Name | Space Haven | ||
Developer | Bugbyte Ltd. | ||
Publisher | Bugbyte Ltd. | ||
Tags | |||
Release | 2020-05-21 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  n/a  | ||
Steam Rating | Very Positive | ||
Steam store | |||
Public Linux depots | Space Haven linux64 [208.09 M] |
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! |
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] 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.
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! |
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:
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] 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.
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! |
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! |
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! |
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! |
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! |
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! |
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: 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 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:
[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]
[h3]Rogue Bots[/h3]
[h3]Rogue Bots Entities[/h3]
[h3]Rogue Bots Behavior and Structures[/h3]
[h3]New Rogue Bots Research Modules[/h3]
[h3]New Alien Entities[/h3]
[h3]New Alien Research Modules[/h3]
[h3]Expanded Wear and Tear System[/h3]
[h3]New Space Threat[/h3]
[h3]User Interface Additions and Improvements[/h3]
[h3]Quality of Life Additions[/h3]
[h3]Balancing[/h3]
[h3]Graphical Improvements[/h3]
[h3]Miscellanneous[/h3]
|
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:
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]
[h3]Rogue Bots[/h3]
[h3]Rogue Bots Entities[/h3]
[h3]Rogue Bots Behavior and Structures[/h3]
[h3]New Rogue Bots Research Modules[/h3]
[h3]New Alien Entities[/h3]
[h3]New Alien Research Modules[/h3]
[h3]Expanded Wear and Tear System[/h3]
[h3]New Space Threat[/h3]
[h3]User Interface Additions and Improvements[/h3]
[h3]Quality of Life Additions[/h3]
[h3]Balancing[/h3]
[h3]Graphical Improvements[/h3]
[h3]Miscellanneous[/h3]
[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! |
An observation on human/canine symbiosis 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! |
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! |
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! |
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! |
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: 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]
[h3]Missions to Build Space Stations and Asteroid Bases for Factions[/h3]
[h3]A New Way to Build Hull - The Builder Pod[/h3]
[h3]A New System for how System Points are Acquired[/h3]
[h3]A New Mining System[/h3]
[h3]Cargo Shuttles Help Provide Resources for Missions[/h3]
[h3]Power Networks and Hull Stability Networks[/h3]
[h3]A new Power System[/h3]
[h3]Facility Wear And Tear[/h3]
[h3]Hyperdrives Can Be Rotated[/h3]
[h3]Starmap Improvements and a New Service[/h3]
[h3]Early Game Improvements[/h3]
[h3]General Improvements[/h3]
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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:
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]
[h3]Missions to Build Space Stations and Asteroid Bases for Factions[/h3]
[h3]A New Way to Build Hull - The Builder Pod[/h3]
[h3]A New System for How System Points Are Acquired[/h3]
[h3]A New Mining System[/h3]
[h3]Cargo Shuttles Help Provide Resources for Missions[/h3]
[h3]Power Networks And Hull Stability Networks[/h3]
[h3]A New Power System[/h3]
[h3]Facility Wear And Tear[/h3]
[h3]Hyperdrives Can Be Rotated[/h3]
[h3]Starmap Improvements And A New Service[/h3]
[h3]Early Game Improvements[/h3]
[h3]General Improvements[/h3]
[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! |
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[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! |
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:
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]
[h3]Surgical Enhancement & Augmentations[/h3]
[h3]Deep Characterization[/h3]
[h3]Relationships[/h3]
[h3]Game Customization[/h3]
[h3]Captain & Leaders of NPC Faction Ships[/h3]
[h3]Starmap and General Improvements[/h3]
[h3]Better Blueprint & Ship Editing Tools[/h3]
[h3]Decoratives and Beer[/h3]
[h3]New Language Translation[/h3]
[h3]Other Improvements[/h3]
[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! |
[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! |
[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! =) |
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! |
[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] |
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:
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]
[h3]Crew Member Related Modifications[/h3]
[h3]Comfort Map Reworked[/h3]
[h3]Power System Reworked[/h3]
[h3]Hull Stabilizers and System Points[/h3]
[h3]Shield Modifications[/h3]
[h3]Ship-to-Ship Combat Modifications[/h3]
[h3]Battlestations[/h3]
[h3]Hyperdrives[/h3]
[h3]Robots[/h3]
[h3]Plants and Food[/h3]
[h3]Starmap and Factions[/h3]
[h3]Lore Related[/h3]
[h3]Fixes and Modifications[/h3]
[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! |
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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! =) |
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! |
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! |
[h2]Space Haven Alpha 13 - Updated to Version 0.13.1[/h2]
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! |
[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!
[h2]New Character Backstories[/h2] Aksel is a hard working game developer!
[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]
[h3]A more Elaborate Accidents System[/h3]
[h3]New Aliens related Stuff[/h3]
[h3]A New Start Scenario and Modifications[/h3]
[h3]New Services offered by NPC Factions[/h3]
[h3]New Facilities and Objects[/h3]
[h3]New Character Conditions[/h3]
[h3]New Character Backstories[/h3]
[h3]A New Difficulty Level And Customizable Challenge Settings[/h3]
[h3]Balancing[/h3]
[h3]NPC Additions[/h3]
[h3]Miscellaneous Additions and Fixes[/h3]
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! |
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:
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]
[h3]A more Elaborate Accidents System[/h3]
[h3]New Aliens related Stuff[/h3]
[h3]A New Start Scenario and Modifications[/h3]
[h3]New Services offered by NPC Factions[/h3]
[h3]New Facilities and Objects[/h3]
[h3]New Character Conditions[/h3]
[h3]New Character Backstories[/h3]
[h3]A New Difficulty Level And Customizable Challenge Settings[/h3]
[h3]Balancing[/h3]
[h3]NPC Additions[/h3]
[h3]Miscellaneous Additions and Fixes[/h3]
[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! |
[h2]New Character Backstories[/h2] Aksel is a hard working game developer!
[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! =) |
[h2]Space Haven Alpha 12 - Updated to Version 0.12.6[/h2]
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. |
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]
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. |
[h2]Space Haven Alpha 12 - Updated to Version 0.12.4[/h2]
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. |
[h2]Space Haven Alpha 12 - Updated to Version 0.12.3[/h2]
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. =) |
[h2]Space Haven Alpha 12 - Updated to Version 0.12.2[/h2]
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. =) |
[h2]Space Haven Alpha 12 - Updated to Version 0.12.1[/h2]
We've been busy fixing the bugs you have found so far, thank you for reporting and enjoy the new version. =) |
[h2]Alpha 12 - The Anniversary Update - Now Released![/h2]
Enjoy the update, Spacefarer. Stay tuned for more news! =) |
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: 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
[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! |
[h2]Alpha 12 - The Anniversary Update (Coming Soon)[/h2] |
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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! =) |
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. |
[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]
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! |
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: 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
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! |
[h3]Alpha 11 - The Slaver's Guild, the Military Alliance and More[/h3]
[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:
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! |
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. =) |
[h3]SELECT THE BEST SOUNDTRACK TOGGLE IN THE YELLOW BOX ABOVE.[/h3] |
[version] 0.10.1
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! |
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:
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]
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 =) |
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: 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
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! |
[h2]A New Starmap, Space Stations, Research and More![/h2]
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! =) |
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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]
[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 =) |
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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: 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! |
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]
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! |
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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! |
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! |
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! |
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! |
[version] 0.8.17
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 =) |
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! =) |
[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! =) |
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[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:
[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:
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:
[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:
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! |
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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! =) |
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! =) |
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! =) |
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/ |
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