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
Starmancer
Ominux Games
Chucklefish
2021-08-05
Strategy Simulation Singleplayer
Game News Posts 53
🎹🖱️Keyboard + Mouse
Mixed
(817 reviews)
https://www.playstarmancer.com/
https://store.steampowered.com/app/1062000 
Starmancer Linux [367.05 M]
After a catastrophe on Earth, humanity launches the Starmancer Initiative in a desperate attempt to seek refuge among the stars. Millions of refugees uploaded their consciousness into your memory banks--entrusting their minds and the future of the human race to an Artificial Intelligence, a Starmancer. To you.
Your task as a Starmancer is to construct and manage a space station capable of sustaining human life, regrow bodies for the thousands of minds trapped in your memory banks, and to defend your station at any cost. Let's just hope your governing protocols weren't damaged during the flight.
Starmancer offers gameplay with consequences, a living sandbox environment, crafting, and managing the daily lives of colonists.
Create a utopian society where everyone is well fed, happy, and safe. Or go rogue and figure out how many times a colonist can eat wheat before they go crazy. Play however you want.
- Sustain Life - Colonists have needs, like hunger and thirst. Build farms and grow crops for food. Place heaters to prevent hypothermia. Construct med bays and assign doctors to treat wounds, cure diseases, and replace limbs.
- Express Yourself - Customize your station with 18 unique wall types, 12 different floors, and over 50 distinct objects. Paint objects with 8 different color choices. Place cheerful paintings to remind the colonists how friendly and relatable you are, and motivational posters to let them know how much you value their productivity. Design fancy kitchens, luxurious bedrooms, and industrial docking bays.
- Power, Water, and Atmosphere - Provide power by connecting machines with wires. Prepare against blackouts by creating separate or redundant grids for your vital machines. Use pipes and water recyclers to convert dirty farm water into clean, drinkable water. Establish separate atmospheres with the help of vents and air ducts.
- Grow Humans - Colonists are grown in bio-tanks and assigned a consciousness from Earth. Create stations full of clones. Regrow your favorite colonists. Upload a mind into the wrong body, and observe the effects of sleeve sickness--for science.
- Jobs - Assign roles like farmer, doctor, miner, and security guard. Watch as your rookie chef acquires experience and becomes a seasoned pro, unlocking tastier and more exotic recipes.
- Unique Colonists - With randomized hair color and style, eye color, and skin color, there are over 8000 visual variations of colonist. These variations go beyond aesthetics, too. Some colonists prefer studying in their room, while others like to drink and socialize in the bar. Every game is different--your station and colonists will be unique to you.
- Memories and Rumors - Colonists remember the good (and bad) things that happen to them. These memories are shared, during conversation, and spread throughout the station like wildfire. Leave no witnesses.
- Personal Relationships - Colonists get extra sad when something bad happens to a friend, but they love to watch an enemy suffer. If you jettison a popular colonist you might have a mutiny on your hands.
- Procedural World - The solar system is dynamically generated each playthrough with planets, moons, asteroids, stations, and other factions. Want a challenging game? Place your station near a lawless, pirate region. Or take it easy by placing your station near a friendly faction. Play your way.
- Diplomacy - Interact with your neighbors, forming stable alliances or vengeful enemies.
- Explore - Earn respect and unlock new technologies by performing missions for other factions, responding to distress calls, trading, exploring and raiding.
Be ready to face the consequences, should you fail in your duties as a Starmancer.
- Invasion - Your colony can be invaded by pirates and enemy factions. Build traps, train soldiers, and form alliances. Keep your station secure.
- Insanity - A colonist can only witness so many friends being sucked out of air locks before they snap. No one knows what motivates a crazy colonist; they're simultaneously responsible for the greatest technological innovations and messiest homicidal rampages. This is why doors have locks. It's also why you can depressurize a single room--a great way to enforce bed time.
- Mutiny - Unhappy colonists will stop working. You can cheer them up with motivational posters, tasty treats, and nicer rooms. Be careful, though, when morale gets too low, colonists will actively rebel and attempt to destroy your core. Make an example out of rebels and stamp out any hint of resistance.
Key Features
- Build a space station, with tons of customization.
- Manage the lives of colonists aboard your station.
- Interact with a dynamically generated solar system and its inhabitants.
- Take on missions and be rewarded with loot.
- Face the consequences of your actions.
- Modding support.
Add Starmancer to your wishlist and you'll be notified when it launches.
- Build a space station, with tons of customization.
- OS: Ubuntu 16.04 LTS. 64-bit
- Processor: 2.0 ghz DualCore CPUMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 3.3 compatible GPU
- Storage: 500 MB available space
- OS: Ubuntu 16.04 LTS. 64-bit
- Processor: 2.0+ ghz QuadCore CPUMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: OpenGL 3.3 compatible GPU
- Storage: 1 GB available space
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