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Port Jurassic is finally here! This brand new map brings an incredible immersive experience to Sketchy's list of unique worlds to visit that I am am super excited for you all to jump into it. But be warned, this is world is full of apex predators, so take caution when you step out of your ship and into the jungle.

NEW

  • New Map - Port Jurassic!

    This map was a huge challenge for me because I wanted to capture the "dino feeling" and it wasn't easy. Of course, I'm only a solo dev, so it's tough to get the visuals, sound design, and immersive experience exactly how I want it, but I feel I've managed to create something that feels fresh and unique especially in the Sketchy Universe.

  • Breathing life into my maps is something I want to do more of as I head to Full Release, so why not start now? I've added neutral Dinosaurs such as Brachiosaurs, Triceratops, and Parasaurolophus to roam the Level 0 area which adds much more life to the map making players feel like they've walked into a prehistoric paradise. That is.... until they head to Security level 1 and level 2...

  • Speaking of Security Level 1, players will get to ride a Triceratops there! As for Level 2, I took a different approach and have players ride a yellow rafting boat which gives the "park ride" type experience into dangerous territory.

  • 1 New Environmental Threat (Exclusive to Port Jurassic): Poisonous Rafflesia. This flower makes the jungle feel even more treacherous and requires players to pay attention to their surroundings even more. I thought it would be fun to add a new environmental threat and this rafflesia was a nice unique addition to land mines and lurk roots.

  • I even started to play around with some new exploration concepts and introduced ventilation shafts in level 1. I think it fits the abandoned Jurassic facility concept quite nicely and provides a fresh immersive experience as players crouch through them (we might be seeing more of this with the Full Release Map)

  • 6 New Enemy AI Types (yes there is a Trex and yes there is a Raptor)

  • 2 New Ore to Gather (Exclusive to Port Jurassic): Ammolite Fossil and Trilobite Fossil.

  • 3 New Herbs to harvest (Exclusive to Port Jurassic): Fern, Sarracenia, and Nepenthes.

  • 2 Buried Loot (Exclusive to Port Jurassic) It's buried I can't just tell you what they are, so get yourself a shovel and see what you can find.

  • 5 New Level 3 Loot (Exclusive to Port Jurassic)

  • 2 New Hidden Plush

  • 2 New Hidden Furniture

  • 2 New Claw Machine Plush

  • New Pet – “Compy”

  • Lastly. you will find in Level 2, a big red button. The question is, will you press it?

UPDATES

  • Improved performance and optimization for shadows on Medium and High settings.

  • Updated backend code to prevent dead bodies with physics from clipping through the ground when dropped rather than placed.

  • Improved the quality of life of placing a player corpse onto the Medical Bed. If you are close enough, dropping the player will automatically snap the body above the bed so that you do not have to worry about throwing it just right/jumping onto the table.

  • Gatherables that are above the maximum required quota to loot for T1 and T2 now only spawn if players are the Maximum quota for those tiers. For example, prior to 0.3.0.0 it was possible to see Iron Veins in Tier 1 on your second quota (550). Iron Veins require 1950 to mine which seems a bit high to be showing to players. Now you won’t see an Iron Vein unless you are at the maximum quota for T1 (1600) which is good because players will see the new vein and want to sign T2 contract (jumps you to 1950) to get it.

  • Gatherables see at the maximum quota for T1 and T2 that aren’t lootable until the next contract is assigned now display the required Tier in the Requirement text to better indicate to players why signing new contracts is rewarding.

  • Dropped credit pouches on death now attempts to spawn at a nearest surface in case the player happens to be midair during death.

  • Updated passive sound effects for pets.

FIXES

  • Fixed an issue where the buried loot requirement text when scanned could differ between host and clients.

  • Fixed an issue where Claustropede type AI were regaining all health when detaching from a target.

  • Fixed an issue where Clasutropede type AI were regenerating to full health on initial attachment.

  • Fixed an issue where AI could stop moving toward clients if too far from the host.

  • Fixed a Save File issue where some items could appear floating far above the ship making it appear as though that loot was missing from the ship even though the value was reflected on the computer. Items should be repositioned back into the ship on your next login.

  • Fixed an issue where Credit Pouches dropped from dying would not attach to the surface they spawned on causing these pouches to be difficult to reclaim if the player died on something like an elevator.

  • Fixed an issue with Night Blossom and Night Vein displaying wrong requirements to loot.

  • Fixed an issue where Shrunk Corpse were scaling loot value incorrectly.

What's Next?

I am moving full throttle into preparing for Full Release. Along the way, I will most likely push hotfixes and QOL to help break up the large amount of polishing I want exist in the game at the time of release. Remember to join the discord if you haven't already and share you feedback/ideas. I'm always listening.

Thank you everyone for all the support.

- Forsakenhalo

Windows Depot 2823081
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