News & Announcements

The dino-dome winner is…

The winner is…
Cretaceous Mongolia, including Flaming Cliffs!
This ecosystem includes the Velociraptor, Protoceratops Deinocheirus mirificus, Plesiohadros, and more!

Image by PaleoGuy on Deviant Art.

This ecosystem includes what YouTuber Best in Slot refers to as “danger floof,” or the Therizinosaurus, which is my favorite:

Image by Sergey Krasovskiy.

Now, several people noticed that it ended in a close tie at the end between Mongolia/Flaming Cliffs and Hell’s Creek, so we took a look at the IP addresses of the votes to make sure our own office votes didn’t skew the results. What we found instead though, was… drum roll… massive voter fraud!

Okay, not that massive, but our top IP address voted 29 times for Hell’s Creek!

Now we do recognize some of the smaller ones can be multiple family members or people in the same location, but 29 people with the exact same IP address voting for Hell’s Creek with most of the votes only taking 2-3 seconds to complete? Sorry, someone was cheating.

So we dug into the data, removed excess suspicious votes, and by the end, Flaming Cliffs was the clear winner:

Flaming Cliffs: 43%
Hell’s Creek: 33%
Europe: 24%

And, for your humor, we made this handy cheating infographic — really all in good fun because it’s not like this was a super serious legal vote. But we did want to get to the bottom of what the actual most popular ecosystem would be, and we did!

Patch Notes

Alpha 21: Biodome Updates

We have a smaller patch today given how major last week’s body style update was… and we have some major features coming up. We will post and let you all know what is on the upcoming radar soon!
Visual updates in the pre-set biodomes:

Updated Grasslands and Desert biodomes lighting and visual FX, such as the desert having heat waves!
Updated landmass settings for aforementioned biodomes.
Added more dynamic grass for Grasslands.

The grass moves under you now in the Grassland!
Other updates:

Afro hairstyle added to player customization options.
Minor fixes to clothing and body style updates as polish has been needed.
Minor quest fixes.
Minor LOD updates for static meshes.

Patch Notes

Alpha 20: New Body Styles

New Body Styles
We’ve added 16 new body styles, for a total of 18 now, to better represent a broader range of possible body styles for our players. This was important for us to do early in development, so that players looking for other body styles can find something that fits them better, rather than just the first two thin body styles we had.

Whipper Snippers
Don’t worry, if you already have your character, we also added in Whipper Snippers, where you can go and pay to change the body style, skin tone, hair style, hair color, and eye color of your character at any point. It’s the last building on the right in the Marketplace in the Student District (right before the elevator).

Full Patch Notes:

Added 16 additional body styles for character customization. You can now choose these during original character creation and later.
Added Whipper Snippers salon building where you can pay to customize your character later and change any settings on your character. This will cost in-game currency.
Fixed an issue during the Maintaining Weekly Challenge Task (Plant Garden) where it reset if you put another of that species type down.
Fixed an issue with the Pollination Station Weekly Challenge where it was giving too much credit for pollination levels (sorry!).
Fixed an issue with the Data Tool where the Fruit and Nectar values were switched.

Patch Notes

Alpha 19: HELO Notifications & Rainforest Introduction Cinematic

Alpha 19 is now live!

H.E.L.O. Notifications
We’ve added Notifications to your Holographic Environmental Life Observatory. You will see these when you click to open your biodome from Dr. Sandrine, and in your Data Tool while in your biodome. This will keep you up-to-date on major events and warnings as your biodome expands.

The types of notifications are:

Role Risk. If all of your producers, herbivores, or another role are at risk, this will let you know. It’s often in the case of starvation or other major threats on a species that shares a need, like eating plants with herbivores.
Pollination Rate. Keeping your plants pollinated can be a challenging job, so this notification will let you know if a majority are not pollinated as a prompt for you to take a look at pollinators in your biodome.
Marked Territory. There is now a flag button on each territory in your biodome, in case you want it to be marked for notifications. Once this is activated, you’ll get notifications on any important even in that territory, such as babies being born, maturing into adults, the territory splitting, or that specific territory beginning to starve.
Detritus. You’ll get notified as your detritus levels rise and fall.
Species Extinction. If every instance of a particular species in your biodome dies, you’ll receive this notification.

Just like for the Snapshot tool, you can sort this by zones or globally. You’ll see that you can also turn off or on certain types of notifications on the right, so you can easily find what you are looking for.
Rainforest Introduction Cinematic
We’ve also been working on changes to make the story of the game more direct and immersive for our players. A couple weeks ago we added the lore video during the first launch of the game, and now we’re adding a cinematic for the first time you get to enter the Rainforest biodome! This gives you an introduction to why the biodomes exist, and what you as a player do with them.

Enjoy this render we took (with Cherie and a player character of one of our developers) for a preview of the video:

If you’re an existing character, this will be prompted the next time you walk into the biodome, too, but only once.
H.E.L.O. Tweaks & Bug Fixes

Fixed an issue where the data on on the scavengers in the HELO sometimes did not match within the Data Too.
Fixed an issue where the Detritus Roller Coaster Challenge was not generating Active Tracking information.
Fixed an issue where the Weekly Challenge Active Quest Tracker did not activate if you did not have any other (non-HELO Challenge) quests in it.
Fixed an issue where Fruit Filler Challenge appeared to be tracking incorrect fruits.
Fixed an issue where Weekly Challenges with 0 progress set their most-progressed biodome based on other challenges’ progress.
Fixed an issue so that players will not receive too many difficult Weekly Challenges in a week.

Additional Tweaks & Bug Fixes

Updated rainforest biodome ground texture.
Updated lighting in Rainforest map.
Dialogue scenes with other characters will now reflect time of day.
Updated appearance of walkway up to Tyto Academy.
Fixed an issue where quests sometimes did not activate after Welcome Citizen was complete until after a level change or relog occurred. They should now be available immediately.
Added a new computer design to the HELO Weekly Challenge table.

Patch Notes

Alpha 18: Weekly Challenges

Weekly Challenges
We are excited to announce this week that we added a system for Weekly Challenges with the HELO!

Every week, a set three of challenges will be randomly selected for players. Top-level players with everything unlocked will receive the same set of challenges, but it’ll be scaled for species you have or almost have for everyone else. Any of these challenges can be completed in any dome, as long as it has any species you need.

Here are the challenge types:

It’s a Baby! — Have a certain baby animal or a plant reproduce in your biodome.
Pollination Station — Hit a specified percentage of pollination for all your plants in a biodome.
R.I.P. — Have a certain number of a specified animal die in your biodome that week. Hey, that’s life in the ecosystem!
Fruit Filler — Have animals eat all the fruit of a specified fruiting plant.
Detritus Roller Coaster — Have the detritus level in a zone raise to a specified level, then bring it back down to a lower specified level.
Bringing up Baby — Not only have a baby of a specified species, but also raise it to maturity.
March of the [Animal] and [Plant] Garden — Place a specified number of a species and maintain them for a number of years.
Global Health Challenge — Keep a biodome above a specified overall health percentage.

These challenges refresh every week, so be sure to jump on and check them out. You’ll earn XP and Credits for your efforts!

To get started: head over to Dr. Sandrine (where you enter the HELO) and right click on the computer on the table next to her to open up the Weekly Challenges menu where you can accept them. They’ll then be in your quest log, and you can go turn it back in at the table when complete!

Some other notes about the Weekly Challenges:

The Weekly Challenges will show up on the right as the Active Quest tracker only when you’re in the HELO.
You can lock a challenge if you do not want it to reset the following week.
Please keep in mind that you will not receive a challenge for that slot the next week. We wanted this option though, in case you’re close to finishing a difficult one and would rather get credit for it than get a new challenge.

Other Updates
Art Updates

Student District water now has an improved appearance.
All NPCs will make eye contact with your character during dialogue sequences, and will look at you if you pass them from nearby.
Your character will make eye contact with your conversation partner during dialogue sequences, and will no longer stare interminably into the middle distance. You’ll also intermittently play a random idle animation, which means that you are now able to practice Active Listening!
Brand-new background for dialogue sequences has been implemented!
Bert’s VO in the quest “Welcome Citizen” has been updated.

HELO Tweaks & Fixes

Improved appearance of the HELO main menu.
Added a Biodome Information panel.
Added a loading screen for the HELO.
Fixed some minor visual errors on the HELO territory popups.
In the HELO, you should now more often see carnivores eating.
Fixed an issue where users could not click on a flowering kapok tree.
Fixed the “Role” specified in the HELO for some animals with large feeding preferences.
If there is a 0 hp for your biodome, it will now say “No life” on the UI.
Empty pie graphs on the Data Tool now show an icon when empty rather than being a solid white pie graph.

Other Tweaks & Fixes

We’ve reduced the amount of poop that needs to be collected during Food Web quests. You’re welcome.
Map markers were adjusted for clarity. We removed the owl head inside Quest Zone markers as it is confusing people, made the quest objective marker have a white outline for more visibility, and adjusted the color of quest icons to all be green.
Added more mushrooms to the biodomes for researching.
Fixed an issue where there was no location marker for where to go to find the Peppiest Panganog for that quest.
Fixed the notification highlight that lets you know when you have more RP points to spend. Starts at Level 3 and higher.
Fixed an issue where users could not use their abilities on ridley turtles out in the world.
Fixed an issue where anti aliasing reset whenever someone entered a new map or opened the graphic settings.
Telecommunicator appearance improved.


Alpha 17: Lore, Voice Overs, and Quests

This patch is dedicated to Helo, Immersed Games’ Canine Employee of every month for the past 3 years and counting. If you’re visiting Dr. Reneau by the Academy, say hello to Helo while you’re there!

And now, for the Alpha 17 patch notes!

Lore Video Added
We added an introduction cutscene at the start of the game for new players that introduces them to the background lore of the game. When the video ends, the player then opens their eyes in the beginning of the tutorial, waking up from cryosleep.

Preview it here:

Art + Content Updates

Panganogs have been re-designed and are now 86% cuter. (We did the math.)
Two new quests have been added: ‘Geppetto Jam 2’ and ‘Population Survey: Tundra.’
Voice-over for Thales, the Himalayan Biodome Supervisor, has been added.
Animations of all HELO and Non-HELO animals were revisited, fixing wonky movement and sliding.
LNR’s dialogue scene fixed: she is no longer gigantic.
All sounds remixed to be a bit louder.
Added Helo the dog near Dr. Reneau by the Academy.

Bug Fixes

Fixed a bug where users were not getting credit for DNA sampling the Hyper Panganog in Espeth Park.
All swarms now display correct information in the data tool.
Fixed a potential crash on entering a new biodome.

Patch Notes

Alpha 16: Progression + Usability

For Alpha 16, we paused on new feature development for a bit to go back through our gameplay and fix up areas to make progression more clear, and fix usability issues. YouTube videos of people playing the game were actually extremely helpful for this! If you have a favorite YouTuber who plays our game or you think should, feel free to post in the comments and we’ll start watching or reach out to them. 🙂

Ecology Progression Added
We’ve added in some quests to help guide users through the process as they unlock additional features in their Ecology Module.

Now, when the user first begins the game, the biodomes will be locked from travel.
When the user reaches Level 2, they will receive a quest from Dr. Reneau that unlocks the Amazon Biodome, and then the rest of the biodomes.
At Level 3, they will receive a quest from Dr. Reneau that unlocks the H.E.L.O., too.

Right now, what the biodomes and H.E.L.O. are is explained through the dialogue of these quests, but we’re working on in-game cinematics to improve that experience in the future!
Other Progression and Usability Improvements

The onboarding quest “Welcome, Citizen” has now been lengthened in order to encourage the user to learn how to use their customizable apartment and will require them to return to place their bed before the quest finishes. It also has an improved prompt at the end for what to do next in the game world.
All other quests have been turned off until “Welcome, Citizen” is complete.
Added improved feedback to indicate leveling up.
Updated the nameplate design for all animals and NPCs outside of the H.E.L.O. You can also now select animals by clicking on their nameplate.
Updated the nameplates for animal species so that it is easier to see what you have left to do for Researching a species or when it is complete. Updated the Biodex to match.
Updated the timer UI above the animal’s head for the tranquilicer ability.
Improved the Tools UI, including supports for gaining new Tools. For example, when you gain a new tool, you will now see the button glow and it will highlight which one is new. It will also be automatically added to the hotbar if you have space. This should greatly improve the experience of picking up new Tools and quickly being able to use them.
You can now find every available animal in every biodome while populating your Biodex. In other words, if the Biodex says that an animal lives in a biodome, like the armadillo, you’ll be able to find it there, instead of needing to go to its ‘default’ Mojave Desert biodome only to find it.
You can now see the Biodomes in the Biodex information even before you have Researched/Unlocked that portion… so you know where to go to even research the animal!
Improved the visual design of the Biodex info popups.
If the DNA extractor can’t be used, it now appears darker on the hotbar.
There is now a new type of quest prompting: the telecommunicator! It is used in the new Ecology progression quests only so far.

H.E.L.O. Improvements

The plant’s model gets updated in the H.E.L.O. as its status changes, for a visual representation of its health. In other words, you’ll be able to see when plants become low on leaf or are dying.
The baby plants (non-mature) are now 50% size of the adult plants.
The Data Tool now has a mouseover tooltip on the Food Available bars that reports the food required and food available.
In the Data Tool, if there is no animal in a category, its “food available” bar is now a dark blue, and the arrow pointing to it is also blue. This is so it has a neutral state when essentially the category does not yet apply.
The Data Tool arrow from Decomposer to Plants is now indicative of Detritus Level, and there is text explaining if the detritus level becomes problematic under the Decomposers now.
Updated the appearance of the HELO Tool Buttons (Add Life, Time, and Data Tool).
Fixed it so that when a swarm is dead, and before the territory marker goes away, the in-game model should disappear so it doesn’t look like there are insects while it says population 0.
Updated to a permanent H.E.L.O. Welcome Message on Dr. Reneau’s opening UI.
Fixed an issue where after a reproduction cycle, the territory marker for plants was getting stuck at 0 weeks and not restarting the cycle.
Animals now stop the reproduction counter when the population is only children.
Added a a reproduction counter on “always blooming” plants, too!
Fixed an issue where flowering plants’ reproduction counter says “X weeks until fruiting” when it should instead say “X weeks until reproduction.”

Bug Fixes / Tweaks

Fixed the issue where users could not abandon quests.
Fixed up holes in more furniture pieces for Custom Apartment Room
Removed Sunflower shadows in Great Plains
Changed the appearance and wording of the high ping warning message.
Updated the visual appearance of the shop tabs, and made a label “Clothes” instead of “EquipItem.”
Updated the appearance of the Level 3 blocker on the Research Tree.
Changed prerequisite quests for Animals with Shells so you can’t accept it until you’re able to get into those biodomes.
Fixed instances of getting 2 confirmation messages for the same action when DNA Matching on quests.
Fixed an issue where particle effects that are attached to static meshes (as in bees on trees) do not show up currently in HELO or the base biodomes.

Patch Notes

Alpha 15: Harbor & Main Apartments

We’re on track for our Monday morning patches now, and quite excited. We also have a new system where we are rotating between Feature or Content patches. Last week was a Feature update as we added Scavengers, Data Tool, and more to the H.E.L.O. This week is a Content update, which is largely around some big new art pieces we have in the game. Check out and enjoy!

Updated Harbor in Espeth Park
The Harbor in Espeth Park now has a new look! This is the place where characters spawn right after the tutorial and walk across to the mainland and towards the transit center. In the future, we plan on having spaceships land on it that are dropping players off (once we’ve had a chance to build them), so it’s been designed with that in mind!

Here’s the concept art for the new Harbor:

And what it looks like in-game:

Added Main Apartment Leisure & Study Rooms
The Main Apartments have had locked doors since launch, but now we’ve added leisure and study rooms! Enjoy hanging out in some of our great new views.

Art + Content Updates

Unique baby models added (Arctic Wolf, Arctic Fox, Bengal Tiger, Snow Leopard).
Changed NPC idle emotes in the world, as well as allowed a wider variety of NPCs to emote.
Allowed more NPCs to talk in the dialogue scene.
Added sunflowers to Great Plains Biodome.
Updated Customizable Apartment Room main furniture sets to not have holes if you look at them from behind or underneath so that they have better placement potential.
Updated Biodome Supervisor Antton (Tundra) to have a custom look.
Shuffled some species around in the biodomes. If the biodex says they can be found in two biodomes, they can now be found in both.

H.E.L.O. Tweaks + Fixes

Chance of finding food algorithms have been updated to better account for competition for resources.
When you click on swarms (moths, butterflies) it now shows their territory radius.
Fixed it so that plants lose their leaves when they die.
Fixed an issue where plants were getting negative leaf counts or over 100% health in some conditions.
Made it so that animals stop the reproduction counter when the population is only children.
Made it so that placed territory information updates immediately on placement.
Increased the territory size of most animals.

Other Bug Fixes / Tweaks

Fixed NPC Calypso’s hair.
Fixed rock texture in Biodomes.
Fixed missing icons for items.
In the active quest tracker, some text on the left side is should no longer be cut off on some resolutions.
Fixed an issue where an incorrect texture is loading during placement and model viewer for any alternative textures.
Fixed an issue where while on a Food Web quest DNA segment, as soon as you hit any of your abilities, “No match found.” feedback inappropriately presents itself.

Relevant Known Issues

You cannot currently abandon quests; be sure you want to do anything you accept!
In the H.E.L.O., plants seem to only be doing one reproduction cycle then stopping.
Applying the resolution in graphics settings sometimes does not work.

Patch Notes

Alpha 14: H.E.L.O. Scavengers, Data Tool, and more!

Hello, all! We’re switching patch day to Monday, although this first one is a bit late during our transition patch day here!

And now, for Alpha 14!

H.E.L.O. System Improvements

Scavengers are now added to the H.E.L.O.

20% of all Meat Points generated (i.e. animals being eaten) in each zone during a week gets added as Carcass Points in the that zone. Each zone contains a carcass point value based on this.
Carcasses can age and therefore have 3 states: fresh, old, and decaying. They move through the states in that order. Each week Carcass Points from one state get put into the next state as they age.
Fresh Carcass Points can be eaten by scavengers, but also carnivores. Carnivores that are not also scavengers will only eat fresh meat in this way, representing for example a jaguar returning to a large kill for a few days.
Old Carcass Points can only be eaten by scavengers.
Decaying Carcass Points can also only be eaten by scavengers, and the uneaten decaying Carcass Points at the end of that cycle will turn into detritus in the next week in that zone. This allows a player to balance between more scavengers or more decomposers, as the amount of scavengers will impact the amount of decomposers needed.
Animals have preferences for food. For example, some herbivores prefer fruits while some prefer leaves. In the same way, some carnivores are set to also be partial scavengers. This means they can eat all Scavenger Points available in the zone. This is determined based on their real life behaviors, such as coyotes being carnivores and scavengers.
Clicking on a carcass pile brings up information on the Carcass Points in the zone.
While scavenger territories have a radius, they can consume Scavenger Points from anywhere in the zone where they are placed.

Improvements to H.E.L.O. Animal Artificial Intelligence

Animals in the H.E.L.O now play animations as they rotate between eating, sleeping, walking, running, idling, and dying.
This system is new and still has some known issues (see below) that will be improved over the following weeks.
When animals in the H.E.L.O. die, they now play their death animation and the territory marker remains for another week so users can better understand what is happening in their biodome.

Reduced the number of actions it takes to Register animals from the Biodex. Instead of scanning for 3 separate pieces of information, one scan now unlocks all the information in that section. It’s the same for each Biodex section. It now takes 5 research points until you are complete, 4 on adults and 1 on a baby of the species.
H.E.L.O. Data Tool

Players now have access to the Data Tool in the H.E.L.O which displays global and zone level information about producers, decomposers, scavengers, and different level consumers in the player’s biodome.
Overall, the Data Tool now shows a cycle of how resources move through the ecosystem: from producers to primary then secondary and tertiary consumers, to scavengers and decomposers. And of course then the cycle starts over again with plants fertilized through decomposition.
Overall, each category (producer, scavenger, etc.) shows the status of its available resources and if it has enough for its needs or not.
Clicking on any of the categories will bring up specific information about that category. For example, Producers show current leaf, nectar, and fruit points; the current distribution of reproduction cycles; and the number of blooming plants that have been pollinated. The information like this on each category is meant to help with broad assessment of your resources and areas you may need to intervene, like adding more pollinators if you want your plants to reproduce!
Currently only the Snapshot view is available, but look forward to more tools to get a better look at your biodome!

Content Updates

We added a new tree to certain districts! We’ve been calling it the Jellyfish Attack Tree.
We tweaked the water in the Amazon so that it…you know…looks like water.
We improved the lighting at night for the two new shops, Carpet Diem & Up the Wall, and Furnish.

Bug Fixes / Tweaks

Using abilities on animals for researching now rewards the player all the information in that category, rather than having to do each ability multiple times when researching to unlock all the information. This will make researching your unlocked species much faster.
Added moderation filtering for player and pet names.
In the H.E.L.O., you now see a decal representing the territory’s radius size when placing and clicking on territories.
On territory markers in the H.E.L.O., we re-named “Health” to “Chance of finding food” to more accurately reflect what the data represents.
You now receive feedback when you finish Registering an animal and know it’s available to use in your H.E.L.O.
Reduced delay in the Biodex giving feedback on research progress.
Fixed an issue where the Biodex research progress bar was not accurate for plant decomposers.
Clarified that in order to unlock reproduction information in the Biodex, a baby animal must have a DNA sample taken.

Patch Notes

Alpha 13: H.E.L.O. Phase 2

Hello, Tyto Online community. We have a pretty massive update this week, which is adding most consumers to the H.E.L.O.!
Please note that this is an alpha release of the consumers in H.E.L.O., so the front-facing animal animations and artificial intelligence are not implemented fully yet… they basically just walk around randomly right now. A lot more behavior will be added in coming weeks!

Consumers added include herbivores, pollinators, insectivores, and carnivores. Scavengers will be released at a later date.

Added Animals (herbivores, insectivores, carnivores) to the H.E.L.O.

Clicking on an animal that belongs to the territory or clicking on its territory marker will bring up information on the territory.
Herbivores can eat fruit or leaf points from plants within their territory.
Insectivores can eat worms, butterflies, moths, and other insects from decomposers or pollinators within their territory.
Carnivores can eat animals generally smaller than they are, although this is individually adjusted based on the species in real life… some can take down bigger prey!
Some animals can have more than one role in terms of what they eat. There are ominvores, but also each species has a weighted preference depending on what it tends to eat in real life. For example, some carnivores also eat fruit if they have to.
Consumers’ territory health is calculated by how much food is available in their territory vs how much food that territory needs. This is really a measure of risk for starving in the territory.
Territories with health percentages under 100% have a risk of its animals dying. Place enough food to guarantee their survival …but not too much as it may hurt your ecosystem’s balance.
Different species reproduce at different rates. Reproduction starts upon being placed and its countdown will keep ticking down until it hits zero weeks. Once zero weeks occurs, juveniles will be born in the territory, but they won’t contribute to the territory population until they become adults (this is so a juveniles will always be with adults, and not try to split into new territories on their own until they are mature).
If a territory exceeds its max occupancy, then the territory will split to a nearby location.
An animal territory dies if its population reaches 0.

Added Pollinators to the H.E.L.O.

Clicking on a pollinator or its territory marker will bring up information on the territory.
Pollinators allow for reproduction to occur for all non-vegetative plants.
Pollinators consume nectar from blooming plants to live and reproduce.
Pollinators reproduce once every four weeks.
If a pollinator territory exceeds its max occupancy, then the territory will split to a nearby location.
A pollinator territory dies if its population reaches 0.

Added Decomposers to the H.E.L.O.

Clicking on a decomposer or its territory marker will bring up information on the territory.
All living beings in the ecosystem except decomposers and pollinators contribute detritus to the zone. A build up of too much detritus results in lower plant regeneration, lower success of finding food, and lower health. There are 5 levels of detritus where level 1 is the healthiest level and level 5 is the deadliest level.
Decomposers eat and remove detritus in the zone they are placed in and lower detritus levels.
Decomposers reproduce once every four weeks.
If a decomposer territory exceeds its max occupancy, then the territory will split to a nearby location.
A decomposer territory will die if its population reaches 0.

Content and Gameplay Edits

Players who’ve already unlocked the species in the skill tree and fully researched them in the biodex will see their species in the H.E.L.O. biodome.
Players can now research animal-decomposers and pollinators in the non-H.E.L.O. biodomes (you cannot research non-animal decomposers like mushrooms yet).
Added pollinators and decomposers to each biodome.

Tweaks and Bugfixes

Reduced number of poops to collect during flow chart quests to 5 instead of 8 per quest.
Fixed a bug where doing a flow chart quest at the Tundra biodome gave the DNA extractor as an item instead.
Fixed a bug where one of the poops underneath a rock in the Mojave Desert Biodome Food Web part 1 quest was not clickable.
Fixed a bug where one of the rocks in Arctic Jewel quest in the Tundra was not obtainable.
Fixed a bug where bringing up the map or character screen during tutorial resulted in missing texture icons.
Fixed a bug during tutorial where the Eyeminder UI showed up before the player pressed the button. It now should show up after the press confirmation.
When the player receives the Eyeminder, the game will no longer automatically fullscreen (sorry to all the YouTubers who complained about this).
[HELO] Fixed a bug where the countdown for the next state on the plant UI always said 0 weeks remaining.
[HELO] Plants no longer have territory markers.

Known Issues with the current H.E.L.O. Implementation

Plant decomposers cannot be placed in the H.E.L.O.
Animal Territory ranges are not visible outside of placing them initially.
Animal Territory information doesn’t load upon being placed down. A week must pass by first for the information to be correct.