! We'll see what happens during the launch weekend and let you know next Thursday about the road ahead. For a glance into future go through the Early Access part of Planet Nomads Steam store page.

    Huge and massive thanks to our Alpha Nomads who have helped with balancing and improving Planet Nomads and hunting bugs. The game wouldn't be nowhere this good if it weren't for you. We hope to keep working together in the future and we welcome all new Nomads on board. We'll be happy to see you on our forum.



    Happy playing!
    -From friendly peeps at Craneballs


    [ 2017-05-24 21:02:46 CET ] [ Original post ]

    0.5.6 Update with Tutorial, Bug Fixes and Survival Rebalancing

    Added a hint system with tutorial for new players
    - New sounds of blocks
    - Added underwater sound effects
    - Silver stacks increased from 50 to 70
    - Fixed unchecked multiplying of animals
    - Fixed too quickly decaying attributes while sleeping
    - Fixed Emergency 3D Printer weight - it no longer propels vehicles into space
    - Fixed generators not working after leaving the base
    - Hotbar no longer disappears in Escape Pod
    - Changed order of blocks in the Tech Tree (Compact Container now comes much sooner)
    - Inventory increased to 14 slots
    - Game no longer stutters while sleeping
    - Rebalanced survival
    - Added item: Sleeping Bag - you can now sleep anywhere
    - The game displays remaining sleep time
    - New Emergency 3D Printer model and textures
    - Vehicle transmission fixed and now allows hill climbing
    - Added particles while destroying trees, rocks and nests
    - Added camera shake while destroying trees, rocks and nests
    - Rebalanced hitpoints of trees, rocks and bushes hitpoints
    - Trees can be now destroyed by vehicles
    - Battery charges in multi-tool now persist after loading the game
    - Multiple minor bugs fixed


    [ 2017-05-17 19:54:41 CET ] [ Original post ]

    0.5.4 Patch Brings Two New Blocks, Smoother Experience and More Challenge

    Alpha version 0.5.4 (Current)
    ----------------------------------------------------------

    Features:

    - New block added - Emergency 3D Printer
    - New block added - Medium Greenhouse
    - New item added - Seeds. To be used in the Greenhouse
    - Bushes with Fruitage has been split into Fruitage Bushes and Herb Bushes, giving different items
    - Underground Metallic Veins have been split into more groups, giving different resources
    - Improved Underground Metallic Veins texture
    - Added new lootable rocks
    - Loot yield from rocks, veins and crystals has been rebalanced
    - Improved multitool particle effect
    - Rebalanced survival to provide bigger challenge
    - Stamina, Nutrition and Hydratation decrease at faster rates
    - Temperature Shield and Immunity is now more affected by weather
    - Decreased spawn rate of fruitage bushes
    - The crash-landing impact injures the player - temporarily decreased Health, Stamina, Hydration and Nutrition
    - Added new starting items - Multitool Battery, Nutrition Capsules, Purified Water and Bandages
    - Blocks and Bases now provide cover from weather effects
    - Animal path-finding optimized
    - Sandy terrain generation optimized
    - Terrain and water colliders generation optimized
    - Overall scripts optimization
    - Added new sounds for buildings
    - Added new sounds and particles for tree chopping
    - Ghost block now has a new shader
    - Bug fix with multiple World Object generation resulting in performance drops
    - Bug fix with spawning at a wrong place on the planet after loading
    - Improved tutorial screens
    - Suspensions now save pressure strength correctly
    - Added disclaimers about the current state of Planet Nomads
    - Fixed instances where the terrain wouldn't load correctly
    - Other minor and major bug fixes

    Here's Peter explaining the survival mode differences:

    https://youtu.be/sXaZC3Ng6Tg


    [ 2017-05-04 15:47:51 CET ] [ Original post ]

    0.5.1 Update Patch Notes

    Here's what's new in the latest update of Planet Nomads.


    - Able to place blocks closer to the player making building more user-friendly
    - Multitool now has a secondary, energy-free, digging mode for quick terrain shaping. Warning: Destroys all resources
    - Added camera shake upon incoming damage
    - Added blood screen effect upon incoming damage
    - Suspensions now behave more smoothly, increasing the stability of vehicles
    - TechTree now opens new blocks in larger groups
    - More texts within the game has been proofread
    - Jetpack Mk2 now bug-free and craftable
    - Fixed the Grid-Split bug on vehicles which could result in corrupt save file
    - Further survival and crafting rebalancing
    - Trees and bushes now have correct weight (timbeeeeer!)
    - Biomass Container drop rates rebalanced across trees and bushes
    - Doors now behave correctly after placement


    [ 2017-04-18 22:34:38 CET ] [ Original post ]

    Early Access Launch Pushed to May

    Hello everyone,

    This is not the best news, and one we're surely not proud to announce, but in the light of (very) recent discussions we had with our Alpha Nomads and among the team, we decided to postpone the Early Access launch of Planet Nomads.

    The launch is happening in May, we still need to figure out exact details for the game as well as find a new suitable launch window.

    You can find out about the reasons for the delay in our official statement on the PN's website .

    We'll have more details for you on Thursday and keep you updated as the situation develops.

    Sincerely,
    Craneballs


    [ 2017-04-17 20:39:40 CET ] [ Original post ]

    0.5.0 Patch Is Live with Vehicles and Navigation System



    The 0.5.0 is here and there's only one update left till the Early Access launch on Tuesday next week (18th April).

    Important: The update is in the MAIN BRANCH. Don't forget to switch from BETAs.

    We're working around the clock to have our Nomads happy with the game next week. We have optimized the performance and added more graphic options for you to tinker with.


    VEHICLES


    But most of all - vehicles are back! Get your motors running. There's a known bug connected with them, which Pavel is working to get rid off, but for now:

    Known BUG:

    Try to avoid deleting the block that attaches wheel to the main body of the car (usually suspension) as this action results in a database error that stops terrain generation.

    Here's what to DO:

    Delete the wheel first!

    Here's what to DO to fix terrain generation:

    Save and load the game.

    NAVIGATION SYSTEM

    The compass now shows points of interest on the map - at this moment these include the escape pod, beacons you build and black boxes (you'll find out what these are when you die).


    All changes in 0.5.0:


    • Navigation system online
    • Vehicles are back
    • The alpha planet now full of caves and cave-like formations
    • Decreased planet diameter from 64 to 32 kms to speed up the discovery of all biomes (subject to testing and changes)
    • Added more immersive start of the survival game
    • Escape Pod now your new starting point of the game
    • Decreased reflection on blocks
    • Tutorial for vehicles reintroduced
    • More things to tinker in options to fine-tune game's performance for your PC
    • Optimized water and terrain chunks
    • Optimized the way world objects spawn in the game
    • Added 3 new consumables (Dried Meat, Dried Fruitage, Biopaste). Available in FAD Machine
    • Survival rebalancing
    • Crafting rebalancing
    • Fixed Components disappearing while placing blocks at obstructed places
    • Updated Tech Tree
    • Double Clicking implemented in inventories
    • You can use the same button to open/close menus (inventory, containers, workbenches, etc.)
    • Magnetic Jack has particles now
    • Added 4 new Conditions - Hungry, Dry, Tired, Low Oxygen
    • Decreased the number of colliders on some world objects
    • Fixed ugly shadows coming through the glass
    • Animals now defend their nest as soon as you attack it


    So that's it! The decreased planet size means your saves have to go, but you have been warned, Alpha Nomads. We're still sorry about that and certainly appreciate your courage, patience and due diligence when reporting bugs and things that pissed you off. Until next time!


    [ 2017-04-12 20:39:39 CET ] [ Original post ]

    The Opt-In Alpha Branch Updated to 0.4.3

    Alpha Nomads, thanks for your great input on the last week's survival update. We've listened and we have put your thoughts inside the game. Hope you like these!

    Make sure to keep the feedback for each version coming on the
    Alpha forum.

    Early Access public version coming on 18th April, less than 3 weeks now!

    Alpha version 0.4.3 (Current)
    ----------------------------------------------------------

    Features:


    • Block Component List upgraded
    • Components now disappear once used
    • Block Component List visibility is now limited to 10 peters
    • Increased size of Block Component List labels, they now display full name of Components
    • Workbenches now display a warning when turned off, without electricity or when internal inventory is full
    • Moved Foundation to be the first block of the Tech Tree
    • Moved Compact Armory to unlock sooner in the Tech Tree
    • Fixed missing Components in Compact Armory
    • Lowered the material cost of almost every Block
    • Lowered the material cost of almost every Item
    • Voxels and Ores now yield more Resources
    • Voxels and Ores now have a small chance to yield Tier 2 Resources
    • Gatherable Tress and Bushes now yield more Herbs and Fruitages
    • Food and Drink now also replenish a small amount of Stamina
    • Tier 1 (easy) Biomes degenerate stamina, Nutrition and Hydration at a slightly faster rate
    • Increased Player Inventory from 8 to 12
    • Increased Jetpack Inventory size boost from 4 to 6
    • Decreased the cost of Jetpack Mk2, Suit Mk2 and Multitool Mk2
    • they can be acquired much sooner now
    • Fixed some of the tyops
    • Limited how high a character can fly with a Jetpack
    • sky is now the limit
    • Flashlight now requires much less energy
    • Radial Menu On/Off icon is now reading Turn On/Turn Off for easier readability
    • Water Gather speed decreased from 4 to 3 seconds
    • Tutorial hint now appears as soon as you start a New Game
    • Changed HitPoints on some blocks
    • if they appear unfinished when you load your previous Saved Games, just weld them together again and they should be working as usual
    • Solar Beacon has a bigger beam now
    • Animals and Nests HitPoints increased
    • Sharpened textures on trees


    [ 2017-03-29 16:32:55 CET ] [ Original post ]

    Survive Today! Opt-In to Alpha Update 0.4.2

    The long awaited survival update is here today. Meet Godillo, Namiku and the whole pack, equip the new multi-tool and weld great things together.

    Be warned though - this update will delete all your previous saves so proceed with caution. For that reason we have made the update opt-in only.

    You probably know how to get the opt-in branch, but here's a recap:


  • Go to your Steam Library
  • Right click on Planet Nomads, select Properties
  • Go to BETAS tab and select'closed_alpha-survival_update'




    Update Getting Your Keys for Public Launch

    Nomads who haven't backed at the Alpha tier and higher will have to wait a little longer before playing. Exactly three weeks and three days. Planet Nomads will then launch as Early Access here on Steam - on 18th April.

    We know this can get confusing between alpha and Early Access, but let's consider Early Access as open beta, shall we?

    You're going to receive your keys in an e-mail from us on 18th April. So you can grab the code, activate it on Steam and play the game right away.

    See Planet Nomads Taking Shape

    In any case, check the 10th episode of Nomadic Journals where we sum up all the new content coming in today's update and have a great time!

    https://www.youtube.com/watch?v=AK1grU6snrQ


  • [ 2017-03-23 20:47:44 CET ] [ Original post ]

    EA Launch in April and Alpha Update Next Week - Survive!



    What the poster says! Planet Nomads is going to officially open its Early Access on 18th April. That's roughly a month from now. It's going to have survival mode too, with animals both tame and rough.

    Like this inquisitive Godillo doing the wake-me-up rounds...



    If all goes well the procedural terrain will be bent to form little canyons, underground caves and caverns and overhang rock formations.



    Alpha Nomads Get This Update Next Week Already

    Now it will be rough at first. But that's the alphas, right? We're still polishing. Building system is a wee bit wobbly at this point, and will take more than the week to get right, but we can't contain the joy anymore and have to set things in motion for the journey to begin.



    So Alpha Nomads, bear with us! Together we will have a month to bring Planet Nomads to a shiny start as we launch the game in Early Access.


    [ 2017-03-16 20:00:18 CET ] [ Original post ]

    Nomadic Journals #8 - Introducing Survival Mechanics and Death



    Also this newly evolved xenodeer.

    There's actually plenty more inside, so our tip for you is: "Hit play!"

    https://www.youtube.com/watch?v=3mV1uFT6URk

    We're pretty sure the next two months leading to Early Access release will be wild and amazing, and we'll keep you posted on the development.

    Craneballs


    [ 2017-01-27 17:48:18 CET ] [ Original post ]

    Early Access Nearing, Lava Biome Searing



    We have both important and hot info for you. It's been quite some time so let's take a look.

    Road to Early Access

    The way we launched the Alpha of Planet Nomads brought a stable release and we want to use a similar approach with Early Access. This time we'll use the help of Alpha Nomads for intense testing and bug fixing.

    There will be a feature lock-down towards the expected release of the first Early Access version. We will stop adding features for the time being and focus fully on bug hunting/fixing together with Alpha Nomads.

    With this approach Planet Nomads will launch as a stable game, hopefully get positive reviews here on Steam and secure its bright future and further development. That's the plan.

    Alpha Nomads can expect at least one major update before the Early Access launch. It will include the updated visuals and the rest of Planet Nomads - the game.

    As Trello indicates, the months leading to Early Access are all about creating the gameplay - to be able to have survival mode we need to add all those little things like material mining and processing, lists of items and their recipes, recipes for building blocks, functional blocks such as 3D printers, containers and generators with interfaces, player conditions, deadly threats...

    The list goes on and on. It will be no small task. Expect to be part of it all. We're going to have Peter in the next episode of Nomadic Journals, and he will talk about the Early Access in more detail, and tell us the whats and whys.

    The When Of Early Access

    As we see it, the Early Access launch of Planet Nomads will happen in March or beginning of April. The date depends on how well development goes and on other games being released at the time. What's most importantly - you'll know the date long before launch.

    In December Last Year

    Many people on the team couldn't take a rest for the whole Christmas holidays. They kept working on their things. One of these people was Kubat. To get warmed up, he created a lava world. The lava world is the first biome created specifically with the new PBR shader in mind, the one which we introduced last year. So far it has helped Kubat create some pretty impressive stuff.



    Best Upcoming Indie of 2016

    Nomads have voted for Planet Nomads left and right on IndieDB, and so Planet Nomads, the planetary survival sandbox game become the Best Upcoming Indie of 2016. Ending on a lovely 3rd place, two positions higher than the previous year.


    [ 2017-01-13 18:37:55 CET ] [ Original post ]

    Nomadic Journals #7 - Great Graphics Overhaul in Video-Action

    As promised, here goes the new episode of Nomadic Journals.

    Happy watching!

    https://www.youtube.com/watch?v=1w4H02YifgA

    If you want to hop on the alpha, now would be the time to check out Planet Nomads website.

    We'll also appreciate if you vote for Planet Nomads on IndieDB for its annual awards (Planet Nomads reached #5 last year).

    Thank you all and happy holidays from everyone on the Craneballs team.

    Next year is going to be a planetary blast!


    [ 2016-12-02 19:45:05 CET ] [ Original post ]

    0.3.3 Update Note - Big Blocks Come to Alpha

    Hello Nomads and enjoy the new prefab blocks, there's 19 of them and they are big.

    We'll have a new episode of Nomadic Journals tomorrow with more details, but for now, enjoy the new construction options.

    And if you are eager to help, visit the PN forum and let us now, how building from these big blocks feels and what the new building system should use to make it easier and better.

    Oh, and we're going to open the Alpha for a while too, if you'd like to get in too. Check us out tomorrow!

    Thanks,
    Craneballs


    [ 2016-12-01 17:53:56 CET ] [ Original post ]

    New Camera Effects from Unity Look Stunning

    Hello Nomads,

    Let's break the silence with a bank. We've updated the developer branch of Planet Nomads to Unity 5.4.2 and its new camera (post-processing) effects are a treat for the eye.

    Kubat has fallen in love with the possibilities it provides, he had used everything he could - from the new antialiasing to depth of field, motion blur and eye adaption, improved ambient occlusion, color grading and bloom. Then sensitively toyed with the settings to have a more J.J. Abrams feel rather than Michael Bay. Here's what happened...

    Planet Nomads Romantic Sunset



    Planet Nomads Desert has gotten less orange and more real.



    Planet Nomads jungles now deeper than ever



    What kind of life would it be without a visit to the beach



    These screenshots are taken directly from the developer branch of Planet Nomads. No photoshop, filters, flashy marketing tricks, this is what you'll see in the game (frankly, we hope it'll be better) and boys and girls does it look stunning in motion.

    Developer branch vs Alpha Branch

    Which brings us to the question “When will Alpha Nomads be able to play this version?” It won’t be this year. The developer branch is currently unplayable; player controls, world generation, the interface, building, physics, everything is still under detailed scrutiny and rework. The Alpha Nomads are constantly on our mind and we are working to put the dev branch together and release to Alpha Nomads early next year, long before the public release of Planet Nomads on Steam Early Access.

    There is an update coming on 1st December though! It will include the big blocks we uploaded on Planet Nomads Trello some time ago. Walls, wall corners, new flooring, ceiling, stairs and more.

    Night Building



    Planet Nomads Big Floor



    Big Blocks Sunset



    Thank you for your interest in the development of Planet Nomads, the upcoming PC sandbox game, which ties survival, exploration and building in a way that has never been done before. It’s launching in Q1 2017 straight here on Steam.


    [ 2016-11-14 18:48:33 CET ] [ Original post ]

    Between Heaven and Earth - Internal Reworks and External Polishes

    Hello Nomads,

    As was mentioned in our Thursday blog post the development of Planet Nomads has come to the usual schedule of of monthly feature-plan.

    Golden Manager - Complete Rewiring of Planet Nomads Continues

    A significant work-time was spent on the Golden Manager, which is a complete rework of how the game code works internally - we are aiming for a module-based code, which enables a seamless addition of features in the future.

    It is a somewhat painful period, because on the outside it may seem as no progress is being made, yet the benefits will be tenfold. Especially modders will appreciate the systematic approach used with the Golden Manager. We are trying to approach the dev work as if we were modders ourselves already.

    Alpha Nomads are hungry for new updates and content to be added to the alpha. The thing is, everything's changed. It will take time to get the current developer version of Planet Nomads to the level of alpha and then to start building atop of that again.

    Visual Sugarcoating of the Sky

    Not everyone have their hands tied with the Golden Manager however! We've created a realistic atmospheric scattering. It takes into account the position of the player and the sun angle, so we can realistically portray sunset or sunrise and everything in between, whether you are looking from the ground or from space. We can also change the wave-length of the sunlight, allowing for colorful skies quite different from the Earth experience.





    It takes some imagination to see the power of the atmosphere in these static images, but wait till you see it in the game, Nomads.

    Visual Sugarcoating of the Ground

    Another improvement comes with the upcoming triplanar PBR shader we're going to use on ground textures. It works on spherical planets and uses vertex paint for better blending between voxels. We'll use texture array from Unity 5.4 in addition to our noise textures and distance-based tiling and the final result looks way better than the current ground known from alpha.


    Again, the newly gained plasticity and roughness of the terrain is best experienced in the game.

    Game Design, Survival, Crafting, Skills

    Besides technical improvements, we realize we are first and foremost creating a game and are constantly overthinking how Planet Nomads should play, then confronting all the ideas in team meetings.

    Everything is still subject to change, but for now we have settled on activity-based skills which improve as you build, craft, mine and explore and gets reset when you die - in order to minimize exploiting death as a teleportation system.

    There will be multiple quality tiers for tools, building blocks and armor, and a special node-based upgrading of equipment. These ideas are still maturing and we'll present them in more detail as we have them.

    If all goes well, we'll be showing you a cave system and more diverse topography in the Nomadic Journals next week.


    [ 2016-10-10 14:21:52 CET ] [ Original post ]

    Closed-Alpha Updated for the First Time!

    Hello Nomads,

    Version 0.3.2 is live!

    We have been following your bug reports closely. And fixed what we could at this point. We've also added a few features that will make you building life and exploration ambitions a lot easier!

    Here's the complete list of:

    New Features:

    Magnetic Jack block - used to raise a finished vehicle for further modifications and fixes.
    BuildVision Electricity Toggle - You can connect multiple blocks at once now.
    New wider Cockpit added.


    Bug Fixes (an exhaustive list):

    -Performance optimizations
    -Memory leaks fixed
    -Hugely improved physics - minimal space flights now, good traction, no skidding
    -Fixed lights screwing vehicle physics
    -Leaving cockpit further reworked to avoid getting stuck between wheels and teleporting
    -BuildVision changes to make the states more clear
    -Fixed arrow directions on wheels in BuildVision
    -Fixed the occasional invisible blocks in huge structures
    -Hinge and rotor blocks behavior improved (including colliders of connected blocks)
    -Less darkness during rainstorms
    -Beacons no longer disconnect from generators when traveling far away
    -Heavily optimized grass to eat way less memory and CPU power - try upping your settings
    -Added more variability to spawning position when entering New Games
    -Fixed key freeze during driving
    -LINUX: Locale problem and Steam overlay issues fixed
    -Cleaned control inputs to avoid interference from various devices
    -Arced blocks placement fixed
    -Not being able to place blocks in empty spaces fixed
    -Rotation of window blocks improved to be more logical
    -Light colliders in Buildvision increased for easier setting
    -Crashing during saving fixed
    -Invisible cacti made visible
    -Flashlight no longer works inside the cockpit
    -Jetpack no longer jets inside the cockpit (hovering sound bug fix)
    -Pressing E in menus/during paused game no longer makes you leave the cockpit
    -Beacon size increased to match its actual build-size
    -Flooring size increased to fit the grid
    -Increased the range of 3rd person building





    [ 2016-09-07 17:34:15 CET ] [ Original post ]

    What the 6 Days of Alpha Testing Revealed So Far

    Hello Nomads and potential Nomads,

    We've noticed you were confused about seeing some people play, yet the game not being available just yet. That's because we launched closed-alpha of Planet Nomads on Thursday 25th.

    Who has access to the closed-alpha?
    People who backed us on Kickstarter at Alpha tier or higher and also people who preordered the alpha tier at Planet Nomads website as part of the crowdfunding effort to carry Planet Nomads to Early Access.

    Planet Nomads was successfully funded and we will be closing the alpha tier soon. But at the time of writing this update, you still have a chance to get on board and help us with the alpha testing.

    Here's what's been happening in the past 6 days of alpha release:

    We have finally been able to see people play Planet Nomads, which is tremendously helpful in figuring out what works and what doesn't. We got detailed bug reports on the forum and seen people helping each other out with hot-fixes, and the Linux players even providing ready-made solutions to our devs, how bloody cool is that?

    We've seen detailed creations, faster-than-light travel, we've seen good things and we've seen funny and not so funny glitches... and all that is good.

    We see people are playing the game, and there's hardly a better view for a game developer (or any creator really) than to see his creation being lived and experienced.

    The bugs we have collected on the forum (beacons switching off on their own, memory leaks, stacking of arced blocks and perma-strafing to name a few) will be fixed in the first update of the Alpha version that is coming next week.

    We are incredibly happy to announce that the most pressing issues with physics, like "skidding" vehicles, bouncing and "wobbling", lights screwing up suspensions and the rotor blocks/hinges not always on their best behavior, will be greatly improved. And by greatly we mean nearly entirely. This is a huge win for Planet Nomads, since we have been tinkering with physics in the past several months going from stable, to sometimes wacky, to massively screwed by lights, all the time trying different settings, block weights, wheel power, suspension toughness and banging the table. It seems we have find the perfect combination of them. We'll see next week when alpha testers get their hands on it.


    [ 2016-08-30 23:43:35 CET ] [ Original post ]