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Development update 2017-07-06
Fires are now more dangerous, do more damage and can expand faster. Additional smoke effects are now spawned alongside, and there's more conditions that can spawn a fire. Some bomb-like effects have been refactored to offer more variety and, you guessed it, more FIRE. The xenomorphs from the last update also love it:
Two new malfunction mini-events have been added. Showers now have an obvious failure mode:
And since this is space and the year is 5781, things can explode sometimes for no reason. Anything:
A devastating new event, whose effects are too horrible to picture (they involve plenty of fire too). You'll have one minute to try to lock doors and move your officers away from the area.
Accidents happen even in the best kept stations. Rush to repair the malfunctioning factory, or trigger its self destruct mechanism (for a chance of starting a fire, of course).
Your hospital area will struggle to treat this many patients, but if you manage to expect a nice reward. This is the first goal-like, rewarded event and more will come.
(I'm old enough to remember that meme).
Another possibility for your enemies to annoy you: a random, hidden hostile can now spawn in your station and it will also spawn a bomb nearby. The bomb is not directly focused by clicking on the alert but it will always be near the hostile. After you find it it's possible to disable it by destroying it (it's a neutral object, so your officers and defenses won't auto attack, you have to find it and give attack orders). If your run out of time, well, more FIRE.
A counter is now displayed in the staff listing in the staff screen, including both your total officer count and the current filtered count.
In the same vein the filter menu now has counters for all categories, to quickly get an idea of how your work force is distributed.
A very often requested feature is now in: the staff picker for ships now includes a basic overview of the officer vitals, to make a more informed decision about your crew picks.
The orange warning icons on top of objects were often confusing, so they are now smaller and inside the standard object icon bubble.
Autosaving in previous versions was poorly conceived, requiring manually saving often the game. The game only autosaved when landing or taking off from a planet. In 3.7 autosaves are now much better implemented. First, there's now 5 autosave slots per galaxy, which automatically rotate based on the save age. Second, autosaves are now on a timer, and do not depend on visiting planets or any other gameplay action. Since our save system is UI-blocking, the timer is flexible and tries to sync the saving with major UI transitions, like changing the game screen. This starts after 15m of the latest save (manual or automatic). If 30m or more pass without any screen change, the autosave system will block the game for a few seconds and save it anyway.
The save picker has nearly been unchanged since our first pre-1.0 prototypes back in 2014, receiving only minor improvements since then. It was time to bring it up to a better quality standard:
Saves are now grouped by galaxy for a much more tidier interface. And it's also finally possible to name your manual saves, the game will prompt you for a name when manually saving a game.
A picture is worth a thousand words:
The goal is to finally make the staff screen an useful information resource rather than a place to put UI that it's too big for the station inspector. It should offer the same level of information plus any other specific features. The spec tabs will also be re-done and a new one will also be added to have a better look at XP and jobs. Stay tuned for the next update!
[ 2017-07-06 15:08:57 CET ] [ Original post ]
Enhanced fire
Fires are now more dangerous, do more damage and can expand faster. Additional smoke effects are now spawned alongside, and there's more conditions that can spawn a fire. Some bomb-like effects have been refactored to offer more variety and, you guessed it, more FIRE. The xenomorphs from the last update also love it:
New small events
Two new malfunction mini-events have been added. Showers now have an obvious failure mode:
And since this is space and the year is 5781, things can explode sometimes for no reason. Anything:
New event: meteor shower
A devastating new event, whose effects are too horrible to picture (they involve plenty of fire too). You'll have one minute to try to lock doors and move your officers away from the area.
New event: miasma cloud
Accidents happen even in the best kept stations. Rush to repair the malfunctioning factory, or trigger its self destruct mechanism (for a chance of starting a fire, of course).
New event: medical emergency
Your hospital area will struggle to treat this many patients, but if you manage to expect a nice reward. This is the first goal-like, rewarded event and more will come.
New event: somebody set up us the bomb
(I'm old enough to remember that meme).
Another possibility for your enemies to annoy you: a random, hidden hostile can now spawn in your station and it will also spawn a bomb nearby. The bomb is not directly focused by clicking on the alert but it will always be near the hostile. After you find it it's possible to disable it by destroying it (it's a neutral object, so your officers and defenses won't auto attack, you have to find it and give attack orders). If your run out of time, well, more FIRE.
Small enhancements
A counter is now displayed in the staff listing in the staff screen, including both your total officer count and the current filtered count.
In the same vein the filter menu now has counters for all categories, to quickly get an idea of how your work force is distributed.
A very often requested feature is now in: the staff picker for ships now includes a basic overview of the officer vitals, to make a more informed decision about your crew picks.
The orange warning icons on top of objects were often confusing, so they are now smaller and inside the standard object icon bubble.
Proper autosave system
Autosaving in previous versions was poorly conceived, requiring manually saving often the game. The game only autosaved when landing or taking off from a planet. In 3.7 autosaves are now much better implemented. First, there's now 5 autosave slots per galaxy, which automatically rotate based on the save age. Second, autosaves are now on a timer, and do not depend on visiting planets or any other gameplay action. Since our save system is UI-blocking, the timer is flexible and tries to sync the saving with major UI transitions, like changing the game screen. This starts after 15m of the latest save (manual or automatic). If 30m or more pass without any screen change, the autosave system will block the game for a few seconds and save it anyway.
Save picker remake
The save picker has nearly been unchanged since our first pre-1.0 prototypes back in 2014, receiving only minor improvements since then. It was time to bring it up to a better quality standard:
Saves are now grouped by galaxy for a much more tidier interface. And it's also finally possible to name your manual saves, the game will prompt you for a name when manually saving a game.
Staff screen enhancements
A picture is worth a thousand words:
The goal is to finally make the staff screen an useful information resource rather than a place to put UI that it's too big for the station inspector. It should offer the same level of information plus any other specific features. The spec tabs will also be re-done and a new one will also be added to have a better look at XP and jobs. Stay tuned for the next update!
[ 2017-07-06 15:08:57 CET ] [ Original post ]
The Spatials: Galactology
Weird and Wry
Developer
Weird and Wry
Publisher
2018-04-18
Release
Game News Posts:
69
🎹🖱️Keyboard + Mouse
Mixed
(231 reviews)
The Game includes VR Support
Public Linux Depots:
- Galactology Linux [197.24 M]
Available DLCs:
- The Spatials: Galactology - Soundtrack
The Spatials are back on a new adventure!
The Spatials: Galactology is The Spatials reimagined as a deeper, more rewarding simulation game. With mod support and active pause, Galactology adds new items and structures to build, trade routes to exploit, planets with many new variables, sophisticated AI, civilizations that actually attack your station -- and unique gameplay systems behind every object and room.
Key Features
- Design a space station and watch your crew as they build it in real time
- More freedom for your designs: use any room with any objects, color the floor tiles as you wish
- Reinforce your space station with new buildings, management decisions, and staff
- Assemble robots to assist with station chores
- Explore a detailed simulation with many systems to play with -- including manufacturing, research, healthcare, disease, emotional breakdowns, combat, hunger, thirst, cleaning, decay, security, FIRE!, and more
- Handle complex logistics, requiring restocking and inventory control
- Earn in-game cash by growing your space station’s hospitality business
- Designate staff for your bar or your research lab
- Visitors and officers have a mind of their own. Make sure their needs are met!
- Build hospitals to care for the wounded and diseased
- Secure your station with cameras, scanners and turrets
- A randomly-generated galaxy with 100+ planets
- Build spaceships and explore the galaxy
- Explore the surface of planets and asteroids
- Engage in real-time combat to forge alliances and make new enemies
- Find natural resources, civilizations and ancient ruins
- Establish trade routes with your allies
- Develop and download gameplay mods from the Steam Workshop
- And more, much more is coming!
About Weird and Wry
Weird and Wry is a Barcelona game development studio founded in 2014 by two brothers: Carlos and Max Carrasco. Carlos (a programmer) and Max (an artist) share a love for simulation games and classic play -- which heavily influenced The Spatials, their first project. Inspired by the great classic sim games of the '90s, The Spatials combined classic base-building gameplay (based on isometric tile room building) with a real-time combat system and an exploration campaign. The Spatials was released on Steam in March 2015 and took off! Thanks to its success and growing fan base, The Spatials spawned a sequel -- The Spatials: Galactology, which updates the original concept with deeper gameplay and a whole new take on the space station management business.MINIMAL SETUP
- OS: Ubuntu 14.04 64 bit
- Processor: 1.3 Ghz or higher (64 bit only!)Memory: 4096 MB RAM
- Memory: 4096 MB RAM
- Graphics: Intel HD 3000+ / AMD Radeon HD 4000+ / NVIDIA GeForce GT 200+
- Storage: 300 MB available spaceAdditional Notes: Requires stable OpenGL 3.2 drivers with GLSL support
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