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For the week after launch we focused on fixing the most urgent issues found by our new players. A lot of small changes were also made to improve the usability of the game. This work produced the first post-release build. Here's the news post with the detailed changelog:
http://steamcommunity.com/games/450700/announcements/detail/804274005441485163
With the most pressing (small!) issues resolved we are now back to our regular development schedule. The first days after 3.0.23 were focused on some performance optimizations that, while already planned, were deemed too risky to be done for the EA launch. They are not needed until stations grow to medium and big sizes, so we re confident it's not something our players are going to notice at this point in the alpha. There's still more optimizations planned, this is just the first batch.
After this early round of profiling and optimization we went back to feature development. Our next feature build is planned for early August, and we've already triaged which features are going into it. Here's an highlight of the most visible ones implemented in the past few days.
De-bunch-up officers
The game won't send your officers to the exact same spot anymore when teleporting or walking around. They now will stand in formation:
Patrol points
It's now possible to select a point in the map as the default position for your officers and some types of robots. Once an officer or robot has a patrol point, once they see themselves completely free of work or needs, they will walk back towards the area around that point. While not very useful for officers until we have a combat mode that disables any other actions, this finally makes the security robot useful.
Production orders queue
Factory objects are now based on a order queue system. By default, newly constructed factories have no orders. You create a production by selecting a researched recipe and then picking an amount of times to repeat it:
After your click the Create button, a new order is added to the factory queue:
There's still work pending in this area, like orders with infinite amount and some sort of central production control in case you don't want to micromanage factories. But this is already a big step ahead of the launch build and ahead of V2 parity.
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