Dyson Sphere Program cover
Dyson Sphere Program screenshot
PC XONE Series X Steam
Genre: Simulator, Strategy, Indie

Dyson Sphere Program

Patch Notes V0.10.28.20779

Hi engineers,

We have a small update, urgently addressing some BUGs that were frequently reported.


  • Fixed a bug that allowed constructing hovering multi-level buildings by using blueprint.
  • Fixed an error that may occur when reversing the Conveyor Belt.
  • Fixed the wreckage of [Destoryer].
  • Fixed some errors of localization.
  • Fixed some UI issues.
  • Fixed a bug where Icarus might not be attacked when it is too close to a Dark Fog Turret.
  • Fixed a bug where Icarus might aim a target which is on the other side of this planet.
  • Fixed a bug where the Space Hive Threat might be incorrect.
  • Fixed a bug that allowed access to Galaxy from Death Interface.


Youthcat Studio

Rise of the Dark Fog is Now Available!

Icarus! The CentreBrain has intercepted signals from an unstable energy source. Dark Fog are approaching the sector you are in.

Be fully prepared, COSMO will provide you with the technology to defend against them, ensuring the smooth implementation of the Dyson Sphere Program.

Major update Rise of the Dark Fog is now available for everyone.



We hope you enjoy this update. Rise of the Dark Fog is the first part of the combat system, and there will be future content related to space combat. Building space stations and confronting space hives are already in our plans.



Patch Note Version 0.10.28.20729



New Feature


- Added [Combat Mode], allowing players to create combat mode saves in new game to experience intense competition in construction and battling with enemies in planets and space.
- Introduced new enemy "Dark Fog" which creates space hive and ground bases in planetary systems and planets to seize matter and energy, leading to fierce conflicts with player.
- Added items such as [Gauss Turret], [Laser Turret], [Implosion Cannon], [Missile Turret], [Plasma Turret], [Battlefield Analysis Base] along with related technology, upgrades and recipes.
- Added [Signal Tower] and [Planetary Shield Generator], along with related technology, upgrades and recipes.
- Added [Battlefield Analysis Base]. It is a powerful multifunctional building, which can help Icarus build an unmanned auto defense system.
- Added [Prototype], [Precision Drones], [Attack Drones], [Corvette], [Destroyer] along with related technology, upgrades and recipes.
- Added upgrades [Auto Reconstruction Marking] and [Energy Shield], which can help Icarus better protect factories better.
- Added destruction effects for all buildings.
- Added the feature to immediately construct a prebuild hologram by holding the left mouse button down when aiming it.
- Planet View (M) now includes planet introductions.
- Added item filters for Icarus Inventory slots and Depot slots.
- Added a new feature that when using an accumulator with proliferator points, [Energy Exchanger] will increase the charging or discharging power.

Change


- Prebuild holograms no longer have physical collision with Icarus.
- Optimized the work effects of some buildings.
- Added upgrade options for [Mecha Core]: Mecha Durability, Mecha Laser Weapon Range and Mecha Laser Weapon Damage.
- Production Facilities with faster production speed will require more cached goods.
- Modified sorter logic to ensure it can always drop items if they are being requested by an Assembling Machine or a Matrix Lab.
- Slightly adjusted the box collider of [Advanced Mining Machine] to Slightly increase its coverage area of Veins.
- Optimized and reduced CPU consumption for [All Facilities], [Storage] and [Dyson Sphere].
- Optimized IO: reduced the time to load and save public data of buildings by 50%.
- Optimized IO: reduced the time to load and save Conveyor Belts, Cargos, Production Statistics, Dyson Swarm and Dyson Shells by 75%.
- Optimized IO: reduced the time to load and save [Conveyor Belt] data and [Cargo] data by 75%.
- Changed the consumption of "Drive Engine 1": "Coal + Magnetic Coil" -> "Coal + Power Engine."
- Changed the recipe for Logistics Bot: "Electromagnetic Turbine" -> "Engine."
- Changed the charging logic of [Wireless Power Tower] to automatically adjust the charging power based on the grid power supply rate and mecha energy ratio for smoother power demand.
- Wind Turbines can now be built on the ocean (requires [Steel Smelting] technology).
- Changed "Dyson Sphere (8)" to "COSMO (8)" in the construction menu.
- Putting Space Warpers in [Interstellar Logistics Station] is no longer available if Loistics Vessel Warp is not unlocked.
- Solar Panels now calculate power generation every period of time based on Planetary Rotation to optimize CPU performance.
- Ray Receivers now check conveyor input and output every 90 frames to optimize CPU performance.
- Icarus' Fuel Chamber will now return empty accumulators to the inventory when fully consumed.
Changed the logic of transporting cargos up and down in the Matrix Lab to increase throughput. Make sure advanced Matrix Labs can work at full load.
- Remade the UI of Mecha Information Panel.
- Remade the Current Upgrade Data page of Technology Tree.
- Will show a warning icon when there is a production overflow in the Ray Receiver.
- Fully remade English Localization and Advisor voiceovers.
- Updated the Guidebook. Added more instructions and videos about Combat Mode.

Balance


- Increased the charging power of [Accumulator]: 900kW -> 1.5MW; discharging power: 900kW -> 2.25MW; full accumulator energy: 270MW -> 540MW; Crystal Silicon needed: 6 -> 3; accumulator production time: 5s -> 3s.
- [Energy Changer] charging and discharging power: 45MW -> 54MW.
- [Energy Changer] will now use the proliferator points of Accumulators (production acceleration = increased charging and discharging power).
- Increased the base power generation of [Geothermal Power Station] from 2.4MW to 4.8MW.
- [Proliferator] can now be used as chemical fuel.
- Added a prerequisite for unlocking [Mass Construction]; now it requires a certain amount of Metadata reservation. (Unlock this technology will not consume Metadata)

Bugfix


- Fixed a bug where [Traffic Monitor] and [Spray Coater] could not be built from blueprints Slightly below the horizon.
- Fixed some UI text overlapping issues.
- Fixed a bug where blueprint descriptions might not display completely.
- Fixed a bug where the "Generation Capacity" data of Dyson Sphere Frame and Dyson Shell was not multiplied by the star luminosity(display bug only).
- After unlocking the logistics list, opening the Inventory will no longer cause a one-frame display issue.
- Fixed an issue where the [Total Energy Consumption] were incorrect when the power grid was charging the accumulator with full load.
- Fixed a bug in sandbox mode where the vegetation list did not match the planet type.
- Corrected localization errors in certain text in the Dyson Sphere panel.
- Fixed the issue that magnetic field particle streams from neutron stars tending to agglomerate.
- Fixed a bug in the Oil Extractor panel where the "continuous extraction" label and vein utilization label conflicted in position.
- Fixed a bug where the Advanced Mining Machine could not output cargos to the Conveyor Belt After the entire line was reversed to the input of the large mining machine.
- Fixed a bug where the in-transit quantity might not be cleared when dismantling a logistics tower.
- Fixed a bug where parallel Spray Coater, when copied in blueprint mode, will collide when dragged and pasted, and could not be constructed.
- Fixed a bug where the speed of the Conveyor Belt might be incorrect after upgrading a segment of the closed-loop Conveyor Belt.
- Fixed an error that occurred when using incorrect data for a sorter in blueprint mode.
- Fixed a bug where the cycle speed display might be incorrect when connecting sorters.
- Fixed a bug where the UI for the [Advanced Mining Machine] might not open if the Mining Machine UI is opened.
- Fixed a bug where Conveyor Belt could connect to the prebuild holograms above.

Rise of the Dark Fog will be available at 0:00 PST on December 15th

Dear engineers,

The major update "Rise of the Dark Fog" for the Dyson Sphere Program will be available on December 15th at 0:00 (PST).

We are currently making final optimizations and adjustments to provide everyone with a stable and enjoyable gaming experience.

We appreciate the support and patience of each player. Let's welcome the arrival of the Dark Fog together!

New Artwork for Rise of the Dark Fog:




Rise of the Dark Fog FAQ

Dear engineers,

The Rise of the Dark Fog update will be released on December 15th.

We have compiled a list of FAQ before its release. We hope this helps clarify any doubts you may have.



1.Save & MOD



Q: Do I need to start a new game after the update?

A: 1.If you want to experience the new content of the combat system, you will need to start a new game.
2.You can continue to play previous save that has not used MODs after the update, but the Dark Fog will not appear.
3.Save that have used MODs may not necessarily be compatible with the new version, depending on the extent of the modifications made by the MODs.

Q: Can I use previous Blueprints after the update?

A: 1.Blueprints without using any MODs can still be used.
2.Blueprints with MODs are likely to still be usable, depending on the extent of modifications made by the MODs.

Q: Can previously accumulated metadata still be used after the update?

A: Yes. However, it's important to note that metadata is stored in the local save and the game does not support cloud save.

Q: Can previous downloaded MOD still be used after the update?

A: It is not recommended to use them. This update involves extensive code modifications and previous MODs can easily lead to numerous errors. If you continue to use them, it is difficult for us to to identify potential issues.

If you have used MODs, we advice to back up save files before updating. Ensure that the game files are unmodified during updating. Otherwise, unforeseen errors may occur. For compatibility issues, it is recommended to contact the MOD creators for assistance.

Q: Will the game support multiplayer in the future?

A: When Dyson Sphere Program was developed initially, the idea of multiplayer was not considered. This game will always focuse on providing more single-player content, and there are no plans to support multiplayer in the future.

Q: Should I start a new game before the update, or after the update?

A: If you are a new player, you can give it a try before the update to get familiar with the game.
For experienced players, continuing to play and accumulating metadata will still be beneficial even with the introduction of the combat system.



2.Gameplay



Q: Is the combat system friendly to casual players? Will it be challenging for beginners?

A: We have considered the issue in the process of balancing difficulty.
The default difficulty is to allow the majority of players to smoothly finish the game.

If it feels too challenging, there are options to reduce the aggressiveness of the Dark Fog and even disable it. Additionally, we have added some beginner guides and tips, providing players with tutorials and suggestions at necessary points.

Q: Will the combat system affect the core gameplay of automated factories?

A: In general, it will mainly impact the planning of factories. However, if you look at it in stages, the impact will diminish as the game progresses. Under default difficulty, enemy threats can be significant in the early stage, but as weapon technology advances, the concern about factories being destroyed diminishes.

Q: What is the attack mechanism of the Dark Fog?

A: 1.If the aggression level is set to Regular, the threat value will be added based on your activities. When the threat value is full, the Dark Fog will send a certain number of units to attack you.
Additionally, if you attack the Dark Fog actively, the Dark Fog will also dispatch units to resist your attack.
2.If the aggression level is set to Passive, the Dark Fog will not attack you unless you initiate an attack.
3.If the aggression level is set to Dummy, the Dark Fog will not attack you, and regardless of how you attack the Dark Fog, it will not retaliate.

Q: Do I need to manually rebuild facilities after they are destroyed?

A: No. After unlocking the Auto-recontruction, drones will automatically initiate the rebuilding task if you have the corresponding buildings in your inventory. Alternatively, you can manually rebuild by pointing the mouse to the destroyed building and holding the mouse button to build it.



Q: If Icarus leaves a planet, will the factories on that planet be attacked? If the factories are destroyed, do I have to return to the planet to rebuild?

A: After Icarus leaves the planet, the planetary base will still add threat value based on the factories’activities. Before the threat value reaches its maximum, you will receive a warning. To ensure the safety of the factories, it's necessary to deploy defense facilities.

Considering the need for repair or even reconstruction of destroyed facilities, we have designed a Battle Analysis Base for automatic maintenance and rebuilding.

Q: Can Icarus fight?

A: Yes, Icarus has basic attack capabilities, similarly to a movable defense tower. Additionally, you can unlock combat drones to assist Icarus, making Icarus a primary force against the Dark Fog unlocking new technologies. Of course, there are also survival technologies, such as Energy Shield.

Q: If Icarus dies, what will happen to my game?

A: Once Icarus is destroyed, the game will end. You can either load a previous save to continue playing or choose to spend metadata to redeploy. It won‘t disable achievements if you use Metadata to resurrect Icarus or for some of the new features introduced in this update.

Q: Apart from metadata, are there any other rewards for battling the Dark Fog?

A: Defeating the Dark Fog has a chance of dropping items, and higher-level Dark Fog drops higher-grade items. However, this doesn't impact the core gameplay of automation and resource management. Under the default difficulty, the benefits from defeating Dark Fog are relatively limited, serving more as compensation for potential losses during combat.



Q: Will the Dark Fog affect the logistics system? Will logistics vessel and drones be attacked?

A: Logistics stations, like other buildings, can be destroyed by the Dark Fog. Once a logistics station is destroyed, drones and logistics vessel associated with it will be lost. However, the drones and transport ships themselves are not subject to direct attacks. This design considers the potentially large numbers of drones and ships in the game, making replenishing them challenging if they were attacked.

Q: Is it only tower defense battles in Rise of the Dark Fog? Can I take the initiative in combat? Can I engage in battles with Space Hives?

A: In Rise of the Dark Fog, besides tower defense, you can also take the initiative in combat by control Icarus or summoning combat drones to eliminate planetary base. As for space combat, the current version allows players to enter space battles and destroy Space Hives. However, the attack methods are currently quite limited, and Icarus's strength in space is relatively weak.

The initial development work for the first part of the combat system took us a significant amount of time, but our team has become more proficient, making future developments smoother. The next update will focus on the space combat, including space platforms, to make the combat more interesting.

Q: Will the Dark Fog attack the Dyson Sphere?

A: Currently, it won't. However, the Dark Fog may potentially attack the your space structures with future updates to the space combat.



3.Others



Q: How is the optimization for Rise of the Dark Fog?

A: The persistent performance impact from the combat system is relatively low, but there will be some short-term performance overhead during engagements.

If you experience lag during combat, you can reduce the number of rendered wreckage in the setting. In our previous gameplay trailer, we showed a performance testing, and our development configuration with a i5-10600K + GTX 1650 could maintain a generally stable and smooth performance.

Q: What are the future plans? When will Early Access end?

A: We have plans more updates including space combat, as the second phase of the combat system in 2024. The space platform is also on the schedule.

We don't have a specific release date for the official version, and we will announce it once there is new information. The game will transition to the official version naturally once we've completed the content we want to include.

Q: Is the Rise of the Dark Fog a paid DLC?

A: No, Dyson Sphere Program is still in early access. Rise of the Dark Fog is a major update. If you own the game, you can update it directly. You can choose whether to enable the Dark Fog when starting the game.

See you on December 15th!

Dyson Sphere Program Major Update Launch Date Announcement

Hi engineers,

The moment has arrived to unveil the launch date for the significant 'Rise of the Dark Fog' free major update!

Icarus has made special preparations for this moment. Let it announce the date for you.


If you've watched the trailer, you'll surely understand why we didn't reveal the launch date at the beginning but chose to debut the trailer first.

If you skip the trailer and wish to know the date immediately:

Rise of the Dark Fog is set to release on December 15!





'Rise of the Dark Fog' is the beginning of combat system. We are committed to delivering ongoing updates. By 2024, you will venture into space combat, building space stations and deploying fleets to combat the perilous Darkfog nests.

Stay tuned for an exhilarating journey ahead!

Combat System Rise of the Darkfog Slated for Release in December 2023!

Hi engineers,

We are happy to bring you two new trailers of combat system,and announce that combat system Rise of the Darkfog will officially be released in December 2023!





Momentary Explosions, Spectacular Fireworks



The Darkfog expands in response to the your progress. If the number of defense towers is insufficient when hordes of enemies invade, your defensive line will quickly be overrun.

To deal with such crises, you can activate "Supernova", which increases the firing rate of defensive towers by up to 25 times, applying intense pressure on the enemy and helping overcome challenging situations.



During Supernova mode, different facilities will also manifest their unique special effects. When all these are fired simultaneously, you can enjoy a large-scale fireworks display.

Shields for Planetary Protection



Not only will combat aircraft be deployed to destroy factories at close range, fleets dubbed "Gunriders" will also be dispatched from cosmic nests within the Darkfog.

These can deliver devastating blows to ground structures from far-off cosmic distances.

When the planetary shield expands globally, it can offer maximum protection to all facilities on the planet.




Battle Damage and Reconstruction



For the "Rise of the Darkfog" update, we has specially designed post-battle damage models for most structures. This enhances the intensity of the combat experience in a more intuitive way.



Even if defenses fail and multiple production lines are destroyed, you don't have to panic about losing facilities they’ve spent a lot of time building.

They can simply upgrade the "Auto-Rebuild" technology. Provided they have sufficient items, drones will automatically reconstruct the destroyed buildings, which will gradually return to normal operating conditions after reconstruction.



------------

The battle system in "Dyson Sphere Program" will continue to evolve. "Rise of the Darkfog" focuses on factory defenses while balancing development and defensive construction.



By 2024, you will venture into space combat, building space stations and deploying fleets to combat the perilous Darkfog nests. Furthermore, ultimate weapons are also planned for future updates.

We will gradually release more information about the "Rise of the Darkfog" update before the December, Stay tuned!

Dark Fog WIP! Dyson Sphere Program Combat System dev. progress (w/o goof around)

How are you, engineers? It's Dragon Boat Festival here in China, we are writing to you with some dumplings in our dishes!

The combat system is still in production, and the problems we meet are cleared one by one like the dumplings in the dishes - nothing goofing, all time work work.

Recently we are aiming on bringing "changes" to the features. The combat system code has been refactored once, while the framework of the gameplay and the workflow of the system optimization has outlined and discussed. Overall, the system progressing is around 60%.

On the other hand, we are close to the completion of gameplay loop. There are still some difficulties in our mechanics, but we will definitely break through it, just like what we've done in the past. The progressing of the content and resources, overall, has came to 50%. So there are still plenty resources need to be created, maybe you engineers need to wait a li-ttle longer. (But no later than 2023!)





Dev Log: Combat System

Hi engineers!

In the months following Dyson Sphere Program: Rise of the Dark Fog's showcase at TGS 2022, we received a lot of encouragement and support from our players. This has greatly motivated our team to put more effort into developing combat-related content. Let’s have a glance at the visuals we are currently working on:






During the combat system development, some optimization of existing gameplay systems was also introduced. Such as a new distribution logistics system, more advanced Chemical Plants, Splitters with storage, more convenient conveyor belt tools …

In order to maximize the team production effectiveness, we split our workflow into two branches - The Rise of the Dark Fog (combat system) branch and existing content updates. So that we can do these two parts of work at the same time, and keep the combat system info confidential. But we need to make sure to merge the changes made in the Update Branch into the Combat Branch from time to time, to ensure that the work on both sides is always in sync.



However, we also have a piece of bad news here: During the year that the combat system branch has been running separately, its content conflicts with the main branch have caused many code and resource issues. We had to put huge amounts of extra effort and time to resolve these problems every time, and sometimes we even have to deliberately avoid modifying common resources and low-level codes, which distracts us a lot from the combat system development. To speed up the progress of combat system development, we have decided to devote our full effort to the combat branch. In other words, we will still be able to debug and modify the existing game contents, but not be able to add any new features before the combat mode is grounding.

This will give us an opportunity to refactor the combat system codes and some of the low-level codes. The game’s performance bottleneck became apparent after adding abundant content in batches – my old pc (GTX660Ti) could barely run at 10 or even 9 FPS. Seeing this, we decided to overhaul some unoptimizable, inflexible codes that burden the frame rate. We have done it once, so we had experience and were willing to find out better solutions. It’s a hard process, but we have determined to reach our goal: Dyson Sphere Program must perform smoothly after the combat system is implemented.


(made some hardware upgrades as well)

There’s a saying, “designers only make requirements, and programmers implement them”, is not for us. When a performance issue comes up, it never helps if the designers say “I don’t care, it’s the programmers’ duty to solve it.” or “forget it, the tech is not there yet.” We believe that the two departments must think and work together. Their work was never separated.

In Dyson Sphere Program, players’ factory objects can easily reach millions in scale, so performance is definitely a priority. The ultimate performance limit of a game is determined during the design phase, and then it depends on the technical skills of programmers to try to reach it. That’s why we ask designers to use the remaining performance space wisely to create as many possibilities as possible during the design phase. After going through a gameplay validation, we came up with design goals. The image below shows the hypothetical comparison of combat power between players and the Dark Fog.



We know that if the Dark Fog takes up the player’s development space (and CPU computing resources), the player will want to destroy it. So the activity of the Dark Fog and the player’s factories are roughly inversely proportional, and we used it to set the following performance optimization goals:



If players choose to leave the Dark Fog alone in the latter stage of the game, then the remaining massive Dark Fog hive will be a huge burden. And at this point, the Dark Fog’s entire production system (space nests, planet bases) is insensitive to players, so it doesn’t need to update as frequently as player factories.


(Dark Fog’s expansion logic)

After consideration, we set the Dark Fog nest’s update logic to once every 60 logic frames, and all nest updates are evenly distributed across each frame as much as possible to avoid updating too much logic in one frame. For example, if a player chooses the 60-Star startup build, then each logic frame will update one planetary system’s Dark Fog nests in turn. The following are some simple load-balancing codes:



The seemingly simple idea above rises other problems: if the Dark Fog updates once every 60 frames, what about other non-building combat units and transport units in space? How to blend the animations of the Dark Fog ground buildings?


(space units’ fleet matrix)


(ground units’ group behavior)

Well, in this case, We will have to take our BIG MOVE: using GPU to process some computations.
Just like the optimization of Logistics Drones, CPU doesn’t have to calculate the curve that transports aircraft go through from point A (xA, yA, zA) to point B (xB, yB, zB) to unload cargo, or the process of body rotation, ascent and descend, how the tail flame effects change, etc. All CPU has to do is just add up a “t” value.



And GPU will take care of the more complex mathematical operations:




The following is a performance test Save of a large number of transport aircraft. Feel free to download and try it out if you are interested:
MilkyWay Download
Google Drive


(21,000 Logistics Drones update at the same time)



Since 99% of the time enemy combat units are performing wandering behavior, we can design to make their trajectories more computable by using parametric equations to represent their motion paths. This way, we can optimize most of the wandering enemies as we do with Logistics Drones.

Next, we plan to seamlessly switch between GPU and CPU calculations when they enter/exit attack mode and return to wandering.

However, this solution also poses some challenges, such as finding suitable attack targets for free-target projectile when attacking these enemies-- this indeed complicates simple problems, but compared to the performance “disaster” caused by full CPU simulation, we have to do this first and then deal with whatever comes next. Complexity cannot be eliminated, and performance optimization is about transferring runtime complexity to code complexity.

(nothing yet.jpg)

Apart from all that, we found out that when starting a new game with the highest difficulty level, the total amount of dark-fog buildings in 64 planetary systems reach 200k (just buildings). Even when we reduced the logic overhead to below 3ms, the Dark Fog still occupies about 50M of Save data.



For newly created Saves, players can’t sense the presence of the Dark Fog in other planetary systems, so they find it hard to accept such large Saves. Meanwhile, we believe far away or not, Dark Fog must develop according to certain rules, and the determinism of these rules will increasingly become important later on. Just like the consistent running logic of the “real universe” in games, leaving a planet doesn’t make factories on it lose their logical determinism.



Therefore, we have to split the logic and data of dark-fog growth into multiple deterministic LODs (Level of Details) and specify switching rules between levels.

And In order to ensure stability, we redesigned the nest growth process so that it could bake out a certain nest growth map based on fixed age and random number seeds in real-time without interference. This way, even when each nest contains up to 2000 buildings and units, we can at least transform distant nests that had not been encountered into several header data such as “age”, “random seed ”, etc. and generate relay stations and seeds simultaneously to ensure that unencountered Dark Fog can still expand outward.


(Minimalist data form)


(content in blue/red/yellow box presents three different LODs)

We are still working on refactoring the code for the combat system. We have basically finished the LODs in the blue and red boxes shown in the image above, as well as the self-replication and expansion of the Dark Fog nests. Once we finish refactoring, we will move on to optimizing the more complex aspects of combat.

For modeling, we need to improve the destruction effects for each building and the LODs for all dark-fog buildings, as well as the animations for each LOD.



For some complex effects that require a lot of rendering, we still need to use shaders to simulate them. A typical example is the hit effect of projectiles:



If we use the particle system provided by the engine directly, it will not be able to support a large number of effect instances. We need to use the method mentioned in our previous development log and convert each particle system into a shader-based simulation of these hit effects. Here is one of them:




(Take it easy, it's just a test)

At the end of this development log, we’d like to remind you again that players who prefer building and management can completely turn off the Dark Fog. In addition, players can also adjust some difficulty parameters for the Dark Fog in detail.


(The options shown above are only based on our current design and are not final.)

This is the end of the Dev log.

By the way, here's a good news: The producer couple's baby was born last month! Currently they are still in the hospital, one hand holding the baby and the other hand coding Dyson Sphere Program.

If you are interested in our previous dev log, feel free to check it out HERE!

Thank you for reading! See you next time!

Chinese New Year Holidays & 2nd Anniversary Wishes & Recent Updates

Dear engineers,

Today is the last day of the lunar year 2022, which also marks Dyson Sphere's 2nd anniversary. Two producers are now in the hospital, awaiting the birth of their baby - let's say, the first new member of Youthcat Studio in 2023.

Following this upcoming "inauguration" and the New Year holidays, the team will continue to work on the combat system. It was a regret that we were unable to bring you special events on this 2nd anniversary, but we hope to create a memorable experience for the 3rd anniversary of Dyson Sphere Program.

In 2022, we've gone through a lot. It's the support and encouragement from all of you engineers that has helped us get to where we are today. We still face many challenges in the combat system. However, we will not give up and will work tirelessly to make Dyson Sphere Program the best we have in mind.

The combat system is our top priority for 2023 and is the only destination on our Roadmap in 2023. We will, as promised before, continue to update while developing to enhance the game experience for our engineers, and will keep you posted on the progress of the battle system development.

Hope all the engineers in 2023:
Good Luck
Good Health
Successful Career and Education
Happiness and Well-being

Thank you for reading!

Youthcat Studio
Gamera Games

Dyson Sphere Program Patch Notes Version 0.9.27.15466

Hello engineers, happy 2023!

Dyson Sphere Program is starting the new year with new graphics and visual effects. Let's check what we have for you today!"

[Version 0.9.27.15466]

Features:

  • New feature in the Conveyor Belt panel: Now you can invert the entire conveyor belt transfer direction with one click.
  • New automatic feature in Conveyor Belt construction: when building a Conveyor Belt, if the construction path crosses an existing Belt, it will automatically turn into an arch bridge shape.



  • Added planet nephogram & cloud effects for 12 types of planets.




    Mediterranean Planet


    Red Stone Planet


    Pandora Planet


  • Added magnetic susceptibility particle flow and bipolar jet effects to neutron stars.

  • Remade the ice surface of the Scarlet Ice Lake, textures and vegetation.



  • Added visual effects to the [Planetary ionosphere utilization] technology (Ray Receivers that use Graviton Lenses).







Changes:

  • Modified the logic when planning conveyor belts: when planning a T-intersection of Conveyor Belts, the type of Conveyor Belt at the intersection point is no longer modified.


BugFixes:

  • Fixed the bug that the Traffic Monitor could not be built on the single-unit Conveyor Belt.
  • Fixed a bug that generated an incorrect alert message when a Spray Coater could not be built on a single-unit Conveyor Belt.
  • Fixed the bug that when the garbage block disappeared inside the star, the warning and orientation messages of the garbage block still existed.
  • Fixed the bug that Icarus could easily get stuck into buildings.
  • Fixed the bug that the blast wave would not dissipate after power off when launching rockets from the Vertical Launching Silo.
  • Fixed the bug that the Filter panel that pops up when connecting a Logistics Station with a Conveyor Belt does not close in Blueprint mode.
  • Fixed the bug that when upgrading infinite level technology, the technology level shown in the pop-up prompt of the technology button in the lower right corner did not match the actual technology level.



As a closing note to the log, we would like to let you know how the development team is doing. Covid has seriously affected us, and more than half of the whole team is unable to work on development with normal efficiency. We will do our best to maintain the pace of work, and we appreciate your continued support for Dyson Sphere Program.

We are also excited to announce that one of our producers, Kat, is expecting a baby in late January. Yes, a new baby will be born around Dyson Sphere Program's anniversary! Please join us in sharing this joy and anticipation!