Hi :) Another pack of small fixes. Some of them are addressing problems with UI Scaling feature.
Arc Furnace rebalanced (Metal, Metallic Glass, Silicone - 5 times faster than using standard furnace)
Added knowledgebase entry on Pipe Overflow setup
Fix - Pipe item filter visible in overlay mode
Allow zooming in closer
temperature overlay - translations added
Prevent production using not researched blueprint
UI Fix - Knowledgebase UI
UI Fix - Filters (in Device and Transport Pipe Panels) now resize to fit all items
Have fun! And have patience if you're waiting for my response :)
v1.1.3
Hi there,
This update brings more languages and answers to some of the recent feedback - enjoy :)
Changelog:
New languages: Czech, Danish, Dutch, Hungarian, Portuguese (Brazil), Thai, Ukrainian, and Vietnamese
Added UI scaling
Fixed overlays for 4:3 aspect ratio
Fixed trade issue that blocked selling item - it was caused by items left in storage that no longer allow the given item
UI Scaling It's added as an experimental feature for all those who want bigger fonts. Look for it under Graphics option
🚀 MAJOR UPDATE is live! 💥
Space Architects, it’s time to return to your bases — a huge new update just dropped… and we’ve got a 60% discount to celebrate! 🎉
This update brings a ton of improvements based directly on your feedback. Here’s what’s new:
🧊 Temperature overhaul
Instead of one shared station temp, every grid cell now has its own. That means hotspots are real — and devices can overheat and go offline until they cool down. Time to get clever with your layouts!
❄️ Cooling pipes + Active Cooler
Manage heat like a pro using new cooling pipes and the powerful Active Cooler (it can chill to -50°C). Whether you’re fighting hotspots or cooking up some spicy room-based systems, this one’s for you.
🔧 Pipe-laying system rework
You asked, we listened. Laying down pipes is now way smoother — just pick start and end, and let the system do the rest. Of course, the old method is still there for fine-tuning.
💾 Faster loading & saving
We completely rebuilt the save/load system — what used to take 26 seconds now takes just 2.9 seconds. That’s 9x faster. Big thanks to everyone who flagged this!
🎶 And more...
Transport pipe speed doubled
20+ new background tracks
Device panels & overlays can now stay open together
Knowledgebase got scrollable image sections
Updated storage visuals + live fill bar
Devices can be named (shown in world space!)
UI and translation fixes
And a bunch of smaller tweaks & polish
💬 A massive thank you for all the bug reports, suggestions, and kind words. You’re literally helping shape this game, one patch at a time 🙏
🛠️ We’ve got more planned — more interactions, devices, maybe even crew reacting to temperatures… but for now, enjoy the update and let us know what you think!
💸 And don’t forget — -60% OFF for a limited time!
1.1.2 Beta
Hi, "This is one small patch for a game, one giant change for gaming-kind." Or so one of the crewmates said
Anyway, here are today's patch changes:
Change: Transport pipes speed increased x2
20+ new background tracks
Change: add temperature info to tooltip
Prevent metal spawning by the storage metal-not-allowed loophole
Fixes for French translations - thanks to Yalemon
Added a tooltip about using Shift when building to build multiple
Changed translation for a button to build a copy of a device
Attempt at solving a bug: game lag after a long pause can cause the crew to die
1.1.1 Beta Polish
Hi
This is a quick one - a few tweaks for 1.1 Open Beta in form of v1.1.1
Storage - repositioned visual representation of filtered item
All devices can have custom names (it was meant to be used for Storage, so I don't guarantee it'll look good for other device types)
Storage fill bar updated continuously (instead of in 5 steps)
Pipes overlay - polished switching between actions
Ability to connect neighbouring pipe nodes from pipe building interaction
Custom name will be displayed over the device
And can be set by pressing pencil in the Device panel
1.1 Beta is Live
Hi there! After all these months (3 to be exact), I'm proud to present to you the Open Beta release of v1.1
To participate, go to Space Architect properties, and under Beta, choose 1.1_beta - 1.1 Open Beta
But be warned, this version may contain an above average amount of bugs!
Warned you was, now, what's new in 1.1 Beta
Redone temperature system Instead of the station having a single temperature, each grid cell will have its own, thus allowing for hotspots to appear in mid to late game. This will make overheating devices more common.
Cooling pipes Introduced as a way to combat hotspots and possibly do other shenanigans (like making hot rooms?). Also, cooling lines need a place to transfer heat to, so an Active Cooler was added to the game, with the ability to reach chilly -50C (wear warm gloves when operating).
Refreshed pipe laying The most common negative feedback was about the pipe-laying system being unintuitive. For a long time, I had no idea how to improve it - until a few weeks back. Now you can lay the whole pipeline in one quick step - choosing the starting point and end point, and laid pipes will connect to form a pipeline.
The old way of interacting with pipes will still work to allow fine control over them.
Game load/save time The second most often mentioned thing was sluggish saving/loading. So, finally, I've taken some time and rewritten it completely. How did it go, you ask? Well, doing some tests with a save of chonky base, the old system took an average of 26s to load it, while the new one took only 2.9s. Making the new save system 9x quicker.
Also, don't you worry, old saves will still work (will be loaded with the old save system)
And some other, less important changes
Overlays separated from panels (so you could open device panel while in temperature overlay, without closing temperature overlay)
Knowledgebase has a few sections with scrollable images
Filter selection interaction (in pipes and devices) got tweaked - items in UI list don't change position when interacted with
Job system bug has been solved (I hope), which caused the dock to be unable to export items contained within.
Job priorities got missing Station Export priority added
Storage sprite got updated
What's next? Some devices/interactions might be added during beta, like ice melting in hot rooms, cooling it a bit down, or crew sweating/shivering, giving them debuffs. But the main focus for now is to make sure it's balanced properly and get rid of some bugs.
(A large part of this post got copied from the last post. I'm lazy like that, sorry :) )
See you soon, and enjoy 1.1 Beta :)
Still Alive - 1.1 Beta coming soon
Hi All,
The game is still being worked on, no worries :) v1.1 is almost ready, and while I'm planning to release it at the beginning of May, before that I'd like to get some feedback from You.
Soo... in a day or two v1.1 will be available as a public beta, so if you're not scared of a few bugs here and there - I'd like to invite you to participate :)
What will be there you ask?
Redone temperature system Instead of the station having a single temperature, each grid will have its own, thus allowing for hotspots to appear in mid to late game. This will make overheating devices more common. Some devices/interactions might be added during beta, like ice melting in hot rooms cooling it a bit down, or crew sweating/shivering giving them debuffs.
Cooling pipes Introduced as a way to combat hotspots, and possibly do other shenanigans (like making hot rooms?)
Refreshed pipe laying The most common negative feedback was about the pipe-laying system being unintuitive, for long time I had no idea on how to improve it - until now. Now you're laying whole pipeline in one quick step - choosing the starting point and end point, and laid pipes will connect to form a pipeline.
The old way of interacting with pipes will still work, to allow fine control over them.
Game load/save time The second most often mentioned thing was sluggish saving/loading. So, finally, I've taken some time and rewritten it completely. How did it go you ask? Well, doing some tests with chonky base save - the old system took 26s on average to load it, new one - only 2.9s. Making the new save system 9x quicker.
Also, don't you worry, old saves will still work (will be loaded with the old save system)
Now, I'm getting back to work, and see you again ina few days! Cheers, Albert
v1.0.11
Hi All!
With this update, you will be able to (finally) demolish those pesky Modules and Trusses, and remodel the station to your changing needs :)
Module/Truss deconstruction
Added shortcut (H) to center camera on the station
Dropped items piles near each other merge into one (up to a limit)
Dropped items that won't merge will change position if on top of other dropped items
[Fix] Pointer in scrap removal quest now hides when it should
[Change] After Storage filters change, if not-allowed items can't be exported due to limited space, they still can be used for other jobs
Defense towers - allow to put the same amount of ammo via pipes vs via crew
Storage filter export is more robust
Added crewmate names proposed by players
Added translations for Zoom In and Zoom Out shortcuts
[Fix] fixes to French translations - user suggested - thanks!
[Fix] Fix translation for 'You can't borrow anymore'
[Fix] Solved dropped items staying with yellow outline (occurred when clicking through multiple dropped items piles)
Added sounds - on button hover, and on panel closing
Update device and dropped items panel avatar background
Look at that changelog, it got too long, I could have released part of it sooner, sorry for that :D
v1.0.10
Hi folks, this update brings some freshly cooked changes to make the game less clunky :) Some changes to how jobs are planned, a bit of whacking at bunny protectors visits among other, minor changes
Hope you'll like them :)
Handle big export jobs - split them into easier-to-execute parts
Respect pipe outputted resources in planned (but not executable) jobs
Show representation of reserved space in the device (crewmates plans to put there something)
Added tooltip to button hiding quest tracker
quest about clearing scrap - point at the last 2 scrap devices
Crewmate turns in movement direction
Smarter defense targetting for turrets
Fix game loading with 'station under attack' when no attack is happening (will work for new saves only)
Fix game staying in uneasy music after pushing back on bunny protectors
optimize looking for defense tower targets a bit
UI Fix - resolve input field to not reacting to Esc key
UI Fix - prevent reselecting input field by double clicking Enter
Lang fixes - secure survival supplies quest - better description
🎄✨ Holiday Greetings from Space Architect Team! ✨🎄
Dear Players,
As the holiday season approaches, we want to take a moment to thank you for being part of our amazing community. Your passion, creativity, and support mean the world to us. 💖🎮
We wish you and your loved ones a Merry Christmas filled with joy, laughter, and cozy moments. 🌟 May your holidays be as bright and magical as the worlds we’ve built together! 🎅🎁
As we step into the New Year, we’re excited to continue this journey with you. 2024 will bring even more adventures, surprises, and updates that we can’t wait to share. 🎉✨ Thank you for being with us. Here’s to another year of fun and friendship! 🥂