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Greetings. As some of our blog readers may know, the countries we live in are currently at war, which imposes certain difficulties on development. Unfortunately, the situation is not improving, which hinders us from fully dedicating our attention to the development of this game. At the moment, we have to take care of some other matters to ensure the safety of ourselves and our families. As a result, we are unable to devote the necessary attention to the development of Celestial Command, which has significantly slowed down and is almost on hold. We don't like this either, but external circumstances force us to adjust our plans. However, we can promise that the development of this game will not be completely abandoned under any circumstances, as it is our first and long-standing project that holds great significance for us. Therefore, development will resume as soon as possible. According to our estimates, within 6-12 months, we will be able to implement our plans to stabilize the situation for us, and then we will return to active development and release updates to bring the game to full release. We hope for your understanding and thank you for your support.
Greetings!
We have implemented a new tool, which allows to infuse a festive atmosphere into your ships. With this tool, you can easily adorn your ships with holiday lights. These lights can be positioned between any two points on the ship's surface, and you have the flexibility to customize their colors to suit your preferences.
Placing multiple controllers allows you to independently assign colors to different groups of lights.
Feel free to share on Steam or Discord how you decorated your ships.
Happy Holidays!
It was discovered that there was a critical bug in update 0.9.0.1, which was causing saving and loading to not work. As a result, we rolled the game back to version 0.9. However, it has now been fixed, and everything should work properly.
UPD: It appears there are critical issues with the save/load functionality in version 0.9.0.1. As a result, we have reverted back to version 0.9.
The first update with fixes in a very long time, hooray!
It was very challenging to develop when the project was in a semi-dismantled state, and actual update was very far away in the future. Now, with the possibility to release any improvements soon after implementation, everything is going much better.
We have also decided to introduce a new version numbering system to better reflect the content. Previously, the system was in the form of a range from 0 to 1, but now it consists of three numbers to represent major, medium, and minor updates, with an initial digit of 0 that will change to 1 upon full release from early access.
We've just launched our most substantial update to date! After several years of development and delays, were thrilled to present the culmination of all these efforts. As we mentioned in a previous post, this update didn't turn out as polished as we had planned and contains numerous flaws. However, we're hopeful that you'll still find it enjoyable, and rest assured, we're committed to addressing and resolving all these issues promptly. This update introduces an array of significant changes and improvements, and it may feel like an entirely new game. Here's a glimpse of what's in store:
Greetings! In this post we will talk again about upcoming changes and features.
Hello. The second part of this post about the upcoming update will be focused not on what will be introduced, but rather on what will be temporarily removed.
Why remove something in the first place? Celestial Command is our first project, and like many other inexperienced developers, we fell into a common trap known as 'feature creep' the desire to implement numerous cool features without proper consideration of whether they are truly necessary or feasible. This becomes even more problematic when previously added features are not properly completed yet.
As a result, over the years of development, the game has accumulated some mistakes, and in certain aspects, it appears as a collection of incomplete features, which could be frustrating.
To resolve this, we've decided to take a step back, carefully reevaluate every aspect of the game, and focus on its core elements that make it enjoyable.
Of course, no one likes when features are removed, but once the base game is stable and polished, we will gradually reintroduce features one by one, subjecting each to thorough testing to ensure that new features are both enjoyable and really enhance the gameplay experience.
So, what aspects are affected?
Greetings!
After such a colossal delay in development, we are glad to announce that the upcoming update is nearing completion and is scheduled for release at the end of the month!
Our initial goal was to provide you with a perfectly polished version of the game, where everything would run smoothly. But unfortunately, at this moment, we haven't been able to achieve the desired level of quality, and there is still much work to be done.
However, the game is no longer in a semi-disassembled and broken state, and the core systems are functioning overall.
We've decided that further delays are unacceptable, so we want to release the update in its current state and enhance it through regular, often, and small updates, as we've done in the past before that three-year delay.
Furthermore, it's obvious that no update can fully justify such a long delay. Therefore, we've decided to release what we've managed to achieve and continue development with regular updates.
We still encounter some real-life difficulties related to situation in our countries, as mentioned in previous posts. But we more or less have managed to learn to work in such situation, that allowing us to continue with development.
So, what can you expect in the next update?
Basically, every aspect of the game has been impacted, and the change log is so extensive, filled with countless small details that it no longer makes much sense. So, we will focus on discussing the most significant aspects of the upcoming update. Many things have already been described in previous posts, but that was a long time ago, and some of them have changed, so we'll tell you about the most important features again.
Hello! Yeah, you haven't heard from us for a long time and we are very ashamed of this. Basically, we found ourselves in a kind of moral trap. The update, or even a blog post was so inexcusable long time ago that it seemed that just posting a post would not be enough to justify the delay, and the longer there was no post, the more it seemed so. Because of that, our plan was to not post anything about this update, and just release a good and high-quality update before the New Year. Probably it was a mistake and we are going to solve it. But anyway, the problem is, that we cant manage to complete it before the New Year, and it will be delayed again. The reason for this is the war in Ukraine, namely, problems with the availability of electricity for Artaani who lives in Ukraine. Approximately half of the time electricity is not available in his house and since Artaani is responsible for many core systems of the game, availability of electricity in his house affects development speed directly. Not to mention how difficult it is to maintain normal morale in a country waging a defensive war. Romenics and Riya also has a lot of additional issues because they were forced to leave their home in Russia. But anyway, we are currently in relatively secure places and despite such extreme conditions we will try to continue the development. Currently, the main danger is mostly the threat of lack of money for basic needs. Therefore, we are glad that the game still has some sales, maybe small, but still, and we are very grateful to everyone who supports us on Patreon, despite the lack of updates and information from us. We decided that from now on, we will try to publish info about development much more often.
Hello, everyone.
To tell the truth, Ive never thought that I will post this on Steam. As you know, Russia has invaded Ukraine. Our team is located in both of these countries, and the events happening now are absolutely terrible. When this war started, we froze our work, and now our Ukrainian colleague must evacuate, leaving everything behind.
We really want to continue the work on our game, and we really hope that we will make our dream project, but for now, work is fully frozen for an unexpected time.
We know that it is disappointing, in fact, we worked on this update for such a long time, but we can't do anything. We are scared, we are against this war. All money from steam sales and patrons will go to our Ukrainian friend for survival and new equipment. We absolutely understand if you unsubscribe from our Patreon.
Thanks for your support.
NO WAR!
We told that update going to be released in January, but unfortunately, there is still a lot of work to do so we need more time and the update will be delayed, sorry for that. Another question, when it will be done? Of course, we may say "delayed for 1 month" again, but honestly, we don't know, and we don't want to announce a date only to delay it again for another month in the future. Generally speaking, we think it is almost impossible to specify the release date of any game unless the developer made a lot of similar games before, or the game is almost ready and only minor aspects should be tweaked before release. Both conditions are not true for this case, so the update was delayed for an unknown time. However, we will try to avoid long periods without posts and will inform you about progress until release, so you will be able to keep track of it. Also some news about development.
Here is a list of some of the changes that will be done for the next update.
We will start series of posts about core changes which will be introduced in the next update. One of those things is 3D physics, which actually will be more like 2.5D Earlier we told, that we are going to turn the game physics from 2D into fully 3D and already released preview version of that new system. 3D is great and gives some great new possibilities, however it also brings some disadvantages too.
Hello!
Yes, we are know you expected an update at the end of the year, but amount of changes in the game core is so huge, so unfortunately the game is not ready for release, and we are forced to move release of update to the end of January. Sorry for that.
For now, here is some report about progress. This is not everything what will be added, because most improvements related to game-design which is better to show in the game itself, but here is the most visually noticeable changes.
We completely changed how galaxy map and regions works, so now playable regions is 5 times larger.
Here is comparison:
This is especially important for orbital game mode, because now there is much more space around the planet, tidal forces is weaker and even small burn of maneuvering engines does not changes trajectory so much as it was before, in result orbital mechanics feels more like it should be.
Added rapid fire missile defense system, and considering that rockets now may fly in 3D space, we are like how result is looks like. However it will require some more improvements for accuracy.
Rockets with nuclear warhead as advanced weapon
Several new Sci-Fi looking engines. With possibility of 3D building and free rotation, even a few new parts allows to build quite an interesting design.
Also we started to perform large changes in missions system, since it will be a core of a new game loop, and one from the new types of missions is "delivery mission" which will require a ship with specific amount of cargo holders to ferry cargo containers from one location to another, with possible ambush on the way.
With such cargo freighters this type of "space trucker" activity should be more enjoyable than standard cargo transportation inside a ship.
We are really sorry that updated turned out so extremely delayed, but will try to complete it as soon as possible, and from this point we will try to report you about a progress more often.
And happy New Year! : )
Hello!
Despite the fact that there is no news from us for a really long time, the game actually is not abandoned as it may seems and in a very active development.
This may will be a biggest update in the history of game development, but since it not finished we are really sorry that we are forcing you to wait for so long.
We realized that there is huge amount of issues in the game which makes it unplayable at some point and we want to resolve all of these issues at once in order to provide really good gameplay experience for you.
We realize that such a long update cycle is not good, and we will return back to "update each 1-2 month" cycle after this huge update.
For now we just can't release it because many systems is completely reworked and currently in half disassembled state.
What about planned release date, unfortunately we don't know yet because there is still a lot of work.
Also the reason why there is not too many posts from us, is because there is so many changes in the game so it became hard to describe in words, while also we want to keep most info about most improvements hidden before release in order to achieve better "feeling of new content" for you after it will be released.
Still, we will show something about upcoming improvements:
Main user interface much more clean and no longer cluttered with useless elements which only distracts you, now it will display only information which can be useful right now.
User interface of editor screen is improved the same way. Also overall usability of editor screen is greatly improved because ship constructor is a key feature of the game and players will spent significant amount of time here so it should be intuitive and comfortable.
Inventory window and its usability improved too. Usage of inventory no longer fill the screen with a bunch of icons which is hard to read and use. It should be much more comfortable now.
Currently color dots above asteroids performs its purpose (display contained resource) not very well, so we made a new indicators which visible only when any asteroids selected and does not distracts when you don't need this information.
We like the idea that cargo transfer requires a docking, but docking process itself could be very uncomfortable and overall it much harder than expected, so now all docking ports have convenient and reliable "magnetic docking" feature.
Same thing happens with shipyard. Requirement of shipyard is nice feature but proper positioning of ship inside shipyard can be frustrating, so now the ship will be positioned in the center of shipyard automatically.
Hello! Sorry for no news from us for a long time. The game is not abandoned but in active development, as usual. We just reconsidering a lot of core features, game design elements and going to solve all of these issues which should be solved long time ago.
The biggest changes will be related to base building aspect and attempts to make learning curve much smoother.
We like base building, especially if base is moveable, because mobile base is cool.
So when we started development of Celestial Command we planned that at some point of gameplay, the player will be able to build huge ship which will act like mobile base, but this feature still not implemented and we are going to solve that with the next update.
Previously we had the next plan:
[olist]
Actually idea of that feature was quite unexpected even for us : )
We didn't thought about planet because it was impossible in 2D, but since the game going to be full 3D, we just thought "Hey, we want to add planets now! That is not too hard, but add so many new possibilities and makes visual so much better!"
And indeed, new possibilities is great!
So here is some frequently asked and potential questions about upcoming features and what we are planing to do with planets:
In this update we added brand new game mode, called "Battle", where you can easily set up fleets for oppose factions and observe an epic space combat.
[previewyoutube=zuyJqZ2I8eI;full][/previewyoutube]
Technically, it was already possible before via sandbox mode, but it was extremely inconvenient and required quite long manual world reloading to clean up a world after each battle. But in this mode everything should be nice and easy to use.
You may ask why we decided to implement another game mode instead of focusing on "survival" game mode?
There is several reasons:
1. Main feature of the game it is a ship building, but survival game mode restricts a creativity, so we want to create various mini game modes to use and test created ships in various situations.
2. Battle mode it is one of such environment where people can play with ships in combat situations without distraction on repairing after each battle and attempts to find a proper enemy fleet.
3. Survival mode it is a complex task. It is a well balanced collection of all game challenges in the single persistent world. So each "mini challenge \ game mode" it is actually a part of future survival game mode. In that way it is much easier to develop individual parts of the game instead of single big task.
When every game feature will be properly designed and tested in sandbox mode it will be easier to implement in the survival game mode in proper way.
Overall, we are very happy with such new concept, because earlier it was almost impossible to participate in large scale fleets battle, but now it is very easy to launch and play with different ship designs.
Also it is great for testing of various weapons, features and overall ship performance.
In the next update we plan to greatly expand such concept and implement more environments and challenges for created ships.
Another update on the way to stable version 0.9.
In this update various aspects of the game was fixed and adapted for 3D physics and mostly the game should work well in 3D space now.
Also we added new weapons of various sizes which will be needed for upcoming combat update.
For the next preview update we will focus on combat aspect, more accurate balance for modules, AI and another improvements for large scale fleet battles.
That update took a bit more time than we expected initially but also this is probably a biggest update in the history.
Actually it is not completely ready yet but we decided to release it in preview branch because some aspects of the new update already more or less ready and the previous update was way too long ago.
Note, this is an early preview build which is provided to show upcoming features.
Many various features can be incomplete or broken.
At this moment we have large list of tasks in TO DO list regarding this preview build, so if you encountered a bug or incomplete feature, bug report is not required because most likely this is already in our TO DO list.
Later, when additional testing will be required we will make an announcement about that.
However feel free to discuss preview build in the Discord chat, there is a new channel "preview-version" for that.
In order to enable preview version, do the next steps in your Steam app:
More info and pictures in our previous posts:
https://steamcommunity.com/games/CelestialCommand/announcements/detail/1595890716660832240
https://steamcommunity.com/games/CelestialCommand/announcements/detail/3727223146682132461
https://steamcommunity.com/games/CelestialCommand/announcements/detail/1690470748510608281
https://steamcommunity.com/games/CelestialCommand/announcements/detail/2082293429501557004
https://steamcommunity.com/games/CelestialCommand/announcements/detail/2082293429505943986
https://steamcommunity.com/games/CelestialCommand/announcements/detail/2202765987124786942
This is pretty important topic because some people started to worry that after switching to full 3D the game will lose its attractive simplicity of navigation.
And this is completely understandable, to be honest we were worried about this too. We had a theoretical plan how to keep control simple, but this plan wasn't tested on practice.
Turned out, nothing to worry about, the new system works amazingly well!
We developed two new types of stabilizers:
1. Roll and pitch stabilizer
It will automatically keep your ship in horizontal orientation
2. Altitude stabilizer
It will automatically keep your ship on specified altitude relative to zero plane
Both stabilizers activated by default and in most cases, you don't need to deactivate it.
While it active - you can control your ship using WASD QE buttons as before and the ship will move on horizontal plane like in 2D.
Also, you can change altitude using special buttons and a ship will keep specified altitude.
And also, you can disable these stabilizers and move in 3D space freely if you wish.
Shift + WASDQE controls ship's roll, pitch and vertical velocity.
Minimal complexity of ships also not too much increased, all what you need relative to previous 2D version, is just to add 8 additional maneuvering engines, 4 on top and 4 on bottom near each corner so a ship will use these engines in order to control its orientation.
Also center of thrust now can be displayed for all 6 directions which is useful in order to adjust all engines relative to center of mass.
Yes, yesterday's post was not a joke.
https://steamcommunity.com/games/CelestialCommand/partnerevents/view/2082293429501557003
Actually we planned to publish that announcement at March 31, but a bit more time was required so we delayed it on the next day, but turned out that the next day is April 1, so we decided it would be interesting to publish announcement today : )
Of course it would be too cruel if such announcement was an April joke, so it is not.
In the next update Celestial Command will be with full 3D physics and ship editor!
So, most systems already adapted for functionality in 3D but need to implement a few more systems before new version can be released in experimental build.
Also we are working on design of various modules and placement of mounting points to provide enough parts to create ships with various design.
Some modules remodeled and a bit redesigned because it should have proper dimensions on vertical axis too and also additional mounting points.
For example new corridors has more symmetrical profile and can be stacked to each other with different angles.
Fun fact, after we switched to 3D, we need less variations of basic shapes to achieve various ship designs. Only a few basic shapes is enough because now each module can be rotated on any direction which creates much more possibilities for construction.
Situation with turrets also became simpler, now it is just a simple flat looking platform which can be placed on any surface with different angles, so weapons can be placed on top, bottom or side part of the ship.
All weapons is adapted for 3D and now can be pointed up or down.
Also wreckage in 3D space looks quite epic.
To make salvaging process more convenient we will extend functionality of tractor beam so it will attract debris closer to robotic arms or drones will help with that task (because drones is possible now, but it will be added a bit later)
As we said in previous posts, ship building is the most important aspect of the game and for the next update we are trying to add many new parts in order to make ship building more diverse and open now possibilities for creativity.
Some time ago, when we already prepared large parts for capital ships and started to thing how to add even more freedom and creativity to the ship building, we thought it carefully and came out to the simple conclusion:
2D physics has more restrictions and disadvantages than advantages.
Full 3D physics will add extreme amount of freedom and creativity for ship building process.
People often asked us for a various 3D features such as:
Possibility to place turrets on top of the ship like on real life battleships
Hangar bays with drones
Solar panels which placed horizontal and not blocked with the ship itself
More "vertical" ship design instead of flat ships
We even created items in the FAQ to explain why these features can't be implemented (due various restrictions related to 2D physics):
https://trello.com/c/CUsCP7ut
https://trello.com/c/WB6s9LZF
But if we will make the game full 3D, these issues related to 2D physics will be no longer relevant and features listed above will be possible!
So we decided to do that!
Important to mention that the main advantage of 2D physics it is simplicity of control and navigation. You can fly your ship using only WASDQE buttons and no need to worry about 3-rd dimension. This is actually pretty important because navigation in 3D space could be complex and confusing.
However there is a solution which allows to keep that advantage even in full 3D.
Most objects still will be located on horizontal plane, such as asteroids, stations and other ships so you still will be able to control your ship using only WASDQE buttons.
Even if the ship is drifted a bit on vertical axis - we added a new special stabilizer which will automatically keep ship in horizontal plane.
But if you wish to leave horizontal plane, you no longer bound to it and you can do that.
Here is some examples of new 3D ships with new modules and weapons
Possibilities for ship building now is really amazing!
Indicators of altitude relative to standard zero plane
What about orbital mechanics, orbits now can be not only equatorial but inclined too
Customizable point light sources which also may act as flashing lights
Customizable spotlight sources
Changed the way how modules are placed, Now after placement it appears as transparent object which become active after engineering module will work on it for several seconds.
It should make construction process much more convenient.
If you lose part of your ship, blueprint for reconstruction will be automatically created so you can repair your ship easily on shipyard. This feature is extremely helpful for repairing after combat.
Also we want to say special thanks for everyone who supports us on Patreon! Without your help we would not have enough funds to develop such a large and long update.
Fortunately, with you help we can do it!
When it will be released? We are not sure yet, but after this blog post we will try to post progress reports more often.
Also, due large amount changes and possible bugs we will release it in experimental build first, but it will be available for everyone and no additional access will be required.
We will publish a news when it will be done.
Thanks!
Currently we are working on improvements for a combat aspect of gameplay.
Combat should be important part of the game, but at this moment large amount of flaws do not allows to play and enjoy it.
Here is a list of things which will be added in the next update in order to solve that:
Hello!
We are preparing so much improvements for the next update, so we decided it will be a version alpha 0.9.
It will be a huge update where almost every aspect of the game will be greatly improved and we will fix most of the crucial issues which exist in the game for a long time.
For example, a ship constructor, it is the most important feature of the game, but currently it have an important issue which should be fixed.
For a long time we are thinking how to solve the problem that ship construction in sandbox mode is much more fun than in non-sandbox mode.
The good ship editor should allow to quickly place and remove parts in order to experiment with different designs and build a ship you want.
However, currently construction and deconstruction of modules it is a complex process, which requires a lot of time and resources, and result it is not possible to experiment with designs and unleash your creativity.
Currently the only way to build something specific, it is to launch the game in sandbox mode, build the ship there, make a screenshot, calculate required amount of resources in notepad and after that load non-sandbox game back and rebuild this ship using screenshot as an instruction.
This is super tedious and inconvenient. Definitely not the way how it should work.
Of course, instant construction \ deconstruction of modules could solve this issue, but we don't want to make it instant because we like a nice animation of robotic arms and its welding effects.
But for the next update we developed the solution - Isolated ship editor!
Now in non-sandbox game mode you can press the button any time and open a special editor screen where you can edit your ship using the same rules as in sandbox mode.
Modules are free and can be placed or removed instantly. Here you can unleash your creativity designing your ship, and after you finished, you can press the button and engineering modules in game world will automatically build a new ship for you!
Also this method will allows to load a blueprint which was saved in sandbox mode or a file from Workshop (which will be added later) and build it in non-sandbox game mode.
In addition, such approach will solve an important issue of orbital game mode where it is very inconvenient to design a ships due drifting of separated modules due tidal forces.
This no longer will be a problem because development of blueprints can be done in isolated environment.
Besides that, recipes of most modules will be simplified, because currently modules requires way too much different resources, in result gathering of resources for ship construction became tedious. We want to make ship construction more accessible for players.
Also take a look on a new energy shield effects:
There was no news from us quite a while, this is because we are working on some big improvements for the next update which requires to do some research about new methods and features, so we were not ready to show result before we will be sure that these new features will work as desired.
The upcoming improvements will be related to the most important aspect of the game - construction of ships.
Currently in the game most modules has the same size and most ships also has the same size, of course there is some a bit larger modules and also you can build a ships of any size you want, but even larger ships mostly looks like a large, flat construction made of small parts.
This is not intentional design choice. From the first day of development, Celestial Command supposed to be the game about ships of very various sizes, where smaller vessels will be able to fly inside a hangars of huge carriers and battleships.
Earlier we had more priority tasks related to core systems instead of a lot of new modules of various sizes, but now we decided to focus on this direction.
For the next update we started to use a new method which allows to create large amount of modules in reasonable time. Now some modules consist of two parts, superstructure above and standardized base structure below.
Besides that, some modules have optional variant with different vertical profiles, allowing to create a huge ships which does not looks flat.
Initially we thought that such method may create undesired "repetitive tiling" effect because base structure of different modules will looks the same, but turned out it is not a problem because most of the time you observe ships from above where superstructure overlaps most of its area, plus different vertical profiles creates very interesting shapes.
Here is some early examples of what is possible to build using new modules:
Besides that we will add huge hangar parts, a lot of new weapons and many various functional improvements, such as mirror tool, magnetic docking, more challenges and a lot more.
That is how research and development area of new modules in 3D editor:
When it will be released? We are not sure yet, we want to make it high quality because when people will start to design and save new ships we want to be sure that save files will not be wasted due some changes in the another update after.
Also we want to provide some kind of game goals to create a purpose for a newly designed ships.
We will keep you informed about update progression.
Thanks for the patience! : )
Currently mining lasers in the game has a very short range, and this is not too correct because if mining device suppose to be a short range it could be just a simple mining drill, but since we have lasers, we should have long range version.
So here it is, long range mining lasers!
Also now it can be mounted on turrets and automatically collect required ore within range! It acts like a great advanced tool for mining and should partially solve a situation with lack of fuel for large ships because mining is much easier now.
A bit later this issue will be completely solved with addition of large mining devices which can be placed on large asteroids in order to extract even more ore.
Hello!
Another medium size update. Inventory system now should be much easier and more intuitive to use and also, we fixed many frequently occurred and critical bugs.
Also we want to express a huge gratitude to everyone who support us on Patreon! We just achieved a first Patreon goal, such support is really helpful and allows us to resolve financial things. Thanks you very much!
Currently we are working on a huge content and gameplay update which should be released approximately within the next month, before that we plan to release a smaller updates from time to time, similar to this one, with important fixes and core improvements.
Another medium size update with some nice and important improvements!
Also we set 25% discount due 50th anniversary of the Apollo 11 mission to the Moon!
Some hotfixes for recent big update.
Hello!
As we announced in previous post, in this update we prepared super huge amount of significant changes which improves almost every aspect of the game.
Overall we have worked on gameplay for survival game mode, because despite the fact that playing in sandbox is fun, survival game mode was extremely confusing due large amount of flaws, so we are polished many systems and moved the game to the shape how it should be. There are still some flaws, but this is a huge step forward to the truly polished game with enjoyable gameplay for many hours.
By the way, we have made a new trailer! That is great, because previous one was outdated long time ago and the game already much improved.
https://steamcommunity.com/sharedfiles/filedetails/?id=1790923976
Base building now is MUCH MORE convenient, because earlier it was extremely user unfriendly. The process of construction something in survival mode was terrible, but now it should be fixed!
Space bases are now much larger and way more epic than before. Tech tree was improved for quite a lot, overall game progression should feel much more enjoyable.
Extremely inconvenient trading system also was significantly improved and now it should be fun.
Also, the game visually now looks much better!
Note, in this blog post we are trying new format: Pictures now located inside "Change log" block under each item of change log.
Earlier a lot of information was duplicated in the main text and change log, which is not good, so we think that a new way of delivering update logs should be better. Also, some items in change log contains more information about why exactly it was done and what exactly it is. So, for more information read a full change log below.
Hello!
We planned to release an update at May 19, but after we tested a current result, we are not too happy with its quality.
In previous post we promised that in the next big update the quality of the game will be put on brand new level, and this is true, however at the current state there is still some significant game-design issues and bugs which may ruin an experience from gameplay.
So we need more time to be sure that the new update will be enjoyable. Not sure when it will be ready, maybe a week or a bit more, overall classic "When it will be ready", but we don't want to specify another date which we are not sure about.
Also note that we already updated the price to 20$ as said in previous post. This is because we changed a price 1 day before planned update (price changed not instantly) but on the next day decided to delay an update. So at this moment price already increased but update not released yet.
But if someone will buy the game now and will think that current version of the game is not worth 20$, he may just wait a bit for the next update, so it should not be a big issue. Otherwise, we are sorry for inconvenience. Anyway we guarantee that nearest updates will provide a high level of quality according to price of the game.
For now, you may take a look on one from the new NPC space station which will be available in the next update! (image above)
Thanks for your patience!
In the comments to our previous post, other posts, reviews, Discord chat and personal messages, many people suggested us to reconsider and increase a price for the game, and actually they are absolutely right.
We are carefully analysed a prices for many various games in Steam store and turned out that 11$ is too low price for the game like Celestial Command.
So we would like to inform you in advance that when the next big update will be released (it will be released approximately after a week), we are going to change the price to 20$.
The next update will be great so it should worth it! Hope you are agree with our decision : )
Also, on the image above you may see a window which will appears before the game start, where you may setup your character. We added some amount of portraits for command officers which should make a space ships more alive.
(not a final version of crew interface)
As you probably noticed, crew system in the current version of the game is very raw and useless. Earlier we thought to implement a new crew system not in the next update (0.89), but in the update after (0.9), however, since we plan to make the next version very polished and enjoyable (we talked about that in previous post) - it would be good if we will implement a new crew system already in the next update, otherwise, current crew system could be very confusing for a new players.
Hello!
Usually we are trying to release updates as often us possible, following by logic "As soon as we have a new feature - we should release it", but for the next update we want to use a different approach.
In the comments to our previous post, people suggested us to focus on the big update, instead of a sequence of smaller updates which are not so noticeable - and that is a great idea!
This will be very good for popularity of the game, and more important, for quality of gameplay.
Some people also thought that since the game already 4 years in development and still not very popular - it will not be popular any time soon.
This seems logical, but actually this is not true.
Currently we are working on the various game design tasks and made a conclusion that the game already have large amount of interesting and complex features, however most features just not accessible due wrong game-design solutions, wrong balance of various values or low usability of interface.
So, we are going to solve most of these issues in the next, big update, which should put quality of the game on completely new level.
Overall, the development focused on 3 main directions:
- Construction
- Combat
- Trading
Hello!
Approximately a year ago, for some reason our sales of Celestial Command were reduced in several times, as a result, at this moment it is barely enough to cover our monthly expenses for food and bills.
Of course, we are very, very happy that we have a possibility of full time develop the game we love, and receive enough money for basic needs, however, we almost do not have any financial reserves.
It means that at this moment, even a small, insignificant issue may ruin an entire development of Celestial Command which was built for more than 4 years and correctly closer to finished game closer than ever before.
For example, If one of our computers will require a repair, or if fridge in the kitchen will require a repair, or if someone will need a meeting with a dentist, or any similar insignificant situation which will require a bit of additional expenses - we will be out of money, and we will not be able to develop Celestial Command anymore.
You are probably noticing that our updates are frequent, and we are adding a lot with each update by adding more and more features and moving to the goal of finished, polished and super enjoyable game. We are answering on all questions for the community, working during holidays or more than 10 hours per day, and we want to continue to do that without distractions of things like lack of money on basic needs.
We need relatively very little amount of money. Only 1500$ per month if enough for basic needs of our entire team (there are 3 people in our team). This is very little in comparison to average costs of products and salaries in the game development industry, which usually cost a lot more. 1500$ per month it is a tiny amount of money for average game-dev company, but it is very large and important for us.
It would be super disappointing if more than 4 years of development of unique space simulator will be ruined due lack of such a little amount of money.
But you have a possibility to help us with that!
At this moment we sold 25000 copies. If only 2% owners of Celestial Command (500 people) will donate just a 3$ per month (one cup of coffee and hot dog) - it will completely cover a basic needs of our team and we will be able to develop the game even if it will have zero sales.
3$ per month it is almost nothing for most owners of the game, but it will keep development safe. Even the lower amount of money will provide us a huge help, because with the combination of our regular sales it should be enough for basic need too.
If you wish to help us, you can do it on our Patreon page
Hello!
In the previous update we talked about new game design goal where we should focus on "Gather resources, refine it, construct own production base and produce more powerful stuff by yourself" aspect instead of "Complete missions, earn credits and buy new stuff on the market".
So we are continuing to work in that direction.
After we careful tested a crafting gameplay, it turned out extrimely complex, so we implemented a large number of improvements which should make production aspect is much more enjoyable.
Added new, smaller version shipyard, which is not so expensive and affordable to construct at the beginning phase of the game.
You may combine several shipyard modules to make working area larger. It will automatically define a working area and will apply nice spotlight visual effects.
Also we added new type of engineering module which works in combination with shipyard modules. Once it attached to shipyard, it will be able to perform engineering operation within working area of shipyard.
Such shipyard will act as a player base which is affordable and could be built within the first 1-2 hours of gameplay.
Also it have new animation which suits an concept of space shipyard! (see GIF animation on the top)
This should be important improvement for usability of ship construction. Earlier it was very inconvenient to build something because range of starting engineering module is very tiny and even if you will build T2 engineering module, it's range still not large enough, so it was necessary to build several T2 engineering modules, which is much harder due high resource cost. Also it seems illogical because you may think "Hey, I don't need a faster construction, I just want a larger construction area for my improvised shipyard!".
The new approach should fully solve this issue! Now you can build only one engineering module, which is cheap and affordable, and if you need bigger working area for your bigger ship, you may just extend a length of the shipyard scaffolds. Should be much easier to use now! Tell us what you think about it.
Another serious issue of the previous version was "Which parts I need to build for that module? How much ore I need mine for it? All of these recipes and production buttons seems too confusing!"
So we implemented a few things which should solve this issue.
Recipe of module now have icons and much more readable.
Also you may see which resources you already have and now it is clearly visible which parts is missing and should be built.
Another important feature, now you can right click on module icon to automatically order a construction of missing parts in production module on your ship!
Moreover, production window also have similar list of required resources and shows missing elements.
And ore refinery too!
As result, now it should be much more obvious what you need to mine in order to construct desired module, like "I want to build a shipyard, but some parts missing, but I may produce it if I will have some steel and copper and this list in ore refinery window it is an ores I need so lets mine it!"
We are very happy with this solution. We were a bit upset when turned out that craft is too complex and started to thought "Maybe it should be more casual? Just a few resources and modules right from raw ore, like before? It would be not good, we like a complex craft with many resources".
But we came up to this solution and seems like it should solve an issue! It should make crafting easier to use but still keep it deep and complex.
Also we have implemented a new selection effect, which has turned out to be very important due to implementation of larger modules such as new shipyard. It looks much nicer than before.
And also a couple of new fuel tanks!
In the next updates we are going to continue improve such base building gameplay. We will improve balance, usability, implement initial "mini tutorial" which will direct you and explain how to construct your first space base.
Also we will make NPC stations more rare, but significant (now they are everywhere) and also we plan to bring a great improvement in combat aspect soon, in order to make it fun and enjoyable, like it should be in good crafting survival game, but it will be explained in details in further posts.
Thanks!
Hello!
Ship building and production it is the most important aspect of the game, however we realized that production is so complex, unbalanced and inconvenient to use so basically no one use it in the game.
So we decided to focus on this aspect and greatly improve it!
We added a lot of various significant improvements which should make the game much more enjoyable.
Overall, the main idea that game design based on "Complete missions, earn credits and buy new stuff on the market" is much less interesting than game design based on "Gather resources, refine it, construct own production base and produce more powerful stuff by yourself".
So from this update we are going to move the game toward the second variant of game design.
Of course, NPC, trading and missions will not be removed from the game, but importance of these aspects will be reduced in comparison to crafting and base building aspects, especially during initial phase of the game.
Simply put, initial phase of the game should be more like "co-op crafting survival game" and more late games may have some elements of "economical simulator game", but not vise versa (like in previous version of the game)
And we think it is a great plan which should make the game much more enjoyable than before.
And this have a sense, because gameplay like "do missions and buy stuff for credits" is very standard gameplay for many space games, but co-op realistic crafting and survival gameplay in space is much more rare, so this is exactly an aspect which should have a maximum attention in the gameplay.
Hello!
Here is a redesigned and improved window of saved ships, which now looks much better, have better usability and much easier to use.
Previous version
New version
Compact mode
Another interesting feature, when you save a ship, preview image will be created from the same point of view and with transparent background, as result, such images looks very nice, especially if shared somewhere with dark background, such as here, on Steam, or in Discord chat.
Also, turned out that some ships, especially a large carriers with several docked ships, especially inside enclosed space, may cause an explosion after this ship will be loaded from save file. Of course, this is a serious issue, and it it fixed in this update.
So now a ships like this could be loaded without any issues! Important fixes for future capital ships.
Another update with important fixes and improvements
Another update with fixes and improvements for the previously released version 0.88
In the previous update we are rewritten a lot of game systems (for much better optimization), so it is not a big surprise that some systems which worked before, turned out broken, so here is a quick fix for that.
Thanks everyone for quick bug reports!
Hello! We are glad to introduce a big and super important update!
The world of the game no longer empty and lifeless, from now, it is filled with others ships and space stations of different factions.
Now, when you will travel to another sectors, you will encounter an hostile ships and stations which can be captured.
This may sounds simple, NPC ships pretty standard feature for a space game, but since ships in Celestial Command is fully physical, we made a great improvements to AI of these ships.
But the most important it is optimization. Earlier, just a couple of AI ships caused significant FPS drop, but for this update we rewritten and redesigned many various systems of the game, so now you may see 20-40 AI ships around with good performance!
Boost of performance is especially noticeable during combat.
Earlier we used "sphere collider" component, so PhysX engine detected object in range for us, but turned out it is extremely slow in case if each ship made from many physical modules. Turrets had such sphere collider too, as result, two battleships near each other dropped performance to just a few frames per second.
But turned out, simple distance checking algorithm is very effective and much faster than previous solution. Especially if it will be performed only once per second, which is more than enough for functionality of radars.
So now you may observe a battle of massive fleets without any performance issues!
Here you may see how many spherical colliders (green spheres) was in the region which caused an intense drop of performance. Now this issue completely solved!
By the way, new implementation of radars turned out not only more effective, but also it opens a possibilities for new features, for example, we plan to do the next: Each ship will have different radar detection range depending on its size \ emission. Now it is possible to implement and it could be quite an interesting feature. For exmaple, low detection stealth ship will be possible.
Also, we plan to check line of sight to some objects, so it will be possible to hide from radars behind planets and large asteroids.
Note, that it is just a first version of world populated with AI ships. Its logic and behavior is pretty basic, however, we are going to add more interesting features in the nearest update. Cargo ships will move goods between stations, guardians will protects them from pirates and allied fleets will try to engage on enemy sectors.
Also note that AI is not available yet in orbital mode, because implementation of AI was extremely complex task and it is not fully done even in aerodynamic mode, but when it will be properly improved and tested, we will add it to the orbital mode too.
Overall, we made a lot of improvements which are greatly improves many various aspects of the game, please refer to the full change log for more information.
And also, Celestial Command is 25% off during winter sale!
Happy holidays!
Hello!
In the previous update we added a tech tree and possibility to scan debris, but this is not enough for science! In this update we are added another way to obtain a science data!
Now you can scan planets and other celestial bodies using special, new module, orbital scanner.
In order to scan, it should be close to the planet and directed on it.
In orbital mechanics mode, "keep your ship always directed to a planet" - it is quite an interesting task.
In order to do that, you should calculate a proper angular velocity. It is quite simple and depends of orbital period (duration of one rotation on a orbit). For example, if orbital period = 120 seconds, it means that your ship should make one full turn (360 degrees) during these 120 seconds. 360 / 120 = 3 deg\s.
So all what you need is to keep your angular velocity at 3 deg\s and your ship will be always directed to the planet!
Later we will add a special tool (unlockable via research tree) which will automatically direct your scanning ship on the planet, but at this moment, you may use a way described above.
Also we want to remind that the game still have 20% discount!
Thanks!
In the next update we are going to add something even more significant.
Hello!
Today we are gladly to introduce a new update with the new, very important aspect of the game - science and tech tree!
Previously, the modules was unlocked via linear "reputation system", which was pretty boring. You had no a possibility to select what to unlock next and you even didn't saw what will be unlocked next.
But now you can see entire tree of technologies and you are free to select a direction of progression!
Technologies should be unlocked using special research module which requires "science data", which could be obtained using various ways.
Currently there is two ways to get science data:
- You will receive it from missions
- We added a special scanning module which may scan debris with some chance to get science data
Later we will add more applications of scanning module. It could be used for scanning of asteroids, anomalies, planets, stars, black holes, etc.
This science concept with combination of large Galaxy, opens a huge possibilities for explorations in the further updates!
By the way, Celestial Command is 20% off during Steam Autumn Sale!
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Also, today we have another special event. The game was firstly released in Steam on 21 November 2014, so today our project 4 years in Steam!
We are very grateful that you are with us. Thanks to your support, we have a possibility to develop the game better and better!
Many others indies games usually became abandoned after such period of time, or development is not so active as before, so we are really glad that due your supporting we may continue working on the game at full power and we are going to develop a complete, interesting and high quality space game! Thanks you!
Of course we thought that the game will be fully released earlier, but we are 3 developers and it is our first project so we really glad to see how many work has been done and you are happy with what we are managed to achieve!
During this year we did a lot of things, but some of them especially large and important:
1. Galaxy and reliable orbital mechanics! One year ago, game had only single, locked star system. But now game extended to the huge galaxy which opens a very important possibilities for exploration and "feel of space"
2. Improved space graphic, added new backgrounds, stars, various lighting. The space looks much better. It no longer so gray and boring as it was 1 year ago.
3. Working multiplayer! Due new implementation of UPnP and NAT Punch-through technologies, we finally solved an issue with inaccessible servers, so now almost every user is capable to host a server to play with friends. Also network synchronization is better than ever before, movement of ships now smooth and comfortable for connected users.
4. Fully redesigned inventory, trading and production systems
Also, you may check our previous anniversary posts
https://steamcommunity.com/games/CelestialCommand/announcements/detail/3211492895079957897
https://steamcommunity.com/games/CelestialCommand/announcements/detail/710835733884410740
https://steamcommunity.com/games/CelestialCommand/announcements/detail/115201797087397375
Also, for those who would like to check out how the game looked 4 years ago. We added a possibility to launch the most first version of Celestial Command released in Steam.
In order to do that, open properties of Celestial Command, Beta tab and select "old version".
Thanks for your support! It is super important for us! : )
Hello!
In this update we made very important improvements related to how construction looks!
Some time ago we replaced engineering drones with the robotic manipulators, because this is much more physically realistic and also it could looks better in terms of visual design. However, first version of robotic manipulators looks not very good and we are not too satisfied with its design.
Also we wanted to implement a "classic sci-fi space shipyard" which actually do something. In some sci-fi games and movies you may encounter a big scaffolds with a space ship inside, but usually it is just a decoration, so we want to implement a shipyard with scaffolds which really do something inside using its robotic manipulators with complex animations and visual effects.
We had some kind of shipyard scaffold before, but we removed it because visual design was not very good.
And since construction of space ships it is very important aspect of the game, we decided to significantly improve this aspect!
We presenting you new and improved engineering modules, and modular shipyards!
Added 2 modules for shipyard and 1 new engineering module of bigger size
When these modules combined together, it turns into some huge and impressive constructions!
New engineering modules looks much better than before. Now it much more compact in standby mode and also you can properly paint it in any color
Engineering modules now have much better animation, not so tall during building and also there is a yellow progress bar on top of it
Small engineering modules for small constructions drones also looks much better. By the way, engineering module can't repair itself, so small drones could be useful for that
More drones for deep space engineering operations! Very useful in case if nearest shipyard is too far away
As you can see, now drones it is not just a fake animation, it is a real ships, with fuel tanks, engines, storages and hit points. This is exactly what we wanted to achieve when replaced old "fake" drones with robotic arms.
This could be especially interesting for multiplayer when people will take different roles.
Or in the future addition of capital ships, these drones can be stored inside a capital ship hangar.
Also you can customize a drones like you want and design different models of drones for different tasks.
Overall, we are very satisfied with how engineering modules, construction process, drones and shipyard looks now and we are happy that issue with construction is solved!
A bit later, we will redesign an NPC stations so they will have a new shipyard and its new game mechanics.
Hope you like the update!
Also the game 20% off during Halloween sale!
Hello!
We decided to redesign how a warp gates works. Now it "teleports" an objects from point A to B instantly, however, activation of a gate now requires some time.
Also we added various visual and audio effects for warp gate and more information on UI about its current state.
What about warp drive - its functionality still the same, the ship really travels inside a warp sphere.
Why it is done? There is a several reasons:
1. In terms of realism, is looks strange that ship which located in a tunnel of warp gates should be located inside a small circle and should not touch a circle. It creates a questions, such as, what is center of circle? In case of warp drive, it is obvious, center of circle - it is a center of warp drive. But in case of warp gate it looks weird.
2. Another example of question about realism, what if two ships departed from two different gates in direction of each other? They will works well, but you may ask, if this is the same warp tunnel, why they are not collided with each other? This is also seems weird.
3. Warp drive will be more epic in relation to warp gates, so when you will achieve your first warp drive and will go to expedition, it will provide you more unique and interesting experience.
Hello
We noticed that many negative review have the same reason. People encountering a bug \ flaw in tutorial and abandoned the game at this step. So people even cant see a amount of features which exist in the game.
Of course, tutorial was still broken after 0.86, and that is not good. But even before that, when tutorial was not broken, still, many people had many issues with tutorial.
Overall, seems like we are underestimated an importance of tutorial, especially for such a complex game like Celestial Command, even during Early Access stage.
Tutorial, it is a first what meets the new users during first launch of the game. It should be nice and clean, and it should show the user all the main aspect of the game.
So we completely redesigned a tutorial!
Currently consist of only 2 stages, but soon we will add more.
Division on the stages is a good approach. So if tutorial will be broken due significant changes in game mechanics, we will redesign only broken stages, not entire tutorial.
Note: New tutorial temporary not available for localizations. If tutorial have flaws and should be redesigned, we want to redesign it first, so efforts of localizations will not be wasted.
Also we added another little feature to the main menu
On this timeline, you may see all a blog posts from our development blog. We thing it is important feature for people who are thinking that we did nothing during 4 years of development.
So here you may see an indicator of change logs (blue) and important posts (orange), and overall it will show how active development is.
What about capital ships which was announced in previous post. Don't worry, this is a big task, we need to add many new modules, so we decided to work on it "on background". Smaller updates also will be released during this process. Besides that, we are discovered a new, super amazing technique of 3D modeling, which should make new modules even better. We will show it soon.
During entire development of Celestial Command, you saw only a small size ship, a few a bit bigger modules and some bigger modules for space stations (which are not available for construction).
But actually, even before we started a development, we thoughts about ships of much bigger size.
What a space game without capital ships?
So we started to work on a concept for a new modules for capital ships!
Currently it is only a raw 3D sketches, but take a look:
Current, small modules for comparison
Even something like this could be possible : )
This large cargo gate can be opened and will have empty space inside, so current ships may act as a drones or fighters which can be docked right inside the capital ship.
We will keep you informed about progress and will show more images when we will have something new.
Just a quick update with important fixes of critical bugs
Just a quick update with important fixes of critical bugs
Another quick update here!
In the version 0.86 we are gladly introduced a new multiplayer, which works much better and everyone able to host a server which will be visible in the server list. However, sometimes it may require to do special setup of your router. This is not very hard, but may be inconvenient.
But now, in this update we managed to improve multiplayer even further!
We implement a special system (UPnP), so now everyone should be able to host a server even without special setup on the router!
This features is not tested too much, but should work.
Also, in previous version, scale of interface was based on resolution of monitor, this is not always good, especially for small monitors with high resolution, or vice-versa, so now you can setup desired scale manually.
Also a few fixes of game-braking bugs and flaws.
The next update should bring something big!
Some important bugfixes for previous update and highly requested support of high-resolution monitors.
Also, redesigned options window.
Previous:
New
You may ask, why we redesigned options window? It is not too important for now.
It is because wrong implementation of drop-down menu in options window which conflicted with the support of 4k monitors. And since we already started to work on menu, we decided to redesign entire window.
Hello!
In this update we implemented a highly requested and very important feature, which should improve ship construction process a lot!
Just take a look
Note, this new feature currently is not working in multiplayer. We encountered some technical issues and need to fix a few things. The feature will be available in the multiplayer after a few updates.
Some more improvements:
Correct navigation of AI around planet
Better colors for lines in trading window
Also here is some important bug fixes according to your recent reports.
Hello! This huge update is ready for release! The update consist of 3 major and important aspects:
Hello!
Seems like soon a new update will be ready for release. We are already working on fixes of critical bugs and flaws.
So far, you may look at the new asteroids belt which now looks more like it should.
Previous variant:
New:
Also UI of warp drive now should be much more intuitive. In order to jump, your ship should be located in yellow area.
Previous:
New:
Hello! Some quick news about development.
We managed to implement a proper path finding algorithm!
In the next update you will be able to give a movement order for your ship and ship will be able to avoid collisions on the way. Currently works only in aerodynamic mode.
The same technology will be used for NPC traders which will fly between stations.
Also enemy ships should be able to chase you even in asteroid belt, but this will require some more research.
Hello!
Sorry for lack of news for a few weeks. The game is in very active development, this update is very important so we want to make it carefully.
Currently we are continuing to work on trading and everything related to it.
Now there is much more space stations in each system.
Each station on its own orbit and no longer collide with each other.
Also, now stations divided on different categories.
Mining stations periodically generates and sells ores which can be found in its region, but consumes food and fuel
Ore refinery buys ores and sells refined ores
Also there is many various factories which will buy refined ores and produce construction components which can be sold for shipyards.
By the way, different regions now may have different resources in asteroids. So now there will be a sense to travel between systems.
So stations no longer become useless over time. Now they are really works as factories.
Construction and repair of ship now can be available only on special shipyards (not on any station), and refueling is more profitable on special fuel stations. Which is more interesting for gameplay.
This is a raw concept of new shipyard station. But most likely it will have different design
A few days we started to work on some infrastructure such as save load functionality and multiplayer support for new trading system, and it is almost done.
Yes, in the next update the trading system will be not only better than before, but also it will work in multiplayer! That should be very interesting.
Thanks for your patience! We will try to share the news more often.
Hello!
Development of new trading system going very well. We redesigned an architecture, so now trading stations can be found not only in starting location, but also in many different locations across the galaxy. Hooray!
All stations properly simulated in real time and now you are able to open its trading window right from the map!
The trading system no longer broken, however, we would like to improve it further before release.
The next steps is to create several types of stations, each type should have different goods to trade and produce. Also, only a few stations will provide shipyard service. Bigger engineering modules also will be added in this update.
Thanks for your patience!
For a few days we are prepared inventory production update for release and came up to an interesting conclusion.
Inventory production almost complete, but trading system is not working yet. We had a plan to release inventory production now, but trading system will be temporary removed, and after that, we will publish a new trading system in the next update.
However, we realized, if we will do so, there will be nothing to do in the game. Of course current trading system have a lot of flaws, but it least it works, so you can mine ore and sell it to the stations. If this feature will be removed (even temporarily, before the next update) the game will be almost completely empty in survival game mode.
So we have a 2 options:
1.
Release update without trading system and while it is not available, we should create a gameplay focused on combat.
2.
We will delay a current update, combine it with the trading system and release a bigger update a bit later, with both, inventory and trading system in the same update.
Seems like the second options is definitely better. Trading and economy aspect of the Celestial Command is much more interesting than combat aspect for now. And even if we will try to make combat aspect better, it may take even more time than new trading system.
So, update will be delayed and we starting to work on brand new trading system!
On a one side, we want to release updates as often as possible, but on the other side, update should be interesting to play, so it is definitely will be better.
The good thing, this update should be great! This will be the first update which really bring a sense into gameplay and the game now really will be interesting to play in survival mode!
So we are very excited about this upcoming update! This is going to be a gameplay about space trucker.
Remember when we are worked on a Galaxy update for a 6 months? Plus 1 months on a new inventory system. These system currently have not too much sense for the gameplay, but this trading update should make these features of the game really usable.
We are not sure how much time it will take, but we will keep you inform about progress.
Thanks you for your patience!
During development we encountered some bug with docking and decided that it is a good time to find solution for an fundamental issue of docking ports.
The problem with docking ports - it instantly teleports your ship on a short distance, as result, the ship can be moved at the position which is physically impossible. For example:
As you can see, these two ships can't be docked, there is an obstacles on the way.
However they can, and here is an unrealistic result which may damage modules or cause explosion, during and after docking.
So in order to fix it, we decreased angle and distance threshold for docking, and also, docking port no longer teleports your ship, instead of that, it is capable to rotate and extend a bit in order to connect with another docking port.
So it should no longer cause damage, explosion or any unrealistic result. Hooray!
This update turned out bigger than usual, but it is quite normal and expected.
Some time ago we published a plan of development, and new inventory and production systems - it is a first item in the list.
This is the most important items in the list, because everything else will be based on this new inventory. Mining, production, fuel and ammo consumption, etc. All of these aspects of the game was rewritten.
We want to test it carefully in order to be sure that system is more or less compatible with features which will be added in the future on top of it.
Overall architecture is done and mostly we are working on testing and various small improvements, so we need some more time. But don't worry, it will not take 6 months like it was with Galaxy update : )
And some new images. This is how production module looks.
Those who followed Celestial Command from the beginning, may remember something similar to it from the earlier version of the game, but now it works better than before and we added more parts.
We redesigned style of icons for basic elements, the new one looks nice. Also some parts lacks its own icons, we are working on it.
Hello!
We are continuing working on new inventory and production system which will be implemented in the next update.
Let's talk about what we are working on.
Currently new inventory already done. All storages remade. Some storages is able to store several types of resources at once.
Also, we found an interesting issue which we didn't saw in other games due lack of some realistic aspects which exist in CC.
Since we have the next features:
1. Possibility to salvage debris of destroyed module
2. Repairing of module requires specific resources of this module
3. Recipe of module consist from several different parts
4. Module can be disassembled in order to get resources back
In combination, turned out that if you have a damaged module, it is more profitable just to destroy the module and collect its debris, instead of repair it.
Let's take an example:
For example we have a module, it have maximum 100 HP and its recipe consist of 10 "Steel plates".
Now someone damaged a module and now it have 20100 HP. Apparently, if we want to repair a module, we should spent 8 Steel plates from our inventory. But there is an issue, if we will just destroy this damaged module, it will generate some debris which will contain its recipe (10 steel plates). So we can salvage its debris, collect 10 steel plates and construct brand new module without spent any single additional steel plate.
Of course it could be solved if repairing will not require parts (just energy) but we like an idea when repairing requires parts, so this is not a good solution.
Also we could generate debris each time when module receive damage, but it will spawn a lot of additional objects which definitely will conflict with physics, especially if there is no free space around.
This issue existed in previous version of the game, and turned out that it will not be fixed in the new version of the game without some kind of solution
Hello!
This update will take a bit more time, but it will be great! We are working on new inventory and production system and it is 80% done.
While you are waiting for update, let's talk about resource connectors.
Since we are working on a new inventory and production system, it is a good time to do something with it.
Connectors was a big problem for a long time. Connector is non intuitive and confusing, and even if you will figure out how to use it - connectors just does not performs its purpose properly.
So we decided to completely replace resource connectors with something new. Instead, all resources will be distributed automatically, but also, you will be able to toggle usage of each container using a hotkey.
Don't mind about ammo in the fuel tanks, it is just a wrong icon : )
Sounds too simple, right? But surprisingly this system works much better that resource connectors and allows the same possibilities.
Despite the game developed already more than 3 years - we are continue to add significant features to the core of the game which are significantly changes the gameplay. One of such changes was a galaxy map, but we have a plan to add more. First, we want to completely develop core features of the game. After that, we will start to add a lot of new content (modules, missions, events) on top of this core features, so we will be sure that new content will not be wasted next time when we will decide to redesign half of the game. What exactly we want to implement in order to make core of the game complete? Here is a list: 1. New inventory and production system 2. Heat system 3. More complex combat system 4. Complex global economy in galaxy Let's describe each from these items.
Hello!
Some new improvements:
Projectiles now may bounce off, try to now hit an ally
Icons on map
And also, we implemented new, very convenient localization system based on Google Doc.
No more unintuitive GitHub workflow. Just open and start to edit!
Link on new localization guide
https://steamcommunity.com/sharedfiles/filedetails/?id=1400316342
Thank very much for everyone who proposed an ideas about ships classes according to this post https://steamcommunity.com/games/CelestialCommand/announcements/detail/1649886530633914072 We didn't answer to everyone directly, because it will require large amount of time, but we are carefully read every suggestion, so we will make an conclusion and will answer to everyone at once using this post. Overall, people against such a brute artificial limitation, and we are completely agreed with it. Thanks to your ideas, we realized that such strict classifications of ship is a bad idea because it will ruin all the benefits from the "ship editor" feature of Celestial Command. We are always preferred to not implement any ship classes in CC, but we started to think "maybe we are doing something wrong". Turned out, no, we are doing everything right, so we will continue work in that direction. So, don't worry, we will not implement ship classes with such a brute artificial limitation, we don't like such approach too. Our idea of classes which explained in previous post - was a mistake. Instead of that, physics and realism should force users to build several ships (not an artificial limitations). And we better will add more complex simulations in the game (such as heat system and more complex armor system) which will improve this effect. For example, in CC ships have a mass, and ships required fuel which have its price. So big ships are slaw and expensive due high consumption of fuel. So, for example, if you will build a miner ship which will be heavily armed with various weapons and shields - such ship will be heavy and will requires more fuel, so it will provide you less profit than a miner ship which does not have shields and weapons. Seems like this is exactly how "classes" should work, just due laws of physics, without artificial limitations, similar to how it works in real life. This is just one from examples. Here Lemodile write a great text with detailed explanation on many aspects and we are totally agree with his ideas. https://steamcommunity.com/app/330460/discussions/0/1694922526918695182 Another good article here from Nemo https://steamcommunity.com/app/330460/discussions/0/1694922980034122688/ And another post of Nemo here https://steamcommunity.com/app/330460/discussions/0/1694922980034150988/ Also similar ideas was explained in comments section here and in our Discord chat. Overall, we are agreed with most items listed in articles above and we will start to work on such improvements.
Hello
We want to discuss new feature with community
We want to implement a different "ship classes", seems like this feature is capable to make gameplay much more interesting.
Currently you can build single ultra super multifunctional ship with all available modules on board and it will be effective in all situations. Of course, such approach have its own benefits, we are also like to play with single multifunctional ship, however, if the game will require to use several different ships in various situations, it should be much more interesting.
For example, currently there is almost no difference between cargo freighter and battleship. Both ships have large size and a lot of cargo space. Will be better if it will be two different ships.
Also, many popular space games based on idea that user wants to gain reputation and credits to obtain new, bigger ships with better characteristics and new design.
Without such aspect, in CC you may just attach a bunch of modules to your ship and the game will became boring quite soon, so the idea of ship classes should be very good.
However, there is a question, how to combine concept of classes with the concept of fully customizable ships which built from modules?
Turned out that freedom of ship editor of CC is not very suitable for concept of ship classes and "I want to earn enough credits in order to buy this huge battleship!"
But we have an idea:
Each command module will have its class.
And each command module as special limit, so far let's call it "module units"
For example, we have a command module of class "miner mk1", it has 200 module units.
Each module has its price of "module units", and also each module has its type, such as:
Storage for ore
Mining equipment
Engines
Weapons
etc.
For example, small storage for ore costs 10 units
Weapons 20 units
Mining laser 20 units
etc.
Each command module can attach to himself only limited amount of modules (sum of its units should be less than 200), after that, ship will be unable to attach any additional module.
Also, each class of command module will have different multiplayers for various types of modules. For example, miner mk1 is capable to attach weapon, however price multiplayer for weapon will be x5, it means that he should pay 100 units for weapon, instead of 20.
However multiplayer for mining lasers and storages for ore is x1, so price for mining lasers will be much lower.
Besides that, some modules will be unique for some classes, for example mining lasers only for miner classes. Or miners will have bonuses for effectivity of mining lasers, while other classes will be able to use mining lasers only at 10% of its full effectivity.
As result we will have a different ship classes, but you are still have a space for creativity, so you can decide "Should I attach weapon to my mining ship or will be better to attach additional containers instead? Or more engines? Or additional mining lasers? Or only 1 laser and a lot of counters?", also you may decide which exactly cargo containers you want and where exactly you want to place them on the ship.
So, we have a complex situation. On the one side, we don’t want to remove a creativity of ship editor.
On the other side, we want to make game and “feel of progression” more interesting.
Of course, there will be command modules for ship classes “mothership”, “freighter” etc, for a big ships, but they should have some other limitations, such as weaker weapons.
Also, of course will be possible to add late-game super command module with very high limits or without limits at all.
What do you think about it? And feel free to express any ideas about classes and how to implement it better.
You may talk here or directly in Discord chat
Hello!
Finally, it is done! Biggest update ever achieved a state when it can be released!
This update was really big and complex, it took much more time than we expected, so thanks you very much for your patience!
This update has a huge importance for the future of the game, we redesigned half of the game in order to implement a galaxy, but now, potential of the game is huge!
Earlier versions of the game had serious fundamental flaws. Basically, previous version of the game had no future
But now we have so many ideas and possibilities for further development!
Maybe someone skeptical about this new galaxy update and may think that the game became worse, but on the contrary, from now, the game have a possibilities to be better than ever before.
The most important improvement from this update - planets now really feels like a planets, and distances between planets really feels like a huge distances. Earlier ships were able to fly from one planet to another using simple maneuvering engines, this was a huge problem and it was impossible to solve it in previous version of the game, but now it is finally solved. "Feel of distances" now much stronger and this is a great foundation for gameplay which will be focused on exploration of unknown.
Also, due new nature of locations, we have new possibilities to implement many unique events which was not possible before, such as interesting anomalies or quests in distant systems.
If you didn't read a commend section of this post
https://steamcommunity.com/games/CelestialCommand/announcements/detail/3228394392749716885
We will recommend to take a look on it, because we explained some additional interesting facts about this new update and its huge benefits.
Also you may take a look on this post if you missed it
https://steamcommunity.com/games/CelestialCommand/announcements/detail/1575563008254546788
Please note that despite that fact that we worked on this update for a very long time, it still may have serious bugs and also it have a lot of flaws, we did not developer this update to the level of perfection, but we developed it to the state where it is more or less functional and we finally may show it for you.
Also, this update does not make gameplay itself much more enjoyable. We didn't improved quests and trading system yet, but we have a big plans about these aspects. This update it is mostly a foundation for a future updates.
Also, from now we are returning back to our previous frequency of updates, it means that we will try to release new updates as often as possible (1-2 weeks maximum, but we will try even more often). Let's return life in the dev blog! : )
Also, we are prepared a road map of development, the core of the game still incomplete and we have some very interesting ideas which want to share. We will prepare detailed text about these ideas and will share it after several days, it will explain our plans about core functionalities of the game and gameplay features which will be implemented on top of this update to unleash all the benefits which provided by new galaxy system!
For now, let's take a closer looks on some aspects which was implemented!
Stability of physics
Physics now is much more reliable. Trajectories of orbits no longer degrades over time! Trajectories also intact on any game speed, so now, if you put your station on the orbit, you can be sure, it will be on the orbit for many hours (unless something of someone will push it out of orbit).
Also, performance of physics improved in 2-3 times, it means now we may have larger amount of asteroids and debris on the orbit. Debris now have correct collisions and could be dangerous due Kessler effect.
Warp gates
Now we have a warp gates! And this is not just a simple "point to point instant teleportation", these warp gates have interesting mechanics. Your ships should really fly inside a gate (not just somewhere near it) Several objects can be located inside a warp field and warp travel will require some time to travel. You even can move asteroids via warp gates! We think that gates in space, especially with detailed physics it is very cool, hope you will like it too! : )
When the game starts, you don't have any warp drive, but part of galaxy already have net of warp gates. However more than 90% of locations does not have warp gates, so after you will got your first warp drive, you will have a freedom to go where you want and explore distant regions of galaxy.
Note: Currently there is a restriction, only 16 locations can be physically simulated simultaneously and the game could be broken after you jumped to a new system 15 times. This restriction will be solved a bit later.
New backgrounds and lighting
We added a lot of new background with makes visual appearance of the game much interesting! The space no longer grey and boring, now many systems will have its interesting appearance. Don't worry, we realize that too bright colors looks not good in the space, so most times you will encounter more or less dark backgrounds, but sometimes you will encounter very colorful, but still, very nice looking systems.
Since the game released, it had a problem with visual diversity of space, all screenshots were grey and boring, we are really glad that now this issue is finally solved!
In addition to that, we implemented new lighting system, hull of ships now has reflections from background and ambient occlusions effect, it makes graphic much better.
By the way, the new galaxy system allowed us to implement a moons around planets, here is how it looks on the map
You are also can see distant moons when you are on the orbit of planet
New module
Also, thanks for these who sends us a concepts for new modules, we added a new power storage, design based on 3D model from community members Mrmodules-Mauser and Sbimon, thanks!)
Steam Cloud
Now all of yours saved ships and saved worlds automatically saved on Steam Cloud. If you will delete save file, it is also will be deleted from Steam Cloud to, however, save files will be stored even if you deleted game folder or installed the game on another computer.
If you want to disable this feature, you are always can do it from game properties in Steam:
Discord channel now verified
A few days ago, our Discord channel was verified by Discord team, so now you may invite friends using nice looking URL!
https://discordapp.com/invite/celestialcommand
We fixed a lot of bugs, however a lot of them still should be fixed, but you may expect a fixes in nearest time. We will try to avoid such a long updates and will release updates and often as possible.
Within a few days we will publish a news about our road map, we have a lot of ideas which we plan to implement as soon as possible!
Thanks you very much for your patience and support! : )
Hello!
Sorry for a really long time without news from us.
But don't worry! The game is not abandoned at all, we are actively working on the biggest update which will bring a lot of new features and possibilities!
When it will be released? We are still not sure, however we already may say that work completed at 80-90%. Almost half of the game was rewritten and most features is not worked because the game was in half-disassembled condition, however we already testing save load and multiplayer functionality and it is more or less working. Hooray!
The reason why there was no news from us - we are worried that people will not understand why we are going to remove "interplanetary orbital transfer" feature from the game if we will not show why it is necessary and what a great features it allows to implement. So first, we want to be sure that you will like a new update.
You know, we are worried about this feature too, we are love, orbital mechanics, realism and we are playing in own game. It is hard to imagine a result of a big update before it is complete. We know that it is important for the future of Celestial Command, we just wasn't 100% sure. But now, when the update is almost done, we are played it and now we are sure - the new version of the game will be much more better!
This update will add so much potential for the game, galaxy map opens many new gameplay possibilities! But we will talk about it in the future posts. We will explain why it was necessary to implement such significant changes, its great potential and will show a road-map for a nearest updates which will fully implement a new possibles opened by galaxy map.
Currently we are working on some important features such as network of warp gates, UI and also bug-fixes. The game have a lot of bugs which was accumulated during such long period of development, besides that, the technology which allows to implement a galaxy is quite complex, but it is not a problem, we will manage it.
New ambient occlusion effect on off
And we are really glad that you are waiting a new update with patience. Thanks you very much!
Hello!
If you are watched development process for a long time you are know that despite the game already 3 years in development, we are still ready to make big and fundamental improvements if it will be necessary for the quality of the game. This happened with 3D graphics and some another core features.
And now we are going to make another big change in the gameplay.
Some time ago we started to feel that there is something fundamentally wrong with the Celestial Command. And after we analyzed several another space games, we realized a simple fact:
Almost every space game have any kind of "global map" or "galaxy map" and possibility to travel from one system to another! (Actually we didn't found any successful, space game without this feature)
And this is something which also should be in Celestial Command.
Hello!
For a long time, resource connectors had some fundamental flaws. Power connectors is not intuitive and hard to use. People said us a lot about this and we are thinking about how to improve it.
So now we decided to completely redesign this system.
Resources connectors for fuel and building materials still intact, but power system is completely changed.
Now power systems works more like a real electricity. Almost all electrical devices was redesigned, so most of them can work even if you have not enough power, but efficiency also will be reduced.
Also, it is no longer necessary to have power storage on the ship. Electrical devices now can take energy right from the power sources.
All power consumers can be turned on / off in order to control power level.
Power storages now have limited speed of charge / discharge.
Also we added nice graph which displays energy consumption and production.
Rendering of radius circle of radar is greatly improved. If you have many ships with radars and no longer will looks like a bunch or chaotic circles.
Also you can disable radar circles, markers and HP bars
Just a quick update with some important fixes.
Besides that, Autumn sale launched today! Celestial Command now 20% off during sale.
Improvements
Greetings!
It is already 3 years since the first version of Celestial Command was released in Steam!
Many interesting things was added during the year.
When we started a development, we planned to finish the game much earlier, but since it is our first project and the project is technically very complex and unusual, this will take more time than we expected.
We are always learning, finding new methods and technologies, implementing the best one.
We are continuing to develop the project and listen a community, your reports and suggestions is really helpful and allows us to achieve such results! Thanks you!
In this post we explained our thoughts about engineering modules and realistic robotic arms.
But current engineering module is too small and also looks not exactly as we want.
So we added a new module which is much more functional and looks better.
New main menu. Now each time when you start the game, you will see a beautiful planet (picked randomly)
A small bonus for those who would like to check out how the game looked 3 years ago. We added a possibility to launch the most first version of Celestial Command released in Steam.
In order to do that, open properties of Celestial Command, Beta tab and select "old version".
If you are interested, check this out. We was surprised how much the game changed during 3 years!
Links on previous posts
2 years of development
1 year of development
In this update we fixed some important bugs with radar, so a ships no longer will suddenly disappear right in range of your radar.
Besides that, stability of multiplayer now should be a bit better.
New options for world generator:
Maybe size of the changelog is not very impressive, most time was spent on analysis of magic bugs with a radars and improvements of core, and now this important feature should work as intended.
We will try to add more interesting features in the next updates.
Oh, and by the way! Celestial Command is 20% off until 1 November.
Multiplayer available in the game for a long time, but due large amount of bugs and flaws it was practically unusable.
So now we are decided finally to make it fully stable.
There is quite a lot of work, so it will require several updates in order to achieve this goal.
Interesting fact, there is so much job because we ignored a multiplayer for a while, and many single player features just not adapted for the multiplayer. This fact confirms a necessarily to work on multiplayer right now, otherwise, later the multiplayer feature will be even more complex to complete.
And also a new feature, now you can specify target for turret using right click
Besides that, we believe that stable multiplayer will be capable to bring more popularity for the game.
So now we want to adapt 100% of single player feature for a multiplayer, and after that, every new feature will be developed both for single and multiplayer.
Note, quests and trading still not adapted for multiplayer, because we are still not sure how it should work in the single player. But we will work on it in the next few updates.
We received a reports about server crash when someone trying to connect to server, so this update should fix it.
Usually our game and Unity engine is never crashed, but when it happens, the cause can be hard to find, so it took some time, but now should be okay.
Hello!
This update took more time than usual, but it brings a big number of important improvements and changes, and we finally ready to show the result!
Another update with important bug fixes
Shield now have HP bars, so now it is much more convenient
And engineering bays now have visible radius of influence around it
Also we have a plan for significant changes and improvements in construction system. It will require to made some changes in the core systems, so it may take a bit more time than usual, or not, will see.
But result should be very good!
Since in version 0.8 we implemented first version of aerodynamic mode, many people became very confused about this.
Here is a few main complaints:
1. Developers decided to make the game casual.
2. Developers now have two games, so development time now will 2 times slower
3. Developers decided to focus on aerodynamic mode instead of orbital mode, so "say bye to realism", orbital mode is abandoned, "I bought the game for orbital mode", "fraud" etc. Sometimes it is a reason for negative reviews such this or this.
So we should say
ALL OF THESE STATEMENTS IS ABSOLUTELY INCORRECT
Lets explain it in more details.
First of all, we understand why you are confused. Because you never saw such revolutionary and unique approach anywhere.
The only place where you saw approach which MAY SEEMS SIMILAR (But NOT the same), it is many games from AAA developers, which are often makes its games more and more casual, by deleting features, in order to make development cheaper and obtain more sales.
But this is not the same what we are doing. It can be similar by the first glance, but it is illusion.
We will never use such approach. For us, development of casual games is inacceptable.
We are like to develop complex and hardcore games with deep mechanics. Development of casual games absolutely is not interested for us.
What we are doing, it is revolutionary and unique approach for development. Currently it will be hard to explain, since this approach will show its full power only after some time of development, but in a nutshell: "Single flexible core - various game rules".
Basically, we want to ask a simple question.
Are we deleted orbital mode from the game?
The answer is no. And we don’t plan to do it.
So why you are thinking that we are abandoned orbital mode and going to create a casual game?
You may think that since we are focused on aerodynamic mode, the orbital mode now will be developed extremely slowly.
But it is an another illusion.
Actually, since aerodynamic mode was implemented, development of orbital mode now significantly faster than before!
We created a simplified graph in order to show what we mean.
Look:
Hard to believe? But this is true.
It first glance you may think "If developers now have 2 tasks instead of one, it means that each task now have only 50% development speed instead of 100%"
But this statement is not relevant if we are talking about development using our new approach.
There is several factors which makes it possible.
First, as we told above, a "single flexible core".
You see, implementation of aerodynamic mode took very little efforts. Approximately 5% from the all development time, or even lower.
All what we need to do it is just enable friction and change world generator a bit. That's it.
Another update with important bug fixes.
Also we noticed that ion engines still have old 2D visual effect and not very suitable audio effect, so now it is updated!
Also, energy shield no longer looks so thin, especially on large ships.
Ship design created by user Lemodile.
Another update with some important improvements and fixes in order to achieve fully stable gameplay.
Seconds parts of rotors and pistons now have proper collisions with the main part
Turrets now aim to predicted position, so it can hit even moving targets with good accuracy
A couple of days ago we released a major update 0.81 unfortunately the update did not bring much pleasure due to the huge number of critical bugs that have accumulated in the game.
So this update target mostly on important bugfixes. Unfortunately the game collected a lot of bugs, many of them very critical for gameplay.
It's our mistake that the game collected so many bugs. Usually we are trying to keep our code clean and reliable.
Now it is good time to fix all critical bugs before we will continue to improve and add new features.
List of fixes may be not too big, but most of bugs in the list turned out quite complex and required a loot of efforts to figure out a reason and solve it properly.
Also we are trying to add some improvements in each update, because update which contains only from bugfixes it is too boring : )
Also we want to remind that you may discuss an update and communicate with us about everything in our Discord chat.
link
Hello!
We are ready to introduce you another big and important update.
After 0.8 was released, we thought to start to release updates more often, but when we started working on 0.81, turned out that several big improvements should be implemented in combination, so it took more time than usual.
Despite the fact that the game in development more than 2 years, we made some mistakes in planning, as result, the game still lacks some basic and important features. So we are going to add some of them in this update.
Hello!
We are happy to introduce, probably the most significant update during entire development of Celestial Command.
Despite the fact that this update have a version 0.8, this is only a first update in sequence. New game mode is made on more than 50%, but still quite raw. For now we decided to release it as soon as possible in order to show you an idea, but during next few updates we will add more and more significant improvements in this mode.
First of all, we want to explain why we decided to implement this new game mode despite the fact than during entire development we advertised a game, as a space game without "unrealistic liquid space".
Orbital mechanics in the current state causes a lot of technical restriction in the game. The concept when absolutely everything in constant movement it is very unusual concept for game development. Both in technical and gameplay terms.
Such gameplay have very complex learning curve, however, many users definitely like other features of Celestial Command, such as ship construction, trading, combat, but don't like how movement works.
In orbital space, such terms as "distances" or "locations" is very unobvious and hard to understand.
So we decided to implement a mode which will bring more classic gameplay using existed functionality of the game.
So in this game mode, terms of distances, enemy bases and locations is much more familiar for users.
Besides that, performance is much better, there is thousand of asteroids and almost hundred of space stations can work with good FPS.
Plus, this game mode allows us to implement some new features which impossible in orbital mode, for example, path finding, it means that now it will be possible to encounter a NPC traders or pirates which will really travel across the world and they will avoid all obstacles (this feature not implemented yet, but will be added in the next few updates)
However, we do not have intentions to make the game "casual". Physics still much more complex than in most classic space games.
In this game mode, mass of the ship (and cargo) have very significant impact on acceleration and maximum velocity, and also on fuel consumption.
In such game mode it is very interesting to find a proper balance between amount of cargo, size of the ship, amount of fuel, consumption of fuel, desired velocity etc.
In the next update we will improve a physics so size of the ship and its shape will affect its maximum velocity.
Important to note, we do not abandon development of orbital mode. Furthermore, many improvements of one game mode, instantly available in another mode. This is possible due flexible architecture which is based on the single core.
Aerodynamic mode may even help to test new features and gameplay approaches in stable environment, before it will be added into orbital mode. Which is much more complex to develop new features.
Also we want to remind that you can discuss an update and communicate with us about everything in our Discord chat.
link
Hello!
We noticed that current state of save / load functionality works not exactly how we want. It is important feature so we decided to improve it.
So now if you will encounter a bug or just a complex situation, it should not be a problem to load previously saved game and progress will not be lost due flaw in save / load function.
Check the changelog for more details.
Also we want to remind that you can discuss an update and communicate with us about everything in our Discord chat.
link
Hello!
We are continuing to work on critical bug fixes and important improvements.
In previous update we added important feature, orbital grid, but it was too hidden. Now it is available on the main interface.
We made important change in structure of the ships. Construction of additional command modules on the same ship is no longer possible. Despite the fact that this changes does not bring new features, however It solves a lot of bugs with multiple command modules and also it will help to avoid some game design issues in the future updates where we will add ship specializations and skills for crew members.
Another important feature, you no longer need to guess how much ships you have. New window with list of all ships will allow to easily manage them. Now it is not a problem to switch control between miner and combat ships, for example. Also, renaming of ships now much more comfortable.
Also we made small, but important improvement, added new sound effect for module placement. Previously sound effect was too long and high frequency. Now it is much nicer and makes construction more comfortable.
Hello!
In this update we added quite simple, but seems like very important feature.
Now you can select planet and click appeared button which will display a special radial grid around the planet.
Why it is so important?
In space, it is hard to understand velocity of your ship. Velocity is a relative term. When we see a moving car, we can compare its velocity with the ground or other environment.
But there is no too much environment in the space, so in most cases there is nothing to compare velocity with.
So what to do in such situation?
Grids is the most obvious solution, but what if ships constantly moving on orbit? Grid will be static and ship will continuously move above the grid. This will not help to understood velocity of the ship.
In this case, we have an idea of something which can be called "orbital radial grid".
It is just a group of thin radial grids and each of them rotates around planet with the orbital speed.
So you may keep your ship in the grid cell if you wish to keep circular orbit. Or move your ship along circle of the grid if you wish to bypass planet around.
Now it should be much easier to understand how to move your ship in this game.
Besides that, we fixed some unpleasant flaws with cargo containers. Full details in change log.
Hello!
In this update we didn't managed to prepare some new features, only a few important fixes which took more time than we expected, mostly with multiplayer, so it is no longer broken and you can fly, mine and construct ships with friends.
However quests and AI still can work incorrectly in multiplayer.
Also, adaptive scale of interface for high-resolution monitors is temporary disabled until we figure out what wrong with drop-down menu.
Hello!
Users requested black? more realistic space quite a long time ago. We planned to add it only when interstellar travel will be implemented. But now we decided to add this option right now.
Now you can enable dark space background in world generation window.
Also we added new solar panel.
Besides that, important bug with save load now should be fixed.
Hello!
Main purpose of this update is important fix for save load.
Also we redesigned interface of options window.
It is a bit unfinished, some things looks not very good, but usability is definitely better than before (due categories) and we will improve it later.
Previous design
New design
Hello, dear community!
Sorry for no news from us during so long time, but finally we completed the huge update and we glad to show you the result of our work!
First of all, we want to note that our goal for this update was to turn the game from "pure sandbox" into actually a game.
In this update we made a lot of big changes, and here is the most significant of them:
Hello!
We decided to make the next update a bigger than usual.
Our main goals for the next update - create something which may be called "addictive gameplay" and also, make the game for new players as simple as possible.
We want to solve a problems which are described in negative reviews on store page. Most negative reviews related to the lack of tutorial, so detailed interactive tutorial will be added in the next update.
Also some people can't understand where is a "single-player" mode, so we added two different buttons in the main menu, as well as "Tutorial" button which launches the game immediately.
That is good for players who want to launch the game and jump in action immediately which is seems very important.
Also, some authors of negative reviews think that Celestial Command supposed to be a fully realistic orbital simulator with complex planing of "Delta V" and hardcore orbital maneuvering. But it is not. Celestial Command designed to be a space game with very basic orbital mechanics and simple navigation.So good interactive tutorial will explain that "orbital planning tools" is not necessary for gameplay and tutorial will explain how to move the ship without it.
Another main issue which described in negative reviews - a lack of content / possibilities.
There is interesting situation with this issue. Actually it is an illusion.
The game may have a lot of possibilities, but until the game have only sandbox mode and everything is available right from the start - you may think that there is not too much to do in this game. And the game will not fascinate most players for a long time.
This rule works almost for most games. Almost all popular games are successful due the "feel of progression". If a player will gather resources and perform tasks to achieve the more better and better abilities and items - the game will seems more interesting than a pure sandbox mode.
For example, the simple game without complex mechanics but with well designed "sense of progression" most likely will be much more successful and attractive than a game with a lot of complex features, but only sandbox mode without any sense of progression.
So this is an important problem of Celestial Command and we are going to solve it in the next update.
In order to do it, we plan to make new trading system, AI, new distribution of resources in asteroids, new prices for all modules etc.
Of course, it does not means that we will not to add new things. A lot of new things will be done in the next update.
For example, we already redesigned trading system significantly. Current trading system is terrible, even we are not always understand how to use it :) But the new trading system have much more comfortable interface and much easier to use.
Also, in order to make trading more intresing, we should increase an amount of space stations in the system. But current space station have very significant impact on performance due its size (it contains a lot of modules).
So in order to increase amount of space station, we decided to create completely new modules designed for space stations!
Such space stations not only looks epic, but also have much better performance than previous space stations which allows us to add a lot more station in the system with acceptable performance.
For example, this world with 12 stations runs on 90 FPS and it still can be optimized.
Usually we prefer to split such a big updates into several smaller updates. But in this case, we want to release it only when we will be sure that this next update will be really interesting and it will guarantee that after the next update, much more people will be satisfied with the game.
However periodically we will inform your about development and upload test versions in test branch.
If you don't want to miss those test updates, please join our Discord chat where we will inform you when new test update will be uploaded.
Hello!
New update with highly-requested advanced control for engines (sorry it took so long) and possibility to display center of thrust.
Now you can limit maximum thrust in order to align center of mass with center of thrust in order to avoid unwanted course deviation during movement.
Also, now you can easily use main engines using its own hotkeys (which will not conflict with default WASDQE movement buttons)
Update 0.78 Alpha - Public servers and new modules
Public servers! Yay!
It was quite a hard task to understand how to work with Steam API. And we still did not understand it completely. For example, you still can't join a friend's game by pressing "Join game" in Steam chat.
However, we managed to figure out how to create global servers using Steam master server and now you can pick server from the list and join it!
4 new modules and new starting ship.
New modules makes maneuvering engines a bit smaller and new cargo container have additional mounting points, as result, starting ship now is much more customizable. Blue containers indicates possible mounting points.
New small engines with nice looking blue effect.
Actually, it is not very realistically, if each engine will hve its own visual effect, because in real world, the color and the type of the flame depends mostly on type of fuel and oxidiser. But we decided to make this simplification in order to achive more diverse visual effect
Newly added ingame debug console
New radar icons
Pistons and rotors in multiplayer works surprisingly well!
At the current stage the game have quite a lot critical bugs and various flaws which interfere you to fully enjoy the game.
Seems like at this points we no longer should add any new big features, at first, we need to fix all critical bugs, issues of usability and polish already existed features.
Also seems like stable multiplayer with public servers could be very important feature which may brings a lot of new players to the community, so we decided to make multiplayer fully stable and reliable before to develop any new big features.
So the next few updates will be directed mostly on fixes and small improvements.
Finally! It works!
It was very complex task and it took much more time than we expected, but hope you will like these new modules.
Besides that, we gain extremely important experience while developed this feature.
The change log may seem quite small, as for 2-month update, however the first 4 items in the list was very hard to implement.
The reason, why it took so long, because earlier the architecture of the game does not suppose to have ships which consist from more than 1 physical object. Earlier 1 ship = 1 physical object, and for example, if two containers belong to the same physical object - it means they belong to the same ship and you may transfer cargo between them, control them, connect its connectors to each other etc.
But now, second parts of rotors and pistons and everything what attached to it - it is another physical object. So the ship which have one rotor or piston now consist from 2 physical objects, however the previous architecture thought that it is two different ships, as result, you cannot transfer or setup anything between those two parts. You can't even save entire ship, instead, it will save only selected part.
Another complex task which was solved it is find a way how to update physical joints when a ship losses its modules and splits on smaller parts.
So, in order to solve those problems, we made a lot of changes in many key systems, and now it works!
Also, the situation with docking port was similar with rotors and pistons. As result, now when you going to save specific ship, it will be saved and loaded with all docked ships. It may be useful for large carriers.
Another important feature, now you can build docking port right on top of existed docking port. So now it is much more convenient to build new ships.
However, despite we solved a lot of main bugs, there is still a lot of them. The system is too complex to solve all bugs at once. Besides, we worked on this update too long, time to release it when it became stable.
Icons changes its size depending on zoom factor
Also, the new system so complex, so we don't have a time to adapt new system for multiplayer. So, rotor and pistons completely does not works for multiplayer and probably causes bugs.Also, since we made many changes in core systems, previously saved files is not supported.
Hello!
Today, 21 November 2016, our project already 2 years in the Steam!
We are very grateful that you are with us. Thank to your support, the game becomes better and better.
We want to compare some screenshots from today and one year old to show a result.
Firstly, you may check our previous anniversary post.
One year of Celestial Command
One year ago, the game had 2D graphics.
But we are completely redesign all modules and now the game have full 3D graphics so you may observe the modules from any direction.
Interface became even better and more convenient.
Added possibility to repaint your ships.
Added more functionality for modules, multiplayer became more stable. Added trading, missions and seems like quite a lot changes during this year! :)
Today we planned to release a large update but unfortunately it require more time, so we cannot release it today. The next update will bring rotors, telescopic piston and some important improvements.
Also we actively develop a support of Steam Workshop so you will be able to share your ships!
We will try to release the next update as soon as possible and make the game even better!
Thanks you for you support!
Preview of the new feature which will be added in the next update. Physically based rotary corridor or simply saying servo motor.
Before it will be released we should to adapt it for save/load, multiplayer and ability to control modules which located on the other side of the rotary module.
Update 0.76 Alpha - GUI Icons, Usability, Warp Drive Effect, Laser Accuracy
Hello!
Mainly this update directed on GUI improvements and overall usability.
We gathered your suggestion from the forum and implemented some of them.
Previous interface
New interface
New effect for warp drive
Color of trajectory represents its status
High accuracy laser turrets
New dialogue windows for ship save-loader
Since we released a tool to save your ships, it is important to keep saved files stable and reliable. From this point we will try to avoid any wipes. If your saved ship will not load for some reason, feel free to send us a save file to celestialcommand@yandex.com We will analyze the file and will try to fix it. Also, we just uploaded a small fix which allows to load save games which was saved before corridors obtained an ability to work as cargo containers (version 0.752 - 0.753)
Hello!
This update took more time than we expected, but now it is possible to save your ships in external files and load again!
Also it is possible to load ships for specific faction, including AI factions which allows to create some large scale battles using premade ships.
http://steamcommunity.com/sharedfiles/filedetails/?id=781444193
The ship browser still will be improved to have better usability. For example, more convenient way to override existed files and possibility to update screenshot of the saved ship, but it will be slightly later.
Thanks! :)
We added new visual effect of the energy shield and recorded a PvP action from two points of view.
Here is a result :)
Full videos:
http://steamcommunity.com/sharedfiles/filedetails/?id=776139172
http://steamcommunity.com/sharedfiles/filedetails/?id=776139171
Small hotfix of fuel generator and some additional changes.
Hello!
Color customization feature is finally implemented!
Also small cargo container was redesigned.
Hello!
We are pleased to announce that after almost two years of development, we are ready to move the game from Pre-Alpha to Alpha state!
Of course it does not means that we will not add huge improvements! We plan to implement a lot of new features, such as heat system, better production, gathering resources from planets.
However, that means that the game concept became quite stable (for example, we will not return back to 2D graphics and do not plan to add movement in 3 dimensions), and the game now have many important features, such as save/load, multiplayer, trading, missions. Our first release didn't had any of these features.
Seems like we made a lot of progress during this time. Just compare our previous Greenlight Trailer and Early Access Trailer with the new Alpha Trailer
But still many things will be done :)
Also we updated the text on our store page, screenshots and uploaded a new trailer.
Thanks to your efforts, now the game have translations on many languages, and we added this information on the store page.
Besides that, we decided to show our project on the main page of Steam Store. It will be first attempt during entire development.
We hope to achieve significant increase of revenue, because we have an ideas how to significantly improve speed and quality of the development, but this will require additional finances.
We just want to let you know that most finances will be spent on further development, not on our personal needs.
Thanks you for your support!
Stay tuned, more amazing features still need to be done!
Note: This small update it is an addition to previous large update 0.7492. Check it for the full changelog.
Hello!
Thanks for your participation in our survey about new price of the game. We are very pleased that most people thinking that our game deserves more!
In order to take into account an opinion of each voice, we decided to calculate an arithmetic mean
Here is a spread sheet with calculations:
Note: 11.13 = 1758 / 158
Let's round to closest value, and the new price is 10.99$
Thanks you for your support!
Hello, dear community!
Missions is finally implemented! Not too many, but we will add more types of missions based on this system.
Also we returned back a construction drones! These yellow little things makes construction process much better :)
Besides that, we made some significant improvements in world creation and AI of turrets. Check change log for more details.
Thanks!
Hello, dear community!
We want invite you to participate in simple survey, it will takes less than 2 minutes of your time.
Details here
Hello!
The multiplayer is finally playable! Not a fully stable yet, but much more stable and smoother than before!
We spent a lot of time on this update, but we managed to solve a lot very important bugs in physics and multiplayer, so now, situations when your ship may be destroyed by random explosion should be encountered no so often.
However, it still might happens and we will continue to improve stability in the next update.
What about next update. We decided to start (continue) working on procedural missions. Seems like it is time to add various game goals which will be able to catch your attention for a long time. We will keep you inform about development of the next update.
Check both "Improvement" and "Fixes" changelog for more information about this update.
Thanks! :)
Some preview of changes for the next update.
What do you think, which is better?
Previous
New
Previous
new
Discord it is a new amazing chat service, it have very high quality, and comfortable to use.
We invite everyone who want to discuss something about the game or ask a question. It is more easy to use than a Steam chat, so if you want to ask a question directly to us, Discord will be more preferred.
Also, we ask all localizations and testers to enter in Discord chat, so it will be much easier to communicate.
By the way, we are searching for Linux testers, if you want to help, let us know in the chat :)
https://discord.gg/HY4XJaK
Hello!
We should apologize, because we didn’t fixed important bugs for quite a long time. Physics, orbits and overall stability and convenient of build new ships - is the most important things in the game. So in this update we worked on all of these aspects to make it comfortable to build and solve all bugs which may cause random explosion of your creations.
Despite we made many tests and solved explosions in some situation, there can be more of them, so such bugs still may exist in the game. Physics and collisions is quite hard to debug, but eventually we will make it fully stable.
Also we added highly requested hydroponics module, solved several bug of physics and many other things.
The next updates will be mostly targeted on further fixes of the most important bugs in physics, ship constructor and multiplayer.
Thanks! :)
Correct hyperbola trajectory
Smooth rotation of preview
Correct collisions
Correct velocity inheritance
Hello!
A huge thanks for everyone who helped us to translate the game on other languages! We received a lot of offers to help. First results was created super-fast! Thanks you a lot!
Also we added a button right into the game, which direct on the Localization guide.
And some new features:
http://steamcommunity.com/sharedfiles/filedetails/?id=719272793
Hello!
Suddenly we decided to add an ability to upload external language files and change the in-game language!
So we are gladly invite you to participate in localization!
Please refer to this guide for additional information.
http://steamcommunity.com/sharedfiles/filedetails/?id=714343868
We are very happy about this opportunity of collaboration with community! :) Also, now someone may fix mistakes in our English. :)
Besides that, we implemented "relative waypoints" and some other improvements. Check the changelog for detail information.
Thanks! :)
New module
New 3D engine effect
Ability to set waypoint relative to another object (something goes wrong during recording) :)
Control of relative waypoints a bit complex, here is how it works, you need to hover desired target with the cursor then click near it or move cursor away to release "relative" mode. In next update we will make control more intuitive.
Hello!
Sorry for some delay, we planned to release this update at Monday, but turned out we need to fix some things.
So, despite some bug fixes, this update brings only one, but important core feature - RTS like control. This feature was planned long time ago, also it is a second part of the name.
"Celestial" - already in the game, in a form of orbits and planets. Now it have a "Command" :)
However, this feature is not ready yet, in further updates we will add more type of orders. For now the most important is ability to dock to another ship which will allow to add NPC trade ships.
Also due this new AI system, AI of trade station was a bit changed, and we made some work in order to avoid conflicts between camera control direct control and RTS control. For example, camera can be rotated by right mouse button, but ship can be moved also by right mouse button if the button was "down" and "up" In the same position.
Also if you will try to control the ship manually, AI will release control, it can be useful to quickly take control over a ship.
By the way, if you select your ship and click somewhere near it, it will work like "keep circular orbit" autopilot - some time ago it was a highly requested feature. Hope you will like it. :)
Unfortunately, AI ships still can't attack you so there is not so much combat gameplay. But we will add it soon.
Thanks!
Hello!
There is a quick fix of bugs reports in this and this threads. Plus some improvements of resource connectors.
Since we removed visual connections between modules (it impacts performance too much) many modules have a visual gap between neighbors. We will gradually modify all of these modules to solve this during several further updates.
Also, we are very glad that you like our big 0.73 update. Thank you! :)
Hello!
This large update about optimization is almost completed! It took a lot of time, but the result will worth it!
At first view, the game may looks the same, but the technical aspect was improved a lot! Now the game have much better performance, which allows us to focus on large scale improvement of AI and trade system in the next updates.
We had a desire to implement more noticeable gameplay changes in this update, but turned out this update took too long time, so will be better to release it now, and implement more gameplay changes in next updates.
Actually, many changes related not only to optimization, but also other things. Take a closer look on changelog for more information.
Unfortunately, due huge amount of internal changes, we encountered a lot of new bugs. Most of them already fixed, but we still have a few, it will be fixed in next updates too.
New HD textures of asteroids
Before
After
New warp drive effect
Also we made a redesign of our web site. We are not experienced web designers, but seems like now it looks much more clean and modern. You may check it here.
Previous threads about this update:
http://steamcommunity.com/games/CelestialCommand/announcements/detail/934867612705625831
http://steamcommunity.com/games/CelestialCommand/announcements/detail/934868247795256180
http://steamcommunity.com/games/CelestialCommand/announcements/detail/935995594726919923
Now we will work on Trading and AI, and will release the next update as soon as possible.
Thank you for being with us, even during such a long pause in blog and updates! :)
Hello!
So, we continue to working on refactoring and optimization, fixing a lot of things which should be fixed long time ago!
For example now we have new control interface for modules. Now all interfaces based on the same GUI prefabs. So now everything looks in single style and also now it is much easier to display and control more module parameters via its interface. This will allows us to give you a more control over a modules in the future.
Also we analyzed this and this threads and working to make resources connectors much more intuitive, so now users should not have problems with resource distribution and building.
Now it indicated direction of resource transfer during drag phase and more intuitive in/out icons.
Of course this is not entire list of changes. Full changelog will be on 0.73 release.
Thanks for what with us!
P.S.
Falcon 9 successfully landed on the drone ship! Let new era of space exploration begin! Hooray!
Hello! We plan to add short videos about development on our Youtube channel. For example, here is some short presentation of new performance which will be available in the next update. http://steamcommunity.com/sharedfiles/filedetails/?id=652625198
Well, usually it how, when we add some feature, we do not optimize it too much. It should work as fast as possible and can be optimized later, when the question of optimization will be critical.
So now it about time! People noticed it in this and this threads
Further development impossible without optimization. Even a few additional ships drops FPS to very low level. But we want at least 100 ships in the system. So we started working on dramatically optimization, reassembly and refactoring of the code and architecture.
Besides that, we made an interesting discovery about how exactly we can improve performance significantly!
If you are game developer and use amazing Unity engine, you probably will be interested to look at our research in this forum
So far early tests indicates 120 FPS for 100 ships, which is great! When we will have stable result we will show some video of the tests.
Hello!
No news from us for a long time, but we are ready to show you some new and interesting features.
First of all, we worked on new trading and AI, as result, now we have completely new trading system, now it's not just the simple buttons to buy or sell, but a station with real cargo holds and dynamic prices depending on the quantity of goods that it has.
Unfortunately, we don't have time to finish the AI for NPC traders flying between these stations, now it's more of an interim update, but now the trade looks much closer to what we want in the final version.
Check the changelog for detail information.
Hello!
Time to share some news! :)
Hello!
We wish to please you with new update. Mostly it is preparation to new trading and AI, but also we have some bug fixes and improvements.
First of all, all asteroids now relocated to large asteroid belt, it is more realistically, good looking and navigations in large asteroid belt is more easily than before. We like how it looks and we plan to improve it further by adding more stations and AI ships in further updates.
Align camera rotation with ship - is returned back
Planets do not have asteroids on its orbit, but each asteroid from the belt still fully physically simulated, so you be able to push it to the planet orbit if you wish. When missions will be implemented, we will add couple of missions with this task.
New grid makes a navigation much easier
Also we apologies for inconvenience for Mac users, we encountered strange issue during build and uploading and turned out that Mac users could not run the game during the week. Now this problem is solved and everything should runs okay.
Note: Due new asteroid belt, previously saved worlds can't be loaded. Please start new game in order to play.
Hello!
A first attempt to add a rocket weapons was almost a year ago, but when orbital mechanics was implemented, it became a hard to direct rockets at the target with precise accuracy.
But now, when we have AI, we managed to return rockets back, better than before!
This is not a usual rockets which we used to see in most games. It is physical simulated, with its own engine and AI. It is actually like a small space ship with the instruction to ram into the target using limited amount of fuel. Thanks to this fact, rockets flying pretty fun with nice trajectories.
Try it!
P.S. Since at the moment, enemies can be added only via sandbox tools and NPC Space Station is the only ship in the game world - we are not responsible for the possible violence against NPC Space Station using rocket weapons. :D
Hello everyone!
This update became a challenge to our patience and design skills. We had tried to make this as soon as possible and make you happy with the new update before the new year, but turned out, this requires more time and we are ready to show it only now, but we hope it worth it!
Note that many modules were created in a hurry, some of them have strange design and not very good optimization. We will improve it later, but even now, the game should run well on minimal system requirements which are stated on the store page.
Some effects also still not ready yet for 3D, such as shield, ion engine, tractor beam. Also we need to create new trailer and redesign of our website but we decided that it will be not good, if we will not release the update just because out website is not ready yet. :)
So now, we happy to introduce the Celestial Command in 3D!
Despite the fact, that all modules were created in 3D editor, many of them were designed to look nice only from the top, so we recreated all modules which have in the game.
Also we replaced new planets, background, and made some fixes in a GUI in order to correct display in 3D view.
Besides that, we finally fixed a complex bug which is annoying for several versions. From now, grabber and docking port should work well and should not cause the game crash. Yay!
Also, we do not forget about forum and yours suggestions, we improved many little things, and in further updates we will improve even more.
Thanks for your support!
P.S. Some people asked to add an option to enable "2D mode". We will add it little bit later. Ability to paint the ship in custom color also will be added later.
Version 0.7 is not ready yet, but you are probably curious how it looks. So we decided to open access to preview build in order to satisfy yours curiosity.
How to get an access to test build:
1. Right click on the Celestial Command in your game library and select "Properties"
2. Select tab "Betas"
3. From the drop down menu select "Tests"
However, make note, this version lacks several 3d models, effects and have some strange bugs (which will be solved in final 0.7, of course)
For now we will not publish changelog. Full change log will be available at final 0.7 release.
We noticed the solar panels it is quite important part of a spaceships, but its quality didn't match its importance. So meet the new solar panels (now with protection in folded state!)
By the way, during development of new solar panels we encounter some funny result :)
As you can see, transition to 3D gives us new possibilities in design, so now we can create some really interesting designs. For example grabbers now actually grabs asteroids / unwary opponents!
And here is how it looks from top-down.
Also you may note that background became darker. It is still little bit blue, because 100% grey color looks not very well, at least for now. Stars is little bit larger and background nebulas slightly optimized, as result, seems like the space looks more pleasant and natural.
This update requires a little bit more time than we expected, most of things already done, but we still need to add several 3D modules and some functionality, for example new effects for shields and ion engines, adapted for 3D.
We will keep you informed about progress :)
We planned to release 0.7 at the New Year to make you happy. :) And rushed to work on it. But there still several important things to do, so we decided do not release unfinished update. It would be unpleasant to receive unfinished update at the New Year.
We just need a several days to complete it, so the new update will be slightly later.
However, we still have some gifts!
As and in previous New Year, we give away gift keys for followers!
First 16 people who will request a key in the comments below will receive a free key. One condition - you haven't the game in your Steam library (before request, please make sure that your profile is visible for everyone).
Update: All keys sent.
Happy New Year! Will hope in the new year the human civilization will make even more scientific discoveries and people will spend more resources for science! :)
Just a short news about possibility to repaint a modules in custom colors. Also you may note new 3D modules which is also slightly redesigned. Hope you like it! :)
You probably already very used to blue background of Celestial Command, and seems like everyone already tired from this. The background is blue not because of this is style or we are fans of blue color. :)
Now, when we are developing 3D, it is good time to revise the style of the background.
In most space games, especially old, the background looks like a colorful mess. We wish to avoid this type of backgrounds and prefer more realistic solutions, but real black space - probably is not very suitable style for Celestial Command. However, we made this variant just to see how it will looks like.
It is only a test, currently color of the background still blue, but we are wish to change it to something new, just didn't' decided how exactly.
By the way, take a note on the star at the second screenshot, it is more detailed. We plan to slightly change a style of star.
And some news about development process. We continue to adapt various systems for 3D. For example, these connectors and mounting points previously was located above the modules.
But now it is fixed.
Also you may note that some parts of the ship already replaced with 3D models. Here one another screenshot:
Oh, yes, also we made some performance optimization. Geometry of planets and asteroids becomes more simple when it is far from the observer. Many people appreciate that the game runs on weak computers, so we wish to keep it performance and even improve it.
Besides, pretty soon we plan to add a support of touch screen, so the game should be able to work even on Windows Tablet PCs.
Thanks for support!
When we shared our plans about new 3D graphics, people started worried about two things:
1. The game may lose its 2D charm.
2. System requirements will be increased so the game no longer will run on slow computers.
But we want assure you, there is nothing to worry about :)
At first, let's look at this:
We added new planets and asteroids, but as you can see, it looks pretty much like the familiar Celestial Command.
However, now we can rotate the camera! :)
To compare, let's take a look at 2D planets from previous version.
View of star system in 3D:
Let's take a closer look at new asteroids!
At first, let's look at previous version:
And new!
And one of new planets:
And what about performance, the new version will have even better performance than previously, why exactly, we will explain in further posts.
So what do you think? :)
Yesterday we told that we will keep you informed about development of 3D.
So, there it is!
It is only a beginning, just changed camera. But it is already looks so much better and so more serious! Also you may note how funny previous 2D things looks in 3D perspective.
Also we want to show you this small container in 3D. It is already in Unity Engine, not in 3D editor. Textures is little bit messed up during baking, but it will be fixed later.
We are very excited to work on this update and soon we will show you even more amazing stuff!
Hello for everyone!
You had no news from us for a long time, but we have a reason for it, paperwork took some time, it is almost completed (we will inform you when it will be done). Also implementation of AI broke multiplayer and saveload, so we made a lot of efforts to resolve those features together.
Seems like this is slowest period during development of Celestial Command, but we always learn new things, achieved new experience and now the development should be even better! :)
Of course, many things in the game is far from perfection, but with the help of yours suggestions, bug reports and support we are seek to it! :)
It's been a year since we released Celestial Command in Steam Store, and we want to summarize this year.
Since this is our first project, it was easy to make a mistake with the timing, so our prediction to complete the game before summer 2015 turned out incorrect.
However, the game, which was started as "simple shooter on the mobile phone" turned into full scale, serious game with amazing community and we can proud with that.
Early screenshots of the first version of the game for Android devices:
But at some point we are realized that we can't develop just another one "submarines in space", so we had two options.
Actually develop the game about submarines, redesign modules, add some underwater effects.
Or make the space more realistic.
It was hard to design beautiful underwater world in 2d graphics, so we tried to implement orbital mechanics and the result turned out incredible!
Later we realized that thanks to the Steam Greenlight, the PC is not unreachable. And actually PC is much more serious than mobile platform, so we decided to move away from the casual game and start to develop Celestial Command.
Lets look at the deference from the earlier versions.
Menu
Old
New
Editor
Old
New
GUI
Old
New
As you see. A lot of thing was changed. A lot of things still will be changed in future, and the most amazing things still to come.
Thanks you for your suggestions, bug reports and support. Without that we would have lost the most important resource which is sometimes very lacking - enthusiasm.
Yay! :)
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