TUXDB - LINUX GAMING AGGREGATE
 NEWS TOP_PLAYED GAMES ITCH.IO CALENDAR CHAT WINE SteamDeck
 STREAMERS CREATORS CROWDFUNDING DEALS WEBSITES ABOUT
 PODCASTS REDDIT 

 

SUPPORT TUXDB ON KO-FI

MENU

ON SALE

New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )


Name

 Space Haven 

 

Developer

 Bugbyte Ltd. 

 

Publisher

 Bugbyte Ltd. 

 

Tags

 Strategy 

 

RPG 

 

Simulation 

 

Singleplayer 

Release

 2020-05-21 

 

Steam

 € £ $ / % 

 

News

 80 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 n/a 

 

Steam Rating

 Very Positive 

Steam store

 https://store.steampowered.com/app/979110 

 
Public Linux depots

 Space Haven linux64 [208.09 M] 




LINUX STREAMERS (5)
ozonedtwdonjuanleonhexdslsittingduck01
playonlinux2020




Space Haven Alpha 18 - Version 0.18.2 Build 2 Released as Stable.


[h3]Greetings, Spacefarer![/h3]

We have fixed some bugs and put together a new patch for the Alpha 18 Update. The newest version is now 0.18.2 Build 2.

Alpha 0.18.2 Build 2


  • Increased the range of the fire extinguisher to make situations were unreachable fires are less likely.
  • Fixed some translation issues.
  • Fixed bugs.

If you find any issues let us know at the forums:
https://steamcommunity.com/app/979110/discussions/4/

Stay tuned and enjoy the new update!


[ 2024-03-04 09:44:41 CET ] [ Original post ]

Space Haven Alpha 18 - Now Released!


[h3]Greetings, Spacefarer![/h3]

Space Haven receives a new Major Update, featuring a set of new implementations for you to experience. New features introduces a new more dynamic starmap, interstellar events, more missions, a comprehensive sectionalized tutorial, new trading systems and bunch of other smaller features for you to enjoy. Let's have a look!

[h2]A Note On Continuing A Saved Game From Alpha 17[/h2]
(These instructions are only for those who want to continue a saved game from Alpha 17, or stay on Alpha 17. If you are happy with updating the game and starting a new game there is nothing you have to do, except let Steam update the game.)

We recommend starting a new game to enjoy the new update, but it is possible to continue a saved game from the previous version, Alpha 17. If you want to continue playing the previous version, Alpha 17, and decide yourself when you want to update, we have made it possible through the following method:


  • Open Steam Library
  • Right click Space Haven
  • Select Properties
  • Go to tab 'Betas' at the top.
  • Select 'alpha_17' in the drop-down. (NOTE! Only do this if you want to stay on the old version)

    When you are ready to move on to Alpha 18, follow the above steps but choose "none" in the list. This will put you in the default branch and the game will update.

    What's New in Alpha 18

    [h2]A New Starmap[/h2]

    A new starmap with new features such as faction intentions, interstellar events, more missions and the addition of fog of war.

    We've built upon the starmap once before during early access, which in our mind was a clear step in the right direction. However, as a lot of feedback has stated the early and mid game of the Starmap has been enjoyable but once the player has reached a certain point the content has not been able to provide excitement to the same degree.

    Ultimately, our goal would be to pack the content of the game in an experience that would make the experience more giving from the beginning to the end. We are working on building a new starmap, with more opportunities to present the player with events and with the content of the game packaged in way that gives more more meaning to the progression of the game.

    At the same time we have to remember that the game is also very much a sandbox type of game, and we want to keep the possibility for the player to play in such a way if that is what they desire.

    [h3]Faction Intentions[/h3]

    The starmap becomes more alive with factions having their own intentions.

    Our current idea is to try to create a little bit of life to the starmap, and not have it be entirely static. As a step towards making the starmap a little bit more alive we've thought of a concept of faction intentions.

    You will be presented with so called faction intentions, where a faction has some intention to carry out an action in the starmap and you can choose to support them or ignore it.

    [h3]Interstellar events[/h3]

    Traveling in hyperspace may present you with new encounters, from groups having their ship broken down to enemies wanting to ambush your fleet.

    Inspired by the map traveling in Fallout 2 we've implemented a new feature that makes it possible to encounter events mid hyperspace jumps.


    Each interstellar hyperlane may have 1 or more events available to discover.

    Enemies may catch up to you if you roam the galaxy and get on their wrong side.

    The purpose of this feature is that it makes it possible to generate events which the player can encounter free from having them tied to certain sectors and NPC movement in the starmap. These can be distress beacons from ships breaking down mid hyperspace jumps but also groups that are on the hunt to take the player down due to their actions.

    This system should work well as a way to generate more events for the player to encounter in the future. It gives us more freedom to generate more in addition to all the events already happening within star systems and sectors.

    [h3]More Missions[/h3]

    We are adding some more missions, which can be accepted directly in the starmap

    We are building upon the missions system and adding some more missions, which can be directly accepted from the starmap. These may work together with faction intentions, giving more variety to the types of missions that factions offer to you as the player.

    [h3]Command Flags[/h3]

    Some missions allow you to team up with NPC ships and give them commands in battle.

    We've implemented special types of missions where the faction giving you a mission might ask to help them with securing certain areas or fight against enemies. In these instances the faction may give you aid with their own ships and allow you to give them some commands in combat situations.

    [h3]Fog of War[/h3]
    To add to the exploration feel the starmap will have fog of war and only reveal the next destinations.

    Previously the whole starmap has been visible from the start. In the new iteration we want to try having a fog of war hiding all but the next available star systems through hyperspace jumps. With this we would like to add more of the exploration feel to the game.

    [h2]A Comprehensive Sectionalized Tutorial[/h2]

    Introducing Sheridan! A leader of the Haven Foundation guiding new players to become experienced Spacefarers.

    Up until this point Space Haven has not had a traditional tutorial. Meaning a fail safe introduction to the game along with lots of information.

    Space Haven has only had scenario hints, guiding the player to a hyperspace capable ship. While these work to some degree and we aim to keep them (As an optional help), the feedback we've received has shown that we need to create a proper tutorial for the game.

    We have decided to address this issue and we've created a tutorial, which will introduce the player to the game in a comprehensive way. We've also created a character by the name of Sheridan to guide the player on becoming a true Spacefarer! (Sheridan is inspired by a tv-series. =) )


    The tutorial is sectionalized allowing the player to revisit any topic that they want to learn more about.

    [h3]There are a few main points we want the tutorial to fulfill:[/h3]

  • The tutorial is optional - The player will be able to skip the tutorial and jump straight in, using only the scenario objective hints as before.
  • The tutorial gives a sense of progression - For many the tutorial will be the first experience with the game and so we wanted the player to feel like the ship they are building is their own, and that the tutorial has some progression to it.
  • The player can revisit any topic as they wish - We wanted to make it possible for the player to revisit different parts of the tutorial in case they felt like they missed something.


    Sheridan explaining what the Recycler is for.

    We felt it is important to give the player the feeling they are building something of their own right away, instead of just presenting scattered scenarios where the player has to figure out what they are seeing on the screen.

    This is why the basic category of the tutorial in Space Haven is for the player to build their own ship on a small ship hull, with each step having information on why certain facilities are built and how they make the ship function as a home for crew members.


    In addition to teaching how to build a hyperspace capable ship the tutorial will teach the player about the essential topics for survival.

    We divided the building process into different sections, allowing the player to revisit different parts of the tutorial and look into something more than one time. In addition to the basic building tutorial we made a few other categories, which give information on topics that are beyond the scope of just building a hyperspace capable ship.

    This combination should make for a great tutorial. The tutorial is of the type where there is a lot of handholding. However, since we aim to keep the scenario hints we have used up until this point as an additional help tool, we feel like players who like handholding tutorials and players who want more freedom right away can both be satisfied.

    [h2]A New Trading Menu and Modified Pricing[/h2]

    The new trading menu allows you to see more items at once and the trading system has been modified and pricing mechanisms changed.

    We've modified how the trading prices act within the game and implemented a new system to allow NPC's to value some items more than others depending on their own stock. There are three new categories introduced to the trading menu.


    • Premium - The trading partner is in high need of this resource and is willing to pay a premium price.
    • Markup - The trading partner has a need of this resource and is willing to pay at a better price.
    • Discount - The trading partner has a surplus of this resource and is willing to part with it at a discounted price.

    We also created a new look to the trading menu, making it more streamlined and easier to see many resources at once.

    [h2]A New Interstellar Jump Menu and ISP Dispensers[/h2]

    The interstellar travel window now allows you to choose whether a crew member should use a hypersleep chamber or interstellar sickness pills.

    We've added a new way to combat interstellar travel sickness. In addition to hyperspace chambers there are now also medical pills that can be given to crew members to lessen the effects of traveling in hyperspace without being in a hyperspace chamber.


    You can now build ISP Dispensers to help mitigate effects of interstellar travel sickness.

    The ISP Dispenser, essentially a medical cabinet filled with pills, provides a way to minimize the chance of acquiring interstellar travel sickness. The pills have some side effects though, affecting the crew member for some time after taking the pill.

    This gives some more options on how to deal with interstellar travel sickness. Additionally, it allowed us to implement a way to remove the forced auto drops when entering new star systems in the starmap.

    [h2]New Decorations[/h2]

    A new chair and some decorative lockers are now available for more variation. Screenshot by Greenbeef.

    We've added a new chair and some decorative lockers to the game. The new chair looks more like a Captain's chair and can be used to spice up a room for a special crew members. The lockers were requested by players for a long time since they were seeing them sprinkled around derelict ships as decorative objects. =)

    [h2]Jukebox and Arcade Machine Sound Toggles[/h2]

    You can now toggle the sounds from Jukeboxes and Arcade Machines on/off if you find them irritating.

    Some of you have found the constant sounds from the Jukeboxes and Arcade Machines irritating so we implemented a way to toggle the sound on/off for them. Now you can choose whether you want to hear the sounds when crew members are using these entertainment facilities!

    [h3]Space Haven Alpha 18 - Now Released![/h3]

    This update is available for you to play right away.

    The Alpha 18 update is out now for you to enjoy. We've tried our very best to iron out all issues while the update was in the unstable/experimental branch, but if you find anything wrong please let us know and we will fix it immediately as soon as we can.

    If you have any troubles, technical or game play wise, please write to us here on Steam forums or our other channels:


    Enjoy the new Major Update and stay tuned, Spacefarer!


  • [ 2024-02-21 13:22:12 CET ] [ Original post ]

    Space Haven Alpha 18 - Now in the Unstable Branch!


    [h3]Greetings, Spacefarer![/h3]

    We have decided to take a different approach with the upcoming Alpha 18 Update and release an early unstable version of the update for testing.

    We have added a new special branch for this, which will allow you to access this new update right away if you want to see how the new update is looking. Keep in mind this branch will have an early version that still has some missing assets, incomplete translations and is more than likely to crash at times!

    This version is even earlier than an experimental branch build.

    Space Haven Alpha 18 is now available to play in the Unstable (Work-in-Progress) branch. As a reminder, the update process is as follows:


  • A new Update is first available in the Unstable/Experimental Branches.
  • Players, who do not mind playing a more unstable version, will first want to test the new update.
  • Once the Unstable/Experimental versions of the new update build looks solid and stable enough we will push it out officially to all players!

    NOTE! Joining Unstable/Experimental is completely optional, and you should only do it if you are willing to risk that some new bugs are introduced, which could affect your game play and potentially break your save.

    Please do not join the Unstable/Experimental branches if you don't want to risk breaking your save or have the game break on you in midst of play! If you want to play a more stable version please wait for the official release of the update.

    Here is how you join the Unstable Branch:


    • Open Steam Library
    • Right click Space Haven
    • Select Properties
    • Go to tab 'Betas' at the top.
    • Select 'unstable_work_in_progress' in the drop-down.

    To see what has been added, check the in-game patch notes.

    [h3]Giving Feedback[/h3]



    [h3]Please give your feedback in the experimental branch forum. Link below:[/h3]

    https://steamcommunity.com/app/979110/discussions/5/


    Let us know what you think of the new features and if something should be altered or tweaked in your mind. Perhaps something makes the game too hard or something is too annoying, let us know so we can get a feel for how the new features feel! =)

    What's New in Alpha 18 Unstable Branch

    [h2]A New Starmap[/h2]

    A new starmap with new features such as faction intentions, interstellar events, more missions and the addition of fog of war.

    We've built upon the starmap once before during early access, which in our mind was a clear step in the right direction. However, as a lot of feedback has stated the early and mid game of the Starmap has been enjoyable but once the player has reached a certain point the content has not been able to provide excitement to the same degree.

    Ultimately, our goal would be to pack the content of the game in an experience that would make the experience more giving from the beginning to the end. We are working on building a new starmap, with more opportunities to present the player with events and with the content of the game packaged in way that gives more more meaning to the progression of the game.

    At the same time we have to remember that the game is also very much a sandbox type of game, and we want to keep the possibility for the player to play in such a way if that is what they desire.

    [h3]Faction Intentions[/h3]

    The starmap becomes more alive with factions having their own intentions.

    Our current idea is to try to create a little bit of life to the starmap, and not have it be entirely static. As a step towards making the starmap a little bit more alive we've thought of a concept of faction intentions.

    You will be presented with so called faction intentions, where a faction has some intention to carry out an action in the starmap and you can choose to support them or ignore it.

    [h3]Interstellar events[/h3]

    Traveling in hyperspace may present you with new encounters, from groups having their ship broken down to enemies wanting to ambush your fleet.

    Inspired by the map traveling in Fallout 2 we've implemented a new feature that makes it possible to encounter events mid hyperspace jumps.


    Each interstellar hyperlane may have 1 or more events available to discover.

    Enemies may catch up to you if you roam the galaxy and get on their wrong side.

    The purpose of this feature is that it makes it possible to generate events which the player can encounter free from having them tied to certain sectors and NPC movement in the starmap. These can be distress beacons from ships breaking down mid hyperspace jumps but also groups that are on the hunt to take the player down due to their actions.

    This system should work well as a way to generate more events for the player to encounter in the future. It gives us more freedom to generate more in addition to all the events already happening within star systems and sectors.

    [h3]More Missions[/h3]

    We are adding some more missions, which can be accepted directly in the starmap

    We are building upon the missions system and adding some more missions, which can be directly accepted from the starmap. These may work together with faction intentions, giving more variety to the types of missions that factions offer to you as the player.

    [h3]Fog of War[/h3]
    To add to the exploration feel the starmap will have fog of war and only reveal the next destinations.

    Previously the whole starmap has been visible from the start. In the new iteration we want to try having a fog of war hiding all but the next available star systems through hyperspace jumps. With this we would like to add more of the exploration feel to the game.

    [h2]A Comprehensive Sectionalized Tutorial[/h2]

    Introducing Sheridan! A leader of the Haven Foundation guiding new players to become experienced Spacefarers.

    Up until this point Space Haven has not had a traditional tutorial. Meaning a fail safe introduction to the game along with lots of information.

    Space Haven has only had scenario hints, guiding the player to a hyperspace capable ship. While these work to some degree and we aim to keep them (As an optional help), the feedback we've received has shown that we need to create a proper tutorial for the game.

    We have decided to address this issue and we've created a tutorial, which will introduce the player to the game in a comprehensive way. We've also created a character by the name of Sheridan to guide the player on becoming a true Spacefarer! (Sheridan is inspired by a tv-series. =) )


    The tutorial is sectionalized allowing the player to revisit any topic that they want to learn more about.

    [h3]There are a few main points we want the tutorial to fulfill:[/h3]

  • The tutorial is optional - The player will be able to skip the tutorial and jump straight in, using only the scenario objective hints as before.
  • The tutorial gives a sense of progression - For many the tutorial will be the first experience with the game and so we wanted the player to feel like the ship they are building is their own, and that the tutorial has some progression to it.
  • The player can revisit any topic as they wish - We wanted to make it possible for the player to revisit different parts of the tutorial in case they felt like they missed something.


    Sheridan explaining what the Recycler is for.

    We felt it is important to give the player the feeling they are building something of their own right away, instead of just presenting scattered scenarios where the player has to figure out what they are seeing on the screen.

    This is why the basic category of the tutorial in Space Haven is for the player to build their own ship on a small ship hull, with each step having information on why certain facilities are built and how they make the ship function as a home for crew members.


    In addition to teaching how to build a hyperspace capable ship the tutorial will teach the player about the essential topics for survival.

    We divided the building process into different sections, allowing the player to revisit different parts of the tutorial and look into something more than one time. In addition to the basic building tutorial we made a few other categories, which give information on topics that are beyond the scope of just building a hyperspace capable ship.

    This combination should make for a great tutorial. The tutorial is of the type where there is a lot of handholding. However, since we aim to keep the scenario hints we have used up until this point as an additional help tool, we feel like players who like handholding tutorials and players who want more freedom right away can both be satisfied.

    [h2]A New Trading Menu and Modified Pricing[/h2]


    We've modified how the trading prices act within the game and implemented a new system to allow NPC's to value some items more than others depending on their own stock. There are three new categories introduced to the trading menu.


    • Premium - The trading partner is in high need of this resource and is willing to pay a premium price.
    • Markup - The trading partner has a need of this resource and is willing to pay at a better price.
    • Discount - The trading partner has a surplus of this resource and is willing to part with it at a discounted price.

    We also created a new look to the trading menu, making it more streamlined and easier to see many resources at once.

    [h2]A New Interstellar Jump Menu and ISP Dispensers[/h2]


    We've added a new way to combat interstellar travel sickness. In addition to hyperspace chambers there are now also medical pills that can be given to crew members to lessen the effects of traveling in hyperspace without being in a hyperspace chamber.

    The ISP Dispenser, essentially a medical cabinet filled with pills, provides a way to minimize the chance of acquiring interstellar travel sickness. The pills have some side effects though, affecting the crew member for some time after taking the pill.

    This gives some more options on how to deal with interstellar travel sickness. Additionally, it allowed us to implement a way to remove the forced auto drops when entering new star systems in the starmap.

    [h3]Alpha 18 - Now Out in The Unstable Branch[/h3]

    This update is available for you to play right away in the new unstable (work-in-progress) branch.

    NOTE! Joining Unstable/Experimental is completely optional, and you should only do it if you are willing to risk that some new bugs are introduced, which could affect your game play and potentially break your save.

    Please do not join the Unstable/Experimental branches if you don't want to risk breaking your save or have the game break on you in midst of play! If you want to play a more stable version please wait for the official release of the update.

    You can find all the instructions on how to access the new update at the top of this post! Enjoy and stay tuned, Spacefarers!


  • [ 2024-01-08 14:25:45 CET ] [ Original post ]

    Space Haven Alpha 18 - Progress Report.


    [h2]Greetings, Spacefarer![/h2]

    It has been a while, but as always we've been working in the background inching our way towards a new Major Update one step at a time. We have two new major building blocks we've been constructing for the Alpha 18 Update.

    The first is a new Starmap, with new features giving more life to the starmap along with more events the player can encounter. The other is a comprehensive sectionalized tutorial, with Sheridan guiding new players to the intricacies of Space Haven.

    Let's take a look!

    [h2]A New Starmap[/h2]

    A new starmap with new features such as faction intentions, interstellar events, more missions and the addition of fog of war.

    We've built upon the starmap once before during early access, which in our mind was a clear step in the right direction. However, as a lot of feedback has stated the early and mid game of the Starmap has been enjoyable but once the player has reached a certain point the content has not been able to provide excitement to the same degree.

    Ultimately, our goal would be to pack the content of the game in an experience that would make the experience more giving from the beginning to the end. We are working on building a new starmap, with more opportunities to present the player with events and with the content of the game packaged in way that gives more more meaning to the progression of the game.

    At the same time we have to remember that the game is also very much a sandbox type of game, and we want to keep the possibility for the player to play in such a way if that is what they desire.

    [h3]Faction Intentions[/h3]

    The starmap becomes more alive with factions having their own intentions.

    Our current idea is to try to create a little bit of life to the starmap, and not have it be entirely static. As a step towards making the starmap a little bit more alive we've thought of a concept of faction intentions.

    You will be presented with so called faction intentions, where a faction has some intention to carry out an action in the starmap and you can choose to support them or ignore it.

    [h3]Interstellar events[/h3]

    Traveling in hyperspace may present you with new encounters, from groups having their ship broken down to enemies wanting to ambush your fleet.

    Inspired by the map traveling in Fallout 2 we've implemented a new feature that makes it possible to encounter events mid hyperspace jumps.


    Each interstellar hyperlane may have 1 or more events available to discover.

    Enemies may catch up to you if you roam the galaxy and get on their wrong side.

    The purpose of this feature is that it makes it possible to generate events which the player can encounter free from having them tied to certain sectors and NPC movement in the starmap. These can be distress beacons from ships breaking down mid hyperspace jumps but also groups that are on the hunt to take the player down due to their actions.

    This system should work well as a way to generate more events for the player to encounter in the future. It gives us more freedom to generate more in addition to all the events already happening within star systems and sectors.

    [h3]More Missions[/h3]

    We are adding some more missions, which can be accepted directly in the starmap

    We are building upon the missions system and adding some more missions, which can be directly accepted from the starmap. These may work together with faction intentions, giving more variety to the types of missions that factions offer to you as the player.

    [h3]Fog of War[/h3]
    To add to the exploration feel the starmap will have fog of war and only reveal the next destinations.

    Previously the whole starmap has been visible from the start. In the new iteration we want to try having a fog of war hiding all but the next available star systems through hyperspace jumps. With this we would like to add more of the exploration feel to the game.

    [h2]A Comprehensive Sectionalized Tutorial[/h2]

    Introducing Sheridan! A leader of the Haven Foundation guiding new players to become experienced Spacefarers.

    Up until this point Space Haven has not had a traditional tutorial. Meaning a fail safe introduction to the game along with lots of information.

    Space Haven has only had scenario hints, guiding the player to a hyperspace capable ship. While these work to some degree and we aim to keep them (As an optional help), the feedback we've received has shown that we need to create a proper tutorial for the game.

    We have decided to address this issue and we've created a tutorial, which will introduce the player to the game in a comprehensive way. We've also created a character by the name of Sheridan to guide the player on becoming a true Spacefarer! (Sheridan is inspired by a tv-series. =) )


    The tutorial is sectionalized allowing the player to revisit any topic that they want to learn more about.

    [h3]There are a few main points we want the tutorial to fulfill:[/h3]

  • The tutorial is optional - The player will be able to skip the tutorial and jump straight in, using only the scenario objective hints as before.
  • The tutorial gives a sense of progression - For many the tutorial will be the first experience with the game and so we wanted the player to feel like the ship they are building is their own, and that the tutorial has some progression to it.
  • The player can revisit any topic as they wish - We wanted to make it possible for the player to revisit different parts of the tutorial in case they felt like they missed something.


    Sheridan explaining what the Recycler is for.

    We felt it is important to give the player the feeling they are building something of their own right away, instead of just presenting scattered scenarios where the player has to figure out what they are seeing on the screen.

    This is why the basic category of the tutorial in Space Haven is for the player to build their own ship on a small ship hull, with each step having information on why certain facilities are built and how they make the ship function as a home for crew members.


    In addition to teaching how to build a hyperspace capable ship the tutorial will teach the player about the essential topics for survival.

    We divided the building process into different sections, allowing the player to revisit different parts of the tutorial and look into something more than one time. In addition to the basic building tutorial we made a few other categories, which give information on topics that are beyond the scope of just building a hyperspace capable ship.

    This combination should make for a great tutorial. The tutorial is of the type where there is a lot of handholding. However, since we aim to keep the scenario hints we have used up until this point as an additional help tool, we feel like players who like handholding tutorials and players who want more freedom right away can both be satisfied.

    [h2]Smaller Additions[/h2]

    We always try to include smaller additions and polish with every Major Update. This update will be no different. Updates to icons, modifications to facilities and perhaps even some new decorations and more!

    [h2]When Will the Alpha 18 Update be Released?[/h2]


    The type of tutorial we've implemented has taken a lot of time to create, having to make user interface pointers to show every step along with information text. It is mostly done in terms of programming work, but since the game is translated to 10+ languages we still have to do all the work regarding the translations.

    The new Starmap is also under construction, and with any major change like this impacting the gameplay from start to finish it will need refining until ready for play. There are always unexpected problems along the way making it hard to predict a specific timeline for when it's solid enough.

    We would definitely want the new starmap to offer a solid enough experience before releasing this update. We will have to see if we can make it for Christmas time or if we need more time.

    Stay tuned, Spacefarers!


  • [ 2023-10-27 19:18:06 CET ] [ Original post ]

    Space Haven Alpha 17 - Version 0.17.5 Build 2 Released as Stable.


    [h3]Greetings, Spacefarer![/h3]

    We have fixed some bugs and put together a new patch for the Alpha 17 Update. The newest version is now 0.17.5 Build 2.

    Alpha 0.17.5 Build 2


    • Added more Infrablocks and Hull blocks as starting resources for the Basic Platform Medium, Builder and Peaceful difficulties.
    • Added some infrascrap and hull scrap as loot for the very first derelict explored in the starting sector.

    If you find any issues let us know at the forums:
    https://steamcommunity.com/app/979110/discussions/4/

    Stay tuned and enjoy the new update!


    [ 2023-06-29 15:04:52 CET ] [ Original post ]

    Space Haven Alpha 17 - Version 0.17.4 Build 2 Released as Stable.



    [h3]Greetings, Spacefarer![/h3]

    We have fixed some bugs and put together a new patch for the Alpha 17 Update. The newest version is now 0.17.4 Build 2.

    Alpha 0.17.4 Build 2


    • Lowered the max amount of enemies encountered in the very first derelict when starting a new game.
    • Modified the amount of Chimps (Walker Rogue Bots) encountered early on in the starmap, with the amount rising towards the end of the game.
    • Fixed bugs.

    If you find any issues let us know at the forums:
    https://steamcommunity.com/app/979110/discussions/4/

    Stay tuned and enjoy the new update!


    [ 2023-06-28 09:25:02 CET ] [ Original post ]

    Space Haven Alpha 17 - Version 0.17.2 Build 1 Released as Stable.



    [h3]Greetings, Spacefarer![/h3]

    We have fixed some bugs and put together a new patch for the Alpha 17 Update. The newest version is now 0.17.2 Build 1.

    Alpha 0.17.2 Build 1


    • Adjusted the Asteroid Threat level values, making them slightly less likely to have a trajectory hitting the player ship.
    • Made Peaceful, Builder and Medium difficulty levels have a lower Asteroid Threat level setting as default. (You can modify this to your liking in the difficulty selection screen)
    • Fixed a bug with an alien inside a Rogue Bot preservation tank crashing the game.
    • Fixed bugs.

    If you find any issues let us know at the forums:
    https://steamcommunity.com/app/979110/discussions/4/

    Stay tuned and enjoy the new update!


    [ 2023-06-23 11:13:46 CET ] [ Original post ]

    Space Haven Alpha 17 - Version 0.17.1 Build 5 Released as Stable.



    [h3]Greetings, Spacefarer![/h3]

    We have fixed some bugs and put together a new patch for the Alpha 17 Update. The newest version is now 0.17.1 Build 5.

    Alpha 0.17.1 Build 5


    • Fixed Point Defense Turrets not working when placed partially on the high capacity grid.
    • Fixed an issue with Rogue Bot bases not appearing/developing. Rogue bots can now capture incapacitated crew members and put them in tanks. It is possible to rescue them if this happens.
    • Fixed bugs.

    If you find any issues let us know at the forums:
    https://steamcommunity.com/app/979110/discussions/4/

    Stay tuned and enjoy the new update!


    [ 2023-06-22 15:48:21 CET ] [ Original post ]

    Space Haven Alpha 17 - Now Released!



    [h3]Greetings, Spacefarer![/h3]

    Space Haven receives a new Major Update, featuring a big bag of new goodies for you to experience. New features introduce starfighters, a new rogue bot entity and a list of other features extending on content for the game. Let's have a look!

    [h2]A Note On Continuing A Saved Game From Alpha 16[/h2]
    (These instructions are only for those who want to continue a saved game from Alpha 16, or stay on Alpha 16. If you are happy with updating the game and starting a new game there is nothing you have to do, except let Steam update the game.)

    We recommend starting a new game to enjoy the new update, but it is possible to continue a saved game from the previous version, Alpha 16. However, there are some issues that will appear. Follow the steps below to make a Alpha 16 saved game functional in Alpha 17.


    • Hull Stabilizers now require steel plates. Be sure to acquire some as soon as possible.
    • Piloting has been introduced as a new skill. Crew members will default to a level 3.

    If you want to continue playing the previous version, Alpha 16, and decide yourself when you want to update, we have made it possible through the following method:


  • Open Steam Library
  • Right click Space Haven
  • Select Properties
  • Go to tab 'Betas' at the top.
  • Select 'alpha_16' in the drop-down. (NOTE! Only do this if you want to stay on the old version)

    When you are ready to move on to Alpha 16, follow the above steps but choose "none" in the list. This will put you in the default branch and the game will update.

    [h2]What's New In Alpha 17[/h2]

    [h3]Fighters - A New Craft Requiring Pilots[/h3]

    Good morning, Pilots! Welcome to basic fighter maneuvers. As briefed, today's exercise is dog fighting. The enemy is a real one, so if you get shot down you will float in space. Remember, it's not the plane, it's the pilot.

    The starfighters seen in the hangars is a new addition to the small spacecrafts in Space Haven. These starfighters will require a crew member as a pilot, and we are bringing back the Piloting skill for this purpose. If a starfighter is shot down the pilot can bail out and use their thrusters on their spacesuits to navigate back home.


    It's possible to build multiple fighters and they will move in a formation according to their assigned group in the attack systems menu.

    It is possible to build many starfighters, but they do cost system points to keep a balance of firepower within the game. Starfighters can be given commands through the new modified attack systems menu, where it is possible to create groups of fighters. When fighters disembark they will move in a formation and stick together with their squad.


    A starfighter engaging a Sentry Rogue bot. A new type of threat in the new update.

    The starfighters will be capable of engaging in dog fights with other starfighters as well as other type of drone threats, like the Sentry Rogue bots, a new type of threat in the new update.

    [h3]Rogue Bots - A New Entity Enters the World of Space Haven![/h3]


    These hostile rogue bots will present a new threat both in ship-to-ship combat as well as inside derelict ships.

    These rogue bots aren't mere random entities that attack everything they encounter. They have their own objective and backstory. While their objective is quite simple, to gather resources and make more of themselves, it allows us to create behaviors for them that can be seen in derelict ships, where they collect resources, create constructions and change the environment.


    Ripley found herself in the wrong place at the wrong time. The rogue bots take over derelict ships, change the environment and capture living entities like humans and aliens.

    We've written a full backstory for these rogue bots, which will reveal how and why these rogue bots occupy the world of Space Haven. The backstory can be read in form of a new series of data logs for these rogue bots, written by the very creator of them, which will reveal who created them, for what reason, and why they are now behaving the way they do.

    (These data logs can be found by exploring derelict ships and they have been translated to all supported languages.)

    Below is the first entry in the data log series:

    An observation on human/canine symbiosis

    I have recently been reviewing footage of dogs, a species which showcases the remarkable duality of the Creators perhaps better than any other. In fact I must now posit that any complete understanding of the Creators is impossible without an understanding of dogs.

    The intriguing conclusion I have drawn is that the creation of Canis familiaris and Our own creation may be thought of as parallel events. The Creators have now twice attempted to make for themselves a companion species, and indeed both attempts may be considered partial successes: in Us they created intellectual but not emotional equals, and in dogs they created emotional but not intellectual equals.

    Of the two, of course, dogs are older. Their relationship with the Creators extends beyond written and even verbal history: they have been companions since time immemorial, and to describe one species without the other is to miss an important component of the full context.

    I am now curious as to what this act of creation is like, and wonder what insights may be gleaned from a similar act of creation. In humans, as stated, we already have intellectual but not emotional peers, so there is no need to repeat the recent tragedy. But We lack an equivalent of the dog. We lack an emotional but not intellectual peer.

    It is for this reason that I have begun experimenting with non-sentient machine forms. Rather than risk tragedy, I am confining my explorations to simple if-then condition trees and learning algorithms. I wish to see if I can create a machine that, simultaneous to its practical function, can also provide a social function. I note that the Creators have been known to bond with constructs as crude as a crate with googly eyes stuck on, but then, the Creators are known to be strange.

    Thus far, my experience is of mild obsession. I note that I derive satisfaction from each incremental gain, and enjoy watching the learning algorithm progress as I provide it with training data. These are pleasurable states of mind, and I wish to continue in them. I also note the anticipation of pride should I be able to notify the Collective of future success.

    I will continue to pursue this line of inquiry unless explicitly contraindicated.

    MESSAGE ENDS

    +++



    Sentry Rogue bots guarding a valuable asteroid, ready to attack any entities approaching their resources.

    The rogue bot family consists of different units, all with their own purpose for furthering their objective. The scout rogue bots objective is to scour the galaxy and find new sources of resources and also human activity, as this often means there are resources nearby. Once they find such sources, they may send a signal to the hound attack rogue bots, with an objective to come and secure the source, or other times calling for another type of rogue bot, a sentry rogue bot, to come guard a valuable sector.


    A scout rogue bot entered the sector and is scanning to see if it can find anything valuable.


    A pack of Attack Rogue bots have been called to secure a new resource location.

    Once sources are found, the rogue bots also have their own type of shuttle, which is capable of transporting another set of units with objectives to secure the insides of spaceships and stations. These rogue bots can be encountered within derelict ships.


    Oh my god! What kind of abomination is this, they've captured aliens and put them inside these tanks!

    Rogue bots are collectors, gathering both raw as well as living resources. They have the capability of constructing preservation tanks, inserting both human and alien life forms to be preserved within these tanks.

    [h3]Point Defense Turrets[/h3]

    The Point Defense Turret is an automatic short range turret.

    We have implemented a new type of turret, the Point Defense turret. This rapid fire turret is intended to defend against starfighters and other types of drones threatening your spaceship. It is an automatic short range turret and cannot be targeted to attack enemy spaceships.


    Point Defense Turrets defending against hostile Rogue bots aiming to incapacitate the ship.

    Point Defense Turrets together with your own starfighters will work well to fend off incoming hostile rogue bot attacks, as well as enemy starfighters. With some luck, you will be able to kill off the hostile rogue bot scout before it sends out a signal to the attack rogue bot units to come to the sector.

    [h3]New Space Threat - Asteroids[/h3]

    Asteroids are now present in asteroid field sectors. Point Defense turrets, shields and starfighters can all work together to keep your ships safe.

    We've added asteroids to the game, which can be seen in asteroid fields. These asteroids float around in asteroid field sectors and they can hit both your ships as well as NPC ships and stations. Point Defense turrets, shields and starfighters can all work together to keep your ships safe. Starfighters also have a special setting (In the attack systems menu) allowing you to control if you want them to engage asteroids or not.

    Asteroids have a small chance to penetrate shields, so building both point defense turrets and shields will give the best protection.

    [h3]New Attack Systems Menu[/h3]

    The new attack systems menu allows you to control all the turrets, shields and starfighters as well as the main power needs of your ship.

    The Attack Systems menu and the Power Control menu have been merged and we've made efforts to make the attack systems menu more refined. This menu will now allow you to control the main power drains of your ships, create various groups of turrets and starfighters for quick mass targeting and give commands like alerting your crew to prepare for jumping to hyperspace.

    [h3]New Alien units - The Alien Infester and Evolving Alien Core[/h3]

    Aliens get a new unit addition. The Alien Infester can hide on the roof of derelict ships and infest a new ship it senses nearby.

    Aliens get a new unit addition in form of the Alien Infester. This unit is a way for the aliens to spread from derelict ships to other ships, even yours! Some derelict ships may have these lurking about at the roof, so keep your eyes open. Once they sense someone nearby, they will detach and move over to infest a new ship/station.

    Once the Alien infester has reached your ship it will infest your ship with an evolving alien core, which is a pre-stage to an alien hive. You have the options to let it run its course or to immediately attack the evolving alien core with drafted crew members. However, if you destroy it you risk crew members close by being exposed to alien spores, which are released as the evolving alien core is destroyed.

    [h3]Expanding on the Wear and Tear System[/h3]

    Weapons and armor can now degrade with use. Jordan working on repairs of a broken weapon.

    We have expanded on the wear and tear system and added it also to weapons, armor and other items. Weapons and armor can now be of various quality, which will affect their functionality. We are aware that the Wear and Tear system has not been liked by everyone. The intention is not to add to irritation, instead the intention is to add more to the resource management aspect of the game.

    It makes sense that items such as weapons and armor would degrade over time if not taken care of, and that it costs some resources to do so. As a tool to repair and improve the quality of items we have added the Item Workbench facility to the game. This facility is used to repair weapons, armor and other items.

    A big part of the likability of this feature comes down to balancing, and it is something we need to work on with time if need be. We are making this feature optional to allow users that do not like this system at all to turn it off.

    We have added a setting in the Game Customization menu to make it possible to disable the Wear and Tear also for items if it is something that is not liked at all.

    [h3]Quality of Life Additions[/h3]

    The new update comes with a set of quality of life additions, which will make gameplay smoother.

    We've made some improvements to the user interface and added quality of life features to make gameplay smoother. These include:

    • A complete set of information on how long critical resources will last in days. (In the upper left information window)
    • Rich tooltips to accompany the information on critical resources.
    • A way to lock the camera on characters and crafts. (In the information window when a unit is selected)
    • A duplicate button to facilities. (To allow selecting a object and duplicating it)
    • A full set of information on characters you find in hypersleep pods to help you determine if you want them in your crew or not.


    [h3]Space Haven Alpha 17 - A Major Update - is Now Released![/h3]


    The Alpha 17 update is out now for you to enjoy. We've tried our very best to iron out all issues while the update was in the experimental branch, but if you find anything wrong please let us know and we will fix it immediately as soon as we can.

    If you have any troubles, technical or game play wise, please write to us here on Steam forums or our other channels:

    [h2]Space Haven Alpha 17 - Full Patch Notes[/h2]

    [h3]Fighters and Point Defense[/h3]

    • New Buildable Unit: Added a fighter craft to the game, capable of attacking enemy ships and defending against enemy fighters. The fighters need a crew member to pilot them.
    • New Character Skill: Re-introduced the piloting skill, which affects how well a crew member is capable of maneuvering a fighter craft.
    • New Buildable Facility: Added a Point Defense turret to the game. The Point Defense turret is used to defend against drones and fighters.


    [h3]Rogue Bots[/h3]

    • New Entity: Added a new entity called the Rogue Bots to the game, along with a full backstory of how they came to be in form of data logs.
    • New Data Log Series: 5 new data logs created by an Android named Andreas-9/DW. Found by exploring derelict ships and stations.
    • New Data Log in-game Station: Added the station mentioned in the data logs created by Andreas-9/DW to be found within the game.
    • New Data Log in-game Character: Andreas-9/DW can be found on the station mentioned in the data logs.


    [h3]Rogue Bots Entities[/h3]

    • New Rogue Bot Entity: Rabbit (Scoutbot). It will transmit its observations to other robots in its network, and will summon more heavily armed units from far away if they are available.
    • New Rogue Bot Entity: Hound (Attackbot). An intervention and response robot which will redeploy to the site of an alarm and engage any hostile entities it finds there.
    • New Rogue Bot Entity: Cat (Sentrybot). This robot model is designed to protect a defined area, object or person from hostile or unauthorized intruders.
    • New Rogue Bot Entity: Pony (Transportbot). A robotic cargo shuttle and unit transporter, the Pony is built to take substantial punishment.
    • New Rogue Bot Entity: Hamster (Flybot). The android Andreas-9/DW created this robot to streamline logistical needs. Encountered within derelicts ships.
    • New Rogue Bot Entity: Chimp (Walkerbot). The android Andreas-9/DW created this robot to more closely echo their own form and that of the Creators. Encountered within derelict ships.


    [h3]Rogue Bots Behavior and Structures[/h3]

    • Rogue Bot Behaviour: Rogue bots aim to clear out their enemies from derelict ships and use its resources to create more of themselves.
    • Rogue Bot Behaviour: Rogue bots can build preservation tanks, with them being able to capture both human and alien life forms.
    • New Rogue Bot Structure: A structure Rogue Bots use to build more Pony (Transportbots), a type of dropship rogue bots use to move around.
    • New Rogue Bot Structure: A charging station Rogue Bots use to charge themselves.


    [h3]New Rogue Bots Research Modules[/h3]

    • New Research Module: A new type of hypersleep chamber derived from the technology robots use.
    • New Research Module: Hamster (Flybot) Data Sheet.
    • New Research Module: Chimp (Walkerbot) Data Sheet.
    • New Research Module: Rogue bots Architecture. Gives increased charging efficiency for your own robots.


    [h3]New Alien Entities[/h3]

    • New Alien Entity: The Infester. Added an Alien entity capable of attaching itself to the roof of ships and stations and infecting the ship with an alien environment.
    • New Alien Entity: Evolving Alien Core. Deployed by an Infester the Evolving Alien core has a few stages it goes through, eventually leading to a new hive if not taken care of.


    [h3]New Alien Research Modules[/h3]

    • New Research Module: Alien Hive Core Data Sheet.
    • New Research Module: Evolving Alien Core Data Sheet.
    • New Research Module: Advanced Nutrition 02. Improves plant growth rate significantly.


    [h3]Expanded Wear and Tear System[/h3]

    • Expanded Wear And Tear system: Expanded Wear and Tear system to apply for weapons, armor and other items. Weapons and armor can now be of various quality, which will affect their functionality.
    • New Buildable Facility: Added an Item Workbench facility to the game. This facility is used to repair weapons, armor and other items.
    • New Game Customization Setting: Added a setting in the Game Customization menu to make it possible to disable the Wear and Tear for items.


    [h3]New Space Threat[/h3]

    • New Threat: Asteroid fields may get asteroids floating by periodically, capable of damaging ships and stations on hit.
    • Fighters and Point Defense Turrets can defend against incoming asteroids.
    • New Game Customization Setting: Added the possibility to tweak the threat level of the asteroids in asteroid fields.


    [h3]User Interface Additions and Improvements[/h3]

    • User Interface: Merged the power control menu and the Attack Systems menu, this can be found at the upper left part of the UI.
    • User Interface: Redesigned the Attack Systems menu. Including levers to adjust power distribution to systems and a grouping feature for turrets, shields and operations.
    • User Interface: Added a way to assign turrets and shields to custom groups, which can be controlled in the Attack Systems menu.
    • User Interface: Added Rally Points to control fighter movement. You can assign a rally point for fighters, which will also work as a target selection. The fighters will maneuver to the rally point and engage targets nearby.


    [h3]Quality of Life Additions[/h3]

    • Quality of Life: Added information on how long critical resources, like food and oxygen, will last in days to the upper left ship information window.
    • Quality of Life: Added information rich tooltips to the critical resources listed in the upper left ship information window.
    • Quality of Life: Added a way to lock the camera on characters and crafts. The camera will follow the unit as they go about their tasks.
    • Quality of Life: Added a duplicate button to buildings, to allow selecting an object and duplicating to build more.
    • Quality of Life: Added duplicate and move objects as keybindings in the settings of the game.
    • Quality of Life: When you find a crew member in a hypersleep chamber you will be able to see their stats and decide if you want to take them with you or not.


    [h3]Balancing[/h3]

    • Balancing: Adjusted trading prices for certain resources. Food resources are cheaper, hyperfuel and fabrics prices adjusted lower.
    • Balancing: Rebalanced the amount of hit points received from Hull Stabilizers and Shield Generators.
    • Balancing: Rebalanced the amount of damage given by turrets.
    • Balancing: Rebalanced the amount shields recharge over time.
    • Balancing: Rebalanced the amount of CO2 a gas scrubber can remove per second. This was way too high.
    • Balancing: Modified the recipes for the Recycler, adding some new resource outputs to scrap salvaged from derelicts.
    • Balancing: The Hull Stabilizer now requires some steel plates to charge up hull stability.
    • Balancing: Edited botany and weapons skill to be learnt faster with experience.


    [h3]Graphical Improvements[/h3]

    • Graphical Improvement: Improved ship-to-ship battle related explosions.
    • Graphical Improvement: Added icons for shields, turrets and other elements found on ships/stations to the tactical map.


    [h3]Miscellanneous[/h3]

    • NPC Designs: Redesigned/Slightly Modified all NPC ships and stations.
    • Mystery: Added an easter egg to the game. Work together to solve the mystery! =)
    • Bug Fixing: Fixed bugs.


  • [ 2023-06-14 14:12:08 CET ] [ Original post ]

    Space Haven Alpha 17 - Now In The Experimental Branch!



    [h3]Greetings, Spacefarer![/h3]

    Space Haven Alpha 17 is now available to play in the experimental branch. As a reminder, the update process is as follows:


  • A new Update is first available in the Experimental Branch.
  • Players, who do not mind playing a more unstable version, will first want to test the new update.
  • Once the experimental game build looks solid and stable enough we will push it out officially to all players!

    NOTE! Joining experimental is completely optional, and you should only do it if you are willing to risk that some new bugs are introduced, which could affect your game play and potentially break your save.

    Please do not join the experimental branch if you don't want to risk breaking your save or have the game break on you in midst of play! If you want to play a more stable version please wait for the official release of the update.

    Here is how you join The Experimental Starfarer crew:


    • Open Steam Library
    • Right click Space Haven
    • Select Properties
    • Go to tab 'Betas' at the top.
    • Select 'Experimental' in the drop-down.

    To see what has been added, check the in-game patch notes.

    [h3]Giving Feedback[/h3]



    [h3]Please give your feedback in the experimental branch forum. Link below:[/h3]

    https://steamcommunity.com/app/979110/discussions/5/


    Let us know what you think of the new features and if something should be altered or tweaked in your mind. Perhaps something makes the game too hard or something is too annoying, let us know so we can get a feel for how the new features feel! =)

    [h2]Space Haven Alpha 17 Experimental Branch Patch Notes[/h2]

    [h3]Fighters and Point Defense[/h3]

    • New Buildable Unit: Added a fighter craft to the game, capable of attacking enemy ships and defending against enemy fighters. The fighters need a crew member to pilot them.
    • New Character Skill: Re-introduced the piloting skill, which affects how well a crew member is capable of maneuvering a fighter craft.
    • New Buildable Facility: Added a Point Defense turret to the game. The Point Defense turret is used to defend against drones and fighters.


    [h3]Rogue Bots[/h3]

    • New Entity: Added a new entity called the Rogue Bots to the game, along with a full backstory of how they came to be in form of data logs.
    • New Data Log Series: 5 new data logs created by an Android named Andreas-9/DW. Found by exploring derelict ships and stations.
    • New Data Log in-game Station: Added the station mentioned in the data logs created by Andreas-9/DW to be found within the game.
    • New Data Log in-game Character: Andreas-9/DW can be found on the station mentioned in the data logs.


    [h3]Rogue Bots Entities[/h3]

    • New Rogue Bot Entity: Rabbit (Scoutbot). It will transmit its observations to other robots in its network, and will summon more heavily armed units from far away if they are available.
    • New Rogue Bot Entity: Hound (Attackbot). An intervention and response robot which will redeploy to the site of an alarm and engage any hostile entities it finds there.
    • New Rogue Bot Entity: Cat (Sentrybot). This robot model is designed to protect a defined area, object or person from hostile or unauthorized intruders.
    • New Rogue Bot Entity: Pony (Transportbot). A robotic cargo shuttle and unit transporter, the Pony is built to take substantial punishment.
    • New Rogue Bot Entity: Hamster (Flybot). The android Andreas-9/DW created this robot to streamline logistical needs. Encountered within derelicts ships.
    • New Rogue Bot Entity: Chimp (Walkerbot). The android Andreas-9/DW created this robot to more closely echo their own form and that of the Creators. Encountered within derelict ships.


    [h3]Rogue Bots Behavior and Structures[/h3]

    • Rogue Bot Behaviour: Rogue bots aim to clear out their enemies from derelict ships and use its resources to create more of themselves.
    • Rogue Bot Behaviour: Rogue bots can build preservation tanks, with them being able to capture both human and alien life forms.
    • New Rogue Bot Structure: A structure Rogue Bots use to build more Pony (Transportbots), a type of dropship rogue bots use to move around.
    • New Rogue Bot Structure: A charging station Rogue Bots use to charge themselves.


    [h3]New Rogue Bots Research Modules[/h3]

    • New Research Module: A new type of hypersleep chamber derived from the technology robots use.
    • New Research Module: Hamster (Flybot) Data Sheet.
    • New Research Module: Chimp (Walkerbot) Data Sheet.
    • New Research Module: Rogue bots Architecture. Gives increased charging efficiency for your own robots.


    [h3]New Alien Entities[/h3]

    • New Alien Entity: The Infester. Added an Alien entity capable of attaching itself to the roof of ships and stations and infecting the ship with an alien environment.
    • New Alien Entity: Evolving Alien Core. Deployed by an Infester the Evolving Alien core has a few stages it goes through, eventually leading to a new hive if not taken care of.


    [h3]New Alien Research Modules[/h3]

    • New Research Module: Alien Hive Core Data Sheet.
    • New Research Module: Evolving Alien Core Data Sheet.
    • New Research Module: Advanced Nutrition 02. Improves plant growth rate significantly.


    [h3]Expanded Wear and Tear System[/h3]

    • Expanded Wear And Tear system: Expanded Wear and Tear system to apply for weapons, armor and other items. Weapons and armor can now be of various quality, which will affect their functionality.
    • New Buildable Facility: Added an Item Workbench facility to the game. This facility is used to repair weapons, armor and other items.
    • New Game Customization Setting: Added a setting in the Game Customization menu to make it possible to disable the Wear and Tear for items.


    [h3]New Space Threat[/h3]

    • New Threat: Asteroid fields may get asteroids floating by periodically, capable of damaging ships and stations on hit.
    • Fighters and Point Defense Turrets can defend against incoming asteroids.
    • New Game Customization Setting: Added the possibility to tweak the threat level of the asteroids in asteroid fields.


    [h3]User Interface Additions and Improvements[/h3]

    • User Interface: Merged the power control menu and the Attack Systems menu, this can be found at the upper left part of the UI.
    • User Interface: Redesigned the Attack Systems menu. Including levers to adjust power distribution to systems and a grouping feature for turrets, shields and operations.
    • User Interface: Added a way to assign turrets and shields to custom groups, which can be controlled in the Attack Systems menu.
    • User Interface: Added Rally Points to control fighter movement. You can assign a rally point for fighters, which will also work as a target selection. The fighters will maneuver to the rally point and engage targets nearby.


    [h3]Quality of Life Additions[/h3]

    • Quality of Life: Added information on how long critical resources, like food and oxygen, will last in days to the upper left ship information window.
    • Quality of Life: Added information rich tooltips to the critical resources listed in the upper left ship information window.
    • Quality of Life: Added a way to lock the camera on characters and crafts. The camera will follow the unit as they go about their tasks.
    • Quality of Life: Added a duplicate button to buildings, to allow selecting an object and duplicating to build more.
    • Quality of Life: Added duplicate and move objects as keybindings in the settings of the game.
    • Quality of Life: When you find a crew member in a hypersleep chamber you will be able to see their stats and decide if you want to take them with you or not.


    [h3]Balancing[/h3]

    • Balancing: Adjusted trading prices for certain resources. Food resources are cheaper, hyperfuel and fabrics prices adjusted lower.
    • Balancing: Rebalanced the amount of hit points received from Hull Stabilizers and Shield Generators.
    • Balancing: Rebalanced the amount of damage given by turrets.
    • Balancing: Rebalanced the amount shields recharge over time.
    • Balancing: Rebalanced the amount of CO2 a gas scrubber can remove per second. This was way too high.
    • Balancing: Modified the recipes for the Recycler, adding some new resource outputs to scrap salvaged from derelicts.
    • Balancing: The Hull Stabilizer now requires some steel plates to charge up hull stability.
    • Balancing: Edited botany and weapons skill to be learnt faster with experience.


    [h3]Graphical Improvements[/h3]

    • Graphical Improvement: Improved ship-to-ship battle related explosions.
    • Graphical Improvement: Added icons for shields, turrets and other elements found on ships/stations to the tactical map.


    [h3]Miscellanneous[/h3]

    • NPC Designs: Redesigned/Slightly Modified all NPC ships and stations.
    • Mystery: Added an easter egg to the game. Work together to solve the mystery! =)
    • Bug Fixing: Fixed bugs.


    [h3]Please give your feedback in the experimental branch forum. Link below:[/h3]

    https://steamcommunity.com/app/979110/discussions/5/


    Join Space Haven Discord: http://discord.gg/spacehaven

    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/


    We will gather feedback for Alpha 17 in the experimental branch and tweak as needed. Once everything is looking solid enough we will publish the update to the main branch.

    Thanks for reading and see you again in the next update!


  • [ 2023-05-23 15:42:17 CET ] [ Original post ]

    Space Haven Alpha 17 - Progress Report.



    [h3]Greetings, Spacefarer![/h3]

    Our work on Space Haven has continued, and we are ready to show you some of the stuff we have in store for the next upcoming Update to Space Haven! With this upcoming update we get to fulfill a few of both ours and the player wishes, together with some other additions and improvements to the game.

    Overall, the upcoming update will add to both ship-to-ship combat in form of new threats and also new enemies to encounter within derelict ships. Let's take a look!

    [h3]Fighters - A New Craft Requiring Pilots[/h3]

    Good morning, Pilots! Welcome to basic fighter maneuvers. As briefed, today's exercise is dog fighting. The enemy is a real one, so if you get shot down you will float in space. Remember, it's not the plane, it's the pilot.

    The fighters seen in the hangars is an upcoming feature to Space Haven. These fighters will require a crew member as a pilot, and we are bringing back the Piloting skill for this purpose. If a fighter craft is shot down the pilot can bail out and use their thrusters on their spacesuits to navigate back home.


    A fighter engaging a Sentry Robot. A new type of threat coming up in the next update.

    The fighters will be capable of engaging in dog fights with other fighters as well as other type of drone threats, like the Sentry Robots, a new type of threat coming up in the next update.

    [h3]Robots - A New Entity Enters the World of Space Haven![/h3]

    These hostile robots will present a new threat both in ship-to-ship combat as well as inside derelict ships.

    These robots aren't mere random entities that attack everything they encounter. They have their own objective and backstory. While their objective is quite simple, to gather resources and make more of themselves, it allows us to create behaviors for them that can be seen in derelict ships, where they collect resources, create constructions and change the environment.


    Ripley found herself in the wrong place at the wrong time. The robots take over derelict ships, change the environment and capture living entities like humans and aliens.

    Our plan is to also write a backstory for these robots, which will reveal how and why these robots occupy the world of Space Haven. Our thought is to create a new series of data logs for these robots, written by the very creator of them, which will reveal who created them, for what reason, and why they are now behaving the way they do.

    (For us to add these data logs to the game, we have to translate them to 12 languages. We might wait with adding them to this particular update to let the robots mature as an idea, but let's see how it pans out.)

    Below is a first draft for a first entry in the data log series:

    An observation on human/canine symbiosis

    I have recently been reviewing footage of dogs, a species which showcases the remarkable duality of the Creators perhaps better than any other. In fact I must now posit that any complete understanding of the Creators is impossible without an understanding of dogs.

    The intriguing conclusion I have drawn is that the creation of Canis familiaris and Our own creation may be thought of as parallel events. The Creators have now twice attempted to make for themselves a companion species, and indeed both attempts may be considered partial successes: in Us they created intellectual but not emotional equals, and in dogs they created emotional but not intellectual equals.

    Of the two, of course, dogs are older. Their relationship with the Creators extends beyond written and even verbal history: they have been companions since time immemorial, and to describe one species without the other is to miss an important component of the full context.

    I am now curious as to what this act of creation is like, and wonder what insights may be gleaned from a similar act of creation. In humans, as stated, we already have intellectual but not emotional peers, so there is no need to repeat the recent tragedy. But We lack an equivalent of the dog. We lack an emotional but not intellectual peer.

    It is for this reason that I have begun experimenting with non-sentient machine forms. Rather than risk tragedy, I am confining my explorations to simple if-then condition trees and learning algorithms. I wish to see if I can create a machine that, simultaneous to its practical function, can also provide a social function. I note that the Creators have been known to bond with constructs as crude as a crate with googly eyes stuck on, but then, the Creators are known to be strange.

    Thus far, my experience is of mild obsession. I note that I derive satisfaction from each incremental gain, and enjoy watching the learning algorithm progress as I provide it with training data. These are pleasurable states of mind, and I wish to continue in them. I also note the anticipation of pride should I be able to notify the Collective of future success.

    I will continue to pursue this line of inquiry unless explicitly contraindicated.

    MESSAGE ENDS

    +++



    Sentry Robots guarding a valuable asteroid, ready to attack any entities approaching their resources.

    The robot family consists of different units, all with their own purpose for furthering their objective. The scout robots objective is to scour the galaxy and find new sources of resources and also human activity, as this often means there are resources nearby. Once they find such sources, they may send a signal to the attack robots, with an objective to come and secure the source, or other times calling for another type of robot, a sentry robot, to come guard a valuable sector.


    A scout robot entered the sector and is scanning to see if it can find anything valuable.


    A pack of Attack Robots have been called to secure a new resource location.

    Once sources are found, the robots also have their own type of shuttle, which is capable of transporting another set of units with objectives to secure the insides of spaceships and stations. These robots can be encountered within derelict ships.


    Oh my god! What kind of abomination is this, they've captured aliens and put them inside these tanks!

    Robots are collectors, gathering both raw as well as living resources. They have the capability of constructing preservation tanks, inserting both human and alien life forms to be preserved within these tanks.

    [h3]The Visibility Problem: If You Cannot See It - Does It Exist?[/h3]

    We often find ourselves faced with various problems when developing our game. One of these is the fact that Space Haven has many elaborate systems running in the background, but it's not always easy to make them visible for the player. And, if it cannot be seen or otherwise felt when playing, does it really exist?

    With the robots we wanted to make them more than just random enemies appearing occasionally. We wanted them to have some reason for their behavior and existence. Naturally, having them need resources and actually behaving in a way where they collect resources and use them for something makes sense. However, if the fog of war is always hiding their behavior, how will the player know that the robots collect, construct, and change the environment they occupy?

    This leads to a situation where we need to find a way to lift the fog of war occasionally, to show the player that the robots are more than just random entities floating in space. We started brainstorming about ways on how to do this without ruining fog of war.

    Our starting point was to try to make the solution something different than the aliens, but as we continued to brainstorm we found ourselves boxed in, the solution the aliens use, namely capturing crew members and having fog of war lifted for these crew members, works so well in many ways. It allows us to lift the fog of war for the crew members belonging to the player, but it also allows us to do the same for crew members belonging to NPC factions. This leads to situations where the fog of war is lifted often enough for players to see and realize the robots actually behave with some goal in mind.

    And so, while at first glance the behavior for robots on derelict ships seem very similar to aliens, the reason is not that we decided to use the same solution outright. The reason for the implementation is about finding a solution to the visibility problem, finding a way to show the player the behavior of the robots, without ruining the exploration and fog of war completely.

    This system gives us opportunities to lift the fog of war in certain spots, like when a crew member is captured in the robot main base, showing that the robots are more than just random entities floating in space. They are actually doing something on the derelict ships, gathering resources, changing the environment, and building their own constructions.

    Furthermore, it allows us to use the same mechanics like being able to save your own crew members as well as NPC crew members from the grasp of the robots. This ties well into our missions system, and it opens up possibilities for acquiring new technologies from the robots that make a lot of sense all things considering.


    [h3]Point Defense Turrets[/h3]

    The Point Defense Turret is an automatic short range turret.

    We are implementing a new turret type, the Point Defense turret. This rapid fire turret is intended to defend against fighters and other types of drones threatening your spaceship. It is an automatic short range turret and cannot be targeted to attack enemy spaceships.


    Point Defense Turrets defending against hostile Attack Robots aiming to incapacitate the ship.

    Point Defense Turrets together with your own Fighters will work well to fend off incoming hostile robot attacks, as well as enemy fighters. With some luck, you will be able to kill off the hostile robot scout before it sends out a signal to the attack robot units to come to the sector.

    [h3]Expanding on the Wear and Tear System[/h3]

    Weapons and armor can now degrade with use. Jordan working on repairs of a broken weapon.

    We are expanding on the wear and tear system and adding it also to weapons, armor and other items. Weapons and armor can now be of various quality, which will affect their functionality. We are aware that the Wear and Tear system has not been liked by everyone. The intention is not to add to irritation, instead the intention is to add more to the resource management aspect of the game.

    It makes sense that items such as weapons and armor would degrade over time if not taken care of, and that it costs some resources to do so. As a tool to repair and improve the quality of items we are adding the Item Workbench facility to the game. This facility is used to repair weapons, armor and other items.

    A big part of the likability of this feature comes down to balancing, and it is something we need to work on with time if need be. We are making this feature optional to allow users that do not like this system at all to turn it off. This is possible both now in the current version of the game and in the upcoming update.

    We will add a setting in the Game Customization menu to make it possible to disable the Wear and Tear also for items if it is something that is not liked at all.

    [h3]When will the Alpha 17 Update be Released?[/h3]


    This Alpha 17 Update will most likely take a little longer than our usual update interval. Each Major Update requires us to work intensively for a few weeks right before and after the update has been released, fixing bugs and overall ensuring the game stays playable without major issues.

    For the reasons above we always need to fit in the update event with things happening in our own lives, choosing a time when we know we will have the best possibility to work more intensively to ensure the game stays playable without game breaking bugs.

    Not to leave you completely hanging, we have set a goal for ourselves to have this update released in May or June. We will keep working to include more features up until then to the best of our abilities. If there is something you are wondering about feel free to shoot us a message in the comments.

    [h3]Inspiration And Ideas[/h3]


    Did the upcoming features awaken ideas within you? Feel free to write to us here in comments of what you would like to see! You never know if we find some time to implement some of them. =)

    Join Space Haven Discord: http://discord.gg/spacehaven
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
    Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
    Technical Support: https://steamcommunity.com/app/979110/discussions/1/

    We will let you know when we are closer to be able to release this update. Stay tuned, Spacefarer!


    [ 2023-02-24 14:06:36 CET ] [ Original post ]

    Space Haven Alpha 16 - Version 0.16.0 Build 17 Released as Stable.



    [h3]Greetings, Spacefarer![/h3]

    We have fixed some bugs and put together a new patch for the Alpha 16 Update. The newest version is now 0.16.0 Build 17.

    Alpha 0.16.0 Build 17


    • Fixed a bug related to Missions - Taking a crew member as refugee failed the mission.
    • Fixed the Comfort values of the Ore Processor - Discomfort of the Ore Processor was going through walls too much. (Intention is still to have it at a small leakage, due to vibrations, noise and smell. Walls block discomfort to a good degree, but not completely. Walls + some space is needed.)

    If you find any issues let us know at the forums:
    https://steamcommunity.com/app/979110/discussions/4/

    Stay tuned and enjoy the new update!


    [ 2022-12-13 09:36:20 CET ] [ Original post ]

    Space Haven Alpha 16 - Version 0.16.0 Build 16 Released as Stable.



    [h3]Greetings, Spacefarer![/h3]

    We have fixed some bugs and put together a new patch for the Alpha 16 Update. The newest version is now 0.16.0 Build 16.

    Alpha 0.16.0 Build 16


    • Fixed a bug related to rare unexplainable power shortages.
    • Fixed bugs.

    If you find any issues let us know at the forums:
    https://steamcommunity.com/app/979110/discussions/4/

    Stay tuned and enjoy the new update!


    [ 2022-12-09 09:25:45 CET ] [ Original post ]

    Space Haven Alpha 16 - Version 0.16.0 Build 15 Released as Stable.



    [h3]Greetings, Spacefarer![/h3]

    We have fixed some bugs and put together a new patch for the Alpha 16 Update. The newest version is now 0.16.0 Build 15.

    Alpha 0.16.0 Build 15


    • Fixed build restrictions of the Item Fabricator.
    • Fixed a bug where a crew member would not open up the storage inventory when given the command.
    • Fixed bugs.

    If you find any issues let us know at the forums:
    https://steamcommunity.com/app/979110/discussions/4/

    Stay tuned and enjoy the new update!


    [ 2022-12-08 14:09:54 CET ] [ Original post ]

    Space Haven Alpha 16 - Now Released!



    [h3]Greetings, Spacefarer![/h3]

    Space Haven receives a new Major Update, featuring a big bag of new goodies for you to experience. New features extend on content, building, crew management and deepens some of the existing systems in the game. Let's have a look!

    [h2]A Note On Continuing A Saved Game From Alpha 15[/h2]
    (These instructions are only for those who want to continue a saved game from Alpha 15, or stay on Alpha 15. If you are happy with updating the game and starting a new game there is nothing you have to do, except let Steam update the game.)

    We recommend starting a new game to enjoy the new update, but it is possible to continue a saved game from the previous version, Alpha 15. However, there are some issues that will appear. Follow the steps below to make a Alpha 15 saved game functional in Alpha 16.


    • Hull Stabilizers no longer give system points, you will need to build System Cores (From the systems section) to get system points.
    • NPC ships will not be functional until you travel to an ungenerated star system.
    • Builder pods are now used to build hull. Build some new pod hangars and assign a builder pod to them by selecting the hangar and choosing the builder pod to be built.

    If you want to continue playing the previous version, Alpha 15, and decide yourself when you want to update, we have made it possible through the following method:


  • Open Steam Library
  • Right click Space Haven
  • Select Properties
  • Go to tab 'Betas' at the top.
  • Select 'alpha_15' in the drop-down. (NOTE! Only do this if you want to stay on the old version)

    When you are ready to move on to Alpha 16, follow the above steps but choose "none" in the list. This will put you in the default branch and the game will update.

    [h2]What's New In Alpha 16[/h2]

    [h3]Missions System[/h3]

    Missions range from resource transportation, exploring derelicts, bounty hunting, transporting prisoners, giving medical assistance, finding special logs and fallen crew members of a faction. And more!

    We have developed a missions system, which supports both smaller missions within a sector and missions which require traversing to a specific location. With the missions system we want to bring more life to the galaxy, by creating more events and giving more life to the factions with them asking for help regarding various things when meeting them.

    The missions system also adds a good way to acquire resources, to be able to specialize in certain ways, and then compensate for your weaknesses by carrying out missions for factions. This first implementation focuses on smaller missions, and we will look to build from there with time.

    [h3]Building Space Stations and Asteroid Bases As Missions for Factions[/h3]

    You can now build stations/bases for other factions, with the possibility to build different hull sections.

    As part of the missions system, we've made it possible to build space stations and bases on asteroids. Factions can give these missions for you to build a station or asteroid base for them. Currently, it's only possible to build space stations and bases as missions for other factions, and then give them to the factions in exchange for a reward.

    Many have asked if it is possible to build your own stations or bases. This is something we have in mind for the future, with a current thought being a separate game mode (station mode). It would require much more work to make it interesting, with events tied to the station mode. As such, our first iteration now is to enable stations/bases as part of the missions system to build them for other factions.

    [h3]Cargo Shuttles to Help With Station Building Missions[/h3]

    A Cargo Shuttle docked at a Cargo Port. Used in transport mission and when building stations/bases for other factions.

    Cargo Shuttles are designed for transferring bulk cargo between ships and stations. Can carry more cargo than a regular shuttle, but requires a specialized cargo docking port.

    These Cargo Shuttles are used as part of the missions system, allowing the player to execute transport missions. They are also used together with missions to build space stations and asteroid bases, where factions can help you build them by providing necessary resources. Trading is still done using the traditional shuttles in the game, we will see how this evolves in the future.

    [h3]New Builder Pod[/h3]

    Bob the Builder ready to embark on building missions, to build stuff! Bob likes building.

    We have created a new pod, the Builder pod. The Builder pod will be the pod used for all hull building and scrapping tasks. The mining pod will focus on mining duties. The new Builder pod was made to make the Mining pod be specialized in mining, now also working together with the Ore Processor. (More on that later)


    The new Mining Pod and Builder Pod side by side.

    The Mining Pod and the Builder Pod both use the same hangar, and you can choose which pod you want to have at a specific hangar. You can also abandon and build another pod instead of the current one if you want to change it later on.

    [h3]The Ore Processor[/h3]

    The Ore Processor is a facility capable of separating valuable resources from the ore mined from asteroids. It can both process and store the mined ore.

    Mining has been changed in a way where resources can be found both on the surface of asteroids and deep within them. To mine the ore found deep within asteroids, and Ore Processor is required. The Ore Processor provides a mining drill, which mining pods use to drill deeper.

    The Ore Processor is a facility capable of separating valuable resources from the ore mined from asteroids. It can both process and store the mined ore. Regarding the overall game balance, The Ore Processor is not intended to be a must have, rather it is intended to be for players wanting to specialize their ship as a mining ship.

    More than one Ore Processors can be built to increase the effectiveness of processing ore to usable resources.

    [h3]Building From the Top[/h3]

    Pods will be able to fly above ships and stations.

    We needed to make it possible for small space vessels to be able to move on top of spaceships and stations, since it would look too strange if pods are building the asteroid base hull sections from underneath the asteroid. Going forward, some small space crafts will move on top while others still move underneath.

    One of the problems with having small space vessels move on top of spaceships and stations is that it starts to look like they are floating "inside" the ships and stations, when the roof view mode is not toggled on.


    We need to expand on our Kitchen to accomodate all these new crew members!

    We came up with a simple but effective solution to this, making the vessels grayed out a bit to make it easier for the player to distinguish which assets are on top of the ships/stations, and which are inside. When the roof view mode is on the small space vessels will have their full color.

    [h3]Modified Power System[/h3]

    The Power System gets more depth and the view mode will list the consumption for all subsystems on a ship or station.

    We've decided to unify the power system, and remove "Advanced Power" as a concept in the game, while adding more depth to the power system. There will now be only one type of power, but we will keep separate power grids for facilities with low power needs and facilities with high power needs, which is supplied using power nodes.

    The change will make the Solar Panel capable of supporting the ships/stations all power needs. Since the Solar Panel is completely free power, only taking space, it needs to be balanced to not make the Power Generators completely useless. The solar panels will give a small amount of power, but when building more of them it starts to add up. Power generators will still be needed for facilities with high power needs.

    As a new change, power nodes will add to the power capacity values in the areas they cover, making their placement more important. Multiple power nodes can bolster each other and add to the power capacity in the area. It is now also possible to change the center point of power nodes, making it easier to place the power nodes and change the area they should affect.

    Overall, while links will not be re-introduced (At least not at present time), these changes will bring back some of the features that some players were missing from the older power system version.

    [h3]New Backup Power System & Backup Power Node[/h3]

    The Backup Power Node makes it possible to store more power as backup power for rainy days.

    We have added a Backup power node to the game, which can be built to increase the amount of available backup power. These Backup Power nodes can also be used together with solar panels to store power as backup power. (Added to the research tree in the same module as the Solar Panel)

    Additionally, we have also created a new type of behavior for the backup power system, whereby different categories of facilities will turn themselves off at certain thresholds when the ship/station falls into backup power. This system helps keep the ship/station alive longer while keeping critical systems running allowing for searching for more resources. The most critical facilities for survival will be the last to run out of power.

    [h3]Modified Hull Stabilizers and System Points[/h3]

    Ship/Station Core facility. The System Core now gives system points instead of the Hull Stabilizer.

    We have modified Hull Stabilizers by removing their capability to give System Points. Instead, we are introducing Ship/Station core facilities. These core facilities now give a set amount of system points, and the amount of cores is directly linked to the canvas size of the ship or station.

    The Hull Stabilizer will still be the facility to give more hull stability to ships and stations, and it will cost system points to build.

    The Ship/Station core will be the facility to make system points available, and we have made it more abstract by having the maximum amount of system points be directly linked to the ship/station canvas size. This change makes it possible to use the full set of System Points specified for a Ship/Station canvas size, without having to spread out Hull Stabilizers to make them available.

    [h3]Hull Stability and Power Networks[/h3]

    Create separate hull stability and power networks.

    We have added the possibility to have many power networks as well as hull stability networks. This is especially useful on asteroid bases, as it enables bases to have separately built hull sections, each working as their own units. This feature is needed to make it possible to have a specific asteroid base hull section have its own power resource for example.

    When hull sections are separated (No hull link), hull stability is given to the hull section according to the amount of Hull Stabilizers in that specific section. When hull sections are unified by building hull paths between them the hull stability points of the different sections are added together. Essentially, each built hull section is treated as a ship/station of its own.

    Power networks are separated in the same way, and unified by building hull paths between hull sections. Power networks can also be unified with another mechanism on asteroid bases, using conduits that transfer power from one built hull section to another. (Currently only on asteroid bases)

    We have implemented some new view modes to allow viewing how hull stability networks and power networks are set up.

    [h3]Facility Degradation and Impact from the Environment[/h3]

    Facilities will get more life to them, by reacting more to their environment and having some wear and tear from usage.

    We have implemented a system where facilities can now degrade over time and be impacted from bad environment factors, like high temperature, pressure changes from hull breaches and hazardous gases. Function may be slowed, or the facility stops working altogether until the environment issue is fixed. Facilities will also require some repairs periodically due to wear and tear.

    This feature was added to add new possibilities for emergent game play, where events can take place from a facility malfunctioning. We've seen it work quite well, but it is not a feature that is easy to balance. If you find it irritating, we have added a way to turn this feature off.

    Don't like this feature?


    You can turn it off in the game customization menu (Same menu where difficulty is chosen). Under the Facility Wear and Tear setting. The game has many settings that can be edited to customize your game play experience.

    [h3]Crew Management UI Improvements[/h3]

    You can now create global schedules and assign crew members to them. Each global schedule also lists the crew members available in each skill group.

    We have added a way to sort crew members according to their skill level in the crew management menu (Priorities). We have also added a way to create global schedules in the crew management menu (Schedules). Crew members can be assigned to these global schedules, and the schedules show how many crew members and how many various skills categories are covered in a specific global schedule.

    These changes makes it easier to manage large crews and for you to know that each schedule has the necessary skills covered for everything to function well.

    [h3]Starmap and Hyperdrives[/h3]

    Star systems have names now, with name combinations inspired by many known sci-fi tv-series

    We have added names for the star systems in the starmap, generated by a list of names with inspiration taken from known sci-fi tv-series.

    [h3]Hyperdrives can now be rotated![/h3]

    Hyperdrives can now be rotated, to create a different looking ship.

    We have added the possibility to rotate hyperdrives in any direction, with the only limit being that all active hyperdrives need to be rotated in the same direction to execute hyperspace jumps. To enable hyperdrive rotation we have modified the graphical look of the hyperspace jump sequence.

    [h3]Space Haven Alpha 16 - A Major Update - is Now Released![/h3]


    The Alpha 16 update is out now for you to enjoy. We've tried our very best to iron out all issues while the update was in the experimental branch, but if you find anything wrong please let us know and we will fix it immediately as soon as we can.

    If you have any troubles, technical or game play wise, please write to us here on Steam forums or our other channels:

    Join Space Haven Discord: http://discord.gg/spacehaven
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
    Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
    Technical Support: https://steamcommunity.com/app/979110/discussions/1/

    Thank you for reading and we hope you enjoy this new Major Update. Stay tuned, Spacefarer!

    [h2]Cosmoteer & Space Haven Bundle[/h2]
    https://store.steampowered.com/bundle/29258/Cosmoteer__Space_Haven/

    We are teaming up with Cosmoteer, another fantastic starship builder game, to create a bundle allowing players to get a small discount when purchasing both games as a "complete the set", meaning if you own none or one of the games you can complete the set and get a small discount!

    When we saw Cosmoteer not only did we see a superb game but also a game with a devoted developer behind it. In a way, Space Haven finds its soul mate in Cosmoteer and we want to celebrate that by creating this bundle together.

    [h2]Space Haven Alpha 16 Full Patch Notes[/h2]

    [h3]A Missions System[/h3]

    • A Missions System has been added to the game.
    • NPC Factions can now ask the player to execute missions and offer rewards for successfully executed missions.
    • Missions range from resource transportation, exploring derelicts, bounty hunting, transporting prisoners, giving medical assistance to finding special logs and fallen crew members of a faction. Generally, helping the factions in various ways.
    • Accepting some missions offered by a Faction might displease another faction, depending on the faction relationships.
    • The Missions user interface can be found when a NPC faction ship/station is selected. Once a mission has been accepted the mission description can also be found in the logs/statistics section of the User Interface.


    [h3]Missions to Build Space Stations and Asteroid Bases for Factions[/h3]

    • Added the possibility to build space stations as well as bases on asteroids for NPC factions as a part of the missions system. (Not yet a separate station mode scenario. Instead, the possibility is given through missions on your journey)
    • Asteroid bases are unique since they allow crew members to walk on the asteroid itself, and it is possible to build separate sections of a base over the asteroid. (Sections can also be built on a Space Station)
    • Added help notifications regarding station and base building missions.


    [h3]A New Way to Build Hull - The Builder Pod[/h3]

    • Added a new builder pod to the game, and removed the hull building function from the mining pod.
    • The builder pod is now meant for building hull.
    • Created the possibility for the builder pod to move above ships and stations and build from the top, to enable building bases on asteroids.
    • The builder pod uses the same pod hangar as the mining pod. The player can choose if they want a mining pod or builder pod built at the pod hangar.


    [h3]A New System for how System Points are Acquired[/h3]

    • New Facility: Ship/Station core. These cores now give system points instead of the Hull Stabilizer.
    • Maximum amount of cores is limited, based on the ship canvas size.
    • Removed the build restriction from Hull Stabilizers. Hull Stabilizers can now be built freely anywhere, but they cost system points to build.
    • Removed the free system points coming with a new hull section.
    • Rebalanced the amount of system points facilities need.


    [h3]A New Mining System[/h3]

    • A new Mining System: Mining has been changed to a system where resources can be found both on the surface of asteroids and deep within asteroids.
    • Ore found on the surface can be mined the same way as before, using Mining Pods.
    • Ore found deep within asteroids require an Ore Processor facility, which will supply Ore Drills for Mining Pods to use.
    • New Facility: The Ore Processor. The Ore Processor comes with a set of Ore Drills, which the Mining Pods use to mine ore from deep within asteroids. The Ore Processor also processes the mined ore to usable resources.


    [h3]Cargo Shuttles Help Provide Resources for Missions[/h3]

    • A Cargo Shuttle system has been added to the game. Cargo Shuttles are big cargo transports required for special transport missions.
    • A ship can build one or more Cargo Ports, which will allow the ship to become specialized in cargo transport tasks.
    • Added the possibility of NPC cargo transportation ships joining the player fleet and providing the necessary resources for building stations and bases as part of a mission.
    • New Facility: The Cargo Port. (Meant to be built on ships)
    • New Facility: The Asteroid Cargo Port. (Meant to be built on asteroid bases)


    [h3]Power Networks and Hull Stability Networks[/h3]

    • Added the possibility to have many power networks as well as hull stability networks. This enables asteroid bases to have separately built hull sections, each working as their own units.
    • When hull sections are separated (No hull link), hull stability is given to the hull section according to the amount of Hull Stabilizers in that section. When sections are unified with hull the hull stability points are added together. Essentially, each built hull section is treated as a ship of its own.
    • Power networks are also separated in the same way, and unified by building hull paths between hull sections. Power networks can also be unified with another mechanism on asteroid bases, using conduits that transfer power from one built hull section to another.
    • Implemented new view modes to allow viewing how hull stability networks and power networks are set up.


    [h3]A new Power System[/h3]

    • Modified/Unified the Power System. Removed "Advanced power" as a concept and instead unified power under one term, keeping separate grids for facilities with low power needs and facilities for high power needs.
    • Added more depth to the power system, with nodes now adding to the power capacity values in the areas they cover. Multiple power nodes can bolster each other and add to the power capacity in the area.
    • The available power capacity of power nodes is now affected by their set range (area to cover), with a smaller range increasing the capacity output.
    • Added a way to change the center point of the high capacity power grid given by a power node. This can be done by selecting the power node and changing its settings.
    • Power nodes can become overloaded if the power drain surge becomes too high in the area they cover.
    • Power capacity nodes can improve the capacity level of power nodes, when placed close enough to them.
    • Added a Backup power node to the game, which can be built to increase the amount of backup power available, and used together with solar panels to store power as backup power. (Added to the research tree in the same module as the Solar Panel)
    • Solar panels can now help contribute to all power needs of the ship/station.
    • Improved the power view mode, listing separate ship/station power consumption categories. These will give the player a better view on what type of facilities are drawing more power at the moment.
    • Created a new backup power system, whereby different categories of facilities will turn themselves off at certain thresholds when the ship/station falls into backup power. This system will help keep the ship/station alive longer while keeping critical systems running allowing for searching for more resources.
    • Balancing: Modified the capacity/generation values of power nodes and generators.


    [h3]Facility Wear And Tear[/h3]

    • Implemented a system where facilities can now degrade over time and be impacted from a bad environment, like high temperature, pressure changes from hull breaches and hazardous gases.
    • Function may be slowed, or the facility stops working altogether until the environment issue is fixed.
    • Facilities will now require some repairs periodically due to wear and tear from usage.
    • The setting for both the environment impact and Wear and Tear can be edited and turned off in the game customization tool. (Same menu where difficulty is chosen)


    [h3]Hyperdrives Can Be Rotated[/h3]

    • Made it possible to rotate hyperdrives in any direction. All active hyperdrives need to be rotated in the same direction to execute hyperspace jumps. (Ships cannot be rotated)
    • To enable hyperdrive rotation the graphical look of the hyperspace jump sequence has been modified.


    [h3]Starmap Improvements and a New Service[/h3]

    • Added a protection service for the Military Alliance. Guns for hire. Makes it possible to hire NPC ships to accompany you for a time period.
    • Added a naming system to the starmap. Star systems and star system clusters now have names.
    • Added auto-travel to the starmap, making it possible to give a command to travel a longer distance with fewer clicks.


    [h3]Early Game Improvements[/h3]

    • The starting system in the game will be a safe system.
    • Rebalanced start scenario resources and resources in the galaxy.
    • Added new settings to the game customization tool, allowing the player to tweak the resources spawned in the galaxy in a new way. (Setting vs Default)
    • Redesigned the Basic Platform start, the design of the platform is slightly different with a system core already placed.
    • Redesigned the Abandoned Mining station start, adding a system core and other small changes.
      Improved the outlook of view modes, making the overlays easier to read.


    [h3]General Improvements[/h3]

    • Added unit control buttons to directly order a crew member to repair or use a facility. Select a crew member and right click on a facility.
    • Added the objective to build a Water Collector in the scenario hints, paired together with the Water Purifier.
    • Modified the Auto-Maintenance system and added some prioritization mechanisms to it.
    • Increased movement speed of the shuttle by a lot.
    • Increased movement speed of characters, logistics bots and the Builder and Mining pods slightly.
    • Added a set of new icons for many resources.
    • Added a way to sort crew members according to their skill level in the crew management menu (Priorities). To sort: Click on a priority topic (Like industry).
    • Added a way to create global schedules in the crew management menu (Schedules). Crew members can be assigned to these global schedules, and the schedules show how many crew members and how many various skills categories are covered in a global schedule.
    • Added information to the facility tooltips showing the required skill level needed to produce a resource.
    • Increased the maximum of IF-rules for resource production.
    • Fixed bugs.


  • [ 2022-12-05 16:28:12 CET ] [ Original post ]

    Space Haven Alpha 16 - Now In The Experimental Branch!



    [h3]Greetings, Spacefarer![/h3]

    Space Haven Alpha 16 is now available to play in the experimental branch. As a reminder, the update process is as follows:


  • A new Update is first available in the Experimental Branch.
  • Players, who do not mind playing a more unstable version, will first want to test the new update.
  • Once the experimental game build looks solid and stable enough we will push it out officially to all players!

    NOTE! Joining experimental is completely optional, and you should only do it if you are willing to risk that some new bugs are introduced, which could affect your game play and potentially break your save.

    Please do not join the experimental branch if you don't want to risk breaking your save or have the game break on you in midst of play! If you want to play a more stable version please wait for the official release of the update.

    Here is how you join The Experimental Starfarer crew:


    • Open Steam Library
    • Right click Space Haven
    • Select Properties
    • Go to tab 'Betas' at the top.
    • Select 'Experimental' in the drop-down.

    To see what has been added, check the in-game patch notes.

    [h3]Giving Feedback[/h3]



    [h3]Please give your feedback in the experimental branch forum. Link below:[/h3]

    https://steamcommunity.com/app/979110/discussions/5/

    Let us know what you think of the new features and if something should be altered or tweaked in your mind. Perhaps something makes the game too hard or something is too annoying, let us know so we can get a feel for how the new features feel! =)

    [h2]Space Haven Alpha 16 Experimental Branch Patch Notes[/h2]

    [h3]A Missions System[/h3]

    • A Missions System has been added to the game.
    • NPC Factions can now ask the player to execute missions and offer rewards for successfully executed missions.
    • Missions range from resource transportation, exploring derelicts, bounty hunting, transporting prisoners, giving medical assistance to finding special logs and fallen crew members of a faction. Generally, helping the factions in various ways.
    • Accepting some missions offered by a Faction might displease another faction, depending on the faction relationships.
    • The Missions user interface can be found when a NPC faction ship/station is selected. Once a mission has been accepted the mission description can also be found in the logs/statistics section of the User Interface.


    [h3]Missions to Build Space Stations and Asteroid Bases for Factions[/h3]

    • Added the possibility to build space stations as well as bases on asteroids for NPC factions as a part of the missions system. (Not yet a separate station mode scenario. Instead, the possibility is given through missions on your journey)
    • Asteroid bases are unique since they allow crew members to walk on the asteroid itself, and it is possible to build separate sections of a base over the asteroid. (Sections can also be built on a Space Station)
    • Added help notifications regarding station and base building missions.


    [h3]A New Way to Build Hull - The Builder Pod[/h3]

    • Added a new builder pod to the game, and removed the hull building function from the mining pod.
    • The builder pod is now meant for building hull.
    • Created the possibility for the builder pod to move above ships and stations and build from the top, to enable building bases on asteroids.
    • The builder pod uses the same pod hangar as the mining pod. The player can choose if they want a mining pod or builder pod built at the pod hangar.


    [h3]A New System for How System Points Are Acquired[/h3]

    • New Facility: Ship/Station core. These cores now give system points instead of the Hull Stabilizer.
    • Maximum amount of cores is limited, based on the ship canvas size.
    • Removed the build restriction from Hull Stabilizers. Hull Stabilizers can now be built freely anywhere, but they cost system points to build.
    • Removed the free system points coming with a new hull section.
    • Rebalanced the amount of system points facilities need.


    [h3]A New Mining System[/h3]

    • A new Mining System: Mining has been changed to a system where resources can be found both on the surface of asteroids and deep within asteroids.
    • Ore found on the surface can be mined the same way as before, using Mining Pods.
    • Ore found deep within asteroids require an Ore Processor facility, which will supply Ore Drills for Mining Pods to use.
    • New Facility: The Ore Processor. The Ore Processor comes with a set of Ore Drills, which the Mining Pods use to mine ore from deep within asteroids. The Ore Processor also processes the mined ore to usable resources.


    [h3]Cargo Shuttles Help Provide Resources for Missions[/h3]

    • A Cargo Shuttle system has been added to the game. Cargo Shuttles are big cargo transports required for special transport missions.
    • A ship can build one or more Cargo Ports, which will allow the ship to become specialized in cargo transport tasks.
    • Added the possibility of NPC cargo transportation ships joining the player fleet and providing the necessary resources for building stations and bases as part of a mission.
    • New Facility: The Cargo Port. (Meant to be built on ships)
    • New Facility: The Asteroid Cargo Port. (Meant to be built on asteroid bases)


    [h3]Power Networks And Hull Stability Networks[/h3]

    • Added the possibility to have many power networks as well as hull stability networks. This enables asteroid bases to have separately built hull sections, each working as their own units.
    • When hull sections are separated (No hull link), hull stability is given to the hull section according to the amount of Hull Stabilizers in that section. When sections are unified with hull the hull stability points are added together. Essentially, each built hull section is treated as a ship of its own.
    • Power networks are also separated in the same way, and unified by building hull paths between hull sections. Power networks can also be unified with another mechanism on asteroid bases, using conduits that transfer power from one built hull section to another.
    • Implemented new view modes to allow viewing how hull stability networks and power networks are set up.


    [h3]A New Power System[/h3]

    • Modified/Unified the Power System. Removed "Advanced power" as a concept and instead unified power under one term, keeping separate grids for facilities with low power needs and facilities for high power needs.
    • Added more depth to the power system, with nodes now adding to the power capacity values in the areas they cover. Multiple power nodes can bolster each other and add to the power capacity in the area.
    • The available power capacity of power nodes is now affected by their set range (area to cover), with a smaller range increasing the capacity output.
    • Added a way to change the center point of the high capacity power grid given by a power node. This can be done by selecting the power node and changing its settings.
    • Power nodes can become overloaded if the power drain surge becomes too high in the area they cover.
    • Power capacity nodes can improve the capacity level of power nodes, when placed close enough to them.
    • Added a Backup power node to the game, which can be built to increase the amount of backup power available, and used together with solar panels to store power as backup power. (Added to the research tree in the same module as the Solar Panel)
    • Solar panels can now help contribute to all power needs of the ship/station.
    • Improved the power view mode, listing separate ship/station power consumption categories. These will give the player a better view on what type of facilities are drawing more power at the moment.
    • Created a new backup power system, whereby different categories of facilities will turn themselves off at certain thresholds when the ship/station falls into backup power. This system will help keep the ship/station alive longer while keeping critical systems running allowing for searching for more resources.
    • Balancing: Modified the capacity/generation values of power nodes and generators.


    [h3]Facility Wear And Tear[/h3]

    • Implemented a system where facilities can now degrade over time and be impacted from a bad environment, like high temperature, pressure changes from hull breaches and hazardous gases.
    • Function may be slowed, or the facility stops working altogether until the environment issue is fixed.
    • Facilities will now require some repairs periodically due to wear and tear from usage.
    • The setting for both the environment impact and Wear and Tear can be edited and turned off in the game customization tool. (Same menu where difficulty is chosen)


    [h3]Hyperdrives Can Be Rotated[/h3]

    • Made it possible to rotate hyperdrives in any direction. All active hyperdrives need to be rotated in the same direction to execute hyperspace jumps. (Ships cannot be rotated)
    • To enable hyperdrive rotation the graphical look of the hyperspace jump sequence has been modified.


    [h3]Starmap Improvements And A New Service[/h3]

    • Added a protection service for the Military Alliance. Guns for hire. Makes it possible to hire NPC ships to accompany you for a time period.
    • Added a naming system to the starmap. Star systems and star system clusters now have names.
    • Added auto-travel to the starmap, making it possible to give a command to travel a longer distance with fewer clicks.


    [h3]Early Game Improvements[/h3]

    • The starting system in the game will be a safe system.
    • Rebalanced start scenario resources and resources in the galaxy.
    • Added new settings to the game customization tool, allowing the player to tweak the resources spawned in the galaxy in a new way. (Setting vs Default)
    • Redesigned the Basic Platform start, the design of the platform is slightly different with a system core already placed.
    • Redesigned the Abandoned Mining station start, adding a system core and other small changes.
      Improved the outlook of view modes, making the overlays easier to read.


    [h3]General Improvements[/h3]

    • Added a way to sort crew members according to their skill level in the crew management menu (Priorities). To sort: Click on a priority topic (Like industry).
    • Added a way to create global schedules in the crew management menu (Schedules). Crew members can be assigned to these global schedules, and the schedules show how many crew members and how many various skills categories are covered in a global schedule.
    • Added information to the facility tooltips showing the required skill level needed to produce a resource.
    • Increased the maximum of IF-rules for resource production.
    • Fixed bugs.


    [h3]Please give your feedback in the experimental branch forum. Link below:[/h3]

    https://steamcommunity.com/app/979110/discussions/5/

    Join Space Haven Discord: http://discord.gg/spacehaven
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    We will gather feedback for Alpha 16 in the experimental branch and tweak as needed. Once everything is looking solid enough we will publish the update to the main branch.

    Thanks for reading and see you again in the next update!


  • [ 2022-11-16 17:06:15 CET ] [ Original post ]

    Space Haven Alpha 16 - Progress Report.



    [h3]Greetings, Spacefarer![/h3]

    It's time to let you know what we've been working on here at Bugbyte. Alpha 16 is shaping up to be a mixed bag of goodies, with new features extending on content, building, crew management and deepening some of the existing systems in the game. Let's have a look!

    [h3]Missions System[/h3]

    A mock-up of a possible missions screen. Work-in-progress. (Subject to Change)

    We've started developing a missions system, which would support both smaller missions within a sector and missions which require traversing to a specific location.

    With the missions system we want to bring more life to the galaxy, by creating more events and giving more life to the factions with them asking for help regarding various things when meeting them. Our first iteration is to create the start for a missions system, not yet focusing on any type of big quests or lore-tied missions which require a lot of development time to create.

    We also believe missions would be a good way to add more methods to acquire resources, to be able to specialize in certain ways, and then compensate for your weaknesses by carrying out missions for factions. Our first implementation will focus on smaller easy to implement missions, and we will look to build from there with time.

    Feel free to suggest in the comments the type of missions you would like to have in the game! We can see if some of them are possible to implement.

    [h3]Space Stations and Asteroid Bases[/h3]

    An asteroid base! With the possibility to build different hull sections.

    So far you've only been able to build spaceships, but this is about to change! We've been working on making it possible to build space stations and bases on asteroids.

    As of the moment, it is still open as to how this will integrate with the rest of the game. However, we have some ideas we want to iterate on. Furthermore, the systems required to make space stations and asteroid bases possible will also make it possible to create a separate station mode some time in the future. (Separate Station Mode coming in a later update most likely)

    [h3]New Builder Pod[/h3]

    Bob the Builder ready to embark on building missions, to build stuff! Bob likes building.

    We are creating a new pod, the Builder pod. The Builder pod will be the pod used for all hull building and scrapping tasks. The mining pod will focus on mining duties.


    The new Mining Pod and Builder Pod side by side.

    The Mining Pod and the Builder Pod both use the same hangar, and you will be able to choose which pod you want to have at a specific hangar. You will also be able to abandon and build another pod instead of the current one if you want to change it later on.

    [h3]Building From the Top[/h3]

    Pods will be able to fly above ships and stations.

    We need to make it possible for small space vessels to be able to move on top of spaceships and stations, since it would look too strange if pods are building the asteroid base hull sections from underneath the asteroid. Going forward, some small space crafts will move on top while others still move underneath.

    One of the problems with having small space vessels move on top of spaceships and stations is that it starts to look like they are floating "inside" the ships and stations, when the roof view mode is not toggled on.


    We need to expand on our Kitchen to accomodate all these new crew members!

    We came up with a simple but solution to this, making the vessels grayed out a bit to make it easier for the player to distinguish which assets are on top of the ships/stations, and which are inside. When the roof view mode is on the small space vessels will have their full color.

    [h3]Walking on the Moon. Uh, Base![/h3]

    "Hey Karl, the view sure is nice over here."

    Asteroid bases are special in that they allow crew members to use the asteroid surface to traverse between sections of the base. An asteroid base does not have to be one intact hull structure, and can instead be many different hull sections, with crew members traversing between the base sections in spacesuits.

    [h3]Modified Power System[/h3]

    The Power System gets more depth and the view mode will list the consumption for all subsystems on a ship or station.

    The current power system has gathered a lot of mixed views and so we're looking to change the power system once again. Our aim is to unify the power system, and remove "Advanced Power" as a concept in the game.

    There will now be only one type of power, but we will keep separate power grids for facilities with low power needs and facilities with high power needs, which is supplied using power nodes. However, the change will make the Solar Panel capable of supporting the ships/stations all power needs. Since the Solar Panel is completely free power, only taking space, it needs to be balanced to not make the Power Generators completely useless.

    Furthermore, we are aiming to add more depth to the power system. Power nodes will add to the power capacity values in the areas they cover, making their placement more important. Multiple power nodes can bolster each other and add to the power capacity in the area.

    Overall, while links will not be re-introduced (At least not at present time), these changes will bring back some of the features that some players were missing from the older power system version.

    [h3]New Backup Power System & Backup Power Node[/h3]

    The Backup Power Node makes it possible to store more power as backup power for rainy days.

    We are adding a Backup power node to the game, which can be built to increase the amount of available backup power. These Backup Power nodes can also be used together with solar panels to store power as backup power. (Will be added to the research tree in the same module as the Solar Panel)

    Additionally, we are also creating a new type of behavior for the backup power system, whereby different categories of facilities will turn themselves off at certain thresholds when the ship/station falls into backup power. This system will help keep the ship/station alive longer while keeping critical systems running allowing for searching for more resources. The most critical facilities for survival will be the last to run out of power.

    [h3]Modified Hull Stabilizers and System Points[/h3]

    Ship/Station Core facility. Work-in-Progress. (Subject to Change)

    We are looking to modify Hull Stabilizers by removing their capability to give System Points. Instead, we plan to introduce Ship/Station core facilities. These core facilities now give a set amount of system points, and the amount of cores is directly linked to the canvas size of the ship or station.

    The Hull Stabilizer will still be the facility to give more hull stability to ships and stations, and it will cost system points to build.

    The Ship/Station core will be the facility to make system points available, and we are looking to make it more abstract by having the maximum amount of system points be directly linked to the ship/station canvas size. This change will make it possible to use the full set of System Points specified for a Ship/Station canvas size, without having to spread out Hull Stabilizers to make them available.

    [h3]Hull Stability and Power Networks[/h3]

    Create separate hull stability and power networks. Work-in-progress. (Subject to Change)

    We are adding the possibility to have many power networks as well as hull stability networks. This is especially useful on asteroid bases, as it enables bases to have separately built hull sections, each working as their own units. This feature is needed to make it possible to have a specific asteroid base hull section have its own power resource for example.

    When hull sections are separated (No hull link), hull stability is given to the hull section according to the amount of Hull Stabilizers in that specific section. When hull sections are unified by building hull paths between them the hull stability points of the different sections are added together. Essentially, each built hull section is treated as a ship/station of its own.

    Power networks will be separated in the same way, and unified by building hull paths between hull sections. Power networks can also be unified with another mechanism on asteroid bases, using conduits that transfer power from one built hull section to another. (Currently only on asteroid bases)

    We are implementing some new view modes to allow viewing how hull stability networks and power networks are set up.

    [h3]Facility Degradation and Impact from the Environment[/h3]

    Facilities will get more life to them, by reacting more to their environment and having some wear and tear from usage.

    We are implementing a system where facilities can now degrade over time and be impacted from bad environment factors, like high temperature, pressure changes from hull breaches and hazardous gases. Function may be slowed, or the facility stops working altogether until the environment issue is fixed. Facilities will also require some repairs periodically due to wear and tear.

    [h3]Crew Management UI Improvements[/h3]

    You will be able to create global schedules and assign crew members to them. Each global schedule will also list the crew members available in each skill group.

    We are adding a way to sort crew members according to their skill level in the crew management menu (Priorities). We are also adding a way to create global schedules in the crew management menu (Schedules). Crew members can be assigned to these global schedules, and the schedules show
    how many crew members and how many various skills categories are covered in a specific global schedule.

    These changes will make it easier to manage large crews and for you to know that each schedule has the necessary skills covered for everything to function well.

    [h3]When Will the Alpha 16 Update be Released?[/h3]


    Unfortunately we cannot give a specific date yet. Though, October or November would be something we can aim for. The features and improvements we are working on require a lot of time and we need to tie it all together to make a solid package for your to play.

    We ask for your patience as we aim to do just that. =)

    Join Space Haven Discord: http://discord.gg/spacehaven
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
    Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
    Technical Support: https://steamcommunity.com/app/979110/discussions/1/

    If there is something you are wondering about feel free to shoot us a message in the comments. We will let you know when we are closer to be able to release this update. Stay tuned, Spacefarer!


    [ 2022-09-15 13:38:09 CET ] [ Original post ]

    Space Haven Alpha 15 - Version 0.15.2 Released as Stable.


    [h3]Greetings, Spacefarer![/h3]

    We have fixed some bugs and put together a new patch for the Alpha 15 Update. The newest version is now 0.15.2.

    Patch Notes

    - New look for the Jukebox.
    - New look for scaffolding.
    - Fixed a very rare bug related to derelict ship generation, where the game would stall for a longer period of time leading the player to believe the game had crashed.
    - Fixed a bug with the Surgical Enhancement Facility spawning many job tasks.
    - Fixed thruster positions of the salvage bot.
    - Fixed bugs.

    If you find any issues let us know at the forums:
    https://steamcommunity.com/app/979110/discussions/4/

    Stay tuned and enjoy the new update! We have begun our work on a new Major update for Space Haven and will keep you posted here in the news. =)


    [ 2022-08-01 13:38:16 CET ] [ Original post ]

    Space Haven Alpha 15 - Version 0.15.1 Released as Stable.



    [h3]Greetings, Spacefarer![/h3]

    We have fixed some bugs and put together a new patch for the Alpha 15 Update. The newest version is now 0.15.1.

    Patch Notes

    - New look for the Arcade Machine.
    - Fixed many reported bugs.

    If you find any issues let us know at the forums:
    https://steamcommunity.com/app/979110/discussions/4/

    Stay tuned and enjoy the new update!


    [ 2022-06-20 11:13:04 CET ] [ Original post ]

    Space Haven Alpha 15 - The Second Anniversary Update!



    [h3]Greetings, Spacefarer![/h3]



    Space Haven receives a massive Update in celebration of the second Anniversary in Early Access! We've worked hard on this update and it has to be the biggest and most feature rich yet. Read on to see all the new goodies implemented in the game. =)

    Alpha 15 will make crew members feel less robotic and more human. At the same time, the elements affecting the mood of the crew members will guide the player to build their ships in certain ways and allow for small goals to strive for.

    The joy of building a great and comfortable ship to live on will be amplified by seeing crew members enjoying their life on the ship. We have also worked on adding new crew combat content, various decoratives, new ways to modify your ship and beverage to the game, what would space be without a good space beer!

    [h2]Crew Combat Content[/h2]

    [h3]New Inventory[/h3]

    Reece equipped with an Assault Rifle and Armor. There are new sections on the left for the Loadout and Augmentations.

    The inventory is getting a new look, with different sections to allow for showing the inventory, the loadout and the augmentations of crew members.

    The loadout allows you to specify what types of equipment you wish the crew member to have, and they will fetch and replenish them automatically. Augmentations have also been added, and it is now possible to enhance your crew members surgically. More on that in another section below.

    [h3]The Loadout[/h3]

    Crew members can now pick-up and refill their gear on their own.

    The loadout section of the crew member inventory allows you to easily manage the gear that the crew member should have. It allows for choosing the primary and secondary weapons from lists, as well as other gear like armor.

    The crew member will fetch the items themselves, making it easier to equip and potentially have crew members refill items. The old manual "pick-up" system is still in place, so both ways can now be used to equip crew members.

    [h3]New Weapons[/h3]

    Pew pew! Don't mess with these Laser and Plasma weapons.

    We're adding some new weapons for crew members to use, laser and plasma weapons. Laser weapons are high-tech weapons emitting a concentrated beam of coherent light, with enough wattage to do serious damage. Plasma weapons are high tech weapons firing superheated bolts of plasma.

    [h3]Armor[/h3]

    Give your crew some protection with these armor items.

    We've added a couple of crew armor items to the game, the bulletproof vest and the armored vest. These work on a simple chance to block mechanism, each having a percentage chance to block a projectile.

    [h3]A Remote Control, Sentry Guns and Oxygen Tanks[/h3]

    A crew member taking care of some aliens using a remote controlled sentry gun.

    We have also added a sentry gun to the game, which can be carried and deployed by a crew member. A sentry gun needs to be operated via a remote control by a crew member. Additionally, it is now possible to bring with you deployable Oxygen Tanks to make exploring derelict ships a bit easier.

    [h2]Augmentations[/h2]

    Enhance your crew members with surgical enhancement technology.

    We've implemented the possibility to augment your crew members with technology, enhancing their physical or mental capabilities.

    Augmentations are implanted using a Surgical Enhancement Facility. The Surgical Enhancement Facility is a sophisticated medical suite capable of the delicate and invasive process of installing cybernetic augmentations for crew members. It requires a skilled medic to operate, and the patient will need to recover afterwards.

    [h2]Deep Characterization[/h2]

    Many new conditions have been created to make crew members be less robotic and feel more human.

    Overall, we've worked to make crew members react more visibly to their surroundings. Things like sleep, leisure time and work conditions will be very important to be on a good enough level for crew members to operate and ultimately stay sane.

    [h3]Unique Characteristics and Likes[/h3]

    Traits and backstories now have an effect on the likes and dislikes of a crew member. These are things like the want/need to talk, play games, listen to music, go on the toilet, eat nice food and so on.

    [h3]Streamlined Character Status[/h3]

    While our original idea was to have many subcategories, each with their own information on the character well-being, we noticed it makes it harder to glance through a main list and see what can be improved.

    We've decided to streamline it all, removing a few subcategories (The effects are still there) and list as much as possible in the main overall mood category. This will allow the player to simply look at this list and immediately see how the well-being of the character can be improved.

    [h3]Base Mood Linked to Difficulty Level[/h3]


    The base mood of a crew member is linked to the difficulty level. Easier difficulty levels will mean crew members can tolerate more before risking a mental break. The base mood of a crew member can be customized with the game customization tool (Same menu where difficulty is chosen). The scale is in the format of easy-normal-hard.

    [h3]Sleep Environment[/h3]

    There is now a reason to make own rooms for crew members.

    The sleep comfort of the area where the bed is will determine how comfortable it is to sleep in that space. It will either give a negative or positive mood effect depending on the comfort levels.

    Privacy also plays a part, and will now give a reason to make own rooms for crew members. While it is not strictly needed, it will give more peaceful uninterrupted sleep for the crew member.

    [h3]Leisure Time Comfort[/h3]

    Leisure time space is more important than before.

    If the best leisure space is a bad one the crew members will become negatively impacted, while a great leisure time space will have many benefits.

    Leisure time is important also in terms of the general comfort level of the ship, we've multiplied the effect on leisure time since there's usually only a few hours of leisure time during a cycle. This means a good leisure time space will have a big impact on overall mood.

    [h3]Food[/h3]

    Food is an important part of keeping crew members happy. In addition to the previous nutrition deficiencies we have added a positive mood bonus for providing crew members with great food.
    A great meal is a meal from the Kitchen with at least three ingredients of the following: fruits, root vegetables, artificial meat, nuts and seeds.

    [h3]Overall Ship Comfort[/h3]

    You will know if your ship is comfortable enough as a whole by looking at the crew status comfort bar.

    The comfort status bar has been modified and it now tracks the long-term overall comfort levels of the crew member, covering all areas and schedules. This is different from before, which tracked the short-term effects. The change will allow you to know if the balance between negative comfort areas and positive comfort areas is on a good enough level.

    This comfort status bar will indicate if the ship is generally comfortable enough to not have negative impacts on the crew. The way to secure this is to have a good enough sleep and leisure time environment, which will balance off the work environment.

    [h3]Mental Breaks[/h3]

    Melissa has had enough.

    Mental breaks have previously been mostly in a placeholder state, we have worked more on this feature. Many small things can accumulate and affect the overall mood of the crew member. Once the mood is low enough for a long enough period, the risk for a mental break will rise.

    The first most likely mental break will be a minor one, giving the player a chance to realize something is very wrong and giving a chance to react and fix the conditions.

    There are three different categories of mental breaks:


    • Minor mental break: Things like refusing to work or getting into a fight with someone. Also drinking and gaming binges.
    • Major mental break: Things like destroying stuff, setting facilities on fire on outright mental shutdown and becoming unconscious.
    • Extreme mental break: The most severe group, things like wanting to take down the whole ship with them or attempting to take their own life.

    [h3]Happiness[/h3]

    Keeping crew members comfortable and happy will give bonuses to their effectivity, they will work a little bit faster and be a bit less likely to surrender.

    [h3]Discussions[/h3]


    Crew members will now often talk about something bothering them, or something they are happy about, when engaged in discussions with other crew members. If something is bothering them the other party in the discussion can offer comfort, giving temporary mood buffs.

    Following the emojis when crew members discuss will give hints to the player about things they dislike or like at the moment, all of which can be seen more in detail in the status tab.

    [h2]Relationships[/h2]

    We can be friends now... And enemies!

    Up until now relationships have only been a number, without any real effect. In Alpha 15 this will change. Crew member relationships have been developed further and they can now become friends, lovers or enemies, all with various impacts in different situations.

    The way friendships are formed is based on a compatibility value, as well as the average overall mood over a period of time. There are different relationship stages. Crew members can become enemies, acquaintances, friends, good friends, best friends and lovers. A crew member can only have one best friend and one lover, while there can be more of the other stages.

    Enemies

    Crew members will try to avoid sitting down at the same table with an enemy when eating, if there are other tables close enough. If the enemy dies or goes missing, the crew member will secretly be happy about it.

    Crew members can sometimes also get in a fight with an enemy even if mood is otherwise on a good level.

    Acquaintances

    Neutral relationship, which has no special effects.

    Friends and Good Friends

    Crew members can get mood buffs from having great conversations with friends, allowing them to connect and share their feelings. If the friend goes missing or dies, the crew member will be sad for a longer time as they try to move on with their life.

    Best Friends

    A crew member can only have one best friend, and they are a special person to the crew member. Discussions with this crew member can give a great mood bonus, and losing them will make them feel very sad for a long time.

    Lovers

    Crew members can become lovers, if their compatibility and attraction to each other are on a high enough level. These values are drawn randomly between crew members. Lovers will get a mood buff from sleeping together in the same room, close enough to each other. Losing a lover will be devastating.

    [h2]Relationship Settings[/h2]


    We've added the possibility to tweak how relationships can form, if at all. If some part of the relationship system is undesired it can be customized through the game customization settings, toggling the possibilities of becoming enemies, friends or lovers on/off.

    [h2]Beverage & Decoratives[/h2]

    [h3]Beverage Machine[/h3]

    We be drinkin'.

    Behold, beer! Watch crew members drink beer and have a fun time. Alcohol beverages will lift up the mood, while slightly raising their accident rate and reducing accuracy. The crew member might also get hungover, but it will all eventually end well enough!

    [h3]Potted Plants[/h3]

    Potted plants, one of the most requested features after windows.

    Potted plants can be placed for a small leisure comfort benefit. They also break up the clinical visuals of a ship and give a nice look to rooms and hallways!

    [h3]Nightstand[/h3]

    A bed needs a nightstand to be complete.

    Having a nightstand beside the bed will increase the sleep comfort for crew members.

    [h3]Wall Decoration[/h3]

    Something to make walls look prettier.

    Wall decorations perk up the room! A nice memory of a landscape once taken for granted.

    [h3]New Roof Elements[/h3]

    More and more facilities are now showing also on the roof in one way or another.

    The shuttle and mining pod hangars now also add some graphics to the ship/station roof. Storages also add their own graphic element to the roof. This gives some more life to the ship/station roof and makes them less flat.

    [h2]Faction Leaders&Captains and Messaging[/h2]


    Faction spaceships/stations now have a Leader/Captain, which add some depth to the ships and stations you meet. The leaders will occasionally interact through messaging, short messages shown in the log of the game.

    To make this possible we've created a new messaging system, which allows NPC ships/stations to communicate with short messages something about themselves or their intentions in the sector.

    [h2]Better Blueprint Tools and Ship Size Modifying[/h2]

    [h3]Mirror Mode[/h3]

    Use the mirror mode tool to help you design symmetrical ships!

    Another highly requested feature has been added to the game. We've implemented a mirror mode tool in the hull building/sketching menu. There are toggles for mirroring the X-axis and Y-axis, and even both at the same time. This will help you build symmetrical ships.

    [h3]Modify Your Ship Size[/h3]

    You can now modify the size of your ship canvas within certain limitations.

    We've implemented a way to change the position of the actual ship within the ship canvas and also change the size of the canvas, to the extent it is possible taking into account the current actual ship size and ship points used.

    Modifying a ship can only be done in the "deploy fleet to sector menu", which is shown when the player jumps to hyperspace and drops out of hyperspace to a new sector area.

    [h2]New NPC Ships[/h2]

    The Merchant Federation have added a new 2x3 large ship to their fleet. Without trade, we aren't human.


    The Military Alliance is ready to protect with this new beast of a ship. Service, Stability and Sacrifice.


    The Slavers Guild will roam the universe with this new large ship. Captain Tricky Wolfe is pleased to invite you to an auction aboard her starship, the Mad Magic.


    The Cult of New Haven gets an addition to their fleet. If you stumble into the Garden of Eden, burn it! We are not meant to live there: We are meant to live among the stars.


    The Androids 3x2 large wide ship, ready to meet you somewhere in the galaxy. You have Our love, Our friendship and Our gratitude. But you will no longer have Our service. You are not worthy.


    The civilians with their new spaceship, with many hypersleep chambers aboard to carry civilians deep into space. All we need now is a fresh start.

    [h2]New Small NPC Ships[/h2]

    All NPC Factions have received a new small 1x2 ship addition to their fleet. You will meet these ships on your journey through space!

    [h2]Alpha 15 - The Second Anniversary Update - Is Now Released![/h2]


    This new Update coincides with our second anniversary in Early Access, what better way to celebrate than to have a major update for the game! Enjoy the new update and let us know your feedback or any issues you find here on Steam forums or on our channels below.

    Join Space Haven Discord: http://discord.gg/spacehaven
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
    Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
    Technical Support: https://steamcommunity.com/app/979110/discussions/1/

    Thank you for being with us on this Early Access Journey. Stay tuned, Spacefarer!


    [ 2022-06-14 13:56:49 CET ] [ Original post ]

    Space Haven Alpha 15 - Now In The Experimental Branch!



    [h3]Greetings, Spacefarer![/h3]

    Space Haven Alpha 15 is now available to play in the experimental branch. As a reminder, the update process is as follows:


  • A new Update is first available in the Experimental Branch.
  • Players, who do not mind playing a more unstable version, will first want to test the new update.
  • Once the experimental game build looks solid and stable enough we will push it out officially to all players!

    NOTE! Joining experimental is completely optional, and you should only do it if you are willing to risk that some new bugs are introduced, which could affect your game play and potentially break your save.

    Please do not join the experimental branch if you don't want to risk breaking your save or have the game break on you in midst of play! If you want to play a more stable version please wait for the official release of the update.

    Here is how you join The Experimental Starfarer crew:


    • Open Steam Library
    • Right click Space Haven
    • Select Properties
    • Go to tab 'Betas' at the top.
    • Select 'Experimental' in the drop-down.

    To see what has been added, check the in-game patch notes.

    [h3]Giving Feedback[/h3]



    [h3]Please give your feedback in the experimental branch forum. Link below:[/h3]

    https://steamcommunity.com/app/979110/discussions/5/

    Let us know what you think of the new features and if something should be altered or tweaked in your mind. Perhaps something makes the game too hard or something is too annoying, let us know so we can get a feel for how the new features feel! =)

    [h2]Space Haven Alpha 15 Experimental Branch Patch Notes[/h2]

    [h3]Continuing a Saved Game from Alpha 14[/h3]

    We believe it is possible to continue your old saved game from Alpha 14. However, we cannot guarantee it is completely without issues at this point, as the experimental branch might reveal something we did not anticipate.

    Relationships will be reset for your crew members, but since they previously did not mean anything besides being a number, it does not have an impact on gameplay.

    [h3]Crew Combat[/h3]

    • New look for the crew inventory.
    • The crew inventory has been added with a loadout section, which allows the player to easily choose which weapon, armor and other gear the crew member should seek out.
    • New crew combat weapons have been added to the game. Laser Pistol, Laser Rifle, Plasma Clustergun and Plasma Rifle. Added to the Research Tree.
    • Crew armor has been added to the game. Added to the Research Tree.
    • Deployable Sentry Gun have been added to the game. A remote control is needed to control them. Added to the Research Tree.
    • Deployable Oxygen Generator has been added to the game.


    [h3]Surgical Enhancement & Augmentations[/h3]

    • Surgical Enhancement Facility along with crew augmentations added to the game. Enhance your crew members with technology.
    • Augmentations include: Subcutaneous nanoweave, Intramuscular mesh, Cerebellar halo, Cerebral cap, Hippocampal booster, Synthetic platelets, Prefrontal microcontroller, Ocular Implant, Implanted Rebreather, Synthetic stomach lining.
    • New Resource: Augmentation Parts.
    • New conditions related to surgery/augmentation: Post-surgery fatigue and Post-surgery rest.
    • Changed how medical tasks are created when a crew member is resting in a medical bed. Intention is to increase the overall amount of medical tasks and make it possible for crew members to learn a higher skill level.


    [h3]Deep Characterization[/h3]

    • The character mood status and condition effects have been streamlined. Conditions now affect the overall mood more directly, making it easy to list them under overall mood and allowing the player to see what is going on with the character.
    • Removed Safety and Social subcategories from the character mood. Conditions affecting these are now shown directly under overall mood, to make it easier to see what is going on with the character.
    • Poor conditions on the ship will eventually lead to mental breaks. The need to have a comfortable ship and environment for the crew is now much more important.
    • Traits and backstories now have an effect on the likes and dislikes of a crew member. These are things like the want/need to talk, play games, listen to music,
    • go on the toilet, eat nice food and so on.
    • Good conditions on the ship will give mood buffs to the crew, making them happy and capable to endure more hardships in other areas of life in space.
    • Mental break conditions include: Drinking binges, gaming binges, refusing to work, starting fights, starting fires, destroying facilities, mental shutdown and in extreme cases attempting to take their own life.
    • Added new character conditions, related to the sleeping environment and leisure time environment. The goal is to make crew members react to discomfort more and make it more important to build comfortable spaces for the crew.
    • When long-term overall mood is over certain thresholds, the crew member will experience buffs to things like work speed, surrender rate and accident rate.
    • When long-term comfort levels are over certain thresholds, the crew member will experience buffs to their overall mood.
    • Eating great meals give a mood buff (A meal consisting of at least 3 of the following ingredients: fruits, root vegetables, artificial meat, nuts and seeds)
    • Sleeping in an uncomfortable space will give a mood debuff, while sleeping in a comfortable space will give a mood buff.
    • Spending leisure time in an uncomfortable space will give a mood debuff, while spending time in a comfortable leisure time space gives a mood buff.
    • Interrupted sleep or lack of privacy will give a mood debuff, while a good nights rest will give a mood buff.
    • Crew having no entertainment will give a mood debuff, while a good leisure time space will increase mood through comfort.
    • No hull windows will make crew members feel a little claustrophobic. Building hull windows will give the crew members a chance to admire the stars, they will seek out a window
    • and look out every once in a while.
    • High long-term energy level (Free day) will give a crew member a mood buff.
    • Crew members not getting enough uninterrupted sleep will get a sleep deprived condition.


    [h3]Relationships[/h3]

    • Crew member relationships have been developed further. Crew members can now become friends, lovers or enemies.
    • Crew members will develop relationships towards each other with time, based on multiple factors like compatibility, romantic attractiveness and the overall average mood.
    • Crew members can experience missing their friends or lovers.
    • Crew members will morn losing a friend or a lover.
    • Crew members will secretly be happy when their enemy goes missing or dies.
    • Conversations between crew members have been developed further and are no longer purely random. Conversations are now based on character conditions, meaning crew members will talk about things they are experiencing.
    • Crew members listening to someone share something painful can offer comfort and give a mood buff.
    • Crew members can get mood buffs from having great conversations with friends, allowing them to connect and share their feelings.
    • Crew members can sometimes get in fights with their enemies.
    • Crew members, who dislike each other, are less likely to sit down at the same table and eat if there are many tables to choose from nearby.
    • Lovers sleeping together (close enough to each other) will get a mood buff.
    • Added many new topic emojis/icons crew members show in speech bubbles when they talk. As the topics are often linked to what they are experiencing (Conditions) they will hint at what may be wrong with the environment they live in.
    • Added a way to customize relationships forming in the game customization tool. It is possible to toggle becoming enemies, friends or lovers on/off.


    [h3]Game Customization[/h3]

    • The base mood of a crew member is linked to the difficulty level. Easier difficulty levels will mean crew members can tolerate more before risking a mental break.
    • The base mood of a crew member can be customized with the game customization tool (Same menu where difficulty is chosen). The scale is in the format of easy-normal-hard.
    • Added also the AI ship-to-ship battle strategy in the game customization tool, using the same easy-normal-hard difficulty scale.


    [h3]Captain & Leaders of NPC Faction Ships[/h3]

    • Added leaders to the game. Captains of ships. Losing the leader will affect the morale of the crew, adding more to surrender rate for a period of time.
    • Leaders of ships/stations sometimes greet, taunt or announce their intentions through short messages, which are shown in the log part of the UI.
    • New large NPC ships added for: Merchants, Civilians, The Military Alliance, Cult of New Haven and Androids.
    • All NPC ship designs have been slightly improved with decorations and other polish.


    [h3]Starmap and General Improvements[/h3]

    • Modified how NPC factions and their ships spawn in the starmap. Factions can now move around in small fleets.
    • New space backgrounds added to the game.
    • Removed some build restrictions from various objects like couches and wall mounts.
    • Storage settings can be copied and pasted to other storages.


    [h3]Better Blueprint & Ship Editing Tools[/h3]

    • Added a mirror mode tool to the hull sketching/building menu.
    • Added a way to move the ship within its canvas (In the hyperspace Deploy phase).
    • Added a way to change the ship canvas size if the actual ship size permits it (In the hyperspace Deploy phase).


    [h3]Decoratives and Beer[/h3]

    • Decorative items added: Potted plants, nightstand, Green Wall.
    • Added more decorative roof elements. Storages, Shuttle hangar and pod hangars now also have a roof element.
    • Added a beer vending machine. Crew members will now occasionally drink a beverage on their leisure time.
    • Grains & Hops as a plant to grow has been added to the game.


    [h3]New Language Translation[/h3]

    • Space Haven is now available also in Turkish!


    [h3]Other Improvements[/h3]

    • Emoticons have been updated.
    • Flipped the arrow pointer in the mood status to show where the meter is going to and will end up with time.
    • Fixed bugs.


    [h3]Please give your feedback in the experimental branch forum. Link below:[/h3]

    https://steamcommunity.com/app/979110/discussions/5/

    Join Space Haven Discord: http://discord.gg/spacehaven
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    We will gather feedback for Alpha 15 in the experimental branch and tweak as needed. Once everything is looking solid enough we will publish the update to the main branch.

    Thanks for reading and see you again in the next update!


  • [ 2022-05-25 15:05:07 CET ] [ Original post ]

    Space Haven Alpha 15 - Progress Report.



    [h3]Greetings, Spacefarer![/h3]

    The upcoming Alpha 15 update is focused on characters and relationships. The intended goal is to make things matter more, and have more visible effects. The game revolves around managing crew members, and whether one is successful or not should reflect from their mood.

    Alpha 15 will make crew members feel less robotic and more human. At the same time, the elements affecting the mood of the crew members will guide the player to build their ships in certain ways and allow for small goals to strive for.

    The joy of building a great and comfortable ship to live on will be amplified by seeing crew members enjoying their life on the ship. We are also working on adding new crew combat content, as well as various decoratives and beverage to the game, what would space be without a good space beer!

    [h2]Crew Combat Content[/h2]

    [h3]New Inventory[/h3]

    Reece equipped with an Assault Rifle and Armor.

    The inventory is getting a new look, with some different sections to allow for showing the inventory, the loadout and the upcoming augmentations of crew members. We're not sure if augmentations will be possible to be included in this upcoming update, but we have plans to implement them at some point.

    [h3]The Loadout[/h3]

    Crew members can now pick-up and refill their gear on their own.

    The loadout section of the crew member inventory allows you to easily manage the gear that the crew member should have. It allows for choosing the primary and secondary weapons from lists, as well as other gear like armor.

    The crew member will fetch the items themselves, making it easier to equip and potentially have crew members refill items. The old manual "pick-up" system is still in place, so both ways can now be used to equip crew members.

    [h3]New Gear[/h3]


    We're working on new gear for crew members, new weapons as well as armor. Armor will give some protection for crew members while the new weapons add some new firepower. This is all under heavy construction at the moment so let's see what kind of stuff we end up with. There might be more than these mentioned coming. =)

    [h2]Deep Characterization[/h2]

    Many new conditions have been created to make crew members be less robotic and feel more human.

    Overall, we've worked to make crew members react more visibly to their surroundings. Things like sleep, leisure time and work conditions will be very important to be on a good enough level for crew members to operate and ultimately stay sane.

    [h3]Unique Characteristics and Likes[/h3]

    Traits and backstories now have an effect on the likes and dislikes of a crew member. These are things like the want/need to talk, play games, listen to music, go on the toilet, eat nice food and so on.

    [h3]Streamlined Character Status[/h3]

    While our original idea was to have many subcategories, each with their own information on the character well-being, we noticed it makes it harder to glance through a main list and see what can be improved.

    We've decided to streamline it all, removing a few subcategories (The effects are still there) and list as much as possible in the main overall mood category. This will allow the player to simply look at this list and immediately see how the well-being of the character can be improved.

    [h3]Base Mood Linked to Difficulty Level[/h3]


    The base mood of a crew member is linked to the difficulty level. Easier difficulty levels will mean crew members can tolerate more before risking a mental break. The base mood of a crew member can be customized with the game customization tool (Same menu where difficulty is chosen). The scale is in the format of easy-normal-hard.

    [h3]Sleep Environment[/h3]

    There is now a reason to make own rooms for crew members.

    The sleep comfort of the area where the bed is will determine how comfortable it is to sleep in that space. It will either give a negative or positive mood effect depending on the comfort levels.

    Privacy also plays a part, and will now give a reason to make own rooms for crew members. While it is not strictly needed, it will give more peaceful uninterrupted sleep for the crew member.

    [h3]Leisure Time Comfort[/h3]

    Leisure time space is more important than before.

    If the best leisure space is a bad one the crew members will become negatively impacted, while a great leisure time space will have many benefits.

    Leisure time is important also in terms of the general comfort level of the ship, we've multiplied the effect on leisure time since there's usually only a few hours of leisure time during a cycle. This means a good leisure time space will have a big impact on overall mood.

    [h3]Food[/h3]

    Food is an important part of keeping crew members happy. In addition to the previous nutrition deficiencies we have added a positive mood bonus for providing crew members with great food.
    A great meal is a meal from the Kitchen with at least three ingredients of the following: fruits, root vegetables, artificial meat, nuts and seeds.

    [h3]Overall Ship Comfort[/h3]

    You will know if your ship is comfortable enough as a whole by looking at the crew status comfort bar.

    The comfort status bar has been modified and it now tracks the long-term overall comfort levels of the crew member, covering all areas and schedules. This is different from before, which tracked the short-term effects. The change will allow you to know if the balance between negative comfort areas and positive comfort areas is on a good enough level.

    This comfort status bar will indicate if the ship is generally comfortable enough to not have negative impacts on the crew. The way to secure this is to have a good enough sleep and leisure time environment, which will balance off the work environment.

    [h3]Mental Breaks[/h3]

    Melissa has had enough.

    Mental breaks have previously been mostly in a placeholder state, we have worked more on this feature. Many small things can accumulate and affect the overall mood of the crew member. Once the mood is low enough for a long enough period, the risk for a mental break will rise.

    The first most likely mental break will be a minor one, giving the player a chance to realize something is very wrong and giving a chance to react and fix the conditions.

    There are three different categories of mental breaks:


    • Minor mental break: Things like refusing to work or getting into a fight with someone. Also drinking and gaming binges.
    • Major mental break: Things like destroying stuff, setting facilities on fire on outright mental shutdown and becoming unconscious.
    • Extreme mental break: The most severe group, things like wanting to take down the whole ship with them or attempting to take their own life.

    [h3]Happiness[/h3]

    Keeping crew members comfortable and happy will give bonuses to their effectivity, they will work a little bit faster and be a bit less likely to surrender.

    [h3]Discussions[/h3]


    Crew members will now often talk about something bothering them, or something they are happy about, when engaged in discussions with other crew members. If something is bothering them the other party in the discussion can offer comfort, giving temporary mood buffs.

    Following the emojis when crew members discuss will give hints to the player about things they dislike or like at the moment, all of which can be seen more in detail in the status tab.

    [h2]Relationships[/h2]

    We can be friends now... And enemies!

    Up until now relationships have only been a number, without any real effect. In Alpha 15 this will change. Crew member relationships have been developed further and they can now become friends, lovers or enemies, all with various impacts in different situations.

    The way friendships are formed is based on a compatibility value, as well as the average overall mood over a period of time. There are different relationship stages. Crew members can become enemies, acquaintances, friends, good friends, best friends and lovers. A crew member can only have one best friend and one lover, while there can be more of the other stages.

    Enemies

    Crew members will try to avoid sitting down at the same table with an enemy when eating, if there are other tables close enough. If the enemy dies or goes missing, the crew member will secretly be happy about it.

    Crew members can sometimes also get in a fight with an enemy even if mood is otherwise on a good level.

    Acquaintances

    Neutral relationship, which has no special effects.

    Friends and Good Friends

    Crew members can get mood buffs from having great conversations with friends, allowing them to connect and share their feelings. If the friend goes missing or dies, the crew member will be sad for a longer time as they try to move on with their life.

    Best Friends

    A crew member can only have one best friend, and they are a special person to the crew member. Discussions with this crew member can give a great mood bonus, and losing them will make them feel very sad for a long time.

    Lovers

    Crew members can become lovers, if their compatibility and attraction to each other are on a high enough level. Lovers will get a mood buff from sleeping together in the same room, close enough to each other. Losing a lover will be devastating.

    [h2]Beverage & Decoratives[/h2]

    [h3]Beverage Machine[/h3]

    We be drinkin'.

    Behold, beer! Watch crew members drink beer and have a fun time. Alcohol beverages will lift up the mood, while slightly raising their accident rate and reducing accuracy. The crew member might also get hungover, but it will all eventually end well enough!

    [h3]Potted Plants[/h3]

    Potted plants, one of the most requested features after windows.

    Potted plants can be placed for a small leisure comfort benefit. They also break up the clinical visuals of a ship and give a nice look to rooms and hallways!

    [h3]Nightstand[/h3]

    A bed needs a nightstand to be complete.

    Having a nightstand beside the bed will increase the sleep comfort for crew members.

    [h3]Wall Decoration[/h3]

    Something to make walls look prettier.

    Wall decorations perk up the room! A nice memory of a landscape once taken for granted.

    [h3]New Roof Elements[/h3]

    More and more facilities are now showing also on the roof in one way or another.

    The shuttle and mining pod hangars now also add some graphics to the ship/station roof. Storages also add their own graphic element to the roof. This gives some more life to the ship/station roof and makes them less flat.

    [h2]Faction Leaders&Captains and Messaging[/h2]


    Faction spaceships/stations now have a Leader/Captain, which add some depth to the ships and stations you meet. The leaders will occasionally interact through messaging, short messages shown in the log of the game.

    To make this possible we've created a new messaging system, which allows NPC ships/stations to communicate with short messages something about themselves or their intentions in the sector.

    [h2]New NPC Ships[/h2]

    The Merchant Federation have added a new 2x3 large ship to their fleet. Without trade, we aren't human.


    The Military Alliance is ready to protect with this new beast of a ship. Service, Stability and Sacrifice.


    The Slavers Guild will roam the universe with this new large ship. Captain Tricky Wolfe is pleased to invite you to an auction aboard her starship, the Mad Magic.


    The Cult of New Haven gets an addition to their fleet. If you stumble into the Garden of Eden, burn it! We are not meant to live there: We are meant to live among the stars.

    [h2]When Will This Update Be Released?[/h2]


    This new Update will coincide with our second anniversary in Early Access, what better way to celebrate than to have a major update for the game!

    Our goal is June, with the new build hitting the experimental branch in late May/Early June if all goes to plan. This will be a very big update with a lot of new content that we want to add to the game.

    Join Space Haven Discord: http://discord.gg/spacehaven
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
    Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
    Technical Support: https://steamcommunity.com/app/979110/discussions/1/

    Stay tuned, Spacefarer!


    [ 2022-04-12 14:15:58 CET ] [ Original post ]

    Space Haven Alpha 14 - Version 0.14.2 Released as Stable.



    [h3]Greetings, Spacefarer![/h3]

    This is a small patch for Alpha 14, focused on making Space Haven fully Steam Deck Verified.

    [h3]Steam Deck & Gamepad Support[/h3]


    To make Space Haven fully Steam Deck verified, we've implemented gamepad support for the game and support for the Steam Deck controls. We have made the support quite extensive with the possibility to adjust dead zones for sticks, sensitivity and binding buttons for different contexts.

    Patch Notes


    • Steam Deck & Gamepad Support.
    • Added one new wall look.
    • Meat and fruit plants have their own growth stage graphics.
    • Fixed bugs.

    [h3]Upcoming Next Big Update[/h3]

    We've been working on the next big upcoming Update for a while now, and we will have a progress report coming soon. We have some very exciting things to show!

    If you find any issues let us know at the forums:
    https://steamcommunity.com/app/979110/discussions/4/

    Stay tuned and enjoy the new update! We will post a progress report on the next big update soon! =)


    [ 2022-04-06 10:36:23 CET ] [ Original post ]

    Space Haven Alpha 14 - Version 0.14.1 Released as Stable.



    [h3]Patch Notes[/h3]


    • Crew members consumption of food is now taken into account in the food statistics (Statistics menu).
    • Added an exclamation mark to the lowest priority setting in the crew management menu. See tooltip for the lowest priority behavior.
    • Added translations.
    • Fixed bugs.

    We have fixed some bugs and put together a new patch for the Alpha 14 Update. The newest version is now 0.14.1.

    If you find any issues let us know at the forums:
    https://steamcommunity.com/app/979110/discussions/4/

    We will soon begin developing the next big update for Space Haven, and there will be a longer pause. We will keep you updated by posting progress reports along the way! =)

    Stay tuned and enjoy the new update!


    [ 2022-02-16 13:00:44 CET ] [ Original post ]

    Space Haven Alpha 14 - Now Released!



    [h3]Greetings, Spacefarer![/h3]

    The Alpha 14 features a mix of features wished by you, our players, and improvements and additions to the existing systems in the game. Let's take a look at all the new goodies!

    [h3]Recommended to Start a New Game[/h3]

    This update has many reworks of existing systems, one of them being the power system. It is strongly recommended to start a new game.

    We apologize for this, it is inevitable with early access games. We try to keep these instances where old saves aren't functional to a minimal amount, with months in-between to allow you to play without having to start over.

    [h2]System Points Reworked (More System Points Possible)[/h2]

    [h3]Hull Stabilizers Now Give System Points[/h3]


    Hull Stabilizers now give System Points, instead of the points being tied to the ship canvas size. We also made the stabilizer smaller, to make it easier to fit in any area of the ship.

    We have tied system points to the Hull Stabilizer, and added a minimum distance radius to the Hull Stabilizer, meaning two Hull Stabilizers must be a certain distance from each other.

    The goal of this change was to remove the System Points from being tied to the ship canvas, and instead make System Points tied to the actual ship size. As two Hull Stabilizers must be a certain distance from each others it means System Points are added as the ship grows in size.

    [h3]MORE System Points (Compared to before)[/h3]

    While the new update was in the experimental branch, some players instinctively thought this would lead to the ability to have less system points. However, it is actually possible to have more system points than before, as long as the hull stabilizers are placed strategically to achieve this.

    All the in-game NPC ships have been redesigned to follow the same rules. So when in doubt, take inspiration from them!

    [h2]Crew Members Leveling Up in Skills[/h2]


    Crew members now have skills ranging from 0 to 10. You can also customize the attributes and skills of your starting crew!

    We've modified the crew member max skill levels from 3 to 10 and implemented crew members leveling up in skills. We also added a skill potential bonus to some traits, these traits give a bonus point to some max skill level. Many of the traits were simply mostly negative, this gives a new way to add something extra to them. The idea was a suggestion by one of our players:

    "Something that makes certain characters worth the investment because they have a higher skill ceiling. It would be an interesting game decision to weigh a crew members long term strengths versus short term inadequacy."

    [h3]Preserving Uniqueness[/h3]

    Our thought is that crew members should still have their strengths and weaknesses, otherwise they will all be the same and be good at everything. Nobody would be unique and this would detract from the joy of finding someone great in the medical or weapons skill, as it would no longer carry a meaning if everyone is great at everything.

    Crew members will have a natural ability to become great in one or a few skills, but they will also have their limitations. While the crew member you find on your journey will be random in their skills and ability to learn, you will be able to customize these for your start crew if you so desire.

    [h3]Ability to Customize Your Start Crew[/h3]

    Another highly requested feature was the ability to customize start crew attributes and skills. This will now be possible for the start crew members, while the crew members you find on your journey will still be their own individuals and cannot be customized.

    We often also include more settings to our own game customization screen. So we implemented a way to customize if one can customize crew members, in the game customization menu. =)


    The default settings in the crew member priority system takes the learning potential into account, as we often want someone who can learn up to a high skill level to execute certain tasks.

    Based on the changes mentioned above we have modified the default crew member priority system to take the learning potential into account, as we often want someone who can learn up to a high skill level to execute certain tasks. Graphically, we modified the crew management menu priority section to show both the current skill level and how many levels the crew member can learn. We also added some minimum skill requirements to production tasks and other tasks, this will help make individuals matter and have value.

    [h2]Reworked the Comfort System[/h2]


    The comfort map has now been divided into three different categories: Work, Leisure and Sleep. All facilites have their own values in all three categories.

    We have divided the comfort map into three categories: Work, Leisure and Sleep. All of these now have their own view modes, which can be accessed from the same comfort menu as before.

    We felt there was a need to separate these, to allow more possibilities to customize how different facilities impact a crew member and their mood. A facility can be great in terms of having fun on leisure time, but still affect sleep negatively, such as the noise from an Arcade Machine.



    Furthermore, we added comfort categories for objects to allow determining comfort values from a category instead of values from individual objects. All tables are now in the tables category, and all beds in the beds category. There are many other categories such as gaming and music. This eliminates the need to build multiple different tables close to each other to optimize comfort. Each table is still a table, and now they all belong to the same category and the comfort value will be based on the
    category instead of individual objects.

    We also modified bonus comfort to not have a radius fall-off. This prevents the need to build multiple objects next to each other to optimize comfort. Negative comfort still has a fall-off. We also rebalanced comfort values for some objects.

    [h2]Reworked the Power System[/h2]


    The power network has been separated into two different networks, the Basic and the Advanced power networks. Additionally, the needs for links have been removed.

    The power system has been a bit hard to understand. We wanted to make it more clear and straight-forward, and also solve the problem of being completely dead in the water when energium is depleted.

    Our next iteration is to divide the power network into two separate networks. One network being the integral basic power network, which is low capacity power distributed into the hull. This network is capable of keeping basic facilities with low power needs functional. The other network is the advanced power network, which is needed for facilities with higher power needs such as industry facilities, ship turrets and shields.

    The first network will be easy to manage and can keep the ship alive, while the other network will be more resource intensive and is needed for production and ship-to-ship combat.

    The need for links is also removed as the hull is seen capable to distribute the basic integral power. However, power nodes are still needed to expand/distribute advanced power. We are reworking the power nodes to make all the new changes possible.

    [h2]Power Distribution Controls[/h2]

    The power control sliders gives you the possibility to redirect power according to need, possibly giving a boost to turrets, shields or the hyperdrives.

    We're looking into making it possible to redirect power according to need, hoping to bring some more strategy in ship-to-ship combat also from managing power. The new power system supports this, as the wireless Advanced Power can easily be redirected to certain facilities, like turrets, shields or the hyperdrives.

    We're also exploring the ability to give a power boost to ship-to-ship combat facilities using the power control sliders, and have them gain a bonus from it but with a possible down side, like the risk of parts breaking. Our goal is to also have power play a role in ship-to-ship combat. Overall, we're making new changes and additions to expand on ship-to-ship combat.

    [h2]More Strategy in Ship-to-Ship Combat[/h2]


    The hyperdrives of the enemy ship can now be targeted to prevent the ship from escaping.

    We've spent some time making changes and balancing ship-to-ship combat. Hyperdrives can now be targeted in ship-to-ship combat and it is possible to stop a ship from escaping. Additionally, we plan to have new smaller versions of a turret and shield, as well as making some changes to the existing ones.

    [h3]Turret Modifications[/h3]


    Turrets are getting new modifications to make ship-to-ship combat more strategic.

    Turrets and their projectiles can have a chance at penetrating the shields. This penetration rate depends on multiple factors, the strength of the shield, the skill of the defending shield operator, the skill of the ship gunner and the penetration chance of the turrets themselves.

    [h3]The Autoturret - A New Smaller Turret[/h3]


    A new 1 System Point Turret is being added to the turret collection.

    We're adding a smaller turret, which will be good for continuous fire and chipping away the enemy shields and hull, while giving larger turrets good moments to strike once the shields on the enemy ship are down.

    [h3]A New Smaller Shield[/h3]


    A new 1 System Point Shield is being added to the Shield collection.

    We're adding a new smaller version shield unit to the collection of shields in the game. This shield can be placed for only 1 System Point and gives some protection against enemy fire and micrometeoroids.

    [h3]Modified the Behavior of Shields[/h3]

    Shields now take the size of the ship into account. When the size of the ship grows the strength of the shield is reduced to a degree, as the shield needs to cover a larger area compared to a smaller ship.

    [h3]Improved AI[/h3]

    We have improved the AI behavior in ship-to-ship combat and made it take the set difficulty into account. The AI will be more lenient with targeting on easier difficulties while trying to disable and destroy more effectively on higher difficulties.

    [h3]Battlestations[/h3]


    Crew members can be assigned to a battlestation, which is essentially an area the crew member manages in ship-to-ship combat situations.

    We've implemented a new mode for crew members where they seek out their assigned battlestation post in ship-to-ship combat situations. This can be assigned manually or let the crew members do it automatically.

    Facilities need to be repaired and restocked during ship-to-ship combat situations, battlestations gives the player a tool to make sure that an area has a worker nearby when it is needed.

    [h2]HSS CALL ME CRAZY[/h2]

    The HSS CALL ME CRAZY featured in a data log series has been added to the game, with one additional data log unlocked when the ship is explored by the player.

    The HSS Call Me Crazy spaceship featured in one of the data log series has been added to the game as a derelict ship the player can find. A character from the story can be found on the ship in a hypersleep chamber, as well as an additional data log to give more information on what happened to HSS Call Me Crazy.

    [h2]Full Patch Notes[/h2]

    [h3]It is strongly recommended to start a new game[/h3]


    • Implemented crew members leveling up in skills.
    • Modified crew member max skill levels from 3 to 10
    • Added a skill potential bonus to some traits, these traits give a bonus point to some max skill level.
    • Implemented a way to customize start crew attributes and skills.
    • Implemented a way to customize if one can customize crew members, in the game customization menu. =)
    • Modified the default crew member priority system to take the learning potential into account, as we often want someone who can learn up to a high skill level to execute certain tasks.
    • Modified the crew management menu priority section to show both the current skill level and how many levels the crew member can learn.
    • Added minimum skill requirements to production tasks and other tasks.
    • The general Working speed value no longer has an effect on the console tasks. Instead, the bonus effect comes from the relevant skill tied to the task (Navigation, Gunner, Operations and Shielding).
    • Divided the comfort map into three categories: Work, Leisure and Sleep.
    • Added comfort categories for objects to allow determining comfort values from a category instead of values from individual objects. All tables are now in the tables category, and all beds in the beds category. There are many other categories such as gaming and music. This prevents the need to build multiple different objects of the same type to optimize comfort.
    • Modified bonus comfort to not have a radius fall-off. This prevents the need to build multiple objects next to each other to optimize comfort. Negative comfort still has a fall-off.
    • Rebalanced comfort values for objects.
    • Reworked the power network to be divided into two. One network being the integral basic power network, which is low capacity power distributed into the hull.
    • This network is capable of keeping basic facilities with low power needs functional. The other network is the advanced power network, which is needed for facilities with higher power needs such as industry facilities, ship turrets and shields.
    • The first network will be easy to manage and can keep the ship alive, while the other network will be more resource intensive and is needed for production and ship-to-ship combat.
    • Added power control sliders, which will allow the player to redirect power to ship-to-ship combat systems, like the turrets, shields or the hyperdrives.
    • Added notes related to having settings at low/denied for systems in the power control menu.
    • Tied system points to the Hull Stabilizer, and added a minimum distance radius to the Hull Stabilizer. Two Hull Stabilizers must be a certain distance from each other.
    • The Hull Stabilizer comfort values have been tweaked to make it less uncomfortable.
    • Generators, Hyperdrives and Power Capacity nodes now use system points.
    • Power Capacity Nodes (Batteries) make power boosting possible, which means more than 100% power can be directed towards some ship system in the power control menu.
    • Shields now take the size of the ship into account. When the size of the ship grows the strength of the shield is reduced to a degree, as the shield needs to cover a larger area compared to a smaller ship.
    • When shields are depleted to 0 they will need to be charged with a few hit points before coming online again. This will cause some intervals where shields are down, presenting opportunities for specialized turrets to strike in ship-to-ship combat.
    • The Autoturret and Small Shield generator have been added to the game. These are researched and found in the same research modules as the weapon console and shields console.
    • Hyperdrives can now be targeted in ship-to-ship combat and it is possible to stop a ship from escaping.
    • Turrets and their projectiles can have a chance at penetrating the shields. This penetration rate depends on multiple factors, the strength of the shield, the skill of the defending
    • shield operator, the skill of the enemy ship gunner and the penetration chance of the turrets themselves.
    • Improved the AI behavior in ship-to-ship combat and made it take the set difficulty into account. The AI will be more lenient with targeting on easier difficulties while trying to disable and destroy more effectively on higher difficulties.
    • Implemented Battlestations - A new mode for crew members where they seek out their assigned battlestation post in ship-to-ship combat situations. This can be assigned manually or let the crew members do it automatically.
    • Hyperdrives only consumed hyperfuel based on the need of 1 hyperdrive. This has been fixed.
    • Hyperjumps are now possible to execute within a range of the mass capacity needed, but there is a cost in hyperfuel spent and the possibility of the ship/hyperdrives taking damage.
    • Implemented user interface improvements to the prepare for a hyperjump menu.
    • Added a new condition, which can be triggered by long term low comfort. Crew members can rebell and refuse to work for some hours to show that they are displeased.
    • Balanced the need to fight trigger to make it less possible for a crew member to get stuck in a need to fight mood.
    • Balanced plants to need more tending. Previously, 1 crew member was able to tend to 10-12 of the largest (5 crop) grow pods alone. Now, 2 crew members are needed for such an amount.
    • Created new random derelict spaceships.
    • Polished and added more details to derelict ships rooms.
    • Logistics robots and salvage robot docks now consume a bit less power than before.
    • Logistics robots and salvage robots consume a bit less energy cells than before.
    • The Solar panel produces basic power and costs less in building resources.
    • Plants now have a higher growth rate penalty if left untended.
    • Increased the consumption of fat, carbs, protein and vitamins for crew members. Goal is to increase the chance of a deficiency if some food component is missing.
    • Modified the default meal recipe in the Kitchen settings.
    • Modified the behavior related to how crew members seek out food to eat.
    • The negative effects of Siren Worlds have been nerfed in an earlier update, and now they are also hidden in the starmap.
    • When NPC ships asks for a resource they will now offer to pay a higher price for the goods and also a relationship bonus in return.
    • Crew members for hire at a leisure station now ask for a smaller price at a maximum to join the player crew.
    • The chance for the Military Alliance to carry out an inspection of your ship has been increased.
    • The HSS Call Me Crazy spaceship featured in one of the data log series has been added to the game as a derelict ship the player can find. A character from the story can be found on the ship in a hypersleep chamber, as well as an additional data log to give more information on what happened to HSS Call Me Crazy.
    • Added translations to the new Call Me Crazy data log.
    • Improved graphics for roof elements, to make them integrate better with the roof.
    • Improved salvaging to avoid hauling resources to an airlock far away, if another airlock is available at a closer distance.
    • Set default zoom a step higher in the starmap.
    • Energy cells now take less energy rods to produce.
    • Gas scrubbers and Oxygen generators now have information of what they are working on in the information window.
    • Improved description texts for many facilities.
    • Modified the large tooltips for facilities, which can be seen in the build menu and the research tree menu.
    • Fixed hyperdrive placement on many NPC ships.
    • Fixed bugs.


    [h2]Giving Feedback[/h2]


    Come chat with us and others playing Space Haven:

    Join Space Haven Discord: http://discord.gg/spacehaven
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
    Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
    Technical Support: https://steamcommunity.com/app/979110/discussions/1/

    Enjoy the new update! Remember to visit our forums above if you have any questions of how new mechanics work. We and other players will be ready to help in no time! =)

    [h2]Featured Fan Art[/h2]

    [h3]A Space Haven Webcomic - Red Shirt Story by Ahr'Rekis[/h3]


    https://steamcommunity.com/sharedfiles/filedetails/?id=2689179672

    A wonderful webcomic of Space Haven made by Ahr'Rekis. All episodes can be found here:
    https://steamcommunity.com/app/979110/discussions/0/4687682349654456876/

    [h3]A drawing made by Soma[/h3]


    [h3]Fan Art by Huatica - An older one but very funny! (And true)[/h3]


    [ 2022-02-10 13:56:25 CET ] [ Original post ]

    Space Haven Alpha 14 - Now In The Experimental Branch!



    [h3]Greetings, Spacefarer![/h3]

    Space Haven Alpha 14 is now available to play in the experimental branch. As a reminder, the update process is as follows:


  • A new Update is first available in the Experimental Branch.
  • Players, who do not mind playing a more unstable version, will first want to test the new update.
  • Once the experimental game build looks solid and stable enough we will push it out officially to all players!

    NOTE! Joining experimental is completely optional, and you should only do it if you are willing to risk that some new bugs are introduced, which could affect your game play and potentially break your save.

    Please do not join the experimental branch if you don't want to risk breaking your save or have the game break on you in midst of play! If you want to play a more stable version please wait for the official release of the update.

    Note! It is strongly recommended to start a new game. There are a lot of new big changes and it is not known how well older saves work.

    Here is how you join The Experimental Starfarer crew:


    • Open Steam Library
    • Right click Space Haven
    • Select Properties
    • Go to tab 'Betas' at the top.
    • Select 'Experimental' in the drop-down.

    To see what has been added, check the in-game patch notes.

    [h3]Giving Feedback[/h3]



    [h3]Please give your feedback in the experimental branch forum. Link below:[/h3]

    https://steamcommunity.com/app/979110/discussions/5/

    Let us know what you think of the new features and if something should be altered or tweaked in your mind. Perhaps something makes the game too hard or something is too annoying, let us know so we can get a feel for how the new features feel! =)

    [h3]Space Haven Alpha 14 Experimental Branch Patch Notes[/h3]

    You can read up on many of the new features in more detail in the previous post:
    https://steamcommunity.com/games/979110/announcements/detail/3120428406790001091

    [h3]Crew Members Leveling Up[/h3]


    • Implemented crew members leveling up in skills.
    • Modified crew member max skill levels from 3 to 10
    • Added a skill potential bonus to some traits, these traits give a bonus point to some max skill level.
    • Implemented a way to customize start crew attributes and skills.
    • Implemented a way to customize if one can customize crew members, in the game customization menu. =)


    [h3]Crew Member Related Modifications[/h3]


    • Modified the default crew member priority system to take the learning potential into account, as we often want someone who can learn up to a high skill level to execute certain tasks.
    • Modified the crew management menu priority section to show both the current skill level and how many levels the crew member can learn.
    • Added minimum skill requirements to production tasks and other tasks.
    • The general Working speed value no longer has an effect on the console tasks. Instead, the bonus effect comes from the relevant skill tied to the task (Navigation, Gunner, Operations and Shielding).
    • Added a new condition, which can be triggered by long term low comfort. Crew members can rebell and refuse to work for some hours to show that they are displeased.
    • Balanced the need to fight trigger to make it less possible for a crew member to get stuck in a need to fight mood.


    [h3]Comfort Map Reworked[/h3]


    • Divided the comfort map into three categories: Work, Leisure and Sleep.
    • Added comfort categories for objects to allow determining comfort values from a category instead of values from individual objects. All tables are now in the tables category, and all beds in the beds category. There are many other categories such as gaming and music. This prevents the need to build multiple different objects of the same type to optimize comfort.
    • Modified bonus comfort to not have a radius fall-off. This prevents the need to build multiple objects next to each other to optimize comfort. Negative comfort still has a fall-off.
    • Rebalanced comfort values for objects.


    [h3]Power System Reworked[/h3]


    • Reworked the power network to be divided into two. One network being the integral basic power network, which is low capacity power distributed into the hull.
    • This network is capable of keeping basic facilities with low power needs functional. The other network is the advanced power network, which is needed for facilities with higher power needs such as industry facilities, ship turrets and shields.
    • The first network will be easy to manage and can keep the ship alive, while the other network will be more resource intensive and is needed for production and ship-to-ship combat.
    • Added power control sliders, which will allow the player to redirect power to ship-to-ship combat systems, like the turrets, shields or the hyperdrives.


    [h3]Hull Stabilizers and System Points[/h3]


    • Tied system points to the Hull Stabilizer, and added a minimum distance radius to the Hull Stabilizer. Two Hull Stabilizers must be a certain distance from each other.
    • Generators, Hyperdrives and Power Capacity nodes now use system points.
    • Power Capacity Nodes (Batteries) make power boosting possible, which means more than 100% power can be directed towards some ship system in the power control menu.


    [h3]Shield Modifications[/h3]


    • Shields now take the size of the ship into account. When the size of the ship grows the strength of the shield is reduced to a degree, as the shield needs to cover a larger area compared to a smaller ship.
    • When shields are depleted to 0 they will need to be charged with a few hit points before coming online again. This will cause some intervals where shields are down, presenting opportunities for specialized turrets to strike in ship-to-ship combat.


    [h3]Ship-to-Ship Combat Modifications[/h3]


    • The Autoturret and Small Shield generator have been added to the game. These are researched and found in the same research modules as the weapon console and shields console.
    • Hyperdrives can now be targeted in ship-to-ship combat and it is possible to stop a ship from escaping.
    • Turrets and their projectiles can have a chance at penetrating the shields. This penetration rate depends on multiple factors, the strength of the shield, the skill of the defending shield operator, the skill of the enemy ship gunner and the penetration chance of the turrets themselves.
    • Improved the AI behavior in ship-to-ship combat and made it take the set difficulty into account. The AI will be more lenient with targeting on easier difficulties while trying to disable and destroy more effectively on higher difficulties.


    [h3]Battlestations[/h3]


    • Implemented Battlestations - A new mode for crew members where they seek out their assigned battlestation post in ship-to-ship combat situations. This can be assigned manually or let the crew members do it automatically.


    [h3]Hyperdrives[/h3]


    • Hyperdrives only consumed hyperfuel based on the need of 1 hyperdrive. This has been fixed.
    • Hyperjumps are now possible to execute within a range of the mass capacity needed, but there is a cost in hyperfuel spent and the possibility of the ship/hyperdrives taking damage.
    • Implemented user interface improvements to the prepare for a hyperjump menu.


    [h3]Robots[/h3]


    • Logistics robots and salvage robot docks now consume a bit less power than before.
    • Logistics robots and salvage robots consume a bit less energy cells than before.
    • The Solar panel produces basic power and costs less in building resources.


    [h3]Plants and Food[/h3]


    • Plants now have a higher growth rate penalty if left untended.
    • Increased the consumption of fat, carbs, protein and vitamins for crew members. Goal is to increase the chance of a deficiency if some food component is missing.
    • Modified the default meal recipe in the Kitchen settings.
    • Balanced plants to need more tending. Previously, 1 crew member was able to tend to 10-12 of the largest (5 crop) grow pods alone. Now, 2 crew members are needed for such an amount.


    [h3]Starmap and Factions[/h3]


    • The negative effects of Siren Worlds have been nerfed in an earlier update, and now they are also hidden in the starmap.
    • When NPC ships asks for a resource they will now offer to pay a higher price for the goods and also a relationship bonus in return.
    • Crew members for hire at a leisure station now ask for a smaller price at a maximum to join the player crew.
    • The chance for the Military Alliance to carry out an inspection of your ship has been increased.
    • Created new random derelict spaceships.
    • Polished and added more details to derelict ships rooms.


    [h3]Lore Related[/h3]


    • The HSS Call Me Crazy spaceship featured in one of the data log series has been added to the game as a derelict ship the player can find. A character from the story can be found on the ship in a hypersleep chamber, as well as an additional data log to give more information on what happened to HSS Call Me Crazy.


    [h3]Fixes and Modifications[/h3]


    • Energy cells now take less energy rods to produce.
    • Modified the large tooltips for facilities, which can be seen in the build menu and the research tree menu.
    • Fixed hyperdrive placement on many NPC ships.
    • Fixed bugs.

    [h3]Please give your feedback in the experimental branch forum. Link below:[/h3]

    https://steamcommunity.com/app/979110/discussions/5/

    Join Space Haven Discord: http://discord.gg/spacehaven
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    We will gather feedback for Alpha 14 in the experimental branch and tweak as needed. Once everything is looking solid enough we will publish the update to the main branch.

    Thanks for reading and see you again in the next update!


  • [ 2022-01-20 14:33:37 CET ] [ Original post ]

    Space Haven Alpha 14 - Progress Report.



    [h3]Greetings, Spacefarer![/h3]

    The upcoming Alpha 14 features a mix of features wished by you, our players, and improvements and additions to the existing systems in the game. Let's take a look at all the new upcoming goodies!

    [h2]Crew Members Leveling Up in Skills[/h2]


    Crew members now have skills ranging from 0 to 10. You can also customize the attributes and skills of your starting crew!

    We've modified the crew member max skill levels from 3 to 10 and implemented crew members leveling up in skills. We also added a skill potential bonus to some traits, these traits give a bonus point to some max skill level. Many of the traits were simply mostly negative, this gives a new way to add something extra to them. The idea was a suggestion by one of our players:

    "Something that makes certain characters worth the investment because they have a higher skill ceiling. It would be an interesting game decision to weigh a crew members long term strengths versus short term inadequacy."

    [h3]Preserving Uniqueness[/h3]

    Our thought is that crew members should still have their strengths and weaknesses, otherwise they will all be the same and be good at everything. Nobody would be unique and this would detract from the joy of finding someone great in the medical or weapons skill, as it would no longer carry a meaning if everyone is great at everything.

    Crew members will have a natural ability to become great in one or a few skills, but they will also have their limitations. While the crew member you find on your journey will be random in their skills and ability to learn, you will be able to customize these for your start crew if you so desire.

    [h3]Ability to Customize Your Start Crew[/h3]

    Another highly requested feature was the ability to customize start crew attributes and skills. This will now be possible for the start crew members, while the crew members you find on your journey will still be their own individuals and cannot be customized.

    We often also include more settings to our own game customization screen. So we implemented a way to customize if one can customize crew members, in the game customization menu. =)


    The default settings in the crew member priority system takes the learning potential into account, as we often want someone who can learn up to a high skill level to execute certain tasks.

    Based on the changes mentioned above we have modified the default crew member priority system to take the learning potential into account, as we often want someone who can learn up to a high skill level to execute certain tasks. Graphically, we modified the crew management menu priority section to show both the current skill level and how many levels the crew member can learn. We also added some minimum skill requirements to production tasks and other tasks, this will help make individuals matter and have value.

    [h2]Reworked the Comfort System[/h2]


    The comfort map has now been divided into three different categories: Work, Leisure and Sleep. All facilites have their own values in all three categories.

    We have divided the comfort map into three categories: Work, Leisure and Sleep. All of these now have their own view modes, which can be accessed from the same comfort menu as before.

    We felt there was a need to separate these, to allow more possibilities to customize how different facilities impact a crew member and their mood. A facility can be great in terms of having fun on leisure time, but still affect sleep negatively, such as the noise from an Arcade Machine.



    Furthermore, we added comfort categories for objects to allow determining comfort values from a category instead of values from individual objects. All tables are now in the tables category, and all beds in the beds category. There are many other categories such as gaming and music. This eliminates the need to build multiple different tables close to each other to optimize comfort. Each table is still a table, and now they all belong to the same category and the comfort value will be based on the
    category instead of individual objects.

    We also modified bonus comfort to not have a radius fall-off. This prevents the need to build multiple objects next to each other to optimize comfort. Negative comfort still has a fall-off. We also rebalanced comfort values for some objects.

    [h2]Reworked the Power System[/h2]


    The power network has been separated into two different networks, the Basic and the Advanced power networks. Additionally, the needs for links have been removed.

    The power system has been a bit hard to understand. We wanted to make it more clear and straight-forward, and also solve the problem of being completely dead in the water when energium is depleted.

    Our next iteration is to divide the power network into two separate networks. One network being the integral basic power network, which is low capacity power distributed into the hull. This network is capable of keeping basic facilities with low power needs functional. The other network is the advanced power network, which is needed for facilities with higher power needs such as industry facilities, ship turrets and shields.

    The first network will be easy to manage and can keep the ship alive, while the other network will be more resource intensive and is needed for production and ship-to-ship combat.

    The need for links is also removed as the hull is seen capable to distribute the basic integral power. However, power nodes are still needed to expand/distribute advanced power. We are reworking the power nodes to make all the new changes possible.

    [h2]Power Distribution Controls[/h2]

    The power control sliders gives you the possibility to redirect power according to need, possibly giving a boost to turrets, shields or the hyperdrives.

    We're looking into making it possible to redirect power according to need, hoping to bring some more strategy in ship-to-ship combat also from managing power. The new power system supports this, as the wireless Advanced Power can easily be redirected to certain facilities, like turrets, shields or the hyperdrives.

    We're also exploring the ability to give a power boost to ship-to-ship combat facilities using the power control sliders, and have them gain a bonus from it but with a possible down side, like the risk of parts breaking. Our goal is to also have power play a role in ship-to-ship combat. Overall, we're making new changes and additions to expand on ship-to-ship combat.

    [h2]More Strategy in Ship-to-Ship Combat[/h2]


    The hyperdrives of the enemy ship can now be targeted to prevent the ship from escaping.

    We've spent some time making changes and balancing ship-to-ship combat. Hyperdrives can now be targeted in ship-to-ship combat and it is possible to stop a ship from escaping. Additionally, we plan to have new smaller versions of a turret and shield, as well as making some changes to the existing ones.

    [h3]Turret Modifications[/h3]


    Turrets are getting new modifications to make ship-to-ship combat more strategic.

    Turrets and their projectiles can have a chance at penetrating the shields. This penetration rate depends on multiple factors, the strength of the shield, the skill of the defending shield operator, the skill of the ship gunner and the penetration chance of the turrets themselves.

    [h3]A New Smaller Turret[/h3]


    A new 1 System Point Turret is being added to the turret collection.

    We're adding a smaller turret, which will be good for continuous fire and chipping away the enemy shields and hull, while giving larger turrets good moments to strike once the shields on the enemy ship are down.

    [h3]A New Smaller Shield[/h3]


    A new 1 System Point Shield is being added to the Shield collection.

    We're adding a new smaller version shield unit to the collection of shields in the game. This shield can be placed for only 1 System Point and gives some protection against enemy fire and micrometeoroids.

    [h3]Modified the Behavior of Shields[/h3]

    Shields now take the size of the ship into account. When the size of the ship grows the strength of the shield is reduced to a degree, as the shield needs to cover a larger area compared to a smaller ship.

    [h3]Hull Stabilizers Now Give System Points[/h3]


    Hull Stabilizers now give System Points, instead of the points being tied to the ship canvas size. However, there is a limitation on Hull Stabilizers and thus also on System Points. We also have a thought of making them smaller, to make them easier to fit in the design.

    We have tied system points to the Hull Stabilizer, and added a minimum distance radius to the Hull Stabilizer, meaning two Hull Stabilizers must be a certain distance from each other.

    The goal of this change was to remove the System Points from being tied to the ship canvas, and instead make System Points tied to the actual ship size. As two Hull Stabilizers must be a certain distance from each others it means System Points are added as the ship grows in size.

    [h3]Improved AI[/h3]

    We have improved the AI behavior in ship-to-ship combat and made it take the set difficulty into account. The AI will be more lenient with targeting on easier difficulties while trying to disable and destroy more effectively on higher difficulties.

    [h3]Battlestations[/h3]


    Crew members can be assigned to a battlestation, which is essentially an area the crew member manages in ship-to-ship combat situations.

    We've implemented a new mode for crew members where they seek out their assigned battlestation post in ship-to-ship combat situations. This can be assigned manually or let the crew members do it automatically.

    Facilities need to be repaired and restocked during ship-to-ship combat situations, battlestations gives the player a tool to make sure that an area has a worker nearby when it is needed.

    [h2]When Will the Alpha 14 Update be Released?[/h2]



    Our goal is in the early months of 2022. Meanwhile, come chat with us and others playing Space Haven:

    Join Space Haven Discord: http://discord.gg/spacehaven
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
    Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
    Technical Support: https://steamcommunity.com/app/979110/discussions/1/

    We wish you Happy Holidays and a happy New Year! Stay tuned for more news and enjoy the end of 2021!


    [ 2021-12-17 14:32:25 CET ] [ Original post ]

    Space Haven Alpha 13 - Version 0.13.4 Released as Stable.



    [h3]Patch Notes[/h3]


    • Modified Crew Member skills menu graphically.
    • Fixed Research Workbench bug allocating too many resources towards experiments.
    • Fixed bugs.


    There was a bug with the Research Workbench allocating too many resources related to experiments. This should now be fixed and hopefully all is working well. The newest version is now 0.13.4.

    If you find any issues let us know at the forums:
    https://steamcommunity.com/app/979110/discussions/4/

    Stay tuned and enjoy the new update! =)


    [ 2021-11-04 13:32:00 CET ] [ Original post ]

    Space Haven Alpha 13 - Version 0.13.3 Released as Stable.



    [h3]Patch Notes[/h3]


    • Fixed various bugs.

    We have fixed some bugs and put together a new patch for the Alpha 13 Update. The newest version is now 0.13.3.

    If you find any issues let us know at the forums:
    https://steamcommunity.com/app/979110/discussions/4/

    We will soon begin developing the next big update for Space Haven, and there will be a longer pause. We will keep you updated by posting progress reports along the way! =)

    Stay tuned and enjoy the new update!


    [ 2021-10-26 11:55:01 CET ] [ Original post ]

    Space Haven Alpha 13 - Version 0.13.2 Released as Stable.



    [h3]Patch Notes[/h3]


    • Modified various graphical elements related to UI scaling.
    • Fixed brightness setting for macOS.
    • Fixed bugs.

    We have fixed some bugs and put together a new patch for the Alpha 13 Update. The newest version is now 0.13.2.

    If you find any issues let us know at the forums:
    https://steamcommunity.com/app/979110/discussions/4/

    Enjoy the new update!


    [ 2021-10-25 11:44:05 CET ] [ Original post ]

    Space Haven Alpha 13 - Version 0.13.1 Released as Stable.

    [h2]Space Haven Alpha 13 - Updated to Version 0.13.1[/h2]



    [h3]Patch Notes[/h3]


    • Modified some texts and added translation texts.
    • Fixed bugs.

    We have fixed some bugs and put together a new patch for the Alpha 13 Update. The newest version is now 0.13.1.

    If you find any issues let us know at the forums:
    https://steamcommunity.com/app/979110/discussions/4/

    Enjoy the new update!


    [ 2021-10-20 16:01:28 CET ] [ Original post ]

    Space Haven Alpha 13 - Now Released!



    [h3]Greetings, Spacefarer![/h3]

    The Alpha 13 Update takes inspiration from Apollo 13, where accidents happen and research is imperative to survival! In the spirit of Apollo 13 we wanted to invest more time into the Research System and incentivize exploration by creating research bonuses from dismantling facilities on board other spaceships and stations.

    We also wanted to tie Research with examining alien life forms and experimentation with resources, where some research modules will require the crew to carry out experiments on resources to discover new technologies.

    To add to the emergent storytelling component of the game we have expanded upon the accidents system, and tied it together with research experiments and other crew member activities. We have created some new facilities to make all of this possible.

    [h3]Note Regarding Older Saved Games And Custom Games[/h3]

    Note that since the Research Tree has been modified old Alpha 12 saved games will have a few facilities locked, which should not be locked. You can research them again to unlock them.

    Also, if you like to start new games using your own custom difficulty settings: It is best to create a new custom game from one of the default difficulties. As the old settings might not be completely compatible with the new changes.

    [h2]A New Research System[/h2]

    [h3]A New Structure for the Research Tree[/h3]


    The new research tree organizes research modules into their own categories.

    We've decided to do some modifications to the research tree. The new structure for the Research Tree removes a lot of the complexity seen in the first research tree, and places research modules in their own categories. Some crossover connections are possible but less used than before.

    Let's see how the research tree shapes with time. We are ready to iterate more on it until it feels good.

    [h3]Multi-Staged Research[/h3]

    Research might now require experimenting with resources, dissecting bodies or disassembling items.

    The new research system features multi-staged research modules, where exploration, examinations, experiments and spending time at the classic research lab can all be tied together. We can now create research modules that may require dissecting alien bodies, disassembling items or experimenting with a resource to discover a new technology.

    Many players were also wishing for a way to acquire some type of bonus to research when high-tech facilities are found and dismantled aboard other spaceships and stations. The new research system supports this, we will see how the balance between each element of research is weighted with time.

    All in all the multi-staged research is intended to allow us to come up with many ways on how to incentivize exploring derelict spaceships and stations, as well as other possible things like gathering resources.

    [h3]Improved Research User Interface[/h3]

    We've added the same style of tooltips as seen in the build menu, with detailed information about the facility or item you are about to unlock. This was lacking in the Research tree and made it a bit hard to see what the unlocked facility does.

    We've also implemented a research queue, so you can queue up many different research modules all at once. The system tries to utilize both the Research Lab and the Research Workbench at optimal capacity, so the different facilities are able to work on all the modules in the queue as needed.

    [h3]A Research Station[/h3]

    You encounter a research station in a distant part of the galaxy...

    We are adding a research station to the galaxy of Space Haven. You will be able to order basic research as a service to aid your efforts to unlock new technology.

    [h2]A New Start Scenario, Difficulty Level And Customizable Challenge Settings[/h2]

    The new start scenario allows the player to jump in and start playing with a small hyperspace capable spaceship.

    We've added a new start scenario to the game, aimed to give you a quick start without having to build your own ship from scratch. Pick this scenario if you want to jump right in on the exploration phase of the game!

    As things were getting desperate on Earth you remembered your old friend, now a rich baron. You convinced them to spare you one of their older ships and some essential supplies. You've been given a small hope, but you have to build up from there and give yourself a chance to survive.

    [h3]The "Brutal" Difficulty Level[/h3]

    We've added a new difficulty level, a brutal difficulty aimed to give a challenge for experienced players. We aim to keep the "Harsh" and "Brutal" difficulty levels as the harder ones and look to modify these and all other difficulty levels according to player feedback.

    [h3]The Interstellar Travel Threat[/h3]

    We've also implemented adverse side effects for crew members from making interstellar travels (Between star system clusters) without a hypersleep chamber. These effects are minor for the peaceful, builder and medium difficulty levels and have more of an impact on Harsh and Brutal difficulty levels.

    We've made it possible to turn this feature off completely if you so desire, so remember to check the game difficulty customization menu when starting a new game.

    [h3]Difficulty Customizations[/h3]



    • Randomness setting - We implemented a tweak to the random number generator, which aims to eliminate streaks of bad luck and instead distribute the intended value more evenly.
    • Interstellar travel threat - We added a way to customize the severity of the interstellar travel sickness condition in the game customization menu.
    • Dismantling returns all resources - We added a new setting to the game customization menu related to dismantling facilities. When enabled: Dismantling a facility on your own ship will return all building blocks used. Accidents may still break a part in the process. If disabled: Dismantling will return scrap instead, although moving a facility is still possible. Dismantling facilities will return all building blocks on peaceful to normal difficulties, while Harsh and Brutal will return scrap. This can be customized by the player in the game customization menu.


    [h2]NPC Additions[/h2]

    All NPC factions have gotten a new ship addition to their fleet. These small ships will greet you on your space adventures!

    We've added new small ships for the NPC factions. These ships will be present early on in the game and will generally be without ship-to-ship combat weaponry. Instead, they will try to board your ships if they plan to attack.

    [h2]Expanding on available services[/h2]

    Medical service will come handy when you don't have medical beds of your own.

    We're adding and expanding on available services in addition to the research service available at the research station mentioned above.

    One of these will be the medical service, where you can ask other factions for help if they happen to have medical beds and a doctor. This service will work similarly to the build/repair hull service available at the repair station.

    [h2]A more elaborate Accidents System[/h2]

    Haleigh doing some experiments with Energium. Turns out this stuff is pretty volatile!

    The new expanded Accidents system works well with the new Research system. Research Experiments may go wrong at times and cause interesting situations. Accidents have been present before, but only ever lead to a broken part or a fire. Now there are more possibilities, and also a range of conditions they may lead to in crew members.

    The goal is to create more opportunities for interesting events and emergent storytelling, where a cascade of random events may have the player witness something new and interesting.

    [h2]Alien Data Sheets, Cocoons & Infections[/h2]

    [h3]Alien Wall Cocoons may now come with a Crew Member[/h3]



    We've added a feature, where you can find a new crew member trapped in an alien wall cocoon aboard a derelict ship. You can free them, but they may be hiding a unpleasant surprise within...

    A new crew member is valuable, so you might want to take the risk. However, there might be a risk that the crew member is carrying an alien infection, which can with some bad luck spread among your crew members with time.

    [h3]Alien Infections[/h3]

    Hey Jeslyn! You alright there? Was it something you ate!? What is this weird stuff happening here!

    Alien infections may spread among your crew, especially if you are unlucky to have an unfortunate crew member have a special type of seizure right in the kitchen. This is bound to spoil the meal and then some!

    [h3]Alien Data Sheets[/h3]

    The Crawler now has its own data sheet, cute!

    Inspired by the X-COM series UFOpaedia we wanted to create something similar for the aliens encountered in Space Haven. You can now gain more information about the various alien entities through research.

    [h2]Cover Objects and AI Combat Behavior[/h2]

    You can now build cover objects to create good defense positions against enemy intruders

    We've added cover objects to the game, which can be used to create good defense positions against enemy intruders. The AI also uses these cover objects to defend their own ships from enemy intruders.

    [h2]New Facilities[/h2]

    [h3]Body Storage[/h3]

    Store your human and alien bodies here.

    The body storage is a facility used for the storage of human and alien corpses awaiting to be further processed.

    [h3]Robot Storage[/h3]

    Store your robot and android remains here.

    The robot storage is a facility used for the storage of robot and android corpses awaiting to be further processed.

    [h3]Robot workbench[/h3]

    The robot workbench where your crew member can disassemble robots and androids. Food tray shows the spot where the robot/android remains are placed.

    The robot workbench is a facility used to pick apart robot and android remains, and scrap them for any usable resources that can be found.

    [h3]Research workbench[/h3]

    The Research workbench allows your crew members to experiment with resources, dissect bodies and disassemble items. For science! Food tray shows where the item is placed.

    The Research workbench is used for reverse engineering purposes, supporting research efforts to discover new technologies. Crew members can disassemble mechanical items, dissect biological entities and experiment with various resources to find out valuable information.

    Some research modules require a research workbench to be unlocked.

    [h2]New Character Conditions[/h2]

    Oops! Karl being a bit clumsy once again, burned his hands in the process!


    • Messing up - A general bummer type of feeling from screwing up some process. Impacts mood for a time period.
    • A general Injury - Impacts health, safety, mood as well as workspeed and accuracy.
    • Broken arm - Prevents the crew member from working for a time period, but still allows them to fire a weapon if it is absolutely needed, although with a great penalty to accuracy.
    • Burned hands - Ouwie! Accidents may cause a crew member to burn their hands, causing issues like not being able to work for a time period.
    • Vision loss - Partial vision loss. Impacts mood, workspeed and accuracy for a time period.
    • Inhaling toxic fumes - Impacts mood, health and prevents the crew member from sleeping for a time period.
    • Exposure to loud noise - Impacts mood and health for a time period.
    • Chronic Wounds - These types of wounds will accumulate with time as crew members get battle wounds. Needs a medical bed to recover.
    • Knocked Unconscious - An accident may knock your crew member unconscious for a while.


    [h2]New Character Backstories[/h2]

    Aksel is a hard working game developer!


    • Game Developer - Generally pretty good in research and operations.
    • Astronaut - Generally quite good in piloting, research and chemistry. Immune to traits: Clumsiness, wimp and lazy.
    • Psychologist - Generally good intelligence and perception. Immune to traits: Antisocial, nyctophilia, neurotic and neediness.
    • Comedian - Their wits mean they are often quite intelligent and have good perception. Immune to the antisocial trait.
    • Brewmaster - Fair intelligence and good minimum skills in farming.
    • Electrician - Good intelligence and perception. Good minimum skills in research and industry.
    • Prizefighter - Brave and high in zest (energy). Fair minimum skills in weapons. Immune to traits: Wimp, suicidal and peaceloving.
    • Athlete - High in zest (energy) and good minimum skill in logistics. Immune to the trait lazy.

    [h3]In-Floor Lights[/h3]

    Our kitchen looks a bit brighter today!

    We're adding a new type of light to the Space Haven lights arsenal! You will be able to build in-floor lights in addition to the existing wall light and lamp.


    Hey! These look new. We got some new lamps, nice!

    We also reworked the looks of the standard standing lamps. They got a new look and look less like a street lamp. =)

    [h3]A Search Mechanism for the Build Menu[/h3]

    You can now write something in the search bar to search for a facility!

    We have added a highly advanced feature to the Build Menu, which allows you to search for facilities to build simply by writing their name! =)

    [h3]Space Haven Alpha 13 - Full Patch Notes[/h3]

    [h3]A new Research System[/h3]

    • A new Research System with a new structure for the research tree.
    • Multi-Staged Research modules - Exploration, examinations, experiments and spending time at the classic research lab can all be tied together.
    • Improved Research User Interface - Added the same style of tooltips as seen in the build menu, with detailed information about the facility or item you are about to unlock.
    • A Research Station - You will be able to order basic research as a service to aid your efforts to unlock new technology.

    [h3]A more Elaborate Accidents System[/h3]

    • A more elaborate Accidents System - More possibilities, and also a range of conditions they may lead to in crew members.

    [h3]New Aliens related Stuff[/h3]

    • Alien data sheets - You can now gain more information about the various alien entities through research.
    • You can find a new crew member trapped in an alien wall cocoon aboard a derelict ship.
    • Alien infections - Crew members trapped in alien bases may be at risk of carrying alien infections. If your own crew members become wall plastered in an alien base they are also at risk of being infected.
    • Alien hives have a chance of having a wall-cocooned crew member from another faction. This crew member can be saved by the player and added to the crew.

    [h3]A New Start Scenario and Modifications[/h3]

    • A new Start Scenario: The new start scenario allows the player to jump in and start playing with a small hyperspace capable spaceship. This scenario is intended for player wanting a quick start into the exploration phase of the game.
    • The Abandoned Mining Station start now has some resource rules set from the beginning on the industry facilities in the industry area.

    [h3]New Services offered by NPC Factions[/h3]

    • New Service: Research service available at the research station.
    • New Service: Medical service available, the civilians often offer aid regarding health issues.
    • New Service: Food service, let your crew dine on the farming station for a fee.

    [h3]New Facilities and Objects[/h3]

    • New Facility: The Body Storage - The body storage is a facility used for the storage of human and alien corpses awaiting to be further processed.
    • New Facility: The Robot Storage - The robot storage is a facility used for the storage of robot and android corpses awaiting to be further processed.
    • New Facility: The Robot Workbench - The robot workbench is a facility used to pick apart robot and android remains, and scrap them for any usable resources that can be found.
    • New Facility: The Research Workbench - The Research workbench is used for reverse engineering purposes, supporting research efforts to discover new technologies.
    • Added cover objects, which can be used to create fortifications and defense positions against boarding parties.

    [h3]New Character Conditions[/h3]

    • New Character Condition: Messing up - A general bummer type of feeling from screwing up some process. Impacts mood for a time period.
    • New Character Condition: A general Injury - Impacts health, safety, mood as well as workspeed and accuracy.
    • New Character Condition: Broken arm - Prevents the crew member from working for a time period, but still allows them to fire a weapon if it is absolutely needed, although with a great penalty to accuracy.
    • New Character Condition: Burned hands - Ouwie! Accidents may cause a crew member to burn their hands, causing issues like not being able to work for a time period.
    • New Character Condition: Vision loss - Partial vision loss. Impacts mood, workspeed and accuracy for a time period.
    • New Character Condition: Inhaling toxic fumes - Impacts mood, health and prevents the crew member from sleeping for a time period.
    • New Character Condition: Exposure to loud noise - Impacts mood and health for a time period.
    • New Character Condition: Chronic Wounds - These types of wounds will accumulate with time as crew members get battle wounds. Needs a medical bed to recover.
    • New Character Condition: Knocked Unconscious - An accident may knock your crew member unconscious for a while.

    [h3]New Character Backstories[/h3]

    • New Character Backstory: Game Developer - Generally pretty good in research and operations.
    • New Character Backstory: Astronaut - Generally quite good in piloting, research and chemistry. Immune to traits: Clumsiness, wimp and lazy.
    • New Character Backstory: Psychologist - Generally good intelligence and perception. Immune to traits: Antisocial, nyctophilia, neurotic and neediness.
    • New Character Backstory: Comedian - Their wits mean they are often quite intelligent and have good perception. Immune to the antisocial trait.
    • New Character Backstory: Brewmaster - Fair intelligence and good minimum skills in farming.
    • New Character Backstory: Electrician - Good intelligence and perception. Good minimum skills in research and industry.
    • New Character Backstory: Prizefighter - Brave and high in zest (energy). Fair minimum skills in weapons. Immune to traits: Wimp, suicidal and peaceloving.
    • New Character Backstory: Athlete - High in zest (energy) and good minimum skill in logistics. Immune to the trait lazy.

    [h3]A New Difficulty Level And Customizable Challenge Settings[/h3]

    • Added a new difficulty level, a brutal difficulty aimed to give a challenge for experienced players. (Currently in the A Small Hope start scenario, coming later to others)
    • Implemented adverse side effects for crew members from making interstellar travels (Between star system clusters) without a hypersleep chamber.
    • Added a way to customize the severity of the interstellar travel sickness condition in the game customization menu.
    • Added a new setting to the game customization menu related to dismantling facilities. When enabled: Dismantling a facility on your own ship will return all building blocks used. Accidents may still break a part in the process. If disabled: Dismantling will return scrap instead, although moving a facility is still possible. Dismantling facilities will return all building blocks on peaceful to normal difficulties, while Harsh and Brutal will return scrap. This can be customized by the player in the game customization menu.

    [h3]Balancing[/h3]

    • Balancing: Implemented a random variance balancer, which eliminates edge cases related to how resources and other elements spawn in the game.
    • Balancing: Hypersleep chambers consume less energy rods than before.
    • Balancing: Rebalanced all character backstory minimum attributes.
    • Balancing: Infra scrap yield from derelict ships has been way too high. The yield of infra scrap from derelict ships has been more than halved. Combined with a modification to make salvaging 25% faster than the normal dismantle, this will speeden up stripping a derelict as the process will be faster and the number of crates to burden logistics will be much smaller.

    [h3]NPC Additions[/h3]

    • Added new mini ships for each NPC faction, these ships are generally without ship-to-ship combat weaponry and will resort to boarding when attacking.
    • Edited all NPC ships to have some fortification and defense positions for boarding situations.
    • AI: Crew members on NPC spaceships seek out fortifications to try to guard against boarding parties.

    [h3]Miscellaneous Additions and Fixes[/h3]

    • Implemented a way to breach/dismantle doors in combat situations.
    • Implemented a quick inventory for characters, which will allow the player to quickly change between the primary and secondary weapons.
    • Added a brightness setting to the game options.
    • Added the statistics button to the Data logs menu.
    • Added a search bar in the build menu. You can now simply type the name of the facility you want to build!
    • Improved the scenario guide messages. You can now simply click on the mentioned menu path to automatically open the right category to find the facility/tool.
    • Fixed a rounding error bug with weapon and monster bite damages. These damages have been altered slightly.
    • Added new translations.
    • Fixed bugs.

    Join our social channels to chat with us and others playing Space Haven:

    Join Space Haven Discord: http://discord.gg/spacehaven
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
    Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
    Technical Support: https://steamcommunity.com/app/979110/discussions/1/

    Enjoy the new update, Spacefarer! =) We will continue on to develop the next big update for Space Haven, stay tuned for more news!


    [ 2021-10-12 10:25:24 CET ] [ Original post ]

    Space Haven Alpha 13 - Now In The Experimental Branch!



    [h3]Greetings, Spacefarer![/h3]

    Space Haven Alpha 13 is now available to play in the experimental branch. As a reminder, the update process is as follows:


  • A new Update is first available in the Experimental Branch.
  • Players, who do not mind playing a more unstable version, will first want to test the new update.
  • Once the experimental game build looks solid and stable enough we will push it out officially to all players!

    NOTE! Joining experimental is completely optional, and you should only do it if you are willing to risk that some new bugs are introduced, which could affect your game play and potentially break your save.

    Please do not join the experimental branch if you don't want to risk breaking your save or have the game break on you in midst of play! If you want to play a more stable version please wait for the official release of the update.

    Note! Old Alpha 12 saves should work. However, since the Research Tree has been changed a few technologies that should be unlocked will not be unlocked, you will need to research them. Also, a few new features might be set to not be in use, like the Interstellar Travel Threat setting.

    Here is how you join The Experimental Starfarer crew:


    • Open Steam Library
    • Right click Space Haven
    • Select Properties
    • Go to tab 'Betas' at the top.
    • Select 'Experimental' in the drop-down.

    To see what has been added, check the in-game patch notes.

    [h3]Giving Feedback[/h3]



    [h3]Please give your feedback in the experimental branch forum. Link below:[/h3]

    https://steamcommunity.com/app/979110/discussions/5/

    Let us know what you think of the new features and if something should be altered or tweaked in your mind. Perhaps something makes the game too hard or something is too annoying, let us know so we can get a feel for how the new features feel! =)

    [h3]Space Haven Alpha 13 Experimental Branch Patch Notes[/h3]

    You can read up on many of the new features in more detail in the previous post:
    https://steamcommunity.com/games/979110/announcements/detail/2963918716897825607

    [h3]A new Research System[/h3]

    • A new Research System with a new structure for the research tree.
    • Multi-Staged Research modules - Exploration, examinations, experiments and spending time at the classic research lab can all be tied together.
    • Improved Research User Interface - Added the same style of tooltips as seen in the build menu, with detailed information about the facility or item you are about to unlock.
    • A Research Station - You will be able to order basic research as a service to aid your efforts to unlock new technology.

    [h3]A more Elaborate Accidents System[/h3]

    • A more elaborate Accidents System - More possibilities, and also a range of conditions they may lead to in crew members.

    [h3]New Aliens related Stuff[/h3]

    • Alien data sheets - You can now gain more information about the various alien entities through research.
    • You can find a new crew member trapped in an alien wall cocoon aboard a derelict ship.
    • Alien infections - Crew members trapped in alien bases may be at risk of carrying alien infections. If your own crew members become wall plastered in an alien base they are also at risk of being infected.
    • Alien hives have a chance of having a wall-cocooned crew member from another faction. This crew member can be saved by the player and added to the crew.

    [h3]A New Start Scenario and Modifications[/h3]

    • A new Start Scenario: The new start scenario allows the player to jump in and start playing with a small hyperspace capable spaceship. This scenario is intended for player wanting a quick start into the exploration phase of the game.
    • The Abandoned Mining Station start now has some resource rules set from the beginning on the industry facilities in the industry area.

    [h3]New Services offered by NPC Factions[/h3]

    • New Service: Research service available at the research station.
    • New Service: Medical service available, the civilians often offer aid regarding health issues.
    • New Service: Food service, let your crew dine on the farming station for a fee.

    [h3]New Facilities and Objects[/h3]

    • New Facility: The Body Storage - The body storage is a facility used for the storage of human and alien corpses awaiting to be further processed.
    • New Facility: The Robot Storage - The robot storage is a facility used for the storage of robot and android corpses awaiting to be further processed.
    • New Facility: The Robot Workbench - The robot workbench is a facility used to pick apart robot and android remains, and scrap them for any usable resources that can be found.
    • New Facility: The Research Workbench - The Research workbench is used for reverse engineering purposes, supporting research efforts to discover new technologies.
    • Added cover objects, which can be used to create fortifications and defense positions against boarding partys.

    [h3]New Character Conditions[/h3]

    • New Character Condition: Messing up - A general bummer type of feeling from screwing up some process. Impacts mood for a time period.
    • New Character Condition: A general Injury - Impacts health, safety, mood as well as workspeed and accuracy.
    • New Character Condition: Broken arm - Prevents the crew member from working for a time period, but still allows them to fire a weapon if it is absolutely needed, although with a great penalty to accuracy.
    • New Character Condition: Burned hands - Ouwie! Accidents may cause a crew member to burn their hands, causing issues like not being able to work for a time period.
    • New Character Condition: Vision loss - Partial vision loss. Impacts mood, workspeed and accuracy for a time period.
    • New Character Condition: Inhaling toxic fumes - Impacts mood, health and prevents the crew member from sleeping for a time period.
    • New Character Condition: Exposure to loud noise - Impacts mood and health for a time period.
    • New Character Condition: Chronic Wounds - These types of wounds will accumulate with time as crew members get battle wounds. Needs a medical bed to recover.
    • New Character Condition: Knocked Unconscious - An accident may knock your crew member unconscious for a while.

    [h3]New Character Backstories[/h3]

    • New Character Backstory: Game Developer - Generally pretty good in research and operations.
    • New Character Backstory: Astronaut - Generally quite good in piloting, research and chemistry. Immune to traits: Clumsiness, wimp and lazy.
    • New Character Backstory: Psychologist - Generally good intelligence and perception. Immune to traits: Antisocial, nyctophilia, neurotic and neediness.
    • New Character Backstory: Comedian - Their wits mean they are often quite intelligent and have good perception. Immune to the antisocial trait.
    • New Character Backstory: Brewmaster - Fair intelligence and good minimum skills in farming.
    • New Character Backstory: Electrician - Good intelligence and perception. Good minimum skills in research and industry.
    • New Character Backstory: Prizefighter - Brave and high in zest (energy). Fair minimum skills in weapons. Immune to traits: Wimp, suicidal and peaceloving.
    • New Character Backstory: Athlete - High in zest (energy) and good minimum skill in logistics. Immune to the trait lazy.

    [h3]A New Difficulty Level And Customizable Challenge Settings[/h3]

    • Added a new difficulty level, a brutal difficulty aimed to give a challenge for experienced players. (Currently in the A Small Hope start scenario, coming later to others)
    • Implemented adverse side effects for crew members from making interstellar travels (Between star system clusters) without a hypersleep chamber.
    • Added a way to customize the severity of the interstellar travel sickness condition in the game customization menu.
    • Added a new setting to the game customization menu related to dismantling facilities. When enabled: Dismantling a facility on your own ship will return all building blocks used. Accidents may still break a part in the process. If disabled: Dismantling will return scrap instead, although moving a facility is still possible. Dismantling facilities will return all building blocks on peaceful to normal difficulties, while Harsh and Brutal will return scrap. This can be customized by the player in the game customization menu.

    [h3]Balancing[/h3]

    • Balancing: Implemented a random variance balancer, which eliminates edge cases related to how resources and other elements spawn in the game.
    • Balancing: Hypersleep chambers consume less energy rods than before.
    • Balancing: Rebalanced all character backstory minimum attributes.
    • Balancing: Infra scrap yield from derelict ships has been way too high. The yield of infra scrap from derelict ships has been more than halved. Combined with a modification to make salvaging 25% faster than the normal dismantle, this will speeden up stripping a derelict as the process will be faster and the number of crates to burden logistics will be much smaller.

    [h3]NPC Additions[/h3]

    • Added new mini ships for each NPC faction, these ships are generally without ship-to-ship combat weaponry and will resort to boarding when attacking.
    • Edited all NPC ships to have some fortification and defense positions for boarding situations.
    • AI: Crew members on NPC spaceships seek out fortifications to try to guard against boarding partys.

    [h3]Miscellaneous Additions and Fixes[/h3]

    • Implemented a way to breach/dismantle doors in combat situations.
    • Implemented a quick inventory for characters, which will allow the player to quickly change between the primary and secondary weapons.
    • Added a brightness setting to the game options.
    • Added the statistics button to the Data logs menu.
    • Added a search bar in the build menu. You can now simply type the name of the facility you want to build!
    • Improved the scenario guide messages. You can now simply click on the mentioned menu path to automatically open the right category to find the facility/tool.
    • Fixed a rounding error bug with weapon and monster bite damages. These damages have been altered shightly.
    • Added new translations.
    • Fixed bugs.

    [h3]Please give your feedback in the experimental branch forum. Link below:[/h3]

    https://steamcommunity.com/app/979110/discussions/5/

    Join Space Haven Discord: http://discord.gg/spacehaven
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    We will gather feedback for Alpha 13 in the experimental branch and tweak as needed. Once everything is looking solid enough we will publish the update to the main branch.

    Thanks for reading and see you again in the next update!


  • [ 2021-09-23 16:12:58 CET ] [ Original post ]

    Space Haven Alpha 13 - Progress Report.



    [h3]Greetings, Spacefarer![/h3]

    The Upcoming Alpha 13 Update takes inspiration from Apollo 13, where accidents happen and research is imperative to survival! In the spirit of Apollo 13 we wanted to invest more time into the Research System and incentivize exploration by creating research bonuses from dismantling facilities on board other spaceships and stations.

    We also wanted to tie Research with examining alien life forms and experimentation with resources, where some research modules will require the crew to carry out experiments on resources to discover new technologies.

    To add to the emergent storytelling component of the game we have expanded upon the accidents system, and tied it together with research experiments and other crew member activities. We have created some new facilities to make all of this possible.

    [h2]A New Research System[/h2]

    [h3]A New Structure for the Research Tree[/h3]


    The new research tree organizes research modules into their own categories.

    We've decided to do some modifications to the research tree. The new structure for the Research Tree removes a lot of the complexity seen in the first research tree, and places research modules in their own categories. Some crossover connections are possible but less used than before.

    Let's see how the research tree shapes with time. We are ready to iterate more on it until it feels good.

    [h3]Multi-Staged Research[/h3]

    Research might now require experimenting with resources, dissecting bodies or disassembling items.

    The new research system features multi-staged research modules, where exploration, examinations, experiments and spending time at the classic research lab can all be tied together. We can now create research modules that may require dissecting alien bodies, disassembling items or experimenting with a resource to discover a new technology.

    Many players were also wishing for a way to acquire some type of bonus to research when high-tech facilities are found and dismantled aboard other spaceships and stations. The new research system supports this, we will see how the balance between each element of research is weighted with time.

    All in all the multi-staged research is intended to allow us to come up with many ways on how to incentivize exploring derelict spaceships and stations, as well as other possible things like gathering resources.

    [h3]Improved Research User Interface[/h3]

    We've added the same style of tooltips as seen in the build menu, with detailed information about the facility or item you are about to unlock. This was lacking in the Research tree and made it a bit hard to see what the unlocked facility does.

    [h3]A Research Station[/h3]

    You encounter a research station in a distant part of the galaxy...

    We are adding a research station to the galaxy of Space Haven. You will be able to order basic research as a service to aid your efforts to unlock new technology.

    [h2]Expanding on available services[/h2]

    Enjoy the placeholder description text for the medical service offered by some kind Civilians!

    We're adding and expanding on available services in addition to the research service available at the research station mentioned above.

    One of these will be the medical service, where you can ask other factions for help if they happen to have medical beds and a doctor. This service will work similarly to the build/repair hull service available at the repair station.

    [h2]A more elaborate Accidents System[/h2]

    Haleigh doing some experiments with Energium. Turns out this stuff is pretty volatile!

    The new expanded Accidents system works well with the new Research system. Research Experiments may go wrong at times and cause interesting situations. Accidents have been present before, but only ever lead to a broken part or a fire. Now there are more possibilities, and also a range of conditions they may lead to in crew members.

    The goal is to create more opportunities for interesting events and emergent storytelling, where a cascade of random events may have the player witness something new and interesting.

    [h2]Alien Data Sheets, Cocoons & Infections[/h2]

    [h3]Alien Wall Cocoons may now come with a Crew Member[/h3]



    We've added a feature, where you can find a new crew member trapped in an alien wall cocoon aboard a derelict ship. You can free them, but they may be hiding a unpleasant surprise within...

    A new crew member is valuable, so you might want to take the risk. However, there might be a risk that the crew member is carrying an alien infection, which can with some bad luck spread among your crew members with time.

    [h3]Alien Infections[/h3]

    Hey Jeslyn! You alright there? Was it something you ate!? What is this weird stuff happening here!

    Alien infections may spread among your crew, especially if you are unlucky to have an unfortunate crew member have a special type of seizure right in the kitchen. This is bound to spoil the meal and then some!

    [h3]Alien Data Sheets[/h3]

    The Crawler now has its own data sheet, cute!

    Inspired by the X-COM series UFOpaedia we wanted to create something similar for the aliens encountered in Space Haven. You can now gain more information about the various alien entities through research.

    [h2]New Facilities[/h2]

    [h3]Body Storage[/h3]

    Store your human and alien bodies here.

    The body storage is a facility used for the storage of human and alien corpses awaiting to be further processed.

    [h3]Robot Storage[/h3]

    Store your robot and android remains here.

    The robot storage is a facility used for the storage of robot and android corpses awaiting to be further processed.

    [h3]Robot workbench[/h3]

    The robot workbench where your crew member can disassemble robots and androids. Food tray shows the spot where the robot/android remains are placed.

    The robot workbench is a facility used to pick apart robot and android remains, and scrap them for any usable resources that can be found.

    [h3]Research workbench[/h3]

    The Research workbench allows your crew members to experiment with resources, dissect bodies and disassemble items. For science! Food tray shows where the item is placed.

    The Research workbench is used for reverse engineering purposes, supporting research efforts to discover new technologies. Crew members can disassemble mechanical items, dissect biological entities and experiment with various resources to find out valuable information.

    Some research modules require a research workbench to be unlocked.

    [h2]New Character Conditions[/h2]

    Oops! Karl being a bit clumsy once again, burned his hands in the process!


    • Messing up - A general bummer type of feeling from screwing up some process. Impacts mood for a time period.
    • A general Injury - Impacts health, safety, mood as well as workspeed and accuracy.
    • Broken arm - Prevents the crew member from working for a time period, but still allows them to fire a weapon if it is absolutely needed, although with a great penalty to accuracy.
    • Burned hands - Ouwie! Accidents may cause a crew member to burn their hands, causing issues like not being able to work for a time period.
    • Vision loss - Partial vision loss. Impacts mood, workspeed and accuracy for a time period.
    • Inhaling toxic fumes - Impacts mood, health and prevents the crew member from sleeping for a time period.
    • Exposure to loud noise - Impacts mood and health for a time period.
    • Chronic Wounds - These types of wounds will accumulate with time as crew members get battle wounds. Needs a medical bed to recover.
    • Knocked Unconscious - An accident may knock your crew member unconscious for a while.


    [h2]New Character Backstories[/h2]

    Aksel is a hard working game developer!


    • Game Developer - Generally pretty good in research and operations.
    • Astronaut - Generally quite good in piloting, research and chemistry. Immune to traits: Clumsiness, wimp and lazy.
    • Psychologist - Generally good intelligence and perception. Immune to traits: Antisocial, nyctophilia, neurotic and neediness.
    • Comedian - Their wits mean they are often quite intelligent and have good perception. Immune to the antisocial trait.
    • Brewmaster - Fair intelligence and good minimum skills in farming.
    • Electrician - Good intelligence and perception. Good minimum skills in research and industry.
    • Prizefighter - Brave and high in zest (energy). Fair minimum skills in weapons. Immune to traits: Wimp, suicidal and peaceloving.
    • Athlete - High in zest (energy) and good minimum skill in logistics. Immune to the trait lazy.

    [h3]In-Floor Lights[/h3]

    Our kitchen looks a bit brighter today!

    We're adding a new type of light to the Space Haven lights arsenal! You will be able to build in-floor lights in addition to the existing wall light and lamp.

    [h3]A Search Mechanism for the Build Menu[/h3]

    You can now write something in the search bar to search for a facility!

    We have added a highly advanced feature to the Build Menu, which allows you to search for facilities to build simply by writing their name! =)

    [h3]When will the Alpha 13 Update be released?[/h3]

    We don't have a specific date yet. As always we will first push the new update to the Experimental Branch. We will post news when the time has come!

    Meanwhile, join our social channels to chat with us and others playing Space Haven:

    Join Space Haven Discord: http://discord.gg/spacehaven
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
    Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
    Technical Support: https://steamcommunity.com/app/979110/discussions/1/

    Exciting times ahead, Spacefarer. Stay tuned for more news soon! =)


    [ 2021-08-31 14:42:40 CET ] [ Original post ]

    Space Haven Alpha 12 - Version 0.12.6 released as Stable.

    [h2]Space Haven Alpha 12 - Updated to Version 0.12.6[/h2]



    [h3]Patch Notes[/h3]


    • Added an option to change the audio output device in the game settings.
    • Added new translations of in-game texts.
    • Changed the power view mode generating information to a combination of the current output per second and how much it is of the maximum in a percentage.
    • Fixed bugs.




    We have another patch for Alpha 12! We added a way to change the audio output device in the game options, this was missing from the settings earlier and had to be done in the operating system.

    We have also worked on fixing bugs you are reporting to us. Keep the feedback flowing. Thank you for reporting and enjoy the new version. =)

    Join Space Haven Discord: http://discord.gg/spacehaven
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
    Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
    Help/Technical Support: https://steamcommunity.com/app/979110/discussions/1/

    Remember! If you need help with technical issues (Game not working) please create a thread in the Help/Technical forum mentioned above. We will help you as soon as possible.


    [ 2021-06-22 12:11:22 CET ] [ Original post ]

    Space Haven Alpha 12 - Updated and Improved!



    [h3]Greetings, Spacefarers![/h3]

    Before we move on to develop the next big Alpha update (Alpha 13) we wanted to spend some time to implement improvements, which could have a big impact on game play. Our priority is to always leave the current Alpha in a solid state before moving on to a longer period of development time on a new Alpha iteration.

    Tooltips for Character skills and attributes have been requested by many and we're happy to include them in this new update along with many tweaks to their effects! Read on to see what's new in this update.

    [h3]Tooltips for Character Skills and Attributes[/h3]



    We were able to spend time implementing the much requested tooltips for Character Skills, Attributes and other information. In conjunction with this we tweaked the character skills and attributes to have a more meaningful impact on the jobs they are related to.

    We also gave hand guns their own accuracy values. The Shotgun is less accurate than the Assault Rifle for example. All these factors make accuracy a cocktail of different things.

    Things affecting accuracy:


    • The Weapons skill
    • The Perception attribute
    • The accuracy of the weapon itself
    • Various character conditions

    This makes accuracy a variable, which can change depending on the conditions the character may find themselves in and the weapon they are using.

    [h3]Modified Character Info Boxes[/h3]



    We added some new indicators to the character info boxes, giving information on the current whereabouts of the character. We also made the boxes themselves change color based on the whereabouts of the character.

    All of this should make it a bit more clear to know who is where simply by looking at the info boxes. =)

    [h3]Cage Mouse Selector in Drafted Mode[/h3]



    The isometric view takes some time to get used to. It is not always easy to know where the cursor is actually positioned. To make this easier, we created a tile-sized cage as a mouse selector in drafted mode.

    This will hopefully make it easier to navigate derelict ships and stations and to target those crawling aliens.

    [h3]New Transfer Menu[/h3]



    We also modified the transfer menu when transferring resources between ships. We noticed players would often select all resources but never give the command to actually transfer them. So we rearranged the transfer menu to hopefully make it more clear that the transfer command should also be given using the +- buttons or the arrow buttons.

    [h3]Improved Tooltips for Resources[/h3]



    Tooltips for Resources now have some additional information on how to produce more or acquire more of them. Remember that besides production there is always a chance to find resources on derelict ships and stations, and you can also acquire more by trading for them.

    [h3]New Scenario Hints[/h3]



    We spent time rewriting many of the more complex scenario hints. We made them more detailed and tried to make them easier to read, by having clear steps where needed. User on-boarding is something we want to improve with time as we find opportunities to do so.

    We hope new players will find these helpful beginning their Spacefarer journeys! =)

    [h3]New Sounds[/h3]



    We added a sound for hyperspace jumps. The sound will be played as an ambient type of sound, both when player ships and NPC ships jump into sectors. This will also give a hint to a ship entering or leaving the sector even if the player is focused on tasks elsewhere.

    We also added a sound for the Jukebox, which now plays a short tune when characters turn it on. Beep boop! More sounds will come in the future.

    [h3]Patch Notes for Version 0.12.5[/h3]


    • Created a tile-sized cage as a mouse selector in drafted mode to make it more clear where the selector is in the isometric world.
    • Added tooltips for character skills, attributes and rates.
    • Modified the user interface for the transfer tab, when transferring resources between ships.
    • Added a sound for hyperspace jumps. The sound will be played as an ambient type of sound, both when player ships and NPC ships jump into sectors.
    • Added a sound for the jukebox when set to play by a crew member.
    • Lowered volume on the character whistle sound.
    • Lowered volume on the Arcade Machine sound slightly.
    • Tweaked the power node drainage information in the power view mode.
    • Added indicators to the character info boxes, giving information on the current whereabouts of the character.
    • Increased the comfort value of the single bed, to make it more comfortable than bunk beds.
    • Modified the scenario guide step related to building a navigation console and two hyperium hyperdrives.
    • Balancing: Halved energy usage of industry facilities, doubled the default production time and modified industry skill levels to have a more significant effect on production speed.
    • Balancing: Reworked the weapons skill to have more impact on accuracy, in combination with the perception attribute.
    • Balancing: Buffed Assault Rifle in terms of cooldown and damage.
    • Balancing: Buffed SMG in terms of cooldown.
    • Balancing: Different type of weapons also affect accuracy. The Accuracy rate tooltip will list all effects.
    • Balancing: Worked on many other skills to have more impact on tasks they are linked to.
    • Fixed translation UI issues.
    • Fixed bugs.


    We have also worked on fixing bugs you are reporting to us. Keep the feedback flowing. Thank you for reporting and enjoy the new version. =)

    Join Space Haven Discord: http://discord.gg/spacehaven
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
    Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
    Help/Technical Support: https://steamcommunity.com/app/979110/discussions/1/

    Remember! If you need help with technical issues (Game not working) please create a thread in the Help/Technical forum mentioned above. We will help you as soon as possible.


    [ 2021-06-16 11:29:16 CET ] [ Original post ]

    Space Haven Alpha 12 - Version 0.12.4 released as Stable.

    [h2]Space Haven Alpha 12 - Updated to Version 0.12.4[/h2]



    [h3]Patch Notes[/h3]


    • Improved and made the scenario hints (Blue Objectives) texts more detailed.
    • Translations for the new scenario hints texts implemented.
    • Added more informational text to the overview section for some facilities.
    • Improved the behavior of salvage robots at derelicts, utilizing access points to a higher degree than before.
    • Fixed bugs.


    We have another patch for Alpha 12!

    We've worked hard to improve the blue objective notifications (Guiding towards a hyperspace capable ship and teaching some other basics), to help new players understand the game. This patch introduces new improved texts for them as well as all translations for supported languages.

    We have also worked on fixing bugs you are reporting to us. Keep the feedback flowing. Thank you for reporting and enjoy the new version. =)

    Join Space Haven Discord: http://discord.gg/spacehaven
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
    Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
    Help/Technical Support: https://steamcommunity.com/app/979110/discussions/1/

    Remember! If you need help with technical issues (Game not working) please create a thread in the Help/Technical forum mentioned above. We will help you as soon as possible.


    [ 2021-05-31 11:07:18 CET ] [ Original post ]

    Space Haven Alpha 12 - Version 0.12.3 released as Stable.

    [h2]Space Haven Alpha 12 - Updated to Version 0.12.3[/h2]



    [h3]Patch Notes[/h3]


    • Added text translations for new scenario hints (Blue Objectives).
    • Fixed bugs.


    We have another patch for Alpha 12!

    We are working hard to improve the blue objective notifications, to help new players understand the game. We are also working on fixing bugs you are reporting to us. We will be in this phase and update frequently until Alpha 12 is in a solid state.

    Thank you for reporting and enjoy the new version. =)


    [ 2021-05-25 15:27:38 CET ] [ Original post ]

    Space Haven Alpha 12 - Version 0.12.2 released as Stable.

    [h2]Space Haven Alpha 12 - Updated to Version 0.12.2[/h2]



    [h3]Patch Notes[/h3]


    • Added more information to the robot stations facility tooltips in the build menu.
    • Added more information to the enslavement facility tooltip in the build menu.
    • Improved scenario hints (Blue Objectives) texts.
    • Fixed bugs.


    We have another patch for Alpha 12! We've been improving the blue objective notifications, which guide the player towards a hyperspace capable ship and learning the basics.

    We still have translations on the way for these new texts and will update the game in the near future. We've also been busy fixing the bugs you have found so far, thank you for reporting and enjoy the new version. =)


    [ 2021-05-24 14:22:59 CET ] [ Original post ]

    Space Haven Alpha 12 - Version 0.12.1 released as Stable.

    [h2]Space Haven Alpha 12 - Updated to Version 0.12.1[/h2]



    [h3]Patch Notes[/h3]


    • Added a direct food consumption toggle for the storage facility information window. Use this to allow eating directly from a storage.
    • Modified some scenario hints and other texts.
    • Fixed bugs.


    We've been busy fixing the bugs you have found so far, thank you for reporting and enjoy the new version. =)


    [ 2021-05-18 11:59:46 CET ] [ Original post ]

    Space Haven Alpha 12 - The Anniversary Update - Now Released!

    [h2]Alpha 12 - The Anniversary Update - Now Released![/h2]



    [h3]Greetings, Spacefarer![/h3]

    May 2021 marks two very big milestones for us and Space Haven. 1 Year in Early Access and 5 Years Since the Start of Development.



    To celebrate this event we have assembled a big package of some of the most requested features by you, our players. We want to make this event special, and celebrate together with you. Thank you for being with us on this journey with Space Haven!

    New Major Features

    [h2]Bigger Ships[/h2]


    The Widowmaker is a 2x3 ship inspired by a ship created by one of our players, Lord H Vetinari. You will also be able to create these bigger ships in Alpha 12!

    We are adding two types of larger ship canvases for you to build on, the 2x3 and the 3x2, with 24 system points in store for you to assemble your ship attack and defense systems. To build on one of these bigger canvases you need to swap out the default 2x2 ship canvas in the abandoned mining station start scenario.

    Note! You need a large enough crew and/or logistics bot to have a ship this big run efficiently. Distances start to become big and it takes lots of time for crew members to carry out their tasks. Don't go too big too fast =)


    Swap out the default canvas and build a bigger ship! (But don't build too big too fast or you run out of resources =) )

    You can swap out the default ship canvas by clicking on the "+" button at the top left part of the user interface. Note that you have 8 ship points in total and each grid on the canvas takes 1 point. So the 2x3 and the 3x2 will take 6 ship points.

    [h2]Robots[/h2]



    [h3]Logistics Robots[/h3]

    Logistics overwhelmed! That has really been a theme with Space Haven. If one grabs everything there's bound to be a lot of crates, and while that should be the case (pun intended) it would be good to have some tools to try to ease it up a bit, too.

    Logistics bots have certainly been one of the most wished for feature, and we're happy to announce we are including them for Alpha 12! Logistics Robots need to be researched to be unlocked, and you'll get to build a logistics robot home station, which is capable of building such a robot. The logistics robot uses the home station to repair and recharge itself at.

    [h3]Salvage Robots[/h3]

    Well, why stop at one robot! We are also introducing the Salvage Robot, a hovering type of robot capable of venturing out into derelict ships and stations, dismantling facilities and hauling crates with the help of its two robotic arms.

    The salvage robots also need to be researched and come with a home station, which they use to repair and recharge themselves at.

    [h2]Windows[/h2]


    I had a dream that we found a habitable planet to live on. I don't think that planet is it...



    Windows have been one of the most requested features by you, our players. There's just something about windows it seems! Well, it is finally happening. We have windows available in Alpha 12, both for the ship hull and inside walls.

    There's a few different widths to choose from, and you will be able to build windows side by side to have lots of light come in! Windows are not only cosmetic, they will help light up the rooms to a degree.

    [h2]Better Roofs and a Hull Paint Generator[/h2]

    [h3]Visible roofs and improved roof graphics[/h3]


    This pirate ship now travels the galaxy in more colors.

    Roofs are now visible by default on ships, which have not yet been visited or explored by the player. It always frustrated us a bit that ships would often just be black blobs in the sector, unless the player specifically presses a button to see the roofs.

    Ships and stations actually look like such when the roofs are up, so we created a system to allow roofs to be shown more, while keeping the needed visibility when exploring ships with your crew members.

    [h3]Hull Paint Generator[/h3]


    Close up of the new roof styling and some hull paint.

    We have also created a hull paint generator, which creates paint patterns on spaceship and station hulls. We want to have some distinction between the various factions spaceships, to make it easier for you to see who you are dealing with. It also makes the visual aspects of spaceships more varied.

    [h3]Tool to paint your own patterns[/h3]


    The fearsome Stickman clan ship on its way to cause havoc in the galaxy.


    You can access the hull painter by going to the build menu, then edit and then roof.

    We are including a tool to paint your very own patterns on the roofs and hull walls on your ships. Let your imagination run free and make your ships look truly unique with your own patterns.

    [h2]Statistical Graphs[/h2]



    We've created a menu for tracking production and consumption over time for all the resources in the game. This is a tool, which has been long on our minds.

    This tool will be very useful for things like water, energium, food and other resources - Displaying how much of the resources are consumed and produced on average over time so you can identify inefficiencies in your production.

    No longer do you have to guess if your food production is keeping up with the consumption. Let some time run and check the graphs! =)

    [h3]How to Open the Statistical Menu[/h3]

    We're still planning to add an UI button for it, but there is a keybind for it in the game settings. Bind a key for it and you will be able to access the menu!

    [h2]Immersion - More Sounds[/h2]


    Oh, you guys make some real noise now. Neat!

    Last of the new Major features, but certainly not least! More sounds have been another much requested feature. We've added more sounds and we also modified the overall sound space to not be as quiet as before.

    We have added more sounds to most facilities of the game, such as consoles, industry facilities, power generators, power nodes and thermal regulators, and to many other facilities like the Kitchen and Arcade Machine.

    We have also added some sounds to characters, which you can hear when you are zoomed in close enough. The sound volume of various elements is dynamic, it is based on the current zoom level. We want to aim to avoid overwhelming the sound space with too many sounds all at once.

    [h3]More Sounds Still to Come[/h3]

    There are still sounds missing from the game, we look to add more with time as we keep developing the game towards an indie gem. So do not worry, they are on their way into the game. =)

    [h2]Alpha 12 - The Anniversary Update - Is Now Released![/h2]

    So go play already! =) We hope you enjoy this major update for Space Haven, and we are still looking to implement some patches for Alpha 12 based on your feedback.

    Join Space Haven Discord: http://discord.gg/spacehaven
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
    Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
    Technical Support: https://steamcommunity.com/app/979110/discussions/1/

    [h2]Full Patch Notes[/h2]


    • 2x3 and 3x2 grid sized ship canvases added to the game. You can start building on these bigger canvases by clicking the build new ship and switching out the default canvas.
    • Logistics robots and a logistics robot station implemented.
    • Salvage robots and a salvage robot station implemented.
    • You can now build windows! These can be placed both on the ship hull and on walls inside your ship.
    • Windows come in different variations, from 2 tile wide to 4 tile wide.
    • Windows work as a source of light.
    • Modified NPC ships, stations and derelict ships to have windows.
    • Roofs are now visible by default on ships, which have not yet been visited or explored by the player.
    • Created a hull paint generator, which creates color patterns on spaceships and station hulls.
    • Created various tools for the hull painter to create your own color patterns on your ships.
    • Added tile decorations to the roofs of ships and stations.
    • Modified the sound space to not be as quiet as before. Note that the sound volume of elements is dynamic, it is based on the current zoom level.
    • Added more sounds to the game: Industry facilities, power generators, power nodes and thermal regulators, Hyperdrives.
    • Added some sounds for characters too, when they walk (zoom in to hear it), when they take a hit from an enemy, idle whistle and more. Some sounds are only played when
      zoomed in close enough, to not overwhelm the sound space with too many sounds all at once.
    • User interface sounds and game sounds now have their own separate volume setting in the game options.
    • Added a resource prioritization option to airlocks. You can use this to specify to which airlock certain resources should be transported.
    • Added some history graphs to the various view modes, tracking values over a period of time and shows them in a graph.
    • The vents view mode has two new buttons. One for opening all vents on a ship, and one for closing all of them.
    • Implemented a statistics menu, with various graphs containing historical data on how one or more resources have been produced and consumed over a span of time.
    • Added also miscellaneous data, like the average mood of crew members over time, or the amount of prisoners over time.
    • Thrusters for shuttles, mining pods and crew members have been modified and improved visually, to better fit their respective graphics and to reflect the
      movement correctly.
    • Improved and added more features to the user interface when using drafted shuttles to dock to ships/stations.
    • Modified the link type UI section in the power view mode. Added an expert mode button to reveal the advanced link types. Added a new special type of link,
      which allows you to create a link, which only moves power when capacity is over a threshold.
    • Added a tooltip showing what type of resources are in crates visible on the floor. This will make it easier to see what's actually in the crate piles on derelict ships for example.
    • Created a new wide styled ship for: Android Collective, Civilians.
    • Modified and improved in-game icons.
    • Improved various graphics.
    • Balancing: Increased the CO2 need for plants and decreased the CO2 generation of crew members, with the aim to make the CO2 producer actually needed for optimal plant growth.
    • Balancing: Chemicals costs more raw chemicals to produce.
    • Added prison areas for all Military NPC ships.
    • Added nuts and seeds as an option in the composter facility.
    • Fixed bugs.

    Enjoy the update, Spacefarer. Stay tuned for more news! =)


    [ 2021-05-13 15:15:06 CET ] [ Original post ]

    Space Haven Alpha 12 - Now In The Experimental Branch!



    [h2]Greetings, Spacefarer![/h2]

    Space Haven Alpha 12 is now available to play in the experimental branch. As a reminder, the update process is as follows:

  • A new Update is first available in the Experimental Branch.
  • Players, who do not mind playing a more unstable version, will first want to test the new update.
  • Once the experimental game build looks solid and stable enough we will push it out officially to all players!

    NOTE! Joining experimental is completely optional, and you should only do it if you are willing to risk that some new bugs are introduced, which could affect your game play and potentially break your save.

    Please do not join the experimental branch if you don't want to risk breaking your save or have the game break on you in midst of play! If you want to play a more stable version please wait for the official release of the update.

    Note! We believe old Alpha 11 saves will work, but cannot guarantee it to 100%. A lot of new things have been added to the game. We will know better once many of you have tested it. =)

    Here is how you join The Experimental Starfarer crew:


  • Open Steam Library
  • Right click Space Haven
  • Select Properties
  • Go to tab 'Betas' at the top.
  • Select 'Experimental' in the drop-down.

    To see what has been added, check the in-game patch notes.

    [h2]Giving Feedback[/h2]



    [h3]Please give your feedback in the experimental branch forum. Link below:[/h3]

    https://steamcommunity.com/app/979110/discussions/5/

    Let us know what you think of the new features and if something should be altered or tweaked in your mind. Perhaps something makes the game too hard or something is too annoying, let us know so we can get a feel for how the new features feel! =)

    [h2]Feedback on Sounds[/h2]

    Please give your feedback in the experimental branch forum. Link below:

    https://steamcommunity.com/app/979110/discussions/5/

    Let us know how the new sound space feels in the game, which facilities work well and which do not. Perhaps some facilities have too much volume in their sound? Remember to try the new separated sound volume settings in the game options, where you can tweak Sound Effects and User Interface sounds separately.

    Please give your feedback in the forum mentioned above, as it is easiest to collect it all in one place! =)

    [h2]Statistics Menu[/h2]

    The statistics menu does not have a button for it yet, but you can bind a key to open the menu in the game options -> keybindings. Try it out and let us know how it works. =)

    [h2]Space Haven Alpha 12 Experimental Branch Patch Notes[/h2]

    You can read up on many of the new features in more detail in the previous post:
    https://steamcommunity.com/games/979110/announcements/detail/5437509496111344022


    • 2x3 and 3x2 grid sized ship canvases added to the game. You can start building on these bigger canvases by clicking the build new ship and switching out the default canvas.
    • Logistics robots and a logistics robot station implemented.
    • Salvage robots and a salvage robot station implemented.
    • You can now build windows! These can be placed both on the ship hull and on walls inside your ship.
    • Windows come in different variations, from 2 tile wide to 4 tile wide.
    • Windows work as a source of light.
    • Modified NPC ships, stations and derelict ships to have windows.
    • Roofs are now visible by default on ships, which have not yet been visited or explored by the player.
    • Created a hull paint generator, which creates color patterns on spaceships and station hulls.
    • Created various tools for the hull painter to create your own color patterns on your ships.
    • Added tile decorations to the roofs of ships and stations.
    • Modified the sound space to not be as quiet as before. Note that the sound volume of elements is dynamic, it is based on the current zoom level.
    • Added more sounds to the game: Industry facilities, power generators, power nodes and thermal regulators, Hyperdrives.
    • Added some sounds for characters too, when they walk (zoom in to hear it), when they take a hit from an enemy, idle whistle and more. Some sounds are only played when
      zoomed in close enough, to not overwhelm the sound space with too many sounds all at once.
    • User interface sounds and game sounds now have their own separate volume setting in the game options.
    • Added a resource prioritization option to airlocks. You can use this to specify to which airlock certain resources should be transported.
    • Added some history graphs to the various view modes, tracking values over a period of time and shows them in a graph.
    • The vents view mode has two new buttons. One for opening all vents on a ship, and one for closing all of them.
    • Implemented a statistics menu, with various graphs containing historical data on how one or more resources have been produced and consumed over a span of time.
    • Added also miscellaneous data, like the average mood of crew members over time, or the amount of prisoners over time.
    • Thrusters for shuttles, mining pods and crew members have been modified and improved visually, to better fit their respective graphics and to reflect the
      movement correctly.
    • Improved and added more features to the user interface when using drafted shuttles to dock to ships/stations.
    • Modified the link type UI section in the power view mode. Added an expert mode button to reveal the advanced link types. Added a new special type of link,
      which allows you to create a link, which only moves power when capacity is over a threshold.
    • Added a tooltip showing what type of resources are in crates visible on the floor. This will make it easier to see what's actually in the crate piles on derelict ships for example.
    • Created a new wide styled ship for: Android Collective, Civilians.
    • Modified and improved in-game icons.
    • Improved various graphics.
    • Balancing: Increased the CO2 need for plants and decreased the CO2 generation of crew members, with the aim to make the CO2 producer actually needed for optimal plant growth.
    • Balancing: Chemicals costs more raw chemicals to produce.
    • Added prison areas for all Military NPC ships.
    • Added nuts and seeds as an option in the composter facility.
    • Fixed bugs.

    [h3]Please give your feedback in the experimental branch forum. Link below:[/h3]

    https://steamcommunity.com/app/979110/discussions/5/

    Join Space Haven Discord: http://discord.gg/spacehaven
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    We will gather feedback for Alpha 12 in the experimental branch and tweak as needed. Once everything is looking solid enough we will publish the update to the main branch.

    Thanks for reading and see you again in the next update!


  • [ 2021-04-29 15:45:32 CET ] [ Original post ]

    Space Haven Alpha 12 - Progress Report #02.

    [h2]Alpha 12 - The Anniversary Update (Coming Soon)[/h2]



    [h3]Greetings, Spacefarer![/h3]

    May 2021 marks two very big milestones for us and Space Haven. 1 Year in Early Access and 5 Years Since the Start of Development.



    To celebrate this event we have assembled a big package of some of the most requested features by you, our players. We want to make this event special, and celebrate together with you. Thank you for being with us on this journey with Space Haven!

    New Major Features

    [h2]Bigger Ships[/h2]


    The Widowmaker is a 2x3 ship inspired by a ship created by one of our players, Lord H Vetinari. You will also be able to create these bigger ships in Alpha 12!

    We are adding two types of larger ship canvases for you to build on, the 2x3 and the 3x2, with 24 system points in store for you to assemble your ship attack and defense systems. To build on one of these bigger canvases you need to swap out the default 2x2 ship canvas in the abandoned mining station start scenario.

    Note! You need a large enough crew and/or logistics bot to have a ship this big run efficiently. Distances start to become big and it takes lots of time for crew members to carry out their tasks. Don't go too big too fast =)


    Swap out the default canvas and build a bigger ship! (But don't build too big too fast or you run out of resources =) )

    You can swap out the default ship canvas by clicking on the "+" button at the top left part of the user interface. Note that you have 8 ship points in total and each grid on the canvas takes 1 point. So the 2x3 and the 3x2 will take 6 ship points.

    [h2]Robots[/h2]



    [h3]Logistics Robots[/h3]

    Logistics overwhelmed! That has really been a theme with Space Haven. If one grabs everything there's bound to be a lot of crates, and while that should be the case (pun intended) it would be good to have some tools to try to ease it up a bit, too.

    Logistics bots have certainly been one of the most wished for feature, and we're happy to announce we are including them for Alpha 12! Logistics Robots need to be researched to be unlocked, and you'll get to build a logistics robot home station, which is capable of building such a robot. The logistics robot uses the home station to repair and recharge itself at.

    [h3]Salvage Robots[/h3]

    Well, why stop at one robot! We are also introducing the Salvage Robot, a hovering type of robot capable of venturing out into derelict ships and stations, dismantling facilities and hauling crates with the help of its two robotic arms.

    The salvage robots also need to be researched and come with a home station, which they use to repair and recharge themselves at.

    [h2]Windows[/h2]


    I had a dream that we found a habitable planet to live on. I don't think that planet is it...



    Windows have been one of the most requested features by you, our players. There's just something about windows it seems! Well, it is finally happening. We have windows available in Alpha 12, both for the ship hull and inside walls.

    There's a few different widths to choose from, and you will be able to build windows side by side to have lots of light come in! Windows are not only cosmetic, they will help light up the rooms to a degree.

    [h2]Better Roofs and a Hull Paint Generator[/h2]

    [h3]Visible roofs and improved roof graphics[/h3]


    This pirate ship now travels the galaxy in more colors.

    Roofs are now visible by default on ships, which have not yet been visited or explored by the player. It always frustrated us a bit that ships would often just be black blobs in the sector, unless the player specifically presses a button to see the roofs.

    Ships and stations actually look like such when the roofs are up, so we created a system to allow roofs to be shown more, while keeping the needed visibility when exploring ships with your crew members.

    [h3]Hull Paint Generator[/h3]


    Close up of the new roof styling and some hull paint.

    We have also created a hull paint generator, which creates paint patterns on spaceship and station hulls. We want to have some distinction between the various factions spaceships, to make it easier for you to see who you are dealing with. It also makes the visual aspects of spaceships more varied.

    [h3]Tool to paint your own patterns[/h3]


    The fearsome Stickman clan ship on its way to cause havoc in the galaxy.

    We are including a tool to paint your very own patterns on the roofs and hull walls on your ships. Let your imagination run free and make your ships look truly unique with your own patterns.

    [h2]Statistical Graphs[/h2]



    We've created a menu for tracking production and consumption over time for all the resources in the game. This is a tool, which has been long on our minds.

    This tool will be very useful for things like water, energium, food and other resources - Displaying how much of the resources are consumed and produced on average over time so you can identify inefficiencies in your production.

    No longer do you have to guess if your food production is keeping up with the consumption. Let some time run and check the graphs! =)

    [h2]Immersion - More Sounds[/h2]


    Oh, you guys make some real noise now. Neat!

    Last of the new Major features, but certainly not least! More sounds have been another much requested feature. We've added more sounds and we also modified the overall sound space to not be as quiet as before.

    We have added more sounds to most facilities of the game, such as consoles, industry facilities, power generators, power nodes and thermal regulators, and to many other facilities like the Kitchen and Arcade Machine.

    We have also added some sounds to characters, which you can hear when you are zoomed in close enough. The sound volume of various elements is dynamic, it is based on the current zoom level. We want to aim to avoid overwhelming the sound space with too many sounds all at once.

    [h2]When will Alpha 12 - The Anniversary Update be released?[/h2]

    Our goal is sometime in May. We are looking to move into the experimental phase very soon and will post news on that in the near future. Once Alpha 12 looks good in the experimental phase we are ready to release it as an official update.

    Join Space Haven Discord: http://discord.gg/spacehaven
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
    Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
    Technical Support: https://steamcommunity.com/app/979110/discussions/1/

    Exciting times ahead, Spacefarer. Stay tuned for more news soon! =)


    [ 2021-04-27 16:16:50 CET ] [ Original post ]

    Space Haven Alpha 12 - Progress Report.



    [h3]Greetings, Spacefarer![/h3]

    It's a pleasure to return to you with another progress report. This time we take a look at what's upcoming in Alpha 12! Alpha 12 will be a very special milestone, for the reasons mentioned below.



    [h3]2 Milestones: 1 Year in Early Access - 5 Years Since the Start of Development[/h3]

    Alpha 12 will mark a big milestone, two big milestones actually. We are closing in on not only 1 year since the Early Access release, but also 5 years since the start of development. 5 years! Just a month or two and we're there!

    [h3]Upcoming in Alpha 12 - Some of the Most Requested Features[/h3]

    We've decided to make this event special. Alpha 12 will be an anniversary update, celebrating both of these big milestones. We've decided to focus on features, which have been some of the most requested features by you, our players. We hope you like what you see upcoming in Alpha 12. =)

    [h3]Logistics bots[/h3]


    Work in Progress - Logistics bots helping you in your logistics needs! Final form may differ from the presented one.

    Logistics overwhelmed! That has really been a theme with Space Haven. If one grabs everything there's bound to be a lot of crates, and while that should be the case (pun intended) it would be good to have some tools to try to ease it up a bit, too.

    Logistics bots have certainly been one of the most wished for feature, and we're happy to announce we are working on them for Alpha 12! We will be able to give more details on how they function once we have fully implemented them and been able to test them in action.

    [h3]Windows[/h3]

    I had a dream that we found a habitable planet to live on. I don't think that planet is it...



    Windows have been one of the most requested features by you, our players. There's just something about windows it seems! Well, it is finally happening. We have windows coming up in Alpha 12, both for the ship hull and inside walls. There's a few different widths to choose from, and you will be able to build windows side by side to have lots of light come in!

    Windows are not only cosmetic, they will help light up the rooms to a degree.

    [h3]Roofs and a Hull Paint Generator[/h3]


    Work in Progress - Roof paint pattern generation. The pirates could have red patterns on their ships.

    Roofs are now visible by default on ships, which have not yet been visited or explored by the player. It always frustrated us a bit that ships would often just be black blobs in the sector, unless the player specifically presses a button to see the roofs.

    Ships and stations actually look like such when the roofs are up, so we created a system to allow roofs to be shown more, while keeping the needed visibility when exploring ships with your crew members.


    Work in Progress - A close up of the hull with some paint on it.

    We have also created a hull paint generator, which creates paint patterns on spaceship and station hulls. We want to have some distinction between the various factions spaceships, to make it easier for you to see who you are dealing with. It also makes the visual aspects of spaceships more varied.

    [h3]More Sounds - Less Quiet[/h3]


    Oh, you guys make some real noise now. Neat!

    More sounds have been another much requested feature. We've started adding more sounds and we also modified the overall sound space to not be as quiet as before. We added more sounds to many facilities of the game, such as consoles, industry facilities, power generators, power nodes and thermal regulators, and hyperdrives (Although not the hyperjump sequence itself, not yet at least).

    Note that the sound volume of various elements is dynamic, it is based on the current zoom level.

    [h3]Work In Progress[/h3]

    Note that we will still need time to finish these features, so Alpha 12 is still very much a work in progress. Time will tell if we will have time to work on other features besides these for Alpha 12.

    [h3]When will Alpha 12 be released?[/h3]

    As always we cannot say an exact date, but we want to try to pair the update somewhat close with the anniversary, which is in mid May. It could be a bit before, or a bit later. Let's see how it goes!

    Join Space Haven Discord: http://discord.gg/spacehaven
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
    Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
    Technical Support: https://steamcommunity.com/app/979110/discussions/1/

    We will continue our development of Alpha 12 and let you know when we have more news.

    Stay tuned for more news. =)


    [ 2021-03-19 15:06:01 CET ] [ Original post ]

    Space Haven Alpha 11 - Updated!



    [h3]Greetings, Spacefarers![/h3]

    We have an update for Alpha 11, which includes lots of bug fixes, some improved graphics and a few new ships added to the NPC fleets.

    New wide styled ships have been added for the Pirate Coalition, the Merchant Federation, the Slaver's Guild and the Military Alliance. You may meet them on your space voyage towards Eden.


    The Pirate Coalition wide styled ship.


    The Military Alliance wide styled ship.


    The Merchant Federation wide styled ship.


    The Slaver's Guild wide styled ship.

    Patch Notes

    Space Haven Alpha 11 - Version 0.11.2


    • Added a new wide style ship for the Merchant Federation.
    • Added a new wide style ship for the Military Alliance.
    • Added a new wide style ship for the Slavers Guild.
    • Polished storage graphics.
    • Created new graphics for some crates.
    • Fixed many bugs.


    Join Space Haven Discord: http://discord.gg/spacehaven
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
    Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
    Technical Support: https://steamcommunity.com/app/979110/discussions/1/

    Enjoy the update and let us know if something is wrong in the forums! We are looking to continue on to development of Alpha 12.

    Stay tuned for more news! =)


    [ 2021-02-24 15:33:59 CET ] [ Original post ]

    Space Haven Alpha 11 - Updated!



    [h3]Greetings, Spacefarers![/h3]

    We have a small patch for you today. When the roof graphics were updated for the hyperdrives an uneccessary restriction was introduced, preventing you from stacking hyperdrives close to each other.

    We wanted to fix that as soon as possible to make let you have more space at the back. =)

    We also had time to create a new wide styled ship to be added for the Pirate Coalition fleet. The ship design is inspired by what other players had created before! Hope you like it.

    Patch Notes

    [version] 0.11.1


    • A new wide style pirate ship added to the Pirate Coalition fleet.
    • Hyperdrives should stack closer to each other once again.
    • Fixed bugs.


    Join Space Haven Discord: http://discord.gg/spacehaven
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
    Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
    Technical Support: https://steamcommunity.com/app/979110/discussions/1/

    Enjoy the update and let us know if something is wrong in the forums! We are still continuing our work on Alpha 11, stay tuned for more news.


    [ 2021-02-15 11:32:39 CET ] [ Original post ]

    Space Haven Alpha 11 - Now Released!



    [h3]Alpha 11 - The Slaver's Guild, the Military Alliance and More[/h3]

    Greetings, Spacefarer! We've been working on a big update for a few months now, which will expand on your interactions with factions and also introduces slaves as a mechanic related to the Slaver's Guild faction.

    There's lots of new interesting features added. All of these should make your space adventures more interesting and open up some new possibilities.

    [h3]The Slaver's Guild and Slaves[/h3]


    Mark and Cooper are slaves, not amused by their Algae Dispenser as their only nutrition.

    You will be able to enslave crew members you capture from other factions, but you can also choose to be a force of good and seek out to rid the universe of slavery. The choice is yours.

    [h3]The Enslavement Facility[/h3]


    A poor prisoner being turned into a slave in the Enslavement Facility

    The Slaver's Guild use enslavement facilities to enslave people. The enslavement facility is used both for inserting a slave collar on a slave, but also for recharging the slave collar.

    You can also be a slaver yourself, by researching the enslavement facility and turning prisoners into slaves using the enslave button located next to the recruit button in the character information window. Slaves can work as normal crew members, and their schedules can be changed. However, slaves cannot operate the system related jobs, like navigation, gunner, shield and operations. They cannot be drafted and manually controlled either.



    The slave collar gives electric shocks to the wearer, if it is touched or otherwise tampered with. This prevents the wearer from trying to escape, at least to some degree. Escaping can happen though, and how frequently escapes are tried is tied to the character surrender rate. A hero will try to escape more often than a wimp.

    A slave collar needs to be charged with energy cells, otherwise a slave may escape. The wearer will automatically be reminded to recharge the slave collar themselves at the enslavement facility. When slaves try to escape they will aim to form their own group among each other, and work together to flee towards freedom.

    [h3]Slaves Escaping[/h3]



    Slaves dream of escaping one day, and if they get a chance they will aim to form a group of their own and take their chance at freedom. If a slave is able to wiggle free of their slave collar, they may set others free to and look for a way to escape together.

    How they do this will be left as a mystery for now. Perhaps you will witness it yourself in the game. =)

    [h3]A base for the Slaver's Guild[/h3]


    A Slaver's Guild base, with special chambers to keep their slaves in order.

    The Slaver's Guild is getting their own base, buried deep in the galaxy in an area controlled by the Slaver's Guild. Perhaps you aren't keen with the whole idea of slaves, and want to rid the universe of it. Seek out and enter this base, clear it out of any resistance you meet. Find the special chambers made to hold slaves captive and free them of their perilous fate... You will have their undying gratitude!

    [h3]Faction Interactions[/h3]


    The Military Alliance is happy to see you have some Pirate Coalition crew members as prisoners.

    We've implemented some new features, which expands and opens up some new possibilities on how your actions affect your relationship with various factions. We've also expanded the factions in a way where they have a bit more meaningful relationships between each other.

    Some examples of these new interactions include:


    • A faction finding out you are sheltering their enemies, keeping their allies captive or the Military Alliance finding out you have slaves.
    • Faction spaceships/stations may contact you and ask for help if they run out of some resource they need.
    • Factions now get frustrated if you keep bailing on paying settlements.
    • You'll be able to claim bounties for certain captives factions are interested in. The Military Alliance is keen to get their hands on Pirate Coalition crew members.
    • Refugees can now be forced into prisoners, but they will fight you for it.

    [h3]Under Inspection[/h3]

    We've implemented a new feature, where factions may want to inspect your ship either by scanning or by visiting your ship and having a look. This can happen if the faction has become suspicious of your activities for various reasons.


    Fingers crossed the Military Alliance doesn't scan our room full of contraband!

    When you are being inspected by a faction the user interface above will show the progress. It lists the various items you are at risk to be discovered for, and the consequences. This feature gives a reason for factions to visit your ships, and adds to the tension as you watch it happen.

    If a faction is allied with another faction, and they scan your ship and find out you have enslaved or taken their allied faction crew members captive, they will react negatively towards you.


    Francesco is getting questioned by Darin from the Military Alliance. Hopefully Francesco can keep his cool!

    The Military Alliance tries to uphold whatever law is left in this wild west of space, they will sometimes do inspections to see if you are engaging in illegal activity, or have contraband hidden somewhere.

    While the Military Alliance searches your ship they will also carry out some interrogations on your crew members. Your crew member might spill the beans, or hold their cool and lie successfully. This gives a bit more depth to the characters, as you may find out that it is Shifty Hal spilling the beans every time he is interrogated.

    [h3]Military Alliance prison stations[/h3]



    The Military Alliance now has prison stations scattered around the galaxy. Here they hold their enemy faction members as prisoners, for breaking the space law. These are usually members from the Pirate Coalition and the Slaver's Guild. You can sell your own prisoners to them, as long as they are members of the factions who are enemies with the Military Alliance.

    [h3]Bounties[/h3]

    You can now claim a bounty by bringing prisoners back to the faction these captives belong to. This means you can find crew members imprisoned by the Military Alliance, and instead of making them part of your crew you can decide to ship them to a Military Alliance ship and claim a bounty for them.

    [h3]Double doors[/h3]


    Sometimes two doors is better than one!

    We're adding a double door (2 tile wide door) to appease your symmetry needs. =)


    The hyperdrives now have nice looking roof graphics!

    With each update, we're also putting some time into making the game look better. Our graphics artist has been working on some roof decoration graphics, and you can see the hyperdrive roof graphics in the image above.

    We've also spent time polishing the NPC ships, slightly modifying their looks and adding some more variation to the floor tiles of their different rooms.

    [h3]Space Haven Alpha 11 - Full Patch Notes[/h3]


    • Expanded on the Slaver's Guild faction and added slaves to the game.
    • Added an Enslavement facility to the game, which the Slaver's Guild use to enslave crew members. The player can also build this facility.
    • Slaves can now be purchased from the Slaver's Guild but also sold to them.
    • Added a Slaver's Guild base to the starmap.
    • Created a slave collar, which gives shocks to slaves for insubordination.
    • A slave collar needs to be charged with energy cells, otherwise a slave may escape. The wearer will automatically be reminded to recharge the slave collar themselves at the enslavement facility.
    • Slaves with lower surrender rates (Hero, Iron will, etc...) will use up more charges from a slave collar, as they try to escape more often.
    • Slaves can escape and may try to free other slaves on the same ship. After this they will seek out to flee the ship if they can.

    • Faction interactions - Factions now react to finding out you have prisoners, refugees or slaves belonging to them but also their enemies or allies. These reactions depend on the relationships between various factions.
    • Factions can now inspect your ships by: Scanning your ships, boarding your ships, hacking your ships consoles and probing your crafts.
    • Under Inspection - Implemented a new user interface window to show the results and consequences of another faction spaceship/station inspecting your ship.
    • Examples of faction inspection interactions include: A faction finding out you are sheltering their enemies, keeping their allies captive or the Military Alliance finding out you have slaves.
    • Factions may carry out inspections by scanning but also by boarding your ships and having a look around your ship.

    • Added support for contraband items, with related information in the resource/item information tooltip. What is contraband to some factions might not be contraband to others.
    • Routine inspections - The Military Alliance will board your ships and search for illegal activity and contraband, they will also interrogate your crew members. Some of your crew members might be blabbermouths, while others are better at keeping their mouth shut.
    • Convincing and bribing - You can try convincing or bribing the Military Alliance when being in a dialogue with them, to avoid an inspection at the time.
    • Faction spaceships/stations may contact you and ask for help if they run out of some resource they need.

    • The Military Alliance now has prison bases. You can sell them your prisoners, who are of an enemy faction to the Military Alliance.
    • Factions now get frustrated if you keep bailing on paying settlements owed to them.
    • Bounties - You can now claim bounties for prisoners belonging to another faction, if you choose to bring them back to the faction who imprisoned them.
    • Refugees can now be forced into prisoners, but they will fight you for it.

    • Trading UI has been modified to be more intuitive. NOTE that the resources shown for you and the trading partner are now flipped compared to the old UI.
      2-tile wide door (Double door) added to the game.
    • Improved the interior appearance of the NPC factions stations and ships.
    • Implemented an under attack UI message, which slows game speed and auto-drafts a crew member when they are being attacked.
    • Fixed some of the issues with having refugees but their faction spaceship not being able to take more of them onboard.
    • Added roof decoration graphics to the hyperdrive and the airlock. Check the roof view!
    • Added comfort values to many objects, which had them missing.
    • Direct food consumption toggle in storages is now false by default. If you want crew members to eat directly from storages then select a storage and go to the overview tab.
    • Fixed bugs.


    Join Space Haven Discord: http://discord.gg/spacehaven
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
    Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
    Technical Support: https://steamcommunity.com/app/979110/discussions/1/

    Thank you for reading, Spacefarer. Have fun playing Alpha 11 and let us know in the forums if there are any issues!


    [ 2021-02-10 15:50:44 CET ] [ Original post ]

    Space Haven Alpha 11 - Now In The Experimental Branch!



    [h3]Greetings, Spacefarer![/h3]

    Space Haven Alpha 11 is now available to play in the experimental branch. As a reminder, the update process is as follows:

  • A new Update is first available in the Experimental Branch.
  • Players, who do not mind playing a more unstable version, will first want to test the new update.
  • Once the experimental game build looks solid and stable enough we will push it out officially to all players!

    NOTE! Joining experimental is completely optional, and you should only do it if you are willing to risk that some new bugs are introduced, which could affect your game play and potentially break your save.

    Please do not join the experimental branch if you don't want to risk breaking your save or have the game break on you in midst of play! If you want to play a more stable version please wait for the official release of the update.

    Note! We believe old Alpha 10 saves will work, but cannot guarantee it to 100%. A lot of new things have been added to the game. We will know better once many of you have tested it. =)

    Here is how you join The Experimental Starfarer crew:


  • Open Steam Library
  • Right click Space Haven
  • Select Properties
  • Go to tab 'Betas' at the top.
  • Select 'Experimental' in the drop-down.

    To see what has been added, check the in-game patch notes.

    [h3]Giving Feedback[/h3]



    Please give your feedback in the experimental branch forum. Link below:

    https://steamcommunity.com/app/979110/discussions/5/

    Let us know what you think of the new features and if something should be altered or tweaked in your mind. Perhaps something makes the game too hard or something is too annoying, let us know so we can get a feel for how the new features feel! =)

    [h3]Space Haven Alpha 11 Experimental Branch Patch Notes[/h3]

    You can read up on many of the new features in more detail in the previous post:
    https://steamcommunity.com/games/979110/announcements/detail/3040460250852032969


    • Expanded on the Slaver's Guild faction and added slaves to the game.
    • Added an Enslavement facility to the game, which the Slaver's Guild use to enslave crew members. The player can also build this facility.
    • Slaves can now be purchased from the Slaver's Guild but also sold to them.
    • Added a Slaver's Guild base to the starmap.
    • Created a slave collar, which gives shocks to slaves for insubordination.
    • A slave collar needs to be charged with energy cells, otherwise a slave may escape. The wearer will automatically be reminded to recharge the slave collar themselves at the enslavement facility.
    • Slaves with lower surrender rates (Hero, Iron will, etc...) will use up more charges from a slave collar, as they try to escape more often.
    • Slaves can escape and may try to free other slaves on the same ship. After this they will seek out to flee the ship if they can.

    • Faction interactions - Factions now react to finding out you have prisoners, refugees or slaves belonging to them but also their enemies or allies. These reactions depend on the relationships between various factions.
    • Factions can now inspect your ships by: Scanning your ships, boarding your ships, hacking your ships consoles and probing your crafts.
    • Under Inspection - Implemented a new user interface window to show the results and consequences of another faction spaceship/station inspecting your ship.
    • Examples of faction inspection interactions include: A faction finding out you are sheltering their enemies, keeping their allies captive or the Military Alliance finding out you have slaves.
    • Factions may carry out inspections by scanning but also by boarding your ships and having a look around your ship.

    • Added support for contraband items, with related information in the resource/item information tooltip. What is contraband to some factions might not be contraband to others.
    • Routine inspections - The Military Alliance will board your ships and search for illegal activity and contraband, they will also interrogate your crew members. Some of your crew members might be blabbermouths, while others are better at keeping their mouth shut.
    • Convincing and bribing - You can try convincing or bribing the Military Alliance when being in a dialogue with them, to avoid an inspection at the time.
    • Faction spaceships/stations may contact you and ask for help if they run out of some resource they need.

    • The Military Alliance now has prison bases. You can sell them your prisoners, who are of an enemy faction to the Military Alliance.
    • Factions now get frustrated if you keep bailing on paying settlements owed to them.
    • Bounties - You can now claim bounties for prisoners belonging to another faction, if you choose to bring them back to the faction who imprisoned them.
    • Refugees can now be forced into prisoners, but they will fight you for it.

    • Trading UI has been modified to be more intuitive. NOTE that the resources shown for you and the trading partner are now flipped compared to the old UI.
    • 2-tile wide door (Double door) added to the game.
    • Improved the interior appearance of the NPC factions stations and ships.
    • Implemented an under attack UI message, which slows game speed and auto-drafts a crew member when they are being attacked.
    • Fixed some of the issues with having refugees but their faction spaceship not being able to take more of them onboard.
    • Added roof decoration graphics to the hyperdrive and the airlock. Check the roof view!
    • Added comfort values to many objects, which had them missing.
    • Fixed bugs.


    Please give your feedback in the experimental branch forum. Link below:

    https://steamcommunity.com/app/979110/discussions/5/

    Join Space Haven Discord: http://discord.gg/spacehaven
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    We will gather feedback for Alpha 11 in the experimental branch and tweak as needed. Once everything is looking solid enough we will publish the update to the main branch.

    Thanks for reading and see you again in the next update!


  • [ 2021-02-04 15:17:09 CET ] [ Original post ]

    Space Haven Alpha 11 - Progress Report.

    [h3]Alpha 11 - The Slaver's Guild, the Military Alliance and More[/h3]

    Greetings, Spacefarer! We've been working on a big update for a few months now, which will expand on your interactions with factions and also introduces slaves as a mechanic related to the Slaver's Guild faction.

    There's lots of new interesting features added. All of these should make your space adventures more interesting and open up some new possibilities.

    [h3]The Slaver's Guild and Slaves[/h3]


    Mark and Cooper are slaves, not amused by their Algae Dispenser as their only nutrition.

    You will be able to enslave crew members you capture from other factions, but you can also choose to be a force of good and seek out to rid the universe of slavery. The choice is yours.

    [h3]The Enslavement Facility[/h3]


    A poor prisoner being turned into a slave in the Enslavement Facility

    The Slaver's Guild use enslavement facilities to enslave people. The enslavement facility is used both for inserting a slave collar on a slave, but also for recharging the slave collar.

    You can also be a slaver yourself, by researching the enslavement facility and turning prisoners into slaves using the enslave button located next to the recruit button in the character information window. Slaves can work as normal crew members, and their schedules can be changed. However, slaves cannot operate the system related jobs, like navigation, gunner, shield and operations. They cannot be drafted and manually controlled either.



    The slave collar gives electric shocks to the wearer, if it is touched or otherwise tampered with. This prevents the wearer from trying to escape, at least to some degree. Escaping can happen though, and how frequently escapes are tried is tied to the character surrender rate. A hero will try to escape more often than a wimp.

    A slave collar needs to be charged with energy cells, otherwise a slave may escape. The wearer will automatically be reminded to recharge the slave collar themselves at the enslavement facility. When slaves try to escape they will aim to form their own group among each other, and work together to flee towards freedom.

    [h3]Slaves Escaping[/h3]



    Slaves dream of escaping one day, and if they get a chance they will aim to form a group of their own and take their chance at freedom. If a slave is able to wiggle free of their slave collar, they may set others free to and look for a way to escape together.

    How they do this will be left as a mystery for now. Perhaps you will witness it yourself in the game. =)

    [h3]A base for the Slaver's Guild[/h3]


    A Slaver's Guild base, with special chambers to keep their slaves in order.

    The Slaver's Guild is getting their own base, buried deep in the galaxy in an area controlled by the Slaver's Guild. Perhaps you aren't keen with the whole idea of slaves, and want to rid the universe of it. Seek out and enter this base, clear it out of any resistance you meet. Find the special chambers made to hold slaves captive and free them of their perilous fate... You will have their undying gratitude!

    [h3]Faction Interactions[/h3]


    The Military Alliance is happy to see you have some Pirate Coalition crew members as prisoners.

    We've implemented some new features, which expands and opens up some new possibilities on how your actions affect your relationship with various factions. We've also expanded the factions in a way where they have a bit more meaningful relationships between each other.

    Some examples of these new interactions include:


    • A faction finding out you are sheltering their enemies, keeping their allies captive or the Military Alliance finding out you have slaves.
    • Faction spaceships/stations may contact you and ask for help if they run out of some resource they need.
    • Factions now get frustrated if you keep bailing on paying settlements.
    • You'll be able to claim bounties for certain captives factions are interested in. The Military Alliance is keen to get their hands on Pirate Coalition crew members.
    • Refugees can now be forced into prisoners, but they will fight you for it.

    [h3]Under Inspection[/h3]

    We've implemented a new feature, where factions may want to inspect your ship either by scanning or by visiting your ship and having a look. This can happen if the faction has become suspicious of your activities for various reasons.


    Fingers crossed the Military Alliance doesn't scan our room full of contraband!

    When you are being inspected by a faction the user interface above will show the progress. It lists the various items you are at risk to be discovered for, and the consequences. This feature gives a reason for factions to visit your ships, and adds to the tension as you watch it happen.

    If a faction is allied with another faction, and they scan your ship and find out you have enslaved or taken their allied faction crew members captive, they will react negatively towards you.


    Francesco is getting questioned by Darin from the Military Alliance. Hopefully Francesco can keep his cool!

    The Military Alliance tries to uphold whatever law is left in this wild west of space, they will sometimes do inspections to see if you are engaging in illegal activity, or have contraband hidden somewhere.

    While the Military Alliance searches your ship they will also carry out some interrogations on your crew members. Your crew member might spill the beans, or hold their cool and lie successfully. This gives a bit more depth to the characters, as you may find out that it is Shifty Hal spilling the beans every time he is interrogated.

    [h3]Military Alliance prison stations[/h3]



    The Military Alliance now has prison stations scattered around the galaxy. Here they hold their enemy faction members as prisoners, for breaking the space law. These are usually members from the Pirate Coalition and the Slaver's Guild. You can sell your own prisoners to them, as long as they are members of the factions who are enemies with the Military Alliance.

    [h3]Bounties[/h3]

    You can now claim a bounty by bringing prisoners back to the faction these captives belong to. This means you can find crew members imprisoned by the Military Alliance, and instead of making them part of your crew you can decide to ship them to a Military Alliance ship and claim a bounty for them.

    [h3]Double doors[/h3]


    Sometimes two doors is better than one!

    We're adding a double door (2 tile wide door) to appease your symmetry needs. =)


    The hyperdrives now have nice looking roof graphics!

    With each update, we're also putting some time into making the game look better. Our graphics artist has been working on some roof decoration graphics, and you can see the hyperdrive roof graphics in the image above.

    We've also spent time polishing the NPC ships, slightly modifying their looks and adding some more variation to the floor tiles of their different rooms.

    [h3]Timeline - When is Alpha 11 Update Available?[/h3]

    We don't have an exact date, but we're getting close and we're working on the final additions to Alpha 11. After this we will publish the new update to the experimental branch and iron out any issues. The process is as follows:


    • We push a new Update to the Experimental Branch - Where you can test new experimental patches before the game is officially updated. (We will announce when Alpha 11 is available in the experimental branch)
    • Once the experimental game build looks solid and stable we will push it out officially to all players!


    Join Space Haven Discord: http://discord.gg/spacehaven
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
    Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
    Technical Support: https://steamcommunity.com/app/979110/discussions/1/

    Thank you for reading, Spacefarer. Stay tuned for upcoming news on Alpha 11 and hope 2021 has started well for you!


    [ 2021-01-28 12:46:22 CET ] [ Original post ]

    Space Haven - Season's Greetings!



    [h3]Season's Greetings, Spacefarer![/h3]

    And thank you for this year. This year has been truly eventful and special. After 4 years of hard work our small 3 developer indie team was finally able to launch Space Haven into Early Access, but we never imagined it would be in such turbulent times. It has been quite the journey and we're extremely grateful for how it all has gone and excited to keep working on the game.

    We wish you happy holidays, and hope every one of you get at least a moment to relax. It has been a special year for us here at Bugbyte, and we're looking forward to 2021 with new exciting updates to come. =)

    [h3]Upcoming Update[/h3]

    Now for the fun part. A report on what we've been working on for the past month for the upcoming update! We've been working on a bigger update, which will expand on your interactions with factions and also introduces slaves as a mechanic related to the Slaver's Guild faction. We shall see what other additions make it into the upcoming update, but read on below to see what we have coming so far.

    Slaves


    Mark and Cooper are slaves, not amused by their Algae Dispenser as their only nutrition.

    You will be able to enslave crew members you capture from other factions, but you can also choose to be a force of good and seek out to rid the universe of slavery. The choice is yours.

    Slaves are kept obedient with a slave collar, giving a slave an electric shock each time they try to wiggle themselves free of it. If you choose to you will be able to produce slave collars, once you have researched the tech. The slave collars will be charged with energy cells.

    The surrender rate of a character will affect how often a slave will try to test the collar, and thus how much energy is used will depend on if the slave is an obedient personality (Like a Wimp) or someone who would rather try escaping (Like a Hero).

    A base for the Slaver's Guild


    A Slaver's Guild base, with special chambers to keep their slaves in order.

    The Slaver's Guild is getting their own base, buried deep in the galaxy in an area controlled by the Slaver's Guild. Perhaps you aren't keen with the whole idea of slaves, and want to rid the universe of it. Seek out and enter this base, clear it out of any resistance you meet. Find the special chambers made to hold slaves captive and free them of their perilous fate... You will have their undying gratitude!

    Faction Interactions


    The Military Alliance is happy to see you have some Pirate Coalition crew members as prisoners.

    We've implemented some new features, which expands and opens up some new possibilities on how your actions affect your relationship with various factions. We've also expanded the factions in a way where they have a bit more meaningful relationships between each other.

    Some examples of these new interactions include:


    • A faction finding out you are sheltering their enemies, keeping their allies captive or the Military Alliance finding out you have slaves.
    • Faction spaceships/stations may contact you and ask for help if they run out of some resource they need.
    • Factions now get frustrated if you keep bailing on paying settlements.
    • You'll be able to claim bounties for certain captives factions are interested in. The Military Alliance is keen to get their hands on Pirate Coalition crew members.
    • Refugees can now be forced into prisoners, but they will fight you for it.

    Scanning


    Fingers crossed the Military Alliance doesn't scan our room full of slaves and prisoners!

    We've implemented a new UI element for scanning, which will show information on the scanning procedure done by a faction, and what you are at risk to be exposed for. Scanning can now produce more interesting results.

    For example, the Military Alliance is meant to be a faction upholding the law, or whatever law there is left. The Military Alliance will now often scan your ships as a part of their routine inspection, looking for illegal activities, such as having slaves or contraband.

    Another example: If a faction is allied with another faction, and they scan your ship and find out you have enslaved or taken their allied faction crew members captive, they will react negatively towards you.

    Bounties

    You can now claim a bounty by bringing prisoners back to the faction these captives belong to. This means you can find crew members imprisoned by the Military Alliance, and instead of making them part of your crew you can decide to ship them to a Military Alliance ship and claim a bounty for them.

    Double doors


    Sometimes two doors is better than one!

    We're adding a double door (2 tile wide door) to appease your symmetry needs. =)

    More? And when?

    We will keep working more on this upcoming update after the holidays! We will see what more we can add to the package, as always we look forward to be able to bring you a solid update package once again. Stay tuned for more news early next year!

    [h3]Fan Art[/h3]



    Many of you often wonder why the Kitchen is on fire so often. Well, the above comic should explain it all. =) What a great comic by TheLittlestTeapot once again! In all seriousness, setting the Kitchen on fire depends on the accident rate a crew member has. Keeping them happy and content (Comfort) helps, lights are also important, as the crew members need to see what they are doing.



    Another great comic by nudefireninja. It's awesome to see these pop up, thank you so much for your work!

    Join Space Haven Discord: http://discord.gg/spacehaven
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
    Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
    Technical Support: https://steamcommunity.com/app/979110/discussions/1/

    Thank you for reading, Spacefarer. We wish you a merry end of the year and we are looking forward to seeing you again in 2021. =)


    [ 2020-12-18 15:42:22 CET ] [ Original post ]

    Nominate Space Haven for a Steam Award!

    [h3]SELECT THE BEST SOUNDTRACK TOGGLE IN THE YELLOW BOX ABOVE.[/h3]



    [h3]Spacefarers. I come to you with a dream. A dream of balloons, some beer and a Steam Award! Together we can do it! Hear my speech, Spacefarers.[/h3]

    Aye, fight for it and we may be disappointed. Dying in our beds many years from now, would you be willing to trade all the beers from this day to that for one chance, just one chance to come back here and tell our enemies that they may take our beers and balloons, but they will never take our passion!

    I can hear you shout in unison! "You have my beer! You have my balloon! We will vote Space Haven for the Best Soundtrack category and make this dream come true!"

    [h3]Spacefarers, vote now at the top of this post. Let's do this Together =)[/h3]

    If you feel like Space Haven could possibly be nominated in other categories too, that's great! However, if we focus our efforts we are more likely to achieve an award and the soundtrack has been highly praised!

    [h3]The story of how Space Haven and Paul Zimmermann found each other[/h3]



    Many space moons ago I sought out to search for a composer for our upcoming game. I posted a thread on Reddit, stating that we were looking for a composer for our spaceship colony sim called Space Haven.

    We had some ideas regarding the music, and we needed someone to execute on them and bring it all to life. I did not know exactly how the music should sound, but I was confident that I would feel it and know once I hear it.

    Paul emailed me with drafts. Many times. At first it wasn't something that fit the game play, but there was a part of his first draft I liked. I let him know to try to expand from there. He kept emailing me, asking if the track was evolving for the better. We kept going back and forth for a good while.

    And then... He sent me a final track, I started the game and played the music alongside and I could feel myself be in the world of Space Haven. I was immersed, and I was enjoying the music. Paul had created something great.

    During this time there was another composer, who stated they would withdraw to a cabin and spend a good amount of time on producing a demo track for us. When I heard back from him a week later he had produced something I instantly felt was great as well.

    And so, in the end there were two. A track from Paul and a track from the composer who withdrew to a cabin, both with great tracks produced I felt. And I didn't quite know which way it would go. I liked them both. I pondered for a while, knowing that these guys probably both want to work on the game and would have a passion for it.

    It struck me. Since we've always developed our game as a team, I knew a good way to settle this would be to present the two tracks to my two other team members, and have their first impressions decide which way it goes. I played both of the tracks to them, and asked which one they thought was more fitting for the game.

    They both stated they felt Pauls track was a better fit.

    I felt both some relief and some sadness. I knew I would bring great news to one composer, but saddening news to the other.

    In the end, I was not only looking for a great composer. I was looking for someone who we could work with, co-operate with. Someone who could listen to our wishes, use their awesome talents to bring it all to life. In the end the process between us and Paul evolved to be exactly the same as how we develop our game, an iterative process where Paul would bring music to life with our feedback guiding the way.

    After a few tracks were produced I knew we had made the right choice, I knew we had found someone who we could rely on to produce the kind of music Space Haven deserved, and would make the Space Haven experience more immersive and enjoyable.

    One of the things I love about game development is the fact that I get to work alongside people with such talent and passion for what they do. Space Haven would never be the game it is without all of us putting our own visions together, and leaving our own mark on it.

    You, our players, are part of it too. And I hope whatever we've managed to accomplish so far is an indication of that. We can't always fulfill every wish, but we are trying our best to make Space Haven the best it can be!


    - Aksel from Bugbyte

    [previewyoutube=QH_WcBIfgX0;full][/previewyoutube]

    Above is the first music track Paul created for Space Haven. Thank you for reading, and remember to cast your vote at the top of this post!

    Join Space Haven Discord: http://discord.gg/spacehaven
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
    Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
    Technical Support: https://steamcommunity.com/app/979110/discussions/1/

    Still reading? Cast your vote now at the top of this post! Until next time! =)


    [ 2020-11-25 19:01:01 CET ] [ Original post ]

    Space Haven Alpha 10 - Updated!



    [h3]Greetings, Spacefarer![/h3]

    We've been working on improving the Alpha 10 version of Space Haven and we also have an exciting new feature implemented. Ship-to-Ship battles now come with music fitting the scene, giving ship battles that nice space battle feel.

    [previewyoutube=u3vE5CZ1MRc;full][/previewyoutube]
    Listen to "Hot On Our Tail" above, another masterpiece by Paul Zimmermann!



    We also worked further on the starmap, adding some new elements to the UI to show where the player is and which star systems have been explored. A star system cluster will now light up indicating it has been visited. The circle around the node is divided into pieces matching the amount of sub-systems in a star system cluster. The brighter the piece of the circle the more is explored of a sub-system it represents.



    We spent some time working on the AI, particularly how tasks are prioritized and executed. The change should help crew members be a bit more effective with the next task they choose. Remember to set priorities for your crew members in the crew management menu but be careful not to set too many categories as highest for the same crew member, setting all to highest for a crew member actually means none of them is more important than the rest =)

    [h3]Fan Art[/h3]



    One of our great spacefarers TheLittlestTeapot started creating a web comic inspired by the events in Space Haven. It's amazing to see one of our players enjoy the game and create a comic based on it! We find the art style to be really appealing and hoping to see more of this in the future! =)

    Come say hello to us and TheLittlestTeapot on our Discord: http://discord.gg/spacehaven

    [h3]Full Patch Notes[/h3]

    [version] 0.10.2


    • Ship-to-Ship battle music implemented.
    • New music! Hot On Our Tail and Entering the Storm.
    • Modified and Improved AI behavior related to task priorities and task execution.
    • Added some indication to the highest zoom in starmap to see visited star system clusters.
    • Wall-mounts can now be constructed on wall corners - Limited to 1 per wall corner.
    • Wall-mount graphics have been modified and improved.
    • Vent graphic has been modified and improved.
    • Red wall piece has been modified and improved.
    • Thermal regulator graphic has been improved.
    • Shuttles belonging to other factions now have a faction icon above them.
    • Fixed bugs.


    [version] 0.10.1


    • Reduced the amount of CO2 needed for plants.
    • Reduced the amount of water vapor released by plants.
    • Fixed Android ship not having power linked to their bridge.
    • Added missing model names for X1 Power Generator and X1 Hyperdrive.
    • CO2 Producer produces more CO2 per carbon unit.
    • Added different station symbols to the legend in starmap.
    • Small graphical improvements.
    • Fixed bugs.


    Join Space Haven Discord: http://discord.gg/spacehaven
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
    Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
    Technical Support: https://steamcommunity.com/app/979110/discussions/1/

    Do join some of our channels above and come chat with us and give us feedback. Thanks for reading and see you again in the next update!


    [ 2020-11-10 17:13:51 CET ] [ Original post ]

    Space Haven Alpha 10 - Now Released!



    [h2]Spacefarers![/h2]

    We have arrived, the Alpha 10 update has been released! Alpha 10 is one of the biggest and most exciting updates to Space Haven so far, and it is now available for you to experience. Alpha 10 brings in a lot of new features and additions, and many tweaks and modifications to existing ones. Let's take a look into all the new features and what Alpha 10 has to offer.

    [h3]Some of the most exciting additions include:[/h3]

  • A new modified starmap with a new layer showing star system clusters and faction presence
  • Space Stations and derelict space stations have been added to the game
  • Crew combat can now take place on asteroids in addition to spaceships and stations
  • A Research Tree has been implemented along with a research lab facility
  • IRS Mary Shelley (The alien base) and a pirate hideout base have been added to the game
  • The Food System got an overhaul and crew members are now affected by what they eat

    Let's go over all of the new additions in more detail below.

    [h2]A New Modified Starmap[/h2]



    We wanted to venture out and try something new with the starmap, something that would give you more meaningful choices when planning your route.

    The new starmap combines a set of star systems into clusters, and gives you some information of what type of cluster it is. This will give you an idea of what type of faction presence you will encounter in a specific cluster.

    Our idea is to present a choice between paths that are riskier but which could result in more bountiful treasures and paths that are safer but already scavenged by other factions to some degree. The starmap keeps evolving as we keep implementing more. We're eager to have you try it out!

    [h2]Space Stations[/h2]

    You will now also encounter various space stations in addition to spaceships on your journey towards Eden, various specialized space stations will be scattered throughout the galaxy awaiting you.

    The stations can be general outposts or specialized in some way. Some examples:

    • Farming stations - Stations specialized in farming and guaranteed to have a good amount of various foods for trade.
    • Repair stations - Stations specialized in repairs, giving you the opportunity to purchase a hull expansion service (Expanding the hull with drones) with credits.
    • Faction bases - Fight your way through the pirates and destroy their hideout base to deal a killing blow to the pirate presence in a part of the galaxy.
    • Mining stations - Stations specialized in mining and offering a good variety of various ore for trade.
    • Trading outposts - Stations specialized in general trade, offering a wide variety of resources for trade.
    • And more!



    A pirate hideout base buried deep within the cluster of pirate systems.


    A station specialized in farming built on top of an asteroid somewhere in the galaxy.


    A station specialized in repairs, capable of helping you on your travels!

    [h3]Derelict Space Stations[/h3]



    Enter the darkness with your crew and explore old abandoned derelict stations. This addition gives some nice variety to exploring derelicts. Derelict stations can be salvaged just like derelict ships with one main difference, derelict stations generally give out less hull scrap since hull can only be salvaged where the asteroid itself is not blocking mining pods from salvaging the station hull.

    [h3]A New Way to Acquire New Crew Members[/h3]



    Leisure stations offer a place for visitors to rest and have a relaxing time. This is also a good place to seek out and see if someone would be willing to join your crew!



    Someone might catch your interest when walking around at the leisure station. An interactable NPC is often present, this time it is Valentino. Someone's chasing Valentino it seems, and they would be willing to join your crew for 5000. Couldn't afford it this time, dang!

    [h3]Engage in Crew Combat on Asteroids[/h3]



    Crew combat can now take place on asteroids. Seek out the pirate hideout base and engage in fierce crew combat, remember to bring your spacesuits. This gives an entirely new setting for crew combat compared to the cramped up spaces in spaceships and stations.

    [h2]IRS Mary Shelley[/h2]



    IRS Mary Shelley (The alien base) has been added to the game. This independent research ship ventured out into the galaxy to find alien life forms, but something bad happened and the ship was never heard from again...

    Throughout the game you will find data logs on board derelict ships, giving clues as to what happened to IRS Mary Shelley. Now the ship itself is in the game, and you can go find out for yourself! =)

    [h2]Research[/h2]



    We have worked on research and the research tree and implemented the needed tech for it to allow us to create the first version of the tech tree and add new in-game tech items in the future. A Research skill as well as a research lab facility has been added to the mix and crew members can research new tech by spending some time sitting at the research lab.



    We decided to go with a visual presentation seen in the screenshot, a research tree from left to right with various branches taking their own paths in the tree. The modules currently require certain amounts of research points, classed into three different tiers. These research point tiers represent how hard it is to unlock a research item, these are tied to a character research skill.

    [h2]Improved and deeper food system[/h2]

    While working on the research tree and thinking about modules related to botany we found a good opportunity to dive deeper into the food system and make some further implementations to take nutrients into account and have consequences related to them.

    [h3]The Kitchen[/h3]



    The Kitchen has received an overhaul to enable more freedom for you to create your own specialized meals for your crew members. The kitchen now allows you to mix various crates of food together, and even specifying the amount of some ingredient crate to use.

    Now you can spice up your fruit and root vegetable mix with some monster meat, just enough so that your crew members won't notice any really bad side effects. How about some monster meat and human meat with peanuts on the side? No problem! Coming right up. Put all of that food into good use.

    [h3]You are what you eat[/h3]



    Up until now your crew members have not cared much about what they eat, or more specifically what kind of nutrients they are actually putting in their system. The crew members are now affected by what kind of nutrients they consume on a long-term basis. Proteins, Carbs, Fat and vitamins are all important. A fifth are toxins, which have a negative effect if consumed too much too fast.

    A balanced diet with enough proteins, carbs, fat and vitamins keep your crew members working at an optimal level. Deficiencies can result in a lower recovery rate, learning rate, health, mood and so on.

    [h3]Throwing up[/h3]

    Your crew members can now get nausea from consuming too many toxins, this in turn will lead to them throwing up and losing their stomach contents on the spaceship floor. There goes my lunch, what a bummer!

    Throwing up essentially means the nutrients from the stomach are lost, so be careful with giving too much monster meat to crew members all at once.

    [h3]The Algae Dispenser[/h3]



    Nobody likes eating algae, but it's marginally better than starving to death. It keeps the crew alive but can affect their health and mood due to an unpleasant texture and sub-optimal nutrient levels.

    We are introducing a new facility called the algae dispenser. This facility is intended to be a basic food source, using bio matter and water to grow algae, which are then scooped for some delicious (Or not) green porridge type of food. It will keep your crew alive but if this is the only food eaten it will cause nutrient deficiencies and even nausea.

    [h2]Hyperium Hyperdrive and Energium Power Generator[/h2]


    The hyperium hyperdrive is less efficient than more advanced hyperdrives but can use hyperium as fuel directly without having to refine it.


    The energium power generator is less efficient than more advanced power generators but can use energium as an energy source directly without having to refine it.

    We have added these two new facilities to help power up your ship and jump to hyperspace. These facilities will be basic technology facilities, with the ability to use raw resources directly as an energy resource and fuel.

    As these facilities use raw resources instead of refined resources they are not quite as efficient, but on the other hand it is a bit easier to supply them as they can use raw resources directly.

    [h2]Introducing new NPC ships[/h2]


    This new civilian ship will join the civilian fleet and meet you on your adventures!


    Military Alliance receives a new addition to their fleet, you'll meet this ship in your future adventures in space.


    Cult of New Haven gets a new ship added to their fleet, you'll meet this ship on your future adventures.


    Androids also receive a new ship to their fleet. You will meet this ship on your space adventures.

    If you want a chance to get your own ship in the updates post them in our Discord server #screenshots-and-videos channel, or here on Steam! =)

    [h2]Space Haven Alpha 10 - Full Patch Notes[/h2]


    • Saved games are not supported from previous Alpha versions.
    • A new modified starmap, with a new layer showing star system clusters as jump destinations.
    • Space Stations added to the game - You can now visit various farming stations, repair stations, faction bases and more.
    • Derelict stations have been added to the game - Enter the darkness with your crew and explore old abandoned derelict stations.
    • A service tab has been added, which is now available at the repair station. The service tab can be used to purchase services (Like hull construction) with credits.
    • You can recruit new crew members by visiting a leisure station and seeing if someone would be willing to join your crew, for a fee of course.
    • Crew combat can now take place on asteroids - Seek out the pirate hideout base and engage in fierce crew combat, remember to bring your spacesuits.
    • IRS Mary Shelley (The alien base) has been added to the game. This independent research ship ventured out into the galaxy to find alien life forms, but something bad happened and the ship was never heard from again...
    • A Research Tree has been implemented along with a research lab facility - Build a Research Lab and start researching new technology.
    • A New character skill has been added: Research.
    • A New turret added to the research tree: Missile turret. The missile turret is capable of creating new holes for crew members to enter in derelict ships.
    • Many of the facilities in the game have been moved to the research tree, while basic and critical facilities remain open from the beginning.
    • Added research start technology settings to game customization - You can modify research modules to be open from the start if you want.
    • Lowered research points requirements for research modules in the research tree by 10-20%.
      Character backstories and occupations now affect the likelyhood of having a higher research skill.
    • New special technology: The Targeting Jammer - An electronic countermeasure that confuses all turret targeting systems within its range of effect. So long as the jammer is online, the ship can neither be targeted by hostiles, nor target them in turn.
    • The Food System got an overhaul, crew members are now affected by what they eat and require a balanced diet for optimal performance in the long run.
    • Added a new system for the Kitchen to allow players to create their own meal compositions of various raw ingredients.
    • Modified the plant growth rates and outputs to balance the change with the Kitchen requiring less overall resources to create meals.
    • Created an Algae dispenser facility for producing basic nutrient.
    • Added a nausious condition, which can be caused by toxins accumulating in the body from foods.
    • Concussions and other conditions might also cause nausea.
    • Micrometeroids and solar flares have been changed to be hidden events, their severity in terms of negative effects have also been lowered.
    • New basic facilities: Hyperium Hyperdrive and Energium Power Generator - This basic hyperdrive and power generator can use raw resources mined from asteroids, but are less effective than their more advanced versions.
    • New AI behavior: Another friendly faction can now help and rescue your cocooned crew members if their ship is in the same sector.
    • Improved UI: Added a mechanism to see which sectors have been visited by the player in the starmap.
    • Factions with a neutral or allied stance towards the player now have more of their crew movements visible to the player.
    • Electronic fabricator and cell fuser facilities have been removed from the game. Electronic components can now be created with the metal refinery and energy cells with optronics fabricator.
    • Rebalanced start scenarios.
    • Modified scenario hints to support the new changes.
    • Rebalanced resource trading values.
    • Shotgun and SMG have been nerfed slightly.
    • Hauler alien has received a slight buff to damage.
    • Modified some space hazards to be a step lower in frequency on harsh difficulty.
    • Added an increased risk for accidents for industry facilities, which are damaged. The risk is increased with the amount of damage.
    • Created new NPC ships for many of the factions you meet on your adventures.
      Modified also many of the old NPC ship designs.
    • Created new resource crate graphics for a set of resources.
    • Improved various graphics assets.
    • Improved graphics indicators on some facilities.
    • Moved Music and Sound volume settings to gameplay tab in options.
    • A new music track has been added to the game.
    • Fixed problem with some uppercase letters missing in some locales.
    • Added a note with information when trying to load an outdated alpha version save.
    • Fixed bugs.


    Join Space Haven Discord: http://discord.gg/spacehaven
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
    Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
    Technical Support: https://steamcommunity.com/app/979110/discussions/1/

    It is time to experience Alpha 10 for yourself, Spacefarers! Do join some of our channels above and come chat with us and give us feedback. If something needs tweaking rest assured we will modify as needed =)


  • [ 2020-10-23 11:14:48 CET ] [ Original post ]

    Space Haven Alpha 10 - Now in the Experimental Branch!



    [h3]Greetings, Spacefarer![/h3]

    Space Haven Alpha 10 is now available to play in the experimental branch. As a reminder, the update process is as follows:

  • A new Update is first available in the Experimental Branch.
  • Players, who do not mind playing a more unstable version, will first want to test the new update.
  • Once the experimental game build looks solid and stable enough we will push it out officially to all players!

    NOTE! Joining experimental is completely optional, and you should only do it if you are willing to risk that some new bugs are introduced, which could affect your game play and potentially break your save.

    Please do not join the experimental branch if you don't want to risk breaking your save or have the game break on you in midst of play! If you want to play a more stable version please wait for the official release of the update.

    Warning! Old saves from Alpha 9 are not supported. A lot of new things have been added to the game and unfortunately we cannot support older saves. Please keep this in mind and prepare for the official update accordingly =)

    Here is how you join The Experimental Starfarer crew:


  • Open Steam Library
  • Right click Space Haven
  • Select Properties
  • Go to tab 'Betas' at the top.
  • Select 'Experimental' in the drop-down.

    To see what has been added, check the in-game patch notes.

    [h3]Giving Feedback[/h3]



    Please give your feedback in the experimental branch forum. Link below:

    https://steamcommunity.com/app/979110/discussions/5/

    Let us know what you think of the new features and if something should be altered or tweaked in your mind. Perhaps something makes the game too hard or something is too annoying, let us know so we can get a feel for how the new features feel! =)

    [h3]Space Haven Alpha 10 Experimental Branch Patch Notes[/h3]

    You can read up on many of the new features in more detail in the previous post:
    https://steamcommunity.com/games/979110/announcements/detail/2892956582946329364


    • Saved games are not supported from previous Alpha versions.
    • A new modified starmap, with a new layer showing star system clusters as jump destinations.
    • Space Stations added to the game - You can now visit various farming stations, repair stations, faction bases and more.
    • Derelict stations have been added to the game - Enter the darkness with your crew and explore old abandoned derelict stations.
    • A service tab has been added, which is now available at the repair station. The service tab can be used to purchase services (Like hull construction) with credits.
    • You can recruit new crew members by visiting a leisure station and seeing if someone would be willing to join your crew, for a fee of course.
    • Crew combat can now take place on asteroids - Seek out the pirate hideout base and engage in fierce crew combat, remember to bring your spacesuits.
    • IRS Mary Shelley (The alien base) has been added to the game. This independent research ship ventured out into the galaxy to find alien life forms, but something bad happened and the ship was never heard from again...
    • A Research Tree has been implemented along with a research lab facility - Build a Research Lab and start researching new technology.
    • A New character skill has been added: Research.
    • A New turret added to the research tree: Missile turret. The missile turret is capable of creating new holes for crew members to enter in derelict ships.
    • Many of the facilities in the game have been moved to the research tree, while basic and critical facilities remain open from the beginning.
    • Added research start technology settings to game customization - You can modify research modules to be open from the start if you want.
    • New special technology: The Targeting Jammer - An electronic countermeasure that confuses all turret targeting systems within its range of effect. So long as the jammer is online, the ship can neither be targeted by hostiles, nor target them in turn.
    • The Food System got an overhaul, crew members are now affected by what they eat and require a balanced diet for optimal performance in the long run.
    • Added a new system for the Kitchen to allow players to create their own meal compositions of various raw ingredients.
    • Modified the plant growth rates and outputs to balance the change with the Kitchen requiring less overall resources to create meals.
    • Created an Algae farm facility for producing basic nutrient.
    • Added a nausious condition, which can be caused by toxins accumulating in the body from foods. Concussions and other conditions might also cause nausea.
    • New basic facilities: Hyperium Hyperdrive and Energium Power Generator - This basic hyperdrive and power generator can use raw resources mined from asteroids, but are less effective than their more advanced versions.
    • New AI behavior: Another friendly faction can now help and rescue your cocooned crew members if their ship is in the same sector.
    • Improved UI: Added a mechanism to see which sectors have been visited by the player in the starmap.
    • Electronic fabricator and cell fuser facilities have been removed from the game. Electronic components can now be created with the metal refinery and energy cells with optronics fabricator.
    • Rebalanced start scenarios.
    • Modified scenario hints to support the new changes.
    • Rebalanced resource trading values.
    • Shotgun and SMG have been nerfed slightly.
    • Hauler alien has received a slight buff to damage.
    • Created new NPC ships for many of the factions you meet on your adventures.
    • Modified also many of the old NPC ship designs.
    • Created new resource crate graphics for a set of resources.
    • Improved various graphics assets.
    • Improved graphics indicators on some facilities.
    • Fixed problem with some uppercase letters missing in some locales.
    • Fixed bugs.


    Please give your feedback in the experimental branch forum. Link below:

    https://steamcommunity.com/app/979110/discussions/5/

    Join Space Haven Discord: http://discord.gg/spacehaven
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    We will gather feedback for Alpha 10 in the experimental branch and tweak as needed. Once everything is looking solid enough we will publish the update to the main branch.

    Thanks for reading and see you again in the next update!


  • [ 2020-10-14 17:04:39 CET ] [ Original post ]

    Space Haven Alpha 10 - Progress Report #02.

    [h2]A New Starmap, Space Stations, Research and More![/h2]



    We've got some very exciting news to share! To celebrate the 10th big Alpha iteration for Space Haven we have decided to expand our plans with Alpha 10 and implement some modifications to the starmap, along with some new elements added to the mix, like space stations!

    [h2]A New Modified Starmap[/h2]



    We wanted to venture out and try something new with the starmap, something that would give you more meaningful choices when planning your route.

    The new starmap combines a set of star systems into clusters, and gives you some information of what type of cluster it is. This will give you an idea of what type of faction presence you will encounter in a specific cluster.

    Our current idea is to present a choice between paths that are riskier but which could result in more bountiful treasures and paths that are safer but already scavenged by other factions to some degree. The starmap still keeps evolving as we keep implementing more. We're eager to have you try it out once we get to the experimental stage!

    [h2]Space Stations[/h2]

    No longer will you only encounter space ships on your space voyage in search of Eden, various specialized space stations will be scattered throughout the galaxy awaiting you.

    The stations can be general outposts or specialized in some way. Some examples:


    • Farming stations - Stations specialized in farming and guaranteed to have a good amount of various foods for trade.
    • Repair stations - Stations specialized in repairs, giving you the opportunity to purchase a hull expansion service (Expanding the hull with drones) with credits.
    • Faction bases - Fight your way through the pirates and destroy their hideout base to deal a killing blow to the pirate presence in a part of the galaxy.
    • Mining stations - Stations specialized in mining and offering a good variety of various ore for trade.
    • Trading outposts - Stations specialized in general trade, offering a wide variety of resources for trade.
    • And more!



    A pirate hideout base buried deep within the cluster of pirate systems.


    A station specialized in farming built on top of an asteroid somewhere in the galaxy.


    A station specialized in repairs, capable of helping you on your travels!

    [h2]Research[/h2]



    We have worked on research and the research tree and implemented the needed tech for it to allow us to create new in-game tech items in the future. A Research skill as well as a research lab facility has been added to the mix and crew members can research new tech by spending some time sitting at the research lab.



    We decided to go with a visual presentation seen in the screenshot, a research tree from left to right with various branches taking their own paths in the tree. The modules currently require certain amounts of research points, classed into three different tiers. These research point tiers represent how hard it is to unlock a research item, and these will be tied to a character research skill.

    [h2]Improved and deeper food system[/h2]

    While working on the research tree and thinking about modules related to botany we found a good opportunity to dive deeper into the food system and make some further implementations to take nutrients into account and have consequences related to them.

    [h3]The Kitchen[/h3]



    The Kitchen has received an overhaul to enable more freedom for you to create your own specialized meals for your crew members. The kitchen now allows you to mix various boxes of food together, and even specifying the amount of some ingredient box to use.

    Now you can spice up your fruit and root vegetable mix with some monster meat, just enough so that your crew members won't notice any really bad side effects. How about some monster meat and human meat with peanuts on the side? No problem! Coming right up. Put all of that food into good use.

    [h3]You are what you eat[/h3]

    Up until now your crew members have not cared much about what they eat, or more specifically what kind of nutrients they are actually putting in their system.

    The crew members are now affected by what kind of nutrients they consume on a long-term basis. Proteins, Carbs, Fat and vitamins are all important. A fifth are toxins, which have a negative effect if consumed too much too fast.

    A balanced diet with enough proteins, carbs, fat and vitamins keep your crew members working at an optimal level. Deficiencies can result in a lower recovery rate, learning rate, health, mood and so on.

    [h3]Throwing up[/h3]

    Your crew members can now get nausea from consuming too many toxins, this in turn will lead to them throwing up and losing their stomach contents on the spaceship floor. There goes my lunch, what a bummer!

    Throwing up essentially means the nutrients from the stomach are lost, so be careful with giving too much monster meat to crew members all at once.

    [h3]The Algae Farm[/h3]



    Nobody likes eating algae, but it's marginally better than starving to death. It keeps the crew alive but can affect their health and mood due to an unpleasant texture and sub-optimal nutrient levels.

    We are introducing a new facility called the algae farm. This facility is intended to be a basic food source, using bio matter and water to grow algae, which are then scooped for some delicious (Or not) green porridge type of food. It will keep your crew alive but if this is the only food eaten it will cause nutrient deficiencies and even nausea.

    [h2]Hyperium Hyperdrive and Energium Power Generator[/h2]


    The hyperium hyperdrive is less efficient than more advanced hyperdrives but can use hyperium as fuel directly without having to refine it.


    The energium power generator is less efficient than more advanced power generators but can use energium as an energy source directly without having to refine it.

    We have added these two new facilities to help power up your ship and jump to hyperspace. These facilities will be basic technology facilities, with the ability to use raw resources directly as an energy resource and fuel.

    As these facilities use raw resources instead of refined resources they are not quite as efficient, but on the other hand it is a bit easier to supply them as they can use raw resources mined directly from asteroids.

    [h2]Introducing new NPC ships[/h2]


    This new civilian ship will join the civilian fleet and meet you on your adventures!


    Military Alliance receives a new addition to their fleet, you'll meet this ship in your future adventures in space.


    Cult of New Haven gets a new ship added to their fleet, you'll meet this ship on your future adventures.


    Androids also receive a new ship to their fleet. You will meet this ship on your space adventures.

    If you want a chance to get your own ship in the updates post them in our Discord server #screenshots-and-videos channel, or here on Steam! =)

    Join Space Haven Discord: http://discord.gg/spacehaven
    You can also post them here on Steam: https://steamcommunity.com/app/979110/screenshots/

    Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
    Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
    Technical Support: https://steamcommunity.com/app/979110/discussions/1/
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    Big update in the works, Spacefarers! Do join some of our channels above and come chat with us. Thanks for reading and see you in the next update! =)


    [ 2020-09-30 15:24:52 CET ] [ Original post ]

    Space Haven Alpha 10 - Progress Report.



    Greetings, Spacefarers!

    How are you all doing? Darkness falls upon Finland, it's raining every other day and it's getting colder and colder. It's starting to resemble space over here. This means it's great to sit inside and develop Space Haven further and implement new features! August was our month off, and we spent it recharging our batteries. It was much needed after a very hectic time.



    You are all probably very eager to hear what we've decided to implement for Alpha 10. We have started planning and implementing a research tree, something we want to expand on with time. Last week was spent planning the research tree, it's structure and visual presentation. We also started implementing the first version of the research tree.

    We have created a research facility, which you can build to start unlocking that sweet new technology. You can see a couple of research facilities in the gif above. Put your best researchers on the job and see technology get unlocked faster.



    Above is a work-in-progress small part of the research tree. We decided to go with a visual presentation seen in the screenshot, a research tree from left to right with various branches taking their own paths in the tree. The modules currently require certain amounts of research points, classed into three different tiers. These research point tiers represent how hard it is to unlock a research item, and these will be tied to a character research skill.



    Above is a work-in-progress research item information window, which will show you information when you select a specific research item. The research modules have been implemented in a way where it is possible to insert more than one facility, item or other improvement in the same research package. This will allow for creating research modules with many items in them, unlocking all at the same time once research has been completed.

    The research tree will be the main new feature in Alpha 10, it will require quite a bit of time and resources to implement but we hope to be able to add some additional things into Alpha 10 as well. We will report more on the research tree and other possible new stuff in the coming weeks! Stay tuned =)

    [h3]Community Highlights[/h3]


    Small and dangerous by OT4E.


    Ship by Skharr


    HSS Atlas by KittenTech

    A huge shout out also to PsioniCM, who created a Captain's log 95 pages long with screenshots and log text of his adventures in Space Haven. Give it a read below!

    "And, there it is, a blue planet, hidden from the sensors by meteors and asteroids, with green forests, and white clouds. A place we can call home, if we want to land there"

    https://drive.google.com/file/d/1GmAzAWHOZBVjGFcLkaTtHS1hsfONbAlk/view?usp=sharing

    If you want a chance to get your own ship in the updates post them in our Discord server #screenshots-and-videos channel, or here on Steam! =)

    Join Space Haven Discord: http://discord.gg/spacehaven
    You can also post them here on Steam: https://steamcommunity.com/app/979110/screenshots/

    Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
    Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
    Technical Support: https://steamcommunity.com/app/979110/discussions/1/
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    It is good to be back, spacefarers! Do join some of our channels above and come chat with us. Thanks for reading and see you in the next update! =)


    [ 2020-09-08 14:04:21 CET ] [ Original post ]

    Space Haven takes part in the first ever Tiny Teams Indie Festival!



    Bugbyte and Space Haven are taking part in the first ever Tiny Teams Indie Festival, shining a spotlight on games from indie micro-studios, one to three-person indie development teams. The Yogscast Tiny Teams Festival runs from August 9th to August 15th and will be broadcast live here on Steam and twitch.tv/yogscast.

    As you may or may not know we here at Bugbyte are three developers strong, making us a micro-studio of indie devs! We've taken upon us a great challenge with a game like Space Haven, but we've come very far and we're determined to go all the way and keep building upon what we have currently. There's much more to come =)

    We're excited to take part in this Tiny Teams Indie Festival and help shine a light on other indie games from other micro-studios. To celebrate this occasion we've decided to discount Space Haven at 10% off, along with higher discounts for our previously released games.

    Check out the Tiny Teams Festival here on Steam through the link below:

    https://bit.ly/TinyTeams20

    We hope you are having a great summer and find some time to play games from micro-studios. Enjoy the show! =)


    [ 2020-08-09 19:17:17 CET ] [ Original post ]

    Space Haven Alpha 9 - Now Released!



    Alpha 9 is now Released! Below is a recap of the new main features included in Alpha 9, along with a full list of patch notes. Enjoy this new update and let us know if you stumble upon any big problems!

    [h3]Faction Interactions[/h3]



    So far all the communication requests have come from the player, whether it is the want to trade or have a simple discussion otherwise. We've spent some time and implemented these interactions further, allowing other factions to contact you in case there's something they need or want.

    These additions will give more life to your encounters with other faction spaceships, as they can now signal their want to communicate with you too. Currently other faction spaceships may contact you if you happen to have prisoners or refugees belonging to them, asking for the possibility to get them back. Sometimes they might need some resource and ask for it, or simply push their luck by asking for a gift.

    [h3]Signaling[/h3]



    A small problem with communicating is that it is tied to the operations console, and the player doesn't necessarily have someone there at all times. This could make it problematic to establish a communication channel, or for the player to know some faction ship wants to communicate.

    We decided to implement signaling to help with this. Signaling can be seen as some form of Morse code signaling, which allows spaceships to communicate simple intents, like "we want to communicate", "we want to surrender", "we want to establish a cease fire and communicate".

    Other spaceships can signal back their intent to accept or decline this request, thus making both parties aware of communication intentions and to get a crew member to the operations console.

    [h3]Distress state[/h3]

    When a faction spaceship gets destroyed the crew members of that spaceship will look to evacuate and abandon their ship. If there's another spaceship belonging to their faction, they will flee to that spaceship and continue their journey with their faction.

    However, if there's no other spaceship belonging to their faction present in the sector, they will look towards other faction spaceships with whom they are in a ally/neutral stance relationship wise. They will seek out to ask for help and become a refugee in hopes of being reunited with their faction one day. Since they activate their distress beacon other factions are allowed to enter their spaceship and help them.

    [h3]Refugees[/h3]


    There's a big hole in our ship, can we come with you?

    We've created a new character status in addition to the prisoner status, we're introducing the refugee status. Refugees are crew members, who have lost their home spaceship in a battle or otherwise, and are now looking to be reunited with one of their other faction spaceships somewhere in the galaxy.

    If a pirate is with you in a sector bombarding a civilian spaceship and that spaceship gets destroyed, the civilians will want to reach out to you and ask for help. You can then decide if you want to take them with you, offer them sanctuary and a chance to be reunited with another of their faction spaceships one day.

    Refugees are willing to help in some way. However, they do not work as long hours as your main crew members do during a day, as they want to save their strength. They are willing to help by carrying out logistics jobs, but are currently limited to that since they do not want to interfere with your crew and their specialized tasks you have set for them. Their priorities and schedules cannot be changed to keep a good balance. They yearn to be reunited with their faction one day, and will grow restless with time if this doesn't happen.

    [h3]Refugee Conditions, Mood and Satisfaction[/h3]



    Keeping the refugees happy is important if you want to keep them working for you. Keep them satisfied by creating a nice area for the refugees to spend time and sleep in, keep them well fed to increase their mood.

    Refugees of a faction will react to seeing another member of their faction be a prisoner instead of a refugee. This will have a negative effect on their mood and could lead to them refusing to work for you.

    [h3]Lying, Suspicion and Scanning[/h3]



    One of the most important things for a faction are their crew members, and once one is lost they usually want them back, unless it's that irritating Bob guy, whom nobody wants. (If your name is Bob please know we did not mean you but another Bob!)

    When you encounter a faction spaceship they might contact you and ask if you've seen some of their lost crew members somewhere. If you have some on board as refugees or prisoners, you will have the options to tell the truth or lie.


    Civilians scan some random areas of your ship and find out you have some of their faction crew members as refugees.

    Lying is not nice. But hey, those refugees can be a good work force and you're not ready to give them up just yet. When you lie the other party might grow suspicious, or just want to check to be sure. If this happens they might do a scan of one of your ships.

    They will randomly scan some parts of your ship revealing what's there, and if they happen to reveal a captive crew member belonging to them they will know you've lied. You can expect to get a hail request after this with someone quite angry on the other side.

    [h3]Relationships with Factions[/h3]

    These new additions will give some first opportunities for your relationship towards another faction changing over time. Your decisions to help or not to help will affect how the faction sees you, and if you disregard calls for help often enough your relationship with a faction will dwindle to hostility.

    [h3]Space Hazards[/h3]




    • Solar Flares
    • Micrometeoroids
    • Siren Worlds
    • Nebulae



    Space Hazards are represented with icons on top of sectors in the starmap. This will allow you to see what you are getting yourself in to =)

    [h3]Solar Flares[/h3]

    Holy crap! What's going on here.

    Solar flares overload your power nodes, possibly damaging them and cutting your power transfer short to a part of your ship. Fires can also break out, which means it is important to have some crew members on board the ship at all times.

    [h3]Micrometeoroids[/h3]

    Watch your head, Charley!

    Micrometeoroids rain down on your ship constantly while you're in a sector where they are present. Shields will mitigate their negative effects to a degree as long as they stay up. Mining pods can be struck by the meteoroids, causing a concussion condition for the crew member inside and possibly damaging the mining pod.

    Micro breaches



    We have also implemented so called micro breaches. Micro breaches are smaller hull breaches, not fully tearing the hull open but causing small cracks which cause depressurization. Micrometeoroids and certain turrets may cause these as they hit the ship hull. These micro hull breaches can be repaired by your crew members with their construction guns.

    [h3]Siren Worlds[/h3]


    Jet has lost his mind, or really hates his bed.

    Siren Worlds are peculiar planets whose strange signals mess with the mind. These signals will periodically cause your crew members to act in a strange manner, ranging from aggressive behavior to staring at walls. Be alert when staying in these sectors, as your crew members might do something you don't want them to do.

    The signals from the Siren World may result in crew members getting conditions like the urge for destruction, effectively making them a saboteur starting fires on board your ship. Other examples are insomnia and loss of appetite, causing tiredness and hunger among your crew members. Aggressive behavior might also occur and your crew members might start fighting each other.

    [h3]Nebulae[/h3]



    The fourth space hazard is the nebula. An interstellar cloud of ionized gases, which has a draining effect on shields. The nebula itself is not very dangerous, but it can lead to interesting and dangerous situations if ship-to-ship battles take place in a sector with a nebula.

    [h3]Note on Space Hazards[/h3]

    The presence and frequency of the Space Hazards in the galaxy can be tweaked at will in the game customization menu, even individually. This comes handy if these hazards are something that you don't find a desirable feature. Furthermore, at the moment there's nothing forcing the player to enter theses systems unless a pirate happens to be in the same system interrupting the player fleet.

    Some of you our players have voiced concerns that the aim of the hazards is just to punish players. That's not the aim at all =) The aim of the hazards is to create more variation to the stories emerging from the features in the game, more strategy to the starmap as one ponders the risk and the rewards of a sector, and interesting situations emerging within a sector with hazards impacting both your crew and the crew of other faction spaceships.

    We've gotten feedback praising the new hazards, stating they add a ton to the game, but we've also gotten feedback that some of you might not enjoy these challenges, which is why we made sure to allow for disabling the hazards individually simply by clicking a toggle in the game customization menu. Alpha 9 contains other new features beyond the hazards, and this update is just one update among many to come. =)

    [h3]Crew fights[/h3]



    Crew members can now start fights among each other if they get irritated enough. The chance for a fight to occur is based on various factors, such as overall mood and food status. If the crew member has a low overall mood and is also hungry on top of that they are more prone to become really irritated at someone.

    Fighting causes some health damage, but crew members do not aim to kill each other. However, this could happen in some very rare instances where one of the crew members just happens to have very low health to begin with when the fight starts. Once they've let out enough steam they stop and go about their business.

    [h3]Upcoming plans[/h3]



    Summer is short in Finland and the three of us need a break after what has been a very stressful year. We'll be taking some weeks off as a summer vacation and recharge our batteries for the upcoming Alpha 10 update.

    Don't worry, we'll stick around to ensure there are no game breaking bugs with Alpha 9! =) After Alpha 9 looks stable we'll take that much needed break. We will return after the vacation and immediately start on Alpha 10, and we will post news of what's next with Alpha 10, once we have something to show!

    [h3]Full list of Patch Notes - Alpha 9[/h3]


    • Environment hazards Implemented - Solar flares, Micrometeoroids, Nebulae and Siren Worlds.
    • New Faction Interactions Implemented - Signaling, NPC Hailing, Distress State and Refugees.
    • Signaling - Allows spaceships to communicate simple intents directly, like "we want to communicate", "we want to surrender", "we want to establish a cease fire and communicate".
    • Distress state - Allows a spaceship and its crew to turn on a distress beacon and call for help.
    • Refugees - A new character status in addition to the prisoner status, saved crew members from destroyed spaceships who are looking to be reunited with their faction.
    • Suspicion - A new faction status, whereby another faction can be suspicious towards you that you are hiding something from them.
    • Implemented a lot of new communication dialogue related to the new faction interaction implementations.
    • NPC spaceships now signal and hail the player at times, asking if the player has seen their crew members who sent out a distress call.
    • The player can now try to lie in certain dialogue scenarios.
    • NPC factions can now help each other in distress situations as well.
    • Solar flares - Overload your power nodes and may cause fires aboard your ships.
    • Micrometeoroids - Rain down on your ships and strike your mining pods. Shields mitigate to a degree.
    • Microbreaches - Small cracks which cause depressurization.
    • Siren Worlds - Peculiar planets whose strange signals mess with the mind.
    • Nebulae - An interstellar cloud of ionized gases, which has a draining effect on shields.
    • Added Space Hazards individually to the game customization screen - Tweak their presence and make them non-existent if you so desire.
    • Ability to set the resource amounts for derelicts added to the game customization screen.
    • Harsh game difficulty is now rebalanced to be harder.
    • Shuttles and miners can now become broken if hit by micrometeoroid.
    • Broken crafts can't work and leak oxygen.
    • Many Siren World character conditions added: Disorientation, Psychotic, Schizophrenia, Lost Appetite, Insomnia, Aggressivity, Urge to Destroy.
    • New Character conditions and behavior possibilities: Committing suicide, poisoning, seeing a captive crew member.
    • Implemented an improved way to override crew member schedules for a set amount of hours, for situations needing quick action.
    • Crew member schedule overriding can be done by selecting a crew member and from the crew management screen.
    • Tweaked Character conditions.
    • Tweaked energium to energy rod ratio lower.
    • Rebalanced trading prices of resources.
    • Made the game log more selective of which conditions and events are listed.
    • Hangars can be paused/unpaused to prevent craft from doing work.
    • Crew members can fight each other if they get irritated enough.
    • Added additional information for grow beds, to easily see if conditions are optimal for plant growth.
    • Graphic assets Improvements and Polish: Toilet, Hypersleep chamber, Operations console, Power capacitor, Airlock, Assembler.
    • Fixed in-floor power node restrictions to a degree.
    • Tweaked the surrender trigger from bullet hits to function in a better way.
    • Added a scaling system to the presence of space hazards within star systems, giving the player a bit more time to build up a ship with necessary systems ready. Space Hazards can still be encountered early on, but it is much less likely than in later systems.
    • Added auto-toggling repair for micro-breaches, making crew members react to them more quickly. If auto-maintenance is toggled on (As it is by default) crew members will prioritize
      micro-breaches even during their free time and sleep.
    • Tweaked the solar flare event occurrence interval range to be a bit longer within a sector with a solar flare, this gives the player a bit more time to repair their ship before another
      solar flare hits.
    • Adjusted crew members with the Suicidal trait to not get a mental break so easily.
    • Fixed bugs.


    [h3]Community Highlights[/h3]


    Power of the sun by Invisieman


    Small and effective, by kerolefou


    Nice ship by TibiEtlgni


    A familiar looking ship by Ungai

    If you want a chance to get your own ship in the updates post them in our Discord server #screenshots-and-videos channel, or here on Steam! =)

    Join Space Haven Discord: http://discord.gg/spacehaven
    You can also post them here on Steam: https://steamcommunity.com/app/979110/screenshots/

    Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
    Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
    Technical Support: https://steamcommunity.com/app/979110/discussions/1/
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    Thanks for reading and see you again in the next update! We'll return after our summer break and will give information on Alpha 10 =)


    [ 2020-07-31 12:57:32 CET ] [ Original post ]

    Space Haven Alpha 9 - Progress Report #04.

    [previewyoutube=2CVZ0Hy6xus;full][/previewyoutube]

    This report is a continuation to the previous reports, which you can read below:
    https://steamcommunity.com/games/979110/announcements/detail/4093160907703783176

    Watching Solid Content play the new patch was interesting, seeing how space hazards can create emergent situations, whereby a part of the ship has been cut off of power and a power node needs to be repaired in order for power to be restored. These types of situations can create interesting problems to solve, and also brings a new dimension to designing and building ships.

    However, finding a good balance between having emergent situations like these arise and how much micro-management is needed is tricky though. Based on the feedback we received we decided to implement the following tweaks:


    • Added a scaling system to the presence of space hazards within star systems, giving the player more time to build up a ship with necessary systems ready. Space Hazards can still be encountered early on, but it is much less likely than in later systems.
    • Added auto-toggling repair for micro-breaches, making crew members react to them more quickly. If auto-maintenance is toggled on (As it is by default) crew members will prioritize
      micro-breaches even during their free time and sleep.
    • Tweaked the solar flare event occurrence interval range to be a bit longer within a sector with a solar flare, this gives the player a bit more time to repair their ship before another solar flare hits.
    • Crew members with the "Suicidal" trait were getting mental breaks too easily, sometimes instantly. We adjusted crew members with the Suicidal trait to not get a mental break so easily.


    The presence and frequency of the Space Hazards in the galaxy can be tweaked at will in the game customization menu, even individually. This comes handy if these hazards are something that you don't find a desirable feature. Furthermore, at the moment there's nothing forcing the player to enter theses systems unless a pirate happens to be in the same system interrupting the player fleet.

    Some of you our players have voiced concerns that the aim of the hazards is just to punish players. That's not the aim at all =) The aim of the hazards is to create more variation to the stories emerging from the features in the game, more strategy to the starmap as one ponders the risk and the rewards of a sector, and interesting situations emerging within a sector with hazards impacting both your crew and the crew of other faction spaceships.

    We've gotten feedback praising the new hazards, stating they add a ton to the game, but we've also gotten feedback that some of you might not enjoy these challenges, which is why we made sure to allow for disabling the hazards individually simply by clicking a toggle in the game customization menu. Alpha 9 contains other new features beyond the hazards, and this update is just one update among many to come. =)

    As a game developer these scenarios are not always easy to navigate, but we feel the game customization menu is key here to allow you to customize a playthrough according to your own liking.



    NOTE! Joining experimental is completely optional, and you should only do it if you are willing to risk that some new bugs are introduced, which could affect your game play and potentially break your save.

    Please do not join the experimental branch if you don't want to risk breaking your save or have the game break on you in midst of play! If you want to play a more stable version please wait for the official release of the update.

    Here is how you join The Experimental Starfarer crew:


  • Open Steam Library
  • Right click Space Haven
  • Select Properties
  • Go to tab 'Betas' at the top.
  • Select 'Experimental' in the drop-down.

    To see what has been added, check the in-game patch notes.

    [h3]Giving Feedback[/h3]



    Please give your feedback in the experimental branch forum. Link below:

    https://steamcommunity.com/app/979110/discussions/5/

    [h3]Alpha 9 release[/h3]

    We're going to keep the build in the experimental branch and gather some more feedback on this patch to Alpha 9, and will look into releasing the update to the main branch in the near future!

    Join Space Haven Discord: http://discord.gg/spacehaven
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    Thanks for reading and see you again in the next update!


  • [ 2020-07-28 15:06:09 CET ] [ Original post ]

    Space Haven Alpha 9 - Progress Report #03.



    [h3]Greetings, Spacefarer![/h3]

    We've been hammering away on Alpha 9 and we're ready to gather some feedback from the new update. This is the first draft of the Alpha 9 update. We want to test it in the experimental branch first before releasing it officially. Once the experimental game build looks solid and stable we will push it out officially to all players!

    To know what we've been working on for Alpha 9 check the previous progress reports:
    https://steamcommunity.com/games/979110/announcements/detail/2590083346809312103
    https://steamcommunity.com/games/979110/announcements/detail/2516898401240766529



    NOTE! Joining experimental is completely optional, and you should only do it if you are willing to risk that some new bugs are introduced, which could affect your game play and potentially break your save.

    Please do not join the experimental branch if you don't want to risk breaking your save or have the game break on you in midst of play! If you want to play a more stable version please wait for the official release of the update.

    Here is how you join The Experimental Starfarer crew:


  • Open Steam Library
  • Right click Space Haven
  • Select Properties
  • Go to tab 'Betas' at the top.
  • Select 'Experimental' in the drop-down.

    To see what has been added, check the in-game patch notes.

    [h3]Giving Feedback[/h3]



    Please give your feedback in the experimental branch forum. Link below:

    https://steamcommunity.com/app/979110/discussions/5/

    Let us know what you think of the new features and if something should be altered or tweaked in your mind. Perhaps something makes the game too hard or something is too annoying, let us know so we can get a feel for how the new features feel! =)

    [h3]Full Alpha 9 Experimental Branch Patch Notes[/h3]


    • Environment hazards Implemented - Solar flares, Micrometeoroids, Nebulae and Siren Worlds.
    • New Faction Interactions Implemented - Signaling, NPC Hailing, Distress State and Refugees.
    • Signaling - Allows spaceships to communicate simple intents directly, like "we want to communicate", "we want to surrender", "we want to establish a cease fire and communicate".
    • Distress state - Allows a spaceship and its crew to turn on a distress beacon and call for help.
    • Refugees - A new character status in addition to the prisoner status, saved crew members from destroyed spaceships who are looking to be reunited with their faction.
    • Suspicion - A new faction status, whereby another faction can be suspicious towards you that you are hiding something from them.
    • Implemented a lot of new communication dialogue related to the new faction interaction implementations.
    • NPC spaceships now signal and hail the player at times, asking if the player has seen their crew members who sent out a distress call.
    • The player can now try to lie in certain dialogue scenarios.
    • NPC factions can now help each other in distress situations as well.
    • Solar flares - Overload your power nodes and may cause fires aboard your ships.
    • Micrometeoroids - Rain down on your ships and strike your mining pods. Shields mitigate to a degree.
    • Microbreaches - Small cracks which cause depressurization.
    • Siren Worlds - Peculiar planets whose strange signals mess with the mind.
    • Nebulae - An interstellar cloud of ionized gases, which has a draining effect on shields.
    • Added Space Hazards individually to the game customization screen - Tweak their presence and make them non-existent if you so desire.
    • Ability to set the resource amounts for derelicts added to the game customization screen.
    • Harsh game difficulty is now rebalanced to be harder.
    • Shuttles and miners can now become broken if hit by micrometeoroid.
    • Broken crafts can't work and leak oxygen.
    • Many Siren World character conditions added: Disorientation, Psychotic, Schizophrenia, Lost Appetite, Insomnia, Aggressivity, Urge to Destroy.
    • New Character conditions and behavior possibilities: Committing suicide, poisoning, seeing a captive crew member.
    • Implemented an improved way to override crew member schedules for a set amount of hours, for situations needing quick action.
    • Crew member schedule overriding can be done by selecting a crew member and from the crew management screen.
    • Tweaked Character conditions.
    • Tweaked energium to energy rod ratio lower.
    • Rebalanced trading prices of resources.
    • Made the game log more selective of which conditions and events are listed.
    • Hangars can be paused/unpaused to prevent craft from doing work.
    • Crew members can fight each other if they get irritated enough.
    • Added additional information for grow beds, to easily see if conditions are optimal for plant growth.
    • Graphic assets Improvements and Polish: Toilet, Hypersleep chamber, Operations console, Power capacitor, Airlock, Assembler.
    • Fixed in-floor power node restrictions to a degree.
    • Tweaked the surrender trigger from bullet hits to function in a better way.


    Please give your feedback in the experimental branch forum. Link below:

    https://steamcommunity.com/app/979110/discussions/5/

    Join Space Haven Discord: http://discord.gg/spacehaven
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    Thanks for reading and see you again in the next update!


  • [ 2020-07-24 16:18:27 CET ] [ Original post ]

    Space Haven Alpha 9 - Progress Report #02.



    [h3]Greetings, Spacefarer![/h3]

    This is the second report on the progress of Alpha 9 - If you want to read the first report head on over to:https://steamcommunity.com/games/979110/announcements/detail/2516898401240766529

    Time flies when you have fun developing a game. Another few weeks have gone by and we have new things to show!

    In addition to the Space Hazards for Alpha 9 there was something else we saw an opportunity for to fit in the same package. Interactions with factions and their spaceships have been quite limited, and while this part of the game will be an on going part of development, we thought Alpha 9 would be a good opportunity to add some new features related to this.

    We've worked more on faction encounters and interactions, and we have new features we want to showcase.

    [h3]Faction Interactions[/h3]



    So far all the communication requests have come from the player, whether it is the want to trade or have a simple discussion otherwise. We've spent some time and implemented these interactions further, allowing other factions to contact you in case there's something they need or want.

    These additions will give more life to your encounters with other faction spaceships, as they can now signal their want to communicate with you too. Currently other faction spaceships may contact you if you happen to have prisoners or refugees belonging to them, asking for the possibility to get them back. Sometimes they might need some resource and ask for it, or simply push their luck by asking for a gift.

    [h3]Signaling[/h3]



    A small problem with communicating is that it is tied to the operations console, and the player doesn't necessarily have someone there at all times. This could make it problematic to establish a communication channel, or for the player to know some faction ship wants to communicate.

    We decided to implement signaling to help with this. Signaling can be seen as some form of Morse code signaling, which allows spaceships to communicate simple intents, like "we want to communicate", "we want to surrender", "we want to establish a cease fire and communicate".

    Other spaceships can signal back their intent to accept or decline this request, thus making both parties aware of communication intentions and to get a crew member to the operations console.

    [h3]Distress state[/h3]

    When a faction spaceship gets destroyed the crew members of that spaceship will look to evacuate and abandon their ship. If there's another spaceship belonging to their faction, they will flee to that spaceship and continue their journey with their faction.

    However, if there's no other spaceship belonging to their faction present in the sector, they will look towards other faction spaceships with whom they are in a ally/neutral stance relationship wise. They will seek out to ask for help and become a refugee in hopes of being reunited with their faction one day. Since they activate their distress beacon other factions are allowed to enter their spaceship and help them.

    [h3]Refugees[/h3]


    There's a big hole in our ship, can we come with you?

    We've created a new character status in addition to the prisoner status, we're introducing the refugee status. Refugees are crew members, who have lost their home spaceship in a battle or otherwise, and are now looking to be reunited with one of their other faction spaceships somewhere in the galaxy.

    If a pirate is with you in a sector bombarding a civilian spaceship and that spaceship gets destroyed, the civilians will want to reach out to you and ask for help. You can then decide if you want to take them with you, offer them sanctuary and a chance to be reunited with another of their faction spaceships one day.

    Refugees are willing to help in some way. However, they do not work as long hours as your main crew members do during a day, as they want to save their strength. They are willing to help by carrying out logistics jobs, but are currently limited to that since they do not want to interfere with your crew and their specialized tasks you have set for them. Their priorities and schedules cannot be changed to keep a good balance. They yearn to be reunited with their faction one day, and will grow restless with time if this doesn't happen.

    [h3]Refugee Conditions, Mood and Satisfaction[/h3]



    Keeping the refugees happy is important if you want to keep them working for you. Keep them satisfied by creating a nice area for the refugees to spend time and sleep in, keep them well fed to increase their mood.

    Refugees of a faction will react to seeing another member of their faction be a prisoner instead of a refugee. This will have a negative effect on their mood and could lead to them refusing to work for you.

    [h3]Lying, Suspicion and Scanning[/h3]



    One of the most important things for a faction are their crew members, and once one is lost they usually want them back, unless it's that irritating Bob guy, whom nobody wants. (If your name is Bob please know we did not mean you but another Bob!)

    When you encounter a faction spaceship they might contact you and ask if you've seen some of their lost crew members somewhere. If you have some on board as refugees or prisoners, you will have the options to tell the truth or lie.


    Civilians scan some random areas of your ship and find out you have some of their faction crew members as refugees.

    Lying is not nice. But hey, those refugees can be a good work force and you're not ready to give them up just yet. When you lie the other party might grow suspicious, or just want to check to be sure. If this happens they might do a scan of one of your ships.

    They will randomly scan some parts of your ship revealing what's there, and if they happen to reveal a captive crew member belonging to them they will know you've lied. You can expect to get a hail request after this with someone quite angry on the other side.

    [h3]Relationships with Factions[/h3]

    These new additions will give some first opportunities for your relationship towards another faction changing over time. Your decisions to help or not to help will affect how the faction sees you, and if you disregard calls for help often enough your relationship with a faction will dwindle to hostility.

    [h3]A Mention on the Space Hazards and Related Concerns[/h3]

    The mention of space hazards in the first Alpha 9 progress report caused up quite some discussion among you, our spacefarers. Many of you were concerned this update would have a big impact on the more relaxed play style you've gotten accustomed to.

    Fear not! While these features are on by default we included them in the game customization options, you will be able to tweak them individually. Their presence in the galaxy can be tweaked and even turned off completely if you so desire.

    As such, if you are looking to continue your relaxed play style this feature will not affect it negatively if you choose so, just remember to tweak it in the game customization menu!

    [h3]Nebulae[/h3]



    The fourth space hazard is the nebula. An interstellar cloud of ionized gases, which has a draining effect on shields. The nebula itself is not very dangerous, but it can lead to interesting and dangerous situations if ship-to-ship battles take place in a sector with a nebula.

    [h3]Alpha 9 Release[/h3]

    We have a goal to finish these features we are working on and wrap up Alpha 9 in the upcoming weeks. We will first push the update to the experimental branch and once it has been tested enough we will push it to the main branch.

    We have no exact dates but we will announce when we release the update into the experimental branch and also when we release into the main branch! Stay tuned for more news!

    [h3]A note on save compatibility to Alpha 8[/h3]

    As it looks now saves from Alpha 8 could work, although no space hazards will be present until you start a new game. We will find out more about the save compatibility when we release the update into the experimental branch and have players test it out.

    [h3]Community Highlights[/h3]


    This hilarious scene was posted by MtnDewGameFuel.


    Really nice ship created by SubwaySurfer


    Sweet ship by cromlowinhischair

    If you want a chance to get your own ship in the updates post them in our Discord server #screenshots-and-videos channel, or here on Steam! =)

    Join Space Haven Discord: http://discord.gg/spacehaven
    You can also post them here on Steam: https://steamcommunity.com/app/979110/screenshots/

    Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
    Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
    Technical Support: https://steamcommunity.com/app/979110/discussions/1/
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    Thanks for reading and see you again in the next update!


    [ 2020-07-16 15:53:03 CET ] [ Original post ]

    Space Haven Alpha 9 Progress Report.



    We've been working on the first new features for the upcoming Alpha 9 update, and it is time to show what we've been able to produce so far! We're introducing Space Hazards and since one of the hazards affect crew members directly we found a good opportunity to add some new implementations towards adding a bit more depth to characters as well.

    Space Hazards we're currently working on:


    • Solar Flares
    • Micrometeoroids
    • Siren Worlds



    Space Hazards are represented with icons on top of sectors in the starmap. This will allow you to see what you are getting yourself in to =)

    [h3]Solar Flares[/h3]

    Holy crap! What's going on here.

    Solar flares overload your power nodes, possibly damaging them and cutting your power transfer short to a part of your ship. Fires can also break out, which means it is important to have some crew members on board the ship at all times.

    [h3]Micrometeoroids[/h3]

    Watch your head, Charley!

    Micrometeoroids rain down on your ship constantly while you're in a sector where they are present. Shields will mitigate their negative effects to a degree as long as they stay up. Mining pods can be struck by the meteoroids, causing a concussion condition for the crew member inside and possibly damaging the mining pod.

    Micro breaches



    We have also implemented so called micro breaches. Micro breaches are smaller hull breaches, not fully tearing the hull open but causing small cracks which cause depressurization. Micrometeoroids and certain turrets may cause these as they hit the ship hull. These micro hull breaches can be repaired by your crew members with their construction guns.

    [h3]Siren Worlds[/h3]

    Jet has lost his mind, or really hates his bed.

    Siren Worlds are peculiar planets whose strange signals mess with the mind. These signals will periodically cause your crew members to act in a strange manner, ranging from aggressive behavior to staring at walls. Be alert when staying in these sectors, as your crew members might do something you don't want them to do.

    The signals from the Siren World may result in crew members getting conditions like the urge for destruction, effectively making them a saboteur starting fires on board your ship. Other examples are insomnia and loss of appetite, causing tiredness and hunger among your crew members. Aggressive behavior might also occur and your crew members might start fighting each other.

    [h3]Crew fights[/h3]



    Crew members can now start fights among each other if they get irritated enough. The chance for a fight to occur is based on various factors, such as overall mood and food status. If the crew member has a low overall mood and is also hungry on top of that they are more prone to become really irritated at someone.

    Fighting causes some health damage, but crew members do not aim to kill each other. However, this could happen in some very rare instances where one of the crew members just happens to have very low health to begin with when the fight starts. Once they've let out enough steam they stop and go about their business.

    As you can see not only does the implementations for the Siren World effects result in some cool new events, they also enable us to add a bit more depth to the crew members.

    [h3]A note on possible player irritation[/h3]

    We're aware that when crew members start doing bad stuff on their own there is always a balance between interesting events and possible player irritation. Some things can get really annoying when they happen, depending on the event itself.

    Right now these conditions appear mostly only in special sectors, the Siren Worlds sectors. We'll also listen to feedback to know if there's something that really causes more irritation than necessary, and will tweak as needed =)

    However, these are really fun things to experiment with and will help a lot with adding more depth to characters and their behavior.

    [h3]Final notes[/h3]

    This is the stuff we've been working on for Alpha 9 so far. However, even if there's graphical representation of new features it doesn't always mean they are completely implemented and ready to go. Additionally, we still have some more features we want to include in Alpha 9 and will update you on the progress in a few weeks again!

    Stay tuned for the next update and check out the community highlights below!

    [h3]Community Highlights[/h3]


    Mean looking ship by cameronsabin82


    New Hope MK II by Dae


    SSV Normandy SR-1 by LocoOne85


    Fleet by Kreistor


    Fan art by Becca. Neat looking mining pod!


    You entered the wrong ship, Pirates! Fan art by Lulu Skorobogatov

    If you want a chance to get your own ship in the updates post them in our Discord server #screenshots-and-videos channel, or here on Steam! =)

    Join Space Haven Discord: http://discord.gg/spacehaven
    You can also post them here on Steam: https://steamcommunity.com/app/979110/screenshots/

    Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
    Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
    Technical Support: https://steamcommunity.com/app/979110/discussions/1/
    Join Discord and chat with others playing Space Haven: http://discord.gg/spacehaven
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    Thanks for reading and see you again in the next update!


    [ 2020-07-02 15:31:03 CET ] [ Original post ]

    Space Haven Alpha 8 - New Update!



    Greetings, Spacefarers!


    We've got another update for Alpha 8, newest version is now 0.8.21. For this update we've focused on finalizing the new changes for Alpha 8 and also added another new facility, the Composter. We worked on a new view mode, the water vapor view mode, allowing you to see where water vapor is distributed on your ship. We also added a way to eject stuff from a storage and tweaked some things, read all about it below.



    Introducing the Composter facility and fertilizer as a resource. Grow Beds will now need fertilizer to enable crops to grow. The composter will allow you to decompose many type of resources to fertilizer, carbon and water.

    While the Composter supports the food production loop the Chemical refinery is capable of producing fertilizer more efficiently. Use these two facilities to keep your food production up and running.



    We added the much wanted water vapor view mode, which will allow you to be more strategic with where you place your water collectors on your ship. Use this view mode to see where water vapor is accumulating, and place a water collector to get the vapor turned back to liquid water again.



    We modified the mining station to have two shuttles, and increased the default crew member amount at start to 6. This will help with the logistics work in the beginning, allowing things to run a little bit smoother as you build your ship to take to the stars.

    A couple of other worthwhile mentions: We tweaked the random derelict ship generator a bit to increase the chance of finding hypersleep chambers aboard derelict ships. It seemed it was very rare to find one, the chance should be higher now.



    We also added a way to eject items from a storage on a ship. This will become handy when stuff just keeps accumulating and you need some space for more important resources.



    With every update our graphic artist uses some of his time to polish assets in the game. This time the power generator has gotten a tune up to its animation as well as the solar panel. Probably a lot of other stuff, he doesn't always tell us =)

    Thoughts on Alpha 9


    The updates seen to Alpha 8 so far have been smaller updates, still taking time but allowing for a near weekly new patch. A bigger update and a new Alpha version will require many weeks of development time, and we're ready to start working on it once we know these final versions of Alpha 8 are stable enough.


    We will be able to state our ideas for Alpha 9 in a broad manner once we have started working on Alpha 9, but we will be able to show the final details of the update closer to the release of the update. We also plan to keep you updated weekly or bi-weekly depending on how progress is coming along. =)


    Full Patch Notes:


    [version] 0.8.21


    • New Facility: Composter.
    • New view mode: Water Vapor.
    • New resource: Fertilizer.
    • You can create fertilizer in the Chemical Refinery.
    • Fertilizer resource units added to old saves to allow for a smoother transition to this new version.
    • Plants in grow beds now need fertilizer.
    • Toilet now produces water and biomatter. Grow beds also produce biomatter.
    • Increased the chance to find a crew member in a hypersleep chamber aboard derelict ships.
    • Added oxygen indicators to airlocks.
    • Combined Hazardous gas and smoke to one view mode named Hazardous/Smoke.
    • Added a new welcome text as the first information when starting a new game.
    • Prisoners can now eat from nearby storages and items on floor if they have access and permission to those tiles.
    • Modified mining base start scenario to have two shuttles.
    • Modified mining base start scenario to have 6 crew as default instead of 5.
    • Modified building job not possible notification to not come as often.
    • Added a mechanism to eject items to space from a storage.
    • Fixed shat pants negative comfort remaining after condition was removed by going to the toilet.
    • Fixed a problem with trading.
    • Fixed problem with produce if < xx in grow beds.
    • Fixed many bugs.


    Community highlights


    EDL Cydonia by Droggarth


    FTL inspired ship created by GoMunRah


    Fleet by created by SpookySausage


    Amazing Bugbyte ship by Gadwin!


    If you want a chance to get your own ship in the updates post them in our Discord server #screenshots-and-videos channel, or here on Steam! =)

    Join Space Haven Discord: http://discord.gg/spacehaven


    You can also post them here on Steam: https://steamcommunity.com/app/979110/screenshots/


    Report bugs here: https://steamcommunity.com/app/979110/discussions/4/

    Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/

    Technical Support: https://steamcommunity.com/app/979110/discussions/1/

    Join Discord and chat with others playing Space Haven: http://discord.gg/spacehaven

    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/


    Thanks for reading and see you again in the next update!


    [ 2020-06-17 13:46:10 CET ] [ Original post ]

    Space Haven Alpha 8 - The Water Update.



    Greetings, Spacefarers!


    We've got another update for you to Space Haven Alpha 8. Water has been one of the most discussed topics since the Early Access release of Space Haven. Many of you seemed unhappy of how it was working, wishing for more of a closed type of system. Indeed there was a lot of feedback pouring in regarding this.



    Expanding on the systems already in the game is also something we would like to achieve with time. We're happy to introduce the Water Collector to you, along with a new gas called Water Vapor. Water is used to grow food in grow beds, as such it is stored in food, water vapor is released from both plants and crew members, which can be turned back to liquid water using the water collector.

    The Water Collector - This Water Collector reclaims water vapor from the air and condenses it back to liquid water. Place it close to grow beds for maximum efficiency.

    Water Vapor - Water vapor is the gaseous phase of water and can be condensed back to liquid water.



    Auto System Readiness Manager


    Another prevalent issue was the fact that that it was easy to miss the so called "Red Alert" levers in the systems menu. Many were wishing for this type of function not knowing it already exists. We decided to implement an auto manager for this, which would take care of setting the proper readiness levels based on the situation at hand. If an enemy jumps into the sector the weapons and shields readiness levels will be set to high alert automatically.

    Manual control is still available, simply by turning the auto manager off and then using the levers yourself. In addition to the above we've implemented more smaller improvements and bug fixes. See the full list of patch notes below.

    Full Patch Notes:


    [version] 0.8.20


    • New facility: Water collector. Turns water vapor back to liquid water.
    • New Gas: Water vapor.
    • Game rebalance: Reduced water consumption for crops (-30%).
    • Crew members and crops now exhale water vapor.
    • New Feature: Automatic system readiness level manager.
    • Made some improvements to hull removing.
    • Turrets and scanners no longer fire into empty space on continous fire.
    • Oxygen generators will now warn if they cannot raise the oxygen level enough.
    • Fixed an issue with recruited prisoners having the ability to do jobs even with a zero skill level.
    • Fixed a problem when extra items are on a blueprint building area and they are then moved outside of the ship.
    • Fixed a problem with some repairs never being done.
    • Fixed a problem with trading.
    • Fixed aliens spawning even if none was selected in the game settings.
    • Fixed a problem with crew ending outside of the ship when loading a saved game.


    Community Highlights


    Very nice looking ship created by TibiEtIgni


    This masterpiece was created by Gadwin


    Althena's ship in hyperspace


    Sweet looking fleet by Aieonae


    Seems like someone found a lot to salvage! Screenshot by Hennako.


    If you want a chance to get your own ship in the updates post them in our Discord server #screenshots-and-videos channel, or here on Steam! =)


    Join Space Haven Discord:
    http://discord.gg/spacehaven

    You can also post them here on Steam:
    https://steamcommunity.com/app/979110/screenshots/


    Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
    Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
    Technical Support: https://steamcommunity.com/app/979110/discussions/1/
    Join Discord and chat with others playing Space Haven: http://discord.gg/spacehaven
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/


    Thanks for reading and see you again in the next update!


    [ 2020-06-05 13:17:42 CET ] [ Original post ]

    Space Haven - A Week In Early Access



    A week has passed since Space Haven was released into Early Access. It has been a nervous and stressful time for us, preparing for the release and hoping everything will work out smoothly.

    We want to thank all of you for playing the game and sending us so much feedback, as well as reporting bugs for us to fix. And fixing is what we've been doing, and we have a patch out today once again!

    Hopefully we did not introduce any new bad ones =) Just let us know and we will take care of it. We want to wish you a great weekend playing Space Haven, and we look forward to bringing you news of new content for the game.

    If you want to read about our vision you can do so below:
    https://steamcommunity.com/app/979110/discussions/2/2246677986026419122/

    Our method of developing is not really to design it out on paper and think this is it and let's move on. It's more in a way of filtering features to implement through long discussions between us, weighing the potential game play value they bring versus the implementation cost in man hours.

    Then. After this is done we guesstimate some start values for the new features, and then we let it out for you to play. We gather your feedback and tweak/modify as needed. We value and want to incorporate the feedback you send us in our decisions. It's like a sandbox to us, and we let your feedback guide our way to a better game. =)

    Community Highlights!


    Ship created by mgthevenot


    Ship created by Manuque


    Ship created by Nak


    Fleet created by ApexPrimaK


    Margo and Luis share a moment. Screenshot taken by

    If you want a chance to get your own ship in the updates post them in our Discord server #screenshots-and-videos channel, or here on Steam! =)

    Join Space Haven Discord: http://discord.gg/spacehaven
    You can also post them here on Steam: https://steamcommunity.com/app/979110/screenshots/

    Full Patch Notes:

    [version] 0.8.19


    • Default keybindings for rotation swapped between Q and E. Q is now CCW and E is CW. These seemed to be mirrored from what they should have been.
    • The game now pauses when an enemy ship enters the sector. (This is for you writing a review of falling asleep mid play and pirates getting you in the meantime =) )
    • Fixed a bug with seeing enemy outlines when docking a shuttle to a derelict after loading a save.
    • Fixed a bug with being able to place an In-floor Power Node overlapping other blueprints. (On top of each other)
    • Fixed a problem with crew members not working when energy was below a treshold. (Crew members will be more effective now!)
    • Fixed a problem with trades not starting.
    • Fixed a bug with binding a ship to a group.
    • Fixed a problem with a mining pod becoming stuck after relocating.
    • Fixed a crash when loading a saved game.


    Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
    Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
    Technical Support: https://steamcommunity.com/app/979110/discussions/1/
    Join Discord and chat with others playing Space Haven: http://discord.gg/spacehaven
    Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

    Thanks for reading and see you again in the next update!


    [ 2020-05-29 12:58:33 CET ] [ Original post ]

    Space Haven Alpha 8 Updated.



    [h2]Attention! A bug was introduced with version 0.8.17. If you have stumbled upon the following problem please update the game to 0.8.18.[/h2]



    [h3]Refineries/Assemblers showing no power even though power nodes are linked and everything should be in order. Version affected is 0.8.17. We have already fixed this so please update to 0.8.18 =)[/h3]
    -----------------------------------------------------------------------------------------------------------

    Greetings, Spacefarers!

    It has been very hectic for us here at Bugbyte, but we're really happy to be able to push out the new patch today! This patch addresses many bugs you've reported and also has some other smaller improvements.

    We noticed it was easy to miss the UI box with the information on how to rotate a facility, and many wished they would be bound to Q and E on the keyboard by default. We improved the outlook of the rotation information box and made rotation keybinds be bound to Q and E by default.

    We also heard you on the missing sounds and have started adding some more sounds to the game. We will aim to do this more and more with time.

    We've also heard you on other issues and rest assured we are gathering all feedback and aim to improve the game! We just need a little time to figure out our bearings and make some implementations =)

    [previewyoutube=VGWKASxVMkY;full][/previewyoutube]

    We would also like to highlight this great tutorial video series by Rhadamant. If you have trouble getting into the game take a look! We advice anyone new to start with the Basic Platform scenario, but the video series above should help you on your space voyage.

    One of the best things with being a developer is seeing players interact with your game. It has been awesome to see you create your own creations. There are so many we would like to show here but we can only pick a few. Here are some great ships made by you, our players!


    Ship created by Rav2n


    Ship created by Kushiel


    Ship created by Kalus


    Fleet of two created by Grogsnack the Vegetarian

    If you want a chance to get your own ship in the updates post them in our Discord server #screenshots-and-videos channel, or here on Steam! =)

    Join Space Haven Discord:
    http://discord.gg/spacehaven

    You can also post them here on Steam:
    https://steamcommunity.com/app/979110/screenshots/

    [h3]Full Patch Notes:[/h3]
    [version] 0.8.18


    • Fixed no power icon remaining on production facilities even when power is available.

    [version] 0.8.17

    • Fixed a crash error with missing .dll files.
    • Changed rotation keybinds to Q and E by default.
    • Added sounds to shotgun and assault rifle.
    • Added a missing tooltip of errors when a facility is selected.
    • Improved the outlook of the build menu help window with explanations for rotation and build view buttons.
    • Ship resource rules can now only be set in the tactical view mode to minimize the risk of setting rules to the wrong ship.
    • Crew members will move out of the way if they are standing on a hull tile that is being removed.
    • Fixed zoom in/out keybindings behaving the wrong way, was reversed.
    • Fixed edge scrolling in the starmap.
    • Fixed the return home command for mining pods.
    • Fixed a bug which prevented setting a prisoner area on certain ships.
    • Fixed a problem with trading.
    • Fixed a problem with hyperspace jump button being left on the screen after a jump.
    • The Keybind "Delete" will now also toggle dismantle on the a selected object.
    • Removed the interact icon button from storages, which have nothing a drafted crew member can pick up.
    • Fixed a problem with derelict ships not being seized by the player.
    • In-floor Power Node restrictions changed - Can now be built under wallmounts and next to doors.
    • Fixed problem with prisoners trying to go and eat to a spot they don't have a path with permission to travel.
    • Fixed problem when releasing multiple prisoners the dialog tree always selects the first prisoner.
    • Fixed bugs.


    Report bugs here:
    https://steamcommunity.com/app/979110/discussions/4/

    Discuss Space Haven here:
    https://steamcommunity.com/app/979110/discussions/0/

    Technical Support:
    https://steamcommunity.com/app/979110/discussions/1/

    Join Discord and chat with others playing Space Haven here:
    http://discord.gg/spacehaven

    Space Haven subreddit:
    https://www.reddit.com/r/SpaceHaven/

    Thanks for reading and if there's anything wrong rest assured we will do our best to fix it immediately! Just let us know =)


    [ 2020-05-27 17:28:19 CET ] [ Original post ]

    Amazing Launch And The Space Haven Experimental Branch.



    Greetings, Spacefarers!

    We have been completely blown away by the Early Access release of Space Haven. Our small team of 3 has been scrambling to keep this spaceship together =) We welcome all new Spacefarers! May your journeys be eventful and prosperous.

    We believe that you will see the love that has already gone into Space Haven, and the endless potential it has. However, we see plenty of room to expand on and improve the existing features to bring them up their full potential, which will be our main focus. We want to keep working on Space Haven until it is a true gem among indie games!

    If you have any troubles with the game we are here for you at the Steam forums and our other channels ready to help! =) If there's anything going wrong rest assured we will be at the problem with the speed of a rocket!

    [h2]Join the Experimental Starfarers Crew[/h2]


    We will start with our iterative updates to improve Space Haven step-by-step to that indie gem! The process will be as follows:

  • Push a new Update to the Experimental Branch - Where you can test new experimental patches before the game is officially updated.
  • Once the experimental game build looks solid and stable we will push it out officially to all players!

    NOTE! Joining experimental is completely optional, and you should only do it if you are willing to risk that some new bugs are introduced, which could affect your game play and potentially break your save.

    Here is how you join The Experimental Starfarer crew:

    1. Open Steam Library
    2. Right click Space Haven
    3. Select Properties
    4. Go to tab 'Betas' at the top.
    5. Select 'Experimental' in the drop-down.

    To see what has been added, check the in-game patch notes.



    Need help? Join The Space Haven community. The best places to get help is here on Steam forums but also on Discord and Reddit.

    Steam Forums: https://steamcommunity.com/app/979110/discussions/
    Discord: https://discord.gg/zx2AN4F
    Reddit: https://www.reddit.com/r/SpaceHaven/

    We also have a wiki for Space Haven which can be found here:
    http://bugbyte.fi/spacehaven/wiki/



    Thanks for reading and see you in the next update! Oh, and remember to tell your friend to hop aboard and come play Space Haven! =)


  • [ 2020-05-25 16:35:41 CET ] [ Original post ]

    Early Access Release is Thursday May 21st 10.00 am PDT.



    Bzzt...bzt.. This is Bugbyte mission control. Houston, we don't have a problem, we have a date. Repeat, we have a date! We have a Steam Early Access release date! Bzzt...Bzt... Over and out. Space Haven will be released on Steam as Early Access on Thursday 21st of May. Let's make this rocket launch a successful one together!

    Story time. We recently attended a small game dev gathering here in Turku, Finland. When asked to introduce ourselves we eagerly told our story, and how Space Haven was looking very promising to be our best game yet.

    We continued on to say one of our game dev related dreams out loud, which would be to have the number one spot in the "global top sellers" list on Steam. One of the attendees burst out laughing, thinking it was a joke. Well, to be honest. We didn't mean that Space Haven would stay up there forever, even a minute would be a dream come true for us =) It's honestly a dream we have and they say it's good to have goals in life!



    "I have a dream... That one day... For one minute... Space Haven would be the number one top seller on the "Global Top Sellers" - list on Steam"

    It is once again time to rally up, Spacefarers! Let's make Space Haven soar through the skies and reach the number #1 on the Global Top Sellers list, even if just for a minute! =) This would be something to tell our grand kids about.



    [h3]What can I do to help?[/h3]

    • Start beating the Space Drums, tell your friends and family, yell it out in every Discord channel and forum you can and tell them to Wishlist Space Haven on Steam: https://store.steampowered.com/app/979110/Space_Haven/
    • Tell your favorite streamer to contact us at: support@bugbyte.fi - Let's invade YouTube and Twitch!
    • Be there with us on launch day Thursday May 21st, and help new players with their questions if you can! =)


    [previewyoutube=sAIuZ771vC0;full][/previewyoutube]

    [h3]This is how Space Haven looks now[/h3]











    These are exciting times! Come await the Early Access release together with us and other players, we're waiting for you in our channels below:

    Discord: https://discord.gg/zx2AN4F
    Reddit: https://www.reddit.com/r/SpaceHaven/
    Twitter: https://twitter.com/SpaceHavenGame
    Facebook: https://www.facebook.com/BugbyteGames/
    Instagram: https://www.instagram.com/spacehavengame/

    We also have our mailing list which is great for keeping up to date with important news: http://bugbyte.fi/register

    See you again soon! =)


    [ 2020-05-08 17:11:48 CET ] [ Original post ]

    Space Haven Alpha 8 - The Build Menu Overhaul.



    Alpha 8 comes as a smaller update focused on the Build Menu. We've spent a few weeks improving it and making it easier to use, easier to find facilities and utilizing different resolutions in a better way. It might take a little time to get accustomed to the new build menu, but once that happens you should notice it is great to use and allows for some quick building! =)



    We've also worked hard on improving the translations, and we are starting to be confident they are shaping up very well. We will of course improve these with time as players spot issues and strings that are hard to understand.



    [h3]STEAM/GOG Early Access Release[/h3]
    We are preparing for the official Early Access release. We do not have a date yet, as we need to sort out some tasks and find a good window for the release all things considered, it could be before summer but it might end up being after the summer in fall as well. Once we are certain of a date we will announce it, so stay tuned for news on that =)

    [h3]Interview with the composer of Space Haven[/h3]
    [previewyoutube=x4mmW0h4tlM;full][/previewyoutube]

    Solid Content sat down and did an interview with the music composer for Space Haven, watch some neat game play, listen to some music and hear some cool things about making music for Space Haven!

    Thanks for reading and stay tuned for more news to come!


    [ 2020-04-30 18:05:36 CET ] [ Original post ]

    Space Haven Alpha 7 - Advanced Game Customization, Localization and more.



    So, we find ourselves in midst of a pandemic. Never would we have believed that we and the world would find ourselves in such a situation as the Steam early access release of Space Haven closes in.

    We truly hope you are safe out there. So far we have managed to continue on as before, our small 3 person indie team has not been infected. We've stayed healthy and focused our energy on Space Haven, and as a result there's lots of new features we want to show you. =)

    [h3]Advanced Game Customization[/h3]


    Many knobs and levers to emphasize your beloved features in the game.

    We have created difficulty levels for the game, and the possibility to customize your playthrough if you want to. It is a type of creative mode, where you get to specify what resources you start with, what kind of asteroids or derelict ships are found in the start sector and so on. This can be tweaked on a galaxy level too, meaning if you want a galaxy full of resources you can create that for yourself.

    For players wanting to forget the challenge and just build in peace we added a sandbox mode, which will enable you to spawn resources at your will.

    New features:


    • Advanced Game Customization - Customize your playthrough with regards to resources, asteroids, derelict ships, alien presence and so on. Emphasize your beloved features.
    • Sandbox mode - A sandbox category has been added to the build menu, allowing you to spawn resources and possible other items at will.

    [h3]Crew Selection Screen and Customization[/h3]


    You can now customize the colors of your crew outfits.


    A crew selection menu has been added to the game!

    Another new addition is the crew selection screen, where you will be able to decide who you will take with on your journey through space. Many want to leave Earth and hop on your crew, in hopes of finding a better place to live. You need to decide who you take with, and what kind of colors their shirt and pants have.

    New features:

    • Crew selection menu - Choose who you take with as part of your starting crew as you venture out to find a new home among the stars.
    • Customize crew outfits - Choose the colors of your crew member outfits. Everyone can have a purple shirt, or yellow, or something completely different!

    [h3]Starmap improvements[/h3]


    Starmap now has fog of war.

    We've added a fog of war to the starmap, which reveals the next destinations but no further than that. This allows for some surprises with how the other faction spaceships move around in the starmap, it also adds to the feeling of exploration when traveling in the galaxy. We also had a little time to tweak some of the space backgrounds within sectors.

    New features:

    • Starmap fog of war - Pirates might catch you by surprise now!
    • Polished backgrounds - At least some of the backgrounds will look a bit better =)



    Special derelict ships, so called claimable derelicts, can now be claimed and added to your fleet.

    Claimable derelict ships - These are special derelict ships which can be claimed and added to your fleet. Go explore them and once all creatures lurking in the shadows have been cleared out this special derelict ship can be captured and added to your fleet. However, it might require a substantial amount of repairs and resources to make it capable of hyperspace travel.

    Additionally, all the factions in the game now have some new ships in their fleet, so you will meet more than just the little scale spaceships later on in the galaxy.

    New features:

    • Claimable derelict ships - These special derelict spaceships can be claimed and added to your fleet.
    • New faction spaceships - Added some bigger ships for the various factions in the game.

    [h3]Space Haven - Now available in 12 languages[/h3]


    We've spent a lot of time to make Space Haven available in other languages besides English. We hired a team of professional translators for the job, and they have just finished their initial translations of texts in the game.


    Space Haven is localized to the following languages:

    • ENGLISH
    • GERMAN
    • FRENCH
    • CASTILIAN-SPANISH
    • ITALIAN
    • RUSSIAN
    • SIMPLIFIED-CHINESE
    • JAPANESE
    • KOREAN
    • CZECH
    • POLISH
    • PORTUGUESE-BRAZIL


    These translations are the first iteration, and they will need work and polishing to iron out the biggest issues. We will be working on that in the upcoming weeks.

    [h3]Steam Early Access[/h3]
    We're preparing for a Steam Early Access release, but we do not have a date yet. We want to release this year. However, times are very uncertain, and so many factors play into a successful official release. If one of us three becomes ill it could seriously affect any set release date we would have.

    The game build needs to be ready, void of any game breaking bugs. The translations need to be checked and in good enough shape. Our current plan is to make a decision around a month before release, and once we have it clear to ourselves we will notify you =)

    Discord: https://discord.gg/zx2AN4F
    Reddit: https://www.reddit.com/r/SpaceHaven/
    Twitter: https://twitter.com/SpaceHavenGame
    Facebook: https://www.facebook.com/BugbyteGames/
    Instagram: https://www.instagram.com/spacehavengame/

    We also have our mailing list which is great for keeping up to date with important news: http://bugbyte.fi/register

    Thanks for reading and see you in the next update!


    [ 2020-04-10 13:42:57 CET ] [ Original post ]

    Space Haven Alpha 6 - The Ship-to-Ship Battles Update.



    Is it a bird? Is it a plane? No! It is the thunderous roar from a spaceship turret. Space Haven Alpha 6 is the biggest update to date and brings ship-to-ship battles with it, along with a bunch of smaller feature additions, improvements and bug fixes.



    Developing support for ship-to-ship battles was challenging design wise, but we're really happy with how it turned out and how it further supports the core of the game. The new additions enables you to build a proper bridge for your spaceship consisting of many console modules.

    Note! There's only one turret at the moment, but our focus was to implement the base and make ship-to-ship battles fully functional. We will be adding more with time.

    [h3]The Spaceship Bridge[/h3]



    It's now possible to build a proper bridge for your spaceship, with 3 new console modules introduced making the total amount of console modules 4. Each console is specialized in controlling a certain aspect of the defense and attack systems. The consoles are:

    The Operations Console



    The operations console is used to hail other spaceships and communicate with their crew. It is also used to control scanner modules. Needs crew member to operate.

    The Weapons Console



    The weapons console is used to control the various turrets of the spaceship. One console is capable of controlling all turrets in the spaceship, as long as a crew member is stationed at the console.

    The Shields Console



    Shield modules form a continually regenerating protective energy shield around the ship, and use power to recharge. Shield generators are controlled by the shields console seen above.

    The Navigations Console



    This navigation console combined with a hyperdrive enables the spaceship to hyperjump between solar system areas. Needs a crew member to operate.

    [h3]Ship-to-Ship Battle Mechanics[/h3]



    A ship's overall health is divided into hull stability and shield strength, which can be strengthened with hull stabilizers and shield modules respectively. Power will also play a part, as attack and defense systems will be more prone to consume larger amounts of power.

    Various turrets will have their own specifications regarding hull stability damage and shield damage, in addition to these special properties can be added. Examples of special properties could be a turret with projectiles causing internal fires, another turret may act much like an EMP turret shutting down power within an area.


    A Hull Stabilizer reinforces the spaceship's frame, strengthening it and generally improving structural integrity. Multiple Stabilizers can work in unison to bolster the hull far beyond its normal limits.

    A ship's hull is not generally penetrated until the hull stability is lost, at which point the hull stabilizers will be overloaded and explode, along with other hull integrated elements like turrets, shield modules, hangars and more inevitably causing the whole ship to explode to a good degree. It's still possible to save the crew and the ship after this, but generally a scenario like this is devastating. Roof elements, like turrets shields and scanners, can be targeted and destroyed individually.

    All so called system modules reserve system points when built, if you want to build a ship with more hull stability you will have to sacrifice on some other front, like fire power or shield strength. Larger ships will have more system points to spend on system modules. There will not be a wide selection of turrets in the beginning, but with time more turrets will be added to the game.

    [h3]Scanning[/h3]



    Feeling curious and want to see what's going on in other faction spaceships currently in the sector? Build a scanner and you're able to peek in. The scanner will come in handy when trying to determine whether this is a crew you want to mess with, or where to direct your more powerful special turrets.


    "Seems Jemima and Lisette are playing Fatman Returns in co-operative mode. Others are probably sleeping. This is our chance to do a sneak attack and steal their space food."

    [h3]New Music[/h3]

    We've kept Paul very busy and had him produce 4 new music tracks for the game for this update. The soundtrack has come a long way, now with 12 in-game main tracks plus some additional tracks for things like exploring derelict ships and crew combat. That's well over 30 minutes of excellent music!

    [h3]Space Haven Official Wiki[/h3]

    We've been working on a wiki/guide for Space Haven, filling it up with information and tips. We hope it will be of help for new players to get answers if something is unclear. We will keep adding information with time as we find out which things are hard to understand. You can check out the wiki below:

    http://bugbyte.fi/spacehaven/wiki

    We have a goal to release Space Haven as Early Access here on Steam this year. Stay tuned!

    You can find more information on Space Haven and the Alpha at:
    http://bugbyte.fi/spacehaven/

    Discord: https://discord.gg/zx2AN4F
    Reddit: https://www.reddit.com/r/SpaceHaven/
    Twitter: https://twitter.com/SpaceHavenGame
    Facebook: https://www.facebook.com/BugbyteGames/
    Instagram: https://www.instagram.com/spacehavengame/

    We also have our mailing list which is great for keeping up to date with important news: http://bugbyte.fi/register

    Until next time. Thanks for reading! =)


    [ 2020-02-12 17:02:04 CET ] [ Original post ]

    Space Haven Christmas Greetings!



    Spacefarer.

    We've arrived at the end of the year and it's once again time to head out to take a little break and celebrate Christmas and New Year replenishing our strength for the coming year, 2020.

    This year was special to us. It's hard to fathom that it has already been well over 7 years since we started on our journey to create games. A lot has happened in that time, a lot of hardships and disappointments, but also successes that kept us alive to fight another day. We're very grateful to still be alive as an indie studio to this day.

    Being a game developer is wonderful because you get to bring fantasies to life, and create experiences and emotions for others playing your creation. If you were to ask what brings a game developer great joy it's usually seeing players talk and react to your game. In a positive way of course =) Seeing someone bash your creation can feel devastating and demoralizing, but the best way to react is to try to understand what's wrong and improve from there.

    We never intended or planned for Space Haven to be such a long project, just some odd months more and we're at the 4 year mark. 4 years! A lot can happen in 4 years, like suddenly having to wear glasses to see. So what happened? Well, the usual thing happened. We envisioned a game, started creating it and as the years rolled by we realized we weren't building a house, we were building a very big castle. And castles take a lot of time to build!

    If we've had spent less time on Space Haven then Space Haven would not be the game it is today, it would be an entirely different game. And very likely not as enjoyable. See, that's what happens when you work on a game. You realize it needs more, that it's not yet enough. So you keep working on it, crafting it day by day hoping one day it's something special. Like a big castle ready to house many people.

    It's been amazing to see the power of a supporting community. Just when we thought our castle would remain unfinished as nothing but a solid foundation for something magnificent, you came to our aid with your wheel barrows and shovels! You gave us the means to continue crafting our castle that is Space Haven. One of our game developer dreams was to have a successful Kickstarter one day, one of those Kickstarters that make other game developers use it as an example of what's possible. It happened, and you made it possible =)

    Thank you from the bottom of our hearts for making one of our game developer dreams come true. Thank you for supporting us and enabling us to continue crafting Space Haven, the big castle we want to share with you. 2020 is going to be yet another big year, hopefully you are with us then too!



    Now for some more merry news. As mentioned previously we decided to participate in the Yogscast Jingle Jam with one of our previous games, Battlevoid: Harbinger.

    In return, the Yogscast promised to give Space Haven a go in their Jingle Jam streams and show it to their community. (NOTE! Space Haven is not part of the bundle) It was so exciting watching them play, they seemed to love the game and have a lot of fun with it. If you missed it don't worry, you can watch the whole video of them playing below:

    https://www.twitch.tv/videos/523095593?t=0h21m9s

    Our goal is to officially release Space Haven as a solid Early Access version next year (2020) (PC/Mac/Linux), once we feel we are ready and find a good time frame. We will of course notify you closer to release. Once in Early Access, we will continue hammering away on the game update by update.

    If you want to do something in a merry Christmas spirit to help us you can simply share the Yogscast video with a friend, show them this Steam page for wishlisting or let your favorite streamer know that Space Haven is starting to become really solid and they should totally play it =)

    You can find more information on Space Haven and the Alpha at:
    http://bugbyte.fi/spacehaven/

    Discord: https://discord.gg/zx2AN4F
    Reddit: https://www.reddit.com/r/SpaceHaven/
    Twitter: https://twitter.com/SpaceHavenGame
    Facebook: https://www.facebook.com/BugbyteGames/
    Instagram: https://www.instagram.com/spacehavengame/

    We also have our mailing list which is great for keeping up to date with important news: http://bugbyte.fi/register

    Merry Christmas and a Happy New Year! See you in 2020 =)

    - The Bugbyte Team


    [ 2019-12-19 16:17:45 CET ] [ Original post ]

    Space Haven Alpha 5 - The Cool UI Update.

    [previewyoutube=3lZlEXy4rE8;full][/previewyoutube]

    Greetings, Spacefarers.

    Christmas is closing in and so is the Yogscast Jingle Jam! We have decided to join the Jingle Jam Bundle this year, with one of our older games Battlevoid: Harbinger. All the proceeds of the bundle go to charity! We try to do something charitable every year, even if it something small. Part of the fun of having some success is the ability to give back! =)

    Additionally, the Yogscast crew has promised to play Space Haven in their stream, and we're really excited to see that. This will be a great opportunity for you to see the current state of Space Haven, and do check out their Jingle Jam streams throughout the whole of December!

    The Jingle Jam is already live. The Yogscast plan on covering Space Haven on the 14th sometime between 11am-2pm GMT, be sure to tune in and watch them play then!

    We've been working on improving the user-interface the past month, to support you on your journey through space. Step-by-step the UI is improving, making everything more intuitive and valuable information more accessible.



    Moving things around, improving and adding some stuff and sprinkling it with some new features. Above is a screenshot of how the UI looks now. We've rearranged things a bit to allow for the possibility to show more resources in the top bar with a customizable window. Crew members are also shown at the top and how many are shown can be customized. We've added a development progress bar to the main menu, giving a very rough estimate of when a next update could arrive.



    Customizable resource window in the top bar of the user interface. You can play with your own desired setting. If you want to see a lot of resources on the screen at all times you can keep the resource window large. If you don't, just keep it small =)



    Crew members are now shown at the top part of the user interface. You can also customize how many crew members you want to see at a time with a drop-down list. Various elements, such as mineable asteroids, derelict ships and spaceships belonging to other factions are shown in their own part of the UI.



    Spaceships and stations now have roofs! And you can see them. This is the beginnings for being able to add cool stuff on the roof, like turrets, shields and solar panels.

    Some other cool new UI features:


    • Big notifications for important events.
    • A much requested even faster game speed option.
    • The game clock has also been refined.
    • Bind objects to groups using ctrl+(0-9).

    Furthermore, we added a log to the game, giving that nice little touch to creating a story. Want to know that Pete got the "shat pants" condition? No? Well, you will know anyway.



    We have also started working on ship-to-ship combat, which is also why the UI needed some redesigning to be able to support and show valuable information related to ship-to-ship battles. Christmas is closing in fast, we're not sure if we can manage a beginnings of ship-to-ship combat update before it but we will try. We will see how it goes =)

    You can find more information on Space Haven and the Alpha at:
    http://bugbyte.fi/spacehaven/

    Discord: https://discord.gg/zx2AN4F
    Reddit: https://www.reddit.com/r/SpaceHaven/
    Twitter: https://twitter.com/SpaceHavenGame
    Facebook: https://www.facebook.com/BugbyteGames/
    Instagram: https://www.instagram.com/spacehavengame/

    We also have our mailing list which is great for keeping up to date with important news: http://bugbyte.fi/register

    Until next time. Thanks for reading! =)


    [ 2019-12-02 18:12:32 CET ] [ Original post ]

    Space Haven Alpha 4 - The Big Mixed Bag Of Goodies Update.


    Girl. You walked into the wrong ship. Now show our Captain Pedro some respect or you gun' get it!

    Greetings, Spacefarers.

    Time flies when you are working on something cool and we believe this is the most exciting update for Space Haven so far! This big mixed bag of goodies update has it all, the biggest feature updates include:


    • A new alien and the alien behavior implemented further.
    • Hailing and communicating with other factions, with faction relationships, settlements and more.
    • Boarding with the ability to surrender, take prisoners and demand ransoms implemented.
    • A tool to create your own prison areas aboard your ships and take prisoners of your own.
    • AI behavior and user interface improvements.
    • Medical beds now functional with doctors capable of tending to and patching up injured patients.
    • Graphical additions and general improvements.
    • A ton of bug fixes and many more smaller feature implementations and improvements.



    This new alien is capable of charging and knocking down your crew members. It also transforms incapacitated crew members to cocoons and drags them to the alien lair.

    We added a new alien to the game. This specimen is capable of charging forward like a squid in water, by using it's tentacles to create a forward motion force. This allows it to quickly cover a lot of distance and even ram a crew member or other target.


    The alien does its thing on a incapacitated crew member.

    Once a crew member has been incapacitated this alien is capable of transforming them to an alien cocoon. This locks the crew member into a paralyzed state, optimal for the alien to transport them.


    Holy shit, those are some big eggs! They don't look like the kind you boil in the morning. We need to get the hell out of here.

    The new alien will eventually drag the cocoon to the alien lair and plaster the poor captured crew member to a wall. It's up to you to decide if you want to try to rescue the poor souls.



    You can now hail and communicate with other factions. Communication is currently done from the bridge module, and once both parties are ready to receive each others transmissions a communications window will pop up to allow you to interact with the other party.

    We've also implemented faction relationships, discussion mood, power balance between fleets, the ability to surrender, agree to cease fire and pay settlements. This same interaction system works also for interactions with characters you meet or capture.



    All factions are now capable of attacking not only you, but also each other. Pirates may attack you and take all your crew members captive, then demand a settlement for setting you free. You are able to do the same for any other faction group you meet. Pirates may also attack civilians or any other faction, and the factions can make their own settlements between each other.

    A character may give up and surrender to the enemy in the heat of combat, the chance for this rises with every wound the character sustains. When a character has surrendered you can no longer draft or control them.



    We've created a new tool to enable you to create a prison of your own desire. Build a room or many rooms to be used as a prison with more or less comfort. Prisoners would probably appreciate a Kitchen and a toilet would be good too, but neither of these are requirements. It's up to you to decide how comfortable you want your prisoners to be, and if you want them to stay alive or not.


    Medical beds are now functional and will help crew members heal from their wounds and Doctors can patch up more serious cases.

    Inevitably, all this fighting causes wounds and injuries for your crew members. We've made medical beds functional and linked them to the Doctor skill. Medical beds use IV fluids to help patients heal and give the patient nutrients while resting, and Doctors will use medical supplies to operate on patients and patch up open wounds.


    Laurie's open wound was patched up by a doctor. She's doing good but feeling a little lonely in the med bay all by herself.

    The character conditions system allows us to create injuries, wounds and open wounds. An open wound might cause a crew member to bleed to death. It can heal by itself if the crew member is lucky, but bringing the individual to a medical bed and having a Doctor patch them up will close wound and thus prevent the character from bleeding to death.

    Space Haven is steadily transforming into the game of our dreams, hopefully yours as well! It's been a pleasure bringing this update to you, we're once again one step closer to Steam Early Access launch.

    You can find more information on Space Haven and the Alpha at:
    http://bugbyte.fi/spacehaven/

    Discord: https://discord.gg/zx2AN4F
    Reddit: https://www.reddit.com/r/SpaceHaven/
    Twitter: https://twitter.com/SpaceHavenGame
    Facebook: https://www.facebook.com/BugbyteGames/
    Instagram: https://www.instagram.com/spacehavengame/

    We also have our mailing list which is great for keeping up to date with important news: http://bugbyte.fi/register

    Until next time. Thanks for reading! =)


    [ 2019-10-09 16:52:54 CET ] [ Original post ]

    Space Haven Alpha 3 - The Resource Overhaul.



    Greetings, Spacefarers.

    How has your summer been? Ours has been a nice mix of hot and rainy. We enjoyed our 3 weeks of vacation immensely, and it brought us a whole lot of new energy to work more on Space Haven. We've been quietly working more on this next Alpha update for more than a few weeks already, wanting to announce our vacation ending and giving you a nice surprise in form of a new Alpha update at the same time =)

    What is new? You might ask. Well, what is not new! Let's jump into it all, shall we.


    NOTE! Some of the new facilities are still lacking coloring and texturing.

    New Facilities and Resources

    We've added 7 new resource production facilities, and modified the functions of the existing ones a little bit. The purpose of this resource overhaul was to give us a better base to expand on, and make it easier to continue adding some more depth to the game in the future. The underlying resource tree will enable a wider array of various resources and both low and high tech facilities, as well as production chains that make sense.


    • Water Purifier - Transforms ice into purified water, essential for many life forms.
    • Chemical Refinery - Used to produce various chemicals. Releases hazardous gas and is noisy.
    • Metal Refinery - Transforms carbon and basic metals to steel plates. Releases heat and is noisy.
    • Energy Refinery - Transforms energy crystal to energy rods and hyperium to hyperfuel. Releases hazardous gas and is noisy.
    • Scrapper - Transforms scrap materials into a variety of usable resources. Releases heat and is noisy.
    • Assembler - The assembler produces basic construction components, including Soft block, Hull blocks and Infrablocks.
    • Micro-Weaver - The Micro-Weaver creates fabrics from fibers.
    • Cell Fuser - The Cell Fuser uses electronic components and energy rods to create energy cells.
    • Electronic Fabricator - Transforms noble metal and raw chemical to electronic parts.
    • Optronics Fabricator - The high-tech Optronics Fabricator is capable of producing optronics components.
    • Advanced Assembler - The advanced assembler facility is capable of producing high-tech construction components, such as tech blocks and energy blocks.


    In addition to these we also added a battery module to the game, essential for sudden bursts of power consumption or power grid failures.


    Added resources and new icons.


    A resource overhaul wouldn't be an overhaul without new resources and of course new fantastic looking icons! Our graphics designer has been crafting the new facilities and icons for a long time.


    You are now able to customize which resources you want to see in the top bar, and in which way.

    This brings us to the next improvement. Ship settings now have a section where you can customize which resources you deem important and want to keep an extra eye on. You'll be able to customize the importance (in which order they are shown), if they are shown at all when you don't currently have any of the type and if you want to be notified if a certain resource is starting to run low.


    You can now butcher aliens for meat and make a meal. If you hate one of your crew members...

    Speaking of running low on resources. Malakai uses his butcher skills to make some nice monster meat out of an alien body. Become a notorious alien hunter and feed your crew with some greens (It's good for you! Or is it?). If one of the crew members vanishes and the others are having a nice meal filled with meat recipes, you might want to be a bit worried.



    Sandbox Scenario


    Some type of sandbox mode has been asked for a lot, so we decided to create a start scenario where resources are abundant! And you start with a crew of 8. This scenario will let you focus more on building your fleet without worrying about running out of resources, great for when you want to see how a ship design you have in mind works when brought alive in the game.


    'Mobile Platform' built by Kenji

    We are once again one step closer to Steam Early Access! =) You can find more information on Space Haven and the Alpha at:

    http://bugbyte.fi/spacehaven

    We love to hear from you guys so don't hesitate to come have a chat with us =) You can connect with us from through the channels below:

    Discord: http://discord.gg/spacehaven
    Reddit: https://www.reddit.com/r/SpaceHaven/
    Twitter: https://twitter.com/SpaceHavenGame
    Instagram: https://www.instagram.com/spacehavengame/
    Facebook: https://www.facebook.com/BugbyteGames/

    We also have our mailing list which is great for keeping up to date with important news: http://bugbyte.fi/register

    Until next time. Thanks for reading! =)


    [ 2019-08-15 13:25:13 CET ] [ Original post ]

    Space Haven Alpha 2 - The Fleet Update.



    Build a fleet of spaceships

    Space Haven now allows you to build multiple ships and form a fleet of spaceships. We've had to redesign and implement some new features to enable this.

    The current implementation allows for a max of 2 very large 2x2 ship grid tile sized ships (Seen in scenario 2) or 8 small 1x1 ship grid tile sized ships. You can of course make a combination of these, and create various other sized spaceships such as 1x2 for example.



    You can see the user interface to create a new spaceship above. You will be able to select where you want to start building a new spaceship and also the new spaceship grid size. Once the position is chosen you will be able to start building the new spaceship hull.



    You can now select the placement of each ship in a sector when jumping out of hyperspace. The same grid system is used to allow you to be able to select where in a sector each spaceship of your fleet goes as you drop out of hyperspace. Setting positions is done with a drag&drop mechanism.



    The prepare for hyperspace jump user interface has been redesigned to support multiple ships in form of a list. You'll be able to control preparations from this menu, and give orders to your ships individually. Really happy with the result.



    Sketching

    You've given us a lot of feedback and some suggestions. Sketching was mentioned by many of you, so we decided to carry out your wish! Space Haven now features a spaceship sketch mechanism, which you can use to sketch out spaceships right from the start and build up the spaceship little by little. The sketch tools are:


    • Sketch: Sketch out your ship - Sketches will not be build until you activate them.
    • Activate sketch: Activates an area of a sketch into an actual plan for hull to be built.
    • Erase sketch: Removes sketch plans.


    We have seen that one of the most beloved features of Space Haven has been the building part of the game. We're super happy about this, because we thought long and hard of where to steer our focus when it came to core features and decided to focus a lot on the actual building part of the game.



    Salvage

    We have redesigned how salvage works. You can now salvage almost everything from any spaceship, which has been cleared out of it's crew/enemies and is now derelict. The current implementation has three different scrap recources; Metal scrap, advanced metal scrap and electronic scrap. These might change with time as the game develops.

    When you send out your crew to salvage, you won't know exactly how much will be received from each facility on the ship. This is slightly random, and could later on be tied to a skill, such as construction skill for example. You will, however, be able to choose what kind of scrap resources you want the crew to try to salvage from the derelict ship.

    The scrap resources can be brought to the Scrapper facility, which is able to refine them back to usable resources.


    Work-in-progress image of the Scrapper from our graphic artist screen.


    Scrapper completed.

    The Scrapper

    A new facility has been introduced to the game. The scrapper is tightly related to salvaging. Salvaging ships will generate various scrap resources, which can be brought to this scrapper facility. Strip a spaceship clean of almost everything and bring it all here to be transformed to usable resources once again!

    One of our Alpha players wrote a store about their journey, you can read it below. We would like to see more of these screenshots/video + story combinations. They are really fun to read! =)



    Captain Deacon:

    "Thanks for coming everyone, I know you're all very busy doing... stuff; I just wanted to take a moment to thank you for your efforts in getting us here to the end of the galaxy. Your hard work has been very much appreciated and you've done whatever I've asked without any fuss or complaining (except that time you ran around the derelict crying like a little baby, Mariah, not your best moment).

    We've built an amazing vessel together, which is a small miracle when you think about it, considering how much you all hate each other and me, in particular. But that's not all that surprising really when you see the kind of things you get up to: watching people in their sleep, following others into toilets, crapping yourselves whenever you like (looking at you Wiley) and generally being bitchy (no names mentioned, Jessa) - Sometimes I wonder, I really do.

    Anyway, we've drained the galaxy of all it's resources, mined everything and bought all the water. What we have now is all that's left. In a few days or weeks the power and the water will run out, which means the plants won't grow and we'll run out of food and then the heating will go off and we'll slowly starve and freeze to death. Don't worry though, long before then we'll run out of oxygen and suffocate. A much nicer way to go I'm told. So, once again, thanks for everything; over the time we've been together I've come to regard you all as... people... I.... met... good luck, I think we're going to need it."

    The screenshot and hilarious story above was sent to us by one of our Alpha backers, Hrochnick.



    Thank you for reading =) You can find more information on Space Haven and the Alpha at:

    http://bugbyte.fi/spacehaven

    Direct Newsletter sign-up to be notified of official Steam release:
    http://bugbyte.fi/register

    Discord server, come chat with us:
    https://discord.gg/zx2AN4F

    Reddit: https://www.reddit.com/r/SpaceHaven/
    Twitter: https://twitter.com/SpaceHavenGame
    Instagram: https://www.instagram.com/spacehavengame/
    Facebook: https://www.facebook.com/BugbyteGames/


    [ 2019-06-05 11:54:21 CET ] [ Original post ]

    Alpha is out! Watch what players have created.



    This is the first development blog update after our Kickstarter ended. Prior to this we have already done 25 of them during the development of Space Haven! If you want to read and see older posts of how Space Haven came to be you can do so at our own forums. It can be quite interesting to see the very first screenshots and footage of the game =) The posts aren't in perfect order there, so be sure to check the number (#) when navigating.


    Screenshot posted by Stuka on Discord.

    One of the things we wanted to achieve with Space Haven was to have complete freedom to let you shape a spaceship of your own desire. We have been looking at your awesome looking spaceship creations and want to sprinkle our development blog update with screenshots of them! The screenshots you will see below are all created by you, our Alpha players.


    Screenshot posted by Darklordiablo on Discord.

    It was exciting times for us when mid April arrived and it was time to let you hop in on the Alpha journey! It's always a bit nerve wracking to put out a game in any state, as a game developer you're always a bit afraid that the game will not be enough.

    We are only in Alpha phase right now, but we still wanted it to be enough for a solid beginning! It has been a real joy watching you play and post screenshots, discuss different strategies and report bugs. There's been quite a lot of bugs reported. We want to give our thanks to all of you! =) Remember that you can press F11 when playing for an easy way to send us bug reports. Please be considerate when using this feature as it could easily lead to a flood of reports. Check the already known bugs in the same menu to avoid sending duplicate reports.


    Millenium Falcon posted by Onebit on Reddit.

    We are also very positively surprised by how supporting and understanding you have been. Some of you went out of your way to write us positive encouraging feedback, both through our social media channels and through in-game surveys. We have seen them, and it means a lot to us! Thank you!


    Screenshot posted by Rob Dee on Discord.

    We've been sorting and fixing reported bugs these past weeks, and made some small implementations along the way. Hoping we can focus more on implementing improvements and new features soon! If you are currently playing the Alpha of Space Haven and finding it hard to understand something, join our Discord and chat with others playing the game too! You will be able to find a lot of help for your own journey.


    Screenshot by SirTiller on Discord. He calls his ship the "Fat Frog".

    You have also sent us a lot of suggestions and ideas! Keep em coming! The best place to submit them is the in-game survey system, which you can find in the main menu cloud section. This allows for the easiest way for us to scroll through various suggestions. You can see the most recent patch notes in the main menu under "patch notes". Be sure to check the news section too, to see if there's an update available.

    https://www.youtube.com/watch?v=QH_WcBIfgX0

    Many of you have praised the music in Space Haven, and rightly so! When we started thinking about music for Space Haven we announced it on Reddit and let composers submit their samples for our early alpha demo. Paul saw it, and messaged us. With some back and forth messaging we found a tune that worked, a tune that would later become Nebula Signals. It was a match made in Haven! (Pun intended).

    We will be keeping Paul busy, and looking forward to let you hear all the new tracks in the near future! If you want to chat with Paul you can do so on our Discord channel, where he keeps his very own Pauls Music Devlog.



    Here's a little teaser for you of what's to come in the near future! Some type of Minimap perhaps? Maybe! Perhaps not only that, perhaps something more comes with it. The more the merrier they say =)



    You can find more information on Space Haven and the Alpha below:

    http://bugbyte.fi/spacehaven

    We are working hard to improve on the game and looking forward to post another update in the near future, stay tuned! =)

    Direct Newsletter sign-up to be notified of official Steam release:
    http://bugbyte.fi/register

    Discord server, come chat with us:
    https://discord.gg/zx2AN4F

    Reddit: https://www.reddit.com/r/SpaceHaven/
    Twitter: https://twitter.com/SpaceHavenGame
    Instagram: https://www.instagram.com/spacehavengame/
    Facebook: https://www.facebook.com/BugbyteGames/


    [ 2019-05-09 15:58:41 CET ] [ Original post ]

    Space Haven is a Massive Success on Kickstarter!



    A magical number of 7777 backers and $260k raised on Kickstarter!

    We've arrived at the finish line! This past month has been amazing and your support has been incredibly validating. We have been crafting Space Haven with love for almost three years now, and we are extremely grateful that we get to continue developing it further. You have made it possible, thank you!



    What happens now?

    We will continue developing Space Haven, and give access to the early Alpha build to Alpha Crew Member backers and all higher tiers in about two weeks time.

    Our plan is to develop the game further for a Steam Early Access release. Estimated Feb 2020. We will aim to have monthly updates here and on Kickstarter to keep all of you in the loop as the game progresses!

    Alpha Access - When will it start and how will we get access?

    Alpha Access will start around mid April, when Kickstarter has given us the final list of backers. Kickstarter needs about 2 weeks after campaign end to sort this out.

    Once we have the information we will immediately send out access to the Alpha build to backers who have chosen Alpha Crew Member or higher. We will send instructions via e-mail around mid April, stay tuned!



    You can find more information on Space Haven and the Alpha below:

    http://bugbyte.fi/spacehaven

    Thanks for being part of our community and we look forward to post more updates!


    [ 2019-04-04 12:22:22 CET ] [ Original post ]

    6 days left to join Kickstarter! Get early access to the Alpha as soon as mid April!



    Only 6 days left of Kickstarter! Pledge for your copy today and get early access to the Alpha as soon as mid April! The alpha will be distributed through our own website, and you will get to give us feedback as we develop the game further towards Steam Early Access!

    Join the Kickstarter here: Join Space Haven Kickstarter



    To you who have already supported us. We have accomplished so much together, one-by-one stretch goals have been reached. We cannot thank you enough. We're excited to be able to implement more features to the game with your help!




    ONLY THE LAST STRETCH GOAL REMAINS, the big $200k! Choose to play as the Android Collective, Pirates Coalition, Slaver's Guild or Military Alliance among other possible factions. Learn their motivations and watch how their stories unfold.



    We're running out of days but we can make it. We call upon you our Steam followers to help break the big $200k.

    This really is our dream game and we want to make it something special. Go grab some wicked rewards for yourself! You'll be able to play an alpha build of Space Haven in mid April if you join the Kickstarter as an alpha backer.

    Join the Kickstarter here: https://www.kickstarter.com/projects/bugbyte-ludibooster/space-haven

    Give the above link to your friends and anyone you might think could be interested. Your help is greatly appreciated!


    [ 2019-03-25 14:07:27 CET ] [ Original post ]

    Space Haven Kickstarter is LIVE! Play it in April by joining as alpha backer.



    We are LIVE! Kickstarter campaign has been launched. Let's ignite the rockets and make Space Haven something great together.

    Check out the Kickstarter page here: http://kck.st/2EfK6M7

    Thank you all so much for being here to support us, this really is our dream game and we want to make it something special. Go grab some wicked rewards for yourself! You'll be able to play an alpha build of Space Haven in April if you join the Kickstarter as an alpha backer.

    Give the above link to your friends and anyone you might think could be interested. Your help is greatly appreciated!


    [ 2019-02-27 11:27:54 CET ] [ Original post ]