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).
Changes
- Added construction materials: Scrap, Metal, Electronics, Wooden (plant fiber), and Pigments (used to build cosmetics). Crystals are now used only as a tradeable currency.
- Ship upgrades now cost a construction material rather than upgrade modules and crystals.
- All mining in the ship now requires a mining drill (asteroids, planets)
- Adjusted Kat messages to better connect with the intro scene and to be more helpful
- Increased number of stars per galaxy region
- Added currency display UI in the HUD. Select which currencies you want displayed in the HUD (Crystals, Upgrade Modules, DNA Frags, Building Materials). Currencies are displayed similarly to items.
- Jetpack and helmet are now gear, and colonists must have 1 stored in their inventory to use them. You start the game with 6 helmets and 3 jetpacks. More can be crafted at the Gear Crafting Station.
- Zombies now drop Rotten Leather. This is used to craft helmets.
- Bots (Mang0, Bouncer Bot, etc) now drop Servo Motors. This is used to craft Jetpacks
- Added Gear Crafting Station. With recipes: helmet, jetpack, and shiv (shiv is a basic weapon that does more damage than unarmed)
- Removed the distribution booth. The model will be stripped for parts and sold off. (this object was added before you could context order colonists. It will return at a later date).
- Added "security" task ("monster hunter"). Colonists assigned this task will automatically attack lifeforms marked with "terminate". Your own colonists can also be marked for terminate.
- Cryptominer now generates "Crypto Hash" and sometimes "Rare Crypto Hash". These can be sold for money to traders.
- Dreamcatcher now creates "dream capsules" and "rare dream capsules". These can be sold for money to traders.
- Added "permission UI". Every colonist has their own set of permissions: Leave Base, Use Foreign Objects, Drink Alcohol, Fight, Permit Self-Defense, Heal Automatically, Use Antiviral. Let us know which permissions you'd like to see (they're easy enough to add)
- Colonists now require 0 or greater morale to be drafted (previously -4 or greater). Context command now requires -4 or greater (previously -9 or greater).
- Colonists now die immediately if they remove their helmets while in a vacuum.
- Increased chance for colonist to contract disease slightly.
- Cheat spawned colonists (type "cheater" in the build menu's search bar) now spawn with a helmet and jetpack
- Rotten food can now be converted into Biomass in the waste recycler
- Reduced goolerium dropped by slimes from 3-7 to 2-4 (to reduce the amount of goolerium that you could too easily become overwhelmed with)
- Colonists no longer eat food instantly, and must once again eat at floors, tables, etc. Medkits can be used instantly.
- You can no longer drop or eat items directly from a colonists inventory (in the inventory UI)
- Added new dungeon, Magma dungeon.
- Added sulfur to magma dungeon. Sulfur is now used to craft C4.
- Removed excess recipes/items that weren't doing anything useful: Superheated Metal, Special Oil, Essence of Goo, Quantum Data Chip
- Added silkworm to the worm lifeform archetype. 100% chance to drop silk. 3 silk makes 1 rough fabric, which is used to create helmets.
- Many dungeon rooms now spawn with a liveable atmosphere.
- Traders are now listed separately from "Outposts" in the galaxy map's UI (visible when mousing over a star sytem).
- Colonists can no longer be drafted or ordered for the first 2 seconds of combat.
- Decreased price of recipe cache from 5000 to 500.
- Space whale meat can now rot (in warm rooms and in the presence of germs).
- Colonists with a cuddler infection will now always like other colonists with a cuddler infection.
- Redesigned cuddler perk so that it will better spread throughout the colony and spawn larva. (no longer causes puking, bleeding, or maniac). Now increases hunger (something has to feed the larva husks)
- Cuddler and Zombie disease now has a small chance to add the maniac perk when acquired (the preceding line is a lie)
- Reduced the frequency of puking from all sources
- Changed virus transmissions so that the likelihood of transmission increases the longer that a colonist is near another colonist
- Added "Chloropod" lifeform (and archetype). These tree lifeforms drop Plant Fiber when killed.
- All garden and sand cosmetics (trees, bushes, cacti, etc) found in derelict stations can now be harvested for Plant Fiber.
- Removed the base size system and replaced it "warp field extenders". You start with 500 of these (numbers subject to change). They're automatically placed when you expand your base. You can manually place them to claim any part of a map.
- Added "Warp Field Extender", when powered, it increases the number of tiles that you can own.
- Wilderness colonists can now spawn with jetpacks and helmets (rarely)
- The Abyssal Eye Portal now has a cooldown of 60 seconds before it will damage a colonist again. It will now damage the same lifeforms that the rainbow mushroom damages. Reduced damage range from 4 to 2. Implemented eyeball portal attack animation.
- Dungeon walls can now be painted
- Power is now displayed as "per hour" rather than "per minute" (because it's easier to understand "2 / hour" rather than ".03 / min"
- Objects that create power--treadmills, generators, and solar panels--now display the amount of power they create per hour
- Added mesh, standard, and wood furniture back to the tech tree.
- Moved overlays and zone tools into the build menu (as their own tab buttons)
- Build categories are now visible when viewing the delete menu.
Fixes
- Zombied colonists will now drop their items when they turn into the undead.
- Lifepod colonists no longer spawn in full containers
- Space floor generation is now correctly performed during warp and loading screens (this fixes one-time stuttering when generating pathfinding routes in new areas)
- Food Brick Factory now has the "production order UI" (craft X amount, craft endless, craft until X)
- Lifepod colonists no longer spawn in full containers
- Space floor generation is now correctly performed during warp and loading screens (this fixes one-time stuttering when generating pathfinding routes in new areas)
- Food Brick Factory now has the "production order UI" (craft X amount, craft endless, craft until X)
- Venting an atmosphere will now set temperature to 0 (this fixed a bug where venting a hot room wouldn't work)
- Door line-of-sight colliders are now much smaller, which should reduce the likelihood of colonists being unable to hit a nearby monster when fighting near a door.
- Ships can no longer be assigned missions when not at base
- Fixed a bug where colonists wouldn't put on helmets after moving an airlock
- Fixed a bug where dungeon entrances could spawn in on top of other dungeons or the player's base (you would rarely see this previously, because dungeons used to spawn far away from each other and your base)
- Increased bleed cooldown and damage cooldown
- Fixed a bug where colonist's carry slot would get positioned at 0,0,0 (and be tiny) after loading sometimes.
- Fixed a bug where rollrift was forever generating a route to themselves.
- Contracts are now completable without a mining drill (or other location requirement).
- Fixed some instances where crafting recipes would appear as a pink box in the context menu.
- It's no longer possible to click on buttons that are "behind" the warp screen.
- Objects that can be built by holding and drag (floors, wires, walls, etc) will now display relevant build warnings.
- Colonists are now displayed in a consistent order in the HUD UI and a few other places (after loading, they'll be in the same order)
- Replacing posters with other posters will now refund 100% of the build cost.
- Fixed miscellaneous crashes.
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
[ 5945 ]
[ 3223 ]