+2
Planned

Discovered locations on the scanner

wrongwayjerry 4 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 4 months ago 1

While on EVA and using the scanner it would be great if there was an indication of what is "discovered" vs "undiscovered. For example, an undiscovered waystat would be a red triangle, a discovered waystat is a triangle with a dot in the center. A dot could be added to all of the scanner indicators.

+2
Planned

More vitals information in HUD

Cris Streetzel 6 months ago in Gameplay • updated 5 months ago 8
+2
Completed

Transitions during repairs

Tyler Owen (Lead Developer) 6 months ago in Gameplay • updated 4 months ago 6

Originally posted on the Steam forums: http://steamcommunity.com/app/252090/discussions/0/1291817208488007288/


Do not know if they are necessary, but could the black screens be replaced with a message when something is repaired or a component is replaced? Perhaps something to the effect: Component Repaired... or Component Replaced. I imagine it is used to simulate the passage of time,however, with the above suggestion perhaps a note that so much time has passed or is it even necessary. Maybe the time counter could just add on some time. The black screens are somewhat of an immersion breaker.

+2
Completed

Mouse Sensitivity option would be great

jonah237 6 months ago in Controls • updated by Tyler Owen (Lead Developer) 6 months ago 5

Mouse/Camera moves very slow when playing on my system. An option to adjsut would be fantastic

+2
Completed

Audio Volume Controls

Lensmanoz 6 months ago in Audio/Music • updated by Tyler Owen (Lead Developer) 4 months ago 3

Is it possible to split the audio volume controls into categories to allow adjustment of each type. eg. Music, Environment, Player.


When I record videos for YouTube I tend to "massage" the volume controls of games to allow the best blend of sound.

+1
Under review

Electrical showing "System Offline" after sunrise.

Rob 2 weeks ago in Gameplay • updated by Tyler Owen (Lead Developer) 7 hours ago 1

Had a weird scenario that I've spent a few hours on.  At Alpha Hab, slept, woke up at about 04:30, put on EVA suit went outside. As the sun rose the Electrical system didn't come online to charge the Hab battery. Checked everything at 09:30 and all modules were in good repair and at 100 Units local power, but all showing System Offline. Electrical system had Circuit, 5 fuses, 5 wires and 3 panels; all over 90% repair.   Tried replacing parts (even though none were damaged) but nothing; game time by this point was about 11:30.  At about 13:00, still without Hab power, I tried sleeping for an hour. When I woke up Hab power was back online, and at 400 units input. Maybe something screwy with the in-game time events at sunrise?

+1
Planned

Colorblind datapad option

Tyler Owen (Lead Developer) 4 months ago in Graphics/Visual Performance • updated 4 months ago 2

From Steam forums:


Hi, nice game I must say, I really enjoy the survival, but I have problem with datapad using. The cursor is almost invisible for me. Can You Devs please change cursor (active button) to more contrast colour to other buttons?
Thanks in advance :)

+1
Under review

Additional markers/info on map

Cris Streetzel 6 months ago in Gameplay • updated by Ruruwawa 5 months ago 4

It would enhance gameplay if markers and more information were available on the map for the minor sites. Supply caches and rad flags should be visible on the map after they are found. It would also be useful you could access the supply status of locations on the map once they are discovered. After all, once you access the container, you know what is there. Why make the player take notes?


At a minimum, allow the player to place permanent markers on the map with notes.

+1
Planned

Hab Module power systems - Larger Battery

Ryan Gill 6 months ago in Gameplay • updated by azhockeynut 5 months ago 8

Hi, another possibly useful suggestion...

The Hab Modules have an abstract reserve power sub-system but game play related power sources (PV arrays and the as yet unseen RTGs). What about the addition of battery strings and tasks related to fixing/upgrading/scavenging materials for the battery system that the reserve power is actually based around? 

I would think they'd either manifest as modules connected to the Power originating system, OR as modules connected to the Hab module or within the confines of it's external structure but not in the pressure vessel itself (minimizes fire hazards!).  

+1
Completed

Automatic walking feature?

John Ng 6 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 6 months ago 6

Will there be a future addition to allow auto walk? Walking back to the Hab from nav station or a pod could at times be quite draggy especially during night time and distance being more than 2km