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Visitors to your station can now cause damage as they pass by and use items. Visitors now also wander around your station, so using crew only door access to restrict them from your production items is a sensible option. Patch notes:-
Noticed an issue with the dock overlay, when selecting a docking connector. It wasn't taking into account ships docked on same connector, which block the dock at right angles. Couple of improvements as well:- 1) You can now rotate build items/station placement with mouse side buttons, as well as pressing 'R'. This means the game should be playable just with mouse input. 2) Traders with larger ships, will generally carry more resources on board for you to purchase. Patch notes:-
Selecting a docking connector or a repair bay now displays available a docking area overlay, making it consistent with the airlocks. patch notes:-
Traders that now show up may be in larger ships. These will require larger dock space (3x5 tiles, rather than 3x3), but will have more visitors for you to earn credits from. Increased faction standing increases the chances of these larger ships visiting. Quite a few changes were needed with docking code, and I still have a few more changes to make here (only airlock is showing new larger area when clicked on, and i want to do similar to docking connects and repair bays). Docking overlay now only shows 1 tile for each docking points, so as to not overwhelm. Larger ships should also have an increased quantity of resources. So expects a few small updates over the next week as i look to improve and balance things. I also have further ship graphic changes to make, and i'll be introducing these in these updates. Patch notes:-
Quick fix for solar panel efficiency issue that snuck in last week. Doh. Patches notes:-
As i'm currently working on changes to allow more visitors to your space stations, I've added a new research item to unlock, under the security section - door access. When this is researched, you get the option to set doors and airlocks to only allow your crew to pass. This gives you the ability to restrict areas of your station from visitors, which will be useful as visitors gain more behaviours (there will be more negatives when visitors are near your production items). The door access research also gives you a bonus in that pirates will no longer be able to open doors automatically, and will have to breakdown doors as they do with airlocks. Patch notes:-
Some optimisations and fixes today. Oh and trade ships can now have timers for waiting for dock and whilst docked. They'll leave after a period of time without you having to dismiss them manually. Patch notes:-
A requested addition which makes a lot of sense was to set permissions for traders automatically. This has been added and can be found on the ships comms window. You'll see a little ship icon at the top right, clicking this brings up a window where you can set permissions for different factions and unaffiliated traders. Traders will now have these permissions automatically when they appear. I've also expanded trading, so that you can buy and sell droids. I'm not sure why i hadn't added this before. Note you can only sell idle droids, so turn off their job roles if there are lots of jobs going on and you want to sell. With the ability to buy/sell droids, i've now added this to faction contracts, so you can now have droids as the resource part of the deal. I've also added droids as part of the commerce scenario, so your task might be to sell x number of droids. Patch notes:-
When starting a new scenario or sandbox game, there is now a new button next to the seed field. Clicking this will give you the area information of the current seed. On this screen you'll notice a map, clicking on this will give you the chance to choose a new location on the sector map, generating a new seed, with updated area info. Been meaning to improve this area for a while, so now can start with settings you'd prefer. Rather than starting a game, and then checking area info. As previously you can select custom difficulty to fine tune the seed setting. I've also removed sandbox difficulty settings of easy/normal/hard, as these can be set via custom setting. Patch notes:-
We now have CO2 as a resource/mechanic in the game. Humans in your station now output CO2, which then builds up as a percentage of your stations air. When this gets to unsafe limits humans will equip their space helmets so as not to suffer damage. Although this gives negative morale and visitors will leave your unhospitable station! However there are several new items to capture and use this resource. Firstly CO2 Scrubbers will capture CO2 from the air in your station and keep levels safe for your crew. You'll need more CO2 scrubbers as you recruit more human crew or have more visitors. CO2 captured will discarded into space, unless you have the new CO2 storage item. CO2 can be traded if you have storage, although more useful is to use it with the new Sabatier Reactor production item. This is a new research item that has to be researched after the advanced refinery in unlocked. The Sabatier reactor takes CO2 and fuel inputs and outputs water. This allows you to experiment with different production chains. As you now have:- Refinery: Ore -> Metal + Water Advanced Refinery: Ore -> Metal + Water + Fuel + Air Electrolyser: Water -> Fuel/Air Sabatier: CO2+Fuel -> Water Quite a few other improvements and fixes as well, here's the full patch notes:-
When placing a station at the start of a scenario, you can now press 'R' to rotate the station. This allows better placement, as you can line up specific parts of your station alongside asteroid or scrap fields (eg your tractor beams/scrap depots). I've been meaning to add this for a while, as it's very useful. The station overlay has also been improved so you can make out walls/floors and doors. I've also managed to get some optimisations in with solar panel efficiency calculations. I received a save file that had showed some stuttering. The save had a large number of solar connects, that caused issues with checking connected solar panels and working out best efficiency. I've improved this so only closest solar connects are counted now. But could be further improvements here, do let me know if you see any issues, or if you have any save files that show any performance issues. Patches notes:
Just a quick update as was made aware of a crash issue today. Was a problem with contracts and when they lapsed could cause a crash. That's now fixed, along with a collision boundary issue when placing a default station in scenarios (was out by a tile). So now consistent with placing a custom station (along with the dashed outline). Patch notes:-
Previously an asteroid field could be generated on map creation. This has been a bit limiting, as it always appeared in the same position, meaning you had to build to the same leftside location if you wanted to use tractor beams to grab asteroids from it. I've now removed that asteroid field (apart from existing saves), and now asteroid fields can appear in multiple locations around the map. They behave like the scrap fields, although generating asteroids (not scrap) every so often. Think this gives much more variety to maps, and gives more ore resources for tractor beam usage. Patch notes:-
Spotted a bug with uploading stations to Steam workshop, where it could possibly fail to complete. So thought i'd get this fix out. Have also managed to get screenshots now displayed for workshop stations, which is very useful and added a browse button, so can bring up a browser and go directly to the workshop to view items. Notes:-
We now have Steam workshop support for your station files. When loading or selecting station files, you'll now have the option of selecting the 'workshop' button, where you'll see any subscribed station items. Saving a station likewise gives you the workshop option, where you add a title/description and can upload it. Currently you are automatically subscribed to your uploads, so you can see them in-game immediately. Couple of improvements still to make here though, do take a look at this workshop discussion. I've also made a reasonably significant change to deconstruction. It was pointed out to me last week that build orders can be cancelled (if no droid assigned) but the same is not true for deconstruction. So now you can cancel your deconstruct orders (again use the build menu 'delete' on tiles/items set to be deconstructed, but not yet assigned). Also note that refunded metal costs now happens when a worker has finished each deconstruct job. Which actually does makes more sense! :o) Patch notes:
Research now takes a period of time to unlock after purchase. So you cant immediately unlock all research if you have the credits. The timer with represent how long it takes to download your new schematic when you're receiving data out in deep space. Few other little improvements:- Few new tooltips (navigation beacon info if contracts enabled), and fixes (language string missing and one incorrect). Have also added a "Continue" button in the Play main menu, that will load your last save, just so you dont need another menu screen and checking date/time on saves. Patch notes.
Lots of improvements with contracts. Visitors and workers have been added to possible requirements, so you can now receive (visitors) or hire (workers) as a contract. Lots of adjustments and uses of faction standing (credit rewards now depends on standing, cancel penalty amount depending on contract type). Contract stats have also been included on end game screen, and some contract info added to help. Have also altered some window behaviour, so if you open trading from the ship comms window, when you exit, the ship comms window remains open. This makes it much easier to switch between multiple docked traders when checking prices and doing deals. Patch notes:-
Contracts can now be offered to you from three factions that have been added to the game. Contracts appear in the new Factions/Contracts window available from the Ship Communications window. If the contract appears good, click accept to make the contract active. Completing contracts give rewards and improves your standing with the contract faction. Failing or cancelling contracts reduces your standing. Faction contracts can be to buy certain resources from you, or for factions to sell to you. Several different conditions (a certain number of resources or any), time period (open ended, by a due date, or valid period) and rewards (credits, a premium when selling, or a discount when buying). Trading window has been updated to show the ship you are dealing with and faction, and if contracts affect prices, they are highlighted. Also note a fix for mining & scrap lasers, they have not been targeting large asteroids (mining) or derelicts (scrap) directly, only meteors/scrap from salvage depots. Now fixed. Patches notes:-
Little update fixing a bug if any issues with save files. Previously a corrupt save file would crash the game when I was trying to get info from it. A rare occurrence, as save files should be saved correctly, but i guess it's possible if the game is shutdown via the os when a save is occurring. Or perhaps a player has tried tinkering with the save file. If an error is detected, i rename the file "error-[savefile]". So if one of your saves disappears, look for this. If you send me the file i can try figure out how it's not valid anymore. Couple of little improvements as well. Steam screenshot ability should now work. I'm pretty sure this was working previously, but i think i didnt spot an update which changed things, so has been broken for a while. Secondly the habitat GUI now also gives you a hull status, so you have an easy way to see if you should check some of your walls for damage. Patch notes:-
Still busy at work adding factions, but i've accumulated a few fixes and improvements over last couple of weeks, so thought i'd get this update out with those in. Mainly a few issues with workers and battery levels & charging. Thanks to those players that have sent me save files that have shown a few oddities, makes it much easier to see issues and get them fixed steamthumbsup Patch notes
Finished off the save file improvements. Save files are now saved to Steam cloud, screenshots are improved (HUD's removed) and more info about the save shown (game save: scenario name, progress time. station builder: cost). Patch notes
Just a little Saturday update, fixing a few things with screenshots for save files. Screenshots should now fit correctly in the menu no matter what screen resolution you are running. And screenshots now zoom in to your station, so easier to see game situation, rather than fully zoomed out. Notes: -
Navigating your save files should now be easier, as i now show a little screenshot next to each save slot. Obviously only on new saves, but thought it would be useful (also station builder saves). Will probably be some further refinements with this (might be able to zoom in a bit rather than showing all and possible more game info displayed), but needed to get an update out as a few more fixes with save files. Patch notes:-
Just a couple of fixes for the weekend. The main one being a really bizarre issue, that caused the whole screen to go white during play! This happened when a captured meteor would pass directly over a tractor beam, and the fx i was using didn't like a very small value. Looks like an engine issue, but for the time being, i've just made sure i don't pass small numbers in! Thanks to Cornellus for the bug report and save file/info. steamthumbsup Patch notes:-
The scenario 'Trading' has been renamed to 'Economic' and has been expanded with new win conditions. So earning credits and attracting visitors has been added along with resource selling. Winning a scenario now also gives you the option to continue playing, rather than exiting the game (any high scores are stored till you are ready to end the game). I also had feedback on building rooms via dragging when wall tile is selected. Previously your start/end point could be on a built wall (so your rooms are separated by 1 wall). However you couldn't do the same when walls are in construction. So i've now implemented that, so should make your construction plans quicker. Do let me know if anything appears odd with this change though. Full patch notes.
Quite a few changes with traders, trading and economics with this update. Main change being that buy/sell prices now fluctuate daily, depending on previous buy/sell amounts. You can also have multiple traders due, where previously only one inbound was allowed. Lots of other little changes with balancing, full update notes:-
Sorry folks, but in the previous release, I introduced a bug with traders that caused a crash. That's now fixed. Thanks to bpjones80 for the bug report. Have also added an extra setting for casino advantage, where you can give the house a negative advantage, meaning you will gradually lose credits to casino players. Not good for your credit balance, but improves your worker and visitor morale! Patch notes
Your human workers can use the casino for recreation (own wallet, doesn't affect player credits). Made some adjustments to the casino, so now visitors/workers can actually win some credits, depending on your house advantage setting. Morale also now affected with losses/wins, and visitors will also use morale to determine if they should return to their ship. Improvements to traders and when they turn up. Using the trader activity setting, and taking into account storms and pirates. Patch notes:-
You can now build a casino item to earn more credits from your visitors! Set your earn level, by adjusting the casino advantage in the visitor charges window. You can also get more visitors by adjusting the new trader levels in custom difficulty settings. Have also added in a new information screen when you start a game, indicating the resources, pirates and trader levels for the generated game. Think this is mainly useful for scenarios where your don't really know how a seed might generate what. Patch notes:-
Health bars now appear on pirate and trader ships, to help you know if traders need repair and how close you are to destroying pirates. Health bars will also now show on your crew outside combat if they have moderate damage. Storms have not been triggering as frequently and/or not as long as intended due to a bug. This has now been fixed. Few fixes/changes around pirate ships as well. Pirates would target turrets that had targeted them, but not firing (cannons out of ammo), now ignore. Pirates on way to dock, but then grabbing scrap, would not clear dock spot. Pirates grabbing scrap, but then targeting firing turret, was set to attack, needs to check range first. Pirates now have more variation in retreat chance. Patch notes:
You may now find scrap fields around the play area. Scrap will be generated in these areas, so your worker robots set to haul will collect any if you have available salvage depots. Better yet would be to build close by and use tractor beams to automate collection. Due to these new scrap fields, i have also updated the no build indictor to include these, as well as asteroids and derelicts. There was also a little flaw with build detection, where you were restricted from building where it looked like you could. So you should now be able to build much closer to space items. Full patch notes
Pirate ships that dock with your station may now also attempt a pirate raid. Pirates will try and break through your airlocks, board your station and attack items. Don't worry though, your crew with fight them, just make sure you have enough workers to fend them off! Combat is an emergency job so make sure you have enough crew set to do those tasks, at least when pirate ships appear. Make sure you have droid maintenance to repair any combat damage, plus crew quarters if your human workers actually take health damage. You can see damage, with new health bars that appear above crew and pirates during combat. Patch notes:-
Hi Folks, I've added pirate boarding to the game, but have added this as a beta release currently as I need to do a bit more balancing and testing. If you want to check it out you can enable the beta by clicking the games properties in your steam library and selecting the beta tab, and selecting beta in the beta participation dropdown. For more info on pirate boarding, visit the beta discussion. Cheers, Nick
Hi folks, Just a small update with a few improvements to pirate ship behaviour. You may know i'm currently busy adding pirate boarding addition to the game, so this means some changes to pirate ships. I have improved a few things here, so thought i'd get these changes out to you now, rather than wait for the next big update. Also, as it includes some fixes that are better to get out asap. Patch notes:-
Main change with this little update is the efficiency modifiers with production items (refinery/armoury/farm/electrolyser). Previously when low O2, output was lowered but input remained the same. This isn't what is wanted, what would make more sense is that production is slowed, so input is now reduced along with output (not altering the chemistry!). Few other little fixes, noted below:-
New update has quite a few changes to production. The refinery by default now only outputs metal and water. It must be upgraded before it can also produce fuel and air (research unlock, followed by upgrade). To give you another option here though, I have also added the electrolyser item. This takes water and outputs fuel and air. You'll now have to weigh up having a refinery and electrolyser, and/or researching the advanced refinery. Electrolyser is more efficient than the advanced refinery, but outputs fuel/air at a set rate, the advanced refinery fuel/air/water output ratio can be configured. The advanced refinery also takes less power than the basic refinery and electrolyser combined. I've also made balancing changes whilst looking at production/efficiencies. The low/no O2 penalty has now been reduced. Less ore usage by the refinery. and fuel/air output adjustments. Probably will be further tweaks here, so any feedback welcome. Couple fixes as well, main one being shields weren't always detecting pirate lasers. Since i expanded shield range, it was now possible for a pirate, laser and it's target to all be within the shield circle. Wasn't checking for this simple case, doh! Patch notes:-
Several improvements to airlocks. Airlocks now only link up and sync in rooms with 1 external airlock and 1 internal, with the room having no items. Dock overlay now only showing on external airlocks. When traders are now docked airlocks will show red indicating workers cannot pass. Shields now reduce chance and damage to solar panels and connectors. Help and tutorial updated. Patches notes:-
Bit of a change with docked ships (at airlocks), as they now block worker movement going past the docked ship. Think that makes sense as visitors only enter your ship if you have life support so we can assume the airlock is specifically for that docked space craft (and airlocks can open freely, with no pressurisation). Due to this airlocks can now be individually set to allow/disallow docking, as you will need ways for workers to still access items outside your station. Few fixes as well as was looking at docking areas and movement restrictions. Full notes:-
New reinforce upgrade can now be applied to walls once their schematic is unlocked via research. Similar to upgrading droids, in the wall info window click the research icon, and purchase via the popup upgrade window (if you have the metal available). You can also upgrade via selecting multiple walls, however walls must be at 100% health to upgrade. Upgrading walls is classified as a build type job for your workers, Full notes:-
Have added a security section into research, with 2 schematics, the armoury and the cannon turret. You now have to unlock before these are available from the build menu. They are also linked, so the armoury requires research before the cannon turret is available. Couple of fixes to the tractor beam as well, first an issue with stationary scrap, where it could end up pushing it away, and a bug in minimum change angle calculation, could be wrong sign, giving wrong direction change. Oh and have improved the shield turret, giving it a larger range. So is now more useful and worth considering in your defences. Notes:-
An initial research screen is now available, accessed via the main game controls at the bottom right of the screen. Currently research items are unlocked via purchasing your chosen schematics with credits. Just the two unlocks at the moment, showing the two types of unlock. Firstly the build menu restriction. At the moment that's just the Fuel Cell, that you'll have to unlock, before you'll be able to select it to build. Secondly is the upgrade type of unlock. Currently this is the droid battery upgrade. Once researched, clicking on a droid will give you access to an upgrade panel where you can select to upgrade the chosen droid, if you have sufficient metal available. Oh and upgraded droids will become orange, so you can spot which of your droids are upgraded or not. Now this feature is here, i'll be adding quite a few more schematics over the coming weeks, so do leave comments in the Research discussion on what you'd like to see. As it's been a couple of weeks since last update, quite a few changes and fixes. Main fix being a crash when selecting an item that is in construction. Do report game crashes and bugs as i can only fix them once i'm made aware of them, thanks! Also some balancing to address some feedback. Non droid maintenance charging now a bit quicker. Droid power usage slightly less. Pirate damage slightly less. Droid repair/deconstruct/upgrade times longer (more in line with droid construction time). Patch notes:-
Just a little update, with a few improvements. Couple of new messages, stating that pirates are stealing your resources and now a warning of approaching storm. Also a fix for a possible crash when pirates would be stealing scrap in some circumstances. That's all in this one, as i've spent a couple of days testing an engine update, which fixes custom music loading, but seems to break Ubuntu builds. So still waiting for a further fix here. Notes:-
Most in-game windows are now draggable (tutorial, ship comms, trading and worker control). Windows still behave as previously (only one of these shown at a time), but now they can be dragged and position remembered. If this all functions correctly i should be able to improve this further (show multiple, maybe dockable, other possibilities?). Additional couple of example videos in the tutorial (airlocks and ship comms), and added missing text for latest changes. Help also updated. Also tidied up some more sound effects. Thought it was a bit odd that some ship engines sounds still played when game paused. So now when the game is paused, all those sfx should pause (except background noise and music). Oh and a seed can be set in sandbox mode now. So you can replay the same map if you wish. Note the same seed in scenario currently generates a different map (as additional scenario events are generated here), however it might be possible to alter this so map generation is before any scenario based setup, so map would be the same. Patch notes:-
Have a new magnetic storm type, this will slow movement for your workers when outside, and increase wear and tear on production items. Whilst looking at storms, i've also added more chance of damage to solar panels, when the existing solar storm occurs. Have had lots of good feedback over last week, so have also added several improvements requested or i've remembered. Main one is that workers now choose repair jobs based on closeness (now same as build). But have added a make top priority button (next to fix icon), which will bump repair or build to next in line. Full notes:
More improvements mainly to visitors and recreation. Character near a recreation item wont change space when repeating that acitivty, recreation affects morale/energy. Visitors will return to their ship if too many repeated uses. Oh and human workers will now also use recreation items if they have no jobs to do. Couple of fixes with sound: Noticed message notification sound could loop in certain instances (cannon turret and life support - giving a horrible drilling noise). Also alarm unmute wouldn't bring existing alarm sound back. Full notes:-
I've had to revert a recent engine update to a previous runtime version, as spotted some oddities with collision checking. Lookups seem to be checking incorrect tiles, depending on size/location so seeing some bizarre behaviour. This does mean the recent custom music track loading, i've had to disable, but everything else should be working ok now. I'll need to research the engine docs and see what's changed with collisions, or if it's a bug in this recent update. Sorry for that folks. Nick
As usual with a large update, i've noticed a couple of issues. Fees for visitors were mixed up, visitor needed to free up canteen, and a visitor save file probs. However i've got a couple visitor improvements in as well. Visitors at jukebox will move to a free spot, rather than multiple on one space. Visitors colour is now always white, so can tell difference from human workers more easily. New animation when visitors are enjoying your jukebox. Patch notes:-
Visitors have been added to the game. Traders that call at your station may ask for disembark permission, and if given will allow passengers to disembark. This new feature allows you to earn additional credits for your station. Fees for visitors can be set in the new visitor charges window (in the communications panel, visitor charges button near the top right). New jukebox music feature has also been expanded so that you can play your own music tracks. Each folder you create in %localappdata%/DeepSpaceOutpost/music creates a channel in your jukebox, and each music track added to those folders will be loaded for that channel. Note music must be in OGG format. (Linux: Home/.config/DeepSpaceOutpost/music) Patch notes:-
Hi all, A beta update of Deep Space Outpost is now live. Traders can now be given the disembark permission, which will allows visitors access to your station and spend money to use your facilities. Thought i should run a beta, as more adjustment and balancing required. Take a look at this discussion for more details about what i'll be adding/altering over next week or so. Expect several updates over the coming week if you do want to try the beta. As always be great for people to try new additions and leave any feedback. Nick
Just a few improvements, mainly to the recent jukebox addition, oh and you can now pin top HUD's if you wish to keep the more detailed info on screen. Patch notes:-
Several overdue updates with the in-game music for Deep Space Outpost. Firstly i've added two more music tracks, which will give some variety as previously only had one track in-game. But more tracks are available, once you build the new Jukebox item! The Jukebox currently gives you an additional channel to choose, which will open up several more tracks to listen to. Not just a bonus to the player though, as workers will get a bonus to morale if nearby and can earn credits from visitors (once implemented). The new Jukebox item is available under the "Services" build menu. It will likely also be possible to load your own music in a future update, but currently awaiting an engine update to include this. Patch notes:-
Needed to get an update out as became aware of trader bots not working. Thanks to LogrusUK for the info, along with a save slot issue details and a good idea of adding a new message notification sfx. Patch notes:-
The rescue mission has been improved to include some random internal scrap, along with potentially some starting air and more types of items. Also slightly less starting damage depending on difficulty setting. Scrap can now appear in your space station, as items when destroyed have the chance of creating some. You wont be able to build on these, so get them hauled to your salvage depots and get them recycled asap. Patch notes:-
Quick update mainly to fix an issue with save files that was introduced earlier this month with an engine update. Save files that were behaving oddly from the last month should now load correctly, and new save files should now not have issues. Also fixed an issue with tutorial videos on Linux, they were displaying oddly as a missing shader. Patch notes:-
Tutorial now has several example videos, showing where to find the structures/items in the build menu and how to apply their construction. At the moment, i've focused on the initial power, walls, floors and items where someone starting out may need help. But more to add, so do let me know what extra videos would help. Patch notes:-
It's a rescue mission...... Have added a new scenario, where you actually start with a randomly created space station that has a human crew member (or two) with no life support. Without life support, human crew will head to crew quarters when their suit oxygen levels are low and enter stasis. So most importantly make sure your crew quarters are powered! Win condition is when you get life support running and habitat levels are no longer critical. Have also given the player the option to turn off the alarm sound, as with this scenario you'll have the "no life support" alert from the very start. Patch notes:-
Little update, mainly to resolve a crash reported when humans are trying to find a free crew quarters. Have also optimised workers job distance check, so now much simpler calculations to see if droid has enough battery to get to a job and back to your station. This gives quite a fps boost if you've made a very large station and/or have lots of workers. May need some tweaking, so let me know if you see droids on emergency power very often. Patch notes:-
Pirates may now try and dock with your station to steal resources (assuming they are not being shot at by your defences). Just piped resources at the moment. Haulable resource stealing will be a feature once pirate boarding is added. Have also added in a first attempt of showing unreachable jobs via an overlay. Full notes:-
Thought i'd get this collection of improvements and fixes released, before I add in the next pirate behaviour addition. Was reported that a player was struggling with placing items on non internal floors. So i've added an overlay to visually show this when placing items. If anyone else is having issues with placing items / figuring out why items cant be placed / why that cant be reached, do let me know, and what might help you (better help/tutorial/visual clues/tooltips?). Patch notes:-
Now have the canteen added, allowing your human workers a more social place to eat. This will give a morale boost, over eating elsewhere. Canteen also stores food, so is a new haul destination for food supplies. A few fixes as well (mainly with save files), full patch notes:- Notes:-
Noticed an issue with airlocks when life support wasnt operating and was informed of a crash with the armory (human haul distance check issue). Notes:-
Couple of little bugs squashed, and noticed that if a trader gets damaged whilst docked, it couldn't get repaired if out of range of a repair station. Trader will now realise this and move dock location to in range of a repair facility. Notes:-
Pirates are now equipped with a tractor beam, which they will use to grab scrap generated from destroyed items. Think this makes sense, giving a purpose to the pirates attacking your space station. Will be looking to add further pirate behaviour such as attempting to dock to steal resources. Patch notes:-
Hi folks! First update for the new year and i've made a few improvements to pirate ships (and traders). I've decided that ships wont collide with scrap and meteors, just to simplify things. Think it makes sense that small ships would avoid these objects, much like the mining droid and workers when outside station. Ships now if destroyed also have a chance of becoming a derelict, thereby giving more scrap resources. Full patch notes:-
Just a little update with a few fixes and improvements, mainly tidying some of the worker code and noticed some issues with workers passing through airlocks. Patch notes:-
I just knew i'd let some silly bug slip through after concentrating far too much on all the human code. I broke building items, with changes to worker modifiers! steamfacepalm Although have managed to get a couple of human improvements in as well. Notes:-
We now have humans added to Deep Space Outpost! Human workers can now be hired from passing traders if your space station has life support, food supply and crew quarters. With this update you'll also notice new graphics for worker droids. They are now a more angular (and yellow) to make them distinct from humans. Humans now have the previous droid image torso, but have different hair colour when their helmets are off. They also have a name, rather than a droid id! Humans behave as worker droids, except they will take breaks when hungry, or need sleep. Their spacesuits will protect them generally, and will get repaired if they take damage. Space suits have O2 and power levels for when traveling outside your station. Damaged suits can lead to the human themselves taking damage, in which case they will try to heal at available crew quarters. Taking damage, hunger or tiredness will affect morale, which will make your human workers work slower. So do keep crew quarters and food available for your crew! Patch notes:-
Hi all, A beta of Deep Space Outpost is now live, with the inclusion of human workers. Human workers can now be hired from passing traders, assuming you have life support, crew quarters and available food. Take a look at this discussion for more details about what i'll be adding/altering over next week or so. Expect several updates over the coming days if you want to try the beta. As always be great for people to try and leave any feedback. Cheers, Nick
Production figures are now on a separate tab, selectable from any production item info window. I didn't want the info window to get too cluttered. If anyone has any feedback on the info/production window, do let me know. Change notes:-
Production figures have now been added for the Refinery, Armory, Algae Farm, Mining & Scrap Lasers. Both when selected in the build menu, and once built via the information window (also show efficiency loss if no air). Should help with planning with what you need to build, to start creating how much of what resource. Nick
Just a quick Sunday fix, for a deletion issue. Sorry about that folks!
Remap controls section of the options menu is now available, if you'd like to alter the default keys. Few other improvements and fixes, full notes:-
Just a little update, fixing a couple things. Main one being a crash when cancelling a door or airlock build. patch notes:- [olist]
Chinese (Simplified) has been added as a supported language. Few other little fixes that i noticed when looking at the language code, patch notes:-
Autosave is now an option (default on), game will save every 5 mins. Several fixes and improvements, full notes:-
Another little update, just adjusting the repair scenario. Now depending on difficulty setting/seed, more ships may be created than you actually have to repair to complete the scenario. This gives a margin of error in case any ships get destroyed by asteroids or pirates. Cheers, Nick
Hi folks, This should resolve the other outstanding game crash bug (ship being dismissed after repairing). Keep posting up any bugs/issues you may find, it does help a lot :o) Thanks! Nick
Just a quick hotfix. Yesterday's update introduced a game crash when using the droid control window. steamfacepalm Sorry about that folks, Nick
Food can now be created with the new algae farm addition. The algae farm takes water as an input and will grow delicious nutrient biomass for trade (and consumption, when humans are added). This is a haulable resource, and a food storage item has also been added. Trading scenario will also now choose either water/food or ammo as the required resource to sell, to give that scenario some variety. Quite a few improvements with trading board as well, as when i added food here I noticed a few oddities. Changes here should clear things up hopefully. Full notes:-
Just a couple of additions to the custom difficulty settings. You can now alter the difficulty of a scenario, which will alter win conditions in trading/mining/salvage/repair, and the frequency of scenario events in survival and combat. Have also added in item wear setting, that was set via seed previously, but now you can set as you wish. Change notes:-
Just a little update with a few fixes and improvements, mainly to the repair scenario recently added.
New repair scenario has been added. With this mission your task is to repair the damaged friendly ships in this sector as soon as possible. Thought with the repair bay addition it made sense to add a scenario to make use of it. Think this may need some fine tuning as:- [olist]
Hello! Initial changes to the custom difficulty settings is now in. The main change being you can now apply these to scenarios as well as sandbox games. Although currently if you customise i don't store any high scores (although i may change this and just make a note of it in the hiscore table?). For now i've just added the option to turn off pirates and storms. So if you want a peaceful build session, you can now have that. But lots of settings i can put in new custom settings screen. Take a look at this discussion if you have an idea. Full change notes:-
As you can now expect more traders visiting your space station, i have added a few different spacecraft types. New graphics, different ship speeds and updated effects. Have also given ships an identity rather than just an id, which now shows up on the ships info window as well as the comms window so can track craft more easily. Some improvements to the comms window (improved statuses, tooltips) and fixes. Full notes:-
Making some good progress on adding some trader variety (will update work in progress shortly), but have noticed a couple bugs that cause game crashes whilst working on this. We don't want that, so little update with those fixes!
Just a little update to fix a game crash. Silly issue with missing tooltip text. Couple other improvements also included.
We now have a station communications panel, where you can control space station docking for friendly spaceships and trade / repair them! It's taken a bit of time to get this update out, as there are quite a few changes. The station computer (which previously was fixed and ended the game when destroyed) now behaves like any other item. If you don't have it, you just wont be able to trade or repair spaceships. With the station computer working, it now allows you to bring up the communications panel (a new button in main controls). Here you can see any ships nearby or due and give them docking permission. Once docked and with the correct permission, you can trade or repair them from here. Yes, the repair bay has been expanded so as well as fixing your mining droids they can now repair friendly ships and earn some credits. Clicking on the repair bay will show the repair range, so make sure you have enough docking areas around it. Previously the game only ever spawned one trader if your navigation beacon was enabled, but now many more are supported. Also note:- ships can dock at an airlock, a repair bay or a docking connect. So make sure your station has enough docking facilities! Spaceships currently all require a free 3x3 tile size space. Enjoy! Nick
Hey everyone, Just a little update with droids and how job priorities are now handled. There is now a job priorities popup, where all droids can be seen and what jobs they are set to do. You can also sort by job type so now much easier to see which droids are set to which tasks. Oh and can also use right mouse button to cycle down. I have also disabled the automatic switching of job priorities meaning jobs can have the same job priority setting (still 1-4), but as indicated at the bottom of the new screen, the jobs left most will have priority. Eg:- Emergency and Repair if both set to the same value, Emergency will take priority. That's it in this update, let me know if something isn't working, or further improvements i could make with this new screen. Thanks, Nick
Just a few fixes and improvements, mainly with repair changes.
Main addition with this update is the new repair bay. With this built you can fix your mining droids (that now take wear damage). Repair bay will eventually be used to fix other ships as well, but the first step is there. Also lots of changes with construction, mainly just to make things simpler and more intuitive. Do let me know if anything still not as 'expected'.
You now have the option to have the game text in French or Spanish! steamhappy I won't update the Steam page to say i've got those languages supported just yet, as i want to:-
Another little roundup of optimisations for the weekend. Mainly issues with very large space stations.
Happy weekend all, just a quick little update fixing a few bugs and improving performance. Not quite there with translations i'm working on, but thought an update was due as a few issues highlighted in last couple days.
Now have High Score tables for all the different scenarios steamhappy Once a scenario is completed, the end stats screen will give you an option to enter your name if you've made the top ten for that scenario. Viewing the high score table gives you the option to replay the same seed, so you can replay the same game and try and beat your previous score. Note - when additional events are added, scores will have to be wiped as seeds will generate different levels. Although i do keep version info with each score, so could show previous (but note it's from old). Full notes:-
We now have the new docking connector structure to help you build your station. This is a cheaper wall like item, that you can use to expand the outside of your station. You can attach turrets, solar connector and walls to it. But the main use will be for ships to dock at and use you facilities (repair bay next up). Also note have split off a couple of productions items into new services category. Full changes:-
Just a quick hotfix for save game issue. I've obviously got my save slots full and overwrite worked, but not a save in to an empty slot. Doh! Sorry about that peops steamfacepalm Nick
UI update for the title & pause screens. Should hopefully bit a lot clearer, with less chance to confusing players. As previously mentioned, I should be able to add more options easier now (i've started a discussion on that). That's just about it with this update. More actual gameplay additions next up!
Another round up of bug fixes and improvements steamhappy
Just a few little improvements and fixes.
Hotfix for yesterdays release. One of my optimisations broke initial ship placement in scenarios! Sorry for that, Nick
Another day another update. Mainly bug fixes and improvements. But a change that will make a large difference in the future is the inclusion of credits. Now you don't just have to barter, but can sell to build up credits, and buy with just credits. Thought i'd get that added as will be needed when you can charge for services in the future. Also makes it easier to understand trading. Full notes:-
Well i said i should be getting a few little updates out quickly. Although main reason was that noticed a crash if you tried to delete an item. Doh! However on a better note, I have added in the ability to rename droids via the droid control window :o)
Quick update as spotted a game crashing bug introduced in last release. When i added show haul spots when selecting an item, this broke the show haul spots when trying to build item. Doh! Very sorry about that folks, been super busy working through the pathing improvements and only just spotted it. Further pathing optimisation added though, along with more improvements, patch notes-:
Quite a few changes since last update. Droids now try and avoid walking over items now (and if they have to, it slows them up). This means that placement of items is now much more important when designing your space station. To aid station design, specific items can now be rotated (items that have a haul ability and the droid maintenance (as it has a repair bay)). For the items that can be hauled from/to, they now have adjacent haul spaces, which you can see whilst placing or selecting. Although if those spaces are taken, droids will go on the item, to a backup haul spot. Few little fixes as usual, patch notes-:
Just a little bug fix for those that have a non 16:9 or 16:10 monitors. After i added in 16:10 support I stupidly didnt put in a default if your monitor wasnt one of these, so caused a crash when trying to change resolution. Have also added in 21:9 support. Nick
Big update in terms of the weapons side of Deep Space Outpost. We now have a point defense cannon turret, which is more effective against pirates compared to the current laser turret. Pirates may also now be armed with a missile which again gives more reason for the new turret (more effective than laser). The new cannon requires ammunition, so you can now build an armory that will produce ammo from your metal stores. Trader will now accept ammo via the barter screen. Ammo is a haulable resource like ore, so make sure you have enough droids to keep cannons stocked. Laser turrets are still useful though as they are more effective against meteoroids and scrap (and obviously only need power). Shields will now try and divert pirate missiles as well. Been quite a bit of balancing as well. Droids can haul a bit more ore (and much more ammo). Ranges of turrets tweaked. O2 efficiency of refinery improved. Full change notes:-
Well i've hopefully got most of the leak coding now done. Patch notes-:
Lots of progress last couple days. Now have leaks enabled for fuel and water, so if storage damaged you may see pools of water (blue) or fuel (yellow), or a combination. Some improvements to droids with regards these (leaks are regarded as emergencies (although less so that fire)). Lots of other fixes / improvements as well:-
Just a little update for this build - Droids will now salvage derelicts for scrap (if no scrap already within range). Have also updated demos to bring them up to date. On to leaks, fires and more pirate damage next i think! Nick
First go at a method of collecting scrap using our existing droids. As part of hauling job type droids will go and grab scrap (within battery range) and take to an empty salvage depot.
We now have derelicts that may be found in your station vicinity. These can be processed by the scrap recycler if close enough (much like the mining laser and proximity to asteroids). I do want to expand this though (I'll be creating a post about derelicts). Oh and I have added a salvage scenario to explore this. Deep Space Outpost is also now available for Linux. Note this game is built with GameMaker, which states - "Ubuntu 16 or later is required. Other distros can usually run the games GameMaker generates with no issues, but we only state support for Ubuntu". So do try the demo first! If you have issues with the demo running, send me the error log and i can look into it. As i've been testing on a laptop with ubuntu, which had a 16:10 screen, i've put in an improvement for that as well, so game should run with correct aspect ratio. Full change notes:-
New combat scenario to play with. A number of pirates will attack your station after a brief build period. Number of pirates and attack time dependent on the starting seed. May want to use a saved station depending on the seed, as the pirates can start attacking quite soon. Pirates should also behave better, as now they have a greater number of potential targets and they generally go for the higher priority targets (defenses, and i've added solar items now). Oh and can now hold left mouse to select multiple floors/walls/solar panels/turrets and can repair whole selection. As i've removed the hold lmb to grab camera, moving mouse cursor to edge of screen now moves camera. Full change notes:-
Just a little update with a couple fixes and to test an update with steam extension i'm using still works! Demo also updated :o)
Scrap recycler has now been added. Scrap from destroyed pirates can now be grabbed by tractor beams and placed in salvage depots. Scrap recycler will then process scrap into metal, much like the mining laser and captured meteoroids into ore. Lots of little fixes as well (thanks for all the bug notifications over last week, has helped a lot!), full patch notes:-
Little Saturday update, as spotted a couple of bugs that should have been fixed in last release. Oh and shields now reduce damage from pirate attacks, so now they are more useful!
We now have pirates that will make attacks on you space station! How frequent is based on difficulty, defenses, if your trading beacon is on and if a trader is nearby. Quite basic in the pirates attack at the moment (lasers, mining droids, traders), but the functionality is there now for me to easily add targets as i add pirate damage to walls/items. And to change pirates abilities. Also have a new scrap/debris space item to watch out for. These are generated via destroyed ships, turrets (and future destroyed structure/items). Currently they act as just something that can damage your station. But in the future this will be a resource to capture and process into metal. As it's been a few weeks since last update, quite a fixes and improvements as well. Full change notes:-
Just a few fixes and improvements, mainly just to bring the demo version up to date.
Can now load and place stations built in the station builder into scenarios (under a set metal cost, have at least a computer, droid(s) and metal storage). I will add this option to sandbox mode, but wanted to get an update out as several fixes and improvements.
Have added a station builder mode. Just a freeplay mode where you can design you space station with unlimited funds and no dangers or objectives. Can load/save these with the idea that you'll be able to load these station into certain scenarios/sandbox.
The much requested Droid Control UI panel has been added. Currently i've added the button to the game control bar, clicking it popups up said window, where all droids can be switched between and settings altered. Just the current droid settings there at moment (job priorities, repair item %, dismantle and fix), although have added a follow toggle to find current droid selected. More additions will be incoming. Several fixes and improvements as well. Full change notes:-
A few improvements to trading and some fixes.
Water resource has been added. The Refinery now has a setting to alter the output ratio between fuel/air and water. Water storage has been added to store this new output, plus water has been added to the trading board. Also have a new trading scenario, where you need to sell this water. Scenario progress now shows in scenario info popup and pause menu. Several fixes and improvements as usual. Full change notes:-
Just a Friday round up of improvements and fixes, folks.
Trading mechanism has been added. The station computer now has a trading beacon switch, that once enabled will signal that trade ships can dock (Note: an airlock with sufficient docking space must be available). Once a trader docks, air/fuel/metal can be traded at the buy/sell price. You have to have a positive amount (green) for the transaction to be accepted. Lots more to add/alter with this, i'll drop a post in discussions to talk further about this. Taken a bit of time for this update, as also discovered several bugs that needed fixing. Mainly with load/save files, which not noticeable generally, but needed fixing. Full change notes:-
New scenario addition - Survival! How long can you last?! It's quite basic at the moment, but i thought i'd release this update to get some feedback. It will definitely need some tweaking. I'm also working on some additional threats that will add variety, but not quite ready yet. Few other little fixes/improvements, full list:-
Little update to start the week. Was a bank holiday here in the UK last Thurs/Fri so only a couple additions and fixes.
Ok, main addition with this update is that you can now choose your start location (in scenario), and have large static asteroids across the map (and not always an asteroid belt). Mining lasers can now mine directly from large asteroids. Full info:-
Now have a first scenario available. Just a basic first mission (mining), but framework is now there so i can add more easily. Along with a seed setting ability, so can play the same or different versions of the mining mission. This will make things a lot more interesting when more events get added. Full update info:-
Mainly further optimisations for those that were getting some stuttering and frame rate issues when your station was getting large.
Another bug fix and optimisation roundup,
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