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 ->

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

Surviving Titan – Dev Blog #4

Hiya guys,

It has been a pretty intense few weeks since the last update and I have been looking forward to finally posting some of the changes and features I have been adding. Life on Titan has gotten a bit more deadly recently, with several new boss’s making their way onto the planet. Life has also gotten a bit more stable, with a complete overhaul of the way that enemies and objects are saved and loaded from the map, resulting in increased performance (especially in animal breeding), stability and no more having to save the game – the game now automatically saves every few seconds.

This week I added the ability to choose a skin in the character creation screen, there is currently two to choose from –

I have updated the way that pet AI and human survivors work too, they are now a bit more intelligent in the way that they follow you. They will also offer assistance in combat if needed.

I spent a large part of last week improving the way that the grasslands biome looks and feels. There is now far more foliage in the grasslands and greater diversity of tree’s. There is still more to come but here is a quick preview –

This week I improved the digging mechanics too. Digging now detects the biome you are in which directly effects the loot you can receive, with some very special items (albeit very rare) to find –

Player housing is also something I have been tweaking. The original inception of the player built houses were instanced maps, however I felt this has no consequence and did not fit the survival theme of the game. I have since re-worked this system to now have a seamless transition between inside and outside of player housing. Certain enemies will attempt to break so it is important to have a strong door on if you want to protect your home –

Lastly I have been tweaking the games core questline. I don’t want to give out any spoilers just yet but here is a quick tease of one of the games new quest areas!

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 ->

Many thanks,


Surviving Titan – Dev blog #3

Hiya guys,

I have been itching to post this update for a few days now, the last few weeks have been extremely productive with several new core features being added as-well as complete re-writes of existing mechanics. The games performance has been greatly improved by the re-write of the chunking mechanics, allowing much faster clearing and saving of resources in real-time so you never have to save the game.

This week I revisited the players status screen, from here you can view their skill levels, limb vitals and access their equipment and abilities screen. I think the layout still needs a little bit of work but displays just about everything it needs to –

At long last there are now breeding mechanics in the game, allowing certain animals to be farmed for their resources from the safety of your base –

Of-course this requires some way of getting the chickens to follow you, so I came up with ‘Leashing’. This is a rare item that you cannot craft but once you have it does not degrade –

Other work that has been taking place is in some of the lesser-explored biomes such as the snowlands and jungle. I have been adding some new discoveries to these biomes and adjusting their resources. Here is some sneak peaks –

Lastly for this month I have been testing out some new, higher-tier weapons and their effects. This is the crossbow, it fires multiple low-damage rounds very quickly and has a slight stun/knockback effect. Is it overpowered currently? YES! Does it look cool? I think so –

I have finally set up a discord! While I am not posting too much there right now I would love for some of you to register and chat. Shortly I will be testing newer versions of the game and discord members will be first to know ->

That is all for today, if you have any idea’s or suggestions for the game please message me!


Surviving Titan – Dev blog #2

Hiya guys,

It’s been a few weeks since my last post and lot’s has changed in that time! I have been working quite heavily on improving the world generation of the game, all 7 intended biomes are now present as-well as several randomly generated islands to explore!

There is still some work to be done with smoothing the terrain transitions and adding variation the island shapes but at it’s core everything is in place and ready to explore!

In other news I have been modifying the minimap screen to be more intuitive and interactive. It now features a full screen view with quests as-well the ability to toggle markers on and off.

sirviving titan minimap august 2

Also I have been working on adding several new bosses, an achievement framework, pet system and numerous performance and balance tweaks. Really excited to be showing these new features off in the next few weeks, but for now a sneak peak of an upcoming boss!

surviving titan dragon sneak pea

That is all for today. If you have any idea’s or feedback please send it my way!

I will shortly be setting up a discord server too to log progress and take feedback, PM me if you might be interested in joining.

– Zeso

Introducing Surviving Titan – Action packed, open world survival sci-fi adventure game!

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I have been wanting to make a development thread for a while but the game wasn’t quite there yet. Finally I think I am at a good point to start logging my progress! So without further ado I present to you Surviving Titan, an open world, randomly generated sci-fi survival adventure game.

You crash land on the planet Titan, suffering from amnesia and with the ships scanners unable to detect any signs of civilization you begin the task of exploring the planet looking for any signs of intelligent life. You are accompanied by a survival droid, standard issue for any escape pod. Their job is to keep you alive.

The game features a completely randomly generated open world to explore, with 7 core biomes that piece it together. Each biome has it’s owned unique landscape, resources and inhabitants (friendly or otherwise). Some crafting recipes require item’s that can only be gathered from specific biomes so exploration is key.

Here is a rough image of the current world biome map, it is still actively being improved but getting there –

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This game has a much large scope than anything I have ever made before, but also is alot more complete as I have iterated and improved mechanics from previous games. There are several tiers of crafting, with one of the final tiers giving you the ability to create a teleportation pad that allows you to move across the map almost instantly –

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The game currently features several skills for you to level up, including –


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Leveling up these skills grants you points that can be spent to unlock perks or crafting recipes as-well as other things. The system is not fully fleshed out yet but here is an example of what the final skill tree system might look like –

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Here is a brief look at some of the higher tier items in the game and things you can discover –

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I am really looking forward to posting new content as the game progresses.

That is all now now!