Dev Update: BETA 8 Progress
AI now properly weighs control groups and attempts to pick the best weapon for the current task (which is blowing stuff up). AI should make better choices about when to turn and when not to turn in order to bring weapons to bear. It now factors in weapon cooldown as well. It does mean some vessels with obvious weak/open spots will still be a bit of an issue--as in too easy--and we'll be updating those vessels.
Going over the recent changes and we have decided to consolidate things down to five levels. This is to give a better "wide" experience, with more ships and stations per level as opposed to a "once you've seen it" type of experience seen before. This also means there should be better challenges per area, and no more easily acquired "biggest ship on the block" issues. Ores are also changing. It will now be the previously seen "one ore = one metal" connection, and no more ore->different metals refinement. Additionally we are making some reduction on the amount of crystal types that will be needed for manufacturing. Even broader, we've been looking at every recipe, every assembler, every fabricator (formerly lab) as well as the rest in an effort to make things better. It's a surprising amount of work, and it's just something that needs to be done. As always, we are working towards a soon(tm) goal for Pre-Release.
We have also come up with some basic means of calculating relative player power. The game will now inform you if it thinks you're too low/weak for an area when you enter. This is loosely tuned at this time and is mostly meant to help newer/less experienced players who sometimes need an extra reminder about what they are doing. On a final note here is a gif of a small tweak to how missiles are launched inspired directly by feedback from the community:
Stay cool and enjoy.
[ 2021-08-04 17:04:12 CET ] [ Original post ]
BETA 8 Update! The last few weeks has been a bit on the quiet side. Summer stuff going on and just the usual challenges. Here is what we've done since the last news post.
AI fixes
AI now properly weighs control groups and attempts to pick the best weapon for the current task (which is blowing stuff up). AI should make better choices about when to turn and when not to turn in order to bring weapons to bear. It now factors in weapon cooldown as well. It does mean some vessels with obvious weak/open spots will still be a bit of an issue--as in too easy--and we'll be updating those vessels.
Level and Content Changes
Going over the recent changes and we have decided to consolidate things down to five levels. This is to give a better "wide" experience, with more ships and stations per level as opposed to a "once you've seen it" type of experience seen before. This also means there should be better challenges per area, and no more easily acquired "biggest ship on the block" issues. Ores are also changing. It will now be the previously seen "one ore = one metal" connection, and no more ore->different metals refinement. Additionally we are making some reduction on the amount of crystal types that will be needed for manufacturing. Even broader, we've been looking at every recipe, every assembler, every fabricator (formerly lab) as well as the rest in an effort to make things better. It's a surprising amount of work, and it's just something that needs to be done. As always, we are working towards a soon(tm) goal for Pre-Release.
Power Level
We have also come up with some basic means of calculating relative player power. The game will now inform you if it thinks you're too low/weak for an area when you enter. This is loosely tuned at this time and is mostly meant to help newer/less experienced players who sometimes need an extra reminder about what they are doing. On a final note here is a gif of a small tweak to how missiles are launched inspired directly by feedback from the community:
Stay cool and enjoy.
Space Impossible
Happy Polygon
Happy Polygon
2016-03-01
Action Indie Adventure Singleplayer Multiplayer Coop EA
Game News Posts 126
🎹🖱️Keyboard + Mouse
Very Positive
(119 reviews)
http://www.spaceimpossible.com
https://store.steampowered.com/app/416240 
The Game includes VR Support
Space Impossible Linux [64.21 M]
Take the helm of a starship as you explore, blast or trade your way through the cosmos in a procedurally generated sandbox universe where every tile matters. Use your ship to explore unknown star systems, become a pirate preying on trade routes or do work for the military as your fate is in your own hands.
Key Features:
Key Features:
- Every object is made up of tiles, which can be destroyed, created or changed allowing for very tactical combat
- Procedurally generated universe — Enter a different seed and each universe is different
- Multiple factions — Each with a dozen or more starships
- Near-real Newtonian physics allowing for a better space-like experience — Use a tractored ship as a shield against attacks or use it to smash into the enemy
- Ship customization — Change the color of the tiles of your ship for the ultimate in self-expression (coming soon)
- Trade system — Have a bunch of stuff you don't want? Travel to a nearby tradepost and sell it, or buy that crucial upgrade you need (coming soon)
- Manufacturing system — Gather key materials and use it, along with specialty labs, to create new ships and components, or upgrade existing ones
- Single Player and Multiplayer — Play singleplayer or multiplayer on LAN or Internet
- Cross Platform — Windows, Mac (coming soon) and Linux (coming soon)
- Ongoing Free Updates — Continue to receive updates as features and content are added
MINIMAL SETUP
- OS: Ubuntu 14.04
- Processor: 1.7 Ghz Core 2 DuoMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 256 MB VRAM. SM 2
- Storage: 300 MB available spaceAdditional Notes: Requires 64bit operating system
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