





Patch 0.4.0: NPC Villagers, Random Events, and Performance Improvements
NPC colonists (villagers) can now spawn in dungeons and as stowaways. Villagers are regular colonists, except they don't work and you can't control them. If you kill them and return their head to your core, you can keep them forever. Added random events, such as stowaway, solar flare, and core o2 malfunction. Added many new types of slimes. Noticeable performance improvents. Far fewer instances of intermittent "stutters"
[olist]Added villagers that can spawn in dungeons. Harvest their heads and return it to your core in order to keep these humans forever. You can also keep them as a pet or meat source.
Villagers can spawn with a variety of diseases and perks (such as maniac, cannibal, and fanatic)
Dungeons with villagers spawn with extra food.
Added random events: Stowaway, Random Disease, Solar Flare, Core O2 Malfunction, and more. Random events have a much higher frequency while in the void. There is a gameplay setting for event frequency. By default, events occur every 5 days or so.
Added unfair events: random death, fire, entity abduction, entity mutilation, etc (also a gameplay setting toggle for "allow unfair events")
Inevitably, your core's o2 will now eventually malfunction, forcing the player to rely on oxygen emitters
Improved performance of atmosphere flow.
Greatly improved performance when colonists use floors for various purposes (urinating, eating, sleeping, etc)
Colonist now have only 2 shift types: work and non-work. This makes it much simpler to provide free-time, sleep, and food for your colonists.
Low tier beds now restore less sleep per second and higher tier beds restore much more sleep per second. Higher tier beds give your colonists more time for free-time (because less time spent sleeping).
Buffed wood furniture's comfort and sleep rating (so that wood is more lucrative). Wood furniture now restores the most sleep per minute.
Objects that restore needs, such as beds, now display their need restored per hour. This allows you to make an informed decision for best bed 2025
Airlocks in dungeons are now only sometimes locked rather than always locked
Added new slime colors: White (produces milk), Red (raw meat), Blue (water), Green (biomass), Black (fuel), Pink (heals nearby colonists), and Yellow (generates power to nearby batteries)
Colonists infected by a colored slime will produce more slimes of that same color
Added recipe to create Slime Cheese from Slime Milk at the oven
Added Raw Human Meat, Raw Meat, Cooked Meat, Cooked Whale Meat, Rotten Meat, Slime Milk, Rotten Slime Milk, and Slime Cheese
Improved the antagonist system. Colonists with morale of 10 or greater will now stop being antagonists. The rebellion event now correctly works
Higher tier foods now award more health experience. Feeding your colonists higher tier foods will increase their health level (over time)
Traders now spawn with higher quantities and better items. They also spawn with more construction materials. In general, traders are now always more worth it
Non-slavers no longer buy human meat or corpses
Objects now display total amount of currency available in the build menu (cost / total).
Removed the "boarding module" ship upgrade as stations no longer require it in order to be accessed.
Increased chance for dungeons to spawn
Slightly increased amount of wrecks that spawn in destroyed star systems
Increased number of far-away asteroids that spawn in each system.
Increased amount of resources spawned in most local resource nodes (crystal, goolerium, ice, ore, scrap, and silicon), and resource yield per node game setting is now applied to them.
Increased number of anomalies that spawn in destroyed star systems.
Anomalies now spawn with more loot.
Increased sell price of treasures.
Cannibals now only fight when they're hungry.
[/olist]
[ 2025-03-12 19:08:41 CET ] [ Original post ]
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)
Overview
NPC colonists (villagers) can now spawn in dungeons and as stowaways. Villagers are regular colonists, except they don't work and you can't control them. If you kill them and return their head to your core, you can keep them forever. Added random events, such as stowaway, solar flare, and core o2 malfunction. Added many new types of slimes. Noticeable performance improvents. Far fewer instances of intermittent "stutters"
Important Changes
[olist]
Misc
- Ore Refinery and Programming Terminal now defaults to maintain X amount of most recipes
- Renamed "looking for food" to "eating food"
- Max competence penalty to accuracy is now -50% (was -90%)
- Melee weapons can now be used from the access positions of objects (melee weapons will now damage your core)
- Added awarded experience to attributes of items and objects
- Zombies drop raw human meat when killed.
- Cuddlers no longer drop space rock when killed and instead drop raw meat
- Star sytem objects (planets, etc) are no longer scaled by the asteroids per map gameplay setting
- Fixed a bug where colonists could wander outside the base during lockdown
- Fixed a bug where sometimes walkways would show the "if you warp, you'll lose this object" warning when "walkways extend warpzone" was set to false
- Fixed a bug where gameplay settings couldn't be saved even after pressing the "new" button
- Buffed max health symptoms slightly
- Strong virus is now much more contagious (this virus is used for villagers and other lifeforms)
- Increased the minimum hit chance of colonist arm
- Added metal material and silicon material cache (these are the construction materials and are named "hull material" and "electronics")
- Added more loading screen tips.
- Free-time now drains slightly slower and restores slightly faster
- Slimes now eat rotten food
- Fixed a bug where the "target object" was not displayed for the selected colonist (the blue flag that appears in-world).
- Slightly buffed ship speed and armor upgrades.
- Fixed a bug where wrecks would default to player-owned.
[ 2025-03-12 19:08:41 CET ] [ Original post ]
Starmancer
Ominux Games
Developer
Chucklefish
Publisher
2021-08-05
Release
Game News Posts:
54
🎹🖱️Keyboard + Mouse
Mixed
(825 reviews)
Public Linux Depots:
- 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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