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Hi All, I'm working on a big content update at the moment and trying to slash the tech debt on this project down, which is why there hasn't been an update for few weeks.
Hi All, this is a bigger update than usual this week and an earlier update than usual. We missed last week's update due to personal reasons, and this one is coming early because of the long UK bank holiday weekend! In this update we introduce three feature overhauls
In this update we introduce two key new features "AI Markets" and keyboard controls. AI markets allow you to trade with stations without having to find another player to buy, or sell you the goods you need. AI markets will eventually be expanded to allow higher class market devices to provide better quality resources, and a wider range of pre-fabricated products. Keyboard controls allow you to use hotkeys to access key screens, we're still in the process of updating the interface to provide tips on what these hotkeys are, and to rebind them to different keys as you see fit. We've also introduced a daily credit allowance, every 24 hours, you can claim 1000 credits by click the calendar icon next to your credit total at the top of the screen Today we also introduce new crafting recipes, these recipes include new miners, in particular a new suite of class 2 miners (and some improved class 1 miners) as well as a new ship and new class 2 mining platform. A special thanks to our new content creator Alexandra for her work creating these assets and setting them up! We've also introduced some bug fixes for bug reports we've received.
In this minor update, we introduce a couple of bug fixes, and a new view to the ship screen that allows players to see the combined stats for their ships. This is done to help players see the benefits of adding crews to their ships, and the effect crews have on their ships. We've also introduced more abilities for crews that increase the diversity of crews skills.
Crews! That's right, they're here. We've just implemented a new crew system that allows you to recruit members to your ship, assign them to positions and from those assignments gain stat boosts. Here's the gist of the mechanics. - A crew member has a level, a class, stats (strength, speed, intellect), a personality type and an ability. - Levels affect the effectiveness of a crew member's abilities, and the size of the team the crew member manages, the bigger the team, the more life support you'll need to support the crew member and their team. - Stats will be used later for assignments and missions, where you deploy a crew member (or multiple crew members) to complete missions - Each crew member has an ability, this ability yields improvements in a ship's stats. This ability might increase jump range, or decrease fuel usage, it might mean that generators use less fuel, or supply a greater amount of power. - Each crew member has a personality, this personality affects other crew members (if your ship has more than one crew member), the personality can increase the effectiveness of other personality types, or decrease the effectiveness depending on the mix of personalities aboard your ship - no personality is inherently bad, but some are more useful than others, and some work better with others Things to know: - This is a big new update, although on its surface it may not seem like a lots changed, under the hood it has required major modifications to the core game code - There's still new content to come, we're still introducing new personalities, new abilities, and the ability to send crew members on away missions, all of this will be coming over the next few weeks - Crews are procedurally generated and still experimental! I haven't made available all the personality types and abilities yet. This means that, if you recruit a crew member now, your crew member's abilities and personality might change - We're still updating related assets to match the new code. For example, some ships may not yet have crew slots available on them, these will be coming soon (a couple of days at most) TL;dr the hard work developing the crew code is done, now the fun part of release lots of content on top this code begins, stay tuned over the next couple of weeks as we bring in loads of new content. As always, please join us on Discord where you can share thoughts, feedback and complaints!
Hi All, Sorry for the barren week of updates and bug fixes, alas, I have been moving house and been otherwise occupied. In these latest updates, I've introduced some more CRUD (Create, Read, Update, Delete), which means:
So, let's be honest... That Mission system. Amirite? In this update we refined and overhauled the mission system to make on-boarding simpler. This should lower the chance of soft-locking early in the game by giving the player a solid base of resources and material to work with. We also introduce some smaller bug fixes and general Quality of life improvements. As always this is still an early access game, so we expect to improve substantially on this system as we introduce more mechanics and structures. If you have any bugs, feedback, or just want to hang out and chat with other players, join us on Discord
It's time for our first feature release following our launch into Steam Early Access. This feature release we introduce both new schematics, new materials, and new gameplay mechanics.
Thanks to everyone in the discord for a great conversation, and for submitting so many bugs, we've squashed a lot of bugs both on the server, and on the client and this patch fixes those client side bugs
New minor bug fixes:
Firstly, thanks to everyone who's bought the game so far, and thanks to everyone for taking the time to send in your bug reports. I'm sorry this game launched with any bugs in but, that's the nature of the beast, right? Here's what we've fixed:
We launched today after taking our web-based beta offline, due to issues in the differences between the browser and electron-based steam version of the game. However, in taking the web-based beta offline we actually also blocked access to the electron-based steam version. It's fixed, so sorry about that!
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