StormWorks News & Announcements


Dear Stormworkers,

The Asset Modding Major Update is out now!

This new major update introduces the ability to mod asset files in the game, as well as providing tools, workshop and multiplayer support. We have also open-sourced loads of our source artwork in order to help modders create content.



This update has been tested and modified in response to player feedback on the experimental branch. Many thanks to all players who checked out the experimental version and let us know their thoughts!

We are also doing a Q&A with this launch to further discuss with players and help make more plans for the future.



We look forward to your feedback on this new update!

Much love <3,

The Stormworks Developers



Patch Notes

v1.13.0 - Asset Modding Major Update

Feature - #2395 Asset modding and mod workshop support
Feature - SDK with compilers and base game files
Fix - #26584 Various crashes on mac involving file reads and addon settings parsing

Modded servers can be identified with a wrench icon in the listing
Currently mods are always downloaded from the server upon joining
Currently modded vehicles cannot be uploaded to the workshop
The game will show a warning when a vehicle with missing definitions is loaded
The parts tray can be sorted by mod name and parts are searchable by mod name
Added a copy path button to mod and addon selection screens to make it easier to add them dedicated server config

More info on modding is available on the wiki page: https://geometa.co.uk/wiki/stormworks/view/asset_modding
The new terms of use and guidelines can be found at https://geometa.co.uk/use


Dear Stormworkers,

On Wednesday 20th November at 4PM UTC, we will launch the new Modding Major Update and do our next Questions & Answers session where we will chat to the community and answer your questions live!



This stream will begin at 4PM UTC, and will be found at the top of the Stormworks Store page on Steam.

Like last time, we will have the question submission website where players will be able to submit questions during the stream, and we will work through and answer as many as we can.

We are interested in talking to modders and getting thoughts and feedback, but are happy to answer any generals Stormworks questions from players too.



Please click the "Set a Reminder" button on the right and join us then for the major update launch and Q&A event!

Many thanks for all your feedback and support.

Much love <3,

The Stormworks Developers
These patch notes are for the experimental branch.

v1.12.9 Experimental

- Component tray can now categorize by mod name
- Component tray filter now searches matching mod names
- Approved map geometry bin file modding
- Fixed default workshop thumbnail
- Fixed various assets (including all shaders) not overriding correctly
- Show a warning when loading a vehicle with missing definitions
- Prevent uploading modded vehicles to the workshop (more info in previous blogpost)


Dear Stormworkers,

In this minor update, we are adding new pulley components for fluid and electric components!

These new components allow creating pulley systems that allow fluid connections, or electric and data connections. This feature has been frequently requested by the community.

We are also adding new racing clothing and helmet outfits!

As well as these new features, are several fixes and improvements. Please see the patch notes below for details!



Thank you to all the players who have provided feedback on the new Asset Modding Major Update currently available on experimental. We are working on several improvements which we hope to move into Experimental soon.

Something that many players have shared their concerns about is the impact on the workshop of vehicles with modded components. The dependence of modded components on vehicles means that it is complicated to download and try out vehicles from the workshop if they use these modded components. Many players have asked for various new features to address this. We plan on discussing with modders, and also consider what gives players the best experience. While we are considering what the best solution is, we will disable workshop uploading for vehicles that use modded components.

An updated version of modding will launch on experimental soon!

We look forward to your thoughts and feedback on this new minor update.

Much love <3,

The Stormworks Developers



Your support makes these updates possible.

https://store.steampowered.com/app/573090/Stormworks_Build_and_Rescue/

Patch Notes

v1.12.8

Feature - #23813 Fluid and Electric Pulley components
Feature - #6373 Racing Clothing items
Fix - #8341 Host now has authority over mic/speaker is_transmit state
Fix - #25117 Fluid jet mirrored animation issues
Fix - #25943 Limit maximum fluid cannon force
Fix - Winches now check rope type is valid for a proposed connection
Rework - #25844 Removed rope mass scaling, added rope tension impulses


Dear Stormworkers,

The Asset Modding Major Update will release at 5pm UTC on the 20th November 2024.

Asset Modding

We are launching a new type of modding - the ability to mod game data files, art assets, sound effects, etc. We are open-sourcing loads of our game artwork to assist the modding community.

Some incredible mod creators have been creating these custom mods without tools or help for years. Their creations include new components, sound effects, in game locations, and more. The technical skill to reverse engineer how the game works and develop these mods is incredible, but without official workshop support, the up-take of their creations has been low.

The new major update will add workshop support, as well as multiplayer support, and a modding SDK including compilers and source artwork files.



What Mods Should We Expect?

This new update allows players to modify most game data files, 3d models, vehicle components, etc. However, it isn't possible to modify executable code for safety reasons.

New vehicle components can be created. These can be cosmetic modifications of existing components, although many properties can be modified in the component xml files to update behaviour.

New sound effects can be added, modifying the general sound of the game, or otherwise, creating new buzzer components, etc.

Islands can be modified, creating new locations and landscapes.



Multiplayer Support

When connecting to a multiplayer server, the required mods are automatically downloaded. There is no requirement to sync up mods before hand. Modded servers are clearly labelled with an icon, so you always have the option to play vanilla if you prefer.

Experimental Release

A preview of this new update is available now on the experimental branch (in Steam Betas). This allows creators to check out the tools, learn how the modding works, and play around with the SDK ahead of the big launch on 20th November.

There is also a modding guide available on the Geometa wiki.

With the launch of modding support, there are some sensible rules such as not infringing trademarks, as well as clarifying some legal stuff (you own the mods that you create) and we will update our terms of use in the next few days, and add them to the Steam App.

We are so excited to see what players will create. It is hard to know how many players will get into this type of modding, but we will be looking for feedback and we are open to expanding this further and listening to mod creators. If this is what players and creators want, then perhaps this is just the beginning of new mod support features in Stormworks!

Much love <3,

The Stormworks Developers


Dear Stormworkers,

In this minor update, we are introducing the new thermoelectric cooler!

This component is similar to a heat exchanger, except that it contains a solid state heat pump which will move heat from the cool loop to the hot loop, given an electric current.

This means its now possible to build cooling units and air conditioners. Previously it has only been possible to heat an area above ambient temperature. However, this new component now allows the opposite.



As well as the new component are some fixes and improvements to the zombies add-on which is active during the Halloween seasonal event! (this can be disabled when starting a new game in add-ons menu)

Next week we are announcing the next major update for Stormworks! This is going to be a very important announcement. It's hard to know exactly how big the impact will be, but I expect it could potentially create a new era of Stormworks. We are really excited to share this news so please join us next week.



Much love <3,

The Stormworks Developers



Patch Notes

v1.12.6

Feature - Cryo cooler component
Seasonal - Zombies Script activated for Weapons and Industrial DLC owners
Fix - Fixed various halloween clothing mesh issues
Fix - Fixed zombies script loot respawning bugs and loot balance

The Stormworks Halloween event will begin on the 24th
Fix - removed accidentally included unfinished components


Dear Stormworkers,

Today we release the new dual-wheels minor update.

Many wheels now have a "dual" option in the properties, adding a second wheel to the hub. This is useful for truck creators who want doubled up wheels on hubs, as can be found on real life rigs.



This update also includes some useful minor fixes. Please see the patch notes below for details.



Over the rest of the year, we are planning 4 more minor updates, as well as a major update (more info in a few weeks!). We are working on some larger minor updates with some exciting new components for next year, as well as more major updates.

Much love <3,

The Stormworks Developers



Patch Notes

v1.12.4

Feature - #4418 Dual Wheels
Dual wheels are now available as a property on advanced wheel components
Fix - #20107 AI Helicopters no longer try to land while unloaded
Fix - #25242 Orbital emergency missions now expire
Fix - #25308 Winch audio now stops when disconnecting a rope
Fix - #25781 Chat triggering radio item sound effect
Fix - #25745 Network connect event ordering now allows for kicking a player in onPlayerJoin
Fix - #25843 Dynamic objects initial network data (Fish/Creature ball at starter base)


Dear Stormworkers,

This update introduces two small but useful logic changes:

Variable Speed Winches

Winches now have a number input to modify their operation speed (additively with respect to the base winch speed, so that 0 input means the speed is unmodified, while -1 would reduce speed and +1 would increase speed).



Handle Output

Handles now have an on/off output to signal if a player is currently holding a handle. This change is generally useful where players can now get things to happen simply by holding a handle. This state could be used to open a door, release a connector, etc.



As well as these changes are some fixes and improvements, please see the patch notes below for details.

Last week we asked for thoughts and advice from players on how we do announcements in the future. We want to say thankyou to the many players who gave their time to help us on this. Many of the responses were very well written, obviously with a great deal of thought and some even with professional experience. We are considering your feedback and are going to think about it for a bit, potentially making changes in the coming months. Thank you for the help!

Much love <3,

The Stormworks Developers



Patch Notes

v1.12.3

Feature - #11450 Winch speed input logic node for medium and larger winches
Feature - #5290 Occupied bool logic node for handles
Fix - Rotor light-grey accents rendering with colour in preview
Fix - #24690 #25665 - Addons not defaulting to mission tag when uploading to workshop without any locations
Fix - #25455 - Fixed positions of various mission zones
Fix - #25721 - Reduced refuel mission fill requirement
Fix - #25763 - Added old save compatibility for creature missions


Dear Stormworkers,

Weekly Announcements

In the development studio, there is always something really exciting going on. Perhaps it's a new minor update that players have been asked for, an important fix, a new major update, or increasingly, something on the new game.

We want to share this excitement and fun with players! However, we are also mindful that the way we share this information has a big impact on how much joy it brings players. For example, if we share info on updates that won't release for a long time, or could be cancelled or changed later on, this can just be frustrating.



Our strategy is to develop the new feature, test it and get it ready to release, and only then, think about telling players about it! If its a smaller update such as a minor update, it seems better to announce it as we release it, or if its a bigger update, then a few weeks warning to get excited seems to work best.

This does leave us in the situation where, despite there being loads of interesting things going on, there is often no specific thing releasing imminently and ready to announce. This results in the occasional waffling announcement with no juicy new info, and this too can cause friction with players who are understandably disappointed with the lack of value in the announcement.



Our strategy isn't the only way, and "roadmaps" are common in other games where developers explain their general ambitions for the future. This does create a risk for these developers of under-delivering if their plans don't work out, but otherwise answers a lot of questions.

We post here every week, as we alternate between update releases and informational posts. We are considering dropping the informational posts when there is no specific info to release, meaning that some weeks there would be no communication.

What are your thoughts on this? Would you prefer less frequent announcements in preference to more valuable info? Is there a better strategy that we should adopt? How should we communicate with players?



A Shout out to the Creators

We are often asked who made the creations from the screenshots! These screenshots are from the #vehicle-showcase channel in the official Discord server. We don't say who created the vehicles because it is very difficult to know. On the Discord channel, we can only see who posted the image. Many images are vehicles that are not released on the workshop. Its common for players to collaborate, meaning a vehicle can have many authors. Many images are also of players experiences in single or multiplayer and the person posting the image isn't the one who made the vehicle in the image. These creations often took a huge amount of work to create, and it would be hurtful to see someone else given credit for your work. As with many things in life, it is best not to say something if you can't be sure that you are correct!

This doesn't mean we don't appreciate the hard work and skill that creators are putting into their vehicles. Thank you to everyone who posts their content in #vehicle-showcase, you are amazing, and an inspiration to us.

Much love <3,

The Stormworks Developers


Dear Stormworkers,

This minor update includes some subtle reworks, as well as some fixes and improvements.

Pumps and valves now have a logic node that provides flow rate information.

Generally this update is small, but the changes will be useful to many players, so its worth checking out the patch notes below.



Join us again in 2 weeks for another minor update with some new minor features, and then again 2 weeks later for a particularly exciting minor update!

We continue to work on our minor updates, major updates, as well as the new game. For Stormworks, there are some great updates on the way, that we expect will be really important positive steps that players will love, and we look forward to sharing these updates over the coming months.

Much love <3,

The Stormworks Developers



Patch Notes

v1.12.2

Feature - Flow rate logic node for pump and valve components
Rework - #2450 Doors are now interactable from a seat
Fix - Regular rx components tagged as DLC only
Fix - #24725 Vehicle editor budget label not updating with undo/redo
Fix - #24899 Reconnecting peer's network id, flashlight and audio data not rebuilt correctly
Fix - #25100 JSI fuel pumps havering above floor
Balance - #25065 Reduced volume and balanced range of fluid pump sfx


Dear Stormworkers,

In this announcement, we discuss the variety of building communities in Stormworks, and the unique character and style of creators.

Stormworks was originally intended as a search and rescue game, with small ships, and perhaps some helicopters. Since, the set of parts has expanded to allow players to create trucks, planes, trains, space ships, and more. There are also many types of vehicle created by the community which we never added specific parts for!



The Mechs

Mech walking robots have never been supported by specific components, but that hasn't stopped many creators from experimenting and creating some incredible creations.

These walking robots are often very creative, and being fictional vehicles, they often bear the unique style of their creator. When the "mech gang" grace us with their screenshots in the official Discord, the results are amazing.



The maths required for building a working multi-ped walker where legs move as required, and in coordination with each other, is advanced. The walking creations have been around for years, but the sophistication has been advancing, with smoother results.



There are many other types of specialist creation, from fast jets, to steam trains or military submarines. Different creators express their design opinions in different ways, and even replica designs can have a great depth of character in the way they are built within Stormworks.



It's very rewarding for us to see Stormworks being used in these ways by creators.

What other creator groups exist that we could cover in the announcements? Let us know!

Much love <3,

The Stormworks Developers



Dear Stormworkers,

This weeks minor update is mostly fixes and improvements!

In Stormworks, it is possible to place all components on a vehicle (for the benefit of the workshop). However, the functionality of some components requires a DLC. For example, firing weapons require Search and Destroy, some space parts require Space to function, etc.



Some players have told us that it isn't clear what vehicle components require DLCs and which do not, and that it is frustrating to discover something requires a DLC. This wasn't our intention, so we are adding markers and warnings on components so this information is clear and up-front.



Please see the patch notes below for a full list of fixes and improvements!

We look forward to your feedback on this new update.

Much love <3,

The Stormworks Developers



Patch Notes

v1.12.1

Feature - #24896 DLC items are now marked in the component inventory
Fix - #2873 Improved multiplayer rope sync
Fix - #25994 Random bug where engines stopped transferring exhaust and blocked flow
Fix - #25338 Corrected net drag effects
Fix - #25024 Updated preset oil rig example
Fix - #25347 Improved surface swimming behavior with ropes
Fix - #24891 Fix map labels not showing on moon
Fix - #25254 Fix clear oil spill crash and improved clearing
Fix - #25272 Updated descriptions for breathing equipment/outfits to indicate oxygen must be piped into the inventory to refill them
Fix - #25598 Updated onVehicleSpawn documentation to indicate that unloaded vehicles report the shared "group-origin" position


Dear Stormworkers,

Thanks for all your feedback and images from the new Lobster Pot Major Update!

With the fishing major updates complete, we are looking ahead to our future plans. We have one more major update this year, and are working on more major update content for 2025. The next major updates are very exciting for us and we can't wait to announce the details of these highly requested updates!

We are spending most of our time on bug fixes and improvements, with many minor updates planned. Next weeks minor update will be focused on fixes.



Our general strategy is to make Stormworks stable. By this, we mean that we want the game to behave consistently between future versions, For example, players could return to the game after a long break without having to re-learn a new balance or system. Players can have a higher confidence that their workshop creations or mods will continue to work as they do now.

At the same time, we still plan on adding new features, but in an "additive" way. For example, this could mean adding new components, without changing the behaviour of existing ones.



Catch us next week for the fixes and improvements minor update!

Much love <3,

The Stormworks Developers


Dear Stormworkers,

The third and final fishing major update is out now!

This major update introduces crab and lobster pots, and advanced rod fishing mechanics.

Crabs and Lobsters

There are many varieties of the new crab and lobster sea creatures. As well as being found on the ocean floor, they can be caught (passively over time) with the new fishing pot component. They occur most densely in localized areas and can be sold at the fishing locations.



Advanced Rod Fishing

Rod fishing now as new "fish fighting" mechanics, where fish will fight on the line. Reel in when there is slack, and manage the tension when the fish is pulling. If line tension gets too high, the line will break and the fish will escape.



Fish Improvements

This update also includes various fish fixes and improvements that have been requested by players. See the patch notes below for details.

We look forward to your feedback on this new update!

Much love <3,

The Stormworks Developers



Patch Notes

v1.12.0

Feature - Crabbing, lobsters, crabs and crab-pots
Feature - Fishing rod fish escaping, fighting and reel mechanics
Feature - Fishing rod float and float depth
Feature - Workshop fishing tag
Feature - Net anchor composite data logic node
Fix - #25141 Fish finder data generation is now more consistent
Fix - #25203 Increased fishing gantry boom length, updated filters
Rework - #25109 Fishing hotspots now spawn huddled around arctic and main biome
Balance - #25144 Increased net max capacity to 512


Dear Stormworkers,

Next week, on 14th August 2024 at 16:00 UTC, we will release the next major update - pot fishing and advanced line fishing.

Check out our previous announcement for the initial info.

What else to expect?



New Crustaceans

Lobsters and crabs are new sea creatures that can navigate the ocean floor, as well as above water on the shores.

There are many varieties, from the Panulirus ornatus lobster, to the spider crab. Each variety are found in different locations and hold different market values.

They can be caught in pots placed on the ocean floor. It may take time to catch, but you can deploy your pots and return later to collect your haul.

Like fish, these creatures can be held in the hands. However, be careful placing them down as they will scurry sideways in search of the ocean!



Fishing Improvements

As well as the new features, we have been listening to player feedback and have some much-needed improvements. The fish finder will function in a more useful way with better data output, some fish selling gantries have been improved to have longer reach, fishing spots are now typically near to either the main biome or the arctic and less likely to be far out at sea, and net capacity is greatly increased.

We can't wait to share this new update! Join us next week for the release :-)

Much love <3,

The Stormworks Developers


Dear Stormworkers,

This weeks minor update includes new mission locations on beaches and shallows! These are transport style missions involving re-floating and transporting vehicles and cargo that have washed up or become grounded on shallow areas.



This update continues our long standing mission to expand and improve mission content in Stormworks. This is an incremental change, and together with other recent mission updates as well as more planned in the future, we are making progress towards our goal.



As well as these new missions, we have several fixes and reworks. These include some important fixes such as a rare issue where AI vehicles could spawn in the floor (causing physics lag), as well as requested rebalance changes such as weapons spread and ammo box capacity. These changes have been requested on the official issue tracker, or in the previous live dev Q&A sessions.



We hope these new missions and fixes are useful and look forward to your feedback.

Join us in 2 weeks for the major update!

Much love <3,

The Stormworks Developers



Patch Notes

v1.11.8

Feature - #10360 Beach and shallows mission locations

Rework - #25621 Updated train wheels braking code
Fix - #24645 Clients getting stuck in loading state after teleport
Fix - #24582 Prevent scene vehicles ticking while simulation is paused (Jumping vehicles)
Fix - #24545 Space station hatch logic wiring
Fix - #24608 Fix sunken pseudo state AI boats loading inside seabeds
Fix - #24628 Show a warning when invalid vehicle buoyancy errors occur and prevent vehicle entering an invalid state
Fix - #24675 #25491 Minor addon lua documentation fixes
Balance - Reduced weapon projectile spread x4
Balance - Increased machine gun ammo box capacity to 100


Dear Stormworkers,

The third and final Fishing Major Update is just a few weeks away!

This major update releases on 14th August 2024.

The Pot and Line Fishing Major Update introduces lobster and crab pots, and advanced line fishing.

Lobster and Crab Pots

The new fishing pot components can be deployed on the sea floor and will catch crabs and lobsters over time.



Advanced Rod and Line Fishing

New rod fishing mechanics allow you to set the float length, in order to bait deeper or shallower.

Fish will now fight back, and will attempt to run when hooked. Reeling too much while the line is under tension can break the line and allow the fish to escape.

As well as these features are some fishing related fixes and improvements.



This is our final planned fishing major update, with many of the major player suggestions now implemented.

Join us next week for a minor update, and then a couple of weeks later for the new major update!

Much love <3,

The Stormworks Developers


Dear Stormworkers,

It is minor update release week! As previously announced, this update is a bit smaller than normal as we prepare for the major update due for release in 4 weeks!

Despite being small, there are some useful fixes which will be important to some players. Please see the patch notes below for full details.



Next week we will announce more info on the upcoming major update, and in 2 weeks, we have a minor update with many fixes and some exciting new content!

We hope this new update is of help, and we look forward to your feedback. Check in next week for the details on the next major update!



Much love <3,

The Stormworks Developers



Patch Notes

v1.11.7

Fix - #25352 Resolve microcontroller logic links sometimes disappearing on undo/redo
Fix - Grounded network vehicle desync when teleporting off of a vehicle (characters vibrating)
Fix - #24400 Resolved RCS thruster mirroring issues
Fix - #24489 Corrected typos in large and huge tank wheels
Fix - Space transport missions spawning at low difficulty
Fix - Missions not respecting spawn biome
Rework - #24316 Simplified Day/Night duration back to a single value


Dear Stormworkers,

The Steam summer sale ends a few hours after this announcement goes live! Stormworks and DLCs are currently on discount.

Recently we have been planning out the rest of the year and have been filling out our schedule with our goals for which new features and components to release, and when, for the rest of the year. As previously announced, the next major update is soon, and we are already working on the subsequent one.



While we have a plan for major updates and new features for this year, this is only a small part of our work plan, with plenty of time protected for bug fixes and improvements. Expect the usual rate of fixes and improvements into the future.

We are in a fortunate position, with loads of great ideas and suggestions that we can work on, that should provide a positive impact on the game for players, and are practical and achievable goals for ourselves. While we have done our best to select the highest priorities for this year, there are loads of great things that we want to do getting pushed into next year.



As well as Stormworks, we are working on our new game, although public release is still a long way off. Our new game is intended as a different type of building game, and isn't intended to replace Stormworks, so our plans for Stormworks support and update continue in parallel.

Catch you next week for the minor update!



Much love <3,

The Stormworks Developers