Planet S cover
Planet S screenshot
Genre: Real Time Strategy (RTS), Strategy, Indie

Planet S

Planet S - State of the game #6

Hey everyone!

Welcome back and Happy New Year! This year will be a very exciting year for Planet S as we will try to reach version 1.0 in the first half of this year! We dont have a lot of new stuff to talk about but we do want to give you an update on the roadmap.

Roadmap:



Here is a look at the current roadmap:



The important and sad news is that we have to delay the military update to the end of this month. The main reason for that is that we just didnt get as much done as we thought we would during the last two weeks and we are very sorry for that. The core features of the update are already working really well but we want to do more testing, balancing and implement additional quality of life features related to the new features.
Tldr: We are a bit behind schedule.

Current state:



QoL and Bug fixes from last SotG:


Not much has changed since the last SotG as we have focused on working on the next update (and because of the holidays):

  • FOV slider in the options menu - Shipped with 0.3.6
  • Part 2 of 3 of our transition to a new and improved text system - Shipped with 0.3.7


Big TODOs:



  • New text system - Currently in the works.
  • Rework and upgrade of the Tutorial system - We plan to ship this either with the Military Update or in a seperate update after that
  • Modding support (No ETA for that yet)
  • Terraforming (No ETA for that yet)
  • (Multiple star systems) - Maybe after Early Access


Quality of life:


Here is a list of QoL changes that are in the works or on our TODO list:

  • Markers or other visual improvements to help identify the poles of the planet you are on
  • Spaceships that are constructed by the spaceship yard spawn in each other
  • Ability to click hold and drag a building to a different location to make moving a building easier


Bugs:



  • There are still a couple types of desyncs that can happen and we are continuing to investigate and fixing those


That is it for this months SotG! Let us know your thoughts on all the stuff we talked about and sorry again for the delay of the next update.

Thanks for playing!

TeamJA

Planet S Version 0.3.7

Hey everyone and Happy New Year!

Here is our first small bug fix patch for 2023!

Bug fixes:


* Fixed a rare crash when decolonizing a planet

Multiplayer:


* Fixed another desync issue causing spaceships and trade routes to become out of sync

Engine:


~ The text system now utilizes TTF fonts for rendering (Step 2 of 3 of our transition to a more advanced text system to support more languages)

Thats it for now! The State of the game #6 for December will be out tomorrow!

Enjoy!

TeamJA

Planet S Version 0.3.6

Hi everyone!

This update brings a couple of seasonal christmas decorations that some of you have asked for on the Discord as well as some more bug fixes as usual.

Visuals:


+ Added some seasonal christmas decorations throught the game

Multiplayer:


* Fixed a critical issue that caused planet positions and rotations to go out of sync causing a ripple down effect into other systems
* Fixed a desync that could happen when accepting a diplomatic proposal
* Fixed a desync that could happen when upgrading a building very quickly
* Fixed a desync that could happen when deconstructing a building very quickly

Quality of life:


+ Added an FOV setting to the options menu

Bug fixes:


* Fixed a rare crash that could happen while in the diplomacy menu
* Fixed a crash related to the new trade routes menu that happened seemingly in random locations

Thats it for this update, enjoy!

TeamJA

Planet S - State of the game #5

Hi everyone!

Welcome back to this months state of the game! This time we will take a look at some of the stuff coming with the Military Update as well as the usual stuff of course!

Roadmap:



There were no changes to the roadmap since last month and we are on track for the release of the next update early January. Here is our current content roadmap:



Military Update:



The Military Update will bring a couple of new game systems and features to make combat between players (and in the future AI opponents) interesting! This includes the ability to declare war, attack enemy spaceships as well as buildings but also new spaceship types, different weapon types, new items and new defensive buildings. We wont cover everything in this post as we are not done with implementing everything and of course we want to keep a few suprises for the release! So today we will focus on two things: Weapons and siege of colonies.

Weapons:



The update will introduce spaceships and buildings that can attack other spaceships/buildings. Each building/spaceship will have a set of turrets attached to them. These turrets can attack within a defined angle. As a result of that the positioning of spaceships becomes a relevant factor based on what type of spaceship you are using. There will be two different types of turrets: Missile based turrets and laser based turrets. Missile based turrets shoot projectiles in volleys and deal damage per projectile. Laser based turrets shoot a continuous beam at its target that charges up over time to increase its damage. Here is a short video that shows both of these in action:



Each building / spaceship type will come fixed with one type of turrets.

Siege:



The easiest approach for this system would have been to just require a player to destroy every building in a colony to capture it but this would come with a couple of problems. For example spamming a bunch of defensive buildings on one spot would make it nearly impossible to capture the colony and having to destroy every building would make it really tedious. Therefore the siege system in Planet S will work differently:

  1. First, the attacked colony will go into a "siege state" as soon as a player attacks the colony of another player. The owner can no longer place any new buildings while the colony is in this state to prevent players from spamming down defense buildings just after a player attacks.
  2. Military buildings take a short amount of time to "setup"
  3. Military buildings will automatically be assigned to the next local garrison (this will be visualized while placing down for example a turret)
  4. The attacking player then will have to conquer every garrison of the colony to take it over
  5. To take over a garrison the player has to destroy a certain percentage of it at which point it will surrender
  6. Buidings will not get destroyed directly but instead switch into a "ruin" state. That way players can just upgrade the building back into its repaired and working form. This also helps quite a lot when repairing your colony after an attack as you dont have to remember what buildings are missing and where they were placed.


Sadly we dont have a demonstation video for that at the moment as its not quite finished yet so you will have to wait until next time!

This is just the first small overview of whats to come and we are really looking forward to your feedback on that!
We also had a multiple people suggesting to add nukes to the game and our answer to that is: Interplanetary nukes sounds quite High-Tech right?

Current state:



QoL and Bug fixes from last SotG:


Here is an updated list of the things we shipped in the last couple of patches since the last SotG:

  • Trade menu update - Shipped with 0.3.5
  • Setting a minimum amount of items that will always be kept in storage by trade routes - Shipped with 0.3.5
  • Being able to close windows like the trade routes menu by clicking outside of the window - Shipped with 0.3.3
  • Chat scrolling no longer being buggy - Shipped with 0.3.3
  • We also fixed a bunch of desync issues since last time but we are not quite done
  • Part 1 of 3 of our transition to a new and improved text system - Shipped with 0.3.5


Big TODOs:



  • New text system to support UTF-16 unicode characters - Currently in the works as mentioned above. Part 2 will bring TTF file support and rendering and part 3 will finish up the transition by adding unicode support to our UI system.
  • Rework and upgrade of the Tutorial system - We plan to ship this either with the Military Update or in a seperate update after that
  • Modding support (No ETA for that yet)
  • Terraforming (No ETA for that yet)
  • (Multiple star systems) - Maybe after Early Access


Quality of life:


Here is a list of QoL changes that are in the works or on our TODO list:

  • FOV slider in the options menu
  • Markers or other visual improvements to help identify the poles of the planet you are on
  • Spaceships that are constructed by the spaceship yard spawn in each other
  • Ability to click hold and drag a building to a different location to make moving a building easier


Bugs:



  • There are still a couple types of desyncs that can happen and we are continuing into investigate and fixing those


That is it for this months SotG! Let us know your thoughts on all the stuff we talked about!

Thanks for playing!

TeamJA

Planet S Version 0.3.5

Hi everyone!

This update brings the UI rework for the trade routes menu as well as multiple other changes and improvements.

Trade routes:


+ You can now set an item limit in each warehouse / spaceport of a colony by right clicking on that item. Trade routes will take these limits into account and keep at least that amount in stock (Example: If you set the limit for bricks to 20 and you have 30 in stock then a trade route will only pick up up to 10 bricks)
~ Reworked the layout of the trade routes menu to make it easier to greate new routes as well as to manage your existing ones
~ Trade routes now only transfer items into the same slot as selected in the trade routes menu
* Fixed an issue that caused trade routes to keep a colony after it was destroyed (by deleting all spaceports + warehouses)

Font:


~ We switched to a different more readable font that supports a wider set of characters. This is part 1 of 3 of our transition to a more advanced text system to support more languages

Multiplayer:


* Fixed multiple desyncs that were caused by lag spikes or by pausing the game

Bug fixes:


* Fixed a very rare crash that could occur while interacting with the UI

We are looking forward to your feedback on these changes! Enjoy!

TeamJA

Planet S Version 0.3.4

Hi everyone!

This is just another small patch with two critical bug fixes!

Multiplayer:


* Fixed a potential desync caused by citizen consumption rates getting slowly out of sync over time

Bug fixes:


* Fixed a bug that caused internal spaceship IDs to be mixed up when loading a savegame that caused trade routes ship assignments to become broken

Sorry for any inconveniences that the last bug might have caused! In case your savegame is affected, just send us a mail to support@teamjoal.com with your savegame file attached and we will reset all your broken trade route ship assignments.

Team JA

Planet S Version 0.3.3

Hey everyone!

This patch adds a french translation as well as a couple of small changes!

Language:


+ [NEW] French translation by Nav

Quality of life:


+ You can now close the research/statistics/diplomacy and trade routes menu by left or right clicking outside of the menu/UI

Bug fixes:


* Fixed an issue that caused weird chat scrolling behaviour
* Fixed an issue that caused the spaceport/warehouse UI to only show 4 instead of 5 item columns

Enjoy!

TeamJA

Planet S Version 0.3.2

Hey everyone!

Here is a quick little patch for a couple of common desyncs in multiplayer matches!

Multiplayer:


* Fixed a desync that could occur when renaming a spaceship
* Fixed a desync that could occur when adding a spaceship to a trade route
* Fixed a desync that could occur when demolishing a farm field right after the farm was demolished

Enjoy!

TeamJA

Planet S - State of the game #4

Hi everyone!

Welcome back to this months state of the game! This time we want to show you our updated roadmap as well as go into the usual stuff (TODOs., Bugs, QoL..). In this post we wont go into much detail about the next update because its still a bit too early for that but we do plan to go into more details in the next SotG and maybe even in a seperate post dedicated just towards that update so do look out for that.

Roadmap:



Our current plan is to have the Military Update ready by the end of this year / beginning of next year. Here is our updated content roadmap:



Current state:



QoL and Bug fixes from last SotG:


Here is an updated list of the things we shipped in the last couple of patches since the last SotG:

  • Statistics menu - Shipped with 0.3.0
  • Info icons above buildings e.g. when a building is paused - Shipped with 0.3.0
  • Hotkeys for tools like the pipette - Shipped with 0.3.0
  • Chat size and overflow improvements - Shipped with 0.3.0
  • Buildings light up just like during the night if another planet casts a shadow onto them - Shipped with 0.3.0
  • Fixed sounds sometimes overlapping very akwardly - Shipped with 0.3.0
  • The new button in the resource menu is sometimes invisible or visible when the opposite should be the case - Shipped with 0.3.0
  • Ability to throw items away / Delete items from a spaceship by SHIFT + Right clicking a slot - Shipped with 0.3.1


Big TODOs:



  • Trade menu update - Coming very soon, definitely this month
  • Rework and upgrade of the Tutorial system - We plan to ship this either with the Military Update or in a seperate update before that
  • Modding support - We saw some people requesting this and we are looking into ways to mod the game and we would be really interested in hearing your thoughts on this. Are you interested in creating a mod? What content do you want to mod? Do you want to install / use mods?
  • Terraforming (No ETA for that yet)
  • (Multiple star systems) - We checked if this would be possible and we think that yes this could be done but it would require a lot of code to be reworked and updated so we wont work on this feature during the Early Access period but may consider to work on this after Early Access


Quality of life:


We are still working on multiple QoL changes from last time. This is our current list:

  • Being able to close windows like the trade routes menu by clicking outside of the window
  • Setting a minimum amount of items that will always be kept in storage by trade routes
  • Markers or other visual improvements to help identify the poles of the planet you are on
  • Spaceships that are constructed by the spaceship yard spawn in each other
  • Ability to click hold and drag a building to a different location to make moving a building easier


Bugs:



  • There is still multiple types of desyncs that can happen and we are continuing into investigate and fixing those
  • There is a rare crash that can happen in a multiplayer lobby
  • Chat scrolling is still a bit buggy


That is it for this months SotG! We would love to hear your feedback regarding our last big update! As always please let us know if you have any suggestions for features / quality of life changes or if you encountered a bug that we havent looked into yet!

Thanks for playing!

TeamJA

Planet S Version 0.3.1

Hey everyone!

Here are a couple of fixes that address a couple of bugs! Some of these fixes were already shadow dropped as a hotfix during the last two days but are listed here for completness!

Quality of Life:


+ You can now delete an item stack from the inventory of a spaceship by shift + right clicking it

Bug fixes:


* Fixed an issue that caused the first spaceship to not work correctly after loading a savegame from before version 0.3.0
* Fixed an issue that caused the trader to desync in multiplayer (only a visual bug, didnt cause an actual desync)
* Fixed an issue that caused the dairy, charcoal kiln and fracking tower to not work at all
* Fixed biofibres not showing up in the statistics menu
* Fixed a desync related to diplomatic treaties containing money gifts/demands
* Fixed a UI icon alignment issue in the diplomacy menu

TeamJA