Progress Report #25: Blowing Off Steam
Were proud to announce that Space Station 14 is now available through the new Steam Playtest feature. Originally we were planning to do a full release through Early Access, but we felt that a more limited release was a better match for the current state of SS14 development. To gain access, simply visit the SS14 store page and click Request Access. Youll be added to the pool of people who are waiting, which we randomly draw from when we feel we could use more players.
If you dont receive access immediately, just be patient! More users will be added over time. We dont currently have a set date for a wider Early Access release, it depends on how well the playtests go and how quickly more content is added. Much work went into last minute preparations to get ready for Steam; combined with exams, the devs all playing Factorio, and the holidays, this progress report is relatively light. But we still have some new treats!
[h3=botany]Botany
Contributed by Zumorica Botany is in! This includes trays, seeds, planting, harvesting, nutriments, weeds, pests, and plenty more! Botanists can finally supply the station with drugs food, making the station even more self-sufficient. As a bonus, adding new plants is trivial and doesnt require writing any C# code.
[h3=ui improvements]UI improvements
[h3=action hotbar]Action Hotbar
Contributed by chairbender, building on earlier work by ShadowCommander We now have an actions hotbar! The idea is this hotbar will be used for all common actions you may need quick access to, from toggling your helmet light to wizard spells. The layout of the hotbar can be re-arranged if you feel so inclined. There are some minor things that have to be added like allowing you to save layouts between round, but for the most part its very solid already.
[h3=alerts system and ui]Alerts System and UI
Contributed by chairbender What was previously known as status effects has been expanded into a more general alerts system, which allows contributors to easily define and modify the alert icons and tooltips.
[h3=minor-ui-things]Minor UI Things
Contributed by PaulRitter Added a general framework for antagonist objectives, and a basic implementation of the traitor gamemode. Traitors get objectives at roundstart and complete them over the course of the round, which can only end via a shuttle call. On roundend, all players will see who the traitors were, what objectives they had, and whether they completed their objectives. Implemented objectives so far are:
[h3=traitor-deathmatch-gamemode]Traitor Deathmatch Gamemode
Contributed by 20kdc, with PDA redemption machine sprite by Tomeno Expanding upon the new traitor mode, this gamemode is essentially a free-for-all, but with traitor uplinks for everyone to spice things up. [h3=improved-admin-menu]Improved Admin Menu
Contributed by Exp111 The admin menu was mentioned in the last progress report but its gotten some new features added. Click here for video [h3=magboots]Magboots
Contributed by PJB You now have magboots. They help you avoid getting thrown around the place by airflow. Click here for video [h3=gas-tanks-and-internals]Gas tanks and Internals
Contributed by Creadth and Zumorica You can now avoid dying in vacuums. At least from the oxygen loss.
[h3=gas-canisters]Gas Canisters
Contributed by clement-or, help from 20kdc and ike709 Gas canisters now exist, ripe for plasma flooding. Click here for video [h3=morticians-menagerie-(all-the-crematorium-stuff)]Morticians Menagerie (All the crematorium stuff)
Contributed by RemieRichards The Traitors [strike]murderbone victims[/strike] targets wont be left littering the halls, because the morgue is now fully equipped with functioning morgue trays, body bags, and a crematorium. Click here for video [h3=trash-bags-&-pickup-animations]Trash Bags & Pickup Animations
Contributed by RemieRichards Now you can pick up trash and steal any other valuables on the ground, in style! Click here for video [h3=eris-power-cells]Eris Power Cells
Contributed by brndd Ports Eris-style power cells. They come in three distinct sizes, S, M and L, each size having more charge than the last and fitting into different kinds of devices.
[h3=lord-singuloth]LORD SINGULOTH
Contributed by unusualcrow, PaulRitter, and PJB We teased it last time, and now its here! The singularity returns as the latest and arguably greatest engine, with the particle accelerator, containment field, and radiation collectors already implemented. It is capable of going through the station like a hot knife through butter, so beware of sabotage! All hail Lord Singuloth!
[h3=gibbing]Gibbing
Contributed by Zumorica Humans can now be gibbed into a pool of blood, organs, and other fleshy goop. [h3=upgradeable-machines]Upgradeable Machines
Contributed by Zumorica Similar to SS13, there is now a general framework for upgradable parts in machines. Click here for video [h3=disarming]Disarming
Contributed by Zumorica Tiders can now liberate harmbatons from Security Officers! Disarming has been added as an action to the new action hotbar. Click here for video [h3=cigarettes-and-matches]Cigarettes and Matches
Contributed by Ygg01 You can now roleplay as a hardboiled, chainsmoking noir detective. Click here for video [h3=cargo-telepad]Cargo Telepad
Contributed by GraniteSidewalk Although shuttles loom on the horizon after the upcoming physics rework is finished, we thought itd be nice to add a placeholder to Cargonia. Incoming cargo crates will now be beamed to a tele-pad adjacent to the computer, rather than just appearing out of thin air. Click here for video [h3=signs-and-plaques]Smoke and foam chemical reactions
Contributed by Radrark Chemical reactions can now result in smoke or foam, just like in SS13. Click here for video [h3=instrument-improvements]Instrument Improvements
Contributed by Zumorica The instrument UI now has a slider that can be used to rewind or fast-forward the playback of the MIDI song youre playing. Also, other players' instruments should sound better now.
Contributed by 20kdc & DrSmugleaf We now have a merge driver to automatically resolve conflicts in map edits. This should make it easier to work on map files concurrently.
Contributed by PaulRitter We have laid the basic ground work for allowing UIs to be defined in XAML. Compiling XAML files to IL and generating necessary code behind is now possible, thanks to XamlIL and other various bits of code from Avalonia UI. [h3=cargo-telepad]Sandboxing
Contributed by PJB When you connect to a server, the launcher has to download code from that server to be able to execute the game. That code is now sandboxed so you cant just get malware by connecting to sketchy servers anymore. Sandboxing is currently implemented by verifying the IL of all loaded assemblies and checking all referenced members against a massive whitelist.
The contributors since the last progress report were: 20kdc, Acruid, AJCM-git, BananaFlambe, bhespiritu, brndd, chairbender, Clyybber, ColdAutumnRain, collinlunn, DamianX, daniel-cr, DmitriyRubetskoy, DmitriyZodiak, DrSmugleaf, DTanxxx, exp111, Git-Nivrak, GraniteSidewalk, ike709, JohnGinnane, juliangiebel, kira-er, komunre, LetterN, lzimann, Macoron, ManelNavola, Markek1, metalgearsloth, mirrorcult, moonheart08, namespace-Memory, Nukeuler123, PaulRitter, PJB3005, Radrark, RedlineTriad, Rember, RemieRichards, Rich-Dunne, rneuser, Rockdtben, SaphireLattice, ShadowCommander, SweptWasTaken, Tarlan2, tmtmtl30, Tomeno, Ygg01, ZeWaka, zionnBE, Zumorica
[ 2021-02-08 22:42:17 CET ] [ Original post ]
Read this progress report on our website for better videos!
Playtest
Were proud to announce that Space Station 14 is now available through the new Steam Playtest feature. Originally we were planning to do a full release through Early Access, but we felt that a more limited release was a better match for the current state of SS14 development. To gain access, simply visit the SS14 store page and click Request Access. Youll be added to the pool of people who are waiting, which we randomly draw from when we feel we could use more players.
If you dont receive access immediately, just be patient! More users will be added over time. We dont currently have a set date for a wider Early Access release, it depends on how well the playtests go and how quickly more content is added. Much work went into last minute preparations to get ready for Steam; combined with exams, the devs all playing Factorio, and the holidays, this progress report is relatively light. But we still have some new treats!
Progress!
[h3=botany]Botany
Contributed by Zumorica Botany is in! This includes trays, seeds, planting, harvesting, nutriments, weeds, pests, and plenty more! Botanists can finally supply the station with drugs food, making the station even more self-sufficient. As a bonus, adding new plants is trivial and doesnt require writing any C# code.
[h3=ui improvements]UI improvements
[h3=action hotbar]Action Hotbar
Contributed by chairbender, building on earlier work by ShadowCommander We now have an actions hotbar! The idea is this hotbar will be used for all common actions you may need quick access to, from toggling your helmet light to wizard spells. The layout of the hotbar can be re-arranged if you feel so inclined. There are some minor things that have to be added like allowing you to save layouts between round, but for the most part its very solid already.
[h3=alerts system and ui]Alerts System and UI
Contributed by chairbender What was previously known as status effects has been expanded into a more general alerts system, which allows contributors to easily define and modify the alert icons and tooltips.
[h3=minor-ui-things]Minor UI Things
- Improved top menu buttons Contributed by chairbender
- Improved Inventory / Hand Slots UI Contributed by chairbender
- Improved job preference menu Contributed by Rockdtben & DrSmugleaf
Contributed by PaulRitter Added a general framework for antagonist objectives, and a basic implementation of the traitor gamemode. Traitors get objectives at roundstart and complete them over the course of the round, which can only end via a shuttle call. On roundend, all players will see who the traitors were, what objectives they had, and whether they completed their objectives. Implemented objectives so far are:
- Steal the Captains ID
- Die a glorious death
- Survive
- Kill a random person
[h3=traitor-deathmatch-gamemode]Traitor Deathmatch Gamemode
Contributed by 20kdc, with PDA redemption machine sprite by Tomeno Expanding upon the new traitor mode, this gamemode is essentially a free-for-all, but with traitor uplinks for everyone to spice things up. [h3=improved-admin-menu]Improved Admin Menu
Contributed by Exp111 The admin menu was mentioned in the last progress report but its gotten some new features added. Click here for video [h3=magboots]Magboots
Contributed by PJB You now have magboots. They help you avoid getting thrown around the place by airflow. Click here for video [h3=gas-tanks-and-internals]Gas tanks and Internals
Contributed by Creadth and Zumorica You can now avoid dying in vacuums. At least from the oxygen loss.
[h3=gas-canisters]Gas Canisters
Contributed by clement-or, help from 20kdc and ike709 Gas canisters now exist, ripe for plasma flooding. Click here for video [h3=morticians-menagerie-(all-the-crematorium-stuff)]Morticians Menagerie (All the crematorium stuff)
Contributed by RemieRichards The Traitors [strike]murderbone victims[/strike] targets wont be left littering the halls, because the morgue is now fully equipped with functioning morgue trays, body bags, and a crematorium. Click here for video [h3=trash-bags-&-pickup-animations]Trash Bags & Pickup Animations
Contributed by RemieRichards Now you can pick up trash and steal any other valuables on the ground, in style! Click here for video [h3=eris-power-cells]Eris Power Cells
Contributed by brndd Ports Eris-style power cells. They come in three distinct sizes, S, M and L, each size having more charge than the last and fitting into different kinds of devices.
[h3=lord-singuloth]LORD SINGULOTH
Contributed by unusualcrow, PaulRitter, and PJB We teased it last time, and now its here! The singularity returns as the latest and arguably greatest engine, with the particle accelerator, containment field, and radiation collectors already implemented. It is capable of going through the station like a hot knife through butter, so beware of sabotage! All hail Lord Singuloth!
[h3=gibbing]Gibbing
Contributed by Zumorica Humans can now be gibbed into a pool of blood, organs, and other fleshy goop. [h3=upgradeable-machines]Upgradeable Machines
Contributed by Zumorica Similar to SS13, there is now a general framework for upgradable parts in machines. Click here for video [h3=disarming]Disarming
Contributed by Zumorica Tiders can now liberate harmbatons from Security Officers! Disarming has been added as an action to the new action hotbar. Click here for video [h3=cigarettes-and-matches]Cigarettes and Matches
Contributed by Ygg01 You can now roleplay as a hardboiled, chainsmoking noir detective. Click here for video [h3=cargo-telepad]Cargo Telepad
Contributed by GraniteSidewalk Although shuttles loom on the horizon after the upcoming physics rework is finished, we thought itd be nice to add a placeholder to Cargonia. Incoming cargo crates will now be beamed to a tele-pad adjacent to the computer, rather than just appearing out of thin air. Click here for video [h3=signs-and-plaques]Smoke and foam chemical reactions
Contributed by Radrark Chemical reactions can now result in smoke or foam, just like in SS13. Click here for video [h3=instrument-improvements]Instrument Improvements
Contributed by Zumorica The instrument UI now has a slider that can be used to rewind or fast-forward the playback of the MIDI song youre playing. Also, other players' instruments should sound better now.
Tiny things
- Containment field emitters emit soft light now. Contributed by 20kdc
- Wall lights are now buildable. Contributed by Macoron
- Light bulbs are now destructible. Contributed by ZeWaka
- Kitchen knife and sliceable foods. Contributed by mirrorcult
- Rounds have time limits now. Contributed by DrSmuglive
- Disposal units flush air now. Contributed by DrSmuglead
- Cow tools have been added. Contributed by PaulRitter
- Now the options menu has a slider for master volume. Contributed by ManelNavola
- PDA now has a pen. Contributed by exp111
- Added suicide for Crematorium and Recycler. Contributed by ManelNavola
- Pulling and grabbing merged (pulling takes up a hand now). Contributed by DrSmuglaught
- Flashlights for hard hats and hardsuits. Contributed by Macoron
- Live preview for the character creator. Contributed by metalgearsloth
- More belts and welders. Contributed by SweptWasTaken
- Replaced the cev-eris maint airlocks. Contributed by SweptWasTaken
- Many crates have been filled. Contributed by SweptWasTaken
- Many lockers have been filled. Contributed by DmitriyRubetskoy
- Lockers now enforce access restrictions. Contributed by brndd
- Context Menu improvements. Contributed by daniel-cr
- Window breaking is now prettier and makes a sound. Contributed by brndd & Macoron
- You can now feel hypospray-supplied tiny pricks. Contributed by PJB
- You can now rig power cells to explode by injecting phoron. Contributed by PJB
Technical stuff
Mapping Merge Driver
Contributed by 20kdc & DrSmugleaf We now have a merge driver to automatically resolve conflicts in map edits. This should make it easier to work on map files concurrently.
XamlUI
Contributed by PaulRitter We have laid the basic ground work for allowing UIs to be defined in XAML. Compiling XAML files to IL and generating necessary code behind is now possible, thanks to XamlIL and other various bits of code from Avalonia UI. [h3=cargo-telepad]Sandboxing
Contributed by PJB When you connect to a server, the launcher has to download code from that server to be able to execute the game. That code is now sandboxed so you cant just get malware by connecting to sketchy servers anymore. Sandboxing is currently implemented by verifying the IL of all loaded assemblies and checking all referenced members against a massive whitelist.
Credits
The contributors since the last progress report were: 20kdc, Acruid, AJCM-git, BananaFlambe, bhespiritu, brndd, chairbender, Clyybber, ColdAutumnRain, collinlunn, DamianX, daniel-cr, DmitriyRubetskoy, DmitriyZodiak, DrSmugleaf, DTanxxx, exp111, Git-Nivrak, GraniteSidewalk, ike709, JohnGinnane, juliangiebel, kira-er, komunre, LetterN, lzimann, Macoron, ManelNavola, Markek1, metalgearsloth, mirrorcult, moonheart08, namespace-Memory, Nukeuler123, PaulRitter, PJB3005, Radrark, RedlineTriad, Rember, RemieRichards, Rich-Dunne, rneuser, Rockdtben, SaphireLattice, ShadowCommander, SweptWasTaken, Tarlan2, tmtmtl30, Tomeno, Ygg01, ZeWaka, zionnBE, Zumorica
Space Station 14
Space Wizards Federation
Space Wizards Federation
Fall 2021
Indie RPG Simulation F2P Multiplayer Coop EA
Game News Posts 59
🎹🖱️Keyboard + Mouse
No user reviews
(0 reviews)
https://spacestation14.io/
https://store.steampowered.com/app/1255460 
Space Station 14 is an intricate, round-based multiplayer role playing game. It tells the story of an ordinary shift on a space station gone horribly wrong.
Every round, you control a custom character as one of dozens of crew or enemy roles. Whether you're the janitor mopping floors, a doctor healing the wounded, or a hostile agent sowing chaos, your job provides you with the tools, access, and knowledge to perform your duties, interact with others, and take your place in each unique round.
Tension builds as random disasters, enemy roles, and crew incompetence strike the station. Maybe there's a massive hole to space where the medical bay used to be. Maybe the captain went missing, leaving the rest of the crew to fight over who should take charge. Or maybe the clown just annoyed the wrong security guard and got undeservedly thrown into permanent confinement.
What you do in all these varied situations is up to you, and the same goes for your fellow crewmembers. Maybe you'll try to chase down the antagonists and bring them to justice, sacrifice yourself to save your fellow crewmembers, or just sit idly by in the bar serving drinks without a care in the world
With dozens of other people on the station, and in-depth game mechanics, each round aboard Space Station 14 is completely unique, and only limited by your own actions.
Space Station 14 is designed from the ground up to be extremely extensible. Community servers can change the game to provide wildly different experiences, from small changes to game mechanics, a different roleplay atmosphere or even completely different, unique settings.
Furthermore, anybody can contribute! Space Station 14 is completely open source, so if you ever feel like helping out, we'll be glad to have you!
Every round, you control a custom character as one of dozens of crew or enemy roles. Whether you're the janitor mopping floors, a doctor healing the wounded, or a hostile agent sowing chaos, your job provides you with the tools, access, and knowledge to perform your duties, interact with others, and take your place in each unique round.
Tension builds as random disasters, enemy roles, and crew incompetence strike the station. Maybe there's a massive hole to space where the medical bay used to be. Maybe the captain went missing, leaving the rest of the crew to fight over who should take charge. Or maybe the clown just annoyed the wrong security guard and got undeservedly thrown into permanent confinement.
What you do in all these varied situations is up to you, and the same goes for your fellow crewmembers. Maybe you'll try to chase down the antagonists and bring them to justice, sacrifice yourself to save your fellow crewmembers, or just sit idly by in the bar serving drinks without a care in the world
With dozens of other people on the station, and in-depth game mechanics, each round aboard Space Station 14 is completely unique, and only limited by your own actions.
Beyond Space Station 14
Space Station 14 is designed from the ground up to be extremely extensible. Community servers can change the game to provide wildly different experiences, from small changes to game mechanics, a different roleplay atmosphere or even completely different, unique settings.
Furthermore, anybody can contribute! Space Station 14 is completely open source, so if you ever feel like helping out, we'll be glad to have you!
MINIMAL SETUP
- Memory: 2 GB RAM
- Graphics: OpenGL 3.3 or greater
- Storage: 512 MB available space
- Memory: 4 GB RAM
- Graphics: OpenGL 3.3 or greater
- Storage: 1 GB available space
GAMEBILLET
[ 5951 ]
GAMERSGATE
[ 3198 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB