Here's a general overview of my current plans for early access development. This list is not in chronological order aside from the dividing lines, and plans may change slightly

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Here's a general overview of my current plans for early access development. This list is not in chronological order aside from the dividing lines, and plans may change slightly
Hello everyone! It's been a while so I should probably explain why this has taken so long, which is mostly me getting caught in a loop of some things taking longer than expected and feeling like I need to have more new things prepared to justify the time. This is somewhat of a normal development pattern for me where towards the start of an update I'll work on internal stuff that is important but not too exciting for players, then near the end I'll add a bunch of content. This time was particularly bad and I probably could have handled the scheduling of it much better.
The upside is that the reworked systems have started paying off. The biggest one that took a while is the map generation rewrite, which I decided was necessary since the old map generation had many game breaking bugs that were taking a lot of time to fix individually and it was cumbersome to add new biomes to. The new system will likely still have a few bugs, but they should be much easier to fix now. The other benefits are that it is now much easier to add new biomes, and it loads faster. My broad goal for a bit will be to add more biomes and flesh out the world with more things to do. Aside from the map rework I've managed to remove a few of the previous engine limitations, and multi-threaded a lot more of the game which should hopefully improve performance.
I think before I said I wanted to do beta updates once a week. That was probably a bit ambitious for me given my working style. Some updates will happen quickly and some will take longer, but I'll try not to let any span multiple months again. I know many early access games get abandoned so a long hiatus can be worrying. I have much more I want to add to the game and I will continue working on it until it is complete. I'll try to put out a roadmap sometime.
- Kyler
Map generation has been completely rewritten, biome placement and connections should be more reliable
2 new side biomes
Biomes can now have random biome modifiers
New mutation: BIGGER cells
Most mutations are now stackable
New cell types: Musical cell, Listening cell, Light detector cell, Propagating cell, Painting cell
Reviving a dead creature now requires 55% of its maximum biomass instead of 50%
The walls are lava mutation now makes walls cooler near flowing water
Ability trigger cells now have 3 variants which use different keys, which by default are spacebar, e, and q. Only the first will spawn naturally, but you can right click in the editor to cycle between variants. These are considered distinct for the cost reduction of having multiples
Increased maximum range of lasers
Increased the upper limit on cell radius for muscle and inflating cells, this was previously an engine limitation
The radius of muscle cells and inflating cells now stack multiplicatively instead of additively with mutations that modify cell radius
Increased how much force muscle and inflating cells can take before breaking
The attraction between linking cells now has a limit
Mind control cells now suppress the controlled creature's natural actions, and movement is rotated to match the mind controller's orientation
Jet cells and vacuum cells now work outside of water with 0.1% effectiveness
Traveling through a waypoint portal no longer cures cancer
Creatures with only one cell can now be steered
Overcharge from shock is now limitted to 12 volts (this nerfs the electric jellyfish)
Player position will now be automatically reset to the last valid location if it is NaN or too far out of bounds
Hopefully fixed icons being cut in half with certain graphics drivers
Fixed game being blurry with high DPI display settings
Fixed some floating point error related weirdness with torque of spinning and electromagnetic cells
The max range of electromagnetic cells was only applied to the force between electromagnetic cells, it now applies to the lightning effect as well
Fixed music not playing after loading a save in certain biomes
Fixed creatures with modified body plans outside of the loaded radius spontaneously dying after reloading the world
Fixed held mouse press being interupted by hovering over a sandbox tool
Fixed combo cells in mutagenic poison not being restored properly after creating a new sandbox
Fixed directional indicators showing up when creating workshop thumbnails
Fixed main menu background creatures being paused after returning to the main menu while paused in sandbox mode
Fixed position of creatures sometimes being (0,0) for 1 frame before dying
Added limit to internal audio sample rate. This should hopefully fix sound crackling on some devices with audio sample rates above 48kHz
Improved stability of hard cells
Fixed get_player_body_id giving incorrect results if there is no player or the player was deleted
Fixed game window sometimes being hidden on first launch
Fixed offscreen creatures reviving after saving & reloading
Improved performance, especially load times
Improved rendering of big cells
Changed how the framerate adjusts during lag. Previously the game would skip rendering a frame for one gameplay tick when it is lagging. Now this can only happen if you set a framerate cap less than 120. This generally will make the game look smoother when it is lagging, but it will still play in slow motion if it can't compute things quickly enough
Max framerate can now be set down to 30, and editing in lower values through settings.txt should work
Added setting for thread count. By default it will automatically choose based on the number of cpu cores
Added dynamic range audio compression for loud sounds
Added limit to maximum brightness of hot cells
The Primordialis original soundtrack is now available on Steam and other platforms!
To celebrate the game is on sale for 35% off, and if you buy the game and soundtrack together you can get another 25% off the bundle.
The soundtrack is also available for purchase and streaming on
spotify: https://open.spotify.com/album/7sCGVVTXQjuLHJoNQSyYAz
bandcamp: https://phrakture.bandcamp.com/album/primordialis-soundtrack
and youtube:
Happy Holidays!
Primordialis v0.1
gameplay changes & features:
- Final music polish from Phrakture
- A couple new creatures from Keith
- Shrunk 4th and 5th biomes
- Reduced number of entrances from first biome to the dark biome to prevent new players from focusing on it too much
- Most combo cells have been removed from non-bosses
- Added some Halloween creatures, enabled Oct 24 to Nov 1 in your local time
- New cell types: Impact cell, Wandering neuron, Electromagnetic cell, Spinning cell, Heavy cell, Vascular cell, Ossifying cell, Stem cell, Transistor cell, Lightning cell (previous Lightning cell has been renamed to Shocking cell)
- New mutations: Exploding corpses,
- Increased regeneration with the Steady regeneration mutation from 10% to 25%
- Strafing mutation now makes you move in cardinal directions, instead of being relative to your body orientation
- Improved the ability to move with strafing during the ending sequence
- Echolocation mutation now shows the locations of cell types
- Explosive resistance now makes explosions non-lethal in addition to giving damage resistance
- Parasitism mutation now allows regeneration in safe zones
- Entropy reversal mutation now grants immunity to the negative effects of freezing
- Increased the damage resistance from The walls are lava mutation
- Combo cells now have a prompt to drop cell types. How combo cells work was intended to be something discovered on accident or through experimentation, but player expectations were not set properly for that to work
- Added small chance for blank combo cells to appear, which allow you to choose both components
- Single cell spikes not attached to any other cells no longer deal damage
- Increased the minimum width of certain tunnels
- The force generated by jet cells at high voltage is now capped
- Increased genome size of breakaway cells from 0.5 Mbp to 1 Mbp
- Increased genome size of spedometer cells from 0.375 Mbp to 3 Mbp
- Increased genome size of breakaway cells from 0.75 Mbp to 4 Mbp
- Slightly increased drop weight of acid cells
- Obedient neuron now works on yourself
- Poisonous cells now make adjacent cells passively immune to poison
- Moved poisonous cells to a different spawn pool, they should be much more common overall
- Increased the stickiness per sticky cell, they should now stick for about twice as long before detaching
- Negating cells and Electric isolator cells can now chain with themselves and each other, without requiring a conductive cell in the middle
- Power switch cells are now 0.8V when activated instead of 0.9V, to make them more reliable to toggle off
- Doubled the charging rate of charging cells
- Reworked lightning again:
- Old Lightning cell has been renamed to Shocking cell. Its base damage has been reduced and no longer increases with voltage. Range is now proportional to the square root of the voltage (previously linear). Frequency scaling is unchanged. It should be more effective than before at shocking creatures
- New Lightning cells will discharge when powered then unpowered, with lightning strength based on the peak voltage. If lightning overkills a cell its excess damage can spread to adjacent cells
- Chain lightning mutation has been reworked. It now gives resistance to lightning damage and stun, and complete immunity to self-lightning-damage
- Stasis cells' area of affect no longer scales with voltage. Cells in stasis can now slowly move, higher voltage stasis bubbles will result in less movement. These changes are meant to prevent situations where stasis results in getting trapped out of bounds
- Heat from radiant cells reduced by 50% to make them more survivable
- Added Acid cells to the starting weapon pool
- Physics engine now supports rigid cells. Hard, Spiky, Electromagnetic, and Heavy cells are rigid by default, and any frozen cells are temporarily made rigid
- Frozen cells have reduced biomass transfer speed
- Frozen cells can now be shattered with sufficient force
- Reworked a side boss
- Exiting the edit menu with no cells in your body plan will no longer kill you. It was fun but too easy to do accidentally
- Adjusted death condition to be based on biomass cost + biomass storage. This should improve survivability when you have low biomass cost hearts
- Dead creatures will now revive if they regain biomass above their death threshold
- The regneration cooldown recovery from collecting xp no longer decreases past 2250 biomass, previously it would get less effective the higher your biomass cost with no cap
- Reworked cancer to be more customizable
- Made the final boss arena 50% wider
- Made the final boss faster to finish off when it has low biomass
- Buffed first biome boss
bugfixes:
- Fixed more cases of softlocks in 5th biome
- Fixed some cases where entrances to biomes could be blocked off
- Fixed overcharge mutation not applying to always negative cells
- Fixed overcharge mutation getting applied twice to power switch cells
- Fixed negatively powered jets pushing things in the wrong direction
- Fixed some parts of the environment not stopping when paused in sandbox
- Fixed buggy wall collision physics in special area
- Made line drawing mode in editor work better with undo
- Fixed incorrect rendering of spikes in editor history
- Fixed incorrect rendering of spikes after mirroring a selection
- Fixed bug where saved body plans could save to the incorrect name when the save name is a substring of another saved plan
- Fixed waypoint locations not getting saved
- Fixed cells not showing up in the sandbox combo list
- Fixed combo cells not being granted correctly between sandbox saves
- Fixed reverting to default body plan when loading a saved game with a body plan over your maximum cost
- Fixed mouse dragging being off with letterboxing
- Fixed color/cell buttons still being visible while in the opposite mode with widescreen resolutions
- Made final boss fight not activate when you are outside of its arena
- Fixed fearful neuron's wall avoidance not using seeker cells properly
- Made electrical connection of linking cells more consistent
- Fixed bug where mutations would save incorrectly after using a waypoint
- Fixed health gating cells not stopping poison
- Fixed mutagenic poison not transfering between connected cells
- Fixed breakaway cells and explosive cells draining biomass from from neighboring cells when they kill themselves
- Added some safeguards for voltages and temperatures overflowing and becoming nan or infinity
- Made high voltage lightning hit things more reliably
- Fixed uncombined combo cell tooltips showing the cost reduction for the base cell type
- Fixed crash when audio device is lost
- Other keyboard inputs are now blocked when a text box is active
- Fixed rare crash on startup
- Fixed lua creature death functions not working
- Fixed set_plan_cell crashing when passed an invalid cell type
- Fixed icons being cut in half on certain graphics drivers (thanks h!)
- Fixed rendering bugs when creating too many particles
- Fixed cursor changes not updating until the mouse is moved when using hardware cursor
- Fixed toggle seek and toggle ability settings not saving between game sessions
misc:
- Re-enabled gamepad support
- Added inspector which by default activates when you press \. The inspector allows you to view the current state (eg. voltage, temperature, speed) of all your cells. You can also hover over other creatures when you press the inspect button to inspect them instead of your own body
- Symmetry mode in the editor now supports all point group symmetries compatible with a hex grid
- Duplicate cell types are now grouped together in the editor
- You can now filter your cell types by pressing control+F or clicking on the search button in the lower left corner of the editor
- Hovering over Phasing, Poisonous, or Feeler cell types in the editor will now highlight cells which are adjacent to the hovered cell type
- Cells which do something in the outward direction such as Jet cells now have a small arrow indicating their direction in the editor when icons turned on
- The fill tool in color mode now cares about cell types when you have cell icons turned on
- Added loading screen tips
- Zoom is now saved
- Added warning when loading old saves
- Small performance improvements
- Enabled AVX instructions, which should improve performance on CPU's that support them
- Adjusted threat level calculation for switching between ambient and battle music
- Mutations are now preserved when you use the respawn tool in sandbox mode
- Replay recorder now stops shortly after you die, unless in sandbox mode
- Clicking on a body plan in your history no longer rewinds your history to that point to prevent accidentally overwriting your undo history
- Added video settings for gamma and contrast
- Replaced the radiant visual effect for better performance
- Added new sound effect for high-voltage lightning
- New lua function reset_position(), meant for use in the console if you get stuck out of bounds
- New lua function set_input_delay(ticks) to simulate playing with network lag. set_input_delay(12) should be roughly equivalent to 100 ms ping. This is just a quick test to check if multiplayer is even viable, it does NOT mean that multiplayer is being developed
- New lua function get_all_body_cell_ids(int body_id)
- Added cell_count and plan_cell_count to body metatables
I'm happy to announce that CleanFall and Primordialis can now be purchased together for an extra 10% discount! CleanFall is an awesome new rogue-lite that just released today in early access! If descending into a mysterious hole on a ship that you build interests you at all I highly suggest that you check it out. The ship building is very fun with lots of creative options, and there are many different play-styles. I'm very excited to explore all the possibilities myself.
You can now access the Primordialis beta branch by right clicking the game in your steam library > Properties > Betas then set Beta Participation to the beta branch. The beta branch will have previews of upcoming updates. The beta will receive updates more frequently, but some things may not be fully tested. Currently the beta branch has a couple new cell types, additional symmetry modes in the editor, and several balance changes and bug fixes. You can see the full patch notes in game by clicking on the build name in the lower left corner of the menu.
- Fixed getting stuck on loading screen when audio initialization fails
I'm pleased to announce that the Primordialis + Nova Drift bundle is now available on Steam! If you already own one game or buy both together you can get a 10% discount. This discount applies in addition to any individual sales on the games.
"Nova Drift distills the mechanical depth and strategy of an ARPG into classic arcade space combat." Nova Drift is an incredibly well designed and balanced. There are countless creative ways to break the game, but it always feels very fair. If you like making unique and interesting builds in Primordialis, there's a good chance you'll also love Nova Drift. I've been a huge fan of Nova Drift since before I started developing Primordialis, so I am extremely honored to be a part of this bundle. - Kyler / kaliuresis
The Primordialis early access has released!
Here are the patch notes from the previous demo (non-beta) build: Primordialis v0.0
hotfix d:
- Fixed crash that could occur when changing resolution
hotfix c:
- Temporarily disabled controller support
- Renamed a secret cell type
hotfix b:
- fixed Entropy reversal mutation not working properly with Heat pumping cells.
gameplay changes & features:
- More music by Phrakture and added dynamic music transitions
- More creatures by Keith
- Added final main biome and boss
- Reworked how new cell types are obtained
- Cell types now appear as items in the world, with biome dependent spawn rates
- Cell types have a genome size, and you have a maximum total genome size of cells types you carry
- Combo cells and mutagenic poison have also been reworked to fit this new system
- Adjusted biomass limit to scale linearly, this allows you to use more biomass than before at lower levels but much less at high levels.
- Reworked the editor tutorial to fit the new system and to be less on-rails
- New cell types: Experience stealing cell, Electric isolator cell, Heat sink cell, Charging cell, Stasis cell, Hesitant neuron, Heat pumping cell, Thermoelectric cell, Radiant cell
- New mutations: Entropy reversal, Steady regeneration, Obligate parasitism, Smaller cells, Echolocation, Chaotic costs, Strafing, The walls are lava, Overcharge
- Adjusted starting area
- Cells that are voltage sources no longer inhibit negative voltages when they are unpowered
- Explosive cells' explosions deal lower damage, but their radius increases with temperature
- Increased laser damage by 50%
- Root cells no longer regenerate biomass in walls if the creature they are part of cannot regenerate
- Linking cells with negative voltages now repel other linking cells.
- Linking cell force is now proportional to the magnitude of the product of the two linking cell voltages
- Renamed Minion neuron to Obedient neuron
- Reduced opacity of jet particles
- Jets pushing other cells is now calculated with an invisible force field in front of the jet cell instead of from the jet particles hitting the cells. The particles are now purely cosmetic
- Jets now help disipate heat
- Lightning cells now reduce shock slightly when they activate
- Lightning now matches the cell color, and the default lightning cell color has been changed to match the old lightning color
- Combo cells properties are no longer randomized, instead they will always be either the sum, mean, or reciprocal sum of reciprocals, depending on the specific property
- Walls now conduct heat, biomes can have hotter or colder walls
- XP orbs now blink when they are about to despawn
- Cells now have a short delay before they can regrow after being destroyed
- Increased default swim force by 50%
bugfixes
- Fixed mouse cursor being misaligned if you change the aspect ratio of the game window
- Fixed laser endpoints being incorrect inside walls and sometimes crashing
- Fixed loading a body plan from the save menu bypassing cancer
- Fixed some cases of creatures not dropping xp when they die
- Fixed redo sometimes causing you to enter an invalid editor mode
- Fixed detached bodies having cells disconnected but still part of the same body when loading a save
- Fixed target dummies spawning outside of safe zones
misc:
- Added Steam workshop support for sharing body plans
- Added alternative map types available when creating a new sandbox
- Added respawn tool to sandbox mode
- Added a shortcuts tab to the right-side editor panel, which displays a list of editor shortcuts excluding the ones that are rebindable in the controls
- Updated .bod file format to use lossless compression, old .bod files can still be loaded, but new ones should be much smaller. Technical details for the new format can be found in data/documentation/bod_file_format.txt
- Added resave_single_body_plan and resave_multiple_body_plans to the lua api to allow for bulk updating old body plans to the new format
- Detached parts that are inside the loading radius will now have their body plans saved and loaded in the world save file
- Improved shader compile times and performance
- Added support for aspect ratios other than 16:9 and you can now set arbitrary resolutions and window sizes, although some ui might not fit aspect ratios that are too narrow
- Resolution and window size changes now have a timed confirmation to avoid the game getting stuck in a state where the settings can not be changed back
- Optimized detection of nearby creatures
- Added low-pass effect for distant explosion sounds
- Moved most hardcoded text into translations.tsv
- The save panel now only displays the name of your saved body plans, this change is to fix issues caused when you have too many or too large saved body plans.
- Added folder support to the save panel
- Added setting for cosmetic particle limit
- Run history is now tracked, although it is not displayed anywhere in game yet
- Game inputs are now cleared when unpausing to avoid actions bound to left click from triggering immediately
- Improved gamepad support
- Recursive combo cells now only say "Combo cell" for the top level combo
As you may have noticed June 30th has passed and the early access version of the game has not released yet. Unfortunately the game build was not approved by Steam due to some bugs with controller support that didn't occur in my own testing. I have removed controller support temporarily from the game and Steam store page which should resolve the issue, but it may be another few days before they are able to re-review it.
I will be releasing the game as soon as I am able to, but I don't know when exactly that will be. The Steam review queue typically takes 3-5 days if no further issues are found. Sorry to everyone who was eagerly waiting for the game. This is my first time releasing a game on steam so it's a bit of a learning process.
- Kyler / kaliuresis
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This page aggregates Steam news feeds, patch notes, and developer announcements for Primordialis, 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 Primordialis 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.
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