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This concerns the game launcher used to connect to game servers. Updates for game content happens separately.
Two new maps were added to the game. Plasma, a medium population station, is a unique map that features plasma pools, a lot of asteroid rocks, and unusual hallway designs not found in other stations. In theme with the map, the TEG is the primary power method of the station. The second map is known as Elkridge. This is a low population map with a cozy design and a few unique takes on areas like the bridge. There were also a bunch of nice QoL and minor additions added, from being able to print out bedsheets to ordering large instruments. Radiator pipes can now be crafted in a bent variety, and air sensor settings can now be copied with just a click of a button. [previewyoutube=j08l1Buo0Q0;full][/previewyoutube]
I dont really know where to start with this. I discovered Space Station 13 almost 11 years ago. I was hooked, but always wanted a remake just as much as everybody else. People have always been upset at BYONDs limitations, and that was just as true back then. The curse was already a meme at that point, but that never stopped people from taking their shot. And one of the projects that seemed to be making good progress at the time was called just Space Station 13. When I discovered SS13, I started following it, hoping it would one day be released. Of course, like so many other projects, it eventually died. Recreating SS13 is a massive undertaking, and the few developers working on it eventually got busy with their lives. Yet another victim of the curse, huh? Thankfully, the devs eventually decided to release the project as open source, hoping somebody else would keep it going. The entire SS13 community got together to continue it, under the name Space Station 14. That happened exactly 10 years ago. At the time, I barely knew how to program. I learned C# just to contribute to SS14! But again, that didnt last. Within a year and a half, Space Station 14, too, was all but dead. So what did everybody do? We went back to dealing with BYOND. And sooner or later, we get annoyed with BYOND again, so we try again. Personally I went through multiple pet projects to try to move SS13 into a new engine: Unity, Unreal, C++, Rust. I didnt know what I was doing, none of them got anywhere, but hey, thats fine. Around the start of 2017, me and some friends decided it may be the most practical to just pick up Space Station 14 again, because as far as we were concerned, it was further along than anything else. So we asked the last person with ownership of the GitHub repository, set up a Discord, and got to work. And now almost 8 years later, here we are. I think its fairly safe to say that weve broken the curse at this point. Space Station 14 is on Steam! We have thousands of concurrent players, beating Space Station 13 easily. Theres a ton of varied servers, and every update, new, amazing things get added to the game. Sure, we dont have all the features of SS13 yet, but I think the game stands on its own regardless. I would like to seriously thank the entire community for getting us here. Every coder, admin, and player that has been with us for the past many years. All of the people that chose to contribute to SS14, even when it was years away from being playable. We could never have done it without you. Speaking personally, this has been a very long journey, and Ive learned and improved a lot. Itll always be kind of shocking to me that its been 8 years since Ive started working on SS14 for real. Before that, Id been spending most of my time playing and contributing to SS13. That only lasted about 2-3 years. It feels like it was longer than it is, but speaking objectively, it is definitely a blip at this point. And, of course, were not done. Not me or the rest of the project. On the game side, every time I play, I can think of things to improve. On the project side, it has not been an easy ride having our project gradually scaled up to thousands of players and hundreds of contributors. We have a lot of work ahead of us, and in a way, it seems just as insurmountable as it did 10 years ago. But theres one big difference. 10 years ago, if youd ask me can we do this?, Id just say eh? whatever. Now, I can definitely say: yes, and we will.
The chameleon PDA is the newest piece of equipment in the Syndicate's roster. You can now almost go completely undercover as any member of any department (with exceptions to mindshielded ones). Syndicate agents will now also enjoy more discounted options to potentially choose from in their uplinks. There have been tweaks to various construction objects, like reinforced tables requiring a welder, and wooden walls no longer requiring steel. Moffs will now enjoy new cotton food options, and borgs may or may not enjoy their new ion law possibilities. [previewyoutube=S19x7-34YQg;full][/previewyoutube]
Two new stations have been introduced to the game; they are named Loop and Gate.. Loop is a medium population map focused around a centralized security and medical department, with wide open hallways and an easy-to-navigate layout. Gate is a very complex map focused around gateways and shuttles as the primary method to get between departments. Each department is segmented far away from each other in space, with thin arms connecting them all together. Holopads have been added, allowing for remote calls between departments or the AI to have a physical interaction and local chats wherever the holopads may be. Atmospheric network computers allow for atmos techs to check the entire pipe network on the station, making it even easier to monitor gases and potential sabotage and damage. [previewyoutube=Sht3N60LAkU;full][/previewyoutube]
This concerns the game launcher used to connect to game servers. Updates for game content happens separately.
This concerns the game launcher used to connect to game servers. Updates for game content happens separately.
Melee executions allow for sharp-bladed weapons to ignore armor and inflict massive damage. Melee executions may be performed on yourself or targets that are incapacitated/cuffed. Custom burgers have been added, allowing for actual custom recipes that don't require something like a microwave. The thief beacon allows for thieves to steal items and not have to hoard them on their character all shift. This also allows for stealing animals and structures way more conveniently. DNA has been improved, as well as dozens of other great additions and fixes over the week. [previewyoutube=l2fMh9nXWR0;full][/previewyoutube]
This week brings some new reagents and reworked chloral hydrate. These new reagents include potassium iodide, which helps prevent radiation damage, and haloperidol, which removes stimulants and hallucinogens from your system. Drowsiness is also a new symptom and side effect where you may fall asleep at random; chloral hydrate also now makes you drowsy instead of knocking you out once you reach the unit threshold. The cutter machine allows for making more specific and decorated floor tiles. The PNG export tool allows taking direct "screenshots" of items and characters, which may be useful for content creation and other external uses. [previewyoutube=jmZ8Ma1jOpk;full][/previewyoutube]
This week brings major buffs to both syndicate and nuclear operative reinforcements. Nuclear operative reinforcements now are loaded up with a blood-red and a chest rig, just like a regular nukie. Syndicate reinforcements now have loadouts ranging from medical items to spy equipment. Atmos techs can now build pipes inside walls, giving them extra room for whatever projects they are working on. Dead space dragons will no longer despawn, meaning that anyone who got devoured won't disappear into the void. Botany also has new mutations that range from medicinal to lethal. As well as many bug fixes and other additions. [previewyoutube=x-Jv1Ed59IU;full][/previewyoutube]
This week brings a powerful new suit of armor, available only to nuclear operatives. It is a well-rounded suit that is not space-faring, meaning it must be used with specific plans in mind. Throwing has been changed to allow for significantly more precision when throwing objects and weapons. Bartenders now have to shake or stir specific drinks, giving a bit more variety in their bartending methods. [previewyoutube=OZ0FYfXZUE0;full][/previewyoutube]
This week introduces a bird-like species known as the Vox. The Vox must breathe pure nitrogen; otherwise, they will take hefty poison damage until they get pure nitrogen in their lungs. Salvage has received some new content in the form of "VGRoid." The VGRoid is a giant asteroid with hundreds of ore deposits and salvage expedition dungeons that generate on them. The aesteroids are filled with danger, but have more materials than you'd ever need to get through a shift. There were other balance changes and content additions during the week, such as several nerfs to nukies, some buffs to other antags and more. [previewyoutube=pu-61vWc9Ic;full][/previewyoutube]
The content freeze is over, and there were a number of notable PRs merged during the freeze and shortly after. Meteor swarms are now much more deadly and can breach through many layers of walls. Pipe stacking was removed, changing the way Atmos has to do pretty much everything. Many combat QoL additions were added, such as wielding autodropping items, shooting over stunned people, etc. Finally, there were a ton of QoL features and balance changes across various levels of content in the game. [previewyoutube=UH8xSq7t5yo;full][/previewyoutube]
This week brings a new station to play on; it is named Train Station. The train station features departments stacked in a linear fashion that resembles a train shape. The syndicate not only sends agents at the beginning of a shift but may also awaken sleeper agents in the middle of the shift. Chemists can now make an anti-rot reagent with a little help from botany to prevent crew members from perma dying. As well as new syndicate content, botany mutations, and science content over the week. [previewyoutube=crMkV4dRobI;full][/previewyoutube]
This week brings a new station to play on; it is named Oasis. This station features a large park at its center and a massive mining-themed perma brig that is not attached to the station, which leaves a lot of room for unique gameplay. Syndicate librarians may now purchase cane swords; syndicates in general may now purchase syndicats. Science has received some tech tree changes, with the cargo telepad being bumped down to tier two, as well as new tier three tech under the arsenal tree provides a portable recharger for all your mobile battery needs. [previewyoutube=dqL9HxPqtZE;full][/previewyoutube]
This week brings customizable role-specific loadouts. In the lobby, you can customize your loadout for every role, from jumpsuits to backpack types. Botanists can now grow their own personalized army through the form of killer tomatoes. The chameleon projector allows syndicate agents to blend into their environment by copying the appearance of nearly any object. As well as other content additions, bug fixes, and balancing tweaks over the week. [previewyoutube=aNxV6YsczaA;full][/previewyoutube]
When a crew member leaves this shift with a cryo sleeper, they will be removed from the crew manifest list, and an announcement will be left for everyone on the station to see. Botany now has a dispenser for their swabs, making it a bit easier to keep track of clean swabs. As well as other balance tweaks over the course of the week and numerous bug fixes. [previewyoutube=XdHg6SkypMo;full][/previewyoutube]
This week, anomalies have gained a fourth behavior. They may now transform and receive either positive or negative effects. The severity of the behavior will also affect point output. RCDs now feature many more choices and a massively improved UI for selecting options. And you can now favorite the positions of items in your inventory. [previewyoutube=vcatQyoag14;full][/previewyoutube]
This week brings a very useful tool for all janitors, the cleaner grenade. Once detonated, it will spread foam across dozens of tiles, cleaning them of any unwanted reagents. Rubber bullets are no longer unobtainable; this does not affect shotgun ammo, however. Stacked explosives now spread their damage to further distances rather than making a combined, smaller explosion. As well as other great additions such as arcade machines providing cool ambience and voicemasks letting you copy species speech sounds. [previewyoutube=uti8VhMQ-cw;full][/previewyoutube]
This week introduces new syndicate equipment in the form of throwing knives. They can be thrown quite rapidly and are reusable. Department doors now have unique wires, meaning that you can no longer test a random maintenance door and now know how to hack every door instantly. Lone nuclear operatives now start with 60 telecrystals, giving them many more options and a greater chance at actually detonating the nuke. [previewyoutube=Vl-Gvp2UDkg;full][/previewyoutube]
This week brings all the wanted/criminal status icons to the security hud. Security will have to keep track of each suspect's status and try their best to keep them up to date to stay informed on each case. Improvised shotgun shells can be made with common materials, allowing for makeshift ranged combat. Zombies have received some buffs and can now wide-swing. [previewyoutube=sxZokCAZbHQ;full][/previewyoutube] [previewyoutube=rgl0yetFAbw;full][/previewyoutube]
Shuttle consoles have received a big UI overhaul as well as a mechanical one. You can now FTL to places on the same "map" and pick precisely where you want to stop. Roles that aren't eligible to be other antagonists, like syndicate agents, can no longer be initial infected. Zombies are slightly more resistant to various forms of damage, extending their undead lifespan. As well as other item tweaks and changes over the course of the week.
Secret has more options to pick from now, those new options being survival or revolutionaries. Bleeding is once again a more serious ailment in combat, requiring more attention to treat and recover from blood loss. As well as funny new syndicate items like the decoy kit, nice quality of life improvements requiring confirmation before accidentally round removing yourself with an implant, and more.
Nanotrasen has cracked down on the zombie virus; all jobs that were previously ineligible for antagonist roles are now not able to be an initial infected. Janitor galoshes are now available in round, tritium can be liquified for flamethrowers, and the CMO has a handheld crew monitor once more.
The Diona species has evolved to spread three nymphs when their bodies are destroyed. One of these nymphs contains the brain, which is player-controlled. After ten minutes, that nymph can reform into a new Diona with the previous Diona's brain and memories. The shadow anomaly is a creepy yet mostly harmless anomaly ripe for studying; just don't listen to the whispers for too long. As well as several botany tweaks from the process of plant clipping to death nettle nerfs.
This week brings several balance changes and tweaks. Health analyzers now continuously scan the vitals of whomever is being scanned, allowing for more precise treatments with less tedium. Beanbags now take three shots to stamina crit instead of two, making them much less effective at instantly stunning targets. Ambuzol now requires zombie blood to make, meaning that an outbreak already has to be occurring in order to make the cure. [previewyoutube=DVQRnxuvqzY;full][/previewyoutube]
The criminal records computer now lets security keep better track of criminals. Security can keep notes on every crewmember onboard the station, set warrants for their arrest, and keep track of who was released from the brig. New station variance can be found in the form of random spills, rusty walls, and broken lights. Wearing certain face and eye coverings together will now hide your identity, as well as other numerous tweaks, fixes, and additions. [previewyoutube=_G2LQpe3tSI;full][/previewyoutube]
This week brings tweaks primarily to the science and security departments. Several anomalies have gained additional mechanics or have been made easier to deal with in general. The detective is now independent from security, meaning they can now be an antagonist. Generators have a new UI indicating how much power the network they are on needs. As well as various bug fixes and improvements. [previewyoutube=6olBHRLAxkU;full][/previewyoutube]
The past two weeks have brought a bunch of new content and changes across the board. Ship guns of varying types allow for intense space combat and for salvagers to be able to mine from the comfort of their seats. Cargo must now physically interact with the trading station rather than ftling to it. Cryo sleepers allow players to exit the round in a more natural fashion and let job slots open organically. Reagents have been limited, meaning every drop of beer, to every drop of carbon can be precious. [previewyoutube=fUQHDikEtXs;full][/previewyoutube]
The syndicate has acquired cyborgs of their own. The assault borg is equipped with a light machine gun, a cryptographic sequencer, and an energy sword. They aren't cheap, though, costing 65 telecrystals. Science also received some new machines, one of them being the Flatpacker 1001. The Flatpacker allows you to construct machines in a flatpack to be unpacked at a separate location. The salvage magnet is undergoing some changes as well; you can now select the type of asteroid to mine. As well as numerous other changes and tweaks over the week. [previewyoutube=jI06Wz4ZFHU;full][/previewyoutube]
Merry Christmas, and Happy Holidays! Two new antagonists were introduced during the week. The thief is a minor antagonist whose goal is to steal various objects of various quantities and sizes. The Terminator is a mid round antagonist who is sent from the future to kill one specific person and die. Ore bags of holding allow miners to carry practically an infinite amount of ore, as well as many other changes over the week. [previewyoutube=hso4IICor_o;full][/previewyoutube]
This week brings a lot of new content. There are a bunch of new grenades available to both security officers and syndicate agents. Atmos has been rebalanced in various areas, such as destroying pipes, turning gas into a liquid, and removing the plasma gas miner. New DNA additions have created additional ways to uncover a crime scene, and many more additions, fixes, and quality of life improvements.
Inventory has been reworked to feature a grid-style inventory. You will now have to organize your inventory more effectively, and it will also slow down how fast you can interact with your inventory in general. The crew monitor UI was overhauled to be much more readable. New reagents that are designed to treat specific brute injuries and also cause brute damage. As well as a bunch of other balance tweaks and adjustments.
This week brings another station to the game. This station is called "Core." It features a singularity engine at the center of the station. It is a medium-population station. The Christmas event has started to bring both joy and chaos to this holiday season. You can Indiana Jones the nuke by hoping in a fridge; nukies can now choose to use a death acidifier to melt their bodies; audio has been reworked; and many other additions and fixes over the week.
A new byproduct of bananas is a psychedelic reagent named "bananadine." You can now construct shuttle walls that have the unique property of reflecting projectiles. Additionally, you can now wear the sentient cakecat on your head; call it a cake cat hat. There were also a ton of engine updates and other non-general player-facing changes you can view on GitHub.
A new station joins the game, named Atlas Station. It is a low-pop map that features closely connected departments. Pet carriers allow you to pick up your favorite companions (including people) and quickly transfer them to a new location. As well as a bunch of other tweaks and fixes not included in the video.
Over the last week, cyborgs have received numerous changes, from quality of life to crafting cost reductions. Borgs are now more sturdy, much more resistant to tampering, and, in general, provide more assistance in communication. The space sharkminnow joins the carp family; they are rather sturdy, hit hard, and have unique healing capabilities. As well as other great quality of life improvements and additions. [previewyoutube=-ctcBlJAmqQ;full][/previewyoutube]
This week brings the storage rework. Items now follow standard sizes ranging from tiny to ginormous, rather than having specific values assigned per item. The anomaly synchronizer has tons of potential for automating anomalies for either good or nefarious purposes. Thieving gloves are now even better at their job, making stealing items much easier. Plus tons of other great additions over the week. [previewyoutube=6AMvznNPwNA;full][/previewyoutube]
Ion storms have arrived to fry borgs laws and even give them new ones. Some syndicate agents may be tasked with hijacking the emergency shuttle, ensuring no Nanotrasen employees return to CentComm. Bolas have been nerfed to not be nearly as effective for stuns, but they are still great for slowing someone down. [previewyoutube=xkN_ZqLRx9M;full][/previewyoutube]
The quartermaster has been granted a digital cargo request board, letting them have greater control over what gets shipped to the station. The syndicate has taken great interest in this item, however. Also this week brings stun baton nerfs, c4 buffs, grille tweaks, as well as dozens of bug fixes and various tweaks. [previewyoutube=ndVrg5xkwFI;full][/previewyoutube]
This week brings a wonderful quality of life improvement for radio commands; no longer will accidentally pressing shift ruin your radio message. Vaulting tables no longer rubber bands you, and igniters allow for more practical and efficient fire starting. [previewyoutube=Vh_MDwMfm3k;full][/previewyoutube]
A new antagonist can be found on the station. They are revolutionaries with the goal of overtaking the station by killing all of the command staff. Two new anomalies have been discovered. One makes rocks that can be mined to sometimes reveal a living rock creature inside. Liquid anomalies can contain a wide variety of reagents, from drugs to deadly toxins. Lizards have also received some tweaks as well as other changes over the past week. [previewyoutube=UQ4wOxFmZKA;full][/previewyoutube]
Speech can now be forced out when getting hit, stunned, slipped, or critically injured. An electric grill allows the chef to cook raw meat at very high speeds, and medical borgs can now be crafted advanced treatment modules for more rapid and precise treatment. As well as dozens of fixes, tweaks, and other additions over the week. [previewyoutube=N1Zz7WI9VWU;full][/previewyoutube]
The rat king has been reworked, allowing the king much more control over his army. Salvage has been tweaked massively to feature a faster pace with more loot in the dungeons. Bows and arrows join the makeshift arsenal, and harm mode receives massive QoL improvements. [previewyoutube=zomRv7_Q1AI;full][/previewyoutube]
(Sep 10 - 17) The syndicate coalition has developed a powerful bomb that can destroy entire departments. It can be disarmed if you are brave enough to try. Botany plants can now mutate into entirely new variants, and a bunch of general QoL from botany to security. [previewyoutube=10jMq09tf1M;full][/previewyoutube]
(Sep 3 - 10) A new antagonist known as the space ninja joins the station; their goal is to stealthily steal research data, blow up a designated area, and hack a bunch of doors. Also over the week, new botany mutations and mechanics were introduced, as well as other great quality of life like automatic magazine packing and more. [previewyoutube=MlixeQfOb3M;full][/previewyoutube]
Due to shortcomings in Steam's announcement system we have decided to simply start linking to our website for progress reports. We're sorry if you preferred reading them in Steam directly, but we feel this makes for the best reading experience.
Updated the launcher to have better DPI scaling. Also reduced disk usage slightly. Yeah that's about it. This changelog doesn't involve anything for the actual game servers.
Read this progress report on our website for better videos!
Read this progress report on our website!
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