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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!
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