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Aground Zero started with a simple idea: What if I made a 3D spinoff of Aground focusing on base building and automation? I teased this idea with an April Fools joke that turned out to be very real:
Now, four years later, weve shared another April Fools joke and Aground Zero is finally released!
https://www.youtube.com/watch?v=f3rN1CkJEcI
In our last update: https://steamcommunity.com/games/876650/announcements/detail/4681018173926286592
We had a lot of interest in a Spanish Translation as well, and today I'm pleased to announce it is done! You can select it in the options menu once you've downloaded the update.
The translator also said it was tough to distinguish the lower case u from v in the default font (and I've had complaints about the font before), so I edited it to be crisper and have a larger difference between the two - and this will affect all languages that use the default font!
Aground is also 66% for the Steam Autumn Sale - so if you haven't gotten Aground yet, or hesitated because it wasn't available in Spanish, now's your chance!
Fixed a bug that was causing frequent crashing, especially when playing in the Chinese language. This also has some stability improvements I made while trying to fix the actual crash - including backing up save files. If the game crashes during saving, it'll now make a saves.sol.bak file - and when you load the game, it should automatically read that file. Hopefully, this will lower the amount of players losing their saves, but I'd still back up files or use the Aground Cloud just in case.
Many of you have been waiting for the Chinese translation of Aground - which was greatly delayed. But I'm pleased to announce it is now available for all players! Simply go to the options menu, and under language, select .
This update also includes the big blocks version of the executable, which removes the 1GB memory restriction. Some players have already been using it, and it is less likely to crash due to running out of memory.
We're also going to include Aground in Whitethorn's 8-year anniversary sale! Whitethorn is the console publisher of Aground, and we've been with them for many of those 8 years, so we're happy to celebrate! The sale starts today at 10am PDT, so if you haven't gotten Aground yet, today's a great time to pick it up!
I hope youre excited for Aground Zero - its been a long journey to reach this point - nearly 3 years of development - and we have so much more planned! https://store.steampowered.com/app/1795570/Aground_Zero/
As some of you may be aware, we ran a Kickstarter for Aground to fund development from the early web version until the early access release. We released exclusive items and weapons at different tiers for backers of the Kickstarter to thank them, and many players who missed the Kickstarter were upset they could no longer obtain these items.
After talking to the backers, some of these items were released publicly, but many (especially the appearance-only items) were kept private. However, after the recent update, I was asked to release these last items as DLC, and so these last exclusive items are now available with this DLC!
https://store.steampowered.com/app/2382320/Aground__Backer_Items/
Pricing this DLC was strange, as the kickstarter backers needed to back at $40 to get all the items, but half of these items were already released publicly, and people must own the base game to buy the DLC. We decided $10 was a good compromise.
This DLC includes:
Oops! My cat walked across my keyboard and accidentally posted an update to Aground!
Id been working on an update to Splicer, but it wasnt ready to be posted! And whats worse, it looks like he edited a few of the other files!
I tried to bribe him with food, but all he would tell me was that the Alchemist is part of the cat-astrophe.
Working on getting things un-catted - I should have everything back to normal by tomorrow.
Implemented the new ShowFloatingGamepadTextInput to pop up a floating text input field for use on the steam deck or big picture mode.
After the launch and final post-launch updates of Aground, we floundered (hah) for a bit deciding what to do next. We made many prototypes - several of which were put on hold, before finally settling on two games. Yes, thats right, were working on two big games right now, and if that wasnt wild enough, we also just finished a third game in a month-long game jam that you can play right now for free!
This is a minor update that only affects Steam Big Picture mode and the upcoming Steam Deck. The game now uses the on screen keyboard, and a few tweaks to the controls have been made (the largest being that keypresses now perform actions on release instead of held, with a few exceptions like placing nets/rails). The Linux build is also 64-bit now, the 32-bit build being retired (there are very few people still running a 32-bit linux OS, and it can be tough to get 32-bit builds running on 64-bit linux depending on the OS).
A modder found potential exploits that a malicious modder could use in Aground (if you installed their mod). This patch blocks those exploits. As far as we know, no mods took advantage of these exploits, and this version is immune to them.
After some delays and challenges, were finally ready to announce exactly when Aground will be coming to consoles (PS4, Switch and XBox One)! I know many of you have been waiting for a while and keep asking when they are coming, and that date is now set: February 11th, 2021! Mark your calendars!
I hope youre looking forward to the release! The console versions are being published by Whitethorn Digital and have all of the offline features of the game. Online features (like mods and multiplayer) are a little more challenging on consoles, but may come in a future update depending on how the console launch goes!
This is our first game to come to consoles - a major milestone for Fancy Fish Games and everyone on the development team! Achievement unlocked! Well be in our Discord ready to celebrate on the 11th!
Materia Collective is excited to release the Aground Original Game Soundtrack Deluxe Edition featuring music by composer Chase Bethea. The deluxe edition includes the entire Aground soundtrack along with seven additional tracks never heard before, two tracks from Deity Quest, and three pieces of piano sheet music transcribed by Materia Collective's David Peacock. Aground's music covers a spectrum of rhythms and genres, using funky time signatures, psychedelic synths, chiptune elements, and guitars.
"Aground features an amalgamation of styles and a hybrid signature sound that is undeniably unique and inimitable," comments composer Chase Bethea. "It feels like every track had some new sound or idea that kept up the interest over a Very. Long. Running. Time. I am proud that the community, who I called the 'Agroundians,' recognize what I was trying to bring to the music for the game."
The Aground Soundtrack is Available on Steam here:
https://store.steampowered.com/app/1163780/Aground_Soundtrack_Deluxe_Edition/
And the Deluxe Edition tracks were automatically added to everyone who already bought the soundtrack.
The KOZ Modding Colosseum started out as a way to encourage new mods for Aground and put the spotlight on the growing Aground modding community, and we definitely succeeded in those goals. The competition saw the rise of a new Master modder (Lybell) at UAMT (the Unofficial Aground Modding Team), it gave Alchemist an excuse to finish his revised super mod that was gathering dust, and it even brought back a former master (CH355) to attempt his dream mod. Even the novices showed up and made some strong entries. If you want to learn more about the competition, you can see the original event: https://steamcommunity.com/games/876650/announcements/detail/2733073087959094294 And now, it is time to reveal the winners. Drumroll please!
After two months of hard work, the finals are here and the mods are uploaded! Its time to play and vote on your favorite mods! For more information on the competition, see this event: https://steamcommunity.com/games/876650/announcements/detail/2733073087959094294
One of the most asked-for post launch updates, the Hybrid Path is finally here! This update adds a lot more combinations of magic and science, along with a new ending to the game (and some new post-game content). We wanted to make a path that combined the strengths of both magic and science, but was the most difficult to obtain, requiring progress along both the current magic and science questlines.
To progress on the Hybrid Path, youll want to talk to the Professor, the Mirrows, and the Alchemist. The questline definitely plays better in a new or early save, but you can do an abbreviated version after the end of the game (on any path) to get all of the new items, vehicles and areas.
The following changes affect the full version:
We announced the theme - To Boldly Go - two weeks ago, and since then weve had many submissions to the modding colosseum with new worlds and areas to explore! Below is a list of all the teams that passed the qualifiers, along with a special bonus mod you can play right now! For more information on the competition, see this event: https://steamcommunity.com/games/876650/announcements/detail/2733073087959094294
KOZ is sponsoring an Aground Modding Competition! If you're a current or aspiring Aground Modder, read the rules below, and if you're not, stick around to try out the mods and vote on your favorites! Like with game jams, this contest will have a single theme for all participants and an end date when the mods must be submitted and judging/voting begins.
2.0.7 is now live! Like 2.0.6, its another small update with some neat additions, bug fixes and quality of life improvements. The following changes affect the full version:
Our first post-launch update is live! 2.0.6 is a small update, but it adds a few neat features and finishes the last incomplete area. It also has a lot of bugfixes and minor quality of live improvements. The following changes affect the full version:
Today is the day! Aground has left early access and is now fully released for PC, Mac and Linux! The launch build includes Co-op multiplayer (up to 4 players), two official translations (more to come), modding support, two backer planets, the complete science and magic paths, and much, much more.
Its been a very full 2.5 ish years - but we didnt do it alone. A huge thank you to:
Aground has finally reached update 2.0 - and its a big one - it adds co-op multiplayer! You might have seen the multiplayer beta announcement: https://steamcommunity.com/games/876650/partnerevents/view/1712996449562039865
But it has now been tested and is ready for everyone to try!
More big news: we now have an official launch date - we will leave Early Access on April 17th! To celebrate, we created a revised, launch-ready trailer with the help of friend @MJoshua and score remix by Chase. Watch it here:
[previewyoutube=Ia0Rk-73OFQ;full][/previewyoutube]
To play a game in Multiplayer, one player must host a save slot (it can be a new game), and then others can join that save.
To host a save, select Multiplayer, enter a name for yourself and select Host Game, then select a slot to host.
To join a game, select Multiplayer, then enter a name for yourself and select Join. It will show a list of everyone publicly hosting the game and you can select one to join, or you can manually input their IP address to join their game.
We also added a chat feature for Multiplayer - in game, hit Tab to chat, and type /help in chat for a list of useful commands!
Some April 1st shenanigans in the Multiplayer Beta.
We also added our first official translations: by popular demand, Russian and Brazilian Portuguese! We are still planning on adding more, but these translations were included in the big 2.0 update!
I hope you enjoy being able to play with friends, and let me know if you come across any issues! With only a few days until our full launch date, were hoping to fix any last minute bugs and maybe add a few more last minute quality of life updates!
Going out is dangerous! Stay in and play Aground!
P.S. Dont forget to join the social channels below if you havent already:
[url=http://discord.gg/aground]Discord
[url=https://www.reddit.com/r/aground]Reddit
[url=https://twitter.com/fancyfishgames]Twitter
Facebook
After more than three months of hard work, the Multiplayer update is now available in Steams BETA branch, and we are hoping to push it to live within 3-4 weeks! The BETA branch is publicly available to all Steam owners who opt-in, so you can try Multiplayer right now!
To opt-in to the BETA, right click Aground in your Steam library and click properties. Then go to the Betas tab and select beta in the drop down (no beta access code is necessary - leave it blank). Once done, Steam will download the beta version and it should say Aground [beta] in your library. You can use this drop-down to return to the stable version at any time.
The BETA is currently Windows only - this is because we have to push frequent updates and bugfixes. The Mac and Linux versions will get cross platform Multiplayer before it goes live.
To play a game in Multiplayer, one player must host a save slot (it can be a new game), and other players can join that save.
To host a save, select Multiplayer, then enter a name and select Host Game and select a slot to host.
To join a game, select Multiplayer, then enter a name and select Join. It will show a list of all friends currently hosting the game and you can select one to join, or you can manually input their name or IP address to join their game. You should also be able to join or invite people to play by right clicking them in steam chat.
Our Discord server now has a #looking-for-players channel too - so check it out if you want to find someone to play with!
Multiplayer has been tested for a while in a closed Alpha, and enjoyed by many folks when we showcased the game at PAX a few weeks ago. It should be mostly bug free at this point, but if you encounter any bugs, definitely let us know.
Thank you to all our dedicated fans for your patience and enthusiasm - we hope youre looking forward to Multiplayer going live in just a few short weeks, and the Full Launch next month!
Aground is Coming to PAX East!!! We made it happen, folks - we are so excited to be able to share Aground at a big expo again and meet so many fans out there! Please stop by at booth # 25047 - in the central area of the show floor, Boston, February 27-Mar 1.
Additionally, if you are in the Boston area (but maybe not attending PAX), we will also be at the Pregamer event, Wednesday Feb 25th, 6-10pm, which is free! Register here: https://www.eventbrite.com/e/pregamer-pax-east-edition-tickets-87148881651
Photo from our Booth at PAX West 2018
Rocking out alchemists robes while demoing the game.
We will be showcasing Multiplayer at both events, which is very exciting! Weve been quietly working on Multiplayer for a long time now, and we finally have something demo-able. Multiplayer is currently in Alpha, and is stable on the starting island - visit the #beta-feedback channel of our Discord if you want to learn how to sign up for the Alpha.
Were hoping to transition multiplayer to the public beta in early March, and go live at the end of March/Early April (right before the full launch). Its pretty exciting, but also a crazy busy time for us - preparing for launch, finishing multiplayer, getting ready for PAX, etc. Its been nearly 3 years since I first had the idea for this game, and while its definitely evolved into something more than I originally imagined, its also fulfilled all my hopes for the game (with space travel and everything).
We also have official translations in the works for the full version - by popular request, were translating the game into Portuguese and Russian. Our console publisher, Whitethorn Digital, is also translating the game into French (and is considering other languages too). Speaking of Whitethorn Digital, they will also be at PAX East (booth 28035), and they are hoping to have a Switch demo of Aground running!
Were looking forward to seeing many of you at next weeks events, and we hope youre as hyped for multiplayer as we are!
P.S. Dont forget to join the social channels below if you havent already:
[url=http://discord.gg/aground]Discord
[url=https://www.reddit.com/r/aground]Reddit
[url=https://twitter.com/fancyfishgames]Twitter
Facebook
The second (and final) backer planet is out, along with a second batch of quality of life improvements to the game. The new planet is called the Depths (for reasons that will quickly become clear), and once again anyone can travel to it by going to the new star system (its at the bottom right of the star map).
This planet is mostly about exploration - the quests dont guide you as closely as the science path. Theres a lot hidden, and its better to go into it blind, but if you get stuck dont forget to try fighting some of the new enemies.
We also added Difficulty Modes this update. Unlike in most games, you are not asked to set a Difficulty Mode when you start a new game, instead you can change it in the settings at any time. Weve had people complain that the game is too easy, and others that it is too hard, so we decided to give players the flexibility to adjust the game difficulty up or down as they play. Is one planet or boss too difficult? Move the difficulty down. Too easy? Move it up. Since you can change it whenever you want, you never have to worry about choosing the wrong mode. Just be careful with the Permadeath mode - it will delete your save slot if you die - only the most hardcore players should attempt it!
In addition to the new planet, the following changes affect the full version:
Halloween is one of our favorite seasons - and yet we didn't have time to add anything for Halloween this year, so instead I decided to set up my own little homage to Halloween!
You don't want to know how many black cats I had to spawn to get them into the gif - like with real black cats, they seem to have a mind of their own and like running away!
While we didn't add anything Halloween-y this year, the past two years of Halloween updates are active (and both are featured in this gif). Also, the backer planet we added in the last update was very fitting for this season as well!
Doesn't it remind you of fall?
We're already at work on the next backer planet and the final Quality of Life updates as we move closer to our full launch date! I hope you're looking forward to it - we've had a lot of good ideas from players, and we might be throwing in a few surprises of our own!
The new planet is called Unnature Sanctuary, and is now reachable in the star navigator. Its an optional side-quest planet, but check it out!
In other news, we recently added Minigames to the research lab, and Chase (our composer) released the official Aground Soundtrack! We also added Steam Leaderboards so you can see global high scores for the minigames and also who has mined the most tiles!
For Mac Players: You may have heard about the new app requirements for Catalina. The good news is that Aground is already 64-bit, so the game will run. The bad news is that it is not notarized, and I will not notarize it given the complexity of the process for every update and requirement of an apple developer ID which has a yearly fee. From what I have heard, this means that you may have to go through an additional step to bypass gatekeeper. Hopefully this doesnt cause too much trouble, and Ill continue to update the game on Mac as usual.
In addition to the new planet, the following changes affect the full version:
What happens after you beat the final boss? Whats the resolution to the story? This update answers those questions, along with some post game content and areas!
I dont want to spoil much - but after beating the final boss, try talking to all the NPCs - almost all of them have dialogue changes. You can also choose a homeworld if you talk to the CaptAIn.
At this point, the questlines for magic and science path is more or less how it will be at the final launch, but we have the two backer planets, some additional post game content, the quality of life update (general improvements) and multiplayer still to come!
If you havent heard, Aground is now on the Discord Store as well! Definitely drop by our discord, were very active there if you want to chat - and you can now see announcements and buy the game directly from our discord server!
Update 1.8.2 Includes the Following:
Its been a year since we launched Aground in Early Access, and weve come a long way. A year ago, the science path ended when you crafted your first fighter escort, and the magic path ended after the fight with the Old One.
Since then, weve added spacefaring and end game science path quests and items. And with the update we released today - 1.8.0 - weve finally finished end tier magic path quests and items. The journey isn't over yet, but weve come a long way and the end is in sight.
The Full Launch is still on schedule for early next year alongside the console ports. Between now and then well be working on:
Update 1.7.1 is now live! In this update, we finished the incomplete areas on the colony ship and did some overall improvements and bugfixes for the science path to end update!
The biggest additions are the cafeteria (pictured above) and the museum. These are fun optional areas that flesh out the colony ship and give you a few more options for the tough fights at the end of the game. Speaking of tough fights, a lot of people thought the final boss was too easy... so we made it harder steammocking !
We're a little behind now, so we updated the Early Access Roadmap, but we are still confident we'll make the March 2020 full release date.
In other news, we're also on sale for 10% off in the Steam Summer Sale! If you haven't gotten the game yet, or have a friend who wants it, now is a great time to get it!
We're back to working on the Magic Path to End update, which we hope to release by the end of July, so I hope you're looking forward to that!
Enjoy, and as always, dont be shy if you have any questions or feedback - we are always happy to hear from our players. And dont forget to join the social channels below if you havent already:
Discord
Reddit
Twitter
Facebook
Update 1.7.0 is now live!! It includes the Science Path to the end of the game, which involves several new planets, many new quests, NPCs, enemies, and much more!
Were also very excited to announce that we have partnered with Whitethorn Digital to bring Aground to the Nintendo Switch, PS4 and XBox One! The console ports will release alongside the full launch in early 2020.
Our console port announcement was included in this years Kinda Funny Showcase at E3, which you can watch here: https://youtu.be/Ayw3J7sxEkQ
Finally, Aground will be at the MIX at E3 this Wednesday June 12th, at 7PM - if youre going to be there, please look for us and say hello!
The full changelog for this update is as follows:
If you've been following the Early Access Roadmap, then you're probably aware that we were planning on posting an update with the second to last planet around now. However, The last two planets are strongly linked, so we decided to do both planets in one BIG update at the end of this month, as the current planet felt incomplete alone.
A sneak peek gif of one of the upcoming spellbooks for the next update.
So, what's this update?
This update is mainly small improvements and bugfixes - as making players wait for some of the bugs in 1.6.1 until the end of May seemed too long (the biggest bug being that if you invited an NPC aboard the mobile lab in person instead of via com device - including the professor when the lab is first created, they end up in a weird place and not on the mobile lab). The professor should automatically be aboard the lab the next time you enter it, and for the other NPCs, simply call them with the com device to get them to transfer on board.
There is also one new quest, on the mobile lab, from the professor. This ends pretty quickly, giving you just a hint of the new planet before going to credits. There's a lot of new items/assets for the new planet in this build, but you cannot get there without cheats (and I recommend you don't mess with it unless you're using a cheat/backed up save). I hope you enjoy, and are looking forward to the end of this month!
The main purpose of this update is to fix some major bugs/memory leaks that made the game unstable and crash more often. This version should be a lot more stable and even a little faster, but I also added the following extras:
The first new major planet is in, and its an exciting one! We think youll be very curious to see what happened to this familiar planet - along with new NPCs, quests, and features. This planet focuses entirely on the science path - but dont worry, we have plans for the magic path too! This planet took a little longer than we would have liked, so we adjusted the roadmap, but I think youll agree it was worth it. Were getting closer to the end of the game in terms of content, but we have lots of additional updates planned before we leave Early Access (including the highly requested multiplayer update).
The full changelog for this update is as follows:
Trading cards were just added to Aground! You should automatically get trading cards already based on how long you've been playing the game! Also, make sure to check the background/emote descriptions, as they might reveal a little more about the Aground universe (minor spoilers)! You can see one of the backgrounds on my profile page: https://steamcommunity.com/id/david_maletz/
Update 1.5.5 brings a lot of new features, and some new content (including a small dwarf planet), and I'm very excited for it as it's the backbone for what will be the final stage of the game - travelling between planets! Spacefaring has always been one of my goals in Aground - I wanted you to be able to eventually build up to travelling between planets, but start the game having no idea that was even possible.
I also set up a Patreon if you want to support my work! It might not seem like much, but every dollar counts!
The full changelog for this update is as follows:
Update 1.5.1 is here, and its a big one!! You can now follow the magic path all the way through many new quests and areas, right up to launching into space! This means that the entire starting planet is now complete, besides a few side quests and optional features we still want to add.
Alongside this major update to the game, we have a very exciting new trailer to share with you! Made by the talented M. Joshua and scored by our very own Chase Bethea, we are thrilled with how it came out!
https://www.youtube.com/watch?v=r1SV8Q_daSs
What do you think? We hope you love it as much as we do!
In other news, back in late August/early September we showcased Aground at PAX West, which was an amazing experience. We were a part of the Indie Megabooth, and had a very steady crowd of gamers, press, and industry professionals stopping by to chat and try out the game. Pictures from the event are here (featuring our Miner and Alchemist cosplays!): https://www.flickr.com/photos/166774367@N06/sets/72157695274883630/ .
A huge thank you to everyone who came by at PAX, especially the awesome streamers and Youtubers we met, who have released so many great videos which have helped to spread the word about the game - including SplatterCatGaming, Wanderbots, RufioGuy, and many others!
Thank you to everyone who reviewed Aground! Each review helps potential players learn about the game, and we need 50 to reach "Very Positive" on Steam - so if you haven't yet, please take a minute to give us a review, we really appreciate it.
The full changelog for this update is as follows:
When we released the early access version with update 1.4.0, you could go all the way to building a spaceship like we promised, but many things we wanted to add before you left the planet (higher tech upgrades, power cores) didn’t make it in. So, for our first update in Early Access, we added a new quest on the Science Path (talk to the Fisherman), with new enemies, equipment, upgrades and more!
Headshot!
If you haven’t seen it yet, we’ve also added a roadmap which details all our plans for Early Access Updates up through the full release. We will be working on the magic path to space next. You can expect it to be complete by the end of September. But first, we’ll be heading off to PAX West in Seattle to show off the game! If you’re going to be there, be sure to stop by at booth 663 (with the Indie Megabooth)! There will be goodies to be had! And Aground cosplay!
Not the nicest addition to Sunset Haven...
I don’t want to spoil everything this update adds, but there are many new items including power cables (for connecting generators to buildings), new blueprints, higher tech upgrades, a new skill, a new vehicle, craftable robot NPCs and many tweaks and minor improvements (including the ability to change your appearance at the surgery lab). As mentioned above, be sure to talk to the Fisherman, and check out the factory for new stuff!
There are still more things we wanted to add for the science path (like starting island upgrades, which you can see in the above gif), but we needed to prepare for PAX. We might post it with a bugfix update after PAX, but we also want to get cracking on the magic path update!
Wish us luck at PAX - we'll be sure to take lots of pics for those who can't make it.
P.S. You didn’t miss update 1.4.1, that was a beta only update! But if you’re playing on Windows and you want access to the Beta, you can do so by following this guide: https://steamcommunity.com/app/876650/discussions/0/1734336452582675296/
The early access version of Aground is now available! Join us on Discord, Reddit, Facebook or Twitter today for some launch day festivities!
It has been a wild ride getting to this point - from the initial prototype over a year ago, an underwhelming reception to the early versions, to an incredibly enthusiastic response to the browser version, an amazing crowdfunding campaign, and update after update of new content and improvements.
And - hopefully - this is just the beginning of Aground’s story!
The early access version includes new quests, vehicles, enemies and areas not in the demo version. And we still have a ton of exciting content left to add before the game is complete.
Update 1.4.0 is now Live!
This update includes lots of new content for the early access version (see above), but we also included an update to the free version too! This update includes swimming and many small improvements and tweaks to the game. As a big thank you to Armor Games, Kongregate and Newgrounds who helped us get to this point, we also added a few secrets and specials on those sites - can you find them all?
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I hope you enjoy the early access version and demo updates! And if you played the game, help show your support by writing a review or posting a screenshot! I hope you’re looking forward to the magic path update, which will include the magic path between the demo and outer space!
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