Genre: Real Time Strategy (RTS), Simulator, Strategy, Indie
Habitat
Habitat v0.5 is now Live!
Commanders - presenting Habitat v0.5! We’ve got a whole host of updates and new features for you, so read up for the latest!
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 v0.4. Your previous save games are not guaranteed to work with v0.5. 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
Junk Cities - Mission and Marketplace Central Perform missions and restock from three unique cities in Earth Orbit.
- There are three junk “cities” in the initial map: New Britannia, Corinth Station, and New Atlantic City (come for the prime rib, stay for the Space Boxing)
- Each city has unique items stocked in its Marketplaces for purchase. Wondering where the Ferris Wheel and Cruise Ships went? One of the cities has them now.
- Weapons need to be ordered from cities now, not the Delivery System buttons on the bottom. The only exception is the grappling hook for towing - you can always order this.
- All missions are now dispatched from the cities as well. Queue up as many as you want, claim rewards when you return.
- To interact with a city, approach it until a notification shows up on the Combat Log that you’re in range. Click the city to access the city interface.
- When hiring citizens, you must attach the Delivery Pod to your habitat to get the new citizens onboard. Don’t leave them behind!
- Note: Cities can not be (currently) towed, pushed, or destroyed. The IPC does not insure habitats that attempt any of these maneuvers with cities - watch out!
Citizens - the Everyday Inhabitants This update introduces the first iteration: used for engineers and for staffing Command Nodes. Keep them safe!
- You start with 10 citizens on board. Every Engineer you create will use 1 citizen. Every Command Node you create will use 5 citizens.
- You can get more citizens from the three Junk Cities. If you need more engineers, get more citizens.
- You have a maximum number of cities you can sustain, which is based on the number of living space producers you own. Build more living space producers to increase the cap.
- If you lose living space producers such that your citizen count is over your max, they will die over time until the citizen count returns to the lower cap. Oh, the humanity!
- Citizens will become even more valuable in future updates - start learning how to take care of them. We’ve even given them names to make it easier.
The Energy Control Panel - your Tactical Command Console Tune energy to Weapons, Boosters, and Producers to maximize what you need right now.
- Every Habitat in the habitat list on the right side now has an Energy Control Panel with Weapons (W), Boosters (B), Producers (P) and Available (A) energy categories.
- In this update you have a maximum of three bars of energy to distribute. The higher you boost a category, the more effective everything in that category will be:
— Boosted weapons will do more damage and fire faster
— Boosted boosters will grant more thrust (speed)
— Booster producers will grant more resources per second
- If you starve a category completely it will not work at all - weapons won’t fire if W is empty, boosters won’t work if B is empty, producers will produce 0 if P is empty.
- Click the bars for a category to change the amount committed.
- You MUST lower one category (putting at least one bar in the Available (A) column) before raising another.
- In future Habitat updates we’ll introduce ways to get more bars of energy to work with. Stay tuned!
Producer “Hats” - Customize and Optimize your Habitats Many Habitat nodes now have upgradeable sub-pieces, which can produce resources and provide other benefits.
- Enter Tactical Mode (SPACEBAR) and notice red cubes on your habitat nodes. These are producer upgrade points.
- Click a red node, and choose a producer to install. Each producer gives different benefits and costs a different mixture of resources.
- New producers start at Level 1. They can be upgraded twice, up to Level 3. Click an existing producer in Tactical Mode to upgrade it for double effectiveness.
- Once a producer is added, it cannot be removed. It’s on there for good.
The Combat Log - The Final Word on Events Interactive list of all key habitat events, always on, always available.
- The Combat Log is in the bottom-right hand side of the screen. As events happen in game, the log will display them.
- Click on any log entry to snap your camera to the object being referenced. Habitats, enemies, even engineers.
Combat Turret Rotation - No Tactical Mode Required! You can rotate turreted weapons in real-time without needing to enter Tactical Mode.
- Hover over a turreted item that is part of your own habitat, and hold the LEFT or RIGHT arrow keys to turn it in real-time.
- You can still use Tactical Mode to rotate the turret with precision while time is stopped.
Safety System for Placing Habitat Nodes Accidental overlaps when attaching nodes are a thing of the past.
- When attaching nodes, invalid placements will show up as a glowing RED node. If a placement is acceptable, the node will turn GREEN.
- If the node is glowing RED, it cannot be attached, either rotate the node with C and Z or choose a different node to attach to.
Named Habitats, Engineers, and Citizens Habitat is getting personal; more names on the way!
- All new habitats will get assigned a name for easy identification.
- When engineers are produced or citizens brought aboard, they too will get names.
- In future versions we will support the ability to rename habitats, engineers and citizens, along with many more default names.
- Kickstarter backers, watch out soon for a survey so you can contribute your own engineer, habitat, and asteroid names!
New Space Junk * Tree House - A terrestrial enclosure, with ceilings far too small to house adult creatures standing up. Researchers are perplexed.
* Rail Gun - The Montauk-V Mass Driver unit features a magnetic-pulse core and integrated rechambering unit for lethal engagement.
* Mine Layer - Clay Astrodynamics built a number of these Orbital Denial minelayer units, using a nano-constructor pattern from an old war.
* Gun Pod - A still-sturdy blasting weapon from a shattered orbital Dreadnought station, loaded with explosive rounds.
* Energy Artifact - An artifact of unknown origin and purpose. Scans indicate an energy field within, still only at fractional power.
* Solar Panels (Small, Med, Large) - Salvaged from the derelicts of earth's old space stations. Good for building and producing energy.
* Armor (Weak, Medium, Strong) - The use of junked materials to fashion defenses is commonplace in orbital combat.
* Earth Delivery Pod - Pods that can deliver citizens and other material from Earth to orbit, or - before the event - the other way around.
* Rocket Arm- A mechanized armature from JPC Corp's Anthro-ZERO series; this unit contains a very powerful booster rocket behind the wrist.
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 - and remember to keep it weird!
- The Team at 4gency
Habitat Early Access v0.4
Welcome to Habitat Early Access v0.4! There’s a lot in this update, so read up Commanders!
New Features
NOTE: Many aspects of the game have changed. Be sure to take the Basic AND Advanced tutorials to re-familiarize yourself with the new concepts in Habitat. There may even be an achievement or two in it for you!
New XP Leveling and Progression System Earn, upgrade, and face increasingly challenging foes with the new progression system.
- Completing missions earns XP
- Leveling up grants additional health and resource bonuses to your HQ
- Higher levels face tougher missions
New Enemies A host of new enemy ships and nano machines are waiting for you.
- Enemy Booster-Enabled Ships: Drills, saws, cannons and more. Powered by booster rockets, they will hunt you down. Destroy them or tear their pieces off to survive.
- New Nanomachines: Vampires that take your resources, Breakers that target your connectors, and Bruisers that slam into your station.
- Moving Stations: Enemy stations are still just as lethal, but now they’re mobile. Beware these floating death platforms.
Higher Health and Physics Damage Changes Fight longer, stronger, dirtier, with increased health on all items and a change to the damage model.
- Health of all items (except engineers) has been increased by 2x.
- Collision damage now does only 10% of the damage it used to, rather, the physics mass damage acts on the connectors, making explosions less likely but break-offs more likely.
- Weapons (of all kinds) still do roughly the same damage as before, and will lead to explosions much more readily than kinetic attacks.
- If you’re having trouble taking apart enemy stations, use weapons, higher-mass kinetics, or deploy engineers to break apart the connectors.
Untowable Asteroids The engineers can do a lot, but they can’t do it all. These rocks are just too darn big.
- The map is scattered with asteroid chunks that are too massive for engineers to tow.
- They can be killed with sustained weapons fire, or can be pushed by VERY massive objects under high thrust, or towed with the tether launcher.
- Combat and maneuvering can be difficult around these big objects, but it’s just as dangerous for enemies! Try using asteroids as part of your combat strategy.
Per-Habitat Hotkeys and Command Bridges Each habitat is now an empire of its own, but at a cost.
- NOTE! You must now use CTRL-# to assign hotkeys. The R key is no longer active.
- Hotkeys now activated per habitat on focus. For instance, if #1 activates your rockets on Habitat A, you can make #1 activate rockets on Habitat B, and they will only fire when B is selected.
- Command Bridge now required to take control of secondary habitats. Order new Command Bridges as needed through the Earth Delivery System (see below).
- You can still build habitats out of standard pieces, but you cannot activate items or assign/use hotkeys until you attach a Command Bridge.
- CTRL-# now adds additional hotkeys to a group, rather than CTRL-SHIFT-#. Hit the same CTRL-# on an assigned item to remove a previously placed hotkey.
Autonomous Engineers Engineers now help each other and take care of necessary tasks without the need to micromanage.
- Idle engineers will help other engineers tow back junk at a faster speed.
- Idle engineers will seek out and repair damaged pieces of your habitats.
- Warning: Engineers will not auto-help each other attack enemy stations. You must assign each engineer to attack - we aren’t going to send them into the jaws of death for you.
Earth Delivery System Order up Command Bridges, Rockets, and Weapons from Earth for an Omni cost.
- Three new buttons along the bottom-left for ordering each type of object.
- Ordering allowed only in a limited radius around your HQ. Be aware!
- Each item has an omni cost, with weapons costing the most, then command bridges, then rockets.
Camera Follow Mode Keep a constant eye on your Habitats while in-flight.
- Hit TAB or click the habitat selector in the top-right to follow the selected habitat, making for a much easier time during long flights.
- Camera will follow the habitat in flight but rotation and zoom remains free.
- Hitting W A S or D to move the camera will “break” the follow and allow you to move the camera freely again.
HAL Tactical Mode with Enemies The HAL system has been renamed and upgraded to focus on combat.
- Enter the HAL as same as you normally would (ENTER key or click the computer icon in the bottom left)
- “Tactical” mode now shows a simplified view but includes enemies in red.
- Items with settable properties highlighted in blue, click them to set properties such as thrust amount or firing rate.
New Tutorial: Advanced Lessons A second tutorial is available with advanced lessons about reconfiguring habitats and using engineer swarms.
- Access this tutorial through the “Tutorial” menu item, and choose “Advanced”.
- Learn about breaking and rebuilding connectors, building secondary habitats and calling in deliveries, moving items faster with swarms, and attacking enemy stations.
Screenshot Mode (Experimental Version!) A beautiful way to capture your best habitats - while blowing up or otherwise.
- Stop time, fly around, set up the perfect shot with a fully-controllable camera.
- Access by pausing the game with ESCAPE, then select Options->Screenshot Mode.
- The UI will be removed, time will be frozen, but you can move your camera to set up the shot you want.
- Controls work differently than normal: Use left-click and drag to rotate your eye in 3D space, right-click and drag to tilt. W and S go forward and backward from the eye point, A and D strafe left and right. Hold SHIFT to slow down your movement for fine-tuning.
- Take a screenshot with Steam by pressing F12 (by default). Be sure to upload your favorites!
- Quit out of Screenshot Mode by pressing ESCAPE again. You may have to press it twice.
Smaller Features and Bugfixes
Brand new info cards when hovering over items. See all the stats on health, mass, resources and more in an easy-to-skim format.
* Connectors now have a color alert when their health is low. Yellow is a connector in danger, red is about to break!
* Engineer creation timer now in the top UI section, no longer on the HQ
* Save games now save hotkey assignments
* Many new sounds, from Ion drives to mission completions, teleports and more.
* Vulcan cannon no longer a self-destroying nightmare. Try it out!
* Offscreen helper arrows to help you find distant mission objectives
New Space Junk * WWII Submarine - tons of connectors and torpedo launchers make for a powerful platform.
* Sputnik - a piece of history, captured in orbit. Still beeping, after all this time.
* Space Capsule - a relic from the old days. Burnt-up but still usable.
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!
- 4gency
Update Coming Soon!
Greetings Commanders!
Our next update coming later this month will introduce you to new enemies, new missions, and a new progression and rank system. Get ready to put your habitats to the test!
New Enemies - Vampires, Saws, and Breakers, oh my!
The world of Habitat is going to get much more dangerous. In addition to more mobile enemy stations that can hunt you down or run away in combat, you’ll also have to face booster-powered mobile drills and saws, minelayers, and exploders.
Nanomachines, too, have gotten more varied, with the ability to sap resources, throw space junk, and break apart your Habitat’s connectors.
Progression System - Keeping it Fair!
Worried about all the new threats? Fear not. You won’t have to face the worst baddies right away - you’ll level up as you complete missions and the difficulty will ramp up along with your level - as will your ability to grow your habitat.
Completing missions will now earn you experience points toward leveling up your habitat, increasing the max size of your station, number of engineers, and base amounts of production.
Special Deliveries - From Earth with Love!
We’re also introducing a preview of the upcoming Earth Delivery System that will allow you to order up space junk from Earth. Rockets and new command modules can be ordered up for an Omni cost. We’ll introduce more junk types in a future update through an ordering interface in the HAL, but right now we’re bringing you the tools to get you in fighting shape quickly!
As Always…
We’ll have a full list of all the changes when we release the update, you can expect plenty of bug fixes and tweaks along with these new features! We’re looking forward to bringing it to you!
--4gency
Update .30 is now Live!
New Features
* Save and Load your Habitat progress. Save Game and Load Game options are now in the Settings screen in-game, and Load Game is an option on the Main Menu and upon player death.
Notes:
To save in-game, hit ESCAPE or click the Settings button at the bottom-left, and choose Save Game. You can load a saved game from the Main Menu, Settings Menu, or upon the death of your Habitat HQ unit.
The save and load system currently saves the following data: Your habitat configurations and positions, resource counts, and number of engineers. When loading a save game, you will notice that the “world” of loose space junk will have changed around you. In addition, you will be given a new mission upon loading.
If you save your game with any user-generated Junk Workshop content as part of your habitat, then delete that content from Junk Workshop, loading your save game file will not work properly.
The save-game file is in plaintext JSON format. It is not encrypted and can be shared with others or modified (at your own risk! be sure to make a safe copy).
Locations of save files:
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
More data will be saved in future versions including mission progression!
* Random missions. Take on space stations and nano machine clouds for rewards at random points along the map.
Notes:
There are two types of missions in this first version: Station hunting and nano cloud defense. They will be picked at random. Once a mission is completed, a new one will start in 30 seconds.
Click on the mission tasks in the list in the top-left to zoom your camera to the target in order to aid in navigation.
Be sure to collect the reward at the end of the mission to fully complete the mission.
Many more mission types will be unlocked as we continue development.
* Tutorial mission. Learn the basics about building, flying, and fighting in orbit!
Notes:
If you’re a first time player you’ll be asked if you want to play the tutorial upon clicking Start Game. If you say No, you won’t be asked again.
You can access the tutorial at any time through the Tutorial option on the main menu.
This tutorial covers only the most basic operations. Deeper tutorial concepts will be covered as we continue development.
* Brand-new user interface for habitat control - major rework of buttons, resource counts, and more
Notes:
A lot has moved around to make way for the mission list and in order to give a more responsive feel to the game’s controls.
You’ll find most of your controls along the bottom-left corner. Resource counts are now in the top-left.
Keyboard controls remain unchanged.
Features We Missed
* Fog of war - this one didn’t make the cut for the v0.30 update, falling behind save, missions, and the tutorial system. As it can dramatically impact usability and gameplay, we want to be sure it’s up to scratch before unveiling it, and it wasn’t ready for primetime. Stay tuned!
Smaller Features and Fixes
* Selecting “Build Connector” mode no longer makes projectiles disappear
* Turret angles no longer “nudge” accidentally when selected in HAL
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!
- 4gency
Next Update - What's coming!
Greetings Habitat Commanders!
In one week, Tuesday September 30th, we’ll unleash our next update for Habitat, v0.30, with a host of new features - including savegames! Here’s what you can expect:
Mission System
Time to saddle up and get your Habitat to work! With this update we are introducing the first iteration of our randomized mission system that will have you hunting, delivering, and surviving all over the map. Track your progress with an interactive task list and get clear guidance on your next target with HUD callouts.
Fog of War
Space is vast and dangers lurk everywhere. New in this update, the Fog of War system introduces the need to scout ahead and take caution as you travel and approach mission zones.
Interactive Tutorial
New to Habitat? We’ve got you covered without the need to flip through a bunch of slides. In this update we’re introducing the first version of our in-game tutorial. Jump right in and follow along to get your orbital wings.
Save/Load Game System
And there was much rejoicing! Save your Habitats, resources and mission progress and return to them at any time.
And More…
As always, there’s going to be plenty of bug fixes, changes and tweaks to accompany these larger features - a full changelist will accompany the update on the 30th. We’re excited to keep building Habitat and making it even better for you! See you in orbit!
--4gency
Steam Workshop Now Live
Howdy Folks!
We're pleased to bring you V1 of our Steam Workshop integration.
Junk Workshop featuring Steam Workshop - creating your own space junk for use in-game is a reality! Import your own FBX models with PNG textures, set mass and health properties, then share with others using Steam Workshop. Easily subscribe and download custom space junk from other Steam community members for endless customization!
Major New Features * Junk Workshop featuring Steam Workshop - creating your own space junk for use in-game is a reality! Import your own FBX models with PNG textures, set mass and health properties, then share with others using Steam Workshop. Easily subscribe and download custom space junk from other Steam community members for endless customization!
Smaller Features and Improvements * Updates to construction interface: can now “break” away from grid without right-click, only showing weld nodes when valid to connect.
* New button to enter HAL, just above the New Engineer button.
* More graphically responsive buttons, main menu, hover states.
* A number of graphical updates. Nebulas, screen shake, shiny metal, new lasers, maybe a little lens flare…
* Additional explosion and combat sounds.
* New musical theme used in HAL and Junk Workshop, music now crossfading
New Space Junk * Impossible Booster - makes more energy than it uses. How can this be?
* Get four more space junk types (Limo, Shake, Fries, UFO) through our Steam Workshop page.
Bugs Fixed * Can now build engineers from HQ even if it’s not connected to other items.
* Short range weapons - saw, drill, T-Rex - given more health.
* A number of small scaling changes on booster rockets.
* Limits set on # of engineers and connectors.
* No longer able to get into bad state when moving in and out of HAL.
Habitat Getting Steam Workshop Support on Monday September 15th
Greetings, Habitat Commanders!
This coming Monday, September 15th marks the day we open the doors to Steam Workshop support for Habitat, giving our community the chance to start creating their own unique space junk, as well as giving all Habitat players the option to use custom space junk content, either locally or downloaded from Steam Workshop.
For players and creators, an in-game browsing interface allows users to quickly see the custom items they have created or subscribed to on Steam Workshop, and makes re-skinning easy.
For creators, an easy-to-use in-game editing interface will allow creators to import FBX models (exportable from many popular 3D modeling packages), select a custom texture, assign collision volumes, weld points for attachment to Habitat space stations, and set properties including mass and resource production. The created item can then be saved locally for use in-game or shared out with Steam Workshop so that others can download it and use it in their game.
In line with our Early Access Principles, this is just the first version of Steam Workshop support we are offering; we're committed to expanding our support to include even more customizations and functionality as we keep rolling out updates. We are excited to see what you will create!
And, while we are the most excited about the Steam Workshop support this update provides, we will also include a number of gameplay improvements and bug fixes - as always, you'll get a full changelist when the update is made available.
See you Monday!
--4gency
Habitat Major Update - v0.20
Major New Features
Howdy folks - we are pleased to announce that version .20 is now live and includes all of the following. We're working hard on getting more and more content in the game for you.
* "HAL" - the Habitat Management Interface: access it by pressing ENTER in-game. HAL gives you an easy way to view your habitat's resource production levels, health and combos, and lets you tweak various properties of your habitat nodes such as booster rocket levels and turret firing rates.
As we build out the game, HAL will become even more powerful with the ability to upgrade your stations, set up complex actions, manage engineers and more.
* Combo System: Certain objects will now unlock combination bonuses when attached directly to certain other objects. Look for adjacency bonuses with multiple resource generators of the same type, and the first three combos: the Ammo Box, Turtle Cat, and AI Brain.
If you unlock a combo, you'll see it visually indicated on screen, and it will also appear in the HAL. Experiment to find what works!
* Precision Construction: Based on your feedback, we have entirely overhauled the habitat construction interface to give you more reliable angles and distances on a grid so you can build balanced, symmetrical habitats!
When you choose an item to attach to your habitat, bring two blue weld points together to display the grid. Move your mouse cursor over the grid square you want to place the item at. C and Z still rotate pieces, but at fixed 15 degree increments. Press V and B to change the source and destination weld points you wish to use - no more trial and error!
* Habitat HQ - the Hero of Habitat: As we have built out our plans for the upcoming missions and travel system in Habitat, we realized we need to make sure you always have a home base. We're introducing it in this build as the Habitat HQ.
As your starter piece, the HQ will always be where your engineers are built. And, it's the heart of the Habitat project - if it gets destroyed, the game is over. You can still build as many habitats as you want, but there's only one HQ. Decide whether you want to move it or keep it in one spot - just keep it safe!
Smaller Features and Improvements * Enemy stations now target engineers - watch out!
* Many more particle and explosion effects throughout.
* Engineers now come in a variety of suit colors.
* Saw and drill now show when they're cutting into things.
* Connectors now show when they're taking damage (for Dubwoofer, etc).
* Tips added to loading screen.
New Space Junk * Ammo Box - Combo with projectile weapons for firing velocity boost.
* Turtle Cat - Combo with booster rockets to supercharge with turtle (cat) power.
* Piston - Extend and retract. Combine with the robot arm for maximum flexibility.
* Girder - Build and reinforce your habitats in style.
* Ion Rockets - Fly with electricity instead of fuel!
* Electrical Generator - Pure power. Stack up for bonuses.
* AI Core Brain - Combo with turret weapons for auto-targeting.
Bugs Fixed * Better joint stability.
* Much more stable robot arm.
* Engineers destroy enemy stations much more reliably.
* Destroying connectors no longer does damage to stations.
* Destroying nodes during attachment no longer results in a bad game state.
* Enemy station turrets much less likely to shoot own station.
* Weld points no longer render underneath highlighting.
* Camera bounds to prevent clipping through Earth.
* Can no longer select main menu items while in splash screen.
Thank you all for the amazing support!
--4gency
Update - Version .15 is live
New Features and Improvements:
* Improved resource tracking: Know exactly how much fuel, electricity and omni you're gaining or losing in your habitats in one place - no more floating text!
* Female engineer voices: Space is a place for all adventurers! American and British voices, more to come!
* Bonus crates: Grab these special crates for a one-time boost to all resources!
* 3D audio: Sounds now play in 3D - grab your headphones!
New Space Junk:
* Explosive inflatable rubber duck - adorable. Deadly.
* Locomotive cattle-catcher - how the machines of old settled their differences.
* Vulcan cannon - short-range rapid-fire destruction.
* Satellite pack - several new types of satellites, all with onboard boosters.
Tweaks and Fixes:
* Numberpad + and - keys now zoom in and out
* Rockets now have symmetrical weld nodes to make connections easier
* Habitats can no longer emergency brake without enough Omni
* Camera can no longer clip through Earth
* Camera can no longer go past edge of game world