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This update has gotten a bit bigger than planned. The main addition is a new storyline, which introduces a new alien race that [spoiler]has been waiting at the edge of the Trappist-1 system[/spoiler] for you to [spoiler]melt the ice at Zima[/spoiler].
The Steam Space Exploration Fest runs from September 2 to 9. I'd like to take this opportunity to thank you all for your reviews and comments. Its amazing to see that Trappist resonates with so many of you! It's been a while since the last update, so I want to share with you what I've been working on.
The previous update added configurable keybindings. With this update they also show properly in the tooltips and dialogs. The icons will also update when you switch between keyboard & mouse and gamepad. Valve rated the previous version as Playable on Steam Deck and this update improves on that. Including display of the right controller icons, a slightly larger default size for the UI and better touchscreen support. Thank you all for playing, and for your feedback and bug reports! The changelog for v1.0.9: - Show dynamic keybindings in tooltips and dialogs - Switch displayed keybindings to match active controller (keyboard and mouse or gamepad) - Better support for touchscreens on Linux and Steam Deck - The Iron Mine now requires the presence of Iron Ore. Any previously built Iron Mines on colonies without ore will continue to work. - Randomize the animation offset for cows on the Cattle Ranch - Fix Research Project cost shown as unavailable despite having enough Research Points - Fix navmesh placement for Cargo Drones on The Dig - Moved the colony approach locations further out, so they can't overlap with the planet's navmesh obstacle - Construction panel: highlight the currently opened tab - Construction panel: disable a tab if it has no available construction options - Options menu: include the refresh rate in the screen resolution dropdown - Options menu: refresh the VSync dropdown after changing the screen resolution - Fix possible NPE while panning the camera at the screen edge - Fix possible NPE while placing buildings - Fix pinch-to-zoom gesture zooming back out after release - Fix Oil Jack and Water Pump animations from jumping when exiting the main menu - Upgrade to Unity 2022.3.31 - Upgrade to XCode 15.2.0 for macOS builds
With today's update you can configure the keybindings for Trappist!
The Options menu (icon in the top-right corner of the main menu) now has a Keybindings button which brings you to a new screen where you can configure most keybindings in the game:
If you run into issues after changing the keybindings, you can reset the keybindings by pressing the Restore Defaults button.
Some of you may recognize the above screen as the configuration menu that comes with Rewired. This is a Unity asset that helps with keybindings and controller support. And it gives me more flexibility in improving the controls from now on.
Trappist is now (mostly) playable with a gamepad. Most controllers should have a decent default layout. There are a few rough edges, so I'd love to hear feedback from those of you who regularly play strategy games with a controller, or who play on a Steam Deck!
Although you can change the keybindings, the tooltips in the game don't reflect these changes and will continue to show the original keys. Going through all the tooltips will take a lot more time and I didn't want to let you wait longer on this update!
This update was in beta over the last few days, and no immediate issues popped up. But there were many changes to the internals on how input is handled. So unexpected issues can always occur. Please let me know if anything is not working as it was before, or if some controls need more improvements.
With today's update you can configure the keybindings for Trappist!
The Options menu (icon in the top-right corner of the main menu) now has a Keybindings button which brings you to a new screen where you can configure most keybindings in the game:
If you run into issues after changing the keybindings, you can reset the keybindings by pressing the Restore Defaults button.
Some of you may recognize the above screen as the configuration menu that comes with Rewired. This is a Unity asset that helps with keybindings and controller support. And it gives me more flexibility in improving the controls from now on.
Trappist is now (mostly) playable with a gamepad. Most controllers should have a decent default layout. There are a few rough edges, so I'd love to hear feedback from those of you who regularly play strategy games with a controller, or who play on a Steam Deck!
Although you can change all of the keybindings, the tooltips in the game don't reflect these changes and will continue to show the original keys. Going through all the tooltips will take a lot more time and I didn't want to let you wait longer on this update!
This beta is available on all platforms, to confirm it all works on Windows, Linux and Mac OS. Please let me know if anything is not working as it was before, or if some controls need more improvements.
The changelog for v1.0.8:
- Add customizable keybindings for most game actions
- Add support for gamepads
- Add keybindings to pause and changing the game speed
- Fix keybinding for toggling the status of Cryo Pods
- Fix stepwise, counterclockwise rotation for placing buildings
- Fix collecting collectibles while the game speed is set to paused
- Fix possible KeyNotFoundException while iterating over available resources
- Fix possible NullPointerException in save game tooltip
This is a relatively minor update. But I did want to get these fixes out while I'm working on the next, bigger patch. The Cargo Ships are now better distributed over all available landing pads. The previous patch already had some fixes to handle collisions better. But this will help create fewer collisions. This should help with the performance of your trade routes. But it's up to the player to make sure there are enough Landing Pads at a colony! Previously a selected Cargo Ship would always land near a fixed approach point of a colony. With this update the cargo ship will come down within view of your camera, or at a landing pad nearby the camera. For the next patch I'm working on customizable keybindings and gamepad support. Which should also mean the beginnings of Steam Deck compatibility. The changelog for v1.0.7: - Cargo ships on a trade route make better use of all available landing pads - Cargo ships will try to land on a colony within the player's camera view - Tweak cargo ship approach vectors for a nicer animation when going to or coming from space - Set newly built Cryo Pods to Freeze - Prioritize the Floater Inflater, and deprioritize empty habitats when distributing Floaters - Prevent the incoming messages animation getting stuck - Fix right-click behavior on area marker indicator
This build includes the fixes and additions from the last beta and a few more. There are now some additional task items to better guide the player towards the next parts of the story. When setting up a new trade route, whenever you add a trade stop it will pre-fill an order to unload the goods from the previous stop. Let me know if that makes the trade routes clearer and/or more convenient. The camera now zooms out just a bit further. Together with the camera fixes in the previous update I hope the strategic view will be more useful. There are new Theoretical Research projects available in the Research Center. These projects allow you to gain research points of a specific type. These can come in handy when you're short a few points for another research project. This is a (limited) alternative to going out, exploring and collecting samples. Various fixes related to navigation. Notably, all cargo ships now have different avoidance priority values. This should prevent them from colliding, unable to pass by each other and halting your trade routes. This patch also includes some fixes for various crashes that have been reported. They are not always reproducible so let me know if the game is not stable for you, or if this patch helps. The changelog for v1.0.6: - Add tasks to investigate [spoiler]Trappist-1e[/spoiler] and [spoiler]Trappist-1h-II[/spoiler] - When adding a trade stop, add unload orders by default - Increase drone movement height at Graveyard - Fix triggers for the "Leave no one behind" achievement - Fix various potential NullPointerExceptions in UI And for the previous v1.0.5 beta: - Add "theoretical" research projects to generate research points of any type - Refresh research panel on resource events - Don't drop empty Cargo Drop Pods - Increase the navmesh size in the Trappist-1 solar system, so the Ark can't get lost in space - Add differing priorities to each cargo ship to better resolve collisions - Fix possible overlapping UI elements for game speed controls and research panel - Allow the camera to zoom further out while in space
This beta build contains a few more things players have asked about in the past two weeks. There are new Theoretical Research projects available in the Research Center. These projects allow you to gain research points of a specific type. These can come in handy when you're short a few points for another research project. This is a (limited) alternative to going out, exploring and collecting samples. The camera now zooms out just a bit further. Together with the camera fixes in the previous update I hope the strategic view will be more useful. Various fixes related to navigation. Notably, all cargo ships now have different avoidance priority values. This should prevent them from colliding, unable to pass by each other and halting your trade routes. The full changelog for v1.0.5: - Add "theoretical" research projects to generate research points of any type - Refresh research panel on resource events - Don't drop empty Cargo Drop Pods - Increase the navmesh size in the Trappist-1 solar system, so the Ark can't get lost in space - Add differing priorities to each cargo ship to better resolve collisions - Fix possible overlapping UI elements for game speed controls and research panel - Allow the camera to zoom further out when in space
More than a few players have reported issues with camera movement and zoom. Over the last week I've uploaded a few beta updates and with your feedback the camera controls feel much better now. Thanks for your feedback and patience with this annoying issue! The full changelog for v1.0.4 and the preceding betas: - Fix Zima Blue transition when game speed is changed - Consistent timing for jump to strategic view - Upgrade to Unity 2022.3.21 v1.0.3 (beta): - Tweak camera movement values, acceleration curves and friction - Add more specific alert messages and add more hints - Add missing supply alert message for Zima Blue v1.0.2 (beta): - Set threshold values for camera inputs - Fixed the story triggers related to Zima freezing and thawing - Fixed story triggers for the Graveyard events - Add additional safe guards to prevent NullPointerExceptions
This is another update in an attempt to fix the camera issues.
The issues are the result of how input events are processed on very fast machines with gaming mice. Especially the scroll wheel can have a lot of variation in how the input is processed by Unity.
I've tested the game on a variety of hardware but mostly on the lower end of the spectrum. Not the very fast gaming machines many of you seem to have!
It takes a bit of guess work on my end to determine how the inputs should be processed, and what the effects of my tweaks will be.
I would like to ask your help to try out this beta build.
To try this build: right-click on Trappist in the library page and select "Properties". Among the available tabs will be the "Betas" tab.
If you don't see this tab yet, you can refresh by exiting and re-opening Steam.
I've only uploaded a Windows build. That is where the issues have been reported. If you have similar issues with Linux or macOS, do let me know!
These betas also contain fixes for other issues that have been reported. So if you don't have any camera issues you're still welcome to try the beta.
Thanks for your patience while I try to sort this out!
The v1.0.3 changelog:
- Tweak camera movement values, acceleration curves and friction
- Add more specific alert messages and add more hints
- Add missing supply alert message for Zima Blue
More than a few players have reported issues with camera movement and zoom.
I've been working to track down the cause, but because I don't experience the issue myself it's surprisingly difficult to fix something that seems so simple.
I would like to ask your help to try out possible fixes. I've uploaded a beta build for you to try out.
To try this build: right-click on Trappist in the library page and select "Properties". Among the available tabs will be the "Betas" tab.
If you don't see this tab yet, you can refresh by exiting and re-opening Steam.
I've only uploaded a Windows build. That is where the issues have been reported. If you have similar issues with Linux or macOS, do let me know!
These betas also contain fixes for other issues that have been reported. So if you don't have any camera issues you're still welcome to try the beta.
Thanks for your patience while I try to sort this out!
The full v1.0.2 changelog (so far):
- Set threshold values for camera inputs
- Fixed the story triggers related to Zima freezing and thawing
- Fixed story triggers for the Graveyard events
- Add additional safe guards to prevent NullPointerExceptions
I'm very excited to see so many of you have enjoyed Trappist in this first week since launch! Some of you encountered bugs and in this first patch I try to address most of the bugs players have reported. Including fixes for unlocking new buildings and achievements. I've started work on the quality of life suggestions you've made. You can now pause, slow or speed up time in the game with buttons added to the top of the screen. The time controls required changes to how the game handles input. And I hope this also addresses some of the reported issues with zoom. The Options menu now has sliders to further adjust the camera movement and zoom speeds. Big thanks to all the community members that posted their issues and suggestions! The full changelog for v1.0.1: - Unlock the Robot Assembly Line when a moon colony reaches the second development Tier - Unlock Landing Pads on the Ark - Control game time, speed it up, slow it down or pause the game while giving orders - Changed how the game processes controller axis inputs for smoother camera movement - Added settings to speed up or slow down the camera movement, zoom and rotation in the Options menu - Fixed NullPointerException when attempting to show a tooltip in the Cryo Storage panel - Fixed NullPointerException when Cargo Drop Pod was collected - Fixed the triggers to unlock the Laser powered digging implement and Dry Feet achievements - Increased Wind Mill rotation speed
Welcome to Trappist! Trappist spend the last year in early access on Itch.io, and I'm excited to see Trappist released on Steam. In Trappist you get to explore the Trappist-1 solar system, 40 light-years from Earth. There are planets to explore, alien artifacts to dig up and lots more! I've had a lot of fun building Trappist and I hope you'll have lots of fun exploring, building and shipping cargo around!
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