Objects in Space cover
Objects in Space screenshot
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Genre: Role-playing (RPG), Simulator, Strategy, Tactical, Adventure, Indie

Objects in Space

Version 0.9.9 - Beta

Hi everyone!

The 0.9.9 version of the game went live on the beta branch a few hours ago!

The two biggest additions that are included in 0.9.9 and are coming to the game as soon as they leave beta are Mod support and LAN multiplayer scenarios.
It's a big update, so it will stay on the beta branch for some time for testing reasons.

If you can't wait to try the new features or want to help with testing, you can always jump on the beta branch and see a preview of how they'll look like: check out this topic by Elissa with further details on how to do so.

There also are two new pinned topics if you want to leave your thoughts and feedback about any of these two features specifically:

Thank you for playing Objects in Space!

Developers Update

Hi everyone!

In case you missed it, Elissa posted quite a big update on what's coming to the game in the next couple of weeks.

You can read the full update in her pinned post in the Discussions section.
Spoiler: it's about mod support, multiplayer, Linux and more!

Also, another good news: 1.0 release is coming on 1st March, as you might already know from the Objects in Space official Twitter account.
You can expect a whole lot of new story content as well as the new features that will soon be added in the 0.9.9 patch.

Early Access is almost over and there's a lot to be excited about in the very near future of the game.

Thank you all for playing Objects in Space!

Patch Notes for v0.9.8.4


Version 0.9.8.4 Patch Notes



Alterations:

  • Stealth meter in ships is now more granular.
  • New emails ready to be downloaded prompt an audio tone.
  • Number of unread news articles displays on the messages/new screen on the bridge.


General:

  • Fixed a bug where removing ships that had been destroyed caused a crash under certain conditions.
  • Fixed a bug where either the player or an NPC pirating from another ship could sometimes cause a crash.
  • Fixed a bug which could cause a crash when getting hit by a certain type of torpedo.
  • Fixed a bug where a pirate could steal cargo you are moored to and cause a crash.
  • Fixed numerous bugs with invalid characters causing issues displaying certain news items.
  • Fixed similar issues with several conversation trees.

Patch Notes for v0.9.8.3


Version 0.9.8.3 Patch Notes



Alterations:

  • Commerce menu now highlights selections if they have items in them - for instance bounties, licenses, contracts...
  • Set up factions so licenses can be bought for "narrative-only" trade factions while in sandbox mode.


General:

  • Fixed a bug which caused sporadic crashes when a pirate vessel lost contact with its intended piracy targets.
  • Fixed a bug which sometimes made authority vessels not fire on a belligerant.
  • Fixed a bug where sometimes merchant or authority ships might run with their IFF off.
  • Fixed a bug where Authority vessel weapons would show as blue (player-launched).
  • Fixed a bug where the number of contracts for a given faction could be incorrectly calculated for a trading station.

Patch Notes for v0.9.8.2 and v0.9.8.1


Version 0.9.8.2 Patch Notes



General:

  • Fixed bug where ships would sometimes hail you in EMCON mode and carry out conversations as if you hailed them.
  • Fixed a bug when attempting to moor with cargo pods using autopilot with very slow ship configurations.


Version 0.9.8.1 Patch Notes



Alterations:

  • General speed-up of in-space private comms.
  • Added ability to look at buy prices when hailing space stations.


General:

  • Fixed a bug when loading player armanents.
  • Fixed a bug where selling an old module could sometimes erroneously disconnect a replacement you had previously bought for it.
  • Fixed a bug where final waypoint ETA was not being calculated correctly on the nav map.

Patch Notes for v0.9.8 - Contracts&Criminals Update


Version 0.9.8 Patch Notes





Alterations:

  • Contracts are now streamlined - taking a contract loads the cargo, and you now deliver the cargo from the destination station's contract terminal.
  • You can now move cargo from your tablet by dragging it from pod to pod, while docked at a station.
  • Added ability for players to engage in piracy by hailing merchants and threatening them.
  • Added ability for players to use their hack modules to find smugglers, and report them for a profit to authority ships.
  • Added ability for players to report possible pirates to authority vessels, who will investigate the area.
  • Added ability to begin with no fog obscuring any point in the map.
  • Added an estimate of time to next waypoint and to final destination on the top-left of the nav map.
  • Added 'skipintro=true' option to config files to go straight to main menu.
  • Removed 'Time Compression Cancelled' message when beginning docking procedures.
  • Re-balanced the emissions rating of all components


Arduino:

  • Added a feature where a hardware_commands.txt file showing the current accessible boolean checks, numerical gets and ship commands (along with descriptions where available) are dumped to a file when the game is executed with hardware support on.
  • Fixed the TOGGLE_ and CONNECT_ commands.


General:

  • Fixed a bug where spinning up your jump drive or having your IFF off were not responded to by authority ships escorting you back to a base.
  • Fixed a bug where torpedos were not being saved sometimes in campaign mode.
  • Fixed a bug where clicking 'hail' on certain NPC ships would cause a crash.
  • Fixed a bug which could cause a crash while moving about in some derelicts.
  • Fixed a bug which sometimes caused a crash when undocking from space stations.
  • Fixed a bug which caused text clipping errors on the cargo screen while docked with some derelicts.
  • Fixed an exploit where a ship with no pods would re-load with two new ones no matter what.
  • Fixed a bug which could sometimes cause duplicate authority or military ships to appear in a sector after loading game.
  • Fixed a bug which caused custom graphic signage to not appear correctly on windows sometimes.
  • Fixed a bug where quitting back to menu would leave cargo from previous sessions there, allowing cargo duplication.
  • Fixed a bug where mooring with a cargo pod didn't re-set your currently selected pod on the moored object.
  • Fixed some visual glitches with the cargo/pod screen.
  • Fixed a bug where loading game on a space station sometimes made the UI appear the wrong colour.
  • Fixed a bug where hack and grappling modules incorrectly showed the percent-complete when in use.
  • Fixed a bug where PDA Note about Aya Grant contract remained indefinitely if you failed to get to the contract in time
  • Fixed a bug where colour was not being used correctly in the hack result emails.
  • Fixed various rendering issues with the waypoint ETA part of the nav screen.
  • Fixed a bug where a ship's own torpedo will count as a 'threat' when determining AI behaviour and detecting whether time compression should be allowed.
  • Optimised debug print routines to speed up game on machines with lower hard drives.
  • Fixed a bug where sometimes a contract could be taken when your cargo hold could not hold all the required goods.
  • Fixed a bug which sometimes caused non-steam versions to not run on Mac.
  • Fixed a bug where the tutorial notes still appeared in sandbox mode sometimes.
  • Fixed a freeze in the conversation with Black Annie Bolan
  • Temporarily removed an extraneous conversation with Sheng Xu which was causing crashes
  • Fixed a bug where a PDA Note to hack a ship for Avelina Dembo would stay indefinitely if you failed the hack
  • Fixed a freeze in the conversation with Mary Devlin
  • Fixed a freeze in the conversation with Jackson Farlane
  • Fixed a freeze in the conversation with Liam Ong
  • Fixed a freeze in the second conversation with Sharmilla Singh
  • Fixed a crash in the conversation with Marchelline Smith
  • Fixed a freeze in the conversation with Marie Marks
  • Fixed a freeze in the conversation with Angela Reddy
  • Fixed a freeze in the second conversation with Jinghua Wong
  • Fixed a freeze in the conversation with Sylvia Garcia
  • Fixed a bug where Tuisin Brown would appear constantly at any given airlock even after you'd already completed his mission


Proxima:

  • Fixed the hitbox issues with the Proxima's airlock buttons.
  • Fixed the camera position on the comms room's computer terminal.
  • Fixed the screen in the airlock and the bug when you click on it.
  • Fixed the lack of sound bug with one fo the proxima airlock doors.
  • Fixed a camera angle bug when using the component & terminal screen on the proxima.

Tell the devs!

Hi everyone!

In case you missed it, Elissa and Leigh posted two topics in the Discussions section asking for feedback and suggestions about two specific aspects of the game, the contract system and the achievements.

You can read the threads and leave your comments at the following links:

Feedback and Changes Coming for Contracts System

Creating Achievements

If you feel like writing your impressions and thoughts, let them know what you think and what you would like to see in Objects in Space in the very near future!

Thank you!

Patch Notes for v0.9.7.1


Version 0.9.7.1 Patch Notes



Alterations:

  • Shifted descriptions of for-sale ships to a more natural order.
  • Shift-clicking when already in autopilot now simply adds a new waypoint to your existing waypoint set.
  • Re-balanced the amount of damage a second-hand module can contain.
  • Allowed binding of "Full Stop" command to a key.
  • Allowed filtering of module categories when in sell mode.
  • Set component purchases to keep top-left component selected to allow bulk-purchases more easily.


General:

  • Fixed a bug where some scene extras could be clicked on for a conversation, causing a crash.
  • Fixed bug where jump drive spin-up state was shown incorrectly.
  • Fixed a bug where torpedos could damage your ship while you were docked and not in freespace.
  • Sounds were not playing when changing selections for filters, etc.
  • Fixed a bug which caused AI ships following player to continue indefinitely under certain conditions.
  • Fixed a bug which sometimes caused actions in conversations to trigger more than once.
  • Fixed a bug where having a filter for modules on in buy mode would break being in 'sell' mode until you left it.
  • Fixed some bugs to optimise rendering speed of various trade terminals.
  • Fixed a bug where module types not used by playable ships (or at all any more) were still selectable as options when buying modules at a space station.
  • Removed some extraneous objects from the Ceres-class cabin.

Patch Notes for v0.9.7 - The Sandbox Update


Version 0.9.7 Patch Notes



Alterations:

  • Sandbox mode is now a thing - various options for startin a new game are now available, from starting location to difficulty options to disable tutorial or even story content.
  • Second-hand ships are now purchasable.
  • Provided more details on the selected nav map location/object.


General:

  • Fixed a bug where Authority and Military ships sometimes turned their IFF off.
  • Fixed a bug sometimes causing crashes when the player is hit by a torpedo.
  • Made text fields respond on key down rather than key up to make text input feel less laggy.
  • Fixed a bug where selection boxes wouldn't update correctly if the underlying data changed.
  • Fixed a bug where hitting 'Sync' in the comms room when you were already syncing would restart the process.
  • Fixed some issues chatting to people aboard ceres-class ships.
  • Fixed some issues with various story ships not hitting destinations correctly.
  • Fixed a bug where some story ships were not given the right look on the navmap.
  • Fixed various bugs with text rendering.

What's Next

Hi everyone!

Here's an update coming from Elissa and Leigh about what will happen to Objects in Space from now until the full 1.0 release. You can see the original post at this link

Hope you like it!


Hi all,

Been a bit quiet on this end as you may have noticed. Elissa and I have been working full-time to add new features to the game and keep the updates coming. We’ve got a few big things coming in the next few months, and wanted to update you all!

The Sandbox Update (late October):

Sandbox mode will become an option which spawns you in a star system of your choosing and never ends.
This will add multiple difficulty settings (which will also be available in story mode) so you can adjust the game to make it super easy or super hard to make money, or super easy or super hard in combat, adjusting the play experience to match what it is you want from the game.
Among other things to be added here or shortly after this update will be procedurally-generated derelict ships, new module configurations (stealth/power/efficiency-optimised versions), more variety of configurations of the three ships available to buy etc.



The Multiplayer Alpha Update (late November / early December):

Multiplayer will open up the existing scenarios (player limit TBC but probably 4-8 players) for LAN initially and hopefully internet play later.



Towards 1.0 (date TBC):

We’ve been adding in heaps more stories which take greater advantage of the game’s mechanics. The ones which are already in there are primarily missions involving you going from A to B because they’re the mechanically easiest ones to do, but expect more which involve ambushes, escorting ships, travelling without being seen, tail jobs, authority ship blockades and much more. The meatiest narrative stuff is yet to come!



Thanks again to all of you for playing the game, giving us so much feedback and continuing to let us know when you’re experiencing crashes and the like.

Leigh and Elissa

PS
Oh and for clarity:

Economic difficulty will affect your income for contract completion, while combat difficult affects your vs enemy sensor ranges and your vs enemy damage taken/given.

Starting finances is self-explanatory as is starting location.

But basically if you hate the trading and just wanna have combat challenges, you can do that. If you want the reverse, you can do that too. If you want to focus on the story and have the whole game be super easy, go for it? If you want no story at all and super difficult settings, that’s cool too.