Generation Ship cover
Generation Ship screenshot
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Genre: Simulator, Strategy

Generation Ship

Changes from 0.100.1 to 0.100.2

Fixes

  • savegame: Support KelperOrbit in Savegames
  • 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.

https://store.steampowered.com/app/1638030/Generation_Ship/

Changes from 0.99.4 to 0.100.0

Fixes

  • savegame: Fixed missing CO2ScrubberSmall in special cases
  • simulation: Fixed Temperature problem when closing door before a room construction has been started ¹
  • warnings: Fixed warnings where radiationdose users were not removed correctly

Added

  • help: Added ResourceTypes with details to Help
  • help: Added Help for Radiation
  • item: Added Magnetic Generator Model and Paint
  • simulation: Added Support for ContentMultiplyer in Recipies for Radiation Shielding
  • tip: Added Tip to increase item priority for stirling engines ²
  • ui: Added Productivity with reasons to Userlines of Resource containers

Improved

  • tutorial: Small improvements to tutorial text


Thanks to uniqueuser_name¹, szenario² for ideas, reports, suggestions or contribution.

Changes from 0.99.3 to 0.99.4

Fixes

  • savegame: Fixed bug in savegames due of last version
  • simulation: Fixed destroy Rooms Resources (like water) on dismantle
  • simulation: Fixed missing event for room water
  • tutorial: Some smaller tutorial fixes
  • ui: Fixed resource containers not showing the users in special cases anymore

Added

  • radiation: Finished Room Pump Interior Item
  • radiation: Added Waterpump has now a visual Filling State
  • radiation: Added WaterPumpRoom to fill/empty the rooms water
  • radiation: Water in the Room can shield radiation from outside too
  • radiation: Added Water container for Rooms
  • ui: Added no blueprint hint when no blueprint is shown

Improved

  • tutorial: Improved Tutorial using the newer Automatic Fill Task Button
  • ui: Changed order of Text in PiMenu to make it more clear what is done
  • ui: Added Hint when the player want to launch a supply ship with no avaibale docking Port

Balancing

  • item: Water dispenser only need steel, to make it easier to start on a new ship ¹


Thanks to zytukin¹ for ideas, reports, suggestions or contribution.

Changes in 0.99.3

Fixes

  • feedback: Prevent showing UserFeedback when intro is running ¹
  • logging: Fixed Remote Logging
  • radiation: Fixed not updated radiation on newly created rooms
  • savegame: Fixed bug where doors of new rooms were not serialized properly (in latest version)
  • ui: Fixed License Restriction ui problems in Tutorials

Added

  • roompart: Added different cost for different RoomTypes
  • roomtype: Added different shielding for different roomTypes
  • ui: Added ResourceType for a reason for a Resource Content Multiplyer
  • ui: Added RoomCost and max size to the roomType Tooltip in the buildmenu

Improved

  • feedback: Enforce Game to livespeed when a feedback popup opened
  • refactoring: Improved Calculation for Resources of Rooms


Thanks to zytukin¹ for ideas, reports, suggestions or contribution.

Changes from 0.98.2 to 0.99.2

Fixes

  • audio: Fixed Talking Audio Sound started before the other person arrived
  • calculation: Added Consistency check for wrong caluclated appearance value ¹
  • crash: Endless loops that create Special events will be ignored and not crashing the game anymore. ²
  • dying: Fixed more problems of missing cleanup at dying persons
  • dying: Fixed problem with dying persons
  • endlessloop: Fixed endless loop in simulation, related to no co2, low energy and co2 releasers with greenhouses ⁴
  • error: Fixed error in migration script for old savegames of last version
  • error: Fixed errors with some rooms regarding to new sound systems
  • exception: Fixed nullpointer on first start
  • fait: Fixed bug where persons might not unfait until selected
  • groups: Temporary Oxygenmasks was choosable in Group Setup ⁵.name
  • i18n: Fixed some spelling issues ¹
  • i18n: Fixed internal Typo of UseService
  • light: Fixed light-settings for to drop items and rooms ⁵.name
  • o2mask: Fixed wrong slot state whem changing from section with bad air to good air
  • o2mask: Fixed wrong showing consumer number when using oxygenmasks
  • o2mask: Persons put o2 mask back on high co2 levels
  • objective: In Construction Rooms was used for the environment objectives in special cases ¹
  • priority: Fixed maintainpriority could be setup in dismantled items, what is not needed
  • savegame: Fixed savegames with new GameEvents
  • savegame: After loading a game, sometimes the selected entity is not selected anymore
  • simulation: Fixed removing items with appearance didn't remove appearance fromthe room
  • simulation: Allowed special resources to become negative (like appearance). Fixed wrong appearance value
  • simulation: Fixed bug where free space of storages could not be used for auto transportation
  • simulation: Fixed some endless loops regarding to special setup and low needs ²
  • slots: Person with 2 fire extinguisher slots stopped extinguish fire after the first one was empty
  • sound: Sound was still not completely muted when the game was paused ²
  • sound: Fixed on Faraway zoom level you could hear the sounds from the other side of the circle
  • sound: Fixed Effects in game could not be changed in menu ⁵.name
  • sound: Fixed bug when loading games in rare cases with new sound system
  • storage: Fixed garbage could be dropped into gas storages ⁶
  • toxicair: New Build rooms don't get the a ToxicAir Event ⁵.name
  • tutorial: Hide Eye menu in tutorials when no button is included in the menu ¹
  • ui: Fixed errors on Buttons in special scenes
  • ui: Fixed Scale of MainManu when having high UI Scale ²
  • warning: Fixed warning when closing Feedback Popup

Added

  • camera: Added holding shift with w a s d will move the camera with x2 speed (for larger ships)
  • emergency: Added SpecialEvent for Bad air, to show it earlier to the player and go back to live speed
  • emergency: Changed also all Lights in the rooms to the emergency color
  • feedback: Added tutorial, gametime and fire feedback
  • feedback: Created basics for dynamic Feedback System
  • gameevent: Added second massive CME event thats severe
  • gameevent: Added Coronal Mass ejection Event
  • gameevent: Added GameEvent for person supply changes and one positive one negative game event for that.
  • gameevent: Added Avatar and voice to the game event popup
  • gameevent: Added possible Supplyship Cost effect and a new event for it
  • gameevent: Added SupplyResource amount and delta effect
  • gameevent: Added Basics for GameEvents and its scheduling mechanism
  • gameevents: Added support for randomized price and delta changes for game events
  • i18n: Added Copy to clipboard button to Headline in Translator Tool
  • light: Make Light of emergency fade in and out, to keep an alerting momentum
  • lighting: Added orange emergency lighting in case of bad air
  • migration: Added migration script to fix sound positions for old savegames
  • objectives: Added higher skilled persons to Primary objective Rewards
  • persons: Generated Persons max wanted room can be configured
  • pimenu: Added rescue of person to pimenu
  • radiation: Radiation Dose now impacts the Working speed of the persons
  • radiation: Radiation Dose now impacts the Walking speed of the persons
  • radiation: Added Radiation of the Sun
  • radiation: Added Sun Radiation
  • radiation: Added Radiation of room is the delta of the radiation dose of the persons in the room
  • roompart: Changed NewRoom to directly choose the new RoomType before placing a room
  • roompart: Added Shielded RoomPart
  • roomtype: Added description for room Types in the BuildMenu
  • savegame: Support double2 3 4 for savegames
  • simulation: Added ContentMultiplyers for Resource Content, to support dynamic shielding for rooms
  • slot: Added Rescue O2Mask Slot, that will be used if a person is unconcious due to lack of oxygen
  • slots: Converted O2Mask and FireExtinguisher to separate Resource Types
  • sound: Added Alarm sound on Bad air
  • sound: Added sound for cleaning the floor
  • sound: Added Talking sound for persons, depending on their gender
  • sound: Added sound for inflatable Walls not only on selection, but as regular world elements
  • sound: Added another constructing sound
  • sound: Added more Sounds for playing, and workbenches
  • sound: Added sound for 3D Printer
  • sound: Added sounds for purification plant
  • sound: Added Extension sound for Photovoltaic Panel and Ship Radiator
  • sound: Added sound for CH4 Engine
  • sound: Added sounds for generator and co2 filter
  • sound: Added fade in/out by volume and pitch for Item Sounds
  • sound: Added dynamic Pitch and Volume Adjustments for Item Sounds
  • sound: Added Flush Toilet Sound when person is finished
  • sound: Add possibility for volume and pitch updates related to the productivity
  • sound: Added Sound for some Lifesupport Items
  • sound: Basic for ItemSounds, related to the productivity
  • sound: Added Activity Sounds for walking, eating, sleeping, drinking, washing, cooking, constructing
  • sound: Added Basics for Person Activity Sounds
  • 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.

https://store.steampowered.com/app/1638030/Generation_Ship/

Changes from 0.98.0 to 0.98.3

Changes from 0.98.0 to 0.98.3


Fixes

  • caching: Fixed problem with broken cache files. Destroy the old caches to recreate them. ¹
  • errors: Fixed error spam and wrong visualized paths when persons are on a mission ¹
  • exception: Fixed nullpointer on first start
  • i18n: Fixed missing speech and outdated text in a tutorial
  • o2mask: Persons put o2 mask back on high co2 levels
  • overlay: Fixed flickering Path Position when selecting a person at idle inspecial situations
  • overlay: Fixed errors in Path Overlays regarding to persons ¹
  • simulation: Fixed persons did not get instant unconcious when a o2 or co2 limit has been reached ²
  • ui: Show Type of Improvement in the MainMenu instead of the headline
  • ui: Fixedt clickthrough of thought bubble
  • warnings: Fixed some Warnings related to Json Conversions

Added

  • feedback: Added tutorial, gametime and fire feedback
  • feedback: Created basics for dynamic Feedback System
  • i18n: Added Copy to clipboard button to Headline in Translator Tool
  • person: Added temporary ItemSlots for the O2 Mask when the air gets too bad
  • simulation: Added random delay from bad air to fait, so persons have time go grab o2 masks
  • ui: Added Help Marker for Use once input resources
  • ui: Make the new temporary slots visible in the UI

Improved

  • overlay: Only show the last position, when there is a path (so not when person reaached a target)
  • problems: Dont show bad air problem, when person have a o2 Mask on
  • ui: More space for Popups to prevent overlap the Close button with the style
  • ui: Make O2Mask not selectable (due to its automaticaly added when needed)
  • ui: Updated UseService Icon to be better differenciate between heal and use service ¹
  • unity: Updated to new Unity Version

Balancing

  • crafting: Reduced Plastic crafting at Chemistry workbench to 1box per day ¹


Thanks to silverstone¹, szenario² for ideas, reports, suggestions or contribution.

Changes from 0.97.23 to 0.98.0

Fixes

  • crafting: Fixed second Plastic recipe was not working well ³
  • error: Fixed Exception while autosave
  • interaction: Fixed in special cases the items could not be canceled a construction
  • metric: Fixed Emergency sleep was often over the normal sleepings priority ¹
  • overlay: Some Overlay IDs might have overlaped in special situations
  • overlay: Fixed overlay usage in special cases with construction storages
  • simulation: Fixed after loading it might happen to exist duplicate simulation IDs result in warnings
  • simulation: Fixed warning when dismantle room with a person within and force the persons moving out of the room ³
  • simulation: Added Autofix consistency check for chemistry workbench (and others) that not finishing in not identified special cases ²
  • simulation: Added Autocorrection of special case where persons were still in an dismantled room ³
  • simulation: Fixed possible endloess update using batteries in special situations
  • simulation: Fixed not set Problem after an interior item was constructed
  • ui: Fixed problems with deleted entities in special events
  • ui: ThoughtBubble Positioning and scaling
  • ui: Hide old item Recipes in some special ui elements ²
  • ui: Fixed some parts of the Header was not clickthrough to the gamescene, but was invisible
  • ui: Fixed layout struggling and logging errors when playing in window mode for tables
  • ui: Fixed Effect Elements were not updated when dropping an interior item

Added

  • check: Added check for left over user
  • consistency: Added Verify Simulation Id check with auto correction after loading
  • consistency: Check for missing Activity Problems
  • debug: Added Cancel button to download File from report
  • help: Added Tips from loading screen to Help Window
  • interaction: Added Pre configure for SupplyShips, while they are not ready ² ¹
  • overlay: Added Overlay for person, to find the workplace and resident faster
  • overlay: Added visual Thought Bubbles for persons
  • thought: Added thought when stopping an activity due to high need of basic needs.
  • tip: Added another tip
  • ui: Added Residence to the Details WorldElement Overlay
  • ui: Added tooltip for workingspeed in person selection panel activity queue

Improved

  • modes: Disabled Sleep also in Sandbox mode ¹
  • overlay: Also show the activity icon for customer and worker tasks (when selected the interior item)
  • overlay: Show Thoughts overlay bubble for the first 20s after a thought has been created
  • overlay: Removed Problem Overlay when the
  • overlay: Use Activity Type Icons for overlay paths
  • overlay: Show also overlay for Person tasks when hovering the task
  • pathfinding: Removed on the fly caching for special paths
  • pathfinding: Estimate door distance for pathfinding person to person
  • performance: Improved performance when having many worldElements visible.
  • performance: Added Burst code baking Icons to one Icon together for Path Overlays
  • savegame: Make Person Generator Cache usage more async, so reduced lags when loading a savegame with many persons, till they are initialized.
  • ui: Improved style of Thought bubble
  • unity: Updated to newest Unity Version

Balancing

  • metric: Reduced current Task metric to 1.5 and also max group priority metric to 1.5, to prevent too high priorities
  • roomlevel: Changed Room level calculation, so it starts at 1, but some persoms now also require level 5


Thanks to hanniah¹, silverstone², szenario³ for ideas, reports, suggestions or contribution.