In a recent update we introduced a bug that impacted new players. It is now fixed, enjoy the game!
Version 1.1 Patchnotes - Modding Update
In this update we're officially introducing the modding system into the game. While the base game was already a "mod" so to speak, we've now improved the system to be able to load multiple game configs and stack them together. We've also added a modding window in the main menu and reworked the updating and loading processes.
We also felt like we've had a lot of reports in the game that just notified the player that some resources were gained, resulting in a bit of a spam of reports. We wanted to put more emphasis on the reports that require the player to make a choice, so we introduced the option for report nodes, or even entire reports, to run invisibly in the background. Instead of having to click through a report to gain resources, the player will now just receive a notification, leaving only the important reports to be visible.
Mods now require you to enter a key to unlock their experimental versions
Now updating and loading only mods that are actually enabled
Reworked reports to be able to run invisible nodes in an attempt to reduce meaningless reports and only showing the ones that require choices to be made.
Added report effect that spawns a notification
Also added the option to have report resource effect display a notification
Patchnotes version 1.0.4
This patch mainly targets performance issues in lategame scenarios. The limit of hulls and buildings you can collect before there are significant performance hits should now be much higher due to a complete overhaul of the games assets and a bunch of software optimizations.
Changes
Dramatically improved render performance, especially in the late game
Optimized some GUI rendering
Added detailed tooltips on production to resource monitor
Changed all encounters so that all buildings should spawn with at least 1 part
Changed sprites for crew buttons in the active event area, to better indicate that you can manually reassign crews
Attached the notification area to the bottom of the resource monitor, so that it doesnt obstruct it in wider aspect ratios like 21:9
Patchnotes version 1.0.3
You gave us feedback and we are listening! We noticed that a lot of you have troubles getting into the game. That's why we are unlocking difficulty settings for all players from the get go and added options to make the game slightly easier. This should help you guys explore all the mechanics without being thrown right into the deep end while you can still play our intended experience after. This will hopefully just be a temporary change while we work on more permanent solutions to the problem.
Please continue to give us feedback and we will try our best to incorporate your ideas and keep improving the game
Changes
Added sliders for easier difficulties when starting a new run
Rightclick dragging now moves the camera
Adjacency arcs are now only displayed once for every unique building type boosting the factory
Help window now correctly pauses the game when open
Time controls are no longer interactable when any window is open (Menu, settings, reports, help, etc.)
Fixed autoexplore not triggering new explore events when all explore events finished at the same time (now runs whenever an exploration event finishes)
Removed all unused input axis in hopes of solving a rare bug with camera moving for no reason
Disabled shadows on the floating debris
Fixed broken indicator floating in a weird spot above the park building
Fixed resource numbers being displayed with too many float points in report window