We've fixed some minor bugs and the final cutscene and credits should now be working for all users. Thank you to everyone who took the time to join our discord and report those pesky bugs!
[ 2022-07-26 10:52:15 CET ] [ Original post ]
YOU ASKED FOR IT AND HERE IT IS! The new version 1.0.7 has finally been officially released as stable version, so just updating the game will allow you to play the latest update!
And whats new? First of all weve fixed most of the critical and infamous bugs that ruined your gaming experience, like meeples getting stuck, doctors goint on strike or lazy janitors, but weve also added some new features we hope youll like.
There are some minor bugs we are working on and will fix in the next 1.0.8... we go ahead! Most of them can be easily solved just by reloading your savegame or reloading the game.
And finally, youll be able to go for the so long wanted Steam Achievements to try and complete them! Theres a total of 22 achievements avaible you can check in this link:
https://steamcommunity.com/stats/900010/achievements
https://steamcommunity.com/sharedfiles/filedetails/?id=2717694844
The largest feature in this patch is the 'zones' menu where you can setup areas by selecting different rooms and assigning specific meeple/crew to restrict where they can and can't go , a handy way to cut down on pathfinding costs because the pathfinder will ignore restricted areas.
https://steamcommunity.com/sharedfiles/filedetails/?id=2678420124
Please feel free to leave a comment, a positive review if we deserve it and you are welcome to join our Discord Community Server and hang out! We are awating for your opinions and feedback! https://discord.gg/gameclaw
CHANGELOG 1.0.7 STABLE VERSION OFFICIAL RELEASE
connected achievements to steam (22 steam achievements now active)
fixed achievement "The Water Belongs To The Tribe" from not completing
janitors now look for the closest waste bin to dump rubbish
added the Zones feature to designate restricted areas and assign specific meeple to them
added indicators over meeple when they are asphyxiating or starving
made meeple slightly more tolerant when they're hungry
several pathfinding bugs fixed
another large pathfinding overhaul and optomization to help large stations
made stench clouds less rampant but spawn more frequently
made hazmeep faster at cleaning unwanted gasses
added new poop sprites
wounded meeple will now tire twice as fast and be more motivated to rest
fixed a bug causing certain meeple to contemplate their existence too often and starve to death
fixed a bug where doctors under house arrest protest by refusing to treat patients
fixed a bug where changing a hull tile next to a door merged the two rooms
fixed a bug when meeple get shot at they fritz out
added mega crates for more storage
added utility doors (to match utility tiles)
added mega crate research tech to unlock mega crates
fixed a graphical glitch where built furniture clipped through walls
fixed meeple from sliding along the floor when they're knocked unconscious
stench clouds can now spawn from enormous piles of... rubbish
slowed down meeple metabolisms so they eat/sleep/clean/breath 80% slower
fixed genius scientist meeple to actually be genius
increased the work rate difference between high and low skill meeple
added some camera smoothing for low frame rate drops
made job finding improvements, unreachable jobs will no longer lock up meeple
removed mystery gas from spawning and murdering meeple
[ 2022-01-19 01:40:28 CET ] [ Original post ]
GREAT NEWS YOUVE BEEN WAITING MONTHS FOR! steamthumbsup
It's been quite a while but thankfully Stephen managed to bring a plethora of bug fixes and some new features before the holiday! You can take a look at the changelog from the title screen or here, down below. Notably, the most infamous bugs have been addressed. Meeple getting stuck, doctors going on strike, and lazy janitors.
https://steamcommunity.com/sharedfiles/filedetails/?id=2678419712
The largest feature in this patch is the 'zones' menu where you can setup areas by selecting different rooms and assigning specific meeple/crew to restrict where they can and can't go , a handy way to cut down on pathfinding costs because the pathfinder will ignore restricted areas.
https://steamcommunity.com/sharedfiles/filedetails/?id=2678420124
The new version is available NOW in 'Experimental - pre-patch version' (will be officially released in the next few days after Testing), just select it by right clicking the game in your Steam Library.
https://steamcommunity.com/sharedfiles/filedetails/?id=2678413591
https://steamcommunity.com/sharedfiles/filedetails/?id=2678414045
Please feel free to leave a comment and you are welcome to join our Discord Community Server and hang out! https://discord.gg/gameclaw
CHANGELOG 1.0.7 (Experimental - pre-patch version)
janitors now look for the closest waste bin to dump rubbish
added the Zones feature to designate restricted areas and assign specific meeple to them
added indicators over meeple when they are asphyxiating or starving
made meeple slightly more tolerant when they're hungry
several pathfinding bugs fixed
another large pathfinding overhaul and optomization to help large stations
made stench clouds less rampant but spawn more frequently
made hazmeep faster at cleaning unwanted gasses
added new poop sprites
wounded meeple will now tire twice as fast and be more motivated to rest
fixed a bug causing certain meeple to contemplate their existence too often and starve to death
fixed a bug where doctors under house arrest protest by refusing to treat patients
fixed a bug where changing a hull tile next to a door merged the two rooms
fixed a bug when meeple get shot at they fritz out
added mega crates for more storage
added utility doors (to match utility tiles)
added mega crate research tech to unlock mega crates
fixed a graphical glitch where built furniture clipped through walls
fixed meeple from sliding along the floor when they're knocked unconscious
stench clouds can now spawn from enormous piles of... rubbish
slowed down meeple metabolisms so they eat/sleep/clean/breath 80% slower
fixed genius scientist meeple to actually be genius
increased the work rate difference between high and low skill meeple
[ 2021-12-14 19:16:27 CET ] [ Original post ]
It's been awhile since I've had time to come back to Meeple Station but thankfully the last month permitted enough to knuckle down on some of the most prolific reports we've had.
I believe we've finally fixed our lazy doctor bug where Doctors refused to heal injured Meeple. We've also added a recall option to mining ships so you can force them to stop mining and return much sooner. Not to mention some pathfinding and odd behaviour bug fixes.
Some of you who have come across the Squientist (spoiler!) will find he no longer spawns via mitosis. (We'll let you figure that one out).
There is also a new module called the Compressor. This new state of the art device will allow your Hazmeep to produce wood! From what you ask? Uh... Biomass... yep, It's poop wood. Finally a means of producing that rare and fantastic trade resource!
As always, thanks to those of you who join us on Discord (https://discord.gg/gameclaw) and give us feedback and bug reports.
And here is a little summary of the changes:
added some more optomisation for pathfinding
added clearer 'paused' state to UI overlay
stopped doctors from breaking their hippocratic oath
added the biomass compressor furniture
added biomass compression technology
changed hazmeeps to continue biomass production even if water supply is full
waste processing into biomass uses half waste and operates quicker
can now produce wood with compressors
added auto assign option for beds
added recall option for mining ships
added more types of debris in asteroids
fixed an oxygen bug when building a ladder with no matching ladder above/below it
janitors will now check for the closest possible job
fix layering display issues when tracking meeple
doubled the natural richness of Carbon
fixed the squintiest from spawning via mitosis
fixed airlocks from bugging out meeps when on the lowest/highest layer
other minor fixes
[ 2021-03-11 03:12:00 CET ] [ Original post ]
added some more optomisation for pathfinding added clearer 'paused' state to UI overlay stopped doctors from breaking their hippocratic oath added the biomass compressor furniture added biomass compression technology changed hazmeeps to continue biomass production even if water supply is full waste processing into biomass uses half waste and operates quicker can now produce wood with compressors added auto assign option for beds added recall option for mining ships added more types of debris in asteroids fixed an oxygen bug when building a ladder with no matching ladder above/below it janitors will now check for the closest possible job fix layering display issues when tracking meeple doubled the natural richness of Carbon fixed the squintiest from spawning via mitosis fixed airlocks from bugging out meeps when on the lowest/highest layer other minor fixes
[ 2021-03-03 03:52:26 CET ] [ Original post ]
Hey there everyone! I wanted to get in touch with you all to let you know that our games are in the demo festival! Justice.exe Justice.exe is a dialogue-heavy dystopian legal drama in which you defend sentient AI in court. Discover key story elements in dialogue, build your case by studying arguments, and engage the opposing counsel in wits, charisma and skullduggery. Small choices might alter the fate of your clients. Obsidian PrinceObsidian Prince Fight through endless dungeons in a tactical, turn-based roguelike where choices have real consequences. Recruit diverse heroes and steer them to their death... *ahem*... glory. Explore and rebuild the overworld to boost your heroes and discover hidden quests and new dungeons to master. Both titles will be available on the Steam Demo Festival which goes live at 10 am PST (in 10 minutes as of this update!) Please, feel free to try the titles and wishlist them if interested! We are hard at work on the games and are happy to hear your feedback! -The Gameclaw Team
[ 2021-02-03 17:54:27 CET ] [ Original post ]
Today we're patching our first language to Meeple Station. ~Chinese! Previously all language support has been done entirely by volunteers. Anyone who wants to contribute their language to Meeple Station can do so, simply visit us on Discord and we'll show you how easy it is. However, thanks to Whisper Publishing we now have a complete translation of Meeple Station in Chinese. Our first complete language addition! Hooray! This also comes with the 1.0.5 patch, we've addressed a few oddities. Notably the Campaign still getting stuck for some remaining people, and the top and bottom most layers not allowing utility constructions. These issues should now be fixed! Happy Station building!
[ 2020-08-07 11:01:51 CET ] [ Original post ]
Hey Meeps! We're back from our break and have addressed quite a few of the bug reports that have come in over the past month. We're now moving the experimental branch onto the main branch to include fixes for everyone who hasn't been participating in the experimental version. The more prominent ones include:
added Teleporters
fixed a weird bug that made meeple ghost around
can now skip cutscenes
beds are now walkable so meeple dont get stuck in corners
fixed some trade ship shenanigans
fixed some achievements from not being unlockable
fixed engineers going outdoors to change existing indoor tiles
re-added the copy/paste feature in blueprint mode
fixed the magical disapearing fluids and electricity act
added translation support for testing (Refer to the BETAS on steam)
fixed some save files from blocking progression of the campaign
We've also added a frequently requested feature, 'Teleporters'.
These handy constructions will help get your meeple around the station quicker, helping them complete jobs faster as well (Just take a look at that botanist!). As always, feel free to contact us through discord for bug reports and/or feedback.
Happy Station building!
[ 2020-07-03 03:59:45 CET ] [ Original post ]
[previewyoutube=_zyzRYks9VY;full][/previewyoutube] The big day is finally here! Weve battled space bugs, asteroids and even COVID-19, to bring you version 1.0 of Meeple Station, which is now available! https://store.steampowered.com/app/900010/Meeple_Station/ For players who already own our first title Regions of Ruin, youll get a 25% discount off of Meeple Station for the next two weeks! We hope both titles can bring you plenty of joy and distractions while so many of you are stuck at home due to the current global pandemic. You can learn more about whats new in version 1.0 here, but to give you a quick recap:
- Complete story mode - Discover the mystery behind the Meeple races past!
- New enhanced tutorials, completely revised and more comprehensive
- Backward compatibility for older mods, with refreshed support for dealing with new features and content introduced since the early access launch
- Travel to procedurally generated star systems with the new Hyperdrive
- Smarter Meeple, who will act more logically to impending threats
- Speaking of threats, fight off new pesky pirates before they take your resources!
Were excited for you to play through the complete story mode, to explore new star systems, and most importantly, to create the ultimate space station! While attempting to lose as little Meeple as you can along the way which we know is sometimes unavoidable, we wont judge! We plan to continue supporting Meeple Station for the foreseeable future, issuing bug fixes and listening to your feedback. If you havent joined our Discord server already, head on over to hang out with the Meeple Station community and chat directly with us and let us know what you think about version 1.0! Thank you for joining us on this wild ride and for supporting Meeple Station over the past year, and welcome to all our new space captains. We hope you enjoy your time in space.
[ 2020-04-10 16:03:18 CET ] [ Original post ]
Its a rough time right now for many people across the world. We unfortunately have to report that among those affected by all this madness is our friend, partner, and producer, Alex, along with his family who reside in the current temporary hell-scape that is Spain right now and who have very unfortunately all been confirmed positive for coronavirus since we announced Meeple Stations 1.0 release at the end of last month. Thankfully, just in the past few days now, Alex and his family seem to be getting through the very worst of it and finally back on the mend, but it hasnt been a pretty month for them. Luckily, they were not critical cases and were able to get proper medical attention despite the current chaotic state Spain is suffering through right now. We dont want Alex to worry about the stress of releasing a game right now. We want Alex to simply focus on getting well again. Despite the fact that this absolute legend of a mad lad still actually wants to keep working from quarantine through all this, weve decided thats kinda bonkers and to push back our original Meeple Station 1.0 release date from March 30 to April 10th. This way, at the very least, they can take a couple extra weeks to fully recover, and Stephen and Mike can fill the time by continuing to make use of our wonderful group of testers. We were very excited for the release on the 30th, but the world just doesnt have it in the cards- as seems to be the case for so many people right now. We know everyone will understand with all the madness that has been going around with this terrible pandemic across the world. Thank you for that understanding. Well be back in a few weeks to release our little two-year labor of love to you all.
[ 2020-03-26 05:26:11 CET ] [ Original post ]
We know that weve been very hush-hush for a few months now, but its been for a good reason that we can now reveal to you all. Steve and Mike have been secreted away in their hidey-holes, furiously laboring away on the full campaign mode for Meeple Station!
Thats right! Weve been sitting on this for quite some time now, but were jiggling with anticipation to finally be releasing our complete story mode for Meeple Station.
Along with the campaign, 1.0 will include loads of other fixes and features. Weve revamped the combat and conflict in game, added a whole system for custom events, and more meaningful interactions with the surrounding star systems.
We dont want to give too much away about the campaign, so were not going to be dropping any story spoilers in this announcement! ;P
So What's New?
New Tutorials! Believe it or not over the past two years weve had to re-make or completely revise the games tutorial at least a dozen times. However, now that were finally confident with the games major features weve wrapped up a long-requested comprehensive series of tutorials to guide new players through the games basics once and for all.
Mods have also finally gotten some long-needed TLC, now with backward compatibility for older mods and refreshed support for dealing with all of the new features and content.
Most importantly we have now introduced the Hyperdrive. Tired of your boring old home system in sandbox mode? Just up and leave, find a more interesting one! You can now build power hungry drives to move your station over to entirely new systems. Weve been developing this behind the scenes since the Planets Update and are overjoyed to finally be able to open up the gates on this and make much more fully-realized use of the procedural star systems tech.
With Hyperdrives also comes a more interesting stellar landscape. Youll notice a whole lot of new markers and effects around planetary bodies. Hazardous meteor storms and debris orbiting moons and planets. These help identify points of interest (and danger!) on the map. Scouts will also be able to explore wreckages to bring back new technologies or refined materials.
Speaking of destructive meteors- weve also changed how brutal bombers and meteors used to be. They no longer mercilessly obliterate large sections of your station in the traditional firey game-ending fashion and send your poor crew into an admittedly difficult-to-salvage and vicious death-spiral. Instead, they now destroy only the single tile they hit and instantly auto-create a repair job for your engineers to run to try to patch back up.
Speaking of running- the Meeple AI behaviors have had a lot of meaningful upgrades, such as finally having a basic sense of self-preservation, which they can now use in conjunction with the new running movement speed behavior in urgent situations, such as: suddenly being exposed to vacuum, or the bad intentions of pirates, or to avoid starving to death, or even just legging it to the bathroom for that incredibly urgent poo. The result being far higher crew survivability in general! Next up weve introduced Pillboxes and rally points. This allows more meaningful and direct control of your combat units. Pillboxes act as a way to tactically place dedicated guard posts, while rally points evacuate non-combatants from a room and calls all of your available guards to rush in and secure the area.
Another interesting addition to combat is pirate invaders. Weve worked a good bit on their AI to include morale and thievery as their main modus operandi. Once pirates board your station, theyll look for your storage containers and grab as many resources as they can carry before legging it for the airlock. Weve always been slightly irked that pirates in video games seem to always be there to fight to the death and thats just not what pirates do! Theyre there to rob and steal your goodies! Theyre not in the business of getting slaughtered so if too many of their comrades are injured or vaporized, you may see the rest flee and return to their station, preserving their numbers to fight again another day. All in all, pirates behave much more interestingly now.
What? 1.0 Is Done?
This next patch will be our 1.0 release. Weve had the groundwork for most of the major features and systems weve aimed to have in for 1.0 in your hands for long enough that weve been able to see all the lovely ways it can break and in what ways it can all be made better. Several months ago we decided to go quiet, just put our heads down, and dedicate a huge effort into smashing out a giant backlog of major and minor persistent bugs that have managed to darken our dev-days for all too long now- and implement new and partially-implemented features that have been on the backburner waiting for the parts they needed to be complete. All of the bug-fixing, optimization, and polishing weve accomplished go along-side with a crop of new features [like the events system] that were needed for the new Campaign Mode. As far as projects go, Meeple Station has been an absolutely gigantic learning experience for me, [Stephen] both as a programmer and game developer, but also in learning to work in a team development environment when Mike came on-board mid-project around March of last year, bringing the development team to a grand total of two. There is a conception weve noticed amongst many of our fans and critics alike, that were a much larger studio than we actually are. Thats probably our fault for not addressing that sooner- but its just me and Mike on the development team, and Alex our producer and general industry guru- across three countries and time zones: Australia, the US, and Spain, respectively. A lot has happened over the past two years, my family is two new children larger, three if you include Mike, (which I affectionately do) houses have been moved and stresses hath accumulated. When I first jumped into Meeple Station I had plenty of ideas and the grandest of ambitions. As time went on it became more evident that Meeple Station would either become an eternity project like our own personal favourite Dwarf Fortress (God bless em), or it would need to have a foreseeable end point. So a year ago we roadmapped everything we wanted to reasonably have in for release, set to it, and still managed to take six months longer than wed projected. Even though this development has been a really tough one that has strained at our purse-strings, we were determined to persevere through aggressive application of sweat equity to not to be one of those now-all-to-common EA projects that cuts and runs before its finished just because the going got tough. Having integrity is a big thing for us, even when it hurts- especially when it hurts. This does not mean were going to stop giving love to our little Meepley game! We will still be maintaining the game and issuing bug fixes, will still be listening to our community, and will still be throwing in a few new things here and there as time goes on. But this -is- our final push toward getting Meeple Station in a fully finished and playable state for 1.0 release. Weve worked our butts off for the past two years and put our blood, sweat, and tears into making a game that we hope with all our heart will bring you all some joy from start to finish. All of that said, well be taking these last few weeks to test the ever-loving heck out of it and make sure nothing untoward falls out. Were aiming at March 30th for our Meeple Station 1.0 drop, so stay on the look out!
[ 2020-03-09 12:37:00 CET ] [ Original post ]
We're back from the holiday break with a small catch bug fixing patch! Thanks to everyone who gave us time to report any issues. This week we're just fixing the bugs that came out of the woodwork over the past month. Next we will have some new features coming in! And here are the main ones! fixed trade ships from not showing up transit trade ships now save and load properly fixed default blueprint layouts breaking pathfinding fixed large vents from being too amazing that your engineers die from wonderment fixed fuel processors from tricking you into giving it the wrong utility fixed pirates flying and walking backwards guards now go outside to attack pirates fixed being able to toggle out of the starting scene by pressing Y fixed cross dimensional player ships arriving from other save files fixed negative refinery requests lowered injury risk when mining fixed a bug trying to restart the setup scene fixed 4K and similar resolutions from crashing on startup Always feel free to drop by our discord community if you'd like to dialogue with us a bit more. We're back in full force, working off our holiday layer of blubber.
[ 2020-01-13 06:50:09 CET ] [ Original post ]
First up we've completely revised the Research Menu with a fresh coat of paint. You'll now find roughly 30 new techs to research and a much simpler UI to navigate it.
As part of the research you'll notice a new tech for comms relays. This enables you to communicate with your neighbouring factions. This includes pirates! (And if you can get on their good side they will even begin trading with you).
Along with many other fixes and features we've added, you'll now be able to send raiding parties to steal resources from other factions, but they can also do the same to you! So try not to punch above your weight!
Not only that, you can now send out mining ships fitted with a crew of miners and a pilot to remotely mine and gather resources from other locations in your 'Star System' (Yeah I learned my lesson, I know they're not called solar systems). This will especially come in handy for those of you who have strip mined your local asteroids to dust.
Not to mention we've brought back the infamous pirate incursions and bombers. After months of re-balancing and new features we've finally implemented them back in their full force, watch out! Anti-ship turrets and shield generators will have a very serious role now in the later game.
As always, we're super appreciative of everyone helping out and giving us feedback through our discord community, and welcome everyone to stop by and say hi!
for those of you who are curious here are the patch notes on the title screen :)
the tutorial actually tutorialises again
can now send scout ships to salvage and explore nearby bodies
can now send mining ships to gather resources from other places
can now send raiding parties to steal resources and murder
pirates are now an actual faction and can be appeased and traded with
faction colors are now more random
fixed a loading issue when saving a game with crew aboard a ship
re-introduced pirate raids/incursions/bombers
factions can now raid you if you upset them
pirates will also lose morale and run away when losing a fight
can now dismantle unwanted ships
meeple sleep cycle is slightly longer
completely revised and changed the research menu
added comms relays to communicate with factions
fixed lime, purple and tinted glass tiles from not allowing turrets and ejectors to be built
fixed lagging issues when using the trade menu
outside asteroids will no longer block docking lane ways
removed the hierarchy (Officers are now gone! Oh noes!)
greatly improved loading times
performance improvements (especially for larger stations)
autosaves are now written asynchronously and wont hang gameplay
fuel utility lines now cost steel
fuel processor no longer requires advanced power
changed multiple recipes
changed spritesheet for fuel processors
hull tiles now add to room value
every system now spawns with at least one source of monazite and ilmenite
can now manually autosave with CTRL + S (even with autosaving disabled in options)
mining is now more hazardous for meeple (muahahaha!)
meeple can now run when it's urgent (like when they really really need to use the bathroom or get shot at)
[ 2019-12-20 11:23:00 CET ] [ Original post ]
We're back with another large patch. This time around we've added in factions and reigned in the entire trading system. We've added some new ship models to construct and even made them color customisable.
This patch is quite large and you'll be able to see a long list of changes on the title screen. We've addressed dozens of large bugs and possibly a hundred or more smaller ones, added some new items and balanced some gameplay. But on top of that we've been gearing up for some more lore and story based content to liven things up.
You'll notice a few new stations floating around your solar system, these are faction stations. They'll grow, accumulate resources, renown and population. As you grow, so will they.
Previously trade ships would just magically appear out of nowhere with bountiful cargo. However, now traders will be coming from specific factions and supply and demand will have a real effect on the market. An interesting feature with trading now is that if you continually supply one faction with more resources you'll see them growing faster and producing higher end products. On the other side, if you continually buy them out of stock and only sell one item, they'll increase their demand for other resources and lower their demand of what you keep selling.
This is just the first aspect of how factions will be working. In the next patch we will be introducing a comms antenna and a means to dialog with factions. We're also aiming to revamp pirates and add in a lot more unique events in the near future!
But that's not all! We're working now on adding in new solar systems and expanding the function of ships. Some of the planned features include sending out scouting vessels, mining convoys, raiding parties and possibly trade ships of your own. You can build the ships, might as well use em!
Want a hot pink trade vessel? Be our guest!
But we're also aiming to add more unique events and dialogs. Pirates making demands, strange anomalies, disgruntled faction traders, whatever our imaginations can come up with. But most importantly a means to deliver our final and main campaign that we've been holding off on.
Lastly, quite a few people have been asking why this patch has taken roughly two months to come out? Why the delay? Well if you take a little look at the last item on the change log you'll see one of the developers (myself) had a baby! Basically the last 6 weeks have had more challenges than debugging code! believe me!
But thank you all for patiently waiting for this patch! You'll be seeing more patches more frequently from here on. As always, feel free to stop by our discord and chat with us, we're very active on our community server! :)
[ 2019-11-21 13:32:04 CET ] [ Original post ]
Today's Deal: Save 25% on Meeple Station!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Wednesday at 10AM Pacific Time
[ 2019-09-09 17:11:00 CET ] [ Original post ]
This week we've introduced a set of hydroponic bays, changed how airflow and ventilation works and also added medicine production.
First thing you'll notice is that oxygen wont be working quite the same as it was before. Life support now creates and stores oxygen in tanks then vents disperse oxygen into different areas in your station.
That means a new utility system for ventilation, oxygen tanks, vents, and a few new door types. There are now two types of doors, ones that block airflow and ones that don't. This can help you setup rooms and quarters, for example, that don't all need their own vent.
Up next we have hydroponics. You can now grow vegetables AND fruit, as well as medicinal plants that can be manufactured into medical supplies, to treat wounded meeple (Sorry, they ain't free anymore).
Save files are NOT broken this patch, however, you will need to make it a top priority to setup vents and probably replace some of your bulkhead doors with regular doors when you first load your station. Oxygen does last a little while, so you should have enough time (hopefully) good luck!
As always, feel free to join our discord community, we're always happy to answer questions and hear feedback!
[ 2019-08-27 07:07:49 CET ] [ Original post ]
This week we've worked on and fixed some existing issues with doctors. We've introduced medical beds and you can now setup medical wards to house your injured meeple, making it easier for your doctors to treat patients (instead of chasing them around the station)
You'll also notice meeple who are injured will seek out medical beds. But so long as you don't have a homicidal guard on the loose, hopefully your wards will stay relatively empty.
We've also done a fair bit of balancing to the meeple creation process, especially considering the difficulty. We're planning on putting in more traits and expanding on the health system shortly.
Amongst other bug fixes and such, we're laying down sound groundwork for another large patch. We'll be expanding on the ship management system and factions soon.
This will bring about a fair bit of change to the balance of the game and growing your station!
As always feel free to drop by our discord community!
[ 2019-08-16 07:44:18 CET ] [ Original post ]
Hey everyone! Thanks for all the bug reports and saying Hi on our discord community! This week we're just rolling in some light content and bug fixes in preparation for our next major patch.
So whats coming up next in our big patch?
We'll tell you later.. ;)
[ 2019-08-09 11:31:29 CET ] [ Original post ]
This week we've added a feature to be able to customise your starting crew when creating a new station. You can now balance advantageous traits or disadvantageous ones in order to add or sacrifice skills and attributes elsewhere.
Customising your Meeple has been a highly requested feature and we're glad to bring it into the game. It adds a lot of depth and a good amount of experimentation with your crew.
As we were testing we frequently got carried away trying out different skills and attributes and mixing them up with unique traits. For example, we found being able to add both the Chatterbox and Influential trait to an officer turned them into an abundant source of happiness as they flittered about the station talking everyone's ears off, much to their liking. But making sure they weren't extreme in any given attribute, so every crew member could find common ground and get along with them.
We're curious to see what other trait combinations might have strong benefits, or perhaps extreme pitfalls. Ever see an astrophobic Miner? Or a violent Guard? well if you haven't... now you can! (Even though you may not want to).
Along with this feature we've been flushing out as many bugs as we can and trying to focus on the overall polish of the game, after many large patches in the past few months we felt it was due, and will be focusing on bug fixes more intently the next week, before getting to work on our next major patch.
As always, feel free to stop by our discord community and say Hi! We love taking feedback and actively respond to any bugs or issues you might find!
[ 2019-08-02 14:34:22 CET ] [ Original post ]
Our long awaited UI overhaul patch is here! This one took a bit longer to wrap up, however we're glad we did. Things are beginning to feel a lot cleaner than they were before.
But this isn't JUST a UI update, we've been taking a lot of feedback and re-designing a lot of older menus and panels to make the game more ergonomic and intuitive in general, to improve the overall quality and ease of playing, as well as preparing for our next batch of planned features.
Here's a little screenshot of our new dynamic title screen, mmmmmm.
So whats coming next?
One of the large differences with the new UI is the Meeple panel. You can now view a lot more about each meeple and a lot easier. A long requested feature has been the ability for meeple to be more customisable, choosing your starting crew and having them improve and gain experience in the jobs you assign them. These are all in the works and coming soon in the future! However, something we're actively working on for our next major patch is the addition of entities and other factions. We're adding on to the player ship construction mechanic and focusing on making interactions with traders more meaningful. (Yes, and pirates! They'll be coming back in full force, for those who have already witnessed the full force of pirate bombers and swarming invasions, you'll know what we're talking about)
We're currently working on a variety of ships for the player to create, as well as the ability to customise and color them. Over the next few weeks our priority will be on fine tuning any UI we've missed and adding in factions, new ships and hopefully more which in turn will limit the infinite-super-monopoly stations some of you have been creating with our magically appearing cargo bustling trade ships. All of this will be wrapped up in a bundle of new features. Stay tuned! we're very excited about what's coming next! As always, feel free to drop into our discord server and have a chat, say hi, or ask questions.
[ 2019-07-19 15:02:12 CET ] [ Original post ]
This patch brings in some enormous changes, I'm not even sure where to begin!
We've been working hard to bring some of the core aspects too some of our major features.
O-Mega Patch!? Whats all this nonsense about!
This patch we've introduced a completely new map system, reformatted save files (but haven't broken them *phew*), added ship construction and a bunch of little bits and pieces you may notice. These are all the first step towards the much larger scope of the game we've been wanting to get at for quite some time.
You'll now find a new feature with docking gantries, you'll be able to construct your own ships! Why? well you can now send crew and resources to other stations, YOUR stations in fact, we've reformatted save files and opened up the map to allow you to build and maintain multiple stations at once!
We still have a lot more features that we'd like to introduce, and these large patch changes are just the beginning. We are working every day at fleshing out these features and expanding on them as much as we can.
How are we going to flesh out these features?
Well, firstly, we'll eventually open up the entire galaxy, as you're currently limited to your own solar system. Second, we're going to overhaul the ship management system, as it's our hope that you'll end up with dozens of stations and a large network of ships, customised of course to your liking, and managed more effortlessly through an intuitive UI. Third, we have a complete UI overhaul coming in the next few weeks, as well as some overdue changes to how traders will work, introducing factions and persistent entities into your little meeple world. All this and more! we hope you can enjoy what we've been cooking up over the past few weeks and stick around as we expand on it even further! As always, feel free to join us on our discord server, we're active daily and love getting user feedback! https://discord.gg/5bdnpsN
[ 2019-06-20 16:14:43 CET ] [ Original post ]
Hey there everyone! Would you like a free copy of Meeple Station? We are having a giveaway right here!
https://imgur.com/gallery/1f0twZZ
Hop in and help spread the word!
[ 2019-06-18 12:48:35 CET ] [ Original post ]
We've added some new bits of content this week, but heavily focused on cleaning up as many bugs as we can, especially after all of the recent large changes.
This week you may notice a new odour feature - if you're not diligent enough in keeping a hygienic bathroom, that is -
(Odours may not be as deadly as the GIF implies)
We also have a few changes to the research tree.
But most of the bug fixes you can view on the title screen's change log.
So what's next?
We'll continue to keep an eye on bug reports as they come in. However, we're starting work on our next major patch, adding some huge new features. We don't want to boast about it too much, but we're very excited! We're doing a complete rework of the map system, and we'll finally begin to add the first segment of story to our little meeple. That's right, they have a homeworld!
Amongst a whole lot of minor details, we'll be focusing on three major aspects over this next month for our mega patch, I'll explain a bit more about what they are here.
Firstly, the map
As you can see from the screenshot above, we're working on changing the style of the map completely. The idea is that you'll begin your first station in orbit of a small moon or planet, and you'll be able to explore the other planets within your solar system using your own ships piloted by meeple. But wait! There's more!
Multiple stations
We're going to be removing the Quantum travel feature for space stations, instead, you'll be able to explore with your ships. But that doesn't sound like an improvement? Well, that's because we're going to be adding a feature where you can send crew off to build a new station, and give YOU the user freedom to jump back and forth between both of your stations, managing two entirely separate crews but supplying one another with your own trade lines... and we don't really plan on having any limit to how many stations you can build. Lastly,
Simulated factions
Where do trade ships come from? they just magically appear on the edge of the map with bountiful cargo. But that's changing, now we're creating simulated factions, you'll be able to see where they are on your map, as well as the pirate stations, and they'll only be bringing what they have. That means if a faction doesn't have any Magnetite nearby, they wont be bringing any on their trade ships. So that just about sums up the major changes we'll be working on the next few weeks, stay tuned! and of course, feel free to stop by our discord server and ask questions!
[ 2019-05-24 11:18:13 CET ] [ Original post ]
After Friday's large patch we're trying to stay on top of bug reports. Keep them coming! Here is a quick summary of today's patch notes: fixed Chef descriptions adjusted various tutorial tips re-added plant bins so botanists can collect vegetables fixed thorium 232 and diamonds from not being able to be refined changed thorium reactor recipe and production rate fixed food dispensers not showing power requirement fixed another rare pathing bug added an improved pathfinding algorithm for outdoors added log warning when meeple are asphyxiating fixed a manufacturing bug where some unachievable orders would prohibit other manufacturing orders that were achievable added some new tooltips and UI adjustments removed edge scrolling inside of full screen menus added particles to the waste ejector added some optomisation when viewing utilities and moving between layers also added a fix for lag spikes when clicking and dragging to create long lines of utility jobs fixed a bug where utilities showed too many nodes added date and difficulty to save files officers can no longer demand airlock constructions
[ 2019-05-20 06:21:06 CET ] [ Original post ]
Our enormous overhaul to the resource system is finally here! And with it, an entourage of new furniture and features. (You can checkout a taste of the patch notes at the bottom of this announcement).
So whats all this about?!
Well if you weren't aware, our weekly patching ritual was post-poned for three weeks so we could get into the guts of the game and make a much-needed and highly requested feature change. All of the resources previously have been scrapped and we have a completely new set of minerals in its place (based on real life minerals) which will hopefully make things more comprehensive and coherent.
But getting into the details, you'll notice there are now two new utility lines in the game, waste and water. You'll need to mine ice, melt it down, and use it to keep everything alive. And yes yes, we now have bathrooms, your Meeple are now slightly less slobbery. But on top of that, you'll need to manage the waste your meeple produce, eject it into space, or filter it to reclaim your precious water (so long as you don't mind where it came from).
We also have new Chef meeple, and kitchens! Food is now a tangible resource, meaning you can trade for food and whip up some gourmet meals for your hungry crew.. or just feed them raw fish, it's up to you of course. Uh... what else? oh of course! Asteroids now function very differently. They can hold multiple minerals with varying degrees of richness and density. But I'll let you figure that out! There is plenty more, but I wont spoil it for you! We'll be spending the next week keeping a very close eye on things, taking in bug reports and making sure everything is working as intended!
But what about old save files?!
How could I forget! This new version 0.6.04 has so many changes that it will break saves from older versions. But don't worry! we aren't just deleting your save files, we are leaving 0.6.03 in the BETA branch so you can finish off any old saves you'd like before starting fresh on 06.04.
How do I get on the BETA?
That's easy! Just right click Meeple Station in your steam library, go to 'properties' and then select the 'BETAS' tab. From there you can select 0.6.03 from the dropdown menu. As always, don't be afraid to jump onto our discord server and chat with us! :) (Old saves are no longer compatible) starting meeple number is now set to 5 fixed blueprints loading with differing costs fixed a pathfinding bug concerning ladders fixed a bug where meeple died of asphyxiation for no good reason completely reworked all resource types introduced a new variety of asteroid sprite sheets and mining system changed the inventory/refinery menu added ice processors added water tanks added waste pipe utility added water pipe utility added waste processors added waste ejectors added waste bins added bathrooms added kitchens added food dispensers changed food into an actual resource added chef meeple role added rock crushers added smelters added wooden chair/table/bed/footlocker changed uses for refineries added Oxygen Gardens completely revised trade menus and added supply/demand modifiers to resource pricing fixed refining orders from over refining requests fixed some rare pathfinding anomalies fixed various other known issues from 0.6.03
[ 2019-05-17 18:01:40 CET ] [ Original post ]
Our major patch will be coming in 7 more days! We've wrangled a lot of extra changes in with this huge patch, and we'll need to completely re-make the tutorial to compensate. We should also warn previous saves will no longer work after 0.6.04. We're awfully sorry about this, but this patch will not only add loads of content, but also changes the way you will need to setup your station. So even if your save files could still be loaded, you might not last very long because there are new requirements for life support and food. (Sorry Meeple :P) We will however leave the current version (as well as previous versions) accessible through steam if you want to revert your game and finish playing an older save file.
But what are these big changes exactly?
Well, we havent quite got them all finished yet, but here is the current patch list of the main changes so far. starting meeple number is now set to 5 fixed blueprints loading with differing costs fixed a pathfinding bug concerning ladders fixed a bug where meeple died of asphyxiation for no good reason completely reworked all resource types changed the inventory/refinery menu added ice processors added water tanks added waste pipe utility added water pipe utility added waste processors added waste ejectors added waste bins added bathrooms added kitchens added food dispensers changed food into an actual resource added chef meeple role added rock crushers added smelters changed uses for refineries added Oxygen Gardens completely revised trade menus and added supply/demand modifiers to resource pricing And here is a little teaser of the new menu layouts:
As always don't forget to jump onto our discord channel and have a chat with us! :D
[ 2019-05-10 14:04:14 CET ] [ Original post ]
Hey folks! We have some huge changes to resources and various vital systems to the game. As you can see from this screenshot, we're adding in water and waste lines to the station. As well as various new modules, and tweaks to existing items.
For example, life support and fish tanks will now require water. We're also adding in kitchens, chefs, and more comprehensive refining. But that's not all, we're also adding in hygiene, bathrooms, waste disposal and filtration systems and more.
Unfortunately, with such large changes, we're going to need a little more than one week to get everything done. The next major update will take another week, if not two, to get everything ready. But we may have an experimental version if you're interested in testing a few days ahead of the patch.
I should also mention because of these drastic changes, save files will become obsolete. If you wish to continue with an older save, we will leave a branch open for the last compatible version.
I hope you're as excited as we are for these upcoming changes!
Don't forget to jump onto our discord channel and say Hi!
[ 2019-05-03 11:28:30 CET ] [ Original post ]
We've finally caught up over Easter to bring you another huge rework! This time utilities (cables, pipes, etc) have been removed and replaced with a whole new overlay to more easily setup and organise all of your networks. Take a look!
(Don't worry, your save files will still work, we've made sure of that :)
We've also fixed quite a few pesky bugs and introduced cut away sprites for bulkhead doors. Hopefully making it easier to view what's going on.
This week's change has come with a lot of sweat, bugs, and tears, but has set us up for our next and dare I say much larger rework planned for the coming weeks.
We are now starting work on changing the entire resource system. We'll be creating a variety of new asteroids, new minerals, sprites, and every recipe and resource in game will be changed in some shape or form.
We've decided to scrap the comical and alien idea of 'fantasy minerals' and replacing them with real life names and types, things that are more memorable. such as Cobalt, Aluminium, Steel, Titanium, Silicon, etc etc.
This also means a large change to the core logic of how resources will be functioning in game, which will once again open up for a lot of modding opportunities. This will also drastically change how trade works, the map, mining, and almost every aspect of the game thus far. So bare with us, this next major update may take two or three weeks, but we will keep our eyes peeled for any bugs in the meantime.
Don't forget, everyone is welcome on our discord channel! And we're happy to take feedback and bug reports. :)
[ 2019-04-27 04:43:01 CET ] [ Original post ]
We're all taking the easter weekend with our families. That means our friday patch will be pushed back a few days. However, if you're keen to see the new changes, here's a sneak peek! :D
We have a large overhaul to utilities, power, fuel lines, etc, giving you far more freedom to rig things up around the station. Thanks for being patient!
[ 2019-04-18 09:58:31 CET ] [ Original post ]
Hey guys! I was able to get a hold of Stephen in the early morning and he fixed the bugs you've mentioned ASAP. Thanks for being patient and trusting us! Enjoy the game!
[ 2019-04-14 07:19:13 CET ] [ Original post ]
Hey everyone! Just a quick note to let you all know we are aware of the AIRLOCK bug that's pestering some of you, as well as the bug report button not working. We're working on it and will have it patched up as soon as possible, keep in mind it's saturday (sunday for the Developer Stephen who lives in Australia) so I don't have an exact ETA but "SOON", I'll try and ping him as soon as he wakes up! I'd like to take the opportunity to invite any of you who've got any bugs they can reproduce to report them in the comments below or in the discussions tab of the forum, thanks! Also, remember we're hard at work in the game, but very approachable! Feel free to join our discord! https://discord.gg/cE2uX6A
[ 2019-04-13 16:44:54 CET ] [ Original post ]
Hey everyone! Just a quick note to let you all know we are aware of the AIRLOCK bug that's pestering some of you, as well as the bug report button not working. We're working on it and will have it patched up as soon as possible, keep in mind it's saturday (sunday for the Developer Stephen who lives in Australia) so I don't have an exact ETA but "SOON", I'll try and ping him as soon as he wakes up! I'd like to take the opportunity to invite any of you who've got any bugs they can reproduce to report them in the comments below or in the discussions tab of the forum, thanks! Also, remember we're hard at work in the game, but very approachable! Feel free to join our discord! https://discord.gg/cE2uX6A
[ 2019-04-13 16:44:43 CET ] [ Original post ]
Hey everyone! Just a quick note to let you all know we are aware of the AIRLOCK bug that's pestering some of you, as well as the bug report button not working. We're working on it and will have it patched up as soon as possible, keep in mind it's saturday (sunday for the Developer Stephen who lives in Australia) so I don't have an exact ETA but "SOON", I'll try and ping him as soon as he wakes up! I'd like to take the opportunity to invite any of you who've got any bugs they can reproduce to report them in the comments below or in the discussions tab of the forum, thanks! Also, remember we're hard at work in the game, but very approachable! Feel free to join our discord! https://discord.gg/cE2uX6A
[ 2019-04-13 16:44:30 CET ] [ Original post ]
Since our previous patch extended into this week, we've just focused on adding some new tile sets and content, along with the some bug fixing, due to the shorter timeframe.
Take a look at some of the new thing in today's patch:
Now you can spruce up and customise your station just that little bit more! We also have another large patch coming next week, stay tuned! And keep sending in bug reports! they've been very helpful! :)
(Don't forget to join us on Discord)
[ 2019-04-13 03:56:36 CET ] [ Original post ]
We've now jumped to version 0.6 as we've made some enormous internal changes. This patch you'll find the new feature where you can build and place walls along tile edges, as interior walls.
What does that mean exactly? Well, just take a look at the following:
In this screenshot you can see what you've all currently been use to managing. If you wanted to build 4 small bedrooms you'd be hard pressed to fit them in any tighter than this. However, now with the interior walls you can make much better use of space:
In the same amount of space you can get almost twice as many rooms crammed in.
We've also added a bunch of new tile sets, and with our new template are eagerly adding more this week.
For this Friday's patch we will be focusing on polishing and bug fixing, potentially adding in a few more tilesets. Please keep the bug reports coming in :)
And don't forget to say hi on our discord server!
[ 2019-04-09 13:24:35 CET ] [ Original post ]
This week we tackled significant core changes, and some highly requested features. We've had to go over a lot of the game's current core engine, from pathfinding, AI, oxygen flow, and more. These large changes will bring us to v0.6, but has also introduced an entourage of new bugs which we are combating over the weekend. Unfortunately this Friday's patch will be delayed temporarily while we clean it up. Thanks for your patience everyone! :) (We have some teasers on our discord channel)
[ 2019-04-06 00:44:01 CET ] [ Original post ]
Over the weekend a few bugs showed up stopping the tutorial and traveling around the map. Thanks to those diligently pointing those out to us, they're now fixed and patched as of right now! Amongst a few other minor bug reports and fixes thrown in, enjoy your week :)
[ 2019-04-01 09:48:03 CET ] [ Original post ]
Hey all, here's a little teaser for some upcoming content!
So what's it all about? glad you asked!
Meeple Station is about being open world, sandbox, simulation, but we also love to have little eggs of story and depth, which can be a very difficult thing to achieve inside of a simulation game. Campaigns aside, we wanted to add a little bit of mystery to the game, such as factions, conflicts and more in-depth exploration features. Including minerals and resources that can only be obtained through exploration.
Here are some little snapshot teasers of the micro-dungeon structures we're implementing.
But what's new this week?
Amongst a very very long list of bug fixes, we've also introduced the first tourist feature (HONK). For our kindred spirits (SS13 fans) we've introduced clowns!
This is a small intro to the very large overhaul this week to the animation system for mobs and entities which will also make modding new creatures and mobs into the game about fifty times easier. (Watchout for your Coulrophobic Meeple!) You can expect many more entities, mobs, creatures being introduced over the next few weeks.
Lastly, a quick update on where we're at with multiplayer. Unfortunately, Early Access launch proved that we still have much further to go with creating our desired Single player experience, and to avoid hampering development, we've decided to put our current multiplayer work on hold until we've completely fleshed out all of our major single player features. It's crucial to us as a team, first and foremost to make a great game, and then introduce the features thereafter to be able to properly share that with friends. If we try to do this the other way around it will lengthen development unnecessarily. :\ Until then! have fun Meeple! and don't forget to stop by our discord channel! we'd love to hear your suggestions :)
[ 2019-03-29 11:34:03 CET ] [ Original post ]
This week you'll notice some drastic changes to layer rendering. We're very excited about these changes as it sharpens up a lot of your experience building a space station.
This week's patch comes a little bit late. The previous week I was moving house and I'm still struggling to setup a new internet service. However, we've decided to bring both last week and this week's efforts into one single patch, and we're quite proud of it!
Here is a screenshot of how the old rendering looked:
And here is a screenshot of how it looks now:
You can immediately notice the difference, but wait! There's more!
We've also made some significant changes in the way you can move between layers (and we have even more quality of life additions coming later on). As you swap betweens layers the camera will now follow the movement of the layer, and the lighting will transition with the layers, making it very easy on the eyes and more intuitive in general.
We've also added occlusion to tiles that block your view, so you never have another tile or item sitting in front of your current layer. The lighting on it's own adds a lot of depth, see for yourself:
How asteroids use to look:
And this is how they look now!
These are just some of the changes we've been working on this week. There are quite a few other adjustments in game, but they're a little bit difficult to explain, such how camera movement has changed as well.
These are fresh changes, and despite how excited we are to show them off we do expect people to find a niggle here or there, so please don't hesitate to let us know! we're still working around the clock :)
Come join our discord! (I'll be around more often when my internet is setup, promise!) https://discord.gg/ADRrmbv
[ 2019-03-22 16:19:14 CET ] [ Original post ]
Hey everyone, dev here! This week's patch we focused on getting a much more comprehensive tutorial finished. We know for a lot of our veteran payers this isn't a noteworthy feature, but we've noticed an unnecessarily high learning curve for most new players and we're trying our best to break things down quicker for our new meeps. We are listening daily to requests and bug reports on discord and we've also been hammering quite a few out this week. Please feel free to jump on our server and say hi! A lot of large things (personal things) are keeping the dev (me) wrapped up this week and next week, which means next week's patch will mostly be aimed at maintenance and minor additions to content. Thanks to everyone whose stuck by us so far! We're still working hard and Meeple Station has a lot of development planned for 2019!
[ 2019-03-08 10:17:50 CET ] [ Original post ]
Hey everyone, Dev here!
Thanks for sticking around to watch development! Once again it's our weekly Friday patch, and this week, amongst the new content, we've been analysing and trying to find ways to improve the user experience early on.
One feature this week is the click and drag to place tiles and create salvage orders. This means building corridors and large rooms can be done in one quick motion.
We're also hard at work setting up for other large content, namely getting the galactic side of things setup for more explorative fun. Here's a little WIP teaser of the new and simpler engine model we're creating. We want to introduce an earlier research for engines to help get players moving around and exploring much sooner.
We're also working on a much needed tutorial to help break in the new players. We sorely regret not having this in sooner, unfortunately our long and comprehensive tutorial that we included with our demo last year was no longer relevant to the current game with all of the changes. Next week we hope to have this introduced once again.
Don't forget we're on our discord daily and happily respond to requests and queries! And remember you can read more detailed changes on the title screen changeLog :)
[ 2019-03-01 13:33:30 CET ] [ Original post ]
Hey everyone! dev here! Yet again, our promised weekly patch. This one is coming much later in the day as I got a little held up on some elusive bugs. This week was a bit less productive than I'd have hoped due to a nasty flu, regardless we still have some large changes to the game. You'll notice we've changed the game's UI completely. We've removed the bubbly and colourful arrangement that many people complained about looking too much like a 'mobile game', and created a more subtle grey scheme. We're still interested in people's feedback, since this seems to be a fairly ambiguous topic, when asked, typically half of people want the bubbly UI and the other half are either indifferent or completely hate it. We're trying to find something everyone can be ok with. the other large change we've made this week is to the research menu. Internally we've adjusted things to allow for easier implementation of new technologies for research and modding. We hope to introduce quite a few more next week!
[ 2019-02-22 23:41:19 CET ] [ Original post ]
Hey meeps! Dev here!
Once again it's our Friday patch! And this week we've been cooking up quite a lot of internal changes. The following changes are based mostly on some significant tweaks to the main engine.
First up, most of you will notice two new tile sets, Glass and Reinforced hulls. The glass hulls are decorative, whereas the reinforced hull provides a greater resistance to meteors and bombers.
The reason we added these new tiles is because we've changed how the game can read and use sprite sheets for indoor tiles, with walls. This means you'll also notice walls are collapsable and will disappear when you hover on a room.
Many people have asked for internal walls as a main feature, and this is the first step towards that. (The current walls hog an entire cell, but we'd like them to line the outside of the cells instead)
One tile use to have around 280 sprites just to cover all of the possible angles, including the roof sprites, but now it's been reduced down to about 15, which also makes it much easier for anyone wanting to make new tile mods for the game.
The other major addition is something you wont see much of just yet, but again opens up a lot of possibilities for modding. we've added an example mod to show exactly what that is.
You can now setup your own type of logic networks, such as the already familiar circuits and fuel lines. This means you can create a new and custom network (or several) such as steam power, radiation or conveyor belts, and pivot the gameplay around these networks. You can get a glimpse of what is possible with the new example mod, where we introduce a new network (liquid form brothium) and introduce a new furniture item that compresses it to create the Globomite resource, which is normally a long refinery process.
With these few alterations to the game's engine we hope to speed up the process of bringing more content.
We still have many more plans coming, and love hearing all of the feedback and suggestions from the community. Don't forget we're very active on our discord channel, if you have questions and queries, feel free to stop by, we're all friendly! ;)
[ 2019-02-15 13:19:21 CET ] [ Original post ]
Hey Meeps! Dev here! Once again it's our promised weekly patch with new additions to the game. Amongst many bug fixes and such, we've added three new and noticeable features which will be paving the way for some more complexity later on.
Doctors and Injuries
We've added in a new meeple job, Doctors! So long as they have basic medical supplies on hand, they'll search out wounded meeple and treat them. Wounds can be acquired from clumsily putting together equipment, getting into fights with other meeple, or the all time favourite... getting shot.
Once treated, wounds will require some time to heal and frequent redressing by doctors. We've also added in a feature for meeple to faint and collapse under too much pain if their wounds get the better of them. Not to mention, untreated injuries, like lacerations and cuts, can become infected, which can further injure your wounded meeple. For now injuries are quite simple, a metric for viewing a Meeple's physical state, but we've left room for growth, and plan to extend it further by adding diseases and the possibility for prosthetic limbs or organ transplants (Borg!)
New Docking Structures
Another large change is the addition of Docking Gantries. Airlocks will no longer serve the purposes of trade, now you'll need to build a slightly larger and more costly docking structure to accomodate trade ships. You'll also notice that when clicking on the docking structure, there is a menu with some (currently) locked features we are working on, which will allow you to swap your trade dock into your own shipping dock, to construct and manage vessels of your own!
Job Affinities
The last major addition you'll see this week is the affinities tab. Above the meeple menu you'll notice two extra tabs, one for health and another for affinities. You'll now be able to view which meeple are good at what jobs. You can figure these things out on your own of course, but this quality of life feature should help fill in the gaps and get you micro managing your crew more efficiently.
We are constantly bringing in new changes, and are very excited for the future. We have a great deal of amazing people to thank, and and encouraging community of modders. Everyone is welcome on our discord server! Don't be shy, stop by and say hi, let us know what you think of our game :)
[ 2019-02-08 15:08:16 CET ] [ Original post ]
Hey everyone! Dev here,
As promised, we are doing updates every week, adding new content. And will continue to do so through Early Access. This week, amongst a bunch of smaller things you'll notice a couple of new content additions.
First up, we've added a Dilithium reactor to the research tree, this beauty will consume your dilithium fuel in exchange for large amounts of advanced power. Very handy for keeping your turrets active.
Friends!
Next up you'll notice a new tab on the Meeple menu, "Friends" and "Traits". We've added a new feature where you can view Meeple's likes and dislikes toward others based on their social interactions. We've also adjusted their behaviour to favour conversations with meeple they like and seek out friendly conversation from their closer acquaintances.
Lastly, there have been some significant additions to modding capabilities which opens up the possibility for more sophisticated furniture and modules, namely production. We've added an example mod this week to demonstrate one of the many possible features you can mod with furniture.
Mods? Why?
Some of you may be thinking "Eh, a mod, that's too complicated" but hold on a second, we've actually designed meeple station to be extremely flexible and effortless when it comes to mods. See that "mods" button on the title screen? click it. See a mod you like? click subscribe. You're done! now assuming your internet managed to download 10 kb, all you need to do is start playing a game. That's how simple it is to use a mod, no need to restart or browse the web, just click and play, no fuss. We often introduce new content through example mods, very simple little mods that add a bunch of new stuff to the game. Don't be shy, go and have a look! Checkout this week's example mod, Auto refiners! New modules that automatically refine basic minerals for you.
What's next?
Next week we are planning to add in more detailed stats for meeple, a comprehensive health and injury system as well as an affinity tab to view how meeple are progressing with their skills and what jobs they're best suited for. We also plan to have Doctor meeple to treat those nasty injuries. What are affinities you might ask? The longer a meeple does a job, and the better suited they are for it, the greater their affinity. You'll notice when a meeple has a mood such as "Enjoying work" it means they're relatively good at their job, and they like being good at their job. And here's a little teaser for some upcoming content to our SS13 fans out there (HONK):
Look familiar?
[ 2019-02-01 12:07:21 CET ] [ Original post ]
Hey, Dev here!
We've heard you, and we're fixing! Over the weekend I received 400+ bug reports (Obviously a lot of repeats, and a couple people who just wanted to say hi) But these reports have gone a long way to helping us track down some pesky bugs. Thanks to all of you for being so diligent! Below is a representation of us working to fix these bugs.
This week we're making an update to numerous bugs concerning UI as well as tutorial clips to help get new players through the startup scene. There will be much more coming, and we're working day and night to get everyone's feedback written down. There are also two notable bugs which some of you were unfortunate enough to encounter. One of them being a corrupted stats file which halted the load screen, which is now fixed. The other being a pathfinding bug where Meeple would stand outside your airlock and refuse to come inside. These are some very rare bugs, so hopefully most people didn't encounter them. Now you can be sure you wont! Don't be shy, if you have feedback or bugs, or ideas for mods. Come hang out on our discord! Modding is not as difficult as you might think! Thank you all for the help guys! Vox Games
[ 2019-01-24 11:51:29 CET ] [ Original post ]
Hey, Dev here! A lot of you have been asking "Is there more?" yes! In fact, we do have a mountain of content underway and in the pipeline (And should have been more open about it sooner). Generally speaking the game currently has around 20% of the content we have lined up for it, I'll be going over some of our planned features and those that will be coming in soon. It is hard to estimate these kinds of features, and some will take priority over others depending on what people are voicing to us. For example, we planned to have Cooperative done by launch, and Modding introduced afterwards, however we've done the exact opposite, because of our very ambitious modders (Seriously, we already have a dozen mods)
Cooperative Gameplay
Yes, this has been announced and we already have a lot of the ground work complete. We have internal testing lined up for February, and players should be seeing it in the ALPHA around march, (If everything goes to plan). How will it work? The premise for coop is to allow two players (or more) to work on the same station simultaneously. You can both give your own orders around the station and micromanage together. Alex and I have played several other games that have done this, and personally we find it incredibly fun.
Modding Capabilities
But modding is already in the game right? Yes, but this is only a fraction of the capabilities we have planned. Currently you can rework tiles and furniture, create new modules and structure types for your station, you can rewrite existing ones and even change recipes. But this is only the start of what we have planned. This will likely come in stages throughout the year, piece by piece, as our modding community (looking at you) get more and more ambitious.
Tutorial and Campaigns
We did have a tutorial a few months ago, but during the enormous changes we had undergone it became obsolete. In the span of a month we changed all of the Meeple's personalities, Research Tree, Officer behaviours, trade ships and even added a galactic map, so the tutorial fell utterly short. What's the solution? For now we've implemented tips that pop up during gameplay to help fill in the gaps. There is also a wiki with descriptions for most of the game's content (top right ? button). But this is only temporary, we plan to introduce tutorials through a series short campaigns to help you get acquainted with the game's mechanics and features. There are quite a few features which are not immediately obvious to most people, we really want to point those out early.
Galactic Map
The map currently feels a bit lifeless, doesn't it? Don't worry, that's a fairly major feature we are also going to be bringing to life. At the moment it only really serves to move around and find new resources. So what will be changing? Docking Bays You can currently accomodate numerous trade vessels, but why not build your own trade ships? Well that's exactly what we'll be doing. We are introducing a docking bay construction that will allow players to construct their own ships to send out for trading and/or exploration. See those little (?) markers on the map? ever wonder what those were for? You'll soon find out! ;D
Invasions! Bombers! Tired of being attacked by pirates? The good news is that you'll be able to bring the fight to them! You will be able to send crew off to board and invade pirate stations, or better yet, build your own bombers and wipe them out, without mercy. This is something we've wanted to introduce for quite some time but didn't want to rush.
Meeple, Drones and Visitors (Squids?)
We also have quite a few additions to your crew and those funny little aliens that continue to board your station. They're mostly harmless, however, Meeple can be quite fond of them. Meeple will soon have an extended menu to view their relations with one another, and we'll also be adding in a small affinities menu so you can see how good they are at certain jobs (eg, "good at engineering" and "Terrible at being a janitor"). Some Meeple may also like certain squids and perhaps they'll form a natural bond, you'll be able to view pets around the station as well. Drones? Squids? Huh? Most of you have noticed the trade ships have a blank window with soon to come content. This is where we are putting together a unique trading menu, traders will bring exotic pets, drones and workers who can help you around the station. What about a giant squid that cleans mess wherever it drags it's jelly-blue tentacles around? On top of this we will also be introducing visitors who will occasionally hop off a trade ship to look around, maybe chat with some Meeple eat some of your food and run off again (Honk).
Aren't you being a little bit over ambitious?
Some people may not realise this, but Meeple Station was first conceived a little under 11 months ago. In February we started toying with some ideas, but in March we begun development. What you see now is the result of 10 months of development. Most of that time was setting up the base engine, which is now highly moddable. We want to spend another 10 months in Early Access, What do you think? Our last game was Regions of Ruin and we did the same. We released with 20% of the game's content and finished the remaining 80% over 6 months in Early Access. I'm the sole programmer and I'm very passionate about making games. We happily take feedback and encourage people to do so. Please jump on our discord, we are all there daily! Want to create a mod? come join us! We're fun people! ;) https://discord.gg/ZJdVu7z
[ 2019-01-19 03:25:16 CET ] [ Original post ]
Hello all Meeple! The time has come for Meeple Station, a highly moddable space station building simulator to launch on Steam as an Early Access title for PC, Mac and Linux. We are also proud to add that the game has mod support and is the first game published by ModDB.com and IndieDB.com under the label Modularity, which we have also announced today.
We cannot thank our wishlisting indie loving fans on Steam enough. Your anticipation the past month once we started building our presence has been overwhelming. We look forward to continue to provide updates for you all to enjoy!
Inspired by deep and creative simulations like RimWorld and Dwarf Fortress, Meeple Station lets you build and manage a habitat for your meeples, all while surviving the dangers of deep space like meteors, pirates, and deadly alien encounters.
https://store.steampowered.com/app/900010/Meeple_Station/
Players can expect to take the reins of a small but humble space station, and build it into something epic as they explore distant galaxies, mine precious minerals, take on daring missions and trade with other space inhabitants. Live a never ending adventure whilst trying to make the best of your ramshackle station, and remember your busy meeple are anything but intelligent, so good luck trying to keep them alive!
Features:
- Build a sprawling, multi levelled space station
- Survive space pirates and meteors
- Explore the galaxy and research new tech
- Open ended campaign objectives
- Manage many Meeple making mess (what a mouthful!)
- Highly moddable (browse on mod.io)
[ 2019-01-17 16:07:42 CET ] [ Original post ]
Happy New Year!
First off, for all Regions of Ruin fans, we have something HUGE waiting just around the corner, but that's all we'll say until after we launch Meeple Station! Hey there everyone! Vox games here with a brief but significant update for you all. Here it goes. WE LAUNCH ON THE 17th OF THIS MONTH!!!! Now, that'll be in Early Access, and people on Itch currently have access to the game early and they are getting their steam keys now. We'd love to take this opportunity to thank you all for the appretiation we've gotten from you all! It's humbling to see such positivity surrounding Meeple Station's upcoming launch! Next up, let's talk MODDING! We've added a very, very, very broad and deep mod suite to Meeple station so you'll be able to make anything you like with a few clicks! Total conversions where the game turns into a fallout-esque bunker? SURE! Star wars TC's? You bet! The sky's the limit and we have gone all out here! Finally, Translations. Thanks to a few very wholesome fans, we are translating the game into multiple languages for launch. Expect Spanish, Italian, Hungarian, German, Polish and even Dutch to make it in the mix, hopefully by launch on the 17th! If you would like to help translate the game please let me know via our discord here https://discord.gg/eGhaPva You can wishlist and eventually purchase Meeple Station right here https://store.steampowered.com/app/900010/Meeple_Station/ Once again, Happy new years everyone!
[ 2019-01-01 17:29:57 CET ] [ Original post ]
Hey there everyone! Alex from Vox games here! I just wanted to let you all know that in the past few months we've been very hard at work on the game, adding a slew of new additions, including:
-A perk system
-A talent system
-Overworld map
-Friendships
-Heirarchy system
-Revamped research
-Revamped ship managment
-Millions of other things!
The kicker is that even though we plan on brining the game to STEAM EARLY ACCESS in JANUARY 2019...
YOU CAN BUY IT AND PLAY IT RIGHT NOW ON OUR WEBSITE
BUY MEEPLE STATION HERE
A huge thanks to everyone who supported us during the kickstarter campaign! We hope to see you all in our discord soon!
https://discord.gg/MyFVGxN
[ 2018-12-07 10:11:39 CET ] [ Original post ]
Hey there everyone! Vox games here with a quick article about how we've crafted a fully functional social system, with hierarchies, friendships, skills, buffs, and perks in a little under two weeks! The game's name is Meeple Station and you can follow it on some of the links I'll post in the last paragraph if you like!
We've created a social system wherein different Meeple Jobs are favorable to certain traits. Not all traits are positive, some, like filthy or antisocial are actually quite negative in social environments.
A filthy Meeple will not be liked because he's always creating a big mess for example, meaning janitors with this trait will probably be much less successful at their job. The entire system is built for emergent gameplay.
There is a new hierarchy system as well, wherein you have to unlock different jobs by posting different people to their new ranks. This makes it so that people better suited to leadership roles with better leadership and charisma perks will do better than people with say, craven perks. Miners for example, will benefit from anti social and filthy traits, while they will have detracting buffs from "afraid of space" traits!
Here are two refiners cursing at each other constantly for reference. Good stuff! Remember everyyone if you enjoy what you see, and want to be kept up to date with the latest in Meeple Station news. Please wishlist the game here Store.steampowered.com and our discord server
https://discord.gg/eGhaPva
and remember, there is a DEMO here Voxgames.itch.io
[ 2018-11-30 07:44:16 CET ] [ Original post ]
Hey there everyone! Vox games here. We'd like to show you just a few of the MANY ways to die in our upcoming Cooperative Rimworld Like Meeple Station. The above is a bombing run by space pirates or enemy factions that just don't like your stupid face.
Space depression is something you need to be VERY wary of in Meeple Station!
Next up (but certainly not LAST!) are meteor strikes. You'll be able to create shield generators to counteract most strikes on your station and help your meeple with their suicidal tendencies, but we're keeping a lid on all the other (many, many, MANY) ways your meeple could die spectacularly.
Hunger, oxygen depravation, toxic fumes, heck, even radioactive face eating space squids are a danger! Keep in mind, however, that there's always a way to combat these types of deaths so they are never silly or mindless, you'll be able to protect yourself with hazmat suits, shield generators, and a myriad of different helpful meeple that'll keep your little guys going longer and stronger!
http://www.meeplestation.com/demo.html Grab the Demo here!
https://store.steampowered.com/app/900010/Meeple_Station/ Wishlist here
https://discord.gg/eGhaPva Join our discord here!
[ 2018-10-24 14:56:33 CET ] [ Original post ]
Hey there everyone! We'll be trying to update the steam page more often from here on out in preparation for our upcoming early access beta release. You heard us right! We'll be launching the game sooner than later!
Today we want to talk about Quantum Engines and moving around the overworld map.
You will be able to hook up Quantum Engines to an array of different and complex bits of machinery (cables, tubes, igniters and injctors) and generate combustible fuel that will let you travel the overworld map well be showing off in a future update!
Power and engines arent without their risks. Make sure to properly service your engines regularly or youll start to see toxic fumes spreading around your station, this is NOT ideal!
If you enjoy what you see, and want to be kept up to date with the latest in Meeple Station news. Please wishlist the game here https://store.steampowered.com/app/900010/Meeple_Station/
[ 2018-10-15 21:10:33 CET ] [ Original post ]
Hey Meeple!
First, we want to thank everyone for the tremendous support on Kickstarter! It has certainly been a long 2 weeks since we began the campaign! While we still have a way to go, we want to confirm that we will be releasing Meeple Station on Steam Early Access and itch.io even if the campaign does not fund. The numbers of gamers trying out the demo and visiting us on itch.io definitely reflect that there are plenty of aspiring station managers ready to rise to Meeple greatness.
With that said, there is a lot of work in progress for the game. This week’s work focus is on space travel. Stephen is hard a work designing the galactic map and the quantum engines that will allow your station to travel through space and explore. Physicists are also in training, preparing to lend their expertise to the Meepleverse in the near future. However, not everything on it’s way is quite so nice! Toxic fumes and other internal dangers are in the works, and will soon be present to challenge station managers. After all, we wouldn’t want anyone to grow complacent with their little Meeple empires!
As we continue through the Kickstarter, we hope everyone will share and help spread the word. Our community has grown so much, and we are very excited to keep meeting more of you. Please stop by our Discord server and say hi, we’re always around for questions or just to hang out!
[ 2018-09-20 16:23:08 CET ] [ Original post ]
Hey Meeple!
Things have been nothing short of crazy here at Vox games since kicking off the Kickstarter campaign! We can’t thank the community enough for all of the support and love you guys have shown, it’s truly humbling. Even though a lot of focus goes into marketing during the campaign, Stephen has been working harder than ever squashing bugs, and pouring more improvements and features into the game. It is a tremendous help having our community sharing so much feedback and so many bug reports with us. Every message sent to us has led to new ways to better Meeple Station, and has helped to polish the experience of the game.
This week, the focus has been on improvements to research, making it more intuitive and less restrictive. Achievements are also in the works, rewarding hard working meeple with permanent boosts to starting resources, and blueprints for saving and loading your favorite station designs. Following that, work will begin on a codex that will compile loads of helpful information and tips to aid any meeple that find themselves in a bind. The ability to track stats such as oxygen production and usage is also coming in as time allows.
We encourage everyone to please help share the Kickstarter and spread the word, so that we are in the best possible position to finish the game and focus on pouring more and more content into the project. You can visit our Kickstarter campaign page to check out all the tiers and to learn more about our goals. As always, we love meeting everyone and talking about all things Meeple, or even just hanging out. Please come say hi on Discord and meet the team!
[ 2018-09-12 16:54:00 CET ] [ Original post ]
Hey Meeple!
Today is the day! Yes, really! Our Kickstarter campaign is now live! It’s been an incredible amount of work to get here, and we are so excited to start welcoming our community into the full version of the game on Steam and itch.io. We’ve got loads of different tiers across a wide range of price points, so there is something for every-meeple! Additionally, we will be including copies of our flagship title, Regions of Ruin, to backers of our Kickstarter campaign. If you are on the fence about backing Meeple Station, don’t forget to download and play our free demo. You can find the download on our itch.io page.
Among our goals with the campaign is to build our growing community, and to ensure that we have plenty of feedback and suggestions for the game. To this end, everyone that backs the game will get immediate access to the full version of Meeple Station. Keys will be distributed at the close of the campaign as long as the project is funded. We find that gating alpha and beta access behind high price points is counterintuitive, and we want to welcome as many Meeple as possible! This will apply to all copies of the game through Kickstarter, including the multipacks. If you get access for your friends, you can all jump in right away.
The next 34 days will be jam packed with work for the team, but we want to take the time to thank each and every one of you for your support and for getting us this far. The opportunity to build the game and make it the best it can be is something we take seriously, and are grateful for. If you want to get to know us, we would love to meet everyone on our Discord server. We’re always available to chat, answer questions, and just hang out with our community!
[ 2018-09-04 23:02:08 CET ] [ Original post ]
Hey Meeple!
With only a week to go until Kickstarter kicks off, things are full speed ahead for the team as we finalize preparations. We are so excited to get the campaign underway, and to be able to get our community in game and playing! We will be offering immediate access to anyone that backs at a high enough tier to get the game. This means that if we fund, even our early birds will be able to join us in building the game and making it the best it can be. We will also be offering plenty of multipack tiers for those wanting to get copies for friends or family. If you back at a tier for more than one copy, everyone gets in, no trying to decide who gets the lone early testing key!
If anyone has not yet signed up for our mailing list to be able to be notified when the campaign page goes up, please do so here:
Kickstarter Mailing List
Thanks to everyone’s help and bug reports, we’ve been able to squash loads of bugs, and are continuing to do so in the lead-up to the campaign. Work on the game is proceeding at Stephen’s usual breakneck speed. Pathfinding and optimization have both seen some attention, and as we head into Kickstarter, quantum engines will be getting finished up, so that stations are moveable in game. Co-op will be underway throughout the campaign as well, and we can’t wait to test that with the community! We will also be doing dev streams to keep everyone in the loop, and let you all see the game as it progresses. Be sure to watch for announcements for those times and dates, as we’ll be posting them on all of our social accounts.
If you’re as excited as we are to get your hands on Meeple Station, and want to be part of the growing community, please join us on our https://discord.gg/xfWHSyP]Discord server, Reddit, Twitter, Steam, [url=https://voxgames.itch.io/meeple-stationitch.io, or all of the above. We’re in for an exciting September, and we thank everyone for supporting this journey and helping bring Meeple Station to life!
[ 2018-08-27 16:12:31 CET ] [ Original post ]
Hey, Meeple!
This morning we’ve got some fun news to share! The demo build has been updated (along with the internal build, for our press and media!) with plenty of fixes and some new features. The tutorial has been reworked and extended to introduce the new features in the game. There are also a number of quality of life fixes:
- New inventory system for the refinery
- Adding tickets
- Scroll to zoom instead of scroll to change layers
- < and > hotkeys now change layers
- Keybindings can be changed in options
Along with these changes, shield generators are now present in the game, as are officers and the research tree for new technologies. This will give a much better look at later gameplay for those trying out the demo ahead of our Kickstarter in a couple weeks, as well as give our media friends plenty to show off!
If you haven’t already, please be sure to sign up for our mailing list to be notified when the Kickstarter goes live! You can find that form here:
Mailing List]
If you haven't checked out the demo yet, you can download it from our itch.io page
As always, we would love to see everyone on our Discord Server! We’re always there to hang out, answer questions, and take feedback from our growing community!
[ 2018-08-17 14:03:35 CET ] [ Original post ]
Hey Meeple!
This week we have a few updates from the studio side of things, and then we’ll take a look at exploration in Meeple Station and how it benefits you. On the dev side, preparations for Kickstarter are in full swing. We will be kicking off our campaign in just a few short weeks, and we’re so excited to get it rolling! Leading up to Kickstarter, we’ll be bringing out an updated demo with a ton of bug fixes and improvements. Thanks so much to everyone who has played and given feedback and bug reports so far. Keep them coming!
In addition to continuing to make improvements to the game, we’re also hard at work making some revisions to the UI, and a slightly longer and more informative tutorial. Work on our exploration features, including traveling with your station, is also underway. How will exploration work, and what can it do for you?
As one might imagine, life on a space station is not easy. What happens when you’ve exhausted the resources in your current location? Fortunately, your trusty Meeple can master some very advanced technologies, and have just the thing to help! Exploration will involve being able to move your station to new locations via quantum jumps. This will allow you to make new discoveries, find valuable resources, and bring back valuable information about dangers in the area. Building scout ships will further advance these objectives, and will help you continue to progress.
New dangers, alien technologies and plenty of wealth for your Meeple await you throughout the universe. Ready to give it a try? Be sure to download the demo from our itch.io page and check it out! As always, we’re available on our Discord server for questions, feedback, and tasty bug reports. We’ll see you next week with more Meeple Peeple News!
[ 2018-08-13 17:31:23 CET ] [ Original post ]
Hey, Meeple!
This week, we’re taking a look at progression in Meeple Station, and how you will be able to build your blossoming Meeple empire. We can practically see you all out there, rubbing your hands together in anticipation of your new overlord status! So how do you and your station rise to the top?
In Meeple Station you'll have the freedom to specialise your station the way you want. The more you grow your station, the more renown you will gain, and thus gain ranks. Ranks will saddle you with the unfortunate baggage of another officer, useless bureaucrats who want nothing more than to run amok running your station their way. They’re more than happy to issue random orders to your Meeple, if they’re not kept sufficiently happy to keep them from meddling. On the bright side, these troublesome fellows bring with them the ability to research new expertise, and unlock new content. Officers lend nothing to the day-to-day operation of your station, but are all too happy to eat your food, breathe your oxygen, and let you know how important they are. They could order your helpless Meeple to build a core reactor in the dormitories if you let them have their way!
The ill-tempered officers, though difficult, will expand your research to new fields of expertise, including botany, advanced electronics, shield generators, combat turrets, exploration vessels, and even quantum fuel processors. You can advance your station in the fields that best suit you. Some branches of research will require prerequisites. For example, quantum engines and dilithium fuel processing will require knowledge of advanced circuitry. Building shield generators will require laboratories, so that you can refine the advanced materials you need.
Not only will you have the know-it-all officers distracting you with their snobbery, you will also have to contend with other dangers as you expand your station and your renown. In addition to attracting positive attention, you will also catch the attention of nasty things like pirates, who want to plunder your station. Lurking space beetles will hungrily eye your power sources. Worst of all, the Giant Electric Man Eating Space Squids, or GEMESS for short, will seek to wreak havoc on your poor little meeple.
Still ready to take over the universe by way of your Meeple Station? Good! We knew you would be! Join us next week for more Meeple Peeple News, and if you haven’t yet tried the demo, it’s available now on our itch.io page! Give it a go, and let us know your thoughts on our Discord server!
[ 2018-08-06 16:04:26 CET ] [ Original post ]
Hey Meeple!
First, we’d like to thank everyone so much for the incredible response to the demo on itch.io! If you haven’t tried it yet, please snag it from our itch page! The feedback we are getting is so helpful, and we want to see even more of it. We want Meeple Station to be a great game, not just a good game!
For this week’s look at the game, we are exploring more of how building and customizing your station work, and how to ensure your Meeple are safe and sound on your station.
The moment you delve into your new Station, you'll be able to begin extending corridors, expanding rooms, building airlocks, bulkheads, dining rooms and more. You’re the boss, you can design your station any way you'd like. Each station and player experience is entirely unique to them and how they foresee their little Meeple Empire.
The life of a Meeple overlord is not easy, however. There are many facets to your station, and a lot of essential needs. Where does life support go? How will you wire it to your power cells? How will you rig your solar panels to your station? However you want. You might want to create an independent circuit for life support, and another for your refineries. You’ll also want pipes to bring fuel from your dilithium processors to your quantum engine. Maybe you don't want to run those toxic fluids through the main dining hall... or maybe you do! Extra toppings with lunch anyone?
One of the great things about your station is that it's yours! Its shortcomings and advantages will be unique to your style. Every decision you make will affect the outcome for your station. Small decisions, like whether to place suit racks inside the airlock room, or outside. Your miners might be so exhausted, the moment they take off their suit they fall asleep on the floor... in the airlock. With some careful planning and a good dose of imagination, your station will continue to expand and grow, allowing you to put more and more Meeple to work.
Speaking of Meeple, we love meeting each and every one of you! If you’d like to meet the team and hang out with us, we’re always around on our Discord server. We’ll see you next week with more Meeple Peeple News!
[ 2018-07-30 12:46:57 CET ] [ Original post ]
Hey there Meeple Peeple! We wanted to give you a chance to try the game out a bit prior to our Kickstarter campaign in September just so you could see what the game is about. Here's a link to the demo! Demo
[ 2018-07-25 11:59:52 CET ] [ Original post ]
- Meeple Station LINUX [1.19 G]
Meeple are simple creatures. They're not human, nor are they incredibly intelligent. They're a race of space fairing creatures who enjoy industry, work, and exploration. But they need a lot of guidance, YOUR guidance, in fact.
Unique Meeple Roles
They come in various shapes, sizes and colours. And each Meeple has their own role, so you'll need to recruit the ones best suited for the jobs you need. Miners, engineers, refiners, janitors, guards or lab workers, there are plenty of jobs to be done.Meeple are very fragile creatures, and if not taken care of properly, can be prone to any number of possible fatalities. If you're not careful, they could easily fall victim to starvation, suffocation, implosion, explosion, decapitation, electrification, incineration or just unlucky enough to get sucked out of an airlock or gobbled up by an alien.
Build it your way!
There is a wide range of paraphernalia for a space station. From simple furniture, like bedding and seating, to complex machinery, life support and power grids. You choose where and how to build it all, and your Meeple will have to adjust to your changes.You will also be responsible for rigging up the main power grid, making sure everything is plugged in, and that you are creating enough power to keep everything alive!
You don't control individual Meeple, your job is to give them orders and create designations. They will always do their best to follow through on the jobs you create, unless of course they're being pursued by a giant electric man-eating space squid... although they may still attempt it.
Space is a dangerous place, putting aside natural disasters, solar flares and stray meteors, you also need to worry about pirates!
Meeple pirates are bent on destruction, they simply want nothing more than annihilation of everything non-pirate. That includes you and your Meeple!
If there are pirates near your station, they wont be able to resist the chance to create havoc. Defend yourself with trained Meeple, and combat turrets, otherwise your station will soon be a floating assortment of scrap.
A bustling station will bring in a lot of trade and commerce, traders will fly in from all over the quadrant to dock at your station. Which is fortunately very lucrative for you!
There are also plenty of resources just floating around. You can order your mining crew to get out there and salvage it. You can then refine the minerals you collect to construct and develop new components for your station.
Undertake a campaign, building difficult stations and meet pressing deadlines. Or sit back, relax and run your own little station, at your own pace, moving around the quadrant, exploring nearby planets and being a centre for trade and commerce.
- Processor: 1.2 GHzMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: Minimal
- Storage: 500 MB available space
- OS: Ubuntu 12.04/SteamOS
- Processor: Quad CoreMemory: 2048 MB RAM
- Memory: 2048 MB RAM
- Graphics: OpenGL 2.1+. GLSL 1.2+. 256 MB VRAM
- Storage: 100 MB available space
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