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Hello there! Yes, despite what you may have heard we're not all dead quite just yet. Development's been seriously slow the past few months and it took a while to get the random additions in order for an update release. So let's see what's changed.
Hello everyone! This update is a bit late if we look at our usual schedule, mostly due to the Nordic Game conference and university work, but also some other things. So sorry about that, but now it's here and it's live! We've got mostly new module additions this time, a slight overhaul of the galaxy map and some building system additions. I think this does nearly double the old number of modules so at least we have that going for us which is nice. There are also some inventory overhauls that are nearly done but didn't quite make it into the update yet, so stay tuned for those.
Hello again so soon! Turns out there were a few rather problematic bugs in the recent update, so here's a fix to iron out all of what we've found.
Hello again so soon! Turns out there were a few rather problematic bugs in the recent update, so here's a fix to iron out all of what we've found.
Good morning/day/evening and welcome! This update is a little bit different than usual, as it focuses primarily on optimizations and performance gains, as well as some building system and ship destruction upgrades. And what performance gains are there you ask? Massive! Insane! Monstrous! It's all a bit technical however, so if you don't feel like reading the entire thing skip to the part with the group selection and ship breakups. Let's start from the top:
Good morning/day/evening and welcome! This update is a little bit different than usual, as it focuses primarily on optimizations and performance gains, as well as some building system and ship destruction upgrades. And what performance gains are there you ask? Massive! Insane! Monstrous! It's all a bit technical however, so if you don't feel like reading the entire thing skip to the part with the group selection and ship breakups. Let's start from the top:
Hi! Yet another long awaited update is upon us, with way more changes and fixed than additions as it happens. The main probably being the way ships are controlled - for the longest time the main way to fly what are basically capital ships was using jet fighter-like controls with complete disregard for physics. Well that changes today, with all ship rotations now fully done using physics forces and steered using PID controllers. Yesterday also happened to be a 3-year anniversary of the first ever build of the game ever, so I've prepared a few comparisons for nostalgia's sake. There's also a few new modules, a new news section in the main menu where you may or may not be reading this and much more. Let's jump right in!
Hi! Yet another long awaited update is upon us, with way more changes and fixed than additions as it happens. The main probably being the way ships are controlled - for the longest time the main way to fly what are basically capital ships was using jet fighter-like controls with complete disregard for physics. Well that changes today, with all ship rotations now fully done using physics forces and steered using PID controllers. Yesterday also happened to be a 3-year anniversary of the first ever build of the game ever, so I've prepared a few comparisons for nostalgia's sake. There's also a few new modules, a new news section in the main menu where you may or may not be reading this and much more. Let's jump right in!
Hi guys, We've managed to fix some of the stuff in your recent bug reports (and a known issue) - which prompts this quick fix patch. There's also some random stuff that's been added already and there's no reason to not include it.
Hi guys, We've managed to fix some of the stuff in your recent bug reports (and a known issue) - which prompts this quick fix patch. There's also some random stuff that's been added already and there's no reason to not include it.
Hello again! It's been a while since the last real update. While I could give you a hundred excuses as to why we've been dead for two months, long story short they're all about university studies and lack of motivation. Not all work has been still however, we've slowly managed to build up a quite a long list of random stuff. There have been numerous changes, updates to the sounds, galaxy generation, map, planets, and lots of fixes. No new modules or models this time unfortunately, as not even one of the ones showcased in the previous news post is done yet. Our current direction for the next update has changed somewhat, and the station expansion will likely have to wait while we implement more drastic changes that will hopefully make the game more playable in the long run.
Hello again! It's been a while since the last real update. While I could give you a hundred excuses as to why we've been dead for two months, long story short they're all about university studies and lack of motivation. Not all work has been still however, we've slowly managed to build up a quite a long list of random stuff. There have been numerous changes, updates to the sounds, galaxy generation, map, planets, and lots of fixes. No new modules or models this time unfortunately, as not even one of the ones showcased in the previous news post is done yet. Our current direction for the next update has changed somewhat, and the station expansion will likely have to wait while we implement more drastic changes that will hopefully make the game more playable in the long run.
Hello everyone. There isn't that much to show so far and pretty much none of it is related to the main theme of the next update (which will be passenger modules and more in-depth station management). Here's a short summary of what's we already have however and some of it is in the beta branch if any of you want to take a peek. ;)
Hello everyone. There isn't that much to show so far and pretty much none of it is related to the main theme of the next update (which will be passenger modules and more in-depth station management). Here's a short summary of what's we already have however and some of it is in the beta branch if any of you want to take a peek. ;)
Hello space travellers! This is more of a halloween-removal patch, but there are a few things we've managed to add since then, along with some crucial fixes.
Hello space travellers! This is more of a halloween-removal patch, but there are a few things we've managed to add since then, along with some crucial fixes.
Doot Doot
Hey, we're back and just in time for Halloween! This time we've managed to finish a large portion of the unfinished 3D model backlog, lots of fixes and some special Halloween stuff as well.
Doot Doot
Hey, we're back and just in time for Halloween! This time we've managed to finish a large portion of the unfinished 3D model backlog, lots of fixes and some special Halloween stuff as well.
Hello again, due to the increased activity on the forums here we've managed to track down a few critical bugs in the current version. Some are a bit too complex to implement in the current version so you'll have to wait till the next update (which should be soon).
Hello again, due to the increased activity on the forums here we've managed to track down a few critical bugs in the current version. Some are a bit too complex to implement in the current version so you'll have to wait till the next update (which should be soon).
Hello guys! We've since decided to try and keep you guys a bit more informed in between updates so here's what's up:
Hi there and welcome to update 1.12. It's quite a large one so take a seat and get comfy. Compatibility Note: Custom keybindings have been reset in this update so you're gonna have to redo those. Old galaxy save files should work fine however.
So some of you may be wondering why we haven't posted anything in 2 months. The answer is simple really, two weeks of summer vacation and a huge update in the works (that can't really be done in small increments).
First things first, this update will completely remove and replace the old stations with brand new modular ones. These fit right into the ship building system so you can haul station parts around on ships and start constructing your own station by simply dropping a hub part in space!
We also got a basic crafting system implemented, so once you got a station of your own you can use the ore you've gathered to construct modules without spending Wex.
The station icons are gone, now a central radial menu is available on any ship and station by simply holding down C.
It opens many possibilities for special interactions and lets you open a comm line as well.
Speaking of comms, we're finally getting to adding some (hopefully) interesting and funny chat dialogue. It's still far away from any real quests however, that will most likely be the subject of the next update.
That and much more is coming very soon. We'll explain all the changes and additions in detail when the actual update comes out however.
As it currently stands, the update still needs some work. The stations need more than one livery, derelict ones don't spawn yet, billboards need to be re-added, their physics needs some optimizations, the tutorial needs to be patched to present the new systems, we need to write more chat dialogue, lots of bugs need fixing, etc.
Because of that (and as I'm somewhat unable to do any development next week) we're only putting up a beta build later today if any of you are brave enough to test it out, but note that it's still buggy and many things are subject to change.
The full update will most likely come out in about two weeks.
Another slightly less important update is here, with some module reskins, a new turret and a bunch of fixes, optimizations and minor changes. Work on buildable stations and the upgraded quest system continues but they're not yet ready so you're getting this instead.
Hello again! Our biweekly-ish update is here again. Now this time the changes were mostly to the game's backend infrastructure so there aren't really any new mechanics, but it does prepare the shape of things to come. Also some new modules... ..this time it's mostly engines :)
Hello there! Here is the promised balance&fix patch for the previous update, hopefully addressing some of your concerns and ideas.
Hi! This time I've got lots of new things to explain, with a few more new modules than usual and a whole new progression system that alters the way the Campaign part of the game plays substantially. Yes, yes I know this update is a week late, but that just happens when university decides to hit you in the face with finals.
Hello again so soon!
It would appear that a bunch of annoying bugs slipped through our testing in the recent update, so here's a patch for those and some new stuff to make the bugfixes go down easier.
First off, the minigun bullets can now ricochet off heavy angled surfaces which may make them less devastating against shields.
Next, the repair stations now service all ships - so you can park yours there and leave it to be repaired while you do some shopping or anything else.
And finally, there's a new random event that may show up at the question marks.
Greetings fellow humans! While the plan was to continue working mostly on the hud that didn't go so well in practice so we have this update that focuses mostly on the new launchers and various changes/fixes.
Hi! Another update is here and this time it's mostly focused on the new HUD elements. While not completely done yet, it's the first part of the HUD and GUI overhaul we're currently working on. There are other things too of course, see for yourself:
Fixes:
Greetings and salutations! Another update is upon us, with some new stuff to do and some quite important building system upgrades/fixes.
Hello there again!
(sorry for the patch note spam, last one this week I promise)
As the April fools weekend ends for everyone, we're rolling out a new patch that removes the random module colors and adds specular maps for all modules:
The main effect of it is that industrial modules now actually look metallic. That's where its usefulness pretty much ends at the moment however, since junk modules need to be almost fully matte because of rust, and space agency ones are already white, thus making it much less noticeable (that also applies to space stations).
There's also a new checkbox in options to toggle it so it doesn't drag down your gpu if you happen to use a PCI-enabled toaster.
As is tradition, here's today's one day patch. :P
Hello there! Armed with a ton of feedback and bug reports since launch we've spent the past two weeks brewing up a large new update that fixes a bunch of issues and adds many requested changes. Here are the main changes and additions:
Hello everyone! Pi day brings about a new patch for the game. While we're working on some bigger stuff, we wanted to continue regularly delivering smaller improvements on the side. I realise we're getting quite far into the alphabet in terms of the version, we're still figuring out the right balance to keep it meaningful, but for the time being we wanted to limit the numbers to additions of noteworthy size. Before I go further, I am excited to announce that we are soon getting some new music tracks from our composer, Nolan Markey!
Hi everyone! Irrational as Pi may be, today we want to help you fly in style in your very own Pi ship to celebrate! Complementary Pi Ship Blueprint Whatever you decide to with this ship, whether you retrofit it or spectacularly destroy it, make sure you post screenshots of your work! We will post any Pi related screenshots to our main Twitter account. We look forward to seeing what you come up with! Good luck, have fun, and happy Pi day -The Dev Team
Greetings, fellow space captains! We realise some of you have been eager to find out more about the recent updates to the game. It's time to catch up. We've mostly been focusing on critical errors and smaller tweaks to address some of the most common issues. Once we're comfortable with the stability and intuitiveness of the game, we'll turn our attention towards adding more content.
It must be the best looking update so far, with graphical improvements everywhere. The new bloom filter and lens flare are coupled with the latest version of the game engine which should boost rendering performance.
Changelog:
Additions:
- omnidirectional blaster turrets
- lens flare filter
- rebindable controls
- partial experimental controller support
- space station menus that actually work
- camera movement when strafing
Changes:
- updated the game engine to jME 3.1 Beta 2
- considerably changed flight dynamics
- upgraded the bloom filter
- mining asteroids now drops different types of minerals
- miniguns are now projectile weapons with bullets
- moved ship loading to the space station menus
Fixes:
- fixed enemy ai spazzing out after getting rammed
- some crashes?
- things
- added bugs
- removed bugs
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