Devlog# 3 – Main menu, Water-World, Rope system


Hi guys,

the summer is over and we are bringing some new information about the current development state:

During the time passed, we have got our Steam page live and we have created our first trailer.

We are continuing in bugfixing, tweaking and balancing the gameplay.  We are also adding some new features and extending already implemented ones.

During the summer we have finalized the first version of the Main menu. It brings some new interesting possibilities using two-stage world generation and with loading of the last saved game.

We have also started to work on our Water-World system. As we want to create a very dense and detailed fauna/flora it needs a huge amount of optimalization to allow us cover the entire ocean with life. We want the water animals to react to the actual weather above the ocean.

We are finalizing the inventory system described in our article. The crates will have different interesting features on land, on raft or in the water.

The rope/chain system is our next step to allow the player to anchor his raft/boat because of the wind and the underwater stream effects. The system will also allow to hook up floatable objects and drag them together attached to players raft/boat. The rope will be needed to recover heavier objects from the deep when the player can not bring them up manually in his Sidebag.

That’s all for now, we will bring some new information in our next devlog, stay tuned!


If you have any further questions, ask us. We will try to answer them in detail.


Devlog #2 – Getting things together, Early Access, Plans


Hi there,

after a while we bring this short devlog to keep you informed regularly.

Because we have been Greenlit by the community (not via Steam Direct) we had speed up the things a little.

We think that all the major advanced features are already implemented in our game so we can concentrate more on bugfixing and tweaking the gameplay.  The features that were implemented and tested more or less separately they are now connected together and are working as a whole.

We are aiming to release our first Early Access version as soon as possible, but not at the cost of a broken game.

The game engine features an almost endless combination of survival situations (weather, geolocation, season, …) so the first EA release will be more or less a techdemo to allow us to focus on catching the issues that can ruin the gameplay.

We are planning to implement as dense flora/fauna as today’s hardware can support so besides the game engine will be polished we will begin to add new animals and vegetation incrementally. We want the flora/fauna be dependent on the latitude but that can be achieved only after adding a bigger variety of models.

The 3D models and animations used now in the game are not representing our vision of our game must look like, so as the time passes the actual models will be replaced by more naturally looking, high quality objects.

There will be also some interesting minigames that will perfectly fit into the storyline and/or game mechanics.

That’s all for now, we will bring some new information in our next devlog, stay tuned!


If you have any further questions, ask us. We will try to answer them in detail.

Devlog #1

LiP_Devlog_1Hi there,

for longer period we were not giving any updates about our project, so now we are announcing that we are not lost in pacific. 🙂

Alpha stage of development is mainly about adding new features and functionality to our product, but from time to time it is needed to optimize, refactor and simplify the code where it is necessary.

We are also tweaking the environment and the simulation parameters to make the game more playable and enjoyable.

The save system is also under development.

The simulation engine must handle huge amount of items, objects and weather effects because it handles not only events in the close vicinity of the player, but also everywhere in the discovered game world.

We are working hard to make all those features completed and working correctly as soon as possible. We will give more information, when the development gets further. Stay tuned!