Category Archives: Uncategorized

Stranded Deep’s new PR Representative

Hey everyone,

My name’s Samson and I’m the new Public Relations representative for Beam Team Games. I will be here to keep a greater presence on the forums and discussions so that the dev’s can focus more on giving you the content you want. I will also be posting some awesome stuff to their social media pages; amazing user-created content and exciting new developments. So keep an eye out!

I’m really excited to be on board with Beam Team Games and Stranded Deep. The developers are constantly coming up with exciting new things to develop and release for you guys and I’m sure the content will only continue to add to the immersive and gripping world of SD.

The dev’s really appreciate the great community of users they have got here and want to continue to provide great content and support.

See everyone around

Stay Alive!
Samson | BeamTeamPR


6d5bd265280a08b49467b1f57117237a6c6a8595Hi everyone,

A new stable build 0.28.00 has just been released!


IMPORTANT: There are notes below covering the new save game location and instructions for copying over your previous save data. Please follow these instructions if you wish to preserve your old save game.

This build transitions our latest work on the experimental branch to the stable branch.
If you haven’t been following the progress of our experimental branch, here’s some of the new features included:

New Mining System, New Roofing System, New Clay and Rock minable resources and Pick tool, New Brick building tier, New Furnace and Brick stations and more!

We’ve covered the new features in the patch notes below and you can also read more on the new features in our previous experimental patch notes here:
New Clay resource, Brick building tier, Furnace and Brick station
New Roofing system[ http]
New Mining system and Minable resources[ http]

We had been receiving emails about players not having user permissions to write world or map data. There were a few possible causes for the error, but the most common seemed to be when the game was installed in the Program Files folder and the user account didn’t have sufficient privileges or security settings. So from this stable build on we’ve changed the location of the game’s save data. You will need to do a simple copy-paste to move your old save folder to the new location. A quick guide can be found here —

This also allows players with multiple users (brothers, sisters, friends, etc) to have their own unique save game data if they have their own user account on the PC.

Also a small note for Mac users: In testing we have noticed that the game needs to be launched from the Steam app or a desktop shortcut created by Steam. If the game is run directly from the .app file, Steam fails to register as initialised and you will see an error message in the game.

Have fun!

Stay Alive!
:: Beam Team



Hi everyone,

A new experimental build 0.21 has just been released!


This build features the new Inventory menus!

The new inventory size is 9 usable slots and 1 slot reserved for your hands. For this build we’ve left the inventory size at 15 in code, so you will be able to store more items than are visible in the new inventory menu. This is so players with a full inventory won’t lose any stored items. The next update will fix the inventory slots at 9 so you will need to make sure you drop all the extra items out of your inventory so they don’t get lost forever.

A lot of icons have been re-rendered for the new inventory menu but there are still a few to go so please excuse any icons that look out of place.

Have fun!

Stay Alive!
:: Beam Team


– Changed Crab to yield 1 small meat instead of 1 medium meat.
– Restored Bandage crafting combination temporarily to ‘Tools’ crafting subcategory.


– Fixed possibility of entered world seed not matching saved world seed due to value clamping incorrectly.
– Fixed possibility of not being able to pick up an item in your free hand when inventory full and item didn’t match any types stored in the inventory.
– Fixed possibility of opening crafting menu, inventory or watch when operating Raft causing various incorrect behaviour with held item.
– Fixed being able to drop your hidden held item when operating the Raft.
– Fixed being able to drag Fruit and Coconuts when attached to trees.
– Fixed items attached to other structures (like Buckets) being used as crafting materials.


– New Inventory Menu!



Hi everyone,

A new experimental build 0.20 has just been released!


This build features a new Crafting Menu, Loom, Tanning Rack and more!

The new Crafting Menu is the replacement for the larger crafting menu. Please note that it is not the new ‘Quick-craft’ crafting menu that will be coming soon. The new menu displays and organizes combos and materials much nicer and cleaner than previously. The new menu will also auto-select the required tool for the crafting category if it’s available in your backpack (for building, farming, etc). This means no more forgetting to equip the tool and having to awkwardly close the crafting menu, equip the tool and reopen the crafting menu. Crafting as a whole should be cleaner and a little quicker.

There’s also the new craftable Loom and Tanning Rack stations. These stations are standalone items like your Campfire and will also appear as ingredients for some craftable items like Cloth and the new Leather item. If one of these stations are within your crafting radius, they will count as a crafting material and you will be able to craft the more advanced items. Along with these two new stations are two new items – Rawhide and Leather. Rawhide is obtained from Boars and Sharks. With a Tanning Rack you can use the Rawhide materials to craft Leather in the Crafting Menu. Similarly, you can use the new Loom to turn Fibrous Leaves into Cloth. The crafting combos have been revised to use the new Leather material for most of the refined tools.

There’s also a new and better Shark spawning system with more consistent placement and spawning. We’re playing with some more interesting and dynamic Shark behaviours, like Sharks attacking your raft if you attack them!

Have fun!

Stay Alive!
:: Beam Team


– Fixed fall damage occasionally calculating distances incorrectly. This should fix players dying from randomly flying in the air until we figure out what is causing the issue!
– Fixed allowing players to update a map you’re saved on via the update map dialogue which would clear the save data for that map.
– Fixed Palm Top display name changing to ‘Log’ when separated.
– Fixed Sharks occasionally colliding with rafts unintentionally.
– Fixed Sharks spawning outside of a zone biome.
– Fixed Sharks roaming under islands.
– Fixed Sharks attempting to reach Players on land.
– Fixed Sharks taking double damage.
– Fixed Sharks exploring deeper than intended.


– Revised Crafting combination materials.
– Improved Players movement in water, more fluid.
– Reduced size of Tarp item by 50%.
– Reduced Boat Motor Engine volume.
– Added experimental ability so Sharks will attack Rafts (A shark will dive down signalling an imminent attack).
– Added ability for Sharks to respawn over a period of set hours/days.
– Added new Shark follow and dynamic spawner for areas outside of zone bounds.
– Added new Shark patrolling system with adjustable territory.
– Added Shark patrolling spawners to map editor (adjustable territories will come in future).
– Added ability for Sharks to be aggressive on first Player encounter.
– Increased chance for Players to encounter sharks.
– Removed Shark health regeneration.


– New Crafting Menu!

– New Tanning Rack station!
You can now craft a Tanning Rack. The Tanning Rack is used to turn Rawhide into Leather. The Tanning Rack is a crafting material and will be included in your available crafting materials if the station is within your crafting radius. Rawhide can be obtained from skinning Boars, Tiger Sharks, and Great White Sharks which can then be crafted into Leather for crafting more advanced items. Refined tools now require leather.

– New Loom station!
You can now craft a Loom. A Loom is used to craft Cloth from Fibrous Leaves. Cloth will eventually replace Tarps for most crafting combinations.

– New Rawhide item!
– New Leather item!


Hi everyone,

A new experimental build 0.18.02 has just been released!

By popular demand this update features new Craftable Furniture! Craftable furniture hasn’t been very high on our list as it’s not something that screams ‘survival’ but we appreciate that being able to craft furniture signifies you’ve reached a point where you’ve made it past pure survival and can afford to spend resources to make your island existence more comfortable. There are also plans in the future for things like stick storage, cabinets and baskets to help with organisation once the new storage UI is completed.

This update also features a new Fire Torch. A Fire Torch can be lit by interacting with a Camp Fire. They can also be used to light extinguished Camp Fires and also other unlit Fire Torches. Fire Torches last approx. 3 game hours at the moment and we’re finalizing the best way to show when a torch is burnt out so keep this in mind. We have been reluctant to add craftable light sources in the past as each additional light brings a performance hit with it so be mindful of this before you decide to light up your island!

There’s also the new craftable Hook. Hooks can be attached to your construction walls. Attachable objects like Lanterns and the new Fire Torches can be attached to these hooks. The new Shelves function similarly to Hooks and can be snapped to the walls of your constructions to allow objects to be placed on top. There’s also a variety of new chairs and tables for you to craft.

We’ve revised how you interact with stations and some objects. For example, previously you would interact with a coconut to remove it from the tree. Now you press your pickup key to pick it off. Similarly for Spits and Water Collectors – you interact with the Spit or Collector to attach an item initially and press the pickup key on the item to remove it and pick it up. This is much clearer and unifies the interacting mechanics so you will always interact to use an item with another and the pickup key will always pick an item up.

That’s it for this update.
Have fun!

Stay Alive!
:: Beam Team


– Fixed dialogue input fields accepting a seed value larger than supported.
– Fixed Raft crafting knock objects around.
– Fixed objects ‘moving’ incorrectly when picking off Spears.
– Fixed Sun appearing as a ‘cone’ at certain times of day.


– Revised mechanics for Fruit to pickup to remove from trees instead of interact.
– Revised mechanics for Spit to pickup to remove attached object instead of interact.
– Revised mechanics for Water Collector to pickup to remove attached object instead of interact.
– Increased Young Palm percentage.
– Improved dragging responsiveness.


– Added new craftable Fire Torch item.

– Added new craftable Wood Hook item.

– Added new craftable Wood Shelf item!
– Added new craftable Plank Shelf item!
– Added new craftable Corrugated Shelf item!

– Added new craftable Wood Chair item!
– Added new craftable Wood Table item!
– Added new craftable Plank Chair item!
– Added new craftable Plank Table item!
– Added new craftable Corrugated Table item!




Hey everyone,

The latest stable build 0.15 has just been released!

Hi everyone,

This update focuses on a section of our roadmap to reclassify tools into two new categories, Crude and Refined. Eventually this will change the focus from finding the good tools, to allowing you to craft them. A refined version of a tool is created by upgrading the existing Crude version. The combo’s to upgrade to refined tools will likely be adjusted when we introduce smaller sundry items like leather and leaves in the future.

We’ve also been hard at work on improving loading times between islands and generating better billboard representations of the islands you’ve discovered. These developments aren’t ready for this release but we’re seeing very promising improvements. The progressive loading and dynamic billboard generation should hopefully be ready for the next update. There’s also some exciting developments with our concepts for the new main menu design, which won’t only improve the aesthetics but will also affect how you enter the game in a cool new way.

Have fun! 🙂

Stay Alive!
Beam Team


– Fixed being able to switch items with hotkeys while operating a vehicle.
– Fixed bird landing spots causing a hiccup when loading between zones.
– Fixed projectiles stuck in mid-air when crafted.


– Significantly reduced the performance overhead when creating new items at runtime.
– Categorized new and existing crafting items into Crude and Refined.


– Added new Speargun item!
– Added new Speargun Arrow item!
– Added new Airtank model.
– Added new Stone Tool model.
– Added new Refined Knife model.
– Added new Crude Axe model.
– Added new Refined Axe model.
– Added new Crude Spear model.
– Added new Refined Spear item!
– Added new Fishing Spear item!


– Upgraded to Unity 5.4.


Hey everyone,

The latest stable build 0.14 has just been released!


Quick Summary: Fires can only be started with Kindling. Individual animals can no longer be cooked or smoked without skinning them for meat first. More details below…

This update introduces the new Fire Lighting and Skinning systems! The processes of lighting fires and obtaining edible meat from animals has been broken down into two new mechanics. To start a fire, you now need to gather wood to craft Kindling. When you have Kindling equipped, you can use it on a fire to begin using a basic wooden hand drill to light your tinder. After a number of continuous and successful attempts you will have lit your fire.

To obtain edible meat all animals now need to be skinned. Individual animals can no longer be cooked or smoked without skinning them for meat first. To skin an animal you will need to craft a Knife. When you have your Knife equipped, you can use it to interact with a dead animal to ‘skin’ them, gathering meat. Different animals have different sizes and amounts of meats you can gather from them. All animals are now tied into this new system: fish, crabs, birds, boar, snakes, etc. These new systems will be tied into your skills in the future things to affect things like success rates and availability.

The paddling animation is also back in this update. As we’ve mentioned before, the paddle is no longer a unique item that you carry around, but is part of operating the Life Raft vehicle. The paddle will equip when you operate your Life Raft.

Weather has also been restored. There’s no new work on the weather as yet, but it is back and functioning which should help with your water situation!

There’s been some smaller changes behind the scenes in an effort to track down/alleviate some users problems with picking up interactable items like buckets. Please let us know if you’re still experiencing problems.

It’s worth mentioning that this update is a little smaller this week as we took a week off for personal time to refresh and regroup. We’re also working on a new roadmap so we’ll keep you posted!

Have fun! 🙂

Stay Alive!
Beam Team


– Fixed bright white screen flash at certain camera angles.
– Fixed items not un-highlighting under some scenarios.
– Fixed single coconut remaining when chopping down palms.
– Fixed being able to stab multiple animals onto spear.


– Added support for item specific interactions, knife skinning, fire lighting materials, etc.
– Restored Paddle animations.
– Restored Weather.
– Reduced Grass popping.
– Reverted Torch back to an item that needs to be equipped.
– Renamed Water Collector and Water Still to Water Distiller and Solar Still.


– Added new Skinning system!
To skin an animal you must have a knife equipped. You can then use the Knife on a dead animal to skin it. In the future, skinning will be tied into your skills. If you have the required skinning skills, you will succeed and be rewarded with meat and other items. If you don’t have the skills required, you will fail. Repeatedly attempting and failing to skin an animal will result in you destroying the animal, leaving you with useless scraps. You will unlock the ability to skin larger animals as your skinning skills increase.

– Added new Fire Lighting system!
Camp fires now take a bit of effort to light. You will need to craft the new Kindling item. When you have Kindling equipped, you can use it on a Camp Fire to attempt to start a fire. Starting a fire takes a number of attempts and has a failure rate which will later be tied into your fire lighting skills. To successfully light a fire you must repeatedly use the hand drill without any failures. Camp Fires can be extinguished by interacting with them with no items in your hand.

– Added new Meat item!
– Added new Kindling crafting item!
– Added new Snake ragdoll!


– Changed Game Launcher executable’s .NET framework to 2.0 for better compatibility.