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I'm building a new version of Stable Orbit, from scratch! In the past month or so, a lot of work has happened that will not directly impact gameplay but is nonetheless important. The new version will support multiple languages (English and Dutch - my languages - during development, more when 2.0 launches) and the camera controller has been redesigned to work with controllers as well as mouse and keyboard.
I am also massively increasing the maximum zoom range for Stable Orbit 2.0, so you can finally marvel at the blue marble in all its glory! And reduce your entire station to be less than a pixel in size... at least until one of you finds the time and patience to build a station large enough to be visible 20,000 km from Earth!
Next up on my list is a complete rework of the orbital simulation. In Stable Orbit 2.0, one orbit of your station will take 90 minutes of simulated time, as many of you have requested. This change will have gameplay ramifications too, as the time spent in the shadow of the earth will be much longer than in the current version of the game. You are going to need to look after those station batteries, commander!
I have recently started work on Stable Orbit 2.0! I am rebuilding the game from the ground up in the latest version of Unity. The purpose of this rewrite is to both modernize the game technically (i.e. meaning it will run better/harder/faster on your computer) and improve the gameplay. I will also be adding three much requested features: clouds, achievements and localization. As you can imagine, rebuilding the game for the modern age is going to be quite an undertaking, so don't expect to play Stable Orbit 2.0 anytime soon. I am striving to have a playable alpha available some time next year. Wish me luck! (More details on the why, when and where are on the forum)
Good morning commanders! I just wanted to let you know that I have a new game in the works. It's a narrative adventure called Privacy and will be available next year. Check the teaser trailer here: https://www.youtube.com/watch?v=bOQVYlvmCYg If you'd like to be updated about Privacy's development, please wishlist the game or join me on Discord. Thanks! Jim Offerman
Version 1.11 - Released November
Version 1.11 - Released November
Happy Halloween everyone! A new update for Stable Orbit, dubbed Vernier, just went live. This update adds a few new unlockable modules for you to play with: a larger node and hydroponics modules, for that added touch of independence. Additionally, this update fixes a bug that caused problems with existing save games whenever a contract (type) was added or changed. A migration path has been implemented for stations created with previous versions of Stable Orbit.
Happy Halloween everyone! A new update for Stable Orbit, dubbed Vernier, just went live. This update adds a few new unlockable modules for you to play with: a larger node and hydroponics modules, for that added touch of independence. Additionally, this update fixes a bug that caused problems with existing save games whenever a contract (type) was added or changed. A migration path has been implemented for stations created with previous versions of Stable Orbit.
Version 1.06 - Released October 20
Version 1.06 - Released October 20
Version 1.05 - Released October 19
Version 1.05 - Released October 19
Version 1.04 - Release October 13th
Version 1.04 - Release October 13th
Version 1.03 - Released September 6th.
Version 1.03 - Released October 6th.
Version 1.02 - Released September 29th. - Fixed incorrect information in the shuttle dock description - Fixed camera sometimes getting stuck after pressing on a "look at" button - Fixed scroll wheel not working when cursor was over content of a scrolling area - Removed the UI scale option - Adjusted font and icon sizes to improve readability - Improved screen fitting of UI for 4:3 and 5:4 resolutions - Added a basic tutorial
Version 1.02 - Released September 29th. - Fixed incorrect information in the shuttle dock description - Fixed camera sometimes getting stuck after pressing on a "look at" button - Fixed scroll wheel not working when cursor was over content of a scrolling area - Removed the UI scale option - Adjusted font and icon sizes to improve readability - Improved screen fitting of UI for 4:3 and 5:4 resolutions - Added a basic tutorial
Version 1.01 - Released September 28th.
Version 1.01 - Released September 28th.
Hi everyone, Even though I've worked really hard to squash all the bugs out of Stable Orbit 1.0 before yesterday's launch, some issues still have crept up. Primarily, there have been a number of users who've experienced some issues with the UI in Stable Orbit 1.0. The main problem being that the bottom status bar (which holds all the information and controls major functions) is not or only partially visible. After some investigation, I am on to the cause of the bug and am currently testing a new build that will fix the problem. In the meantime, Vicodin88 has posted a workaround that fixes the problem on the current version. Full details are here: http://steamcommunity.com/app/481190/discussions/0/1519260397775979399/ I will put out an update on Steam as soon as I am convinced that the bug is truly fixed and the fix doesn't introduce new problems. Thanks for playing! Cheers, Jim.
Hi everyone, Even though I've worked really hard to squash all the bugs out of Stable Orbit 1.0 before yesterday's launch, some issues still have crept up. Primarily, there have been a number of users who've experienced some issues with the UI in Stable Orbit 1.0. The main problem being that the bottom status bar (which holds all the information and controls major functions) is not or only partially visible. After some investigation, I am on to the cause of the bug and am currently testing a new build that will fix the problem. In the meantime, Vicodin88 has posted a workaround that fixes the problem on the current version. Full details are here: http://steamcommunity.com/app/481190/discussions/0/1519260397775979399/ I will put out an update on Steam as soon as I am convinced that the bug is truly fixed and the fix doesn't introduce new problems. Thanks for playing! Cheers, Jim.
Stable Orbit is Now Available on Steam and is 33% off!*
Space is dangerous. Survival is a challenge.
Design, build and control your own space station. Mission command and control is in your hands and only careful planning and vigilant supervision will keep your crew and space station safe
*Offer ends October 4 at 10AM Pacific Time
Good day, Commander. Your immediate attention is needed!
Stable Orbit 1.0 “Zenith” is out today!
Green Man Gaming, my publishing partner, and I are very happy to now be handing this game over to you, the players. We hope you’ll create space stations that are amazing and weird in ways that we could not have imagined. Build the station of your dreams and find ways to survive those meteor showers and CBM failures. The mission is yours now. Best of luck, Commander!
https://youtu.be/w_GhE4Anh8E
Original post: blog.jimofferman.nl
The word is out, the news is official: Stable Orbit "1.0" launches on September 27th! What a journey it has been! Way back in the summer of 2013, I spent a good portion of my train commutes to and from Nixxes Software putting together a little prototype called "Station", which let you connect blue spheres to white capsules that if you squinted really hard somewhat resembled the modules of space station. Where most of my prototypes end up in a folder on a backup drive which I've lovingly named "Where game ideas go to die", I somehow kept getting drawn back to Station and kept working on it throughout 2014 and 2015. As the prototype slowly evolved to something that more closely resembled an actual game, it became the linchpin of a bigger plan: the launch of my own studio! Codalyn was founded on August 1, 2015 and exactly one year later, working at the studio became my full-time job. Stable Orbit launched on Steam Early Access in the fall of 2016 and after a full year of extensive development, with lots and lots of great feedback from the community, the game is finally ready for it's true maiden voyage. How cool is that? Thanks the fine folks at Green Man Gaming, to the friends who were all okay with me not meeting them because I was too busy working on Stable Orbit, to my lovely family and, of course, most of all to all the players of Stable Orbit who helped make it the game it is today with their wonderful feedback! Originally posted on blog.jimofferman.nl
Last Saturday, I sat down to work out my plan for the remainder of Stable Orbit’s development. First data point: the release date we want to hit. As an indie, even with a publisher, there is no point going up against the likes of, say, Call of Duty: WWII. That’s one race we’d never win, given that they are probably spending more on CoD-branded golf balls than the entire budget of Stable Orbit. And golf balls are hardly among the weirdest things used to promote games. Anyway, from the release date I worked my way back: the game should be “done” this many days in advance, so it can go out to reviewers early. That means it will have to be on Steam by that date, so the publisher team has a chance to check everything out. Add in some slack. Subtract the weekends and care days. Good. Then this is the list of everything that still needs doing in the order that makes most sense doing those things in (I think – you’re never sure). Fine, fine. All in all, after a couple of hours working that Excel sheet I had it all down. Yes, it will be hard work. Yes, time is too short… as always. But it looks kind of reasonable so I am just going to do it and get this game launched! Cheery feelings all around. Hurrah! And then, I got sick. What a great start! Now, after four days of lying in bed feeling utterly miserable, I am back on my feet. First order of business: rewrite that plan, since a couple of days of work just got lopped off. We are, however, most definitely entering the homestretch of Stable Orbit’s development. A couple of months from now, this game will be all done and dusted. Excitingly, very soon, you will be able to follow along with how the development goes because the public “developer branch” will soon launch on Steam! Beware, the builds on the developer branch are going to be much rougher than what you may have gotten used to since Vector. For starters, my usual process of working towards a “code complete” version (with placeholder art) first and then an “art complete” version second will now be applied to the remainder of the game. Once the developer branch launches, you’ll get to play with the new “Airlock” module… but it will look like an ugly white box. Only once all the code is locked down, will I move on to the art. Creating the art for Stable Orbit is a nicely defined process – writing the code far less so. That said, if you are up it, I’d love for you to come and play in the developer branch and help me test out the latest and greatest features. Check the development roadmap for an overview of what is still coming to Stable Orbit. The branch will go online in the next week or so – provided that Murphy doesn’t throw another spanner in the works. More soon! Incidentally, Stable Orbit is currently on sale: save 33% until the end of the week! -- Originally posted on my blog.
Game development is a quirky beast. You plan to do X, Y and Z, but then none of those things happen and in the end you have a game that is simultaneously nothing like you imagined and exactly what you meant to make. Sense it makes not. It so happens that I’ve run into a couple of snags with Blackout, the next major update to Stable Orbit. Part of it is the new features not coming together quite as quickly as I would have liked and then the other part is that, with each new feature added, the burden of testing and debugging builds increases exponentially as each and every feature in Stable Orbit interacts all the others – sometimes in surprising and not quite intentional ways. After struggling with and, quite frankly, failing to deliver the release candidate for Blackout in time for it to be released at the timeslot that my publisher, Green Man Gaming, and I had lined up for it, I’ve had to take my breath for a moment and think really hard about the best way to deliver on all the features we’ve promised will be in Stable Orbit 1.0 later this year. The plan I’ve come up with is to not do a full release of Blackout and the subsequent Umbilical. Skipping those releases frees up valuable time and allows me to reshuffle the remaining work into an order that makes most sense development wise. All in service, of course, of making Stable Orbit 1.0 the best possible game I can make. Since I do wish to keep the early access community involved, I will soon release a work-in-progress version of the latest Stable Orbit on a Steam beta branch. That branch will be updated semi-regularly, so that those of you who are willing can still follow along with the development as it happens and – of course – provide me with some much needed feedback on how I’m doing! Beware that this beta branch will not constitute a full release and thus may be a bit less stable than you’ve come to expect. I’m sorry to disappoint some of you by this change of plans, but it is what I believe is best for the game… and that’s what it is all about! Originally posted on my blog
Another Stable Orbit update glimmers on the horizon, Blackout. This update is named after one of the myriad of problems your station may encounter once the update goes live: a communications blackout due space weather. While Blackout is still a few weeks from release, I'd like to take this moment to tell you about what is coming up.
Vector is finished and out now on Steam!
This update proved to be much more work than I had anticipated. My original plan was to finish work on Vector before New Year’s, but I ended up working on it until the very last minute, quite literally. There’s still a few loose ends left to tie up art wise, but overall I am really happy with how this update came out. Both in terms of gameplay and visual quality, Stable Orbit took a giant step forward with Vector. Fingers crossed that you all end up liking it as much as I do!
Originally posted on Jim's blog
The next update for Stable Orbit is called Vector and should (fingers crossed) land on Steam later this month. In this post, I’d like to update you on what I have been working on lately and detail the features I still have planned for Vector.
Hello!
We're announcing the next update for Stable Orbit today. It's called Vector!
Vector, the second update for Stable Orbit, introduces new intricately detailed designs for all station modules, featuring elements based on real space technologies like grapple fixtures and the common berthing mechanism. Rendering has been optimized for Vector and the new modules have dynamic level of detail for increased performance. Vector will also introduce a new 'Node' module, which will allow players to create pressurized connections between crew modules.
The update is due for public release in January 2017, but here's an early look at the new core module for the game...
We'll have more news to come on this update and what's coming next for Stable Orbit in the new year. See you all then, and have a happy holiday!
The first update for Stable Orbit is now live! The following updates are all included in the latest build - All features are the result of player feedback, so thank you to everyone for playing, and let us know what you think of this latest update. A full changelog can be found in game. Real Time Orbiting Following some feedback that the speed of the earth spinning was causing some unwanted motion sickness, the speed of the Earth has now been slowed down. It will now take 90 minutes to do a complete orbit of the Earth, which is exactly how much time it takes for the International Space Station to complete a single orbit of Earth! Storage Modules Another massive change to gameplay will be the requirement to build storage modules to store things like food, water and oxygen. The first two of these will still be delivered via shuttles, but Oxygen will now need to be generated with Extractors that you can construct on your station. This all becomes important when it comes to dealing with your crew. Speaking of which… Crew Changes There’s some changes to the crew, too. They’ll no longer work like machines and will actually require sleep! However, you can now put them into work shifts, so with a team of astronauts, you can have them working around the clock, earning you a constant stream of revenue! Your crew also have some sense of preservation now. They’ll refuse to board, or even leave, your space station if you can’t keep your supplies in order! How is this communicated, you ask…? UI Changes There has been a complete overhaul of how you get feedback in game. Gone are the pop up messages and in is a brand new messages bar. When you hover over the new message bar on the right of the screen, it’ll pop out with some further information e.g. “Lab 4 is overheating!” or “Martin Ash is leaving the station due to low water supply levels” and so on. This will provide accurate feedback as to where your space station is failing and allow you can take measures to remedy it. You’ll also see new tabs for your crew’s shift patterns, status of your supplies and a new version of your game speed controls. We've also made a few videos about the basics of the game and some of the new features over on YouTube. Two are out now, and another two will be released over the weekend. Take a look at them here.
Hello everyone!
Thanks everyone who has played the game so far, provided feedback, and left reviews. Jim has been working away on the first update, and we're pleased to present the initial roadmap for Stable Orbit. This is just a visual representation of the roadmap so far - a more in depth explanation can be found over on the Steam Community!
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