Just wanted to give an update on where the game is at.
I have some art work that is being created and it may be 1 - 2 weeks or so to get it in. After I get that I'll incorporate it and upload this current update. There are approximately 18 bug fixes/changes incoming!
Some of the art is a new framing graphic and portraits for FPS levels. Another is some alterations to the bridge so that space combat can take place entirely from the bridge view but not feel too constrained by the smaller view screen window. I'll keep the option to go full screen, but the default will be bridge view as this view gives a better sense of the ship you are controlling and your crew.
That should be the last update before announcing an official release date and sending out publicity emails and review codes.
Thanks for playing!
Pax East Report!
This past weekend I showed the game at the Pax East convention in the Pax Rising area. It was a great time and I was able to observe many players go through the game. All the feedback was very encouraging!
As a result of some things I observed I'm going to take a little time to work on some tweaks to the game. These tweaks are mainly visual and text based and primarily will not affect game play. They will help give it that bit of polish I think is needed to get the game over the last edge to completion. I'll keep you updated. I'd still like to aim for a mid to late May release!
Thanks everyone for playing!
New Version Uploaded: Early Access .91
Almost there now!
-Fix FPS healing amounts
-Fix not allowing pickups after blockade is finished
-Random supply altering events during travel will no longer repeat
-Balances to score calculations
New Version Uploaded: Early Access .9
Another week another update! Really getting close to simply locking this down!
-Balance changes for Hard Difficulty level to make more difficult.
-Reward amounts balancing for all difficulty levels
-Stores now have credits which means you can't sell unlimited amounts of goods for an unlimited amount of credits.
-High score leader boards are now only reported and saved for Medium and Hard difficulty.
-Blockades will no longer show up on 2 planets in a row.
-Fix for alerts to crewman/ship deaths during hyperspace travel.
New Version Uploaded: Early Access .88
Another week, another release! This week we have some bug fixes as well as balancing of some stats to (fairly) increase the difficulty level of the game and also make hard difficulty a little more of a challenge.
-Fix FPS health going over 100
-Fix reviving crew from stasis not subtracting credits cost
-Fix 2 achievements not firing: First Contract and Intergalactic Bureaucratic
-Fix rescue mission not applying ship damage
-Fix FPS Ui when have multiple weapons, the weapon switch indicator overlays the key indicators.
-Fix lighting glitch after some space missions.
-balancing changes for total days for delivery as well as various supply rewards and costs.
-Balancing change to oxygen extraction
-Slight change to fuel extraction timing.
-New Achievement added for perfect repair.
Please note the High Score leaderboard will reset upon official release.
Question for the community:
If an update comes out and the balance changes so that new players have less ability to generate higher scores than old high scores, should we create a new leaderboard for that version of the game?
Thanks for playing!
New Version Uploaded: Early Access .87
With this version I've added steam leader board support.
Because of this, save files will now be encrypted. If there are any issues related to the new encryption of saved games please report this on the forums. I'm especially interested in non - US language based computers and if there are any bugs related to that.
I've almost settled on an official release date. I will post about that in the coming couple weeks.
Thanks for playing!
New Version Uploaded + Mac version + Linux tests!: Early Access .85
Yesterday an update was pushed out that that has 2 small fixes as well as adds support for Mac computers!
Changes:
-Remove fade transitions between rooms.
-Altered various text displayed in game.
-Add Mac support
In addition, early Linux support is in the works. If you have Linux you should be able to download a version through steam. I've had some issues getting this to work properly on Ubuntu. If you have Linux and want to give it a test, please let me know your results.
Thanks for playing!
News and Patch Uploaded: Early Access .84
Hi Everyone,
Here is a new patch uploaded that fixes a few bugs.
-Fix space mines not obeying game volume
-Fix space mines remaining alive after mini game ends
-Intel can now be found as a reward for certain missions
-Fix fuel extraction achievement
-Fix end game achievement
At this point I'm still collecting feedback and bug reports but ultimately I'd like to start wrapping the 1.0 version up and get ready for a release. I think we'd be looking at April or early May for an official release.
Up until now I have not been making mac or linux builds as they take time to make and it felt better to spend time on the game. So, I think soon I'll start posting builds for mac and linux!
Thanks for playing and keep the comments coming!
New Version Uploaded: Early Access .8
Hi Everyone,
As we inch toward a final release, I've added a bunch of changes that are aimed at balance, refinement, and polish. One of the bigger points is to bring focus away from the mini games and more into the management side of things.
In all honesty I find that this release is a bit easy for myself to play through (on medium) but since I am so intimate with the game, I don’t think that’s a bad thing. I would like to hear feedback from others on how difficult the game is for them, especially those that haven’t played much or at all.
Modifications/Additions:
-Increase wormhole study reward
-Add confirmations to passenger event choices
-fix being able to order soup without having enough credits
-fix travel times during hyperspace
-New UI for purchasing intel.
-Add UI for viewing intel in various places such as store screen, trading, nav, etc..
-SPACE: projectiles colliding will now always destroy each other.
-New Event find robot floating in space.
-fix pirate blockades appearing on planets with no stores.
-fix repeating FPS mini game types
-NEW Background art for various sections of the ship.
-Fix FPS robots not having correct health causing them all to be destroyed with 2 shots. Now different robots will correctly survive different amounts of hits.
-Add melee weapon for the security officer in FPS
-SPACE, increase enemy count during mini games.
-Various small UI fixes.
What’s next?
I’d like to keep adjusting the balance based on feedback and polishing the game up. At this point I’m looking at an April launch, I think. No promises.
Thanks for playing and please let me know any and all comments!
Early Access Status Report
Just wanted to give a quick status report. I have an update almost ready to go. Waiting on one more piece of art to come in. Once I have that, I'll implement and then upload the update! It's a decent update with some balance changes as well as new art for various sections. Hopefully will have that ready in next couple days.