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Hey Space Travelers! The Ship Combat (v0.13) major update is almost ready for public release! We are grateful to everyone who playtested it in the alpha branch. Your feedback and bug reports helped polish all the rough edges, as usual. Were always listening and taking your feedback into account, even if it might not seem so. We know some of you didnt enjoy the Hyperspace update, as it introduced new restrictions to space travel and made survival more difficult. Weve listened to your feedback. The Ship Combat update will address many of these inconveniences:
Hey everyone! The Stardeus v0.13 "Ship Combat" major update is almost ready and is now open for public testing. If you'd like to try it and provide feedback, follow these steps to activate it: [olist]
[previewyoutube=GcNtN17O0JU;full][/previewyoutube] Hey, Space Travelers! Stardeus has received a major modding upgradeJSON patching. This method allows modifications to core JSON files without overwriting them. Mods using this approach will be more reliable and compatible with future updates. Even better, multiple mods can patch the same core file, eliminating override issues. The rest of this update post is a tutorial on how to create your own mods. If you're interested, keep reading! If not, just know that mods support will be even better going forward!
- [ ] Update ModInfo.json
- [ ] Create your own ModCover.jpg
- [ ] Delete unnecessary directories
Run Stardeus and check if your empty mod appears in the Main Menu > Mods list. If it does, you're ready to start modding!
{
"target" : "Definitions/Objects/Devices/ChargeStation.json",
"operations" : [
{
"op" : "replace",
"path" : "/Components[Component=ChargeStation]/Properties[Key=ChargePerHour]/Float",
"value" : 50.0
}
]
}
Lets break it down:
- target: The path to the JSON file inside the Core mod directory that we want to patch.
- operations: An array containing one or more operation blocks.
- op: The type of operation. In this case, replace. Valid types are add, replace, and remove.
- path: A query specifying which element of the original JSON file to modify. It may look complex, but its straightforward once broken down.
- value: The new value replacing the existing one. Here, were changing ChargePerHour from 25.0 to 50.0 to double the charging speed.
Now, lets analyze the path step by step:
- /Components Refers to the "Components" key in the original JSON, which contains a list of component blocks.
- /Components[Component=ChargeStation] Filters this list to find the block where "Component" is set to "ChargeStation".
- /Properties Refers to the "Properties" key within that block, which contains a list of component properties.
- /Properties[Key=ChargePerHour] Filters the "Properties" list to find the block where "Key" is "ChargePerHour".
- /Float Refers to the "Float" key inside that block, which holds the value we want to change.
Since Float is the key that contains the charging speed, this is the final part of the path.
Greetings, Space Travelers! Welcome to the Stardeus "Hyperspace" (v0.12) update! This update brings a massive package of new mechanics, content, and balance improvements. It's the perfect time to start a new run! This update has been available as a public beta since early December and has been thoroughly tested and polished. Many suggestions and changes from early adopters have been implemented - thank you to everyone who participated in the beta test! If you would like to join in on giving feedback on future updates make sure to join the discord in the links below! Now, let's take a look at some of the most noteworthy parts of this major update.
Hey everyone! The Stardeus v0.12 major update is almost ready and is now open for public testing. If you'd like to try it and provide feedback, follow these steps to activate it: [olist]
Greetings, Space Travelers!
It's that time of year when the void between stars gets just a little spookier! Our latest update brings you the most essential research in intergalactic history: Halloween Decorations. Outfit your colony with ghastly and or spoopy (not poopy) things that might stir up your fellow colonists to a scare! Oh, and don't forget our stylish new coffins! Nothing says home like a final resting place <3
For our botanically inclined captains, we've added pumpkins to your planters and a new culinary delight: Pumpkin Soup! Serve it to your crew to keep their bones warm while they wander through your ghostly halls... (bOooOoo...)
TLDR: Seasonal halloween update with some cosmetics & pumpkin stew! We're working on a big "normal" update too, and are thankful for your patience in the meanwhile!
Hey Space Travelers,
There's been a bit of radio silence, so its time to lift the curtain and show what's coming in the next major update.
The focus of the update will be space travel and space-related story events. The current space travel mechanics are undergoing a significant rewrite. Here are some of the changes:
Hey everyone! Your feedback has been heard, and with the recent update, teleporters should work properly again! Several other pathfinding related bugs have also been fixed. However, there's a catch. A choice needs to be made between having good performance on large ships with dozens or hundreds of beings and accurate pathfinding through the teleporter network. If performance issues occur after v0.11.19, pause the game, go to Settings > Current Game Settings, and disable "Optimize Pathfinding for Teleporters." Heres a quick rant and explanation of why ultra-fast pathfinding and accurate paths through teleporters can't both be achieved at the same time: [previewyoutube=pc3cBVL-p7M;full][/previewyoutube] Full changelog for v0.11.19: - [Performance] Split pathfinding algorithm to support both fast pathfinding and accurate teleporter use - [Performance] Add "Optimize Pathfinding for Teleporters" setting in "Current Game Settings" (on by default) - [UI/UX] Show suggestion to build a Repair Station when one is not available - [Bug] Fix workers could block work spots for others while doing certain tasks - [Bug] Fix damaged workers silently dropping tasks when Repair Station was not available - [Bug] Fix fast pathfinding could find a longer path if a teleporter was along the direct route to goal - [Bug] Fix fast pathfinding could fail to find the path if excessive amounts of iterations were required - [Bug] Fix Trade UI could execute the trade with inconsistent item quantities if search filter was used and cleared mid adjustment - [Bug] Fix Cleaning Bots would start cleaning floors mid combat - [Bug] Fix Cleaning Bots unable to use attack methods provided by equipped weapons - [Bug] Fix relocating ML Booth or Replicator would destroy loaded brains / cores - [Bug] Fix entering skill levels with keyboard in ML Booth would not apply the value - [Bug] Fix robots in biological bodies unable to use beds, toilets, showers
Hey, everyone! It's been a little over a week since we released the Bioverse update, and we hope you've been enjoying it! As you can imagine, we've kept busy since the release, and thought a brief overview of what's happened since would be neat to share!
[previewyoutube=Ev8ux4AznHs;full][/previewyoutube] Hey everyone! Welcome to the "Bioverse" update. This patch is the most comprehensive update we've made to Stardeus in Early Access yet. It's a collection of core system rewrites + content, mechanics and balance updates. It was meant to be named "New Beings" (beings as in humans, robots, animals), however, this update ended up much larger than expected, impacting far more than just beings. This is the biggest major update that Stardeus ever had since launch to Early Access in 2022. The following sections will explain the most noteworthy changes. Many of them are mechanics changes and system rewrites that bring the overall simulation depth to the level like never before.
Once just a colonist on your way to terraform and settle a new planet, you have been selected to have your consciousness uploaded to the ship's computer to take over as the new shipboard AIand in the wake of near-total disaster, you'll have a lot of work ahead of you to see the rest of your fellows to your destination... wherever that might be! There are many things to be done on your journey, from managing the resources necessary to keep life support and other critical systems functioning to meeting the needs of those colonists also woken from their sleep by the damaged stasis array. [previewyoutube=zDeQ3FX3nyQ;full][/previewyoutube]
As part of Tacticon 2024, we're happy to announce that Stardeus will be 35% off for the duration of the event!
If you've got friends who you think would enjoy the game's depth and intricacies, now's the time to get them to give it a shot!
In addition, we're offering 25% discounts on both of the game's two pieces of additional content, so if you'd like to get your hands on the game's original soundtrack or its ever-evolving artbook, it's the perfect time to do so!
Greetings, everyone!
We're excited to tell you that Stardeus is returning to Tacticon for a second year!
As you may have seen if you happened upon their listings, Stardeus has been selected to participate in this year's Tacticon from July 18-22! That's just under a week from now!
Tacticon is a digital convention hosted right here on Steam celebrating strategy games as well as the devs and players who love them, and offers a number of panels and talks centered on this deep and expansive genre while also bringing over a hundred games into the spotlight!
Hey everyone! A quick update on the state of v0.11. For the past month it has been rigorously playtested in the alpha branch by dozens of people - big thanks to everyone who contributed feedback and submitted bug reports! I am playtesting it every day myself as well to make sure there aren't any loose ends or unpolished corners. The update is in great shape, however, for you to get a flawless, perfectly polished experience, it will be another month until v0.11 hits the public branch. Quality cannot be rushed. Thank you for your patience! - spajus
Hey everyone! Stardeus v0.11 major update is now open for public testing. If you would like to try it and provide early feedback, follow these steps to activate it: [olist]
Hey everyone! You probably noticed that the updates in the current v0.10 branch are getting far and few in between. This is because I'm in the final stretch of development for the new major update, and as I get closer to getting v0.11 ready for testing, I am becoming more reluctant to take the development time away from v0.11, even for as little as a couple of hours a week. Therefore, today marks the final update of the v0.10 branch. While the major update is almost ready for public testing, there are still several large loose ends and rough edges I'd like to finish before opening access. Meanwhile, you can take a sneak peek at some of the changes that are coming in v0.11: [previewyoutube=OPp0ZQbk9H4;full][/previewyoutube] See you soon! - spajus
Hey everyone! It's been another month of hard work, and I finally see some light at the end of the tunnel. I still can't tell how long it will take to bring this major update to a polished state, but everything is coming together smoothly, and I feel that the most difficult parts are already done. There are still dozens of things left to address, but I'll do my best to get ready for the playtesting phase within a couple of months. Allow me to present a few highlights from the past month of development.
Hey everyone!
It's been about three months since I started working on the upcoming major update, and while I'm still far from done, there's a lot of progress.
I have reimplemented most of the basic needs like Hunger, Sleep, Eating, Hygiene, Fun, Electricity (for bots) and a better half of the AI behaviors for tasks like Construction, Hauling, Refilling, Repairing, Demolition, Moving, etc. And the most important feature of the game - cats riding cleaning bots - is already there!
https://twitter.com/dev_spajus/status/1754883175384252852
To get a feel for the scope of this rewrite, here's how much the code has changed:
git diff --ignore-all-space --shortstat master -- "*.cs" "*.json"
2344 files changed, 51605 insertions(+), 62392 deletions(-)
For perspective, this is how big the whole project is:
-------------------------------------------------------------------------------
Language files blank comment code
-------------------------------------------------------------------------------
C# 2066 27122 18418 272135
JSON 1950 701 0 64152
-------------------------------------------------------------------------------
SUM: 4016 27823 18418 336287
-------------------------------------------------------------------------------
The impact of this update will be far greater than just AI and beings. Since I'm touching so many parts, I am taking a critical look at every mechanic I touch, and I'm axing things that are confusing and aren't fun. For example, the controversial "Device Wear" is completely removed.
On the technical side of things, I had a chance to rewrite some core parts of the framework that runs the whole simulation. This yielded significant performance boost at high clock speeds, the simulation is now able to run at a mind blowing rate that was never possible before. 10x speed will be truly 10x for everyone, and in my tests I can simulate a day of game time in just a couple of seconds.
Talking about tests, I'm rewriting them all too. Hundreds of tests were obsolete due to the changes, so I took the liberty to rethink the test architecture completely, focusing on their stability and speed. If you're interested to learn more about how automated tests work in Stardeus, I have a video about it here: https://youtu.be/043EY6H5424
The current focus of development is on body parts and their installation / removal / harvesting, also damage, wounds, healing and various conditions. That involves adding new devices, tons of various body parts, defining the abilities and status effects those parts provide, and figuring out how to tie it all together.
While there's certainly some complexity involved, I love how flexible things are getting due to the new mechanics. Here's an example:
https://twitter.com/dev_spajus/status/1755632007177003049
There's a bit of bad news too. I won't be able to keep my promise of old saves always working for this update. The game has changed too drastically, and trying to make the code backwards compatible with old saves would complicate the development and delay the release of this update by a few months, so I made a choice to break the save file compatibility. This also allows me to clean up some hairy parts of the old code that I had to keep just for ancient save files to work.
There will be a transition period for testing the new update, which should give some time for mods to catch up, and you will have plenty of time to finish your current run.
As of when the new update will be ready, I can't predict that yet, all I can say is that the development pace is increasing, as I'm learning how to use the new AI efficiently, and more and more parts are coming together. I'm doing my best to get it done as soon as I can!
That's it for now, see you next month!
- spajus
Hey everyone!
Time for a progress update. It was a busy month, and while Stardeus' codebase currently looks like this fully disassembled car, I have something new to show you.
Inspired by Factorio and Rimworld, Stardeus is a deep colony sim set on a broken starship manned by drones and hibernating human survivors. As the immortal AI you will have your drones repair your starship, save or exploit your human crew and travel the stars in this beautifully complex simulation of a procedurally generated universe.
With only a handful of drones at your disposal, salvage, repair and rebuild your destroyed ship and restore life support before the crew suffocates in the vacuum of space.
Design and rebuild your ship according to your own needs and desires. Balance the onboard systems of oxygen, heat and power to ensure long-term survival.
Process resources into useful components to maintain and expand your ship’s facilities. Grow crops and turn the harvest into food for your awakening colonists. Generate energy to power your ship and create a robust interconnected system.
Use and expand your massive computing power to research alien technologies. Discover new ways to survive the harsh universe and take care of or exploit your human crew.
Once powered and crewed by skilled colonists, take your ship on an odyssey to explore and mine the procedurally generated planets and systems of a vast universe.
Prepare for the worst, hope for the best. Live through an endless number of events and encounters introduced by the story-generating AI. Be it alien face huggers, benevolent traders or pirates: always be vigilant and deal with whatever happens the way you chose.
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