Patch 0.1.51 (14 December 2021)
- Every item in the game is now technically edible. And by that, I mean that your colonists can eat it and the item disappears--in exchange for liver damage. (and if you have preview off, colonist's don't even have livers). - Colonists can now drag and drop each other - Unconscious colonists are no longer context orderable - Added a context option for waking up a sleeping colonist (by shouting). - Jobs that should only be performed by 1 colonist now default to unassigned, such as Doctor, Pilot, and Engineer. This allows the player to more easily assign a single colonist to the job. - Monsters now spawn with items and drop them on death (so that you can click on a zombie to see if it has anything worth killing it for) - All types of seeds (except wheat) are now dropped by a specific monster: (other sources of seeds were unchanged) Tomato Seeds: Zombie Potato Seeds: Cuddler Carrot Seeds: Slime - When a colonist is eaten by a zombie, its head will now be stored in the inventory of the zombie, and it must be killed before the colonist can be regrown (because you have to get the head out of the belly) - This is also true for cannibals, but you can make them drop items. Unless their morale is too low, in which case you'll also have to kill them. - Colonist's germ count is now displayed in the health tab, with the atmosphere values - Added a message log, which replaces most messages that appear in the center of the screen - The mission ship now offloads "supply caches" when it lands, allowing the ships to travel - Added the incinerator, for disposing of dead bodies or any unwanted items. - Colonists can now hide in objects, like beds and incinerators, preventing monsters from seeing them. - Toilets can now be connected to the Waste Recyclers with liquid pipes to automatically transfer Biowaste - Added context option for equipping and removing helmets. - Added context option for eating dead body. - Pressing 'H' will now toggle the HUD on and off. - Colonists can now be picked up and placed somewhere else, Rollercoaster Tycoon style - Colonist heads must now be manually harvested and returned to the analyzer when they die. Harvesting the head awards doctor experience - After a head is harvested, a "headless remain" is placed. This must be taken to the incinerator. It can also be eaten. - Dead bodies now decay after 48 hours unless they're in a cold room. When the body decays it emits a massive amount of germ, leaving the head behind. Small chance to zombie. - Created a new starting station - Added some Winter holiday cosmetics
- Water Recycler now produces 2 purified water for every 1 dirty water. - Oxygen Emitter now spawns with 1 water and each water can produce oxygen for 72 hours (previously was 24 hours) - Colonists can now be interacted with when sleeping in beds (previously their "access positions" were repositioned to be on top of the bed, and beds are unwalkable) - Improved look of context menu - Fixed some issues with the cuddler and zombie animations - Eating biowaste now has a chance to make colonists puke. - Starting item caches will no longer have multiple types of items in them. - The knockout command is now ended when the target is knocked out. Previously the knocker outer would flee from the unconscious target for a bit. - Pumpkin plushie now uses the correct sprite when being repositioned. - Blood now has a name and icon when selecting it via the context menu. - Fixed a bug where the final objective (deliver high tier resources to the core terminal) couldn't be finished. - Context menu actions now always display the name of option, and the text that indicates why the option is "invalid" is now shown next to the option name. - Fixed a bug where finishing an objective and then loading (without quitting the game or returning to main menu) would prevent the objective from advancing to the next message - Mountable objects (including the hauler) can no longer be repositioned while being used. This includes: Beds, Toilets, Ships, Chairs, Healing Booth (in preview). - Manually depositing an item to a fallback storage zone will no longer change the zone's filter (because it's fallback, so the item was already valid). - Fixed a bug where the whispers perk couldn't drain targets correctly - Fixed a bug where windows could be built instantly by placing them twice. - Dead slimes now become "slime puddles" and must be manually cleaned. - Temperature values are now more consistently handled when atmosphere pressure is low (in a vacuum, there's no temperature, because there's no air) - Objects (and colonists) when selecting them for the context menu will now display their mouse over status - Fixed a bug where objects wouldn't be correctly "stopped using" after loading
- Added Virus Maker. Choose symptoms and make viruses with Refined Goolerium. Scan corpses of infected colonists to unlock new symptoms. Slimes can also be infected and scanned - Viruses have a few attributes: Power: Colonists can be infected with one virus at a time. Viruses with a higher power level than the current virues will infect colonists when they're exposed Duration: How long the virus lasts Stability: Chance to mutate when infecting a colonist. When a virus mutates, it replaces one of its symptoms with a random symptom. Natural viruses always have 3 symptoms. Transmission: Chance to infect another colonist - Added many virus symptoms, such as: Bald, Undead, Tape Worm, Stinky Breath, Drunk, Ginger, and Diarrhea - Added a UI to show the colonist's current disease - Shamblers now deal radiation damage to colonists. Radiation doesn't affect HP and damages organs instead. - Fixed a bug where colonists would be repositioned to 0,0,0 after warping (this was related to their heart being destroyed by warp radiation) - Added attributes to the item tooltip. Virus syringes use this to show their symptoms
[ 2021-12-14 14:05:17 CET ] [ Original post ]
New Stuff
- Every item in the game is now technically edible. And by that, I mean that your colonists can eat it and the item disappears--in exchange for liver damage. (and if you have preview off, colonist's don't even have livers). - Colonists can now drag and drop each other - Unconscious colonists are no longer context orderable - Added a context option for waking up a sleeping colonist (by shouting). - Jobs that should only be performed by 1 colonist now default to unassigned, such as Doctor, Pilot, and Engineer. This allows the player to more easily assign a single colonist to the job. - Monsters now spawn with items and drop them on death (so that you can click on a zombie to see if it has anything worth killing it for) - All types of seeds (except wheat) are now dropped by a specific monster: (other sources of seeds were unchanged) Tomato Seeds: Zombie Potato Seeds: Cuddler Carrot Seeds: Slime - When a colonist is eaten by a zombie, its head will now be stored in the inventory of the zombie, and it must be killed before the colonist can be regrown (because you have to get the head out of the belly) - This is also true for cannibals, but you can make them drop items. Unless their morale is too low, in which case you'll also have to kill them. - Colonist's germ count is now displayed in the health tab, with the atmosphere values - Added a message log, which replaces most messages that appear in the center of the screen - The mission ship now offloads "supply caches" when it lands, allowing the ships to travel - Added the incinerator, for disposing of dead bodies or any unwanted items. - Colonists can now hide in objects, like beds and incinerators, preventing monsters from seeing them. - Toilets can now be connected to the Waste Recyclers with liquid pipes to automatically transfer Biowaste - Added context option for equipping and removing helmets. - Added context option for eating dead body. - Pressing 'H' will now toggle the HUD on and off. - Colonists can now be picked up and placed somewhere else, Rollercoaster Tycoon style - Colonist heads must now be manually harvested and returned to the analyzer when they die. Harvesting the head awards doctor experience - After a head is harvested, a "headless remain" is placed. This must be taken to the incinerator. It can also be eaten. - Dead bodies now decay after 48 hours unless they're in a cold room. When the body decays it emits a massive amount of germ, leaving the head behind. Small chance to zombie. - Created a new starting station - Added some Winter holiday cosmetics
Fixes / Minor
- Water Recycler now produces 2 purified water for every 1 dirty water. - Oxygen Emitter now spawns with 1 water and each water can produce oxygen for 72 hours (previously was 24 hours) - Colonists can now be interacted with when sleeping in beds (previously their "access positions" were repositioned to be on top of the bed, and beds are unwalkable) - Improved look of context menu - Fixed some issues with the cuddler and zombie animations - Eating biowaste now has a chance to make colonists puke. - Starting item caches will no longer have multiple types of items in them. - The knockout command is now ended when the target is knocked out. Previously the knocker outer would flee from the unconscious target for a bit. - Pumpkin plushie now uses the correct sprite when being repositioned. - Blood now has a name and icon when selecting it via the context menu. - Fixed a bug where the final objective (deliver high tier resources to the core terminal) couldn't be finished. - Context menu actions now always display the name of option, and the text that indicates why the option is "invalid" is now shown next to the option name. - Fixed a bug where finishing an objective and then loading (without quitting the game or returning to main menu) would prevent the objective from advancing to the next message - Mountable objects (including the hauler) can no longer be repositioned while being used. This includes: Beds, Toilets, Ships, Chairs, Healing Booth (in preview). - Manually depositing an item to a fallback storage zone will no longer change the zone's filter (because it's fallback, so the item was already valid). - Fixed a bug where the whispers perk couldn't drain targets correctly - Fixed a bug where windows could be built instantly by placing them twice. - Dead slimes now become "slime puddles" and must be manually cleaned. - Temperature values are now more consistently handled when atmosphere pressure is low (in a vacuum, there's no temperature, because there's no air) - Objects (and colonists) when selecting them for the context menu will now display their mouse over status - Fixed a bug where objects wouldn't be correctly "stopped using" after loading
[Preview]
- Added Virus Maker. Choose symptoms and make viruses with Refined Goolerium. Scan corpses of infected colonists to unlock new symptoms. Slimes can also be infected and scanned - Viruses have a few attributes: Power: Colonists can be infected with one virus at a time. Viruses with a higher power level than the current virues will infect colonists when they're exposed Duration: How long the virus lasts Stability: Chance to mutate when infecting a colonist. When a virus mutates, it replaces one of its symptoms with a random symptom. Natural viruses always have 3 symptoms. Transmission: Chance to infect another colonist - Added many virus symptoms, such as: Bald, Undead, Tape Worm, Stinky Breath, Drunk, Ginger, and Diarrhea - Added a UI to show the colonist's current disease - Shamblers now deal radiation damage to colonists. Radiation doesn't affect HP and damages organs instead. - Fixed a bug where colonists would be repositioned to 0,0,0 after warping (this was related to their heart being destroyed by warp radiation) - Added attributes to the item tooltip. Virus syringes use this to show their symptoms
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.
MINIMAL SETUP
- 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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