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Sorry for the radio silence, I've been going through a divorce and it's quite stressful. Anyway, here's a new patch that really fills out the core gameplay and sets the stages for end-game goals (aimed for next patch)
Added pirates and mutiny
You can now change many gameplay settings when starting a new game, including: permadeath, colonist speed, and damage multipliers. You can also change these settings at any time while playing the game (from the escape menu)
Added a Job Matrix, so that you can view and assign jobs to all colonists at the same time.
Added Handguns. Weapons are now visually equipped/used.
Added support for changing languages (but no new language files yet).
Many objectives in the tutorial now have a video showing you exactly what to do.
Airlocks in derelict stations are now locked, and must be breached with a security guard.
Heads, in Jar and Corpses can now be stored wherever items are stored.
Added a new Prison Ship dungeon, and drug rework (more details below).
Many many many dungeon objects are now purchasable and placeable as "decorations", so that anything you find can be replicated in your own base.
Also fixed many bugs
Quick hotfix
When colonist morale is low, they now have a chance to "snap". Added a tutorial. Kat is back! Water now decays into dirty water, and dirty water emits germs. Added the flammable item attribute (this is a big deal, so be careful). Improved lockdown behavior so that colonists now return to base much quicker.
This is just a small polish patch. Good performance improvements in this one. We also added a radar dish, chainable explosives, searching items by name, new star systems, and more.
Chainable Explosives
Searching For Items
Job Descriptions in tooltip
(I moved houses during the last patch, so I combined the previous patch and the current patch together into one post)
The Warp Field Update is live!
In this patch, we added construction materials, security task, gear crafting station (with shiv), and currency display in the HUD. Also added a new permission UI for controlling colonists.
The arbitrary "square" base boundary has been removed, and you can now build in any direction you want. Asteroids and stations can now spawn very close to your base. Asteroids are now slightly bigger.
You can also claim any part of a map that you want, and keep it forever, later, unclaim it and warp to remove it (you could keep an abyssal eye portal forever).
Full Patch notes (0.2.16): Patch Notes
Full Patch Notes (0.2.17): Patch Notes
Devblog: Devblog Link
Stream (every Friday): Stream
I also recorded a video that covers similar topics (reading for nerds)
[previewyoutube=osgtOdB-itk;full][/previewyoutube]
Thanks!
- Tyler
p.s. There's a new build on the earlier_access branch with some performance improvements
Added construction materials, security task, gear crafting station (with shiv), and currency display in the HUD. Also added a new permission UI for controlling colonists.
Part of the intent with these balancing changes is to make the game a bit more challenging by removing your god-like ability to always control your colonists.
The arbitrary "square" base boundary has been removed, and you can now build in any direction you want. Asteroids and stations can now spawn very close to your base. Asteroids are now slightly bigger.
You can also claim any part of a map that you want, and keep it forever, later, unclaim it and warp to remove it (you could keep an abyssal eye portal forever).
- Fixed a bug where players loading an old save couldn't warp anywhere. rip
Added galaxy map, traders, and space whales. Going forward, more "life" will continue to be added to the galaxy map.
In order to travel, you need "Starfuel", click on the local star in the starmap to create a "star fuel station".
Traders sell a bit of everything:
Patch 0.2.15 is live! (and has been for 2 weeks)
This patch adds Jetpacks, Loadouts, The Undead Plague, and more.
For full patch notes: Patch Notes
Here's the devblog, on our website: Devblog Link
LInk to Stream (every Friday): Stream
I also recorded a video that covers similar topics (reading for nerds)
[previewyoutube=7uZwxh03yfQ;full][/previewyoutube]
Thanks!
- Tyler
Added jetpacks. Colonists and a few lifeforms can fly around the map now. Added actual diseases when Slimes, Zombies, and Cuddlers infect colonists. Crops now require light. Added starting Bioshroom crop (doesn't require light). You can now set "loadouts" for colonists. They'll automatically store whatever items you set during their free-time.
Patch 0.2.14 is live! (and has been for 2 weeks)
This patch focused on quality of life fixes, but we also added conditional crafting, pride decorations, an intro cutscene, and more
For full patch notes: Patch Notes
Here's the devblog, on our website: Devblog Link
LInk to Stream (every Friday): Stream
I also recorded a video that covers similar topics (reading for nerds)
[previewyoutube=9AWagHqlbCk;full][/previewyoutube]
Thanks!
- Tyler
0.2.14: A Polish Update (and Bug Fixes)
Fixing bugs and quality-of-life improvements. You can now "maintain X amount" (of stock) at any crafting station. Added a "new game" cutscene.
The Starship Update is live!
Its been a long time since our last formal blog post. These posts take a long time to create.
Weve been very busy working on Starmancer. Its just the two of us, so for a post like this to be created, one of us has to stop working on Starmancer and instead do these sorts of things.
Id really like to get back to writing these and we fully intend to.
For full patch notes: Patch Notes
Here's the devblog, on our website: Devblog Link
LInk to Stream (every Friday): Stream
I also recorded a video that covers similar topics (reading for nerds)
[previewyoutube=ZBOsyfmkzNg;full][/previewyoutube]
Thanks!
- Tyler
0.2.13 - The Starship Update
Return of the ship
The ship, missions, and the starmap have returned. We've made the ship a lot smaller, to fit the new base sizes and missions have been re-balanced a bit to fit the new gameplay introduced in The Wilderness.
Upgrade modules
Upgrade modules have also returned. You can earn them from contracts and use them to upgrade the ship as well as machines and crafting stations.
New Grill
We added a grill, for cooking food early-game. There are a recipes for making grilled biomass, slinker bacon as well as something called 'regular' beef steak..
New Supply station
We also added a Supply Station, for early-game crafting, along with a new recipe for a small medkit.
Scavenge Mechanic
Loot containers in derelict stations can now be marked for scavenge, using the mining/harvest tool.
Colonist will automatically pick up any loot that's been marked, and bring it back to the station.
Organ Healing
We added an Organ Healing Serum. Use to it instantly heal an organ to 100%.
Full patch notes below
0.2.12 Starmancer core customization has returned! Find new cores in dungeons and change your core appearance (and name) at any time! We're also improving colonist behavior so that they'll try to solve their own problems (hilarity ensues?)
Performance Update. Improved colonist performance, allowing us to raise the max cap from 7 to 15 (doubling the amount of colonists you can grow)
Minor changes after The Wilderness release. We're continuing to monitor reports and feedback from Discord, Steam Forums, the in-game reporting tool and our weekly dev stream. Big changes in this patch are the "explore" job task, C4 is now craftable at the Chem Station, increased moonshine spawn, and new cheats for spawning colonists, leveling up colonists, and spawning monsters.
Starmancers biggest update, The Wilderness is out now!
Leave the comforts of your space station to loot asteroids and derelict ships across the galaxy. Hunt for resources, take on territorial monsters, and avoid alien probing?! Advance your ship using your newfound space booty and experiment with forbidden technologies. You might even adopt a wandering Space Colonist - but be careful, you never know who or what you might encounter
Try it out & watch the trailer!
[previewyoutube=8wF1qpA855A;full][/previewyoutube]
This update adds explorable space stations and asteroids around your base. We also added many new enemies and items, like C4 and a Purple Slime Monster. Colonists are now draftable (you can order them to do anything). We rebalanced many of Starmancers core mechanics: Morale, Tech Tree, Item Prices, Object Prices, Combat, etc. The game is very stable, crashes are very infrequent and most of the bugs have been fixed.
The update is coming together great, and now were looking for your feedback to help push it across the finish line.
The Wilderness adds asteroids and abandoned stations around the players base, new enemies, new skills, new cosmetics, improved combat, numerous quality-of-life fixes, and more. We also fixed many many bugs and improved gameplay balance.
The new mechanics lay a new foundation for how you play the game, by venturing out directly onto asteroids to explore, fight monsters and scavenge for resources to bring back to the station.
This gives us more freedom to add new things, unique places to discover, and rare items to find.
This a big step forward and you can try it right now!
Hey everyone, its been far too long since our last post!
Were adding asteroids and stations around the players base! These asteroids have all the resources, monsters, entities, and random events that previously spawned on the station.
It might not look like much at the moment, but we're laying the foundation for adding a ton of content in the future. Different asteroid types, derelict ships, pirate bases, alien ruins, and so on.
We're excited because this allows us to do so much more with the game.
- Fixed a bug where the game would crash when dead colonists formed relationships (We're working on Asteroids, but we're still looking at all the incoming bugs and hotfixing the bad ones)
More bug fixes. Looking to start working on new content once all these bugs are handled. Please keep using the in-game report tool. We do read them and it automatically uploads your save file, which makes fixing bugs much much easier for us. Thanks! - Tyler
More bug fixes. Some balance changes too. Added a context option for fighting fire
Here's some new critters that Victor is working on
Big List
- Fixed a bug where colonists would sometimes have a weird skin color after loading
- Fixed a bug where the crafting "bubble" would be blank after loading
- Fixed a bug where external objects had a bad fallback color
- The correct build error is shown when building a hold and drag object (floors, walls, pipes, etc)
- Non-loved tasks can no longer be given a priority above a loved task
- Changed the wreck description to be more understandable that the delete tool must be used.
- Perks that cause job task love or hate will now provide the correct memory if that job is assigned
- Fixed a bug where items weren't picked up from external floors, leading to infinite metal.
- Items in a monster's inventory no longer create "item discovered" pop-up
- Eating a colonist will now deposit their head into the inventory of the eater.
- Increased sentry gun's default priority to higher than storage bin
- Pressing Shift + a number will no longer change the game's timescale if you're typing in the save menu.
- Fixed a bug where doors would remain open if a colonist died while using them.
- Fixed a bug where the Oxygen Emitter would occasionally pump oxygen into a wall.
- Colonists on missions will no longer get shambled, and get stuck in AI sleep forever (and other bad stuff too).
- Removing/placing walls near lights will no longer turn them on before they're built.
- Decreased spawn rate of power leeches.
- Mission failure event is now invoked (so the fail message is now displayed).
- Increased power requirement of Incinerator, because fire is hot
- Object repositioning is now more consistently cancelled after confirming a new position (so that the object stops following the cursor)
- Repositioning an object now requires a constructed floor (previously you could reposition it to a floor under construction)
- Assigned correct reposition blueprint to many objects.
- Satisfying all ego upgrades requirements will now make "level up immediately" free
- Mining drone no longer displays fuel in its output hatch area thing (on the model, where the items are displayed).
- Colonists will no longer add withdrawal (or addict) perks when their sleeve is removed.
- Colonists should get stuck in walls less frequently now when building.
- Temperature changes will now wake up floors for atmosphere flow.
- Added a notification if no colonists are assigned "Object Maintenance" (and that task now defaults to assigned)
- Added a random offset of +- .5f seconds when entities wander, so that collections of monsters don't wander in such an obvious synchronized manner.
- Fixed some edge cases where saving would crash.
- Fixed various null reference exceptions.
- CO2 scrubber can now be connected with water pipes to water tanks.
- Ice can now be used by the water recycler (you don't have to wait for it to thaw). It should be substitutable for dirty water in all situations, but maybe there's some edge cases that are missing.
- Water recycler now displays correct status when all water tanks are full (previously it used the status message for fuel tanks being full).
- Fixed more notifications becoming "stretched" after loading.
- Fixed a bug where wrecks couldn't be removed.
- Changed wreck size of treadmill so that it matches the size of the treadmill (4x2).
- The skybox will no longer "bug out" when rotating the camera with Z (the skybox uses 2 cameras, sometimes rotating counterclockwise wouldn't reposition the out of bounds camera).
- Removed the last tutorial objectives (the long term ones).
- Vysnc is now turned on/off when the game launches (if the user sets it to on through the in-game menu, it will remember).
- Airlocks will no longer be used before construction finishes.
- Distribution booth will no longer be used before construction finishes.
- Distribution booth no longer halts colonists if no items are set to distribute.
- Object windows will no longer show notifications from the previous window.
- Research cards now show progress in the tech tree.
- Missions to locations with no resources are now cancelled.
- Improved load performance when loading from in-game to another save.
- Crops are now deposited directly into planter box, and require offload before new crops can be grown.
- Significantly decreased spawn chance of an extra seed when harvesting crops (from 25% to 5%).
- Crafting stations (workbench, refinery, etc) now deposit the created item into their inventory instead of giving it to the crafter.
- The fridge will now be filled with any raw food (previously it would accept 10 of each type of raw food, which was weird)
- Increased currency earned from the Dream Catcher.
- Added flux coil recipe to workbench. It requires metal and a level 3 engineer.
- Context ordering a colonist to pilot a ship will now also assign that job task.
- Doubled the amount of oxygen created by the Oxygen recycler (so it uses less water).
- Added game-time that save was created and game version and total days played to the save UI.
- A save is now automatically uploaded when submitting user reports
- Crop statuses now correctly mention seeds (if it can't find a seed) and also mentions a missing farmer.
- Hint delays now use unscaled time (fixes some instances where messages appear before warping is finished)
- Fixed an uncaught exception when trying to get the save folder in UWP (windows store)
- Floors under windows/walls are no longer colored by atmosphere overlay
- The correct item crate is now more consistently selected
- Reduced big battery cost from 9k to 7.5k
- Objectives are now more aggressively removed if tutorial is skipped
- Added context options for using free-time objects.
- Added context option for extinguishing fire.
Rip that last patch. The tutorial should work now, also colonists should stop freezing forever. Also did stuff with slimes. I stream Starmancer every Friday, be cool and check it out. https://www.twitch.tv/starmancergame Fixes / Minor - Fixed a bug where colonists would store relationship data for any visible object, like lockers - Changing the autosave duration while playing will now immediately update the time until the next autosave. - Enabling the autosave while playing will now work - Fixed a bug where colonists would get stuck in AI sleep (the colonists would be invulnerable, unselectable, etc) - Ship crates are no longer created if the ship returns with no items. - Fixed a bug where where crates would be placed in walls - Only active colonists are now displayed in the schedule UI (colonists that have bodies) - Saving while repositioning an object no longer permanently changes that object's material. - Fixed a bug where multiple load windows could be opened. - The unbreakable upgrade now prevents any object damage. - Fixed a bug where the no power notification was shown after selecting the "no power" upgrade. - Fixed a bug where colonist O2 bars were displayed when the colonists weren't wearing helmets - The escape menu is now hidden in user reports - Colonists will no longer attempt a food recipe if they don't have space for all required items - Reduced number of required items for the pizza recipe from 4 to 2. - Fixed a bug where colonists wouldn't unboard ships in the tutorial (oops) - Fixed a crash that could occur sometimes when harvesting colonists. - Fixed many issues with colonists not correctly delivering items (or taking items that they shouldn't) - Added 3 autosave slots, because bugs happen. It iterates through each slot, but it doesn't look up the save time of the last used autosave if you restart the game, so slot1 will always be used when you restart the game. - Trade pod now checks the "real" inventory count when creating the "trade pod full" notification. - Juicer now uses the "no chef assigned" notification (previously was using the "no chemist assigned" notification) - Fixed various null reference exceptions. - Colonists now stop hiding when they die. - Withdrawal perks will no longer be added while colonists are under the effects of the drug/alcohol. - Increased cooldown between monster spawns after Mayday quest. - Fixed a bug where colonists would drop off crafted items at item caches - No pilot notification is now displayed only if there's a queued mission - Ships can no longer be deleted while they have a colonist inside - Crops will no longer grow in a vaccuum. Also fixed a bug where crops would be harvested when they died. - Fixed a bug where items (and colonists), could get repositioned into walls sometimes.
Whats up, Starmancers? Can you believe weve almost reached the end of the year? Its been a busy time for us with the launch of Starmancer into Early Access and the initial period of development. Weve tackled a lot of bugs, tweaked the balance of mechanics, and added in some fun new content. Starmancer has grown so much in such a short space of time and theres plenty more to come in the new year.
You know its the end of the year when videogame awards season starts. And like clockwork, the Steam awards have returned!
For those of you who enjoyed Starmancers lonely, hauntingly hopeful and energetic soundtrack as you managed your chaotic stations, wed be super honoured if you would channel that love into voting for Starmancer in the category for Best Soundtrack.
The art of Starmancer is what inspired Dirk Kluesing (Starmancers Composer), to develop these sweet, spacey tunes. I wanted the soundtrack to convey the vast emptiness of space and loneliness but also a sense of hope. Since you are a sentient AI, I also wanted to limit the amount of human elements in the music.
[previewyoutube=M1527y_sDOE;full][/previewyoutube]
Starmancer continues to grow during Early Access and were grateful to you, our awesome community, for sharing your thoughts and developing Starmancer alongside us. We cant wait to release more new content in the new year.
Happy gaming!
As the development of Starmancer continues in Early Access, we had a chance to chat with Starmancers talented composer, Dirk Kluesing. Dirk has been working as a Composer and Sound Designer since 2015, creating music from fantasy orchestral to deep space synth and more. Dirks music has been featured in retailers, indie games and short films. [previewyoutube=M1527y_sDOE;full][/previewyoutube] Find a comfy seat, treat yourself to some Starshine and join us as we explore Dirks musically creative mind. [Chucklefish] Hey Dirk, thanks for taking the time to chat with me. Im loving the Starmancer OST and already find myself humming along while playing it. Im curious, how did you join the Starmancer project? [Dirk] I first found out about Starmancer when they launched their Kickstarter campaign. I was immediately drawn to Victors art and when I discovered that one of the stretch goals was to hire a composer and sound designer I started working on some music demos right away. I guess they really liked the demos, and after a few more emails and a sound design test we started working on a contract. Maybe it helped that me and Tyler were both from Michigan. I think maybe his brother and I even went to the same college (Michigan Technological University). Small world. [Chucklefish] Small world indeed! What influences, from music and beyond, did you tap into for the Starmancer OST? I imagine Victors art did more than draw you in. [Dirk] Around the same time I discovered Starmancer, Surviving Mars had just been released and that game had a phenomenal soundtrack. I dont think it influenced me much when creating the Starmancer OST, but it definitely got me motivated to make some sweet sci-fi, spacey tunes. The art of Starmancer was really the biggest influence to me when creating the soundtrack. [Chucklefish] Identifying those influences seems to be a key part of the process. What part of the music-making process do you enjoy the most? [Dirk] Starting a new song is always my favorite part of writing. Testing different sounds, messing around with synths, finding the perfect melody all that stuff is super exciting to me. [Chucklefish] And what presents the biggest challenge? [Dirk] Ive found that each new song provides a different challenge. Maybe the most frequent one that I run into is deciding when to just call it finished. If I work too long on a song I can start to hear problems that might not really be there, and in fixing those problems, I create new, actual problems. At the very least if youre stuck on a song for a while, taking a break for a few days or weeks can make the world of difference when you come back to it. [Chucklefish] As a writer, I totally understand the balance of being a perfectionist and knowing when to stop. Looking at the tracklist, which track in the Starmancer OST holds a special place for you and why? [Dirk] Deep Space and Space Station 14 are what became of the original 2 demos that I sent to Ominux Games, so those will always be special to me. Other than those, though, I have fond memories of working on Daydreams of a Colonist. I dont know why I remember that one specifically. And I really like the middle part of Zenith, the flute-sounding synth and interplay of melodies is probably one of my favorite things about the Starmancer soundtrack. [Chucklefish] Daydreams of a Colonist has great energy to it! Music has a big impact on the players feelings. What did you want the player to feel through the music when playing the game? [Dirk] In Starmancer, you are humanitys last chance of survival among the stars. I wanted the soundtrack to convey the vast emptiness of space and loneliness but also a sense of hope. Since you are a sentient AI, I also wanted to limit the amount of human elements in the music. The soundtrack is almost entirely composed of synthesizers with no real instruments to be heard. I made a choice early on to not add any percussion elements either; Star Dancer and Breach are the only exceptions. [Chucklefish] I definitely feel the lonely vacuum of space that youre talking about. You captured it well. Now for a little curveball. If you had the opportunity to have your consciousness uploaded onto a computer and implanted into living or synthetic bodies, would you do it? [Dirk] I hope I never have to make that choice. But probably, yea. [Chucklefish] Lets get existential for this last one. Do you believe theres life out there beyond Earth? [Dirk] I think the universe is too big for there to be no other life out there. I suspect there is more life out there than I can possibly even fathom. [Chucklefish] Maybe well find out in the future. Thanks so much for your time Dirk. I enjoyed picking your brain and getting insight into Starmancers music from you. Where can our community find you to keep up with your future work? [Dirk] You can keep up to date with all of my work by following me on Twitter, Instagram, and Spotify. Here are all of my links: https://linktr.ee/Dirkkluesing We hope youve enjoyed bopping along to the futuristic sounds of Starmancer and hearing about the process from Dirk. Bring the future of space travel to your life with the Starmancer OST, available now on Steam and Bandcamp.
New Stuff - Colonists no longer heal in beds automatically (you have to make them) - Medkits and Mental Stabilizers are now used instantly (colonists will no longer take them to tables to eat them) - Revamped the negative morale system. Colonists now get an "upset" perk when morale is low. After 24 hours, this becomes one of the low morale perks (permanently). - Mental stabilizers now remove all negative morale modifiers, which also makes it handy for curing the upset perk - Simplified morale into Good Memories and Bed Memories. Memories no longer stack. Food, toilets, beds, and free-time objects now contribute positively to morale. Most bad memories can be "removed" by providing something good to the colonist. An example: Sleeping in a bed will provide a morale buff and also remove the penalty from sleeping on the floor. - Increased colonist walking speed - Colonists now eat Biowaste at 25 hunger. Previously they would only eat Biowaste when hunger was 0, but this was also when they would start snacking on other colonists - There is now "preview" content available by going to the options menu and enabling "Enable Preview Content". Please test out new content for bugs, balance, and fun. Once it's stable, we'll move preview content to live. Preview content is subject to many changes before going live. Fixes - Floors are no longer used for rec room free-time. This fixed a bug where the rec room setting seemed to do nothing. It also improves the fallback free-time state where colonists wander to a random floor - Colonists no longer display the hour-glass wait when they passout - Beauty no longer negatively affects morale, but it still positively affects morale - Slimes now default to fully fed, so they start friendly - Adjusted item ordering so that order count is decremented when production starts and incremented if production fails. This fixes an issue where the player will order 1 item and colonists will drop off additional required items when production starts - Fixed a bug where the wrong number of items were unrequested when cancelling a production order - Fixed selection material issues with wrecks - Rug wrecks (from fire) are now removed instantly when queued for deletion, because rugs can be deleted instantly (and there's a good chance that the player placed them in an inaccessible location) - Target dummy no longer requires power - Fixed a bug where walls would have the wrong rotation after moving an object from 1 adjacent side to another, if the object removed walls (like airlocks) - The O2 bar is now hidden when colonists are away on missions - Autosaving will no longer occur during the load screen. This would happen if you loaded a save while the autosave timer was almost finished. It could also happen if loading took too long - Fixed a bug where some objects could be used before they were constructed (this might not have fixed every occurrence). - The first crafting option in the context menu will no longer be grayed out if production can't start (the recipes that you select in the second part will still be grayed out) - Fixed a bug where the distribution booth didn't work - Hated job tasks now default to unassigned - Fixed a bug where colonists would become uninterruptible after using airlocks - Health can no longer become negative - Morale is now displayed in the attribute window (bottom of the colonist window) - The early access pop-up will no longer be shown on subsequent game launches - Moved free-time objects to a new build menu category, "Free-Time" - External floor is no longer used for eating - Fixed a visual issue with the standard window - Fixed a bug where planter boxes had the wrong material during construction - Zone tool is now easier to find with an icon that stands out more - Fixed a bug where colonists could walk through locked doors - Removed limp as a starting perk - Removed ego level from the attribute window (bottom of colonist window) - Eating animation is now the same duration as eating - Colonists now travel through airlocks much faster - Fixed a pathfinding bug that would cause an infinite loop (and would often crash the game or result in colonists appearing "frozen"). This occurred frequently if you sped up the game, because the bug was caused from high delta times [Preview] - Added internal organ system. An internal organ is damaged anytime a colonist is damaged below 5 health. Lung: Periodic damage when damaged. Colonist can't breathe when destroyed Stomach: Chance to cause incontinence when damaged. Colonist can't eat when destroyed Liver: Required to process alcohol and space rock. Sometimes damaged from eating alcohol or space rock. Consuming alcohol or space rock while the liver is destroyed will cause poison damage Heart: Small chance to be damaged from any damage source. Chance to cause bleeding when damaged. Instant death if destroyed Brain: Damage can add various mental perks, such as maniac, depressed, and incompetent. Instant death if destroyed - Added Organ UI to the health tab - Added medical desk, with recipes to create medkits and mental stabilizers from Goolerium - Added Healing Booth. Must be stocked with medkits. Restores health, heals internal organs, and removes zombie, cuddler, and slime infections. Also removes bleeding - Added Slime Grower. Creates slimes from Goolerium - [Experimental] Disabled terrain generation. Terrain will make a return as a "net" type mechanic when mining
From balance changes to bug fixes, weekly developer streams and updates, weve had a wild ride since Starmancer launched in Early Access on August 5 2021. We want to thank you all for your support, feedback and patience.
We knew this initial period of development would prioritise bug fixing and stability improvements before we could start working on the fun content ideas we have (as seen below)
Over two months later and were proud of the progress weve made in improving the player experience, working with our community to listen to their concerns and addressing them where possible. Theres never been a better time to get back into Starmancer to develop your chaotic station.
Fixed a bug where colonists wouldn't eat or sleep. This made the game more difficult than intended. (I changed the namespace for a very specific class that stored colonist Use Reasons, and I forgot to rebuild the agent library. I'm just a patsy)
New Stuff - Disabled animators on pipes, wires, and ducts, because they were killing performance when you placed too many (the visuals are now changed manually, so the effect is the exact same for the player) - Removed dev category from the build menu. You can still access it by typing "dev" into the build menu search bar - Moved the action buttons (turn offline, move, order colonist, etc) to inside the object window Fixes - Fixed a bug where an old save using the window wall paint wouldn't load correctly (this wouldn't affect new saves, only old saves) - Fixed a crash when colonists didn't save the recipient of an item delivery correctly - Fixed a bug where colonists would walk through airlocks to build floors if the colonist generated a route to the floor within 1 second of the floor being placed - Removed arbitrary wait when colonists remove an object - Fixed a bug where colonists would sometimes have no pathfinding floor. I'm not sure of the cause, but the band-aid fix for now is to manually find a pathfinding floor whenever they don't have one - Fixed a bug where queued colonist commands wouldn't be performed if they were queued while the colonist couldn't be interrupted, like when using an airlock - Contracts will no longer require more than 1 item. This makes them easier and also fixes issues where contracts would require 2 of the same item, and it could never be finished - References to components that are null will no longer cause crashes during loading - Memory icons are now smaller and easier to understand - Fixed a bug where cuddlers would spawn at 0,0,0 - The wander state will now use a random, nearby floor, instead of finding a valid floor for UseReason.Sit (this is a performance improvement and also a gameplay improvement) - The objective window will now close more consistently when you skip the tutorial - Fixed a bug where trying to claim an object that required being able to claim another object would result in the colonist using the wrong object - Fixed an issue with the sanitizer animation
- Added patch notes on the main menu - Added an oxygen bar when colonists are wearing helmets (helmets have a finite amount of oxygen in them, so if colonists wear them for long enough, they'll suffocate, but this wasn't indicated anywhere in the UI) - Added an hourglass above colonists that are doing anything that takes time (building, using the bathroom, repairing objects, etc)(there might be some cases where they display this at weird times) - Item caches now default to locked, and added alcohol to supply caches, for an early game morale boost. - Fire and blood are now automatically removed after a certain amount of time. Fire is removed after 12 hours and blood is removed after 3 days - Improved pathfinding performance - Slimes will now eat dead bodies then biowaste and then regular food - The internal overlay will no longer turn off if you build wires - Fixed a bug where some asteroids weren't removed after mining all resources - Fixed a bug where in-world interfaces weren't populated correctly after load. This affected the storage bin - Colonists now drop harvested crop items at their feet, so that someone else can worry about delivery to the correct place. This solves issues where farmers store seeds in fridges (this is a temporary fix, but might last a while) - Fixed a bug where internal floors could be built on external floors (this was caused from the terrain system changes) - Using shift to control time is now only enabled if "experimental" features are enabled. It's really just a developer tool for quickly speeding up time, but nice to have for everyone - Fixed a bug where repositioning the target dummy would turn it into an arcade machine - Fixed a bug where the overclocked upgrade didn't work. (this was a regression when I moved the duration value of production to a new query type, for performance) - Fixed a bug where chefs would cause a crash if they were using a recipe object while loading - Fixed various save issues - Colonists now need even lower morale to fight, and increased aggression required to fight - Colonists will now get negative morale perks at -95, previously it was -50 (this is to reflect that things should be going very bad and not just a little bad) - Removed arbitrary wait times before and after construction. Colonists had to wait a second before starting construction and then 2 seconds after finishing - Fixed a bug where colonists wouldn't put on helmets after repositioning an airlock (this is not back-ported, you'll have to delete any broken airlocks) - Fixed a bug where the local star wouldn't load correctly if you loaded a save from within a save - Fixed a bug where using the window paint type would cause walls to remove wall sides. This is because walls remove windows, and the window paint was tagging wall sides with the "window" key, which is the same key that windows use to identify themselves - Colonists will no longer require a different food after a few days of eating the same thing. This was disabled because colonists would eat the same thing even if lots of variety was available, until they started eating biowaste - Fixed a bug where colonists didn't always correctly stop using objects. This would cause the jukebox icon to never disappear, and many other backend issues
- Added a button for skipping the tutorial, it's a close button located in the top right corner of the objective area - Metal pots will no longer be returned by the rec probe (this was because previously metal pots were used to craft space rock) - Objects offscreen are no longer colored by overlays or the order button (there's a tolerance of 50% off screen, and it's updated every second, so should cover most situations, unless you're moving fast) - Tomatoes no longer have a reharvest stage, because they were making lots of babies - Only internal floors will be used for overlays now (not external) - Fixed a bug where temperature emission didn't work for some objects - Fixed a bug where item reservations were never cleared. Also added a 12 hour timeout to all reservations, to catch anything missed. (Items are reserved so that multiple colonists don't try to take the same item. It's a "dibs" system). This especially fixes issues with seeds, but should fix most occurrences of colonists not transporting items - Fixed a load crash - Fixed a bug where colonists would sometimes walk through walls (this was caused from colonists generating bad routes to floors, and thinking they were already at the target floor) - Fixed a bug where colonists would walk through airlocks (and this time I mean it?) - Colonists will no longer pathfind timeout while waiting for an airlock (this was also a source of colonists walking through airlocks) - Colonists will no longer "arrive" at the next pathfinding node when they start walking on a route. It would cause colonists to walk through doors occasionally. This was a huge oversight, and I blame Victor - Added a max pathfinding distance, for performance, because colonists can travel much further now - Improved pathfinding performance (inb4 it breaks something) - Added an option in the options menu to enable experimental features, enable it before starting a new game
Whats an ambitious A.I. to do? You work hard, managing your space station, babysitting mindless meatbags who eat their own waste and get into fights. Exhausting.
Keep your circuits buzzing and your LEDs bright with the Starmancer Original Soundtrack from Dirk Kluesing!
Featuring 12 tracks that combine the eerie emptiness of space with the swelling excitement of travelling among the stars. The days of watching your colonists sleep for entertainment are over.
Activate the warpdrive and explore a new solar system with Nebula. Organise your troops and fend off relentless space zombies to the invigorating Breach. Or develop an impressive network of machinery to the enrapturing Daydreams of a Colonist. Theres a song for every mood.
Load up the trade pod and save up that Zipher - the Starmancer OST launches today!
Check out the store page:
https://store.steampowered.com/app/1708910/Starmancer_Soundtrack
- Doors can now be visually unpowered and also openable (adjusted the animations) - Fixed some door issues, like colonists walking through closed doors - Moving manual doors to a wall will no longer create an atmosphere leak - Added a cheat to spawn a zombie and a cuddler, this is for testing purposes, but you can do whatever you want with it - Zombies will now eat dead bodies - Added a cap of 30 monsters (cuddlers, zombies, slimes, power leeches). Technically it won't try to spawn a monster if there's 30, so groups of zombies could cause a higher count, but the highest zombie group is 3 - Fixed a bug where items were sometimes very big - Walls can now be used with the context order system (so constructing and deconstructing) - Improved performance of lights. This fix will significantly increase performance when floors are affected by multiple light sources - Fixed search text values for many objects (the search bar in the build menu) - Fixed a bug where template components (from recipes and other things) were NOT ignored and were being added to entities (like the chem table). This was potentially quite bad and was causing lots of weird behavior. Possibly introduced in the newest Unity version? - Fixed a bug where wall vent connections didn't persist through loading (this probably affected other similar types of objects too) - Fixed a bug where items were never removed from planets after warping. This was causing memory leaks (but probably not very big ones) - Adjusted space rock crafting recipe so that only an oven and ore is required - Contracts are now removed when their system body is removed. This fixes a bug where loading will cause many asteroids to have quests (because those quests were never removed, so they're floating around, looking for a location) - Kat notification will now correctly appear after loading (there might be some instances where a message that you previously read is created again, depending on when you made the save) - Colonist upgrade choices are now saved - Programming terminal will no longer request biomass - Increased priority of storage bins so that they'll always be stocked first (the priority is 99) - Items in storage bins will no longer be sold at trade pods - Added sounds to a few UI buttons that were lacking them - Colonists now display "dead" as their status if they're dead - Colonists and items will no longer be repositioned into doors or airlocks and items abandoned in airlocks will be repositioned - Fixed a bug where queueing a command while a colonist isn't interruptible (inside an airlock) would cause the command to never be invoked
- Fixed a bug where saves would crash if they couldn't find a wall side (this seemed rare) - Reduced frequency that visitors spawn - Removed noise morale penalties, because they're weird (why is the player punished for doing things in the correct way?) - Fixed a load issue with child agents not being found - Fixed a load crash that would occur if you saved on the same frame that a window requested a UI refresh - Fixed a bug where sometimes contracts would lose the reference to their location after loading. - Fixed a bug where wall sides weren't loaded correctly, which could cause crashes and other naughty behavior - Biowaste in toilets and waste recyclers will no longer create germs - Fixed a bug where colonists wouldn't correctly remove themselves from airlocks, which would block future colonists from using the airlock until the original user went back through eventually (which couldn't happen, because they'd wait in line) - Fixed a bug where placing objects on top of items would cause an infinite loop. This would happen when a floor's count of "incoming items" became negative (this is now fixed), which caused the code to think that the floor had space, when it didn't, and then it would keep trying to deposit it to the same floor forever - The loading bar on UWP (windows store) will no longer ping pong around like a maniac - Floors with objects on them will no longer turn red when ordering a colonist (they turn red to indicate the floor isn't pathfindable) - Items will no longer be placed under walls - Doors no longer create a light source when opened (this was a leftover from the old system where lighting was room based) - Mental stabilizers will now cure alcoholism, space rock addiction, and all of the negative morale perks - Rotten food can now be stored on shelves and sold - Improved lighting performance
- Low morale perks (agoraphobia, pyromanic, brawler, etc) are now cathartic, and will restore colonist morale over 24 hours. So that the morale penalties are temporary. And the intent is that you have to clean up the mess rather than regrowing the colonist (just lock them in their room for a little bit, to keep them out of trouble) - Seeing a dead body will only affect social, and reduced the amount of morale lost when seeing a dead body (if colonists see the dead body multiple times you'll still get additional penalties) - Powered doors can now be opened when they have no power, but it's very slow - Removed free-will level requirements from the tech tree - Starmancer core now produces less oxygen - Reduced chance of fire from crafting failure from 15% to 1% - Reduced the frequency of object maintenance from every day to every 7 days. Reduced the break chance of objects - Colonists now have a 25% chance to become a maniac when morale is very low (previously it was 100%) - Colonists now display their lowest morale on the HUD (previously it was an average of all 3 morale values)
So, weve made it to Early Access! Its been a wild journey across several years and were excited to continue towards 1.0 of Starmancer.
Were genuinely thankful to all our players, especially our backers for the continued feedback and support as we spend Early Access developing Starmancer with your input and thoughts. Youd better be playing the heck out of the game now
Weve included a Starmancer Early Access Starmap below. As expected, things may change during development and based on input from the community (which were already compiling and working on) but initially were focusing on quality-of-life improvements and bug fixing. To reiterate, were a 2-man team so please be patient as we work on addressing your feedback.
Once again, thanks for being awesome and blasting off with us into Early Access Like the fires that break out in your space stations, youre the oxygen we use to blaze on
If you havent already, be sure to follow us on Discord, Facebook and Twitter so you can stay up-to-date with Starmancer Early Access.
Toodles
- Disabled multi-threaded loading. This will fix issues where certain playyers couldn't reliably load - Fixed a save crash from saving while a door is open - Fixed a crash in window population (this could occur while playing)
This is a quality of life thing that was driving me crazy
- Fixed a bug where the corsair dll couldn't be found. I'm not sure what caused it, but at least you can play the game now. - Also squeezed in a fix to a loading bug from saving the game while any menu was open (like in an autosave)
With a week to go until the exciting launch of Starmancer, we wanted to answer some frequently asked questions. Lets get started!
Where can I buy Starmancer and for how much?
Starmancer will launch on August 5th here on Steam at 16.99/19.99/$19.99 or your regional equivalent.
Will Starmancer be localised in
Will Starmancer be coming to
We're releasing into Early Access on August 5th 2021! (It's a Thursday.) Heres the announcement trailer that was just shown during the Future Games Show E3 2021 showcase: [previewyoutube=mRcb_ypY1Uw;full][/previewyoutube] You can still pre-order for a discounted price, to get a Steam (or GoG) key automatically on release day. If you like the look of our game and want to hear more, wishlist on Steam and join our Discord community. Wishlisting also boosts our visibility and gives us better metrics for which languages to look into translating in the future! https://store.steampowered.com/app/1062000/Starmancer/
Beta is launching Wednesday March 31st for Windows, Mac, and Linux! Once Beta launches, well be removing it from the pre-order store, so if you want Beta access, youll have to buy it before then. Please dont view this as a fear-of-missing-out tactic. If you want to wait until release, thats totally fine. Here is a link to the pre-order page. On Wednesday, youll receive an email with a Steam code. It will be sent to the email you provided during the Kickstarter or through pre-order. If you need to change the email, contact us right away. You can send a Discord private message or email us at ominuxgames@gmail.com If you want to upgrade your pre-order to Beta, contact us
Hello folks! We wanted to provide a quick update on the upcoming space simulation game, Starmancer. Ominux have been hard at work on developing the game, and Alpha backers have been receiving regular Steam updates throughout the year and providing the team with valuable feedback to make Starmancer the best it can possibly be! The Steam Demo event in June this year was the first chance for non-backers to get their hands on a slice of the action. The demo gave players 60 minutes to create and manage a ship with most of the games systems open to explore (as deeply as you can within an hour). Having a rush of first time players meant the team got lots of fresh voices coming in, and after reviewing player feedback, the team have decided to make some pretty big and exciting changes! You can follow all the latest information from the latest DevBlog from the team -- heres some highlights theyve shared recently:
Play through, play through again, play through some more... Myself and the team at Ominux Games will be around for a Q&A over on the Chucklefish Discord on Friday 19th June at 19.00 BST / 21.00 MSK / 11.00 PDT / 14.00 EDT / 20.00 CST where well discuss all things Starmancer!
Great news! For a limited time between June 16th and 22nd youll be able play through a free Starmancer demo experience as part of the Steam Game Festival! It can be difficult to create a demo for a sandbox game like Starmancer, so we're just giving you the (mostly) full game with a 60 minute timer which you can restart as many times as you want. Each playthrough has randomly-generated colonists so every game will feel different. Youll start with some extra cash, all cosmetics unlocked, and most of the base game is free for you to enjoy (Slimes, Fires, Memory-Erasing Nanobots), so you should get a good feel of what the complete game will be like. You can craft some Mutagens by incubating Mysterious Eggs in Infested Stations, discover the pizza recipe and throw a party, or just relax and spend your hour decorating with posters, paints, and carpets. If you have any feedback for us or want to report a bug, feel free to let us know in this thread here. Also, we'll be having a Q&A on Friday 19th June at 19.00 BST / 21.00 MSK / 11.00 PDT / 14.00 EDT / 20.00 CST over on the Chucklefish Discord. Also, were always giving updates, sharing screenshots and releasing news over on Twitter and in our Discord, so come join us! Tell your friends, coworkers, and mail handlers!
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