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Hi everyone, Elissa and Leigh have posted an update about the current status of the game. You can see the original post and join the discussion at this link. Thank you all for playing Objects in Space. You commitment as a community has been incredible, and we're glad you've been sharing this journey with us. See you in the Apollo Cluster!
Hello everyone, As some of you may have already noticed, the native Linux version of Objects in Space is now officially available for download on Steam and GOG. Some players reported that the game was still running on Proton despite the fact that the version is supposed to be native: if this happens to you, please disable the Steam Play option in the Steam client settings and perform a clean installation of the game. If you need help or have any question, please send an email to the devs at objects@flatearthgames.com.au Have fun and thank you for playing Objects in Space!
Between yesterday and today, two updates were pushed to the game. Here you can find the patch notes for both of them. The latest update should also fix the pirates-not-attacking bug that has been reported by some players. Should you find it still occuring in your game, please refer to this topic by Elissa to report it and let the team know it's still happening.
The game has finally reached 1.0! We want to thank everyone who played Objects in Space during its time in Early Access. When we think about the game on 21st June last year to the game on 1st March this year, theres light years of difference, and in large part thats thanks to people jumping in early and taking a chance on a new and strange title. Were at 1.0 as of today, with all major features and content in the game. That said, we dont plan to stop there. While were sure there will be many small housekeeping and quality-of-life fixes which will come to our attention as we launch, heres a short list of the things we know were going to add ourselves in the coming weeks and months: Were going to release our wiki The Objects in Space internal wiki is a massive sprawling history of the Apollo cluster, a vital tool for anyone looking to mod the game Achievements and Trading Cards Theyre already in progress. Construction guides for Arduino enthusiasts For those wanting to build their own bridges at home Procedurally-generated derelicts Ships adrift in space which can be raided for spare parts and leftover cargo Merchants in uncharted systems Piracy is currently very hard to engage in, what with so many authority ships all over the place. This will ensure you can prey on merchants who are a little more off the beaten track Extra multiplayer stuff - we'll expand the existing scenarios and add new ones, possibly increasing the player count Components adrift in space Loot which directly benefits your engineering room Bounty Hunters - so more devious players don't get a free ride, they'll now pay for their crimes Rebalancing effort We want to add a much harder difficulty setting for those who want a real challenge
Yesterday version 0.9.9.1 went live! Here are the patch notes for the update (sorry for the delay):
Hi everyone! The 0.9.9 version of the game went live on the beta branch a few hours ago! The two biggest additions that are included in 0.9.9 and are coming to the game as soon as they leave beta are Mod support and LAN multiplayer scenarios. It's a big update, so it will stay on the beta branch for some time for testing reasons. If you can't wait to try the new features or want to help with testing, you can always jump on the beta branch and see a preview of how they'll look like: check out this topic by Elissa with further details on how to do so. There also are two new pinned topics if you want to leave your thoughts and feedback about any of these two features specifically:
Thank you for playing Objects in Space!Hi everyone! In case you missed it, Elissa posted quite a big update on what's coming to the game in the next couple of weeks. You can read the full update in her pinned post in the Discussions section. Spoiler: it's about mod support, multiplayer, Linux and more! Also, another good news: 1.0 release is coming on 1st March, as you might already know from the Objects in Space official Twitter account. You can expect a whole lot of new story content as well as the new features that will soon be added in the 0.9.9 patch. Early Access is almost over and there's a lot to be excited about in the very near future of the game. Thank you all for playing Objects in Space!
Hi everyone! In case you missed it, Elissa and Leigh posted two topics in the Discussions section asking for feedback and suggestions about two specific aspects of the game, the contract system and the achievements. You can read the threads and leave your comments at the following links: Feedback and Changes Coming for Contracts System Creating Achievements If you feel like writing your impressions and thoughts, let them know what you think and what you would like to see in Objects in Space in the very near future! Thank you!
Hi everyone!
Here's an update coming from Elissa and Leigh about what will happen to Objects in Space from now until the full 1.0 release. You can see the original post at this link
Hope you like it!
[quote=Leigh]
Hi all,
Been a bit quiet on this end as you may have noticed. Elissa and I have been working full-time to add new features to the game and keep the updates coming. Weve got a few big things coming in the next few months, and wanted to update you all!
The Sandbox Update (late October):
Sandbox mode will become an option which spawns you in a star system of your choosing and never ends.
This will add multiple difficulty settings (which will also be available in story mode) so you can adjust the game to make it super easy or super hard to make money, or super easy or super hard in combat, adjusting the play experience to match what it is you want from the game.
Among other things to be added here or shortly after this update will be procedurally-generated derelict ships, new module configurations (stealth/power/efficiency-optimised versions), more variety of configurations of the three ships available to buy etc.
The Multiplayer Alpha Update (late November / early December):
Multiplayer will open up the existing scenarios (player limit TBC but probably 4-8 players) for LAN initially and hopefully internet play later.
Towards 1.0 (date TBC):
Weve been adding in heaps more stories which take greater advantage of the games mechanics. The ones which are already in there are primarily missions involving you going from A to B because theyre the mechanically easiest ones to do, but expect more which involve ambushes, escorting ships, travelling without being seen, tail jobs, authority ship blockades and much more. The meatiest narrative stuff is yet to come!
Thanks again to all of you for playing the game, giving us so much feedback and continuing to let us know when youre experiencing crashes and the like.
Leigh and Elissa
PS
Oh and for clarity:
Economic difficulty will affect your income for contract completion, while combat difficult affects your vs enemy sensor ranges and your vs enemy damage taken/given.
Starting finances is self-explanatory as is starting location.
But basically if you hate the trading and just wanna have combat challenges, you can do that. If you want the reverse, you can do that too. If you want to focus on the story and have the whole game be super easy, go for it? If you want no story at all and super difficult settings, thats cool too.
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