People, we've just released a hot fix! Here is what changed for v0.6.04b9:
BUG FIX
- Some rooms occasionally didn't respond as intended to player's interaction, especially regarding powering them up and therefore turning it's doors automatically. Those were fixed so they won't be a thing anymore.
BALANCE
We’ve noticed that the players were spending too much time eating and sleeping, and this hotfix is taking a step towards fixing that.
- Maximum hunger a player can have (1 to 4 players) increased from 300/280/280/280 to 600/300/300/300;
- Maximum fatigue a player can have (1 to 4 players) increased from 800/600/600/600 to 900/600/600/600;
- Hunger recovered by the Pumpkin (1 to 4 players) increased from 50/50/50/50 to 100/50/50/50;
- Hunger recovered by the Salad (1 to 4 players) increased from 120/100/100/100 to 200/100/100/100;
- Hunger recovered by the Chicken (1 to 4 players) increased from 180/150/150/150 to 300/150/150/150;
- Door's closing time (1 to 4 players) increased from 8/5/4/3 to 15/5/4/3;
- Cleaning Robot's energy cost per second (1 to 4 players) increased from 3/3/3/3 to 2/3/3/3;
- Fatigue recovered by the Armchair (1 to 4 players) increased from 50/50/50/50 to 100/50/50/50;
- Fatigue recovered by the Sofa (1 to 4 players) increased from 80/80/80/80 to 160/80/80/80;
- Fatigue recovered by the Bed (1 to 4 players) increased from 110/110/110/110 to 220/110/110/110;
New Difficulty Director Update! v0.6.04b6
Hi everyone! The patch notes for the version v0.6.04b6 are here! The major focus of this sprint was the Difficulty Director and the features that surround it! Items tagged as [COM] were changed based on community feedback.
READY, STEADY.. CLEAN!
We felt like Out of Space lacked a more controlled pacing to its difficulty. Whether the match is easy, hard, boringly harmless or completely impossible seems totally out of our hands right now and we addressed that issue.
Hence the Difficulty Director, an AI implemented in this update that both provides dynamic difficulty to the game and sets up moments of peace amidst all the chaos caused by the aliens. We want it to make the game challenging but not relentlessly so. We will be constantly interacting with its values based on the players’ feedbacks, but the should feel less tense and more interesting now.
THE VENTILATION SHAFT
Ventilation Shafts are an alternative way for dirt to spread in your space house. With a clear anticipation and in a totally preventable way, the ducts can eject dirt from the ventilation directly into that shiny floor of yours. Cautious players need not to worry, though. Keeps the ducts clean with a water bucket will keep your friends and your belongings safe =)
As of this version, it will get the floor and any worstation near it dirty from time to time if unattended. The frequency of that may vary depending on the dynamic and progressive difficulties of the game.
CHANGES AND ENHANCEMENTS
- [COM] You can now choose your character on the matchmaking screen! This long awaited feature is finally here. You can use L1/R1 (or equivalent) or Q/E to do so.
- The alien model was optimized to support more detailed and expressive animations.
- Enhanced animation for sleeping on couches, beds and on the floor. Transition animations were also improved to avoid weird moments like when a character floats away from the bed.
- Enhanced animation for opening doors, so that the character doesn’t step outside the door area anymore. That makes it more consistent if the character is going to get dirty or not by opening doors.
- New animations for falling from hunger and for waiting to get fed on the floor. We used to have the same animation for both this and sleeping on the floor.
- Recycler’s collider reduced to prevent it from blocking a door regardless of the position it was built in.
- [COM] Bucket’s animation is now more responsive and no longer delays before actually throwing the water. This should improve the players’ control over where it hits.
- New visual effect for the Fog that covers closed rooms. Now it has an animation and a variant opacity so the players can still barely see what is inside the rooms.
- Doors of abandoned rooms now get dirty regardless of alien interactions, turning into possible spawn points for alien eggs.
- Enemies no longer hide under appliances. They only interact with them for a while in order to get them dirty and then keep living their lives.
- The objects now have more thrust and gravity applied to them, meaning they will behave in a more believable way and boxes flying like cannonballs upon a Broom hit will no longer be seen all the time.
- [COM] Dirty system on the floor was enhanced to reduce the chances of invisible dirt and inconsistent feedback regarding the act of cleaning.
BALANCE
General
- Alien flee speed was increased from 2,5 to 4 and its flee distance was increased from 7 to 15, meaning it has now a higher chance of leaving a room and reaching other places in the house.
BUG FIXES
- [COM] Mop no longer flickers when players hold it.
- Rooms now consider the next room’s max alien number before spawning eggs there.
- [COM] The Pumpkin Garden can now be deconstructed anytime.
- The Pumpkin Garden’s highlight doesn’t apply to the particle visual effects.
- The Lamp now turns off its light when out of power.
- Television now behaves properly when out of power.
- Mixer no longer stops working when disassembled and reassembled in another room.
- [COM] Power Outlets are now more consistent, meaning rooms without energy or with a socketless outlet shouldn’t appear as much as before.
- Alien Eggs that hatch on doors will no longer explode in dirt, to prevent it from affecting the other room as well as the intended one. This is a temporary fix that will possibly be reworked in the future.
- [COM] Water from the bucket no longer goes through the doors.
- Aliens have a new icon that shows when they are stored in Refrigerators.
Out of Space - Feng Shui Update!
Hi everyone! The patch notes for the version v0.6.03b8 are here! This update brings an important feature to the game: decorations with passive buffs!
NEW DECORATIONS
As we said before in our community, we’ve always loved the idea of letting players decorate their space-homes. When we gave up on the coziness bar, though, we felt like decorating for aesthetic customization alone was not enough to encourage players to buy decorations.
To fix that, decorations will now grant passive buffs, whether globally or in a certain area, affecting the player or the environment.
The buffs are the following:
- Bookshelf: makes appliances (that require energy) more efficient. Generally speaking, the time they require to clean, cook, process or recharge is greatly reduced. At the time of this patch, the amount of reduction is at 50%.
- Lamp: Aliens are slowed when affected by its light. This debuff to aliens is applied in the entire room, reducing their speed by 50%.
- Nightstand: makes armchairs, sofas and beds in that room decrease player’s fatigue 50% faster.
- Plant: slowly reduces the fatigue of the players in the room over time. In this particular version, it restores 5 per second.
- Portraits: eating in the room satiate the player 25% more and also satiate friends in the same room for 40% of the base value of the food ingested.
- Rug: creates a safe area over the rug that is invulnerable to dirt. The floor still needs to be clean by the time you assemble the rug, though.
- TV: adds a 60% discount to a random item at the shop. This discount is applied to one item for every TV in the ship and two televisions won’t ever choose the same item to apply the discount on. The chosen items will be randomized again every 60 seconds.
LOCALIZATION SHEET IS NOW AVAILABLE
Localization sheet is now available for everyone who wants to create new languages. English (standard), Portuguese, German, French and Creole are available thanks to the community. Chinese and Russian are available only with the Google Translator version and we will soon have some people checking if it makes any sense soon.
If you want to help the community with a new language, you can join our discussions at our Discord server. We have a channel called #oos-localization for announcements, suggestions and chat around this feature.
CHANGES AND ENHANCEMENTS:
- VFX for when the aliens prepare to get inside a workstation and for the fruits becoming dirt after becoming rotten were changed.
- Enhanced animation for sitting (and sleeping) on armchairs. The character sits faster and has a proper resting animation over the furniture piece.
- The doors were changed (even more) so that the animations for opening them won’t teleport the layer to the dirt and the character’s change of position will look smoother.
BALANCE
General
- Maximum number of aliens per room (1 to 4 players) reduced from 4/6/8/10 to 4/5/6/6;
- Starting dirty floor cells to trash bags ratio increased from 15 to 20, meaning that less trash bags will be generated at the start;
- Refrigerator item slots increased from 6 to 8;
- Timer until the first alien spawn (1 to 4 players) increased from 30/15/10/0 to 30/15/10/10;
- Alien spawn cooldown (1 to 4 players) increased from 80/30/20/10 to 80/30/20/20;
- Numbers of eggs upon game start (1 to 4 players) reduced from -1/0/1/2 to -1/0/1/1, with -1 meaning it will wait one cycle before increasing the number over time;
- Time aliens spend hiding under appliances (1 to 4 players) reduced 25/30/35/40 > 20/20/20/20.
Shop prices
- Portrait’s price increased from 15 to 20;
- Bucket’s price reduced from 45 to 40;
- Rug’s price reduced from 30 to 25.
Recycler rewards
- Pumpkin’s value increased from 5 to 8;
- Trash Bag’s value increased from: 4 to 6;
- Salad’s value increased from 8 to 11;
- Chicken’s value increased from 8 to 13.
UI
- Shop’s portrait icons for the items have been improved to be more coherent.
- Shopping UI reworked to better fit the new needs of the decorations. The description is now closer to the focus of the players while shopping. This feature is still a work in progress, even though it is fully functional.
BUG FIXES
- Names for item boxes and cocooned player’s interface are no longer invisible.
- Bookshelf only builds on walls again. The floating bookshelf is no longer a thing.
- Inactive rooms now have their appliances and their doors get dirt, so that they are still a threat to players even with the aliens on standby state.
Patch Notes v0.6.02b11
Hi everyone! Here are the patch notes for the version v0.6.02b11. For this update, we prioritized getting what we already have in the game to a better state, in general. That means that we prioritized bug fixes and enhancements over new features. Those tagged as [COM] were issues reported by the community, and we thank you all for that.
LOCALIZATION/TRANSLATION
An interesting fact about our Early Access release is that, until the moment of this update, more than half of it's purchases were made in Asian countries! The reasons behind that are still unclear to us, but it made us rethink our plans of dealing with language and translations only closer to the full release.
But to do that while we create new features and items every week without having half of the game's translation regularly outdated and broken is challenging, to say the least. We decided to approach this as we did with GoPP and enable the community to change the language files until we get to a more stable build and translate it in a professional level.
This feature is still not available to the players, but If you want to help the community with a new language as soon as we release it, you can join our discussions at our Discord server. We have a channel called #oos-localization especially for announcements, suggestions and chat around this feature.
CHANGES AND ENHANCEMENTS
- A new track for one of the game's music layers was added. This makes the transition between the early and the late game's music less abrupt.
- The Salad Bowl, a new fruit-based food, was added to the game. The chicken is now made by placing aliens in the microwave (eww). But seriously, we felt like we needed more choices regarding the act of eating and allowing the aliens to be cooked doubled the number of possibilities for the players.
- Now the room's fog is working with 3 states: When the room is totally closed, when it is powered off, and when it is on. This further helps us communicate the consequences of removing a battery from a socket, for example.
- New animation where the truck leaves the house's porch after "dropping" the players there. This is a first step towards using the truck as context for the shop delivery in the future.
- The doors were changed so they don't visually go through the walls when open. That was more of a visual issue that bothered us for quite some time, but we are sure some will agree they strongly affected our perception of the game's level of polishing.
BALANCING
- Cooking a fruit now results in a Salad, instead of the vegan alien.
- Hunger rebalanced for the addition of the Salad, that can be used twice. Chickens can now be used 4 times instead of 3.
- Food-related values changed:
- max hunger: 280 -> 300
- fruit: 50 (1/2/3/4 players)
- salad: recovers 120 (1 player), 100 (2/3/4 players)
- chicken: recovers 180 (1 player), 150 (2/3/4 players)
UI
- Settings window with new layout.
- Now it's possible to change Refresh Rate and Language in the settings window.
BUG FIXES
- Fixed screen canvas anchor for 4:3 aspect ratio and ultra wide monitors. The game should look as intended in those monitors now.
- Kitchen Table is no longer transparent.
- Cleaning Robot now reaches rooms further away from its base and he always comes back to cleaning after recharging.
- Alien eggs now always spawn on the right side of the door.
- Victory title screen adjusted.
- [COM]: Now it is possible to give food/items on players who passed out while they interacted with something.
- [COM] Rooms no longer have a chance to spawn without doors.
- [COM] Items don't float on an invisible ceiling anymore.
- [COM] Characters can no longer walk through the shower while it is being used.
- [COM] Any given resolution only appears once in the setting screen, instead of having repeated options.
- [COM] The timer for manually opened doors now pause with the game.
- [COM] Powered doors no longer shake as if they were about to close.
- [COM] Audio settings no longer reset when the game restarts.
- [COM] The sound effect of the door opening no longer plays at the start of the game (finally).
- [COM] The sink no longer destroys the bucket when it gets dirty. Instead, the bucket over the dirty sink becomes not intractable.
We had to fix the current version of the game, so users can properly report bugs using the in-game tool.
So, currently, our newest available version v0.6.01b5 has mainly two diferences:
Fixed a bug (actually a debug feature) that when typing "P" in the report bug screen the game would reload and open the main menu.
Fixed a bug where the game Log wasn't being sent when reporting a bug by the user.
Thanks, for all the feedback so far. You're all amazing!
Out of Space is out now on Early Access!
Out of Space is now available in Early Access!
Our game is currently purchasable through Steam! Important to state that the game is fully playable, but still in development. This means that those who choose to get the game now will be joining us while we learn what the community likes and expects from the game and use that to make it better for everyone.
It's going to be great to have the game accessible for players outside our Discord Community as well! Open development has been our thing for a while and we can't wait to open it even more. Talking about the community, big thanks to all of the members who helped us so far! You rock, honestly.
If you are interested in joining us along this Early Access journey, you can get the game with 15% OFF on the link below:
Strategy co-op multiplayer game about living on a spaceship with your roommates. You'll need to generate resources, take care of a deadly alien infestation, upgrade your appliances and build your own sustainable space home. Living together is never easy, especially when you are in outer space!
Why Early Access?
Our process of developing games has always been very open to the community in the past. We usually show our games under development in more than 10 events throughout the year and we find that to be the best approach to making games. We want to make the game for the community, and instead of us trying to guess what you want, why not making it an open process?
Our project Out of Space has already benefited from the feedback of the community during its first versions. Since 2018 we're doing livestreams on Twitch/Youtube and keeping everyone engaged in our official Discord Server.
By releasing this game in Early Access, we hope to continue to grow our community and get more people involved in its development.
Approximately how long will this game be in Early Access?
We plan to have it on Early Access throughout 2019, but we're open to extend it depending on the community feedback.”
How is the full version planned to differ from the Early Access version?
We want that the final version of the game to give a sense of completion to the player, with missions, achievements and unlockables, a complete tutorial and the ability to play with your friends or anyone online. The main goal is to make a game interesting enough to keep you going back for more for every match. Right now, we have a fun and almost feature complete match, but we lack persistence and progression to enhance the game’s replayability.
What is the current state of the Early Access version?
Out of Space contains the most important features of the in-game match: The ability to buy and build new technology, the need for taking care of your stamina/fatigue and your hunger, the procedural level generation, the basic resources, batteries and organic materials, also the basic enemy system and AI. Also, right now, the game is only playable as local multiplayer or solo.
Will the game be priced differently during and after Early Access?
We plan to have the game during Early Access with a fixed discount of 15%. After that, the game will be launched with the full price.
How are you planning on involving the Community in your development process?
Our plan is to make the community a big part of the development process so, every 2 weeks we will have the same cycle of:
- Gather and analyse all feedback and analytics from past cycle.
- Plan the current cycle of bug fixing, updates and features.
Inform the community on Discord and Steam Forums about the current cycle and upcoming features.
- Start production and continuously keep track of the community feedback.
- Every Thursday 4pm (EST), the dev team will do a live streaming about the upcoming changes (Twitch, Youtube and Steam)
- Launch a beta version to the most interested players, and then release the stable version to everyone else at the end of the cycle.
PAX East is over, and we're so happy with the results! Hundreds of you come by our booth to check the game, and the feedback was amazing.
We've being taking this path of open development, where we develop the game openly with the community, and so far it's amazing. We are constantly updating the game and our community from our Discord Server is playing and testing all the way.
And last week, we showed the game at PAX, in the INDIE MEGABOOTH area, and it was amazing to see what we need to improve and what you already liked in the game. We have tons of things to do after the show, and we're very excited to see all those things being implemented.
Right now we're rewriting this whole Steam Store description, and we're adding new screenshots and the teaser video.
We'll soon get back to you with more news about Out of Space!