Space Haven Alpha 16 - Progress Report.
It's time to let you know what we've been working on here at Bugbyte. Alpha 16 is shaping up to be a mixed bag of goodies, with new features extending on content, building, crew management and deepening some of the existing systems in the game. Let's have a look!
A mock-up of a possible missions screen. Work-in-progress. (Subject to Change) We've started developing a missions system, which would support both smaller missions within a sector and missions which require traversing to a specific location. With the missions system we want to bring more life to the galaxy, by creating more events and giving more life to the factions with them asking for help regarding various things when meeting them. Our first iteration is to create the start for a missions system, not yet focusing on any type of big quests or lore-tied missions which require a lot of development time to create. We also believe missions would be a good way to add more methods to acquire resources, to be able to specialize in certain ways, and then compensate for your weaknesses by carrying out missions for factions. Our first implementation will focus on smaller easy to implement missions, and we will look to build from there with time. Feel free to suggest in the comments the type of missions you would like to have in the game! We can see if some of them are possible to implement.
An asteroid base! With the possibility to build different hull sections. So far you've only been able to build spaceships, but this is about to change! We've been working on making it possible to build space stations and bases on asteroids. As of the moment, it is still open as to how this will integrate with the rest of the game. However, we have some ideas we want to iterate on. Furthermore, the systems required to make space stations and asteroid bases possible will also make it possible to create a separate station mode some time in the future. (Separate Station Mode coming in a later update most likely)
Bob the Builder ready to embark on building missions, to build stuff! Bob likes building. We are creating a new pod, the Builder pod. The Builder pod will be the pod used for all hull building and scrapping tasks. The mining pod will focus on mining duties.
The new Mining Pod and Builder Pod side by side. The Mining Pod and the Builder Pod both use the same hangar, and you will be able to choose which pod you want to have at a specific hangar. You will also be able to abandon and build another pod instead of the current one if you want to change it later on.
Pods will be able to fly above ships and stations. We need to make it possible for small space vessels to be able to move on top of spaceships and stations, since it would look too strange if pods are building the asteroid base hull sections from underneath the asteroid. Going forward, some small space crafts will move on top while others still move underneath. One of the problems with having small space vessels move on top of spaceships and stations is that it starts to look like they are floating "inside" the ships and stations, when the roof view mode is not toggled on.
We need to expand on our Kitchen to accomodate all these new crew members! We came up with a simple but solution to this, making the vessels grayed out a bit to make it easier for the player to distinguish which assets are on top of the ships/stations, and which are inside. When the roof view mode is on the small space vessels will have their full color.
"Hey Karl, the view sure is nice over here." Asteroid bases are special in that they allow crew members to use the asteroid surface to traverse between sections of the base. An asteroid base does not have to be one intact hull structure, and can instead be many different hull sections, with crew members traversing between the base sections in spacesuits.
The Power System gets more depth and the view mode will list the consumption for all subsystems on a ship or station. The current power system has gathered a lot of mixed views and so we're looking to change the power system once again. Our aim is to unify the power system, and remove "Advanced Power" as a concept in the game. There will now be only one type of power, but we will keep separate power grids for facilities with low power needs and facilities with high power needs, which is supplied using power nodes. However, the change will make the Solar Panel capable of supporting the ships/stations all power needs. Since the Solar Panel is completely free power, only taking space, it needs to be balanced to not make the Power Generators completely useless. Furthermore, we are aiming to add more depth to the power system. Power nodes will add to the power capacity values in the areas they cover, making their placement more important. Multiple power nodes can bolster each other and add to the power capacity in the area. Overall, while links will not be re-introduced (At least not at present time), these changes will bring back some of the features that some players were missing from the older power system version.
The Backup Power Node makes it possible to store more power as backup power for rainy days. We are adding a Backup power node to the game, which can be built to increase the amount of available backup power. These Backup Power nodes can also be used together with solar panels to store power as backup power. (Will be added to the research tree in the same module as the Solar Panel) Additionally, we are also creating a new type of behavior for the backup power system, whereby different categories of facilities will turn themselves off at certain thresholds when the ship/station falls into backup power. This system will help keep the ship/station alive longer while keeping critical systems running allowing for searching for more resources. The most critical facilities for survival will be the last to run out of power.
Ship/Station Core facility. Work-in-Progress. (Subject to Change) We are looking to modify Hull Stabilizers by removing their capability to give System Points. Instead, we plan to introduce Ship/Station core facilities. These core facilities now give a set amount of system points, and the amount of cores is directly linked to the canvas size of the ship or station. The Hull Stabilizer will still be the facility to give more hull stability to ships and stations, and it will cost system points to build. The Ship/Station core will be the facility to make system points available, and we are looking to make it more abstract by having the maximum amount of system points be directly linked to the ship/station canvas size. This change will make it possible to use the full set of System Points specified for a Ship/Station canvas size, without having to spread out Hull Stabilizers to make them available.
Create separate hull stability and power networks. Work-in-progress. (Subject to Change) We are adding the possibility to have many power networks as well as hull stability networks. This is especially useful on asteroid bases, as it enables bases to have separately built hull sections, each working as their own units. This feature is needed to make it possible to have a specific asteroid base hull section have its own power resource for example. When hull sections are separated (No hull link), hull stability is given to the hull section according to the amount of Hull Stabilizers in that specific section. When hull sections are unified by building hull paths between them the hull stability points of the different sections are added together. Essentially, each built hull section is treated as a ship/station of its own. Power networks will be separated in the same way, and unified by building hull paths between hull sections. Power networks can also be unified with another mechanism on asteroid bases, using conduits that transfer power from one built hull section to another. (Currently only on asteroid bases) We are implementing some new view modes to allow viewing how hull stability networks and power networks are set up.
Facilities will get more life to them, by reacting more to their environment and having some wear and tear from usage. We are implementing a system where facilities can now degrade over time and be impacted from bad environment factors, like high temperature, pressure changes from hull breaches and hazardous gases. Function may be slowed, or the facility stops working altogether until the environment issue is fixed. Facilities will also require some repairs periodically due to wear and tear.
You will be able to create global schedules and assign crew members to them. Each global schedule will also list the crew members available in each skill group. We are adding a way to sort crew members according to their skill level in the crew management menu (Priorities). We are also adding a way to create global schedules in the crew management menu (Schedules). Crew members can be assigned to these global schedules, and the schedules show how many crew members and how many various skills categories are covered in a specific global schedule. These changes will make it easier to manage large crews and for you to know that each schedule has the necessary skills covered for everything to function well.
Unfortunately we cannot give a specific date yet. Though, October or November would be something we can aim for. The features and improvements we are working on require a lot of time and we need to tie it all together to make a solid package for your to play. We ask for your patience as we aim to do just that. =) Join Space Haven Discord: http://discord.gg/spacehaven Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/ Report bugs here: https://steamcommunity.com/app/979110/discussions/4/ Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/ Technical Support: https://steamcommunity.com/app/979110/discussions/1/ If there is something you are wondering about feel free to shoot us a message in the comments. We will let you know when we are closer to be able to release this update. Stay tuned, Spacefarer!
[ 2022-09-15 11:38:09 CET ] [ Original post ]
Greetings, Spacefarer!
It's time to let you know what we've been working on here at Bugbyte. Alpha 16 is shaping up to be a mixed bag of goodies, with new features extending on content, building, crew management and deepening some of the existing systems in the game. Let's have a look!
Missions System
A mock-up of a possible missions screen. Work-in-progress. (Subject to Change) We've started developing a missions system, which would support both smaller missions within a sector and missions which require traversing to a specific location. With the missions system we want to bring more life to the galaxy, by creating more events and giving more life to the factions with them asking for help regarding various things when meeting them. Our first iteration is to create the start for a missions system, not yet focusing on any type of big quests or lore-tied missions which require a lot of development time to create. We also believe missions would be a good way to add more methods to acquire resources, to be able to specialize in certain ways, and then compensate for your weaknesses by carrying out missions for factions. Our first implementation will focus on smaller easy to implement missions, and we will look to build from there with time. Feel free to suggest in the comments the type of missions you would like to have in the game! We can see if some of them are possible to implement.
Space Stations and Asteroid Bases
An asteroid base! With the possibility to build different hull sections. So far you've only been able to build spaceships, but this is about to change! We've been working on making it possible to build space stations and bases on asteroids. As of the moment, it is still open as to how this will integrate with the rest of the game. However, we have some ideas we want to iterate on. Furthermore, the systems required to make space stations and asteroid bases possible will also make it possible to create a separate station mode some time in the future. (Separate Station Mode coming in a later update most likely)
New Builder Pod
Bob the Builder ready to embark on building missions, to build stuff! Bob likes building. We are creating a new pod, the Builder pod. The Builder pod will be the pod used for all hull building and scrapping tasks. The mining pod will focus on mining duties.
The new Mining Pod and Builder Pod side by side. The Mining Pod and the Builder Pod both use the same hangar, and you will be able to choose which pod you want to have at a specific hangar. You will also be able to abandon and build another pod instead of the current one if you want to change it later on.
Building From the Top
Pods will be able to fly above ships and stations. We need to make it possible for small space vessels to be able to move on top of spaceships and stations, since it would look too strange if pods are building the asteroid base hull sections from underneath the asteroid. Going forward, some small space crafts will move on top while others still move underneath. One of the problems with having small space vessels move on top of spaceships and stations is that it starts to look like they are floating "inside" the ships and stations, when the roof view mode is not toggled on.
We need to expand on our Kitchen to accomodate all these new crew members! We came up with a simple but solution to this, making the vessels grayed out a bit to make it easier for the player to distinguish which assets are on top of the ships/stations, and which are inside. When the roof view mode is on the small space vessels will have their full color.
Walking on the Moon. Uh, Base!
"Hey Karl, the view sure is nice over here." Asteroid bases are special in that they allow crew members to use the asteroid surface to traverse between sections of the base. An asteroid base does not have to be one intact hull structure, and can instead be many different hull sections, with crew members traversing between the base sections in spacesuits.
Modified Power System
The Power System gets more depth and the view mode will list the consumption for all subsystems on a ship or station. The current power system has gathered a lot of mixed views and so we're looking to change the power system once again. Our aim is to unify the power system, and remove "Advanced Power" as a concept in the game. There will now be only one type of power, but we will keep separate power grids for facilities with low power needs and facilities with high power needs, which is supplied using power nodes. However, the change will make the Solar Panel capable of supporting the ships/stations all power needs. Since the Solar Panel is completely free power, only taking space, it needs to be balanced to not make the Power Generators completely useless. Furthermore, we are aiming to add more depth to the power system. Power nodes will add to the power capacity values in the areas they cover, making their placement more important. Multiple power nodes can bolster each other and add to the power capacity in the area. Overall, while links will not be re-introduced (At least not at present time), these changes will bring back some of the features that some players were missing from the older power system version.
New Backup Power System & Backup Power Node
The Backup Power Node makes it possible to store more power as backup power for rainy days. We are adding a Backup power node to the game, which can be built to increase the amount of available backup power. These Backup Power nodes can also be used together with solar panels to store power as backup power. (Will be added to the research tree in the same module as the Solar Panel) Additionally, we are also creating a new type of behavior for the backup power system, whereby different categories of facilities will turn themselves off at certain thresholds when the ship/station falls into backup power. This system will help keep the ship/station alive longer while keeping critical systems running allowing for searching for more resources. The most critical facilities for survival will be the last to run out of power.
Modified Hull Stabilizers and System Points
Ship/Station Core facility. Work-in-Progress. (Subject to Change) We are looking to modify Hull Stabilizers by removing their capability to give System Points. Instead, we plan to introduce Ship/Station core facilities. These core facilities now give a set amount of system points, and the amount of cores is directly linked to the canvas size of the ship or station. The Hull Stabilizer will still be the facility to give more hull stability to ships and stations, and it will cost system points to build. The Ship/Station core will be the facility to make system points available, and we are looking to make it more abstract by having the maximum amount of system points be directly linked to the ship/station canvas size. This change will make it possible to use the full set of System Points specified for a Ship/Station canvas size, without having to spread out Hull Stabilizers to make them available.
Hull Stability and Power Networks
Create separate hull stability and power networks. Work-in-progress. (Subject to Change) We are adding the possibility to have many power networks as well as hull stability networks. This is especially useful on asteroid bases, as it enables bases to have separately built hull sections, each working as their own units. This feature is needed to make it possible to have a specific asteroid base hull section have its own power resource for example. When hull sections are separated (No hull link), hull stability is given to the hull section according to the amount of Hull Stabilizers in that specific section. When hull sections are unified by building hull paths between them the hull stability points of the different sections are added together. Essentially, each built hull section is treated as a ship/station of its own. Power networks will be separated in the same way, and unified by building hull paths between hull sections. Power networks can also be unified with another mechanism on asteroid bases, using conduits that transfer power from one built hull section to another. (Currently only on asteroid bases) We are implementing some new view modes to allow viewing how hull stability networks and power networks are set up.
Facility Degradation and Impact from the Environment
Facilities will get more life to them, by reacting more to their environment and having some wear and tear from usage. We are implementing a system where facilities can now degrade over time and be impacted from bad environment factors, like high temperature, pressure changes from hull breaches and hazardous gases. Function may be slowed, or the facility stops working altogether until the environment issue is fixed. Facilities will also require some repairs periodically due to wear and tear.
Crew Management UI Improvements
You will be able to create global schedules and assign crew members to them. Each global schedule will also list the crew members available in each skill group. We are adding a way to sort crew members according to their skill level in the crew management menu (Priorities). We are also adding a way to create global schedules in the crew management menu (Schedules). Crew members can be assigned to these global schedules, and the schedules show how many crew members and how many various skills categories are covered in a specific global schedule. These changes will make it easier to manage large crews and for you to know that each schedule has the necessary skills covered for everything to function well.
When Will the Alpha 16 Update be Released?
Unfortunately we cannot give a specific date yet. Though, October or November would be something we can aim for. The features and improvements we are working on require a lot of time and we need to tie it all together to make a solid package for your to play. We ask for your patience as we aim to do just that. =) Join Space Haven Discord: http://discord.gg/spacehaven Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/ Report bugs here: https://steamcommunity.com/app/979110/discussions/4/ Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/ Technical Support: https://steamcommunity.com/app/979110/discussions/1/ If there is something you are wondering about feel free to shoot us a message in the comments. We will let you know when we are closer to be able to release this update. Stay tuned, Spacefarer!
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.
Wishlist and Follow now!
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
GAMEBILLET
[ 5945 ]
GAMERSGATE
[ 3223 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB