Nominate Space Haven for a Steam Award!
Aye, fight for it and we may be disappointed. Dying in our beds many years from now, would you be willing to trade all the beers from this day to that for one chance, just one chance to come back here and tell our enemies that they may take our beers and balloons, but they will never take our passion! I can hear you shout in unison! "You have my beer! You have my balloon! We will vote Space Haven for the Best Soundtrack category and make this dream come true!"
If you feel like Space Haven could possibly be nominated in other categories too, that's great! However, if we focus our efforts we are more likely to achieve an award and the soundtrack has been highly praised!
Many space moons ago I sought out to search for a composer for our upcoming game. I posted a thread on Reddit, stating that we were looking for a composer for our spaceship colony sim called Space Haven. We had some ideas regarding the music, and we needed someone to execute on them and bring it all to life. I did not know exactly how the music should sound, but I was confident that I would feel it and know once I hear it. Paul emailed me with drafts. Many times. At first it wasn't something that fit the game play, but there was a part of his first draft I liked. I let him know to try to expand from there. He kept emailing me, asking if the track was evolving for the better. We kept going back and forth for a good while. And then... He sent me a final track, I started the game and played the music alongside and I could feel myself be in the world of Space Haven. I was immersed, and I was enjoying the music. Paul had created something great. During this time there was another composer, who stated they would withdraw to a cabin and spend a good amount of time on producing a demo track for us. When I heard back from him a week later he had produced something I instantly felt was great as well. And so, in the end there were two. A track from Paul and a track from the composer who withdrew to a cabin, both with great tracks produced I felt. And I didn't quite know which way it would go. I liked them both. I pondered for a while, knowing that these guys probably both want to work on the game and would have a passion for it. It struck me. Since we've always developed our game as a team, I knew a good way to settle this would be to present the two tracks to my two other team members, and have their first impressions decide which way it goes. I played both of the tracks to them, and asked which one they thought was more fitting for the game. They both stated they felt Pauls track was a better fit. I felt both some relief and some sadness. I knew I would bring great news to one composer, but saddening news to the other. In the end, I was not only looking for a great composer. I was looking for someone who we could work with, co-operate with. Someone who could listen to our wishes, use their awesome talents to bring it all to life. In the end the process between us and Paul evolved to be exactly the same as how we develop our game, an iterative process where Paul would bring music to life with our feedback guiding the way. After a few tracks were produced I knew we had made the right choice, I knew we had found someone who we could rely on to produce the kind of music Space Haven deserved, and would make the Space Haven experience more immersive and enjoyable. One of the things I love about game development is the fact that I get to work alongside people with such talent and passion for what they do. Space Haven would never be the game it is without all of us putting our own visions together, and leaving our own mark on it. You, our players, are part of it too. And I hope whatever we've managed to accomplish so far is an indication of that. We can't always fulfill every wish, but we are trying our best to make Space Haven the best it can be! - Aksel from Bugbyte [previewyoutube=QH_WcBIfgX0;full][/previewyoutube] Above is the first music track Paul created for Space Haven. Thank you for reading, and remember to cast your vote at the top of this post! Join Space Haven Discord: http://discord.gg/spacehaven Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/ Report bugs here: https://steamcommunity.com/app/979110/discussions/4/ Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/ Technical Support: https://steamcommunity.com/app/979110/discussions/1/ Still reading? Cast your vote now at the top of this post! Until next time! =)
[ 2020-11-25 18:01:01 CET ] [ Original post ]
SELECT THE BEST SOUNDTRACK TOGGLE IN THE YELLOW BOX ABOVE.
Spacefarers. I come to you with a dream. A dream of balloons, some beer and a Steam Award! Together we can do it! Hear my speech, Spacefarers.
Aye, fight for it and we may be disappointed. Dying in our beds many years from now, would you be willing to trade all the beers from this day to that for one chance, just one chance to come back here and tell our enemies that they may take our beers and balloons, but they will never take our passion! I can hear you shout in unison! "You have my beer! You have my balloon! We will vote Space Haven for the Best Soundtrack category and make this dream come true!"
Spacefarers, vote now at the top of this post. Let's do this Together =)
If you feel like Space Haven could possibly be nominated in other categories too, that's great! However, if we focus our efforts we are more likely to achieve an award and the soundtrack has been highly praised!
The story of how Space Haven and Paul Zimmermann found each other
Many space moons ago I sought out to search for a composer for our upcoming game. I posted a thread on Reddit, stating that we were looking for a composer for our spaceship colony sim called Space Haven. We had some ideas regarding the music, and we needed someone to execute on them and bring it all to life. I did not know exactly how the music should sound, but I was confident that I would feel it and know once I hear it. Paul emailed me with drafts. Many times. At first it wasn't something that fit the game play, but there was a part of his first draft I liked. I let him know to try to expand from there. He kept emailing me, asking if the track was evolving for the better. We kept going back and forth for a good while. And then... He sent me a final track, I started the game and played the music alongside and I could feel myself be in the world of Space Haven. I was immersed, and I was enjoying the music. Paul had created something great. During this time there was another composer, who stated they would withdraw to a cabin and spend a good amount of time on producing a demo track for us. When I heard back from him a week later he had produced something I instantly felt was great as well. And so, in the end there were two. A track from Paul and a track from the composer who withdrew to a cabin, both with great tracks produced I felt. And I didn't quite know which way it would go. I liked them both. I pondered for a while, knowing that these guys probably both want to work on the game and would have a passion for it. It struck me. Since we've always developed our game as a team, I knew a good way to settle this would be to present the two tracks to my two other team members, and have their first impressions decide which way it goes. I played both of the tracks to them, and asked which one they thought was more fitting for the game. They both stated they felt Pauls track was a better fit. I felt both some relief and some sadness. I knew I would bring great news to one composer, but saddening news to the other. In the end, I was not only looking for a great composer. I was looking for someone who we could work with, co-operate with. Someone who could listen to our wishes, use their awesome talents to bring it all to life. In the end the process between us and Paul evolved to be exactly the same as how we develop our game, an iterative process where Paul would bring music to life with our feedback guiding the way. After a few tracks were produced I knew we had made the right choice, I knew we had found someone who we could rely on to produce the kind of music Space Haven deserved, and would make the Space Haven experience more immersive and enjoyable. One of the things I love about game development is the fact that I get to work alongside people with such talent and passion for what they do. Space Haven would never be the game it is without all of us putting our own visions together, and leaving our own mark on it. You, our players, are part of it too. And I hope whatever we've managed to accomplish so far is an indication of that. We can't always fulfill every wish, but we are trying our best to make Space Haven the best it can be! - Aksel from Bugbyte [previewyoutube=QH_WcBIfgX0;full][/previewyoutube] Above is the first music track Paul created for Space Haven. Thank you for reading, and remember to cast your vote at the top of this post! Join Space Haven Discord: http://discord.gg/spacehaven Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/ Report bugs here: https://steamcommunity.com/app/979110/discussions/4/ Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/ Technical Support: https://steamcommunity.com/app/979110/discussions/1/ Still reading? Cast your vote now at the top of this post! Until next time! =)
Space Haven
Bugbyte Ltd.
Bugbyte Ltd.
2020-05-21
Strategy RPG Simulation Singleplayer
Game News Posts 84
🎹🖱️Keyboard + Mouse
Very Positive
(7795 reviews)
http://bugbyte.fi/spacehaven/
https://store.steampowered.com/app/979110 
Space Haven linux64 [208.09 M]
Embark on a space voyage with your ragtag crew of civilians in search of a new home. Build spaceships tile by tile, create optimal gas conditions, manage the needs and moods of their crew, encounter other space-faring groups, and explore the universe in this spaceship colony sim.
- Customize - Complete freedom to build a spaceship or station of your own desire. Place every piece of ship hull, wall, door and facility wherever you want.
- Functional - All facilities serve a purpose. Crew members will sleep in beds, use toilets, be disturbed by a noisy room and praise you for an arcade machine.
A functional spaceship can be built tile-by tile, giving you the opportunity to shape a spaceship of your own desire. It can be symmetric and streamlined, or an asymmetrical whimsical looking thing. It does not have to look like a conventional spaceship depicted in sci-fi literature, you are free to design your own, the choice is yours!
- Oxygen and CO2 - Keep optimal Oxygen and CO2 levels by building life support modules for your crew members.
- Hazardous gases - Certain facilities and explosions can release hazardous gases. Build scrubbers to purify the air.
- Temperature and power - Build thermal regulators to maintain an ideal temperature for your crew. Build power nodes and set up power distribution throughout the ship.
- Comfort - Building a bed right next to the ship core will disturb sleep. Design your ship for crew comfort.
The isometric tile-based gas system simulates various gases, temperature and crew comfort on your spaceship. Humans, plants and facilities react to the conditions surrounding them, giving meaning to how you design your ship and the living conditions you create. Secure facilities, optimize crew survival and well-being, but also think of possible future accidents and chaos generated from crew combat or environmental hazards.
- Skills and traits - Every crew member has their own set of skills and traits. A wimp might get scared shooting a gun, while an iron-stomach can eat anything unaffected.
- Mood - A happy crew member needs food, sleep, comfort, safety and friends. Take something away and their mood will be affected.
- Conditions - Crew members might feel adventurous, suffer from starvation, feel unhygienic, or they simply ate too much. Various conditions affect how they feel.
- Mental breaks - When the stress is too much for a crew member they may suffer a mental break. Some will vent themselves out of the air lock, while others might start a fight.
In Space Haven characters aren't mere robots. The game simulates needs, moods, health and skills of your crew members and they develop relationships with each other. Their past life occupation and hobbies will affect their skills and know-how, and they have both positive and negative traits. Witness joyful moments, depression, and drama surrounding different crew members as you journey onward seeking a new home.
- Away missions - Equip your crew members and organize away teams to explore derelict ships or visit stations or spaceships of other factions.
- Draft - Draft and move your crew members to attack enemies and save their friends.
- Inventory - Each crew member has their own unique inventory. Equip them with pistols, rifles, grenades and more.
Equip your crew with space suits and weapons and organize away teams to explore derelict ships and stations. Explore and salvage resources and items; find activated cryopods with someone frozen inside. Visit spaceships or stations of other factions and find data logs telling stories of past spacefarers searching for a new home.
- Crew combat - Engage in combat with enemy factions or an alien species.
- Aliens - Watch aliens incapacitate your crew members and capture them alive. See them suffer in the alien lair and decide if you want to try to save them or not.
Aliens capture your crew members and cocoon them against walls in their base. See them suffer in the alien lair and decide if you want to save them or not. Explore derelict ships and discover someone from the original crew of the ship captured by the aliens. Events like these create interesting back stories to new arrivals to your crew.
- Battlestations - Watch your crew take battlestations as you engage the enemy in ship-to-ship battle. See your crew load turrets with projectiles, put out fires from explosions, patch hull breaches and repair vital facilities in the midst of battle.
- Tactical - Target the enemy ship engine and stop them from fleeing. See them do the same to you. Engage their turrets directly or try to focus on the enemy ship core and see their ship go pitch black. Build shields to protect your most vital segments of your ships.
- Cryopods - Protect your crew from side-effects of Inter-stellar travel. Place crew members into stasis to freeze the progression of a disease or to await rescue.
- Medical - Treat crew members for injuries, wounds and diseases. Medical conditions affect crew members in various ways.
Your crew members will become wounded in battles and might catch a serious disease. Set up a medical room, scan for diseases and foreign masses and have your best doctor tend to illnesses and perform surgeries. Hope that your doctor is not absent minded and leaves a surgical tool inside.
- Generated galaxy - Explore a new procedurally generated galaxy each playthrough, with planets, asteroids, stations and spaceships of other factions.
- Factions - Interact with various factions all trying to survive and establish dominance their own way. Meet pirates, merchants, slave traders, cultists and more and develop relationships with each.
- Resources - Mine for raw resources and refine them to building materials. Trade resources with other groups you meet.
Explore a new procedurally generated galaxy each new playthrough, with various factions all trying to survive and establish dominance their own way. You'll meet pirates, slavers, merchants, cults, androids and more. Jump into hyperspace, seek out resources and meet various groups and develop your relationship with them.
Cool things that can happen in Space Haven:
- Gain a new crew member by finding a activated cryo chamber aboard a derelict ship.
- Have a space burial for your fallen crew member to let other crew members say good bye.
- Grow plants with bio mass and water recycled from toilets.
- Eat the meat from a fallen crew member or an invader if desperation is high.
- Watch aliens capture your crew member and cocoon them to a wall in their lair. Will you go save them or leave them there?
Keywords: space, base building, simulation, strategy, sandbox, survival, management, crafting, open world, indie, build, city builder, sci-fi, procedural, sim.
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MINIMAL SETUP
- Processor: 1.8 GHzMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: 128MB 3D OpenGL 2.0 Compatible
- Storage: 250 MB available space
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