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CSC | Space MMO

CSC Alpha - 0.9.221 Patch

All Changes:


NPC System Refactor: CSC's NPC system has had a massive overhaul improving not only performance and reliability but allow us to add more to the universe as a whole. NPCs can now persist and roam areas of space. This will allow us to create more interesting actives and events for the CSC universe including Pirate Block-aids and Drone Swarms. This system will also allow us to have roaming groups of npcs (such as creatures).

  • NPCs now persist in the universe even when players are not around, the will typically slip stream in, but can also spawn in directly. NPCs can also no retreat via slip stream before de-spawning.
  • New system that should make NPCs more stable with updated behaviors that are more dynamic, slightly less aggressive than previously.

Map UI Update:

  • Both navigation and galactic map UI has been updated
  • General performance of map improved

Ship Collision & Control Improvements

  • Maneuvering larger ships has been greatly improved. These ships will now be more responsive in tight spaces or surrounded by NPCs or Players.

Other:

  • Collision has been updated to be more responsive to various objects in space
  • Loading screen text added
  • Loot distance is now limited to a max of 100 GUs
  • Updated shuttle and intrepid ship rotation speeds and camera zoom
  • Profile you are currently logged into shows on the top left when in Launch menu

All Fixes:



  • Networking Performance
  • Flare on projectiles too large- fixed
  • Stack and Split works in Salvage / Containers In Space
  • Looting is more responsive
  • Hard-point ordering issue that effected some ships- fixed
  • Module Toolbar rearranging - fixed
  • Key binding issues related to multi-key binds - fixed
  • Dual binding inputs (shift + 1) to not also trigger the binding for the 1.
  • De-cloaking issue - fixed
  • Ship roll looks correct now
  • Follow, Evade, Orbit all fixed to better track current target
  • Category filter applying to Type - fixed
  • Exploration beam placements on the following ships have been fixed (more to come): Rio Grande, Vanquisher SE, USS Voyager, Packer MP, Eliminator MP+HE, Prospector MP, Corvette MP, Horizon MP

Known Issues:



  • NPCs may attack pods, but should not do damage to / destroy your pod
  • Slipstream sometimes will drop you off far from target

CSC Alpha - Hot Fix 0.9.209

All Fixes:



  • Server fixes
  • Directional and pulse scanners not decloaking ships - fixed
  • Left-click target runs smoother

Known Issues:



  • Localization added to Options but is currently not working

CSC Alpha - Hot Fix 0.9.205

All Fixes:



  • Server fixes
  • Ships not decloaking after activating scanners or repair modules - fixed
  • Enterprise-E/Sovereign Class ship loadout issue - fixed
  • Workshops that did not have enough power so users could not Claim - fixed

Known Issues:



  • If you leave battle mid engagement and then come back, you will not see NPCs and your client will start to lag - Restart client to see NPCs

CSC Alpha - 0.9.203


There have been a number of improvements added to this build but there are still some issues popping up that we are working on. If you have problems please contact us through our Support portal: https://lucidsight.freshdesk.com/support/home

Changes:


A major overhaul of our multiplayer and NPC system has been implemented, this should improve stability and greatly improve performance.

  • Ship Module Size & Tech Level Re-balance Notes: As we get closer to 1.0, in an effort to align our current ship module stats with our original design, ship modules have been updated across the board. We’ve re balanced them so that they better take into account:
  • The size of the mod, and
  • The tech level of the mod
  • Size - A 1x1 mod takes up 1 slot space in the ship layout, while a 2x2 takes up 4 slots. It would then stand to reason that a 2x2’s numbers should be around 4 times (4x) those of a 1x1. 3x3s would be 9x a 1x1, 4x4s would be 16x, etc. What this means is that, on average, larger size mods will now be more “powerful” than their smaller counterparts. But their power base, power draw, and weight will also have gone up. So pay special attention to power and weight, especially when equipping larger size mods. Tech level - The intent of increasing tech levels of a module has always been that the mod’s stats get better. With this update, the value proposition will be a lot more clear. Increasing a mod’s tech level will now always:
  • Increase its beneficial stats, like damage, armor/hull, movement boost, etc.
  • Decrease its non-beneficial stats, like power base, power draw, cooldowns, weight, etc.
  • The largest increase / decrease of stats happens between tech levels 1 -> 2, with moderate stat changes between T2 -> T4, and incrementally smaller stat changes with each tech level after that.A note about weight: We’ve always meant for module weight to be another factor in deciding which modules to use and upgrade. Most ships have rather large cargos after all. With this update, weight has been increased significantly across the board. Who knows, you might have to start using cargo mods to compensate.And a reminder: CSC is still in Beta. While we tried to take into account the balancing you all have been playing with for the last several months, what this all means is that you may have to adjust your loadouts. Once-powerful modules may have been slightly nerfed, but there’s plenty more mods out there that you’ve been ignoring - probably of larger size, or higher tech level - that will no doubt become your new favorites.



Sub-light Engine modules that provide a movement boost will now provide the boost with diminishing returns at a rate of 50% with each successive module.

  • The best module equipped will apply 100% of its boost to sub-light, next best 50%, next 25% and so on.
  • The Max Sub-light speed is now capped at 5,550 mGU/s (just under light-speed).

Shield mods have been updated

  • Shields now have cool-downs, when disengaged or brought to 0 you will have to wait to re-engage shields.
  • Max shield amounts and Shield recharge rate have been updated
  • Cloaks now have a cool-down relative to their size. When disengaged or scrambled.

Offers

  • There is now a section under the Missions screen called Offers.
  • This area contains more of a trade based missions - If you have what the Offer is requesting then users can trade in one action for the item(s) the listing may be offering
  • The TCF trade for GFC is now under this Offers section*

NPC Update

  • NPCs have more complex attack logic and can switch between targets during battle
  • In general, non-event NPCs have had there recharge rate reduced but high HP for shields
  • V.I.C.E. Vanguard has an updated look. If anyone wants the old look of the Vanguard, we will be creating a skin of the Vanguard Classic in the nearby future

---

  • Options menu now includes additional key bindings including hardpoints up to 20 and the ability to pair keys like "shift+1"
  • Ship Tool-tip now displays Ship Name
  • Radar icons no longer scale with distance.
  • Mission Spawn Update: Mission NPCs will only spawn 1 time per player, if you miss out or get destroyed you will have to abandon the mission and accept it again (if available).
  • Mission Objectives window now transitions between and Full and Minimized sizes
  • V.I.C.E. Vanguard has an updated look. If anyone wants the old look of the Vanguard, we will be creating a skin of the Vanguard Classic in the nearby future
  • FKD Disrupter Beam ML 1 & 2 have been updated


All Fixes:



  • Various stability, performance, and network fixes 
  • NPC and Multiplayer general fixes.
  • Some Star Trek ships appear to not cloak properly - fixed
  • Ships not decloaking after activating scanners or repair modules - fixed
  • Enterprise E not being able to use all modules due to power issue - fixed
  • Rio Grande's lights not showing correctly - fixed
  • Deconstruction client hanging bug - fixed
  • Oscillator not taking damage - fixed
  • Repair modules turning cloak off when no repairs were necessary - fixed
  • Ship trails appearing too far from ship - fixed
  • Oasis ship lights - fixed
  • Ship cloak not getting reset after removing cloak - fixed


Known Issues:



  • Random booting to the menu, if this occurs more than once report via the support ticket system with your log files.
  • Entering a battle in progress might show other ships frozen for several seconds while the game syncs. If ships and NPCs remain frozen for more than 60 seconds reboot your client.
  • During battle if NPCs stop taking damage in a multi-user battle all users should quit to menu and return to the game. We are still seeing some cases of this and will be addressing in future updates.

CSC Alpha - 0.9.179

All Fixes:



  • Various stability and performance fixes related to NPC and multi-user engagements.
  • Skin module fixes
  • Tool tips will now show correct power draw amounts
  • Updated Jump gates to show error message if it is non-functional due to any error

CSC Alpha - 0.9.156 Patch

Changes:


Intrepid class:



  • Eliminator HE now has 18 slots, up from 10
  • T2 Inferno and Inferno HE now have 14 slots instead of 10
  • T2 Interceptor and Interceptor FF now have 18 slots, up from 10
  • T1 Vanguard now has 12 slots up from 9, hull is 47825 instead of 33000, slipstream speed is 600 up from 300, and base power is 7715 up from 6875
  • Vanguard SE has 8 slots instead of 6, FTL speed is 0.95 up from 0.75, it now has 3 hardpoints instead of 2, slipstream speed is 475 up from 200, and base power is 5300 up from 3800. It also now shares the same ship bonuses as its MP counterpart, and the crafting recipe has been updated.

Corsair class:



  • T1 Corvette hull is 62600 up from 56000, slipstream is 590 up from 500
  • Corvette SE now has 18 slots instead of 12, 4450000 cargo up from 3850000, FTL speed 1.9 from 0.95, 4 hardpoints instead of 3,  slipstream is 450 up from 300, 13 sublight speed instead of 11, and 8500 base power instead of 4750. It also now shares the same ship bonuses as its MP counterpart, and the crafting recipe has been updated.
  • T2 Cruiser and Cruiser FF now have 30 slots, up from 26
  • Dominator hull is now 95000, up from 76000 - while the Dominator HE hull is now 95000 up from 77000
  • Oscillator pre-equipped EMP now does 30k damage to shields instead of 10k, it now has 8025000 cargo up from 6150000, 76000 hull instead of 72000, and 14250 base power up from 12500
  • Peregrine now has 38 slots, up from 28, and 8 hardpoints instead of 6
  • Prospector SE crafting recipe has been updated
  • T2 Vanquisher has 26 slots up from 22
  • Vanquisher SE hull is now 60000 up from 52000 and the crafting recipe has been updated
  • Voyager slipstream speed is now 520 instead of 400
  • Voyager HE now has 31 slots up from 26 and its slipstream speed is 600 instead of 400
  • Voyager SE now has 20 slots instead of 14, FTL speed of 1.25 up from 1, 5 hardpoints instead of 4, hull 48750 down from 60000, slipstream 500 instead of 300, 13 sublight speed instead of 11, and base power of 8500 up from 5250. It also now shares the same ship bonuses as its MP counterpart, and the crafting recipe has been updated.

Prometheus class:



  • Carrier HE now has 90 slots instead of 76
  • Crusader FF and Crusader HE now have 86 slots, up from 74
  • T2 Destroyer and Destroyer FF now have 90 slots instead of 80
  • Frostsaber now has 88 slots, up from 80
  • T2 Harvester and Harvester FF now have 88 slots instead of 76
  • Nightsaber now has 8 hardpoints instead of 7
  • T2 Nightsaber now has 8 hardpoints up from 7, and 88 slots up from 80
  • T2 Packer now has 86 slots, up from 74

Module Bar



  • User can now arrange module layout to be a single bar or stacked 

Itinerary System v1



  • This is a new system that creates an itinerary for a user when they want to go to a system when there is not always a direct route
  • User can choose the FTL option for a system and be prompted to try the jumpgate route 
  • Currently only auto pilots through first gate- users will then need to open map to continue journey through different systems/jumpgates

Anti-Cheating System Enabled



  • Users who are seen cheating will get auto-banned from the game client for a short period of time. If activity continues BAN will be permanent.
  • If you're not cheating and get kicked to the Main Menu - this is a side effect of our new Anti-hacking system. Please report if you have this issue.

Combat Log



  • Added in which user destroyed which user

Cargo percentage on hover



  • Users can now hover over their cargo amount to see what percent full their ship is

Fixes:



  • Overall Performance Issues - fixed
  • Overall Weapon performance - fixed
  • Ship mass display in Details window - fixed
  • Damage type showing an underscore in Details window - fixed
  • Delivery Mission Cargo not updating - fixed
  • Private Workshop module ownership bug - fixed 

Star Trek: Picard + CSC Event



CSC (Crypto Space Commander) is a sandbox space MMO that takes place in the not so distant future when Earth’s resources have been nearly exhausted. After the discovery of the Alcubierre Drive which facilitates lightspeed travel, the Galactic Federation has begun its new manifest destiny, expanding spaceward to perpetuate the existence of mankind.

Be A Commander!


Join the growing list of Commanders as they pilot their very own modded starships into this brave new frontier battling pirates for loot, joining guilds, mining resources, and crafting these mined resources for sale in a player-owned and operated economy.

Define your world!


The vastness of space is yours to explore! Do you want to be a smuggler doing resource missions for the Free Space Coalition? Or maybe you want to officially Join Galactic Federation Industries and Admiral Lucien’s fleet to help police Core Space by taking out pirates. And if you’re really more of a soloist join the likes of the infamous Commander Castor Casey, an independent operator doing a variety of odd jobs depending on where the day takes you.


  • Build your fleet of starships from a variety of specialized ship manufacturers.
  • Mine asteroid fields for resources. Watch out for pirates!
  • Buy and sell resources with a player operated marketplace.
  • Craft powerful items to outfit your starship
  • Combat rogue drones or battle other players in Fringe Space for precious resources.


CSC has a vast fleet of starships to command. Command of a Vulcan Prospector for mining ore and become the backbone of manufacturing and industry. Take command of a Reaper Vanquisher to help fight against the Drone uprising, or protect trade routes against the increasing threat of Space Pirates. The Phoenix Galactic Corporation has an array of starship options if you want to transport goods from system to system. Command a Phoenix Carrier to bring much needed supplies to a desperate station in Fringe Space, or ferry starships to the frontline.


A Bold, New Frontier Awaits!


CSC is designed to facilitate all facets of true item ownership in gaming. Are you a traditional gamer looking for a deeper, more immersive experience? Or a gaming entrepreneur looking to grow and develop next-generation economies? All players can profit from their skill and with CSC’s player-owned asset design the adventure is ever-evolving.

Kicking off into Open Beta on May 29th, CSC is launching its first official season, the "Expansion Wars". The season begins on the 29th with the largest Crossover Event in CSC History when Star Trek: Picard & CSC introduces the Borg Incursion of the CSC Universe in-game on June 4th at 3pm PDT. During this 6 week crossover event existing and new Commanders will acclimate into the CSC universe as the tear between universes brings chaos and perma-destruction to the game.
At the conclusion of this 6 Week Event the release of Beta 0.9.2 will include a massive content update to the game adding new resources, NPCs, quest, modules and rewards to challenge our bold Commanders. With the higher stakes and risk of perma-loss come greater rewards including an entirely new Dreadnought Class ship waiting to be discovered!

Get ready for all out war and destruction unseen in the gaming universe as CSC Commanders compete for dominance of Fringe Space.



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CSC Alpha - 0.9.147 Patch

0.9.147 Patch Notes


All Changes:


New Tutorial added
-Tutorial assignments can be accessed within the GFI Network
-Vulcan Skipper (Previously known as Vulcan Pod) added as FTUE ship
-To reset the Tutorial , hit ESC and click "Reset Tutorial"

Power System Update:
-MAX power distribution is set at 300%, so sliders will always auto-balance to be 300 combined max

GFI Emergency Escape System (EES) Crate:
-Now added to the Store
-EES allows Commanders to carry a small ship that you will be transported into in the event of you destruction. 

Reaper Interceptor (FF and MP):
-Interceptors now have pre-equipped Energy Leash and FTL Disruption Pulse

Phoenix Cruiser (FF and MP):
-Cruisers now have a pre-equipped Passenger Cabin and Missile Launcher

Other:


-Various UI Updated 
-Can now stop slipstream before it has fully engaged
-Added pop up when ship is over-powered  
-Sol Proxima Jumpgate moved to 102549.50, -16093.29
-Missions will never be more than 110k GUs away from issued station
-Mission Reward PopUp added
-When users open a Supply Crate, the items will go to the station you are at. If you open while in space it will go to your HOME Station

All Fixes:


"-Slipstream overshooting/circling target area- fixed
-Sparks for ships - fixed 
-Private Workshops not letting users begin a job - fixed (if module[s] do not belong to this workshop, it will be removed instead of updating the module back to the shop that you just saved. A popup window will show the listed module and its Asset ID)
-Workshop/Manufacture button not updating when job was finished - fixed
-Attribute data: Bonus Info for all Ships not displaying - fixed
-Initial message won't display when sending Private chat from View Profile or Send Message View - fixed
-Target list showing the same POI twice - fixed

Known Issues:


-Resetting tutorial requires a restart to the game client to see Tutorial pop up again

CSC Alpha - 0.9.134 Hot Patch

Changes:



GFI Assignments (New feature coming soon)
UI Update

  • Ship Inventory cells now have border/highlight
  • UI updated with more color in text
  • Sidebar updated in Station/Gameplay
  • last 5 Player ID numbers added to logs
  • fixed issue in chat where sometimes UI doesn't display the cells correctly


Right-click user to pull up options:


  • View Profile
  • Send Message (will start a Private message with a user)
  • Report

Other:


  • Chat moderations enabled for Devs
  • Anti-spamming enabled in chat
  • All SE Ships have no Invention
  • Prometheus class SE ships cannot be crafted but can be earned through exclusive GFI assignments (Coming Soon)
  • Collision Avoidance fixed


Known Issues:



  • Initial message won't display when sending Private chat from View Profile or Send Message View
  • Super Jumpgates show up twice after using them in Target List
  • Attribute data: Bonus Info for all Ships not displaying

CSC Alpha - 0.9.121 Hot Fix

0.9.121 Hot Fix


All Fixes:

  • FTL SFX were too loud, FTL now hooked into SFX volume - fixed
  • Slipstream Voice FX playing when GFI NPC initiates slipstream out - fixed 
  • Damage repair message popping up when a different user docks at a station - fixed 
  • Invention Chance - fixed
  • Crafting Pop up window now disables button if you don't have enough resources to craft item - fixed 
  • Lowercase issue when linking items in chat- fixed
  • Workshop- items would not appear in list when removing deposit slots - fixed 
  • Manufacturing - multiple selected items all highlight - fixed 
  • Manufacturing - Added error pop up for canceling jobs
  • Icon resolution when games res is not set to full res goes blurry - fixed
  • Fee text hidden behind currency icon - fixed
  • Color of inventory cell hover - fixed
  • Moving an item from ship cargo to station and then selling it gave an error - now fixed 
  • Users not showing in local or All tabs - fixed
  • Jumpgates on target list now showing - fixed
  • Two different computer voices talking when FTL engaged - fixed
  • Radar optimizations
  • Target lines - fixed