





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
A small patch is ready. Some stuff here and there and one mission fix. Added a icon for hold fire button, It will now toggle to another icon when enabled. Red outline and yellow inside when holding fire. Yellow outline and and red inside when NOT holding fire.
A small patch is ready. Some stuff here and there and one mission fix. Added a icon for hold fire button, It will now toggle to another icon when enabled. Red outline and yellow inside when holding fire. Yellow outline and and red inside when NOT holding fire.
Another patch Yay! This has a number of things mention in the bug thread. Although some bugs weren't really bugs but rather bad U.I.
Another patch Yay! This has a number of things mention in the bug thread. Although some bugs weren't really bugs but rather bad U.I.
I'm just throwing them out here. I'm currently playing through the game myself and fixing various bugs I find. Mostly minor stuff here and there. but the occasional big ones comes along.
I'm just throwing them out here. I'm currently playing through the game myself and fixing various bugs I find. Mostly minor stuff here and there. but the occasional big ones comes along.
Another quick patch. I've been dedicating my spare time to fixing some annoying bugs in the game. Hopefully this will lead to a more pleasant gaming experience
Another quick patch. I've been dedicating my spare time to fixing some annoying bugs in the game. Hopefully this will lead to a more pleasant gaming experience
A new year and new patch. Updated : Formation setup, background texture doubled in size. Updated : Formation setup, Proximity distance warning increased. Updated : Formation movement, some improvement. Best to keep the slowest ship near the center and other faster ones near the edges. Updated : Power handling in UI. Updated : Scan time added to area scan points. Updated : Various interface tweaks. Updated : Save game not allowed even when you see the enemy but he does not. Fixed : Captains disappearing in fleet view. Fixed : Reentering an area causes your ship to appear elsewhere. Fixed : Reentering an area causes your ships to revert to previous ships and setup in that area. Fixed : Multi jump point double jump buttons. Fixed : The drunken bee mission starting unexpectedly on load. Fixed : Trade anomalies. Fixed : Refit toggle. List delay. Fixed : Deleting active way point beacon leaves the beacon in space. Thanks for keep posting bugs in the forums, I'll do my best to address them. :)
A new year and new patch. Updated : Formation setup, background texture doubled in size. Updated : Formation setup, Proximity distance warning increased. Updated : Formation movement, some improvement. Best to keep the slowest ship near the center and other faster ones near the edges. Updated : Power handling in UI. Updated : Scan time added to area scan points. Updated : Various interface tweaks. Updated : Save game not allowed even when you see the enemy but he does not. Fixed : Captains disappearing in fleet view. Fixed : Reentering an area causes your ship to appear elsewhere. Fixed : Reentering an area causes your ships to revert to previous ships and setup in that area. Fixed : Multi jump point double jump buttons. Fixed : The drunken bee mission starting unexpectedly on load. Fixed : Trade anomalies. Fixed : Refit toggle. List delay. Fixed : Deleting active way point beacon leaves the beacon in space. HOTFIX! Fixed : Station button not appearing at random times when approaching station. Hopefully. Its a weird glitch. Fixed : Various U.I. glitches. Thanks for keep posting bugs in the forums, I'll do my best to address them. :)
Here is yet another patch. Took a little while, but I wanted to test it thoroughly but I guess there are still some errors in the game. Hope this improves the game play :) Here are the fixes and updates.
Here is yet another patch. Took a little while, but I wanted to test it thoroughly but I guess there are still some errors in the game. Hope this improves the game play :) Here are the fixes and updates.
Another patch has been uploaded.
Another patch has been uploaded.
Here is yet another patch. Quite a lot in it. This should improve the game play experience.
Here is yet another patch. Quite a lot in it. This should improve the game play experience.
Yet another patch release.
Yet another patch release.
A new day and a new patch.
A new day and a new patch.
Updated : Game now uses SteamID for save game position. Updated : Formation collision avoidance has been beefed up. Fixed : Refit top buttons not displaying color correctly. Fixed : Fleet view, Fixed ship bleeding through window. Fixed : Tutorial bugs. Windows not updating correctly. Fixed : AI refitting error fixed. Fixed : Correctly ignores non save game files when displaying list. Fixed : Satyr ship now starts with correct modules. Fixed : Power levels now change when game is paused. A small but needed patch. AI refitting error, game would not instantly display the effects of changed A.I. Power levels were not changing if they were set while the game was paused. I've also beefed up the formation collision avoidance code. Maybe a little too much. I tested it with 2 battleships, 2 Cruisers and 2 frigates. All avoided collision while I performed some hazardous movements, no collision. But I'm sure ships will still collide somewhat but at a lesser frequency and with less force, hopefully. Spread the ships a bit. It seems to help. Hope this increases your enjoyment of the game. Cheerio.
Hi everybody. This is the second release on the UI patch. The previous one was a bit too buggy and was pulled back. It later went into open beta and after a number of fixes it's finally ready for release. This patch partially upgrades the UI from the old Unity OnGUI system to the new Unity Canvas system. This allows the player to scale the UI to better fit their needs. This is a partial upgrade. Some parts of the game still rely on the old OnGUI system. I will continue to work on bringing the game fully into the new Canvas system. This patch also contains fixes to the perk system, factory among other minor fixes here and there. Enjoy the game.
Hi everybody. Finally I've decided to release my latest patch for Ceres. This patch took quite a long time to make. This patch will allow the U.I. to scale with screen size, so no tiny letter to squint at. I basically rewrote a huge chunk of the U.I interface, moving it from the aging OnGui U.I to the new Canvas U.I in Unity3D. The changes to the U.I. is not complete, a significant chunk still uses the old OnGui method but it is scaled to fit the screen size. This scaling method is a bit blurry, but I will continue to improve the U.I. Now I don't expect this to work 100% out of the box. There are probably some hiccups that need to be corrected, but I've managed to complete the first main mission using the new system, refit my ships, etc. so it is working. There will probably be frequent hot fixes published for the new U.I. the next weeks. I hope this will improve your gaming experience. This patch also includes some translation issues and a fix for the build queue error. Cheers.
Hello Captains, First of I want to state that I have not abandoned Ceres. Secondly I want to apologize for being absent to such a long time. I took a break from the forums for a while. But that break grew stupidly long. I've been exhausted, stressed and I started a 9 to 5 job. Before, when I was throwing out patches left and right, I was working on the game full time. 8 to 10 hours a day. Now with a 9 to 5 job and a family so my time spend on patching the game has been drastically reduced. I was planning on releasing a patch with a updated GUI system that would fit better on larger screens. That patch proved to be much more work than I anticipated. I'm about 75 to 80% finished with the patch, but I'm not confident about posting a date for it. I'm gonna scour the forums and find major bugs and try and release a patch for them hopefully in the near future. Please note that I'm working on this alone and please be patient. -Tryggvi.
Captains ! This version 1.2.0.0 should hopefully fix and error with the Sacred Fire mission. (If not and you have a save game with the error let us know! It is so much easier to fix bugs with easy access to them ;).) The patch also contain various updates, a.o. nerfing of several ships, improvements to others and small changes here and there. Notably, hacking has been tweaked and the user has now more control over his drones via a working drone menu. What are we also working on currently? The next patch will hopefully contain an upgrade to the user interface. That upgrade will allow the U.I. to scale, allowing easier viewing on bigger screens and it will probably also improve performance. Have fun playing. :) Here is today's changelog:
Here is the latest patch. Smaller than the previous one but it does contain some vital fixes.
Another day, another patch. Lots of stuff.
Hi everyone. Time for a new update and some small fixes! The main focus of this update is related to a new Pirate Carrier feature . We got lots of community requests about capturing Pirate ships so we decided to make it possible to seize and control them. Another great addition of this patch is the ability to upload your own new player character and background art. Be sure to share your creations in our forum! We hope you like the way Ceres is progressing and we look forward to your and feedback and reviews. Patch notes:
Here is the latest patch for Ceres. Lots of updated. The biggest is probably the formation changes. It's still a bit of a work in progress. But the ships, when grouped, will select a designated leader and try to stick to him in their assigned formations. Only the leader will receive the player move order. All others in group will try to move to their formation point in relation to the leader. Swiftly changing directions for the formation can lead to some collisions, so be careful. The ships will weave and bob a bit when trying to maintain formation. Patch notes.
Here is the third patch for Ceres. It covers the most needed fixes in the game.
Hello everyone, Today we released our second update for Ceres. The save game code update is the most critical one in this patch but we also fiddled with drone behavior, targeting and overall performance. Hope you like it! List of changes
Hey everyone! Our first update is now up and running and I've been working hard to fix those nasty bugs. List of changes
Hello everybody, First of I'm upset to see so many bug reports in the game. The game was thoroughly tested for almost 3 months and ran smoothly at the end of that testing phase. I and the testing crew did not experience any camera loss or that the station defenses would suddenly fire upon the player for no apparent reason. The camera issue still eludes me, but the station defenses should be fixed now. I rewrote the script that handles that. Basically the station defenses thought that some pirates you fought earlier need protecting... Silly defenders. Some were having trouble with controlling captured ships with no captain assigned to them. I've minimized the effect of no captain to a ships control systems. There is some issue with the perks on a save game load. For some the perks are not loading correctly and seem to reset. I'm looking into that. It also seems that the ships do not obey orders and that may be directly connected with the loss of camera control. Drones are misbehaving.. Looking into that too. I've been trying to fix theses issues and many more during the weekend and maybe a bit too quickly posting patches. A window patch was just uploaded yesterday that fixed the station suddenly firing upon the player. I will be uploading a patched demo version of that too. I will be spending the next week full time working on issues with the game and posting patches. I've dedicated to much time and effort into Ceres to abandon it. I'm actually quite upset about these bugs! If you do experience any errors and bugs. Please post them and I will get right on it. Also I'm asking the community politely to not post negative reviews if you are having trouble understanding the complex game controls. It was designed that way. Negative reviews impact the the game greatly in a bad way. But I will not abandon the game just due to negative reviews. I'm gonna fix my baby. Tryggvi, The main and only developer of Ceres.
Hey Everyone! My name is Tryggvi Hákonarson and today I am releasing my first Steam game: Ceres It has been a long and exciting journey and through this update I would like to give you a little background info on how it all started . Around the year 2010, I started programming a Homeworld clone as a learning exercise for Unity3D. I created some ships, wrote some scripts and “voila” I had a simple Homeworld clone. Mine, attack, build and explode. This simple clone did not want to be just a simple clone. So captains were added and captains needed perks and levels and skills. Drones, weapons, more ships, refitting, missions etc. followed. The clone got more complex, grew a new identity and decided to become "Ceres". First I worked on Ceres in my spare time, on my sofa with a laptop, sneaking in some programming during work... Ceres kept growing over the next few years, until my daytime job grew dull and I decided to quit and focus solely on Ceres. It was a dream come true. I was a game developer. It's hard to become that here in Iceland. There isn't much support for that kind of risk taking. Ceres started with just me. I worked on it in my spare time, on and off. I switched to other projects when I grew frustrated with bugs and errors, but I always returned to Ceres. Then I put Ceres on IndieDB and it quickly got attention. Ceres was rough and ugly, but it got the attention of Pavlos Germidis, who joined me and fixed it up a bit. He created new ships, new textures and designed the UI for the ships, trade menus and refitting. Sadly he left after about a year to pursue other projects, but there was no turning back now. I started hiring talent, to do what I did not have the skills for, like Peter Jones who freshened up the textures and created some new meshes. After some time on IndieDB, Ceres got the attention of Publisher Iceberg Interactive, with whom I signed a publishing contract. Iceberg made sure that the game was polished enough for release, gave some good pointers regarding design and other important aspects, such as quality assurance and bug reduction. Some good, patient people there. .. I have probably spent thousands of hours on this game. Sometimes working on it 7 days a week, 10 to 14 hours a day, programming in my little room, nourished by coffee, fermented shark and Black Death (that's booze). I have suffered through software crashes, hardware crashes, sickness and despair. Keep frequent backups, people! I never intended Ceres to become so massive, with so many features. It's like it called for it or something, always wanting more. I had to stop that. so I picked a release date and worked towards completion of the game. I actually wanted to release this game in March 2015. However, my publisher Iceberg did not agree. And they were right. If I would have had my way, this game would have been a failure. In March, the game was still really buggy, but I was blind to the bugs and glitches because this was my baby. I played the game as it should be played, knew exactly what to do and where to go. I did not play the game like a madman who was clueless what he was doing. Hurray for testers and quality assurance! The game went through about 3-4 months of testing and QA. We found, fixed and verified so many bugs. Some weird, others just plain silly. I also got a ton of support from the people on IndieDB who helped iron out some gameplay and game loop issues, early testers and IndieDB, I thank you. It is weird knowing that I finally released my game. I don't really know what to do with myself...I think I'll relax a bit, loitering on the forums and keeping an eye out on your feedback. For those who believed in me and kept me going, I would like to say thanks! For those new to the game, I am hoping you will enjoy it as much as I did programming it. Have fun! Tryggvi
[ 6084 ]
[ 1345 ]
[ 4067 ]