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Surviving Titan 0.7.0 has now landed

Surviving Titan 0.7.0 has now landed
New boss, several key changes to the farming system, a new building, an early version of the rail system!

Hiya guys,

Today I am releasing Surviving Titan 0.7.0 which is the largest post-launch update to date! This update includes a new boss, several key changes to the farming system, a new building, an early version of the rail system, several new items, hotbar rebinding and gamepad improvements!

Hotbar –

By popular request hotbar keys can now be rebound from the standard 1-9 to whatever you want, just toggle the option in the settings screen –

Farming –

There are several new items revolving around farming in this update, this includes the compost bincompostfertilizer and ultrasonic device.

The compost bin (craftable at the workbench) will take any organic materials you put into it and turn it into compost. This is a slow process so multiple bins are ideal.

The ultrasonic device (craftable at the synthesizer) will scare scavengers away from your crops at a much farther range than the scarecrow!

Crops will now display several new variables when hovering over or examining them, this includes their health, water and dirt quality. If a plant does not have any water it will begin to lose health over time. If a plant has both water and good dirt quality it will regain health and grow much faster!

Rail system –

There is a very early version of the rail system included in this update, it is a bit buggy and not feature complete but I plan to build on it in future updates. For now, you can just build a track and ride it but in the future, I plan for there to be more functional carts –

New building –

You can now craft a windmill at the carpenters table! The windmill is used to turn wheat into flour. It is a large structure so be sure to give it lot’s of space when placing!

New boss battle –

A new NPC has found its way to the firelands with some interesting, albeit dangerous abilities. Be sure to pay them a visit if you fancy a real challenge!

Here is the full patch notes –

• Added a new building to craft – the windmill
• Added new compost bin object
• Added new ultrasonic device object
• Added new item, master gem
• Added compost and fertilizer items
• Added new quest
• Added new boss fight
• Added new lettuce plant you can grow!
• Added new mine cart
• Added new rails system
• Added a new achievement – Good times
• Added new cooking recipe – honey sweet
• Added two new salads to create, tomato and crab
• Fixed rune sprites not matching
• Fixed bug with combat, dummy achievement not unlocking
• Moved gamepad to top of settings screen
• Fixed bug with the saviour achievement not always unlocking correctly
• Added sounds to cellar unlock
• Added new achievement, The ancient one
• Refilling from a well/rain catcher will now attempt to refill as much as possible, not in increments
• Wells now work on a global timer (You do not need to be near them for them to refill)
• Increase well water capacity to 1000ml
• Increased rain catcher water capacity from 50 to 100
• Watering cans now have to be refilled, increased water capacity from 100ml to 250ml
• Added the ability to rebind hot bar keys in the game settings
• Fixed weapons not drawing correctly after being resurrected by SHARD
• Fixed a small memory leak
• Items can now be quick-added to the hotbar while using a gamepad with (Y)

That is all for today guys.

I hope you are enjoying the game and looking foward to adding more content!

– Zero

Surviving Titan 0.6.7 is now live!

Hiya guys,

I am extremely happy to be pushing version 0.6.7 out into the world! This update brings several quality of life improvements, a new survivor, a new quest and several new items to craft as-well as an array of bug fix’s!

One of the most popular requests was an auto-sort feature for chests, in addition to increasing their size. I am happy to say this is now available for all storage in the game –

I have also streamlined the way that cooking recipes display! Now only recipes that require more than one base ingredient will display by default, anything else will require you to have them in your inventory to cook –

 

Join the discord – https://discord.com/invite/hS8EnfR

I am constantly looking out on the discussion boards and on twitter for new content you guys would like added and ways to improve the game. If you have any suggestions then please let me know!

Here is the full patch notes –

• Added a new quest!
• Added new cooking recipe, the fried egg
• Added new cooking recipe cheese
• Added new cooking recipe pizza
• Added new water bucket item
• Added new item compsognathus skull
• Added a new NPC task type – farming
• Skulls can now be crushed from the item info window into bone powder
• Added new backup module to attempt to restore corrupted game saves on load
• Doubled leather scrap and hide stack sizes
• Converted terrain to new filetype, reduced file size by 95%
• All seeds now stack up to 50
• Added auto-sort option to chests – stacks and arranges items
• By popular request the bone sword is now a one handed weapon
• Added drop sound when dropping items directly from objects and chests
• Adding state sharing between identical crafting bench’s
• Crafting lists will now auto-update every second
• All paintings now stack up to 5
• Increased light emitted by the standing torch by 40%
• Increased burn time of standing torch by 100%
• Added some more resolution optimisations across mobile devices
• Added a new survivor – Danny – he will keep your crops alive
• Converted combat dummy’s to objects instead of NPC’s (any existing can now be picked up)
• Small chests now stack up to 5
• Fixed bug with watering can not always playing splash sound
• Improved depth layering on push able objects and pillars
• Added several new skeleton sounds
• Fixed bug with paintings showing outside builds on initial game load
• Michael no longer shakes the ground when he walks
• Removed slight draw delay when dragging items into chests
• Reduced zoom when talking
• Snowmen are now solid
• Candles can now be placed on top of tables
• Reduced drop rate of key cards
• Improved gamepad performance
• Increased movement deadzone on gamepad slightly
• Reduced chicken egg spawn rate slightly
• Fixed bug with bee’s and spiders not agro’ing correctly in groups
• Fixed a loop when assigning a pet to a task whilst stuck inside
• Crafting level requirements are now displayed in the item info screen
• Fixed kraken tentacle weapon not being able to equip

That is all for today

– Zero

Surviving Titan 0.6.5 is now live!

Hiya guys,

Just a small update tonight, adding steam cloud saves and a few new things.

• Added steam cloud syncing
• Added a new cave to explore
• Added a new desert prefab
• Added smarter collision detected and fallbacks to prevent pets getting lost
• Added more out of bounds checks to most maps
• Added sound to activated rune portal
• NPC’s are no longer damaged by cacti
• Increased pearl stack to 5
• Removed ‘It’s already crafting something’ text from the crafting table
• Fixed bug with inventory closing when clicking on chests
• Fixed bug with removing ladders from caves and replacing them generating a new cave
• Fixed bug with X button not working on some gamepads on IOS
• Improved GUI rescaling whilst in windowed mode
• Reduced lighting effects in firelands biome by 40%
• Bandages can no longer be stacked

Enjoy!

Surviving Titan 0.6.3 has now landed!

Hiya guys,

Today I have been combing the discussion boards and picking up on all of the suggestions you have had to improve the core gameplay loop. One very common thing was the accessibility of storage in the early and mid game, with that in mind I have moved the small chest to a default crafting item at the workbench requiring only wood to craft. It’s base storage capacity has also been increased. At the carpenters table now is a default crafting recipe large chest, requiring only bronze and wood to craft.

Additionality I have fixed several persistent bugs, most notably resources respawning and removing your placed objects, pet pathfinding causing issues on some of the space maps, paintings and doors not showing correctly in player housing and a few other performance tweaks.

Version 0.6.3 should very shortly be available for you to play. I really hope you enjoy the changes and can’t wait to hear what you guys suggest next –

• Fixed a bug that meant some plants and resources would respawn over objects, removing them from the game
• Reduced respawn time of coal and clay
• Large space doors will now stay open after you go through them to help with npc/pet pathfinding
• Reduced lighting effects when shooting the flamethrower
• Added additional map warp check when leaving the igloo
• The small chest is now available to craft at the workbench
• The large wooden chest is now a default crafting recipe at the workbench
• Added a new tier of craftable chest, the golden chest – available at the carpenters table
• Added additional out of bounds checks to most caves
• Improved gui re-scaling when resizing windows mode
• Fixed large and medium paintings only giving small paintings when destroyed/removed
• Fix some map resources objects such as stone walls appearing through player placed buildings
• Fixed bug with wood cabin door not displaying whilst outside
• Fixed bug with paintings displaying outside of player housing
• Added new ‘uproot’ options to plants – removes the plant while it is growing or has grown, has a chance to return the seed
• Increased rock stack size from 25 to 50 to be inline with ores
• Increased small chest size from 8 slots to 12
• Increased medium chest size from 12 to 20
• Increased mytonium chest size from 20 to 32 slots
• Increased gold stack size to 50
• Fixed small layering issue with medium chests
• Fixed fletching table destroying producing a workbench

That is all for today.

Thank you as always for being so awesome

– Zero

Surviving Titan 0.6.2 has now landed!

Hiya guys,

Thank you all for being so active on the discord and community pages the past few days. Your ideas and feedback has been great and I love the direction things are going!

I spent most of the day working on some more quality of life improvements and on fixing all of the bugs you guys found over the last few days!

Here is the list of changes –

• Improved vertical shooting – yes you can now shoot up and down freely
• Improved GUI resolution on some monitors
• Water pouches can now be refilled from rain catchers and wells
• Keycards now stack up to 10
• Fixed movement glitch when walking on lava with pets following you
• Improved bed placement and fixed overlap bug when placing near each other
• game window no longer re-centers when changing maps in windowed mode
• Fixed teleportation pad markers sometimes appearing in the top left of the minimap
• Fixed bug with minimap markers sometimes flickering
• Fixed a bug that would sometimes prevent the ‘Green thumb’ achievement from being completed
• Poison and fire damage can no longer be blocked by the shield
• Fixed boats not placing in deep water
• Fixed a bug when sleeping and pausing the game that would sometimes stop the player from automatically waking up
• Fixed a bug with boats passing through dock panels
• Reduced log requirement to craft coal in the furnace from 10 to 5
• Rover will now not animate whilst idle
• Increased health of rover from 25 to 50
• Clicking a pet icon that is close will now talk to them directly (useful if you have lot’s of pets bunched together)
• Fixed a bug when having multiple buildings near each other that would stop objects being draw inside them
• Added new special object placement check for paintings on walls – can be be placed on all tiles
• Reduced drop chance of rare mining drops slightly
• Added new crafting recipe, bone powder!
• Improved pathfinding on the ‘hell creature’

That is all for today.

I hope you are enjoying the game! And if you are please consider leaving a review on the steam page, it really helps!

– Zero

Surviving Titan – 0.6.1 – now live!

Hiya guys,

Thank you all so much for the support and reception of the game! I have been listening to all of your feedback over the past two days and putting it all together in a list of things that you have suggested be changed to better the game. I think I have ironed out the majority of bugs and glitches in the first few days and today I moved on to tweaking some of your biggest complains, let’s begin!

Storage changes –

The default inventory space has been increased, giving you a bit more room to play with. Chests and large storage objects now dynamically adapt their rows based on their slots –

Don’t forget you can shift-click items to store them quickly!

Ground items –

A lot of you had quite a bit of clutter on the ground after all your farming and exploration. With that in mind I have added a new call that will despawn ground items after 48 ingame hours. Any existing items on the ground before this patch will remain there so you will have to pick them up and drop them again for this change to take effect.

Currently the 48 hour despawn does not effect items that are crafted from a workbench, quest items or any items that you drop if you die.

Keybindings and settings –

There is now an option to toggle on/off auto-zoom when interacting with objects. Zoom-in and out can now be binded as-well as attack can now be binded to right click (still working on the left click remap)

Here is the full patch notes –

  • Gamepad controls improved slightly
  • Fixed a gap that would allow you outside the map in the research ship
  • Added crafting output amounts to GUI
  • Death location will now automatically clear from the minimap when you reach your body
  • Items will now despawn after staying on the ground for 48 in-game hours
  • Added new game setting so you can toggle auto-zoom on and off
  • Quest log and minimap now defaults to M for keybinding
  • Reduced rover smithing level requirment from 15 to 10
  • Fixed bug that meant Clive had to be inside the escape pod to complete the “Fuel levels critical” quest
  • Added zooming to skill tree, default zoom reduced
  • Michael will now attempt to get bars for you if you send him on a mission
  • Increased clay spawns in the jungle slightly

That is all for today guys. Please continue to post your idea’s and feedback.

The game also has a discord channel that I would love for you to join -https://discord.gg/hS8EnfR

– Zero

MORE ABOUT

Surviving Titan – Out now on Steam, IOS and Android!

 

Download on the app store

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Surviving Titan is an open world, action packed, survival adventure game. You will have to craft, build, fight and explore to discover all of the mysteries of Titan.

You’ve crash landed on the planet Titan. Suffering from amnesia and armed with only a basic survival kit you begin exploring the planet looking for any signs of life. You are accompanied by your ships standard issue survival droid, their job is to help keep you alive.

Explore a large open world full of mysteries, dangerous creatures, rare resources and surprises. Live long enough to discover the mysteries of Titan, find other survivors and attempt to escape the perilous planet.

Key features

  • A huge, randomly generated open world to explore – built up of seven different biomes. With each biome having a unique landscape, rare resources and inhabitants (friendly or otherwise) exploring these biomes will be instrumental if you are to ever survive Titan.
  • You are not alone – discover other survivors during your exploration and recruit them into your crew. Trade, fight and explore with them and perhaps they can help unravel some of the mysteries of Titan!
  • Craft your own adventure – With over 150 unique items to craft the world of Titan is your oyster. Craft useful objects, suits of armor or powerful weapons to help you survive.
  • Train your skills. There are 7 skills to master. Each skill has it’s own unique benefits. Compete in global leaderboards to see who is the master of each skill.




I hope you enjoy the game!

https://dynamiczero.com/

– Zero

Surviving Titan – New features, stress testing and the road to release

Hiya guys,

The last few weeks have been pretty crazy on the world of Titan! I have been stress testing the game considerably to try and squeeze out as much performance as possible before launch. One of the main systems I re-wrote was the NPC system, which relies heavily on a parenting system. I managed to squeeze some extra performance out by reducing the time between calculating movement paths. Here is one of my stress tests –

And another more extreme example –

The dynamic weather system has been updated to be far less resource intensive, mobile users should notice a big difference.

Last week I spent most of my time adding gamepad support. It is almost feature complete and lead me to add a much requested feature – dynamic targeting. In the settings screen you can now toggle between keyboard or mouse targeting –

The skill tree finally received some love this week with some of the missing abilities programmed in such as the ‘Jumper cables’ ability you can unlock for SHARD. Upon death this gives you a 20% chance to be brought back to life by SHARD instead of returning to the escape pod, pretty handy!

Lastly I added a few new cave variations for you to stumble across. This one is full of spiders, weak passive creatures. However hurt one you might have a problem on your hands!

That is all for today. The game is now available on steam to wishlist, please show your support and hit the wishlist button today!

– Zero

Surviving Titan – New minimap, controller support, NPC trading and more

Hiya guys,

It has been a few months since the last devlog and I have been itching to post some content! I started to do some closed beta tests towards the end of the year and the feedback has been nothing short of amazing. Many bugs have been crushed and the game is starting to feel like a real complete package.

The first thing I wanted to showcase is the updated minimap. Icons and markers are much clearer now and the actually drawing speed of the minimap has been greatly improved –

Fishing now has a power bar indicator. You can use it to judge your cast distance, useful if you are casting into a shallow pond –

A feature I wanted to add for a while but was not too sure how to implement was NPC trading. Now if you have a friendship with an NPC they may offer you a dialogue option to trade with them. The items they offer change over different times of the day –

Something that I have intended to add to the game for a long time is controller support. While it is not quite complete yet I have added basic, universal controller support to Surviving Titan. It actually feels pretty nice to play on a controller and I am looking forward to developing this further –

I finally got around to implementing proper tracking for things like quests completed, survivors found ect. It’s a really simply feature but I love being able to see the players stats on the menu-screen

That is all for this week. I would love to hear your suggestions and critique. Please consider joining the games discord for beta access too -> Discord.gg

Surviving Titan – 0.2.5 closed beta – patch notes

  • Rotated sleeping bag sprite 90*
    Removed gork head drops
    Improved boar charge attack
    Fixed large wooden gate sprite
    Fixed bug with dragon flashing red
    Modified draw depth of flying NPC’s
    Added loot all button to containers
    Fixed several typo’s, still lot’s more I am sure
    Fixed unequipping and reequipping items producing a misleading notification
    Fixed player offhand weapon/tool being visible when sleeping
    Fixed bug that allowed player to change direction while sleeping
    Fixed graphical error when sleeping with hazmat suit
    Changing class now randomly selects a new character name
    Fixed bug with Peter not correctly auto-following player after accepting ‘Bloody Tourists’ quest
    Days survived now correctly calculated time (including time spent in revival tank)
    Added new nocturnal state to some NPC’s – they will now only spawn at night
    Possibly fixed NPC duplication glitch – will wait for more testing to confirm
    Gaining levels now appears above the player’s head instead
    Fixed bug with redwood tree not drawing correctly
    Fixed glitch that wouldn’t allow the player to instantly teleport back to a map after leaving it
    Fixed graphical error with some objects displaying incorrect sprites between game builds
    Fixed bug that would allow health to go above maximum health when equipping and unequipping items quickly
    Buffed raw and cooked frogs’ legs
    Fixed bug with some items not correctly adding thirst of energy modifiers
    Fixed multitouch item dragging not releasing when mouse was released
    Added bandage crafting sound
    Added several new fishing sounds
    Added several new eat and drink sounds, changed the way the sounds are ordered to only play one
    Fixed several crafting bugs
    Fixed potential crash with NPC’s weapons trying to fire before properly initialized
    Fixed bug with furnace sound not stopping when out of fuel
    Fixed bug with furnace emitter effects
    Increased crafting time of iron bar to 60 seconds
    Added temporary roll ability sound effect
    Removed ‘detail’ object time – was a redundant old system that should increase performance slightly
    Fixed several bugs with NPC system not storing data correctly
    Fixed bug with ground items duplicating when respawning
    Some abilities now require energy to use
    Added new storyline quest – ‘System Status’
    Pet’s on a different map will now draw in the active pet list
    Added new mini-golem creature
    Improved loot salvaged from crashed ships, now has a proper loot table
    Re-wrote all cave chests loot tables
    Added diamond shard spawns
    Fixed collisions bugs with rover – merged vehicle types
    Raw meat now damaged health but also restores some hunger
    Discoveries no longer show a locked icon next to them