Failspace cover
Failspace screenshot
Genre: Simulator, Indie

Failspace

Failspace leaves Early Access and enters 1.0!



Wow! We're finally there, with the latest update the game feels like the one we set out to make in the first place.

The big change to the Early Access version (apart from more polish and features) is the new structure of the core loop. Instead of the ship encountering all types of hazards all the time, the tasks and hazards are now based on which type of "Space Weather Zone" you are flying through.

Solar activity zones will cause heat management tasks, Ion Storm zones will bring electricity hazards and so forth. You still get the chaos and panic, but it will be more focused on certain elements which makes it feel a lot better and logical! I hope you enjoy the full version as much as we do!

v1.0
New Features
- Game starts with a set of linear missions, you can free roam after reaching the end.
- Added Asteroid Zone with impact-based hazards.
- Asteroid impacts can destabilize shields causing shield to not regenerate health.
- Shields can be manually adjusted to boost regeneration.
- For solo players or busy bees the Shield Assist will automatically try to adjust after impact, but considerably slower than a human player and without extra boost on completion.
- Hull repair can now be bought from station shop.
- Fire extinguishers can be used to cool systems.

Big changes
- Warp weather zones now determine hazards player will encounter during warp.
- Missions are considerably longer and get harder towards the end.
- Rewards rebalanced.
- Malfunction and task generation rebalanced.
- Static electricity fields cause nearby systems to overload and cause damage to fuses.
- Fires add heat to nearby systems.
- Added a self-destruct button that resets players back to the first station.

Improvements
- Star Map visualizes space weather better.
- Warp weather visualization updated.
- Station shop announcement after mission.
- Operator now talks to you during mission.
- Added more audio feedback to events and system operations.

It's been a long journey which would not have been possible without all of you, our fans, your love and your brutally honest feedback. It's thanks to all the early testers and buyers that we got the information we needed to bring the game into the state it is now. What a journey it has been!

This doesn't mean that the game won't be updated in the future so keep sending us feedback and come chill with us on the Discord!

Love,
Hipfire team

[Game Update] Patch 0.10.18 (2019/11/28)

Another patch and more fixes. Locomotion settings automatically save and load now and player avatars should sync much more smoothly.

That's not all though, so here's the full list:

Changes

  • Asteroid field location hazards are now bit more random and possibly more dangerous, or maybe you just got lucky
  • Improved occlusion setup for ship interior, should boost game performance
  • Sliding locomotion deceleration speed increased significantly
  • Removed sliding locomotion sprinting, no need to hold down stick or touchpad button to get max speed
  • Increased default sliding locomotion speed to what sprinting was before - with increased speed comes increased collision and slope glitching though, for now at least


Fixes

  • Locomotion settings should now save and load properly
  • Fixed issues in player avatar network synchronization to make it much smoother, though a bit more delayed
  • Fixed a bug in player avatar network synchronization which corrupted data and caused permanently choppy movement for afflicted avatar

[Game Update] HOTFIX 0.10.12 (2019/11/18)

We have some quick fixes to Oculus Touch controls and options menu on the wrist. Here's the full list:

New features

  • Quit Game button added to Wrist Menu, asks a confirmation too
  • Added sliding locomotion option to track headset instead of controller for direction, headset is the new default

Changes

  • Oculus Touch controllers should now use grip instead of main trigger to grab things in-game
  • Disabled Crew Roster and Locomotion buttons in Wrist Menu if not in an active Game Scene (like when in the startup scene)
  • Reduced sliding locomotion tendency to stick to the floors, possibly fixing issues on upward slopes

Fixes

  • Fixed a bug where a player falling off the scene detection could be teleported to the wrong spawnpoint
  • Fixed bumping into ship airlock's external door causing scene switching and possibly causing the ship insides being invisible while the door in was open