savegame: Fixed savegame issue with new KeplerOrbit
ui: Fixed rooms without water show that resources are destroyed on dismantle
Added
test: Added automated test for missing meshes
ui: Created basic StarMap (not visible yet)
Changes from 0.100.0 to 0.100.1
Fixes
event: Bombardment makes a bad mood ¹
graphics: Fixed Large CO2 Scrubber was not visible anymore
setup: Fixed small CO2 Scrubber model position ¹
simulation: Fixed Events affected Persons that have no simulation entity yet ¹
thermal: Fixed Temerature update was wrong when creating new Sections ¹
ui: Fixed Positioning of UnderConstruction icon of storages in room selection panel
Added
orbit: Added Kepler Orbit Calculations
Improved
logging: Improved logging for error detection
ui: Make construction icons for room selection panel clickable
unity: Updated to new Unity to prevent crashes
Thanks to BurritoBotV3000¹ for ideas, reports, suggestions or contribution.
Update 0.100 Radiation
We reached version 0.100! A long journey lies behind us, and the game keeps improving. In this iteration, radiation was added as a new gameplay element.
Radiation
As always, I aimed to use scientifically accurate values. Radiation in space comes mainly from solar activity and cosmic rays. While in Earth's orbit, you're still partially protected by the planet's magnetic field—but that protection is much weaker than on the surface. Once the ship leaves orbit, radiation becomes a much greater threat.
Radiation Dose
Radiation is now measured as a dose per crew member. Higher doses reduce walking and working speed. Very high doses damage health and can eventually lead to death. You'll need to carefully manage exposure to keep your crew safe.
Protection – Steel
There are now different ways to improve radiation protection. One of them is the ship's hull. A second room type is now available, using more resources but offering better passive shielding through improved construction. To support this, the Room Editor received a major overhaul.
Protection – Water
Rooms can now include water storage in the hull, providing additional passive shielding. You can install a Water Pump to fill or empty the hull space with water. Water is a highly effective material for blocking space radiation and adds another layer of defense.
Protection – Magnetic Fields
As a high-tech solution, you can build a Magnetic Field Generator. It consumes a lot of energy but provides powerful protection, especially useful during critical radiation events.
Sun Eruption
The regular radiation level in space is manageable, but there are also solar events that pose serious risks. These include solar flares and Coronal Mass Ejections (CMEs)—massive bursts of radiation released by the sun. Minor events may only cause discomfort or minor slowdowns, but larger eruptions can be deadly without strong protection. Planning ahead and using the right shielding methods will be crucial for survival.
Want to see more?
I also post the progress and more pictures to our Discord:
And don't forget to wishlist and follow us to keep up to date.
start: Added FireExtinguisher to the start ship, to deal with early fires
ui: Added UI for Content Multiplyers
ui: Added separate sun icon for radiation
ui: Added Percent to the supported Units
ui: Added SupplyEffect over time to the Supply Popup
ui: Added Confirm Popup to buy a new Ship with help ¹
ui: Added Tooltips for ResourceType summaries ¹
ui: Added Help Marker for Use once input resources
Improved
audio: Mute Audio-Effects when the game is paused (like in mainmeni) ¹
core: Support Simulation Tasks from other assemblies
difficulty: Removed Shelf from starting crew room
editor: Support for float2 fields with units
feedback: Dont show game feedback popup for tutorials
feedback: Better star rating feedback
feedback: Prevent showing feedback screen inside of a tutorial
feedback: Make Feedback disableable for Game Owners
feedback: Only show feedback when the playtime was longer than 5min
feedback: Prevent showing new Feedback over game ending feedback
gameevent: Stop Timewarps when a gameevent start
i18n: Small text improvements ²
i18n: Renamed Person Groups headline ¹
i18n: Some slight I18n improvements ³
o2mask: Person uses the Rescue O2Mask for himself too
resources: Added Container Content for special kind of resources like noise, appearance and radiation
roomeditor: Only one roomType per room is now allowed
savegame: Optimized savegame loading time
slots: Make all Slot ResourceTypes in blue Boxes and align also tools to the new design
slots: Added Migartion script for O2Mask and Fireextinguisher Boxes
sound: Removed dynamic MaxDistance, and replaced it with a fixed curve
sound: Adapted the maxDistance for all audio sources, so it feels better in the game
sound: Start Looping Audio at random position for loading bigger savegames
sound: Added Sound for Threadmil
sound: Jobified new Audio System, to run every frame checks on other cpu threads
sound: More caching for new sound system
sound: Adapt Sounds to GameSpeed
sound: Adapt walking sound to walking speed
tutorial: Crew in tutorial get optimist and solo trait to not get mad ¹
ui: Improved Stringify for resources with Units that have lower preciction (like bar or Sv)
ui: Removed UI Panels for Temperature for Sections that have no Temperature ¹
ui: More space for Popups to prevent overlap the Close button with the style
unity: Updated to new Unity Versions
unity: Updated to new Unity
Balancing
easy: On easy, the persons have now better traits and less room requirements
Thanks to uniqueuser_name¹, uniqueusername², awhahoo³, stonewofl⁴, uniqueuser⁵, Silverstone⁶ for ideas, reports, suggestions or contribution.
Update 0.99 Events and Sound
After a longer break without updates, we're back! The reason: a big move back to Germany. Everything is now up and running again, and development has continued. The main focus of this update: events – dynamic situations that affect gameplay in interesting ways.
Big Event
Events now occur randomly over time and can include multiple effects at once. For example, supply routes from Earth might get disrupted: storage can be reduced, production priorities may shift, or certain resources may temporarily increase in cost. Think of a steel factory back on Earth breaking down – suddenly, your ship has to adapt.
Improved Person Skills
Crew skills are now more flexible and evolve with your progress. Early in the game, new crew members don’t demand much in terms of living conditions. As you achieve major objectives, better-trained crew will arrive. Some events can also lead to better—or worse—personnel joining your mission.
Item Slot Boxes
To improve clarity, there are now dedicated boxes for item slot resources. These can be crafted at the workbenches and help keep things organized.
Temporary Item Slots
Based on tester feedback, item slots for crew have received several improvements. Oxygen masks are now only used when really needed. Rescue crew can also place masks on unconscious team members, allowing for more realistic and life-saving behavior.
Sound
A major new system: sound! This update introduces new audio systems that bring the world to life, with sounds for both crew and interior items. It adds atmosphere and makes your ship feel more alive.
Bad Air Alert
The lighting system has been reworked and now allows for more flexible color control. Rooms with toxic air will now pulse with an orange warning light. On top of that, an alert sound will play in each affected room, prompting the crew to equip their oxygen masks in time.
Smaller Things
Beyond the big features, the loading system has been optimized for larger save games, and many small fixes and adjustments have been made under the hood.
Want to see more?
I also post the progress and more pictures to our Discord:
And don't forget to wishlist and follow us to keep up to date.