Skip to content

Releases

Desert 0.3.0-alpha — Sanddune

Pre-release

Choose a tag to compare

@github-actions github-actions released this 22 Oct 02:16

0.3.0-alpha “Sanddune”

A physical Surveyor departure, a camp you can find again, and more grounded
movement, ropes and radio. Published for ongoing playtesting; fixes will follow
as Sanddune patches.

  • Walk the Surveyor carrier, load actual equipment into a reusable chassis pod,
    and launch from its seat. Required stores and structural blockers are explained
    at the computer and before boarding.

  • Read the always-on physical launch screen, smoothly focus it, and drag one
    departure pulse over a rotating globe. The forecast, cabin window and flight
    share the same saved clock and path; there are no numeric angle controls.

  • Stay in first person through ejection, descent, atmospheric heating and impact.
    Loaded gear remains visible; recover surviving equipment nearby and dismantle
    the pod's ordinary panels into your first camp.

  • Give the cabin sheltered industrial materials, a marked pod bay and a closer
    planetary horizon. The pod has a real recoverable glazed viewing panel.

  • Share lore-scale curvature between distant ground, sky, storms and the delivery
    drone. Compressed travel distance and the 20-minute day remain unchanged.

  • Improve chassis-height boarding vaults and body poses, keep the torso out of the
    ridden-board view, and wrap the visible tether around the suit's waist.

  • Publish a GitHub Pages performance observatory with probe retries, build costs,
    artifact sizes and headless streaming, rope and memory measurements.

  • Speed up probe iteration with accelerated ruin traversal, native scheduling for
    expensive terrain checks, and fresh CI duration history. Package desktop builds
    faster with light ZIP compression.

  • Begin new Surveyor runs in orbit, descend in a recoverable chassis pod and
    collect seeded surviving physical equipment. Other origins, developer scenarios
    and legacy saves retain their existing starts. During a fully eclipsed landing,
    the recovery notice points out the suit headlamp using its current binding.

  • Mark one chassis as Home with a physical beacon. Its claimed camp retains bounded
    terrain, collision and history while you scout; ordinary power and weather keep running.

  • Open Home from the carry view for distance, bearing and live or last-known reception.
    The Surveyor opening supplies a beacon; surface salvage can supply one too.
    Returning from a scouting trip records Home Again.

  • Save and resume distant camps without discarding their excavation or exceeding
    the support budget. Overstretched camps keep their objects and report unsupported ground.

  • See the Surveyor suit in first person: boots, posed legs and arms, with a full
    external model and shadow. Held-item hand reach remains preliminary.

  • Sit on supported ground or lie down and crawl with physical low clearance.
    Getting up checks headroom; wind, ropes, slopes and moving decks still move you.

  • Offer the existing safe sleep choices while lying still with empty hands.
    Posture survives saves, and the first ground rest earns A Moment's Rest.

  • Continue holding Use to untie successive waist lines into a knot in hand, then
    anchor, retrieve or drop it normally. Select each original member in the carry
    view; lengths and routes survive saves. Securing multiple lines earns Make Fast.

  • Continuously unwind and gather the rope coil while preserving its gauge and
    held-end attachment.

  • Resolve capsized mast contacts against the mass response of the hull and hinged
    boom, preserve support while applying friction, and support capsized decks on
    their actual frame edges. Keep the existing upright runner clearance.

  • Read current controls directly from the system menu or Options in a bounded,
    scrollable page. Remove the separate keys overlay and its persistent footer.

  • See Frontier Ag's crop survey as a full model 6 km up: faceted nacelles, solar
    arrays and its care-package cannon, lit by the sun and the sand below and
    hazed by the air between. Its care packages fall for 30 s from the new height.

  • The crop survey now passes over Port Morgan every lap, its route swinging round
    the moon. Port Morgan Control Tower reads its schedule on FM every 5 minutes:
    speed, altitude and when it's next over the port. Hearing it earns Flight Plan.

  • Fit FM and shortwave converters to the radio and switch bands. FM brings Port
    Morgan's station by line of sight and the relay's music; shortwave carries the
    satellites and Tu's roar, clearer on an antenna reel's strung wire.

  • Find a station's direction by the ferrite rod's null, and hear natural radio's
    sferics and whistlers at the bottom of the AM dial on a long wire.

  • Fewer satellites, each on its own orbit: about two cross the sky at once.
    New deeds: Line of Sight, Storm on Tu, Long Wire, Null and Whistler.

Compatibility

  • Existing 0.2.4 run saves and profiles remain supported; no reset is required.
    Older Surveyor runs retain their existing start. Start a new Surveyor run to
    experience the carrier and pod opening.
  • Preparation, seated, in-flight and recovered pod saves preserve the selected
    course and original equipment. Loading does not reroll the start or grant a
    second kit. Unsupported old save formats are still refused without overwriting.

Current limits and verification

  • Sailing balance, launch-screen comprehension, camera comfort and long-run camp
    performance remain active playtest work. This release does not close those gates.
  • Kites, deeper suit/wrist instruments and broader origin variants remain for
    Spaceport. The carrier uses a bounded powered survey loiter and a one-pulse
    gameplay trajectory; it is not a full orbital flight simulator.
  • Scenario runs do not save. Use Normal runs to test persistence.
  • The shipped runtime passed all 21 Linux, native Windows/macOS and exported-build
    checks. Connected input/save checks and actual Forward+ and Compatibility
    captures were reviewed. The release pipeline repeats full checks on the tag
    and smoke-tests all three packaged builds before publishing.

0.2.4-alpha “Creaky Sailboat”

A manual sail hoist, physical salvage rewards and clearer radio handling.
Includes the sailing, traversal and exploration baseline described below.

  • Raise and lower sails with a fitted hand winch and a real halyard over the masthead.
    Starter and found rigs supply the hardware; fully hauled sails retain wind-deed progress.
  • Remove fitted sails and board rope ends, and recover loose ropes without losing anchors.
    Previously owned and older loose coils open into usable rope when picked up.
    Remaining coils follow the active paying end and use layered rope windings.
    The authored yacht uses visible ballast, four hover trays and two centreline keels.
  • Show tuning controls in the radio close view and give stations distinct machine voices.
    New reports discard interference fragments left over from the previous playback.
  • Pick up Halloran coalcane normally and unlock a physical service cache after the burn.
    Homes, refinery fittings and the connected pipeline gain modeled detail.
  • Add a short illustrated hoisting page to the sailing notes.
  • Reach Starcom's relay mountain and the far-side observatory volcano: hazy distant
    silhouettes become real slopes, colonial galleries and salvage when approached.
    The existing volcanic plume rises from the mountain's flank.
  • Storm-stripped ruins refill more slowly in calmer air, leaving a short window to
    investigate after the dust clears. Strong storms can still bury them again.

0.2.3-alpha “Sailboat”

Physical sailing controls, clearer radio reception, and a first encounter at Halloran.

The 0.2.2 and 0.2.3 tags remained unpublished candidates. The first failed its
verification gate; the second was withheld after a repeat-report interference bug
was reproduced. Version 0.2.4 includes their scope and fixes that bug.

  • Select waist lines by hovering and clicking in the carry view. A single line reels
    without selection; release all uses timed progress and preserves momentum.
  • Sailing booms turn on physical hinges, constrained by real sheets and routed lines.
    Fit hooks to clear surfaces, route ropes through them, and yank a worked line for
    a quick tug. Four short illustrated pages replace the long sailing tutorial.
  • Skates, hover parts and keels can share decks where they physically fit. Vault onto
    reachable ledges and moving decks with a climb scaled to the ledge height; exposed
    wreck roofs provide solid walking and hoverboard surfaces.
  • Fix distant stake placement, depleted-deck hover shutdown, freed rope selections,
    and frame-rate-dependent ridden-board battery use.
  • Radios gain station marks, independent sound effects and steadier carried audio.
    Scheduled songs keep playing through mixer/world-clock drift instead of restarting under load.
    Bundled weather, god and beacon speech works without an external voice service.
  • Thirteen satellites broadcast overhead. Signal the delivery drone with a flare to call
    a cargo drop; active deliveries and used flares survive saving and loading.
  • Explore Halloran's lower homes and Crossing, feed the Stoker's maintenance furnace,
    and claim a finite service cache after the burn. Fuel, burn progress and rewards persist.
  • Add a directional survey receiver, a physical Surveyor's Guide, a playable
    Archaeologist kit and a personal shield for the Salvager start.

Limits recorded for 0.2.3 (historical)

  • Drone cargo containers are empty; supply contents are not implemented yet.
  • The Halloran maintenance burn is a bounded encounter, not a portable generator,
    sustainable fuel loop or completed ending.
  • Kites, camp beacons and keeping distant camps loaded remain planned work.
  • Scenario runs do not save. Use a Normal run to test persistence.

0.2.1-alpha “Sailboat”

Richer sand and trails, recoverable Nomad sailing gear, and fixes from sailing playtests.

  • More depth and shade in dune sand and nearby ripples.
  • Sand trails gain shaped depressions and ri...
Read more

Desert 0.2.4-alpha — Creaky Sailboat

Pre-release

Choose a tag to compare

@github-actions github-actions released this 21 Oct 03:21

0.2.4-alpha “Creaky Sailboat”

A manual sail hoist, physical salvage rewards and clearer radio handling.
Includes the sailing, traversal and exploration baseline described below.

  • Raise and lower sails with a fitted hand winch and a real halyard over the masthead.
    Starter and found rigs supply the hardware; fully hauled sails retain wind-deed progress.
  • Remove fitted sails and board rope ends, and recover loose ropes without losing anchors.
    Previously owned and older loose coils open into usable rope when picked up.
    Remaining coils follow the active paying end and use layered rope windings.
    The authored yacht uses visible ballast, four hover trays and two centreline keels.
  • Show tuning controls in the radio close view and give stations distinct machine voices.
    New reports discard interference fragments left over from the previous playback.
  • Pick up Halloran coalcane normally and unlock a physical service cache after the burn.
    Homes, refinery fittings and the connected pipeline gain modeled detail.
  • Add a short illustrated hoisting page to the sailing notes.
  • Reach Starcom's relay mountain and the far-side observatory volcano: hazy distant
    silhouettes become real slopes, colonial galleries and salvage when approached.
    The existing volcanic plume rises from the mountain's flank.
  • Storm-stripped ruins refill more slowly in calmer air, leaving a short window to
    investigate after the dust clears. Strong storms can still bury them again.

0.2.3-alpha “Sailboat”

Physical sailing controls, clearer radio reception, and a first encounter at Halloran.

The 0.2.2 and 0.2.3 tags remained unpublished candidates. The first failed its
verification gate; the second was withheld after a repeat-report interference bug
was reproduced. Version 0.2.4 includes their scope and fixes that bug.

  • Select waist lines by hovering and clicking in the carry view. A single line reels
    without selection; release all uses timed progress and preserves momentum.
  • Sailing booms turn on physical hinges, constrained by real sheets and routed lines.
    Fit hooks to clear surfaces, route ropes through them, and yank a worked line for
    a quick tug. Four short illustrated pages replace the long sailing tutorial.
  • Skates, hover parts and keels can share decks where they physically fit. Vault onto
    reachable ledges and moving decks with a climb scaled to the ledge height; exposed
    wreck roofs provide solid walking and hoverboard surfaces.
  • Fix distant stake placement, depleted-deck hover shutdown, freed rope selections,
    and frame-rate-dependent ridden-board battery use.
  • Radios gain station marks, independent sound effects and steadier carried audio.
    Scheduled songs keep playing through mixer/world-clock drift instead of restarting under load.
    Bundled weather, god and beacon speech works without an external voice service.
  • Thirteen satellites broadcast overhead. Signal the delivery drone with a flare to call
    a cargo drop; active deliveries and used flares survive saving and loading.
  • Explore Halloran's lower homes and Crossing, feed the Stoker's maintenance furnace,
    and claim a finite service cache after the burn. Fuel, burn progress and rewards persist.
  • Add a directional survey receiver, a physical Surveyor's Guide, a playable
    Archaeologist kit and a personal shield for the Salvager start.

Current limits

  • Drone cargo containers are empty; supply contents are not implemented yet.
  • The Halloran maintenance burn is a bounded encounter, not a portable generator,
    sustainable fuel loop or completed ending.
  • Kites, camp beacons and keeping distant camps loaded remain planned work.
  • Scenario runs do not save. Use a Normal run to test persistence.

0.2.1-alpha “Sailboat”

Richer sand and trails, recoverable Nomad sailing gear, and fixes from sailing playtests.

  • More depth and shade in dune sand and nearby ripples.
  • Sand trails gain shaped depressions and rims that flatten the surrounding ripples.
  • Nomad wrecks and camps with recoverable sailing gear, a streamer and a crow's nest.
  • The dev console can open over any menu; unlocking origins updates the open menu.
  • A crow's nest can be placed on a standing mast from deck height.
  • The Varran's sheet ring rests on the deck, and waist ropes follow the rider's displayed movement.
  • Waist lines show the selected line's name, length and tension; reeling and untying work that same line.
  • The board can catch up on slack lines and carry momentum around a sailing rig. Motor assistance is limited under load; heavy towing grounds it and makes it sputter until you ease off.
  • A physical sailing field guide in the sail scenario explains wind, trim, steering and the Varran bridle.
  • Shorter weather announcements, spoken when storm news changes.

0.2.0-alpha

The second alpha of a cozy survival game on a dead desert moon. Your home is a bubble
shield you carry with you, on a rig you build and tie down against the wind. Everything
is still rough: grey boxes, placeholder sounds, numbers still moving. It's here to be
played and broken.

New since 0.1

  • The chassis is the one structure. Crates and slots are gone:
    • Anything sticks on a chassis's faces, and frames take walls and shelves.
    • Hover trays lift toward the sand they face.
    • Everything on a deck shares one power pool.
    • Walls and fabric catch the wind and shelter what's behind them.
  • Power boxes come in four makes, from a colonial cabinet to a temple shrine. Each bay has
    a light strip, and a Console ranks and switches devices as far as the box allows.
  • Sailing for real:
    • The sheet is a line you haul in and ease out, and the cloth shows its trim.
    • With a helm and a keel, a camp sails as a land yacht.
  • The hoverboard skids on hard carves, lands hard, crashes, and comes in four makes.
  • Deeds: 40 of them in eleven trees, earned in play with a bell and a badge. Four starts
    open by deeds.
  • Two new starts:
    • The Varran settler flies a kite rig with his board as its keel.
    • The Archaeologist digs ruins out of the dunes.
  • Dune archaeology:
    • Storms strip windward faces and bury the lee.
    • Big dunes hide ruins that a big storm bares.
    • A Console's ground radar maps what's buried, and a scoop and a sieve dig it out.
  • Wrecks to cut open seam by seam, with live hazards to make safe first.
  • The anomaly: a rare storm the forecast can't see, and the tells that give it away.
  • Vents and plumes: sand columns that tower over the storm walls from far off, and booms
    that arrive after you see the burst.
  • Sightlines: ruins on the horizon, true to size, catching the light.
  • Sleep in a bedroll to skip a night or a storm, and auto-walk for the long haul.
  • The radio:
    • Its storm reports come in a recorded voice.
    • Seven gods broadcast on its dial.
  • Sand that reads as sand:
    • lopsided ripples;
    • grain at your feet;
    • grainflows down slip faces.
  • A creative menu in the dev console, to build anything in a test run.

What's in it

  • The moon: endless dunes that the wind reshapes. A day and night with the gas giant
    Tu overhead and its eclipses, and storms you can see coming as a wall on the horizon.

  • The camp:

    • a bubble shield that keeps the storm out;
    • chassis pieces you join into a deck, with hover trays, frames and walls;
    • whatever you find stuck on it: devices, batteries, hooks, lamps, a sail.
  • Power: solar panels, a wind turbine, batteries, power boxes and cables, on a budget
    that has to last through night and storm.

  • Rope: stakes, lines and reels to moor what floats and tow your camp behind you.

  • Survival: water, food and a suit with five slots, and a condenser that wrings water
    out of the air.

  • Salvage: finds half-buried in the dunes, ruins to walk into, and wrecks to cut open,
    all uncovered and buried again as the weather moves the sand.

  • Farming: planters that grow root-tubers in the clear and vat fungus in the storm's
    dark, wild saltbush, and a harvester that feeds you.

  • Gear: hoverboards, a radio, a Console for your instruments and maps, and a compass that
    Tu's field and the ground pull off north.

  • Five origins:

    • the Surveyor tows a camp;
    • the Salvager rides light;
    • the Homesteader stays put;
    • the Varran sails;
    • the Archaeologist digs.

    All but the Surveyor open by deeds. Each runs in Normal, which saves as you go, or
    Ironman, where death ends the run.

  • The dev console and its scenarios are left in, for jumping straight to a storm, a
    wreck or a vent. A scenario's run, or any run a dev command has touched, counts no deeds.

How to start

  1. Unzip the download for your computer and open the folder.
  2. Start the game:
    • Windows: Desert.exe.
    • macOS: Desert.app.
    • Linux: Desert.x86_64. If it won't start, make it executable first:
      chmod +x Desert.x86_64.
  3. Choose New game, pick who you come as, then Normal.
  4. Press F1 for the keys list. It shows every key as it's bound now. F11
    switches fullscreen.

You'll need a graphics card with Vulkan (Windows and Linux) or a Mac on macOS 13 or
later (Apple silicon) or 11 or later (Intel).

Known issues

  • The builds aren't signed, so your computer will warn you the first time:
    • Windows SmartScreen says "Windows protected your PC". Click More info, then
      Run anyway.
    • macOS says the app can't be opened because Apple can't check it for malicious
      software. Control-click Desert.app, choose Open, then Open again. On
      macOS 15 or later, try to open it once, then go to System Settings → Privacy &
      Security
      and click Open Anyway. Or, in Terminal, from the folder it's in:
      xattr -dr com.apple.quarantine Desert.app.
  • Saves from 0.1 don't load, since the camp is built differently now. Your settings
    carry over.
  • **Saves may not carry over betw...
Read more

Desert Launcher 0.1.1

Choose a tag to compare

@github-actions github-actions released this 21 Oct 23:32

Adds the shared widescreen in-game storm banner above the Play and Source pages. The banner is included in all packaged builds.

Packages are available for Linux x86_64, Windows x86_64, and macOS arm64 and x86_64. Windows builds are unsigned and may show SmartScreen. macOS builds are unsigned and not notarized, so macOS may block them on first launch.

Desert Launcher 0.1.0

Choose a tag to compare

@hunterjsb hunterjsb released this 21 Oct 01:15

Cross-platform desktop launcher packages. Windows builds are unsigned and may show SmartScreen. macOS builds are unsigned and not notarized, so macOS may block them on first launch.

Desert 0.2.1-alpha — Sailboat

Pre-release

Choose a tag to compare

@github-actions github-actions released this 19 Oct 18:36

0.2.1-alpha “Sailboat”

Richer sand and trails, recoverable Nomad sailing gear, and fixes from sailing playtests.

  • More depth and shade in dune sand and nearby ripples.
  • Sand trails gain shaped depressions and rims that flatten the surrounding ripples.
  • Nomad wrecks and camps with recoverable sailing gear, a streamer and a crow's nest.
  • The dev console can open over any menu; unlocking origins updates the open menu.
  • A crow's nest can be placed on a standing mast from deck height.
  • The Varran's sheet ring rests on the deck, and waist ropes follow the rider's displayed movement.
  • Waist lines show the selected line's name, length and tension; reeling and untying work that same line.
  • The board can catch up on slack lines and carry momentum around a sailing rig. Motor assistance is limited under load; heavy towing grounds it and makes it sputter until you ease off.
  • A physical sailing field guide in the sail scenario explains wind, trim, steering and the Varran bridle.
  • Shorter weather announcements, spoken when storm news changes.

0.2.0-alpha

The second alpha of a cozy survival game on a dead desert moon. Your home is a bubble
shield you carry with you, on a rig you build and tie down against the wind. Everything
is still rough: grey boxes, placeholder sounds, numbers still moving. It's here to be
played and broken.

New since 0.1

  • The chassis is the one structure. Crates and slots are gone:
    • Anything sticks on a chassis's faces, and frames take walls and shelves.
    • Hover trays lift toward the sand they face.
    • Everything on a deck shares one power pool.
    • Walls and fabric catch the wind and shelter what's behind them.
  • Power boxes come in four makes, from a colonial cabinet to a temple shrine. Each bay has
    a light strip, and a Console ranks and switches devices as far as the box allows.
  • Sailing for real:
    • The sheet is a line you haul in and ease out, and the cloth shows its trim.
    • With a helm and a keel, a camp sails as a land yacht.
  • The hoverboard skids on hard carves, lands hard, crashes, and comes in four makes.
  • Deeds: 40 of them in eleven trees, earned in play with a bell and a badge. Four starts
    open by deeds.
  • Two new starts:
    • The Varran settler flies a kite rig with his board as its keel.
    • The Archaeologist digs ruins out of the dunes.
  • Dune archaeology:
    • Storms strip windward faces and bury the lee.
    • Big dunes hide ruins that a big storm bares.
    • A Console's ground radar maps what's buried, and a scoop and a sieve dig it out.
  • Wrecks to cut open seam by seam, with live hazards to make safe first.
  • The anomaly: a rare storm the forecast can't see, and the tells that give it away.
  • Vents and plumes: sand columns that tower over the storm walls from far off, and booms
    that arrive after you see the burst.
  • Sightlines: ruins on the horizon, true to size, catching the light.
  • Sleep in a bedroll to skip a night or a storm, and auto-walk for the long haul.
  • The radio:
    • Its storm reports come in a recorded voice.
    • Seven gods broadcast on its dial.
  • Sand that reads as sand:
    • lopsided ripples;
    • grain at your feet;
    • grainflows down slip faces.
  • A creative menu in the dev console, to build anything in a test run.

What's in it

  • The moon: endless dunes that the wind reshapes. A day and night with the gas giant
    Tu overhead and its eclipses, and storms you can see coming as a wall on the horizon.

  • The camp:

    • a bubble shield that keeps the storm out;
    • chassis pieces you join into a deck, with hover trays, frames and walls;
    • whatever you find stuck on it: devices, batteries, hooks, lamps, a sail.
  • Power: solar panels, a wind turbine, batteries, power boxes and cables, on a budget
    that has to last through night and storm.

  • Rope: stakes, lines and reels to moor what floats and tow your camp behind you.

  • Survival: water, food and a suit with five slots, and a condenser that wrings water
    out of the air.

  • Salvage: finds half-buried in the dunes, ruins to walk into, and wrecks to cut open,
    all uncovered and buried again as the weather moves the sand.

  • Farming: planters that grow root-tubers in the clear and vat fungus in the storm's
    dark, wild saltbush, and a harvester that feeds you.

  • Gear: hoverboards, a radio, a Console for your instruments and maps, and a compass that
    Tu's field and the ground pull off north.

  • Five origins:

    • the Surveyor tows a camp;
    • the Salvager rides light;
    • the Homesteader stays put;
    • the Varran sails;
    • the Archaeologist digs.

    All but the Surveyor open by deeds. Each runs in Normal, which saves as you go, or
    Ironman, where death ends the run.

  • The dev console and its scenarios are left in, for jumping straight to a storm, a
    wreck or a vent. A scenario's run, or any run a dev command has touched, counts no deeds.

How to start

  1. Unzip the download for your computer and open the folder.
  2. Start the game:
    • Windows: Desert.exe.
    • macOS: Desert.app.
    • Linux: Desert.x86_64. If it won't start, make it executable first:
      chmod +x Desert.x86_64.
  3. Choose New game, pick who you come as, then Normal.
  4. Press F1 for the keys list. It shows every key as it's bound now. F11
    switches fullscreen.

You'll need a graphics card with Vulkan (Windows and Linux) or a Mac on macOS 13 or
later (Apple silicon) or 11 or later (Intel).

Known issues

  • The builds aren't signed, so your computer will warn you the first time:

    • Windows SmartScreen says "Windows protected your PC". Click More info, then
      Run anyway.
    • macOS says the app can't be opened because Apple can't check it for malicious
      software. Control-click Desert.app, choose Open, then Open again. On
      macOS 15 or later, try to open it once, then go to System Settings → Privacy &
      Security
      and click Open Anyway. Or, in Terminal, from the folder it's in:
      xattr -dr com.apple.quarantine Desert.app.
  • Saves from 0.1 don't load, since the camp is built differently now. Your settings
    carry over.

  • Saves may not carry over between later builds either. A build that can't read a save
    says so on the main menu and leaves it alone; it never loads half a run.

  • It's an alpha. Expect rough edges, odd physics in a hard storm, and balance that
    will change. Your save, your profile and the game's logs are in:

    • Windows: %APPDATA%\Godot\app_userdata\Desert
    • macOS: ~/Library/Application Support/Godot/app_userdata/Desert
    • Linux: ~/.local/share/godot/app_userdata/Desert

    The version is in the main menu's corner. Please name it when you report a bug.

Desert 0.2.0-alpha

Desert 0.2.0-alpha Pre-release
Pre-release

Choose a tag to compare

@github-actions github-actions released this 19 Oct 13:08

The second alpha of a cozy survival game on a dead desert moon. Your home is a bubble
shield you carry with you, on a rig you build and tie down against the wind. Everything
is still rough: grey boxes, placeholder sounds, numbers still moving. It's here to be
played and broken.

New since 0.1

  • The chassis is the one structure. Crates and slots are gone:
    • Anything sticks on a chassis's faces, and frames take walls and shelves.
    • Hover trays lift toward the sand they face.
    • Everything on a deck shares one power pool.
    • Walls and fabric catch the wind and shelter what's behind them.
  • Power boxes come in four makes, from a colonial cabinet to a temple shrine. Each bay has
    a light strip, and a Console ranks and switches devices as far as the box allows.
  • Sailing for real:
    • The sheet is a line you haul in and ease out, and the cloth shows its trim.
    • With a helm and a keel, a camp sails as a land yacht.
  • The hoverboard skids on hard carves, lands hard, crashes, and comes in four makes.
  • Deeds: 40 of them in eleven trees, earned in play with a bell and a badge. Four starts
    open by deeds.
  • Two new starts:
    • The Varran settler flies a kite rig with his board as its keel.
    • The Archaeologist digs ruins out of the dunes.
  • Dune archaeology:
    • Storms strip windward faces and bury the lee.
    • Big dunes hide ruins that a big storm bares.
    • A Console's ground radar maps what's buried, and a scoop and a sieve dig it out.
  • Wrecks to cut open seam by seam, with live hazards to make safe first.
  • The anomaly: a rare storm the forecast can't see, and the tells that give it away.
  • Vents and plumes: sand columns that tower over the storm walls from far off, and booms
    that arrive after you see the burst.
  • Sightlines: ruins on the horizon, true to size, catching the light.
  • Sleep in a bedroll to skip a night or a storm, and auto-walk for the long haul.
  • The radio:
    • Its storm reports come in a recorded voice.
    • Seven gods broadcast on its dial.
  • Sand that reads as sand:
    • lopsided ripples;
    • grain at your feet;
    • grainflows down slip faces.
  • A creative menu in the dev console, to build anything in a test run.

What's in it

  • The moon: endless dunes that the wind reshapes. A day and night with the gas giant
    Tu overhead and its eclipses, and storms you can see coming as a wall on the horizon.

  • The camp:

    • a bubble shield that keeps the storm out;
    • chassis pieces you join into a deck, with hover trays, frames and walls;
    • whatever you find stuck on it: devices, batteries, hooks, lamps, a sail.
  • Power: solar panels, a wind turbine, batteries, power boxes and cables, on a budget
    that has to last through night and storm.

  • Rope: stakes, lines and reels to moor what floats and tow your camp behind you.

  • Survival: water, food and a suit with five slots, and a condenser that wrings water
    out of the air.

  • Salvage: finds half-buried in the dunes, ruins to walk into, and wrecks to cut open,
    all uncovered and buried again as the weather moves the sand.

  • Farming: planters that grow root-tubers in the clear and vat fungus in the storm's
    dark, wild saltbush, and a harvester that feeds you.

  • Gear: hoverboards, a radio, a Console for your instruments and maps, and a compass that
    Tu's field and the ground pull off north.

  • Five origins:

    • the Surveyor tows a camp;
    • the Salvager rides light;
    • the Homesteader stays put;
    • the Varran sails;
    • the Archaeologist digs.

    All but the Surveyor open by deeds. Each runs in Normal, which saves as you go, or
    Ironman, where death ends the run.

  • The dev console and its scenarios are left in, for jumping straight to a storm, a
    wreck or a vent. A scenario's run, or any run a dev command has touched, counts no deeds.

How to start

  1. Unzip the download for your computer and open the folder.
  2. Start the game:
    • Windows: Desert.exe.
    • macOS: Desert.app.
    • Linux: Desert.x86_64. If it won't start, make it executable first:
      chmod +x Desert.x86_64.
  3. Choose New game, pick who you come as, then Normal.
  4. Press F1 for the keys list. It shows every key as it's bound now. F11
    switches fullscreen.

You'll need a graphics card with Vulkan (Windows and Linux) or a Mac on macOS 13 or
later (Apple silicon) or 11 or later (Intel).

Known issues

  • The builds aren't signed, so your computer will warn you the first time:

    • Windows SmartScreen says "Windows protected your PC". Click More info, then
      Run anyway.
    • macOS says the app can't be opened because Apple can't check it for malicious
      software. Control-click Desert.app, choose Open, then Open again. On
      macOS 15 or later, try to open it once, then go to System Settings → Privacy &
      Security
      and click Open Anyway. Or, in Terminal, from the folder it's in:
      xattr -dr com.apple.quarantine Desert.app.
  • Saves from 0.1 don't load, since the camp is built differently now. Your settings
    carry over.

  • Saves may not carry over between later builds either. A build that can't read a save
    says so on the main menu and leaves it alone; it never loads half a run.

  • It's an alpha. Expect rough edges, odd physics in a hard storm, and balance that
    will change. Your save, your profile and the game's logs are in:

    • Windows: %APPDATA%\Godot\app_userdata\Desert
    • macOS: ~/Library/Application Support/Godot/app_userdata/Desert
    • Linux: ~/.local/share/godot/app_userdata/Desert

    The version is in the main menu's corner. Please name it when you report a bug.

Desert 0.1.0-alpha

Desert 0.1.0-alpha Pre-release
Pre-release

Choose a tag to compare

@github-actions github-actions released this 18 Oct 21:34

The first alpha of a cozy survival game on a dead desert moon. Your home is a bubble
shield you carry with you, tied down with rope against the wind. Everything is rough:
grey boxes, placeholder sounds, numbers still moving. It's here to be played and
broken.

What's in it

  • The moon: endless dunes that the wind reshapes, a day and night with the gas
    giant Tu overhead and its eclipses, and storms you can see coming as a wall on the
    horizon.
  • The camp: a bubble shield that keeps the storm out, devices you build up by
    fitting parts into their sockets (batteries, hooks, hover trays, lamps), crates that
    stand on a deck, and a sail to move a camp across the sand.
  • Power: solar panels, a wind turbine, batteries and cables, on a budget that has
    to last through night and storm.
  • Rope: stakes, lines and reels to moor what floats and tow your camp behind you.
  • Survival: water, food and a suit with five slots; a condenser that wrings water
    out of the air.
  • Salvage: finds half-buried in the dunes, uncovered as the weather strips the
    sand, and ruins to walk into.
  • Farming: planters that grow root-tubers in the clear and vat fungus in the
    storm's dark, wild saltbush, and a harvester that feeds you.
  • A hoverboard, a radio with music, a weather station and beacons, and a console
    for your instruments.
  • Three origins to come as (the Surveyor tows a camp, the Salvager rides light, the
    Homesteader stays put), each run in Normal, which saves as you go, or Ironman, where
    death ends the run.
  • The dev console and its scenarios are left in, for jumping straight to a storm,
    a farm or a ruin. A scenario's run is never saved.

How to start

  1. Unzip the download for your computer and open the folder.
  2. Start the game:
    • Windows: Desert.exe.
    • macOS: Desert.app.
    • Linux: Desert.x86_64. If it won't start, make it executable first:
      chmod +x Desert.x86_64.
  3. Choose New game, pick who you come as, then Normal.
  4. Press F1 for the keys list. It shows every key as it's bound now. F11
    switches fullscreen.

You'll need a graphics card with Vulkan (Windows and Linux) or a Mac on macOS 13 or
later (Apple silicon) or 11 or later (Intel).

Known issues

  • The builds aren't signed, so your computer will warn you the first time:

    • Windows SmartScreen says "Windows protected your PC". Click More info, then
      Run anyway.
    • macOS says the app can't be opened because Apple can't check it for malicious
      software. Control-click Desert.app, choose Open, then Open again. On
      macOS 15 or later, try to open it once, then go to System Settings → Privacy &
      Security
      and click Open Anyway. Or, in Terminal, from the folder it's in:
      xattr -dr com.apple.quarantine Desert.app.
  • Saves may not carry over. A later build that can't read this one's save says so
    on the main menu and leaves it alone; it never loads half a run.

  • It's an alpha. Expect rough edges, odd physics in a hard storm, and balance that
    will change. Your save, your profile and the game's logs are in:

    • Windows: %APPDATA%\Godot\app_userdata\Desert
    • macOS: ~/Library/Application Support/Godot/app_userdata/Desert
    • Linux: ~/.local/share/godot/app_userdata/Desert

    The version is in the main menu's corner. Please name it when you report a bug.