Check out our newest game - Wintermoor Tactics Club! It's a new story about surviving high school with gameplay inspired by tactics RPGs and visual novels, from developer EVC.
Valiant Commanders of the 509th, it’s Launch Day! We’re proud to bring you Version 1.0 of Habitat for PC, Mac and Linux on Steam.
[IMG]http://i64.tinypic.com/29dzb4k.png[/IMG]
The 1.0 release of Habitat on Steam for PC, Mac, and Linux marks our graduation out of Early Access and into full release. We've been so grateful for your feedback on the Forums, for your emails, for your questions and comments to us on Twitter, and we believe you're going to love the features and improvements we're bringing to 1.0, because they're driven by you!
What all have we done over the past year in Early Access? Here’s a short list of all things we’ve accomplished in that time, and remember...this is only the short version!
New Missions
A Revamped Campaign Mode
True Open Sandbox
Brand New and Updated UI
Citizens in Space
Updated Navigation and Improved Controls
Factions
Combat Updates including Engineer on Engineer Combat
Elemental Damage
New Locations (Earth/Moon/Mars)
Combat Log and Engineer Camera
Resource Production Info and Tracking
Lots of new Junk to play with
Habitat V1.0 includes a lot of bug fixes from 0.9 as we worked to get ready for launch. Version 1.0 will also see the removal of Steam Workshop for the time being as we work to address some issues and bugs surrounding that. However, we have Steam trading cards and some new achievements available for folks.
What’s New in v1.0?
Deep performance improvements, especially during combat with multiple ships
Level spawn improvements to avoid collisions at startup
Addition of enemy search and fight radius - when in doubt, run away!
Mission balance and tweaking including increased artifact health
Weapon adjustments and improvements for better balance
Fixes to save games to support multiple habitats, engineers and hotkeys
Tweaks to connectors and connection modes for stability
Enabled Sandbox item placement during boss battles
Added new achievements for game progress
Added nano-machine hunters to Mars, changed connector killer to engineer killer
Please take a look and enjoy Habitat 1.0. Thank you all for the support you have given us along the way.
--4gency
Habitat Version 0.9 Live
Commanders - presenting Habitat v0.9! This version is huge. If you haven't tried Habitat in a while, get ready for fireworks. In this update, you’ll get a brand-new campaign mode, sandbox spawn controls, new mission types, new enemies, new sounds, new weapon graphics, a beautiful new UI, Kickstarter in-game backer rewards, and a smooth auto-save system. Get ready for a ride.
With the release of this version, we're kicking community feedback and polishing into high gear! We're taking the next few months to find and fix bugs, polish the experience, tune difficulty and functionality, and make the world of Habitat rock-solid. Thanks to *all* our Early Access players who have supported us through the development of this game. We're nearing the finish line!
NOTE: Many aspects of the game have changed. Not all of the new systems are present in the Tutorials. Read about the details below to familiarize yourself with the changes.
NOTE: Saved game data file formats have changed significantly from v0.8. Old save game files will not work with v0.9, and the game will not recognize them.
For those of you interested in editing your savegame files, they are plaintext JSON files here:
PC: Users\\AppData\LocalLow\4gency\Habitat_EarlyAccess_\HabitatSaves
MAC: /Library/Caches/unity.4gency.Habitat (Early Access)/HabitatSaves
LINUX: Home/.config/unity3d/4gency/Habitat_EarlyAccess_/HabitatSaves
The New Campaign
Habitat's got a new game mode: Campaign. Jump in to take your Habitat from Earth, to the Moon, to - well, we had better not spoil the surprise. You'll meet a cast of characters, fight in diverse environments and face down bosses to save humanity. A new auto-save system means it's easy to jump in and out, and you can start Sandbox mode separately if you'd prefer a more open playstyle.
New Missions
You'll find new challenges waiting for you in every environment. From rescues to zombie killing, the Campaign and Sandbox mode have new missions that can be triggered by going to the town and activating the mission list. Take on as many as you like; more missions means more XP and a beefier habitat!
The Sandbox Control
Look for the lightning bolt icon in your bottom control panel while playing. This control opens a menu that lets you spawn any type of game object anywhere you like. Set up battles, challenges, chain reactions or anything you like! Just be sure to get a screenshot or video!
The Brand New UI
What a difference! The new Habitat user interface brings calming, futuristic tones and a crisp new font. Included in this new UI is an updated habitat list with key stats, the return of the Engineer Camera, mode-specific tool-tips for easy recall of important keys, a filterable event log for important in-game action, and plenty more tweaks and tuning.
Other Changes
Turret auto-targeting: Got turreted weapons? Click the targeting button on the bottom control panel and click a target to auto-pivot.
Easy auto-navigation: Click the steering wheel to activate auto-nav. Click anywhere to set your omni-thrusters on course.
New junk in the town scrapyards: Beef up your antipersonnel and omni-thrusters as well as get a selection of great weapons.
New enemies: Watch out for zombies and other baddies!
Tons more: New weapon graphics, new sounds, new textures...best to just jump in and try it out!
We are very proud of this update; Habitat is nearing the finish line and we want to make it a truly epic space experience for you. Try it, share your experience with us on the Forums, and tell us what you'd like to see to give it that 509th Elite edge. We're thankful for all of your support as we've worked to bring Habitat to life.
-Ad Astra Per Fractura- :Motto of the 509th:
The Team at 4gency
Habitat v0.8 Now Available
Commanders - presenting Habitat v0.8! In this version you’ll find rescuable and moving Citizens, point-and-click navigation, and many changes to combat, engineers, and interactions! And, we’ve heard you loud and clear about the initial difficulty. We’ve turned it down so you can spend time flying and fighting at your own pace!
NOTE: Many aspects of the game have changed. Not all of the new systems are present in the Tutorials. Read about the details below to familiarize yourself with the changes.
NOTE: Saved game data file formats have changed from v0.7. Your previous save games are not guaranteed to work with v0.8. If you wish to remove or edit them, they are plaintext JSON files here:
PC: Users\\AppData\LocalLow\4gency\Habitat_EarlyAccess_\HabitatSaves
MAC: /Library/Caches/unity.4gency.Habitat (Early Access)/HabitatSaves
LINUX: Home/.config/unity3d/4gency/Habitat_EarlyAccess_/HabitatSaves
Introducing Rescuable and Moving Citizens
Citizens have been in Habitat for a while, but hidden away in the dark corners, unwilling to come out and brave the deep void of space.
Now they’re a part of the fight.
Citizens - when they’re in habitats - show up as blue, yellow, or red dots, and have the ability to move around the station through the connectors. Since each piece of a habitat has a maximum citizen load the citizens will attempt to spread out as best they can. Here’s what the colors mean:
Blue - No problems - I enjoy living here! (minus the liquid food and lack of greenery)
Yellow - Getting crowded - I’ve had to move from another node that has too many people! (Watch out for too many of these, it’ll indicate you’re reaching population max)
Red - Emergency - I’ve just run away from a node that’s been damaged or hit with an elemental weapon!
While you won’t have to worry about citizens’ individual health while they’re on board the station, space is a dangerous place and in the heat of combat you may find yourself with citizens on the outside - rather than the inside - of your habitat! Ejected citizens can come from extreme damage, connector breaks, or destruction of habitat pieces. They have a limited breathing time of 35 seconds, and their own health value, which can be damaged by weapons, elemental effects, and physical collisions.
You can pick up still-living citizens (yours or anyone else’s) by running them over with one of your habitats, or sending an engineer to rescue them. Beware! Other factions will send engineers to steal your ejected citizens if they’re nearby, and may attack you if you rescue citizens that they think are theirs!
If you’re running short on citizens, remember that you can always recruit new ones at the local Town, or - and we’re not saying you _should_ do this - destroying other stations and taking their citizens. Okay, we said it.
Point and Click Navigation
While we love the unique flight profiles of multi-rocket habitats, sometimes you just want to get somewhere. With the return of omni-thrusters we’re happy to introduce a point-and-click steering system for your habitats.
To fly: Left-click the Player HQ (the big donut) or one of your sub-habitat command bridges, and then left-click a destination. The omni-thrusters will fire up and begin moving.
You can Emergency Stop to cancel the waypoint, or simply set a new waypoint close to the current location to stop navigation.
Some notes:
This mode will use all omni-thrusters attached to the habitat but it won’t use booster rockets. Those are still yours to individually command.
While in this mode you can use the arrow keys to achieve precise movement with boosters.
There is no object avoidance built into the navigation system. If your navigation line crosses a black hole or minefield, so will your habitat!
Other Changes
Visible ship names - we’ll be giving our Kickstarter backers a chance to name ships too!
You’ll now notice a distinct lack of the “connector killer” nano machines. We may introduce them later in the game at higher difficulty levels but they weren’t meant for the start of the game. Our apologies!
Nano-machine engineers still convert space junk, but now they convert it only into other engineers, not nanomachine hunters.
Your engineers should now be much more resistant to … whatever it was … that was killing them for no reason out in space. Our scientists are still working that one out, but they assure us safety is a priority.
Engineers from all sides now have a more limited range to auto-operate. You can still send your engineers long distances manually - but we may need to reign that distance in a bit in future versions for balancing purposes.
Introducing the new combat music theme! If you hear the music, one of your stations is under attack. Stay alert!
Engineer speech bubbles, new AP turret models, visible damage gas jets, and a collection of bug fixes for stability and safety!
We hope you enjoy the new features! Keep on spacing!
- The Team at 4gency
Update v0.7 is now live!
Commanders - presenting Habitat v0.7! We’re continuing to add features and expand gameplay; in this version you’ll find the start of our Factions system, enemy Engineers and engineer combat, new physics hazards, the return of omni-thrusters, control improvements, new space junk and more!
NOTE: Many aspects of the game have changed. Not all of the new systems are present in the Tutorials. Read about the details below to familiarize yourself with the changes.
NOTE: Saved game data file formats have changed from v0.6. Your previous save games are not guaranteed to work with v0.6. If you wish to remove or edit them, they are plaintext JSON files here:
PC: Users\\AppData\LocalLow\4gency\Habitat_EarlyAccess_\HabitatSaves
MAC: /Library/Caches/unity.4gency.Habitat (Early Access)/HabitatSaves
LINUX: Home/.config/unity3d/4gency/Habitat_EarlyAccess_/HabitatSaves
Introducing Factions
Space is dark and mostly empty - but not the world of Habitat! This update you’ll get introduced to a few factions - the first of several that’ll live in the Habitat world.
Factions have their own agendas - they’re not always out to get you! Each faction has its own allies, neutrals, and enemies, and as we build out Habitat you’ll be tasked with missions that involve them all.
Look for the flags on habitat ships and space stations to identify who’s who:
• Pirate Flag - Space pirates. Their engineers will attempt to sabotage pieces of enemy ships. They are antagonistic to you, to civilians, and to nano machines.
• Yellow Flag - Nanomachines. Their engineers will turn floating space junk into nano-machine hunters to track you down. They are antagonistic to you, to civilians, and to pirates.
• White Flag - Civilians. These poor souls are right in the middle of combat and just want to be left alone. They will leave you alone but will defend against pirates and nano machines.
There are a few more factions we’ll reveal as we go along, space is a big place and there’s room for everyone - until the resources run out!
Engineer to Engineer Combat
With factions, you’ll also notice that each ship and station has its own engineers. Every faction fields their own engineer army, and some of them are out to cause trouble for you and your allies.
Orienting a whole ship just to take out a few menacing space pirate astronauts is a pain; that’s why engineers are packing their own firepower now! Engineers on all sides field the preferred weapon of the space duelist, the Inertia Pistol. These hand-held momentum cannons do physical damage, but also stun and fling the struck engineer backward - which can end in some nasty consequences, especially if they hit a nebula, an explosion, a black hole or even just a really big rock.
Click on enemy engineers to send your nearest available engineer to attack - note that you’ll have better chances if you send multiple engineers! Attacking an engineer is considered an act of war, and other engineers may join in the fight to defend their attacked comrade.
Watch out for anti-personnel turrets on some habitat nodes. They’ll make short work of any engineer that trips its friend-or-foe identification system. For your protection your habitat will be provided with one, and in the next update you’ll be able to buy and upgrade them at towns.
New Physics Hazards - and Danger, Engineers!
We’re continuing to make the world of Habitat a more dynamic place. Three new physics-based hazards join the nebulas to make travel and combat even more interesting:
• The gravity well sucks in objects and deals crushing damage at its core. Once a certain amount has been swallowed, the well will emit a strong pushing force to clear itself before inverting back to a pulling force.
• The tachyon ramp pushes any objects in its field in the direction of the field particles. Send your habitats - or your projectiles - for a ride.
• The force anomaly is a mysterious blue sphere that emits a force wave at irregular intervals. Thoroughly destructive results may result when steering too close.
You may also notice - the hard way - that nebulas can now deal damage to engineers. The results can be lethal! Be especially careful if engaging in combat near nebulas, gravity wells, or other hazards; a stunned engineer that goes into a freezing nebula may come out a popsicle. Hypothetically, of course.
Improved Controls: Omni-Thrusters
What are those items on your HQ when you begin the game? They are two omni-thruster producers, and we’re glad to have them back! Omni-thrusters make it possible to maneuver more precisely, and without needing to find and attach rockets.
Controlling them is easy: Just hover over the HQ, and then hold the arrow keys in the direction you want to go.
Some tips:
• It’s easiest if you hit TAB to focus on your habitat, then the mouse cursor stays right where it needs to be.
• You can combine omni-thrust with rocket boosting for precise and powerful control.
• New command bridges you create come with a thruster on them for easy movement.
• In the next update, you’ll be able to buy and upgrade thrusters for your individual habitat nodes, to increase mobility as you need it.
For a future update we’re also considering an “autopilot” where clicking on a destination auto-fires the omni-thrusters as needed to reach the goal. Would it be useful? Let us know on the forums!
New Junk Types
There’s always more out there. We’ve recently come across a set of utility pieces from a large set of mining and refinery ships that used to work the asteroid belts. The pieces we have for analysis here bear a few smudged letters: N_S_R_MO. Our researchers are baffled; no idea what it means! Here’s what we’ve found:
• Colony Waste Tank - A waste reclamation unit from a JPC ReadyMade! brand habitat. Still appears to be processing Omni.
• Colony Hybrid Generator - A solar-powered generator combined with a habitable space; a standard colony unit in the JPC ReadyMade! line.
• Colony Structural Pylon - This reinforced structural pylon comes pre-slung with electrical and life support cabling, and plenty of connections.
• Colony Large Nacelle - A large colony structural nacelle, able to support multiple production units with a variety of cabling and connectors.
• Colony Medium Nacelle - A smaller-size colony structural unit, with room for two production units and good universal connectors.
• Colony Storage Tanks - A JPC All-In-One brand fuel refining and storage facility; the fire shielding is a little out of code but otherwise OK.
Update coming soon!
Good day Engineers!
Our next Habitat update is coming up very soon! We’re introducing some new gameplay mechanics and challenges in this latest update:
Factions: Nanos and Pirates Just two of several factions that you’ll encounter, Pirates and Nanos are both dangerous to you, but also to one another. Watch out for Pirate salvage attacks, and Nano constructors that generate new hunters!
Engineer Combat and Enemy Engineers Prepare for combat on a whole new level - engineer armies are now fielded by all factions, and can fight with one another using physics-based stun pistols that pack a wallop and send targets flying - sometimes right into a fire nebula. Ouch!
New Space Hazards Gravity wells, fusion cores, and tachyon belts join the nebulas as dangerous - and potentially useful - hazards that inhabit the game world. Each one has unique properties, each one can be a game-changer in combat.
And More…
Highly stable joint connectors make your creations much steadier, omni thrusters make a triumphant return, making it easy to get underway or escape trouble, and a new pack of space junk salvaged from experimental stations gives you even more opportunities to build and explore! As always, we’ve continued bug fixing and general improvements too!
All this will be headed your way very soon in Habitat v0.7. Stay tuned, and keep on spacin’!
- The Habitat Team
Habitat v0.6 is Now Live!
Commanders - presenting Habitat v0.6! We know it’s been a while coming - here's what's available in the latest version:
New Features
NOTE: Many aspects of the game have changed. Not all of the new systems are present in the Tutorials. Read about the details below to familiarize yourself with the changes. NOTE: Saved game data file formats have changed from v0.5. Your previous save games are not guaranteed to work with v0.6. If you wish to remove or edit them, they are plaintext JSON files here:
PC: Users\\AppData\LocalLow\4gency\Habitat_EarlyAccess_\HabitatSaves
MAC: /Library/Caches/unity.4gency.Habitat (Early Access)/HabitatSaves
LINUX: Home/.config/unity3d/4gency/Habitat_EarlyAccess_/HabitatSaves
Three Levels - Earth, The Moon, and Mars
As a preview of the game’s multi-level campaign mode we’ve introduced three levels you can now jump among via Gateways. Each level has a different backdrop, size, hazards and specific space junk types. Each map also has a city that you can interact with.
Earth - the starting level, small size in order for Commanders to get familiarized to the environment. Light on hazards, but the space junk types are, in general, whatever the Union of Orbital Constructors could send your way on short notice!
The Moon - an industrial way station out of the local inner half of the system. Heavily populated with asteroids towed in for mining operations. Heavy scatterings of industrial equipment great for wreaking havoc.
Mars - something has gone wrong here. Nanomachines from terraforming operations have been running amok, spawning copies of famous relics and destroying any ships that approach. *Enter zone with extreme caution.*
As we go, we'll add more levels that you can jump between, and the final version of the game will feature each location prominently as part of a connected campaign. Get familiarized with each location early!
Elemental Damage System - Fire, Ice, Electricity and EMP
As part of branching out Habitat’s combat and crisis system, player and enemy habitats and their components can now take - and dish out - elemental damage of multiple kinds.
Fire - nuclear heat from stars, burning hydrazine, local fusion cores gone runaway.
Does 10 damage per second to whatever it's on (more if it has a weakness to fire)
Has 5% chance of spreading to another connected node every second
Can be extinguished by freezing
Causes fuel consumers to consume fuel 2x faster if on fire
Can be extinguished by engineer repair
Burns out if not fully lit, but does not go away once lit - has to be put out by engineers or freezing
Chance of spreading to other nodes if colliding with them
Freezing - endothermic nanomachine reactions that draw away heat at a dangerous speed.
Causes physical damage to be 2x more deadly to a frozen node
Any booster or weapon that does Fire status effect is inoperative (the fuel freezes)
Fuel producers affected by freezing produce no fuel while frozen
Extinguishes fire
Can be extinguished by fire
Can be extinguished by engineer repair
Goes away on its own eventually
Electrical Overload - high-voltage bleed of current causes systems to go haywire.
Turns on activate-able nodes including turrets, booster rockets, and more
Rotates turrets around automatically
Electrocutes any engineer that tries to tether to the affected node (engineers won't auto-tether to these nodes, they know better)
Any electrical consumer consumes 2x if electrified
Can be extinguished by EMP
Extinguishes EMP
Goes away on its own eventually
Chance of spreading to other nodes if colliding with them
Electro-Magnetic Pulse - all circuits burned out, leaving systems dead and vulnerable.
Deactivates any node that it hits for a period of time. Can't use the node.
Electrical producers produce nothing while affected by EMP
Can be extinguished by Electricity
Extinguishes Electricity effect
Goes away on its own eventually
Look for the multi-colored nebulas as you explore; be careful about flying through them or sending in your engineers.
Some more notes on elemental damage:
All nodes have resistance values to each type. Greater than 0% is shielding, causing effects to accrue slower and drain faster, less than 0% is weakness which causes effects to accrue faster and drain slower.
Elements have opposites. Ice and Fire cancel each other out, and Electricity and EMP cancel each other out.
You might notice a biohazard symbol in the interface suggesting a fifth element. The International Prosperity Coalition assures us there are no biohazards in orbit. Absolutely none. So the very fact there’s a biohazard symbol for a type of space plague or infection is completely irrelevant and ridiculous. Pay it no attention.
Elemental nebulas aren’t the only way to take and give out damage. Some weapons deal elemental damage too, and as we build out the combo system non-elemental weapons can be upgraded to do elemental damage.
Be careful about putting objects behind operating booster rockets. You may end up with explosive results!
There’ll be more facets and functions to the elemental damage system as we go, including potential benefits to offset the costs. We want this system to really make a difference in combat and exploration!
Keeping it Snappy - Physics Tweaks! We’ve been monitoring acceleration and speed values on your flying creations, Commander. We felt like giving you a boost.
Engineers move and drag items faster
Less drag and higher acceleration on habitats and booster rockets
Stronger physics joint connections holding your habitat together
Engineers may still die in the process of flying with your station, but they should no longer create an “immovable wall” that blocks you from moving if you hit them.
Watch the Roadmap!
Remember, we are tracking features and taking feedback on our Habitat Roadmap powered by Trello. Check it out here:
https://trello.com/b/HBFLCdhi/habitat
We hope you enjoy the new features! Keep on spacing!
- The Team at 4gency
Update Details
We’re still working on our next update, but I did want to share some of the details about what exactly we are working on for you folks!
It’s now time to go out further in space with brand new sectors for you to explore. You now have the Moon sector and the Mars sector for you to visit, explore, and gather resources and space junk. All sectors will now also have hazards, encounters, and interactable objects for you to check out.
Also new to this update will be status effects – such as fire, ice, electricity, and EMP. These status effects change the way you deal with items and the dangers of space. Is that piece of junk electric? Well how about hitting it with your cannon that has an EMP status on it! Each status has a counter and each status can make things act different! (T-Rex head breathing frost?) All of the junk in game now have status resistances too!
We’re also fixing small bugs and adding more polish to the overall quality of the game. We're hopeful we can finish this update soon and get it in your hands!
--4gency
Habitat: What's New, What's Next?
Attention Commanders:
With apologies for the radio silence over the holidays, we’re back and hitting the ground running on Habitat!
On Steam Early Access and at shows like GDC, PAX, and RTX, 2014 gave us the opportunity - with your feedback - to refine the vision of what Habitat will become as we push onward: a dynamic, physics-based space survival game where ingenuity and resourcefulness will lead you to victory.
There are things that are working well, and then there are some things that need improvement. Combine that with the list of features we aim to complete from our Trello board and you’ve got the formula for a very busy dev team this year!
We know we've still got some orbits to complete on development, so as we exit the deep freeze of winter I wanted to share with you the updated vision of Habitat, what and how we’re planning to deliver, and - maybe most important of all - what’s right around the corner for our February Early Access Update!
How Habitat Will Evolve
From its crazy notebook-sketch beginnings, Habitat has always been about creativity and resourcefulness under pressure, with a sea of opportunities in which to build and play.
But we want more than that. Habitat isn't just a sandbox, it’s a story. One of survival, one of beating the odds, one of creativity, guts and grit winning the day and saving humanity. It’s about exploring, growing, taking risks and facing down enemies to emerge victorious.
We plan to resolve some key challenges to build that story through gameplay and improve Habitat to become a truly epic experience. Here are the big themes we are going to be tackling over the next few months:
Put Survival Front and Center: Citizens, First Class!
Since v0.5, Habitat has had a basic conception of Citizens - the people you need to save with your Habitat - but they need to matter. Citizens will play a key role in growing your Habitat, unlocking new powers, and coming out on top in combat. It won’t be a cakewalk, though - citizens can be ejected into space, blown up, virus-infected and lots more, and in the heat of the moment you’ll have to make some tough calls to survive. Who do you rescue? What will it cost? This is why you’re the Commander.
Living Systems and Crisis: Status Effects
Speaking of tough calls, we want to give you the experience of habitats being truly affected by the world around them: fires onboard, freezing, EMP bursts, electrical surges, nano-machine infections; whether it’s from unique weapon and combo effects, environmental hazards, or chained disasters encountered during combat, managing crisis needs to mean more than just watching the health bar. Fires spread, electrical spikes can drive systems haywire, EMPs can shut down whole swaths of nodes. Having particular habitat nodes respond differently to these environmental effects (and modified through combos and the tech tree) means you’ll need to build carefully and plan contingencies as crisis hits. Of course - you can also use these effects against enemies...
A Constellation of Combos: A Much Deeper Properties System
One of the things we love to see is people discovering the Tactical Mode and tuning properties on their habitats as situations change. Not as obvious is the Combo system that grants special bonuses as objects are tied together. We want to put these two concepts together even more tightly and deliver you an amazing set of combo effects that you will discover as you play; unlocking special powers for your habitats, upgrades and tradeoffs you can activate to dynamically change how you play and deal with crisis. Attaching habitat pieces needs to yield unique rewards depending on structure and order, and we want them to truly matter.
Going on the Hunt: Common, Rare, and Ultra-Rare Items
If you’ve played Habitat for a while you know many of the items that are at your disposal. But with the status effects and combos above, we have the opportunity to seed the world with rare and ultra-rare variants with amazing powers, and give you the chance to go on the hunt to find (or steal) truly exceptional pieces to make your habitat into a juggernaut. We will be creating special variants of the junk items you know and love to increase the possibilities and give you even more quests.
A Chained World: Multiple Sectors
The Habitat game world is extensive, but you deserve more. More locations, more themes, more challenges, more space and more space junk! As we develop new sectors, you’ll be able to travel between them, taking on unique missions and exploring individual environments near Earth, the Moon, Mars...well, best not say too much yet. We don’t want to give everything away!
And Plenty More...
New mission types, environmental hazards, improved physics and flight systems, a tech tree, increased customization options...we’re staying busy this year, Commanders. You deserve a truly epic space survival adventure, and we’re committed to deliver it.
The Next Update
Look forward to the very next Habitat Early Access update this month!
We’ll be delivering the start of the Status Effects system, and a number of sectors you can travel between, as well as new enemy encounters, improved physics, plenty of bug fixes, and more that we’ll announce as we get closer.
We will also be reaching out on the Steam forums to get your opinions on feature ideas to further refine the vision for what Habitat will become; we are hungry for your feedback as we develop the game. Watch for us on the forums, don’t hesitate to give us your thoughts! We’re building Habitat for you, and we know you’ll love it.