--===VIPER666===--
Take the role of a plane crash survivor stranded somewhere in the Pacific Ocean. Come face to face with some of the most life threatening scenarios that will result in a different experience each time you play. Scavenge. Discover. Survive.
http://store.steampowered.com/app/313120
1. Extract
2. Enjoy
0.05.E1 CHANGE LOG:
Bug FixesCulling – Fixed a small error with too many layers being excluded from lights culling masks that may have contributed to graphical errors on AMD/ATI cards. UI – Added tooltip functionality for settings selection. UI – Fixed scrollbar in graphics options menu displaying incorrectly. UI – The position for the World seed dialogues input caret and highlighting was incorrect. This has been fixed internally with the upgrade to Unity 5.2. Ocean – Fixed ambient occlusion writing over ocean surface underwater. Crafting Triggers – Fixed errors with objects not leaving collections. This was also causing crafted items to not ‘appear’ where they should have. Crafting Triggers – Optimised triggering algorithm and trigger collider types. ChangesSee the change log on website (coming soon) ... New ContentNew SystemsTerrain – New terrain system! The new terrain system has large Islands, handcrafted zones, procedural content, and more! The terrain system has been rewritten to support biome zones with much more detail. Zones now allow for large island either hand crafted or procedurally generated. The world is currently limited to a size of 5x3 biomes but will expand as the system progresses. Ceto – New ocean system! This will be in the “work in progress” stage for a while as it continues being worked on by the developer and incorporated by us. Caustics – Improved caustics. The switch to Ceto allowed us to rework the caustic system and incorporate our original caustics again which are more fluid and dynamic. Tides – A simple semi-diurnal tide system has been implemented. This will have more impact when buoyancy and currents have been fully implemented. Building – New building system! This system is in very early days. Only the lowest building material tier is available to build with for now. All building pieces are placeholders. Building pieces also have a basic structural support mechanic implemented: - Roofs and floors need a foundation with two walls to support the next level. - Foundations, floors and roofs can support one ‘tile’ out from themselves. Be careful not to place something where it won’t be supported as you will lose all of your materials! The building combos are all basically a stick.. and if it needs another piece (eg: to build steps you need a foundation and a stick). Hopefully this will help everyone test things quickly. Building – New destruction gibs! A basic system for gibs has been implemented. This will evolve as the building system progresses. DirectX 11 – Added DirectX 11 support. This will allow users with capable video cards to run the game under DirectX 11. This will also open the way for DX11 specific optimizations like running the ocean simulation solely on the GPU. DirectX 9 – Users with DirectX 9 can select the “DirectX 9.0” option on start-up or add “-force-d3d9” to the game’s launch options for a more permanent solution. Reflection Probes – Users running the game under DirectX 11 will have the new reflection probes. Currently there’s an internal bug stopping probes from rendering correctly under DirectX 9 and OpenGL. The reflection probes only contain the sky at the moment. Unity – Upgraded to latest version of Unity 5.2. According to the release notes there’s been “CPU side rendering performance optimizations across the board. We've seen between 5% and 30% lower CPU cost for rendering, depending on the setup.” New ContentFoliage – New foliage! The new foliage makes better use of our new shaders with translucency, etc. Foliage – New ceriman plant Foliage – New banana frond plant Foliage – New ficus trees, can be harvested for sticks Foliage – New palm trees Foliage – New heart-leaf philodendron plant Rocks – New temporary rocks, cliff models Drift Wood – Drift wood, harvest driftwood logs from driftwood piles scattered around island shores. Effects – New HDR tone mapper and eye adaptation. The new tone mapper is much better quality than the previous built-in tone mapping we were using. Effects – New ‘Motion Blur’ effect. This is only recommended for higher end systems. Effects – New ‘Depth of Field’ effect. This is only recommended for higher end systems.
--===VIPER666===--