In NebuLeet, you paramilitary force against a growing space cultist threat. Program your units, build a fleet, trade, research, and engage in deep tactical combat in this RPG-strategy hybrid.
CORE FEATURES
Modular Ships - Customize and configure your vessels piece by piece.
You can get creative and share your designs with the world.
Automation Through Coding - Program your ships to move and attack smarter.
Androids can be programmed using an in-game visual language.
Evolving Galaxy - Face procedurally-generated events and crises.
The campaign has a high replay value.Organization Management - Hire pilots, do research, build bases, and secure funding.
You will make friends and enemies depending on your actions.Manual Control Support - Can you outpilot other players' programmed bots?
Show your piloting skills against Androids programmed by others in a hybrid PvP mode.
GAME DETAILS
NebuLeet features a two-layered combat system. On the surface: the simplicity of an auto-battler. Deeper down: a complex, programmable combat environment. The victory isn't just about having the best weapons - strategic algorithms can turn the tide even against superior technology.
Prefer more RPG-style gameplay? It's possible to have manual flagship controls in battles. This game is inspired by Space Rangers, after all.
The coolest part is that it works in multiplayer, too. If someone submits their programmed vessels, you can try fighting it using manual controls on your side. Or put your own android squad against it.
Every vessel is uniquely yours. Assemble each unit from individual parts, each with its own stats and mechanics. The look of your starship isn't just for show; if it looks like a death machine, it probably is.
This update brings experimental MacOS support!\n\nBut wait, there is more!\n\nI added a new secret (and optional) boss to the campaign. In order to fight it, a couple of preparations must be made by the player - and it\'s up to you to solve that mystery. In addition to a great in-session rewards for that fight, you also get a 100% sandbox items unlock, meaning it is the best way to fill the missing item slots. This boss is intended to be quite hard and difficult to find during your first playthrough (although it is still possible to do it if you know where to look).\n\nAdded a new mission - hireable mercenaries. This mission adds an extra opportunity to hire player-made vessels (aka visitors).\n\nEvery planet now has a New Year status effect. Some planets have unique New Year effects and celebration traditions, and you also need to pay attention to their year cycles as planets have a very different Sun rotation period. This change will mostly affect the players that do in-game trading: these periodical events add some predictable market changes and can be used to trade more efficiently. I might add more unique events later, maybe even one for every planet.\n\nThe vessel selection circle now depends on the hitbox size.\n\nThe game now correctly starts in either fullscreen or windowed mode, based on the settings.\n\nThe game now has icons on Windows.\n\nFixed some bugs:\n* A \"prototype\" trait can no longer be assigned to a non-Cerebra android\n* The \"projectile speed\" command is no longer available from the drone launcher program\n\nPlus a bunch of internal changes to make MacOS build possible.
If you enjoy using and/or programming a non-trivial weapon, you\'re going to like the new toys.\n\nContent:\n* Added Plasmaflare weapon - a dangerous engine that leaves a deadly trail, also allows strafing\n* Added Plasmaflare drone launcher weapon\n* Added Minecaster and Mega Minecaster weapons\n* Added Minecaster drone launcher weapon\n* Added 3 new body parts\n* Added 1 new wing parts\n* Added 2 new Cult bosses\n* Added 2 new music tracks (remixes done over the existing ones)\n\nCampaign:\n* Added a science funding mechanic - it is now possible to research things faster if you have enough credits\n* Added extra difficulty options (available through the custom difficulty option)\n* Added a cult fleet power value for corrupted planets (hover over a planet to see it)\n* Cult will now be much tamer when they are left with 0 planets\n* Cerebra now has an extra mission that will grant and Android prototype for free\n\nDescriptions/UX:\n* Implicit args (command-embedded) are now highlighted in purple inside command\'s description\n* Added ATK and DEF % info to their descriptions\n* Reworked weapon fire arc attr icon - now it\'s a full swing to clarify the distinction with a half-measure command\n* Expanded some sections of the in-game manual\n* Added some missing translation keys\n\nBug fixes:\n* Fixed a crash when submitting a sandbox vessel with bound scripts\n* Fixed Cerebra final test spawning after being completed\n* Fixed a sandbox simulation crashing when using Androids with \"cursor position\" command\n\nMisc:\n* Reworked vessel movement physics - it\'s now more realistic and preserves both engine and external velocities\n* Drones are now considered to be Androids from the game\'s perspective\n* An attempt to remove the annoying cmd window launched along with the game on Windows\n\nBalance:\n* Adjusted some recoil values\n* Made \"full stop\" command effect less powerful, it is not scaled with the vessel\'s engine acceleration value\n
Hello, fellow commanders!\n\nThese few days were dedicated to the most common feedback points so far: difficulty and lack of a comprehensive tutorial.\n\n
Game Difficulty
\n\nHere is how the difficulties were affected:\n\n1. The first (\"normal\") difficulty got significantly easier\n2. The second (\"hard\") difficulty is now slightly easier\n3. The third difficulty is more or less the same\n\nAlso keep in mind that you can always set your custom difficulty by adjusting the individual settings - different people enjoy different challenges. I, for one, enjoy a slower pace game (world progression), but also a very hard economy setting so it is harder to get stronger for me too.\n\nIt is not only about adjusting the individual settings, but also about introducing new mechanics into the game. For example, the Cult got a new ability to replace an outdated planetary guard with a new squad, but it will also cost it more points to do so. The player can now deploy AUX units in more missions, sometimes in larger quantities.\n\nThe scavenging trait (pilot skill) rework is also going to make the game easier.\n\nTutorials
\n\nThis game is meant to be explored with a slower pace. The game will try to give you contextual hints if it knows you\'re missing something, but at the same time it will also try not to overwhelm you by trying to explain the stuff you might not care about.\n\nWith that being said, it is still obvious that it is unfair to expect some pre-existing knowledge of gaming conventions I used in the game. But I can\'t give you a gentle staged introduction. In the world like this, you get a manual. Well, it\'s more of a guide as it tries to be short and on-point, instead of going into the deepest details.\n\nYou are not supposed to read through all of it. Is is there to fill the gaps if you are stuck at some specific part of the game. For instance, if you couldn\'t find how to edit the software and play with coding in this game.\n\nAh, and I\'m also improving the tooltips, fixing the wording, etc. The in-game manual is like a last resort thing, if no other clue was successful.\n\nChangelog
\n\n* Added \"vessel export\" option to the campaign\n* Made active quest pins non-removable\n* Added 2 new government quests\n* Added an metaprogression-unlocked item checkmark near the price\n* Fixed some crashes (thanks go to the players that sent the crash traces)\n* Fixed a fast travel bug - now it should work all the time\n* Made cult detector module more affordable, try it out\n* Items acquired through quests and missions are now properly saved to metaprogression\n* Scavenging can now give you a random enemy vessel part after battle\n* Fixed bots weird use of burst-firing weapons at high INT values\n* Added some hotkeys to the astroscape (J, R, F - all rebindable)\n* Added an in-game manual\n* Adjusted the existing difficulty settings and their values\n* Introduced more Cult-related limits so they\'re not as deadly on lower difficulties\n
\n\nThe latest version is 1.0.13, make sure to update\n\nJust letting you know that I\'m receiving the crash report sent by you from the game. I usually address them in a few hours (some time to notice it, fix it, and then upload the fix).\n\nI am also trying to address the lack of tutorials and onboarding issues. It\'s not a simple process as I don\'t want to make the game insisting too much on teaching you. Perhaps a third kind of tutorial is needed:\n1. no tutorial (already exists)\n2. context-sensitive hints once in 20-40 days depending on what you do (already exists)\n3. a more traditional \"let me tell you about XYZ\" kind of tutorial\n\nThe 3rd option needs some extra care as it can easily be too detailed in some aspects while missing out on some other ones. As a temporary band-aid, a game guide will be published here on Steam - it\'s not a solution, but a way for players to have more chances with the game now, before a better solution can be implemented.\n\nI also managed to add a bit of new content in-between the fixes: two new drone launchers.\n1. Flakling pod for a very low tech drone launcher\n2. Hyper trident turret deployer for as a second turret deploying drone in the game (this one is very fun to code)\n\nAlso added a new feature to every drone launcher: color controls. Previously, only photon bolter turrets respected the colors: the R color when set to >0 would stop them from firing. Now this trick works with any drone or turret. The G color would do a force-fire command, meaning the drone will shoot right now, even if it considers the target out of range or R is >0. This is extra useful for both turrets as you can have a way to manually fire their indirect-aiming weapons (also works well with rocketlings).\n\nThe difficulty curves were also altered a bit, making the normal (first) difficulty somewhat easier.\n\nMore goodies are about to come. When I\'m done with the highest priority stuff, content updates and modding guides will start showing up.\n\nFeel free to join our discord to share your thoughts and/or leave a comment to this post.
\n\nI didn\'t have enough time to make an announcement before or right after the release, so I guess it\'s better to do it now than never :D\n\nI read all the reviews, discussions, and some private messages from the players - the stuff I heard about is partially fixed, partially scheduled for the future.\n\nSome updates after v1.0:\n\n* The windowed mode is now much more usable, with scaling and all\n* Fixed multiple puzzles in software bundles\n* Added some extra hints in some puzzle descriptions\n* Made \"no\" decision in accessible puzzle solutions reversible (see a new gameplay option)\n* Added combat popup that describes the bare minimum a new player should know (1-time only)\n* Fixed some awkward audio bug - some players had audio turned off by default\n* Made \"rectangle contains\" command description easier to understand\n* Fixed some typos (there are still more out there)\n\nThe macos support was requested, but it might take more time before it\'s up. :)\n\nYou can send a bug report by using an anonymous feedback button from the main menu. Or you can join discord and tell about it there. The Steam discussions is another place you can go to -- I am trying to react everywhere.
This is the last devlog before the release.\n\nIt will be less detailed, but I will try to highlight the main changes happened since the previous devlog.\n\nCampaign:\n
- \n
- Fenero is now a full faction, participating in wars, etc.\n
- Added starting vessel metaprogression (can use previously unlocked parts)\n
- Added \"Cult Resistance\" mission as another way to counter the cult influence\n
- Added a couple of new quests that interact with cult influence mechanic\n
- Added a unique extra plot mission to every starting faction (Radix, Ensis, Cerebra)\n
- The Cult can now have a sticky long-term tactics that influence their actions\n
- Visitors (player-made vessels) can become AUX units now\n
- Added and reworked several missions to include visitors as either allies or enemies\n
- Fenero uses visitors for their military fleets\n
- Mercenary pilots behavior is now more sticky (unless their skills change)\n
- Builtin vessels are now unlockable as a part of metaprogression\n
- Can now browse the encountered visitor vessels in a new \"Visitors\" tab\n
- Can vote-up (or install) a visitor vessel right from the game\n
- \n
- Added a script override option to simplify the code reuse between parts\n
- Func/prog selection windows now have a name filter input\n
- Simulation mode now works better with non-android pilots (the numbers are more precise)\n
- Added many debug options (adding allies, enemies, etc.)\n
- Removed Call/0 commands - a normal Call commands can now be used in their place\n
- Fixed a bug with callee thrashing the state of the caller (it could lead to weird bugs in your algorithms)\n
- Added several debug-oriented vessels (they\'re in a separate \"debug\" vessel collection)\n
- \n
- Added more achievements\n
- Generating detailed workshop item description for submitted vessels\n
- Added an inferred vessel Tier calculation\n
- Added in-game quick feedback form\n
- \n
- Added Cyclone weapon\n
- Added Double Wingjet engine\n
- \n
- A more predictable and persistent vessel sorting\n
- Improved interactions between different collections (e.g. user<->subscribed<->builtin)\n
- \n
- ESC stops the sandbox combat immediately (previously there was a 1s delay)\n
- Introduced a textarea-like widget for description inputs\n
- Redesigned some older window widgets to make them look more consistent\n
- CTRL+click on a layer button moves to bottom/top\n
- CTRL+click on a color applies that color to all parts of that category\n
\n\nThe release is getting closer!\n\nI am planning to ship the v1.0 version of the game on 3rd of December. It\'s not going to be a GOTY-level edition for sure, but I will follow it up by updates to make it real good.\n\nProgramming\n\nReworked vessel-vs-drone handling in several commands. Instead of having a kludge YES/NO parameter in some and special mode in others, a new FILTER prefixing command can be used now.\n\n
\n\nAdded a line drawing primitive for debugging. Also added multi-color support for other drawing primitives (numbers, circle).\n\n
\n\nColor-based commands are now have their color components in 0...255 range instead of 0...1.\n\nAdded a new command that allows cross-vessel communication using LED colors.\n\n
\n\nSoftware bundles now have an information window listing every command it unlocks, along with documentation.\n\n
\n\nImplemented some debug simulation options.\n\n
\n\nEquipment\n\n
- \n
- Weapon - Charge Gun - the first chargeable weapon. Charge longer to deal more damage\n
- Weapon - Lance - another chargeable weapon. A powerful beam that burns everything on its line of fire\n
- Weapon - Chaosling Pod - a drone launcher with drones carrying a Chaos Cannon each\n
- Weapon - Hellfire Missiles - a new high-end missile launcher\n
- 2 new body parts\n
- 3 new engine parts\n
- 1 new wings part\n
- Added many more colors for all part categories\n
\n\n- \n
- 1 new quest\n
- Cult Armada is now more dangerous if not taken care of in time\n
- Radar 2 research is no longer required for Cult Detector science project\n
- Added more Cerebra carrier designs (3)\n
- Implemented a quicksave/quickload (F5, F9)\n
\n\nReworked sandbox arena vessel picker to a much more convenient one.\n\n- \n
- Made negative effects have separate icons (reputation decrease, power decrease, etc.)\n
- Mission level (difficulty) is now yellow/red colored if it\'s considered too dangerous\n
- \n
- Added the first batch of achievements (18 + more to come)\n
- Added Steam Cloud saves support\n
\n\n
\n\nThis is a status update for the public roadmap . (I may get tired from this mantra eventually)\n\nThis devlog was a tough one. For starters, I had to decide whether to go with IIII or a proper IV. You know it takes time to edit those post templates, right? With the hardest part behind, let\'s proceed to the changes made during these two weeks.\n\nSteam Workshop: you can send your sandbox vessels to the Steam Workshop right through the game! The item will be published for others to see and rate. If you subscribe to a workshop item with a \"Vessel\" tag, it will be accessible from the game using the \"installed from Steam\" filter in your sandbox.\n\n
\n\nWorkshop-augmented campaign: It is possible to meet player-made vessels in your single-player campaign! (You will need to have an internet to download them at the start of the campaign though.) Attack them, or maybe try to recruit them!\n\n
\n\nUI/UX: added an equipment comparison option when hovering over an item while having another one selected. Hold SHIFT to compare the two. Added an \"avg tech level\" counter near vessel design info.\n\n
\n\nPolitics: added new options. Now you can invest into planetary military, or fund some shady stuff to have a chance at becoming friends with pirates.\n\nProgramming: added Thermal resist property querying. It\'s a value from 0 to 1 which reports the current thermal-damage resistance of the target. Unified some commands, now they return values from 0 to 1 (as a floating-point) instead of 0...100. This usually makes computations easier, although it WILL break the currently written code. Be prepared to fix or rewrite some of your code after release. I will try to reduce the breaking changes after release.\n\nFlagship: added a flagship selection screen along with several starting options. They have different layouts suitable for different play styles. You can only select it during start of the game. Every flagship has its own upgraded forms.\n\n
\n\nBase building: added new modules. Kinetic ammo module, directed booster module, lab module (now it\'s needed to do research), shopscan module, resource mixers and synthesizers system (building resource converting pipelines to turn one resources into another).\n\n
\n\nSandbox: improvements to simulation mode (faster, better stats collection).\n\nCampaign: +1 new boss. Added \"Cult Influence\" mechanic, and Cult can now capture dominion planets. Added new cult-related markers (missions). All factions now have resolvable (and unique) win conditions. Added new pilot traits. Fenero slowly becomes a proper faction, you can now get trading info from them (more changes to come - they will have their unique armies). Siding with pirates is now a bit easier, but still requires some knowledge, finesse and determination.\n\n
\n\nBalance: crits now deal 150% damage instead of 200%, but this value can be increased through artifacts and/or pilot traits. Changed EVERY weapon price - it\'s still very much WIP, but we\'re getting there. I used simulations to compare stuff, but it\'s still not good enough.\n\nMisc: added accuracy (% hit rate) tracking for every vessel. Useful when analyzing your android performance and comparing weapons. Added a proper game loading screen (it takes about 0.5s to boot up the game on my laptop, but it can take longer on weaker machines, so having a progress report is important there; also it felt amateurish with a black screen).

This is a status update for the public roadmap .
Please keep in mind that I haven't updated the demo. These devlogs are a way to fill the gap between the demo and the game that is about to be released in a month or two. I may update the demo if there is enough spare time after the main release is done.
Equipment: added 4 more weapons. Hydra: a split-missile launcher. Fan cannon: a direct upgrade for Trident weapon, firing 9 projectiles in a wide arc. Vessel buster: a space sniper rifle with high damage and range, but slow rate of fire. Ion sprayer: a fast-firing short-range forward ion cannon, it has remarkable DPS and also burns batteries in seconds. Also added 6 new artifacts, 5 engines, and added tracker to the shop lists.
Flagship: reworked trading module (it can now track all resources instead of just 1 per module). Added radar III module.
Avatars: added some new pilot avatar elements. You can see a new hairstyle in this devlog's preview image.
Quests: added more war-related quests. They are available during a dominion war, and they can affect the war status too. Also added some economy-affecting quests (e.g. some of them allow you to change the resource market state)

Bosses: added 3 new boss vessels and 3 more enemy bases (stationary bosses).
Diplomacy: dominions can now capture each other planets. The player can participate in these events: help the planet defenders or help besieging it. This mechanic is connected to the dominion wars described in the previous post.

Missile tracking: missile tracking system was already present in the game, but it was not available to the player. Only some bosses used the Missile Tracker item along with Zappers programmed to shot down the enemy missiles. Now they're in the game in full. Also, some NPC (both allies and enemies) will utilize Zappers to be guarded against missile weapons.
Programming: implemented some long-waited features like ctrl+x cutting for pasting. Added data flow lines when hovering over COPY FROM or data anchors. Made missile tracker-related commands available to the player.
Campaign: a new Cult mission is added. The Cult will spawn a supply squad from time to time. If not intercepted, they can either build a new Cult base or make an existing base stronger by increasing its level. This new markers are detectable via Cult Detector flagship module. Added 4 new pilot traits. Improved enemy pilots auto stat distribution. Improved some missile-related programs for enemies (they will fire more often and with more accuracy).
UX: missiles now have a color-coded diode attached to them. Allied missiles have green color, enemy missiles have red color. This helps to distinguish between the two during a missile-heavy combat.

This is a status update for the public roadmap .
Content: added new weapon with unique mechanics "guided", more weapons with this mechanic will come. New campaign missions and interactions.

Factions: added a Faction starting option. Play as Radix, Ensis or Cerebra hired mercenary. They have different end-game goals, starting bonuses, and gameplay-affecting effects (like different period scoring rules).

Diplomacy: observe the wars between the dominions, or participate in them! The wars have goods and bads: they allow you to earn extra money, but they can shift the dominion power balance too much, and they generally make the dominions weaker. The Cult will use this opening.
Politics: strongly connected to diplomacy, politics feature allows the player to directly influence the way dominions might interact. Make them love or hate each other, plot against a single dominion or make everyone your best friend.
Interactive events: some new missions are interactive. Cult can send caravan interception squads - stop them or raid the caravan yourself. Or both. Dominion wars also mean more world-affecting missions are to be expected.

Guided weapon programming: this new weapon class requires extreme care. They usually have tons of flexibility, but at the cost of the programming complexity. Can you fully utilize their potential? Guided weapons include program-guided missile launchers (custom homing!) and "push to continue moving" weapons like Disk Cutter.
I am planning to focus on polishing next.
This is a status update for the public roadmap .
Content: added more weapons and other equipment parts in the tech level of 18-22. The max planned tech level might decrease to 25 given the amount of items we have for the game already. I still need to add dozens of items to fill 23-25 (end-game) item levels.
Save-load: implemented, including the auto-saving system and limited saves game mode for the campaign. The normal (unlimited) save mode allows arbitrary and unlimited saves. The limited save mode is autosave-only.
A set of final battles: half-done, with a new AUX troops mechanics they're going to be massive. The player will have to win several large-scale battles to capture the enemy-controlled planets.
More missions/quests: working on it. I try to add them as I go.
Upgradable flagship: done. You start with a tiny flagship, and then can expand it. It is also planned to have different flagship designs with their own upgrade trees (they will have different layouts and tiles available to them). For comparison, the flagship available in the demo is an average flagship which is bigger than the new starting flagship, but smaller than the final form available in the full game.
Vessel editor improvements: added some QoL features like "move all parts" key combination.
Programming: new commands related to the new weapon types ("guided projectiles"), finalized the missile tracker command set, added beacon-based sonar-style scanning command, ctrl+x to "cut" selected commands. More to come.
Also added many (hundreds!) of new vessel designs for the computer players to fill the end-game with more dangerous encounters. This includes new unique bosses.
The Cult can now adapt to counter-play against some cheesy tactics. For example, they might notice that you use drones a lot and make more anti-drone vessels.
My next big goal is diplomacy. It will make the dominion-related dynamics more interesting.
After that, it's probably more programming-related improvements.
I should be able to fully complete the roadmap until the release, but we'll see.
Since the demo is out, some of the players might wonder, how different the final game would be. What will be added and what's out of scope of this game is a valid question to ask.
Here is my attempt at clarifying some things. This list may not be 100% accurate, but it's as close as it gets to my understanding at this exact moment.
Overall, I am planning to make the Campaign better by adding more content and variety. Then I am going to focus on a multiplayer (async, offline) side of the game.
Content (uncategorized)
- New equipment parts up to tech level 30
- In-game achievements (plus Steam achievements integration for those)
Multiplayer
- An ability to play against uploaded player-created teams
- Periodical auto tournaments using the global server
- Globally accessible multiplayer PvP leaderboard
Campaign
- Save/load feature
- +1 dominion faction (Fenero)
- A set of final battles
- Diplomacy and its effects on the world
- More government quests
- More mission types (especially for the later game stages)
Flagship/base buildign
- Start with smaller flagship, unlock/build better ones as you play
- Flagships will have different layouts, with different base stats and tiles available
Vessel designing
- Better color options (more palettes, custom color input, color all/templates)
Sandbox mode
- Pilot editor
- Fleet editor (save several vessels as a template)
- Combat/arena settings and rules (e.g. arena size, spawn rules, ...)
Programming
- Program-level import/export
- An ability to set part-specific default scripts
- Debug settings: initial HP, allies, enemies
Extra/polishing
- Configurable resolutions + windowed mode support
- Steam cloud saves
- Keymap binding via settings
- Mac OS support
This update brings lots of new content, balance changes, and new mechanics!
Featured changes:
- A research system. Many things are unlocked or improved via research tree
- A better flagship base building. Most modules are now upgradable (need to be researched first)
- Government quests - an extra source of missions if you have good reputation with a faction
- Pirate root - be their ally or make them your sworn enemy (an optional root with 2 paths)
- Artifacts - rare (hard to get) items that grant unique bonuses to your vessels
- A limit fuel combat mechanic
- New boss-like encounters with immobile enemies ("battle stations")
- A semi-automated trading with Market Monitor base module
Content additions include new equipment parts (weapons, wings, body parts, artifacts, engines), new missions, new base modules, new pilot traits, and more.
Research
Research system allows a more gradual power growth. Instead of starting with all flagship modules (being overwhelming and obviously overpowered), you can research the ones you want one at a time.
It also provides new player boosts that were not available before. It partially compensates the ever increasing game difficulty (especially at higher difficulties).
The research system has some depth to it - you can pursue different branches and balance the amount of currently active research projects. More active projects is good in the long-term, but focusing on a single research can give you the desired technology much faster.
It also integrates with the world as you can use your superior tech level to boost one (or multiple) dominion factions tech level.

Artifacts
Artifacts are a rare equipment parts that give different unique bonuses.
Some of them give a flat bonus, but other may adjust the existing equipment part stats. Some artifacts may even have a downside that usually allows for an alternative vessel build style.
You can get artifacts from boss battles, as a random (low chance) reward for some quests, and from some missions.

Quests
The "contact the government" option on planets is now enabled. The new feature allows you to take quests at planets if you have a positive (+1 and above) reputation with them.
There are only a few quests added for now, but their amount will increase with the upcoming updates.
The rewards, conditions and even quest resolutions are randomized - some quests have several possible outcomes!

Changelog
Programming:
- Added an implicit YES/NO argument to num_targeters command
- Added fuel-related commands
New equipment:
- 7 new weapons
- 4 new engines
- 4 new wings
- 6 new bodies
- 13 artifacts (a new category)
Campaign:
- Start by designing a custom first vessel
- Hard difficulty is now even more brutal
- Implemented a game over screen - you can be defeated now
- Added many more vessel designs, factions evolve for much longer now
- Reworked the way missions spawn
- Cult spawns missions in a much more interesting and smart way
- Improved/expanded onboarding plot missions
- New planet events (e.g. Mercenary Duel)
- A "stalemate" combat can be restarted for free (0SP cost)
- Slow weapon on-hit effect is now cheaper
- Enemy pilots have slightly more variety in their behavior
- Added pirates-related events and missions (e.g. visiting a pirate station)
- A normal (unpgraded) hangar now has a vessel mass limit of 200
Rebalance:
- Adjusted panic-based mechanics. Pilots without ammo retreat more reliably now
- Reworked Scavenger trait, it should be more useful now (esp. against larger vessels)
- Ion weapons deal more battery damage
- Engines rebalance
- Rebalanced production points generation
- Mercenary pilots are now more responsive
- Bolter weapons are buffed
- Firefly missile gets a slight homing ability
Graphics:
- The fog of war in astroscape now reflects the nebula color
- Improved engine trails effect
- Added ghost effect to the arriving ("jumping") vessels
- Improved floating text alpha change
Pilot traits:
- Removed Weapon/Navigation mastery traits, now INT controls the accuracy/movement instead
- Added new traits (about 5-6 of them)
Missions:
- Many missions have different spawning/placement mechanics now
- A new mission - Cult Base
- A new mission - Cult Ritual
- A new mission - Cult Ceremonial Battle
- A new mission - VIP Protection
- A new mission - VIP Assassination
- A new mission - Caravan
- A new mission - Pirate Lord
- Added new options for some existing missions
Base building:
- Most modules have a progressive cost now
- Added new modules (e.g. subhangar and more)
- Many modules can be upgraded now (Radar, Turbo, Computing Center, etc.)
Sound:
- Added button click sounds for most UI elements
- Added extra combat music track
- Added impact sounds effects for most weapons
- Improved some weapon firing sounds effects
Misc:
- "Credits" main menu button is now implemented
- Added a new tutorial elements (contextual info pins)
- Planet tooltip now shows ETA
- +1 vessel color palette
- Game tracks various stats now (shown at the "game over" screen)
- Pilots now have a faction associated with them (with some mechanics taking that into account)
UX:
- Scouting (left-click without a mission targeted) now leaves a pseudo-marker for scouting
- Tab focuses the camera on player at astroscape
- An ability to disable autocamera in combat
- Added movement limit aura on astroscape (double-line circle)
- Made radar scan area effect more easy to understand
- Preserving new game settings between the re-runs
- Re-arranged UI elements in astroscape
- Added notification pins
- Added a ping effect when centering a camera around an object
Added extra on-pause UI:

This new interface allows several handy features:
- Jump to a vessel by clicking its button (0-9 hotkeys work as well)
- See vessel status - OK, Escaped, KIA, Arriving, HP level
- ETA time for the arriving vessels is displayed
- Browse a short vessel info (hover to get a tooltip)
- Can switch the team focused by pressing left/right arrow buttons (located at the top)
- Quickly check the ally/enemy status of the team by comparing their flags
Improved post-mission grade calculation. It now takes non-monetary goods into account (e.g. resources and score points).
New weapons:
- Avalancher missile launcher - long-range guided missile that deals damage proportional to the distance it travels
- Howitzer - an improved, much more accurate version of the Flak weapon
- Vorpal Slinger - somewhat similar to Chaos Gun, but its blade-shaped projectiles form a perfect circle and spin around the location for longer
There was also a Hydra missile launcher weapon that almost made it into the demo, but I still need to improve the way bots use it. More information will be available when it's released.
Other new equipment parts:
- Subquasion Engine
- Micropulse Engine
- Mini Spacepaddle Wing
- Crusader Body
New pilot trait: Ambitious. +1 INT when set as leader, -1 ATK otherwise. Also decreases the mission fee by about 10% (regardless of the leader slot status).
Added 3 new, higher-level bosses (the list of bosses hits 9 - each with its unique design and behavior). They are significantly more challenging than previously existing ones. For instance, they use an experimental feature: destroying enemy missiles with a Zapper weapon. This tactic will be more achievable for players when the Tracker bridge is made available (it's in the game, but can't be obtained in the campaign yet).
Here is a video demonstration of one of these new bosses:
https://www.youtube.com/watch?v=aUgz7qsIDzA
The Repair Bay flagship module is replaced by a new module - Blast Lab. This module increases the damage dealt by missile-based weapons (Firefly, Hound, Avalancher, Torpedo Launcher). It allows for a basic damage-armor tradeoff when configuring your hangars. More options will come later.
Balance changes:
- Improved Photon and Plasma bolters "effective DPS" calculation, the price is lowered by ~30%
The main change of this patch are persistent bosses. They will exist on the map until you defeat them.
Unlike other enemies, they don't have a randomized behavior - they have a special program written for every one of them, just for their vessel. For now, there are 6 types of bosses (more to come!)
I tried to make them challenging and interesting to fight. Just don't hesitate to press the "restart" button and retreat from combat if you've tried to attack them too early - they're very tough.
This update includes a few changes suggested by the players. I am going to try including at least a couple of these every now and then.
Programming changes:
- Increased "radar count" command max range from 400 to 500
- Sysvar command gets a new mode - "arena radius" to query the arena size
Other changes:
- Added warlord squads - travelling boss markers
- Reworked post-combat equipment damage calculation (it's more forgiving now)
- 0% condition equipment now has reduced stats
- Made chaos gun and ice dagger lighter
- Increased missile projectiles' hitbox area
- Added "repair all" button to the vessel design screen
- Player movement on the map is now smoother and avoids the star (most of the times)
- Added combat rating text (should give new players a hint about the restart feature)
- Added weapon sub categories (e.g. Kinetic Weapon, Thermal Weapon, ...)
- Added a way to restart a combat before its finished (hit Esc and press "restart")
- All in-test links now have square brackets
- Hovering over the pilot's mission fee label gives a helpful tooltip
- Added shopping "have unbought items" window, no accidental unequips should happen from now on
- Added pseudo traits to androids - programmable and uncommandable; hover on them to learn move
- Added mission goals to the combat (hit "?" in the bottom-left panel)
- Added weapon facing icon (a small yellow triangle near the item slot, in the inventory)
Flagship changes:
- Flagship tiles are now brighter (hopefully, it's easier to distinguish between the tiles now)
- Can move flagship modules even if they're in the process of being moved
Bug fixes:
- Velocity Direction's mode for operator now works properly
- Sandbox arena combat now includes the pause/fast forward buttons
- Fixed a bug when "the last chance" event would trigger after leaving the planet (should be post-combat only)
- The 4th vessel button in the vessel designed was half-clickable (invisibly obstructed), now it's fully operational
I am going to go LIVE in about one hour, give or take :D
The stream agenda is quite simple:
- Make a somewhat efficient space vessel design
- Program it to become competitive
- Then create a manually-controlled vessel and try to beat it
The programming part of the game is one of the least covered parts right now. I am going to address this issues today!
The stream will (hopefully) be accessible from the game's Steam page. I will probably upload it to YT later as well.
The game has a Creative Mode now, so it's time for us to have a vessel design contest!
Create your vessel designs in the game, then share them as screenshots:https://steamcommunity.com/app/3024370/discussions/0/591773574503651985/
If you need more than 1 instance of a certain part, right-click and "clone" it
You can rotate/mirror/paint the vessel parts!
You can post more than one screenshot
The vessel doesn't have to be fully functional and/or pragmatic
1. Run the game
2. Play->Creative mode->Vessel Editor
3. Design a vessel of your liking
4. Press F12 to take a screenshot of your vessel
5. Make that screenshot public (press "share on Steam")
6. Obtain a link to that screenshot (copy a URL)
7. Post that URL here ; an optional comment for your vessel design is welcome


This update brings several big features.
A new sandbox (creative) mode allows a freeform vessel creation and matchmaking.
It lacks some features and QoL stuff, but it's a start. It is also a good place to experiment
with your programming.
The second big change is software unlock system. Instead of dealing with a randomized tech tree,
you now have a learn-by-example system.
Sandbox Mode

The sandbox mode consists of two parts: the vessel editor and arena.
In the vessel editor screen you create vessel designs, equip and program them, and optionally attach some metadata like a description text.
Then you can use these designs in the arena section. It supports up to 4 fleets with up to 8 vessels. Every fleet can have one of the four team flags set (so it's possible to do all combinations like 1-vs-3, 1-vs-1, 2-vs-2, everyone-vs-everyone, etc.)
I am planning to extend both of these sections later. The arena would allow more combat options, and the vessel editor will be more convenient to use. It's also planned to add a pilot editor and maybe a fleet template editor (so you can save a fleet as a template for quicker access).
When you launch the game, the content in the sandbox mode will be somewhat limited. Only the basic equipment with a low-tech level will be available there. The programming commands are also limited to the basic set. To unlock more, you would need to play the campaign mode. Whenever you unlock an item or a programming command in the main mode, it will also be unlocked for the creative mode.
Programming Progression Redesign
As before, you start with a very basic command set.
The software research tab is still there, on your NebuLeet management screen, but it works differently. In order to unlock a new programming commands bundle, you need two things:
[olist]A spare research point (awarded every 100 days)
[/*]A source material to research that bundle
[/*][/olist]The source material is any equipment part you might have in your inventory with a matching bundle preinstalled. You can see which bundles any equipment part has by using the "inspect" context option. For example, this item has 3 bundles installed, with one of which being the Angle Processing Kit:

If you open its software (by pressing the "edit software" context button), you will see that it does indeed use these commands. The default program serves as an in-game example, demonstrating the usage of these new commands. If you like them, consider unlocking them via the software research screen.
When you unlock a bundle, it's permanent. I do plan to add a rogue-like mode in the future to force a difficult start for veteran players, but for now, it's a well-deserved metaprogression.
The game has many programs with various bundle combinations. Some of them are silly, some of them are relatively good, but none of them is too great. You are supposed to learn from a simple example and then improve on that, iteration after iteration.
I also changed a couple of other programming-related stuff, see the list below.
Other Changes
Balance:
Slightly increased the HP scaling of wings and body parts
[/*]Lightweight affinity now gives +2 DEF instead of +1
[/*]Engine prices are recalculated, rotation is now more expensive
[/*]Drone launchers are now more expensive
[/*]Programming:
Added an "android-only" mode; programming hardcode is here!
[/*]Removed rally-point logic from most of the bridge program templates
[/*]Androids can now learn traits, their pool is limited, and they get much less trait points overall
[/*]All androids are passively "uncontrollable" by default, they can learn "controllable" (*)
[/*]Space map/astroscape:
Added a planet list bar; can be used to quickly find planet locations
[/*]Added production points display
[/*]Base building/flagship:
Can now rotate a module that is being moved/constructed
[/*]Halved most of the module relocation times
[/*]Onboarding/tutorial:
Added a "comeback" mechanism that kicks in when you're in a big trouble
[/*]Removed a mandatory retreat event (it was clunky and confusing)
[/*]Added a trade-related event
[/*]Added a space scouting-related event
[/*]Improved the tutorial sequence pacing
[/*]Better locked slots/hangar hints
[/*]Content:
A new engine design - sideburn
[/*]A new unique weapon - a photon bolter turret deployer
[/*]A new command set - color-based programming (useful with turrets)
[/*]Added cult carrier vessels to the campaign
[/*]Other:
Extended some events descriptions; it's mostly a flavor text
[/*]Extensive tooltips for vessels (shows their stats)
[/*]Improved resource market tooltips (less text now)
[/*]Vessel slot gets a red outline if it has errors
[/*]Bug fixes:
Fixed "radar" command set for drones
[/*](*) An uncontrollable unit can't be commanded during the pause. You can't set a rally point by right-clicking, neither can you change its target by right-clicking the enemy. By learning a "remote control" trait at level 10, an android can be commanded like before. It will still require you to code the logic on your own though as now it's not a default program for most of the nav bridges.
After doing some extensive playtesting and getting feedback from the players , I am pleased to present a new demo update.
Content:
- Planet random events/status effects
- New NPC vessel classes - Destroyers, Carriers, Fiend
- New equipment: weapons, body parts, drones, and more!
- More high-level encounter lists
- Reputation has additional gameplay effects now
- More pilot behavior packs
- New mission types (Pirate Carnage and some other)
When speaking numbers, it's around 30 new NPC vessel templates, 10+ new equipment parts, 10+ new encounter lists, 20+ bot behavior programs.
This update moves the endgame mark when the game has no new content to offer from ~2 hours to around 4-5 hours. It's still not even half of what's planned for a full release, but I'm getting there.

Gameplay:
- A much better period report screen
- Negative events are hidden from the journal until the report is revealed
- Most NPC squads have a captain assigned
UX/interface:
- Combat overlay (pause, fast forward)
- Reworked vessel validation - it's non-blocking now
- Added post-battle per-weapon damage stats
- Show current reputation level in reputation change tooltips
- Can repair vessels even when not entering the vessel screen not from a shop
- More tooltips (hover over Android and Mercenary tags, etc.)
Game balance:
- Better experience reward curve
- Adjusted planet research rates
- A slightly improved equipment pricing
- An attempt to improve the difficulty scaling curve
Bugs:
- Fixed <1% HP bug
- Fixed repair bugs
- Added some missing translation strings (e.g. "weapon_fire_arc")
- Fixed "empty" target selection
The upcoming update will introduce a new NPC vessel class - the Destroyer.
Combining the offensive power of Fighter and armor-focus of a Guard, the Destroyer is one of the most dangerous dominion vessel you can encounter.
There are several tiers of Destroyers, but even the weakest destroyer can be problematic for an unprepared fleet.
Here are some designs I made for Destroyers:


The demo is out!
[url=https://store.steampowered.com/app/3024370/NebuLeet/] 
[/url]
Go ahead and play it out, then tell me about your experience .
The demo has content for 4-10 hours of gameplay, depending on what you want to achieve, or more if you try to explore the programming side of the game to its fullest.
Here is what I am going to focus on while working on a final release of the game:
- Final missions that will conclude a run
- Better onboarding and explanations of mechanics
- A better difficulty curve and progression
- Some metaprogression (unlocking new layouts of the flagship, etc.)
- More content in all areas
- Save game/program/vessel design
- Async multiplayer mode and online leaderboard
- More music, and more changes to the already existing remixes
- Plus some more stuff you might expect from a finished product (e.g., a fully working settings screen)
I prepared a small hint list for the new players. Use it if you have difficulties playing the game and/or if you have never played a game like this.
Here is a short video of me playing the game:
If you have any questions, feel free to ask .
Did you enjoy the game? If you wishlist it, the chances of its success are much higher.
NebuLeet includes two archetypes of pilots:
- Humans with behavior (I'll call them mercenaries for convenience)
- Programmable androids
Mercenary pilots' behavior depends on their stats, level, and personal traits (like Coward). They bring an auto-battler aspect into the game. You build and configure vessels, they do the piloting part.
Although this game can be played without programming, it's an essential feature that can improve the experience and open new possibilities.
A fully automated vessel? Great, that's possible.
A partially automated vessel, where you manually control the other parts? Yes, do it!
Or what about a manually-controlled vessel? You heard it correctly, programming is a way to get an arcade-style or RTS-style control of a unit, just make sure it moves, fires, and rotates in response to your button mashing.
Here is an example of the manual movement control scheme:

These little blocks are called commands. A sequence of commands (from top to bottom) forms a program.
There are several challenges when trying to combine auto-behavior of mercenary pilots and programmable androids. If no good programming is done, mercenaries are much better and require less efforts from the player. But if you create a good algorithm, it can dominate the scene.
And there is also an onboarding aspect of that - programming is harder to get into as you need to learn more mechanics of the game. We can't throw everything the game has onto the player and expect them to figure it out.
Instead, the player starts with a very limited set of commands available to them:

This reduces the cognitive load at the start. It also fixes the problem of overpowered androids in the early-game phase.
All equipment parts (navigation bridges, weapons, artifacts) also have default programs preinstalled. This serves as a programming example for beginners. In addition to that, it makes purchased items useful right away, without any re-configuration. There are multiple preinstalled programs, but only one of them is usually available from the start - the most basic one. This is because the programming commands pool is so limited, nothing fancy can be loaded into device even if it has the program listed.
So how do we unlock new programming commands? This is where software tech tree (ahem, grid) comes into play!

This grid is randomized every time you start a campaign. It consists of "command bundles". The bundles usually contain around 2-3 closely related commands.
You start by selecting a tech tree root - it can be any tile, for free. Then you can move from there by unlocking a tile that is adjacent to any of already unlocked tiles. The price increases every next tile, so prioritization is the key.
Once you unlock a tile, new commands that this tile (command bundle) provides are added to your pool. This means you can create more sophisticated programs on your own or use a more advanced pre-installed program of any given device.
You get Android Evolution Points when android pilots get combat experience. That's it - if there are no androids in your squad, no points are awarded. Both mercenaries and androids have their merits and it can be beneficial to use both, so consider this to be another parameter for optimization.
The potential for coding increases dramatically as you move towards the end-game. You can even encode state machines, but I won't spoil the fun of discovering the solution for you!

I hope this system will make multiple styles of gameplay somewhat balanced: from a full autobattler wth zero or very little programming to a full programming showdown in the style of Carnage Heart.
Several things have changed while I worked on this game, but the core concepts will remain. Let's discuss these core concepts so you can understand what this game will be about.
NebuLeet will deliver these:
- A simulated living world
- A genuine market-based trading system with sell/buy orders and demand/supply simulation
- In-space combat with auto-battle and manual controls options
- A full or partial vessel automation via builtin visual programming
- Tactical planetary battles (like in early Master of Orion games, but more involved)
- Vessel constructor
- A sandbox-focused gameplay with some story bits
- Moddable game structure
Every major part of the game is designed so you can spend hours in it, focusing on just that if that's your desire.
Want to be a trader? The trading system is so deep, it can be compared to some economy simulators while still having some unique properties.
Feeling like a pirate? Go on, try to make for a living by finding out opportunities in space. The game includes "war crimes" mechanics that make some faction-affiliated units a more legitimate target, which can be exploited by the head hunters.
Do you like puzzles and automation, or maybe you're a fan of visual programming in games? Spend hours creating the best autopilots for your vessels. Participate in multiplayer (offline) battles where autopilots fight each other so we can know whose algorithm is the best one.
Are you a tactical mind? Take some drones, choose a warfare planet, and try to capture its regions! Whether it's beneficial depends on your strategic skills. You'll also need some diplomacy as factions may not like the third-party intervention in their agenda.
If you like to customize stuff, it's possible to spend hours in the vessel editor. Rotate, flip, position, paint stuff.
Next time, I'm going to tell you more about the living world and its economy.
Minimum Setup
- OS: Ubuntu 18.04 or above (should work on most distros)
- Processor: Any processor with 2-4 cores. e.g. Intel gen6-7 or betterMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: Integrated graphics will do
- Storage: 256 MB available space
Recommended Setup
- OS: Ubuntu 20.04 or above (should work on most distros)
- Processor: A processor with 4 cores. e.g. Intel gen8-9 or betterMemory: 2 GB RAM
- Graphics: Integrated graphics will do
- Storage: 1 GB available space
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