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Slight glow on the sonar map (video settings)
New helm control mode in control settings, allows to hold the movements keys to move the submarine, instead of tapping/pressing (controls settings)
Added render scale slider (video settings)
Player sub color selection (video settings)
Effects quality settings (video settings)
the dreaded crash on level 3
enemies phasing through walls
players will no longer lock up a terminal if they crash/leave
added additional colliders (gantry, main terminal + the tanks above the tubes)
fixed torpedo models light leaking from the inside
nuke teleport animation was incorrect
torpedo recycler would sometimes display incorrect torpedo type when recycling
torpedo ramming animation if done right after torpedo finished cooking
host could start the game before all clients finish loading, causing them to be stuck in the lobby
game crashing when client tried to select a level
if you're in a broken lobby, you should be able to leave now
As promised. This fixes a lot of the immediate issues the game had on launch, and a few other things which have been on my radar
Additions:
added torpedo recycler button (cherry flavor)
lights flicker when damage is taken
Fixes:
removed out of bounds glitch located by the crafting terminals
fixed some improper AI network calls
fixed a log overflow crash
inaccurate crafting terminal UI fixed
inaccurate crafting terminal button logic fixed
fixed torpedo teleporter visual glitch
immovable ghost torpedo should be fixed, if not then use the recycler
terminal was stuck shaking violently if you died while shaking
random fullscreen settings issue fixed
Please continue to report all the bugs you find! Thank you, have a good weekend! -Titan
I just want to thank everyone for the warm reception. I'm genuinely blown away. As such, I'm expanding the planned post-release content for you. I'm really inspired by the atmosphere of hope for the games growth, so I want to deliver on that. I'm so happy, thank you so so much! -Titan
There will be 2 to 3 stability patches, as I fix the major bugs & issues in the coming days. Then, I'll work on making 3 large content updates
The first stability patch will be released tomorrow, June 26th. Update 1 and its planned content will be announced before the end of next week
Community feedback & ideas are my primary focus. Each update's content will be announced beforehand, so you can continue to weigh in and give suggestions while it's being produced. After update 3 is released, I will take a look at the game and figure out what the next step is. What you want is important to me! so please let me know what you'd like to see, leave a comment or start a thread on the community hub!
Currently, the plan is to release the game this coming Wednesday, June 24th, and support the game with bug fixes & minor additional content for the month that follows
It's been a long journey. This is my first ever release, and it was hard fought. I've learned so much through all the mistakes, and grown so much as a developer. I hope that you can enjoy what's here, as unfortunately I've reached my limit for development. I've wrapped it up the best I could, and I think it's time that I take the next step forward
New enemy type
New torpedo type
Level difficulty selection
Level score (based on your performance ingame)
New maps, and a potential new game mode
I'm regretful that I haven't communicated much, but making this game has been incredibly difficult and left me with little energy to focus outward. I wish to change that going forward this coming month, and do my best for you
Sincerely, Titan
About
This page aggregates Steam news feeds, patch notes, and developer announcements for FULL METAL COFFIN, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main FULL METAL COFFIN statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.