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Make It Terrain!

We made a big decision in the last few weeks to move away from using Unity’s built in terrain system completely. Unity’s terrain engine uses height-map and splat-map data for displaying terrain heights...

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Balancing Act

This last week or so we’ve been consolidating all the items in the game. There’s a long list of things to check off for every item – physics, LODs, layers, tags, names, materials, animations, audio,...

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JUNE 3RD UPDATE

Another week, another post, here’s what we’ve been doing lately :) —   UI If you’ve opted into the experimental builds, you probably know that all the UI has now been ported over to Unity’s native UI...

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EXPERIMENTAL BUILD 0.04.E4 …AND SHINY THINGS

The latest experimental build 0.04.E4 is now live. See the patch notes here — http://steamcommunity.com/games/313120/announcements/detail/79161486321144821 This will hopefully be the last update before...

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THE NEW STABLE BUILD

Wow, what a week! So this week we moved our experimental build over to the stable branch. We’d like to say it went smoothly, but the transition was a little rough. A few large bugs slipped through the...

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16TH AUGUST BLOG

We had planned on having a new experimental build out last week, but we were hung up with some niggles transitioning from our old systems to the new systems. There’s big changes which have involved...

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1ST SEPTEMBER BLOG

It’s just a quick check in this week. We’re super busy with all the things mentioned in the last update — The new building system is beginning to take shape. I’ve been working on a crude tier system...

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19TH SEPTEMBER BLOG – NEW TERRAIN, NEW OCEAN, NEW BUILDING

So we recently updated the experimental branch with a new build and it might look a little different than the last — It’s Stranded Deep… just bigger and better! There’s been some pretty big changes...

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