▶
V3 Development update - November
carloscarrasco.com/the-spatials-v3-devblog-2015-10-05.html The new generic job state machine has been implemented and most of the week was devoted to fixing everything that broke down. The end result is a much more robust, yet generic and extensible job system. There's nothing new to show on screen, this week was all about logic coding and bugfixes. [img=http://carloscarrasco.com/images/jobsm.svg]
carloscarrasco.com/the-spatials-v3-devblog-2015-10-12.html In the past week more experiments in search for a selection cursor UI were done, a job matrix UI for officers was implemented, the state machine library received more fixes, job logistics now support multiple resources and are intelligent about asking for workers only when needed, and the keyboard support was improved. https://www.youtube.com/watch?v=-0ino9_S1KI
carloscarrasco.com/the-spatials-v3-devblog-2015-10-19.html A UI strings localization system has been implemented to enable both official and community translations, and work on bringing planets to the V3 engine has started. [img=http://carloscarrasco.com/images/spanishmenu2.png]
carloscarrasco.com/the-spatials-v3-devblog-2015-10-26.html The planet surface is now more fleshed out and entities and tools now work on it, resource nodes are now being generated on planet surfaces, it's now possible to build resource extractors on planets. [img=http://carloscarrasco.com/images/resourcenodes.png]
carloscarrasco.com/the-spatials-v3-devblog-2015-11-02.html More code cleanups, some systems for of planet resource extraction are now implemented (resource nodes, extraction objects, simplified logistics, automatic ship cargo transfers), the UI color can now be customized, and fixing a bad programming pattern before it is too late. https://www.youtube.com/watch?v=tTFf3eoetVQ
[ 2015-11-10 19:02:57 CET ] [ Original post ]
Did you miss one of our recent updates on V3? Here's the list of the past few weeks devblogs, follow the links for the full post.
The Spatials V3 devblog 2015-10-05
carloscarrasco.com/the-spatials-v3-devblog-2015-10-05.html The new generic job state machine has been implemented and most of the week was devoted to fixing everything that broke down. The end result is a much more robust, yet generic and extensible job system. There's nothing new to show on screen, this week was all about logic coding and bugfixes. [img=http://carloscarrasco.com/images/jobsm.svg]
The Spatials V3 devblog 2015-10-12
carloscarrasco.com/the-spatials-v3-devblog-2015-10-12.html In the past week more experiments in search for a selection cursor UI were done, a job matrix UI for officers was implemented, the state machine library received more fixes, job logistics now support multiple resources and are intelligent about asking for workers only when needed, and the keyboard support was improved. https://www.youtube.com/watch?v=-0ino9_S1KI
The Spatials V3 devblog 2015-10-19
carloscarrasco.com/the-spatials-v3-devblog-2015-10-19.html A UI strings localization system has been implemented to enable both official and community translations, and work on bringing planets to the V3 engine has started. [img=http://carloscarrasco.com/images/spanishmenu2.png]
The Spatials V3 devblog 2015-10-26
carloscarrasco.com/the-spatials-v3-devblog-2015-10-26.html The planet surface is now more fleshed out and entities and tools now work on it, resource nodes are now being generated on planet surfaces, it's now possible to build resource extractors on planets. [img=http://carloscarrasco.com/images/resourcenodes.png]
The Spatials V3 devblog 2015-11-02
carloscarrasco.com/the-spatials-v3-devblog-2015-11-02.html More code cleanups, some systems for of planet resource extraction are now implemented (resource nodes, extraction objects, simplified logistics, automatic ship cargo transfers), the UI color can now be customized, and fixing a bad programming pattern before it is too late. https://www.youtube.com/watch?v=tTFf3eoetVQ
[ 2015-11-10 19:02:57 CET ] [ Original post ]
V3 Development update - November
carloscarrasco.com/the-spatials-v3-devblog-2015-10-05.html The new generic job state machine has been implemented and most of the week was devoted to fixing everything that broke down. The end result is a much more robust, yet generic and extensible job system. There's nothing new to show on screen, this week was all about logic coding and bugfixes. [img=http://carloscarrasco.com/images/jobsm.svg]
carloscarrasco.com/the-spatials-v3-devblog-2015-10-12.html In the past week more experiments in search for a selection cursor UI were done, a job matrix UI for officers was implemented, the state machine library received more fixes, job logistics now support multiple resources and are intelligent about asking for workers only when needed, and the keyboard support was improved. https://www.youtube.com/watch?v=-0ino9_S1KI
carloscarrasco.com/the-spatials-v3-devblog-2015-10-19.html A UI strings localization system has been implemented to enable both official and community translations, and work on bringing planets to the V3 engine has started. [img=http://carloscarrasco.com/images/spanishmenu2.png]
carloscarrasco.com/the-spatials-v3-devblog-2015-10-26.html The planet surface is now more fleshed out and entities and tools now work on it, resource nodes are now being generated on planet surfaces, it's now possible to build resource extractors on planets. [img=http://carloscarrasco.com/images/resourcenodes.png]
carloscarrasco.com/the-spatials-v3-devblog-2015-11-02.html More code cleanups, some systems for of planet resource extraction are now implemented (resource nodes, extraction objects, simplified logistics, automatic ship cargo transfers), the UI color can now be customized, and fixing a bad programming pattern before it is too late. https://www.youtube.com/watch?v=tTFf3eoetVQ
[ 2015-11-10 19:02:57 CET ] [ Original post ]
Did you miss one of our recent updates on V3? Here's the list of the past few weeks devblogs, follow the links for the full post.
The Spatials V3 devblog 2015-10-05
carloscarrasco.com/the-spatials-v3-devblog-2015-10-05.html The new generic job state machine has been implemented and most of the week was devoted to fixing everything that broke down. The end result is a much more robust, yet generic and extensible job system. There's nothing new to show on screen, this week was all about logic coding and bugfixes. [img=http://carloscarrasco.com/images/jobsm.svg]
The Spatials V3 devblog 2015-10-12
carloscarrasco.com/the-spatials-v3-devblog-2015-10-12.html In the past week more experiments in search for a selection cursor UI were done, a job matrix UI for officers was implemented, the state machine library received more fixes, job logistics now support multiple resources and are intelligent about asking for workers only when needed, and the keyboard support was improved. https://www.youtube.com/watch?v=-0ino9_S1KI
The Spatials V3 devblog 2015-10-19
carloscarrasco.com/the-spatials-v3-devblog-2015-10-19.html A UI strings localization system has been implemented to enable both official and community translations, and work on bringing planets to the V3 engine has started. [img=http://carloscarrasco.com/images/spanishmenu2.png]
The Spatials V3 devblog 2015-10-26
carloscarrasco.com/the-spatials-v3-devblog-2015-10-26.html The planet surface is now more fleshed out and entities and tools now work on it, resource nodes are now being generated on planet surfaces, it's now possible to build resource extractors on planets. [img=http://carloscarrasco.com/images/resourcenodes.png]
The Spatials V3 devblog 2015-11-02
carloscarrasco.com/the-spatials-v3-devblog-2015-11-02.html More code cleanups, some systems for of planet resource extraction are now implemented (resource nodes, extraction objects, simplified logistics, automatic ship cargo transfers), the UI color can now be customized, and fixing a bad programming pattern before it is too late. https://www.youtube.com/watch?v=tTFf3eoetVQ
[ 2015-11-10 19:02:57 CET ] [ Original post ]
The Spatials
Weird and Wry
Developer
Weird and Wry
Publisher
2015-03-30
Release
Game News Posts:
20
🎹🖱️Keyboard + Mouse
Mixed
(253 reviews)
The Game includes VR Support
Public Linux Depots:
- The Spatials Linux [158.18 M]
It's the year 5781 -- and you have been chosen to build and lead a space station in a wild corner of the galaxy! Design its rooms and corridors to make your crew feel at home. Receive hundreds of visitors who are hungry for the most amazing products in the galaxy. Explore 30 star systems and more than a hundred planets -- all randomly generated for every game. Complete missions and discover new allies . . . and enemies! Fight for survival with a unique real-time combat system. Collect loot for your factories and equip your officers with the most advanced technology in the universe.
Key Features
- Design a space station and watch your crew as they build it in real time
- Receive visitors, cater to their every need -- and watch the credits flow in
- Experience a randomly-generated galaxy with 100+ planets
- Explore the surface of planets and asteroids
- Find natural resources and items that your officers can equip
- Engage in real-time combat with RPG elements
About Weird and Wry
Based in Barcelona, Weird and Wry is a game development studio founded in 2014 by two brothers: Carlos and Max Carrasco. Together, Carlos (programmer) and Max (artist) share a taste for sims and classic gameplay -- which is easy to see in The Spatials, their first project. Inspired by the great classic sim games of the '90s, The Spatials combines classic base-building gameplay (based on isometric tile room building) with a real-time combat system and an exploration campaign. After publishing version 1.0 in mid 2014, Carlos and Max saw the potential of their idea and developed a much improved second version with Early Access starting in August 2014. In October 2014, the game was approved for release on Steam. In 2015, The Spatials continued to grow in popularity -- featured in Let's Plays from YouTubers and articles in major sites such as Rock Paper Shotgun.MINIMAL SETUP
- OS: Ubuntu 14.04
- Processor: 1.3 Ghz or higher. 64 bit onlyMemory: 4096 MB RAM
- Memory: 4096 MB RAM
- Graphics: Accelerated OpenGL 2.0 or higher under X11
- Storage: 350 MB available space
GAMEBILLET
[ 6107 ]
GAMERSGATE
[ 575 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB