Space Bob vs. The Replicons cover
Space Bob vs. The Replicons screenshot
Genre: Role-playing (RPG), Adventure, Indie

Space Bob vs. The Replicons

Main Update 11 is Live!



It's here! The first significant content update since the 1.0 launch. Rather than spoil all the surprises, with overly detailed patch notes about the new content, here's a quick summary:

  • New Equipment to discover and upgrade.
  • New Highly Hostile Biome
  • New Hazardous Liquid - Acidic Goop
  • New Planetary Hazard Types
  • New Stalagmite Type
  • New Highly Toxic rain variant
  • New Flora
  • 5 New Planets
  • New Secret Areas
  • New Mysteries to solve
  • New Dave Dialog
  • 12 New Challenges/Achievements (Achievements have been renamed to Challenges)





  • Fog of War state is now saved and recreated upon reloading.
  • Methane liquid damage increased by 50%
  • Stalagmite drip damage tweaked to create more variance between biome types.
  • Fixed grass generation when loading from a save which could cause grass to incorrectly generate over some objects.
  • Increased the bonus score value for the radioactive Archic salvage items.
  • Permanent upgrade statistics are no longer reset after defeating the mothership and completing the game. They are now truly permanent and never reset.
  • Increased the maximum values that various combinations of permanent and temporary upgrade bonus' can reach.
  • Tripled the bonus score when finding a bonus upgrade machine with a stat that is already maxed out.
  • Archic balls no longer need to be filled with the Archic refueller before being placed into the mega Archic refueller however their resulting value is based on the quantity of resources they contained before conversion.
  • Grapple connections attached to the lander no longer automatically detach when entering/leaving the refinery ship unless the lander has a downward trajectory allowing the player to attach objects to a docked lander and fly out of the refinery ship without the grapples automatically detaching.
  • Areas and caves that disable Bob's jetpack also now disable his lander thrusters.
  • A new HUD icon has been added to indicate when Bob's jetpack or lander thrusters have been artificially disabled.
  • The lander hatch now detects if something is blocking it's ability to close and will stop with a warning sound.
  • Added a larger smoke effect to toxic stalagmite drips as they hit the ground.
  • Additional spawn points added for Archic balls
  • Additional planets are now considered essential and will exist in every game. This ensures that all three of the Archic refuellers are guaranteed to spawn in every game and that the new familiars can always be found and fully upgraded in every game.
  • Many of Dave's dialog messages are now preceeded by various sound effects to draw attention to important messages or warnings.





  • Fixed a bug that prevented the 'Required Materials' panel and 'Upgrade Now' button from updating after installing an upgrade until the player clicked on a different upgrade button.
  • The 'Release Grapples' hotkey is now disabled during scan mode to prevent unwanted disconnections while setting waypoints.
  • The lander directional HUD icon is now correctly deactivated if the lander has been destroyed.
  • Fixed an exploit with the Archic mega refueller
  • Fixed an issue where filled Archic balls placed into the Archic mega refueller could get stuck inside the machine or get pushed out of the side.
  • Fixed an issue where mega Archic balls (the ones created by the mega refueller) could disappear after saving and loading a game.
  • Fixed the visual depth of the mega refueller to prevent Bob appearing infront of it if he decides to climb inside.
  • Fixed an issue where objects that had previously travelled through a hyper jump inside the refinery ship and were then removed from the refinery ship would still jump with the ship rather than remain at the current planet as expected.
  • Fixed a bug that could cause the new waypoint hotkey UI to appear on the game complete score screen.
  • Fixed an issue where the first planet could be duplicated on a players first game after completing the tutorial.
  • Fixed an issue where the first planet in every game after using the jump gate would always be the same. This only happened for players who first completed the tutorial during early-access.
  • Score update audio pings can now only play if the score UI is visible.
  • The new waypoint system now correctly activates at the end of the tutorial. It is deliberately deactivated during the tutorial.


Have fun with the new content and don't forget you can leave a reply to THIS POST, with a link to your channel, if you plan to stream so others can come and watch.

Build 1.02 Now Live - New Features



There's some good news and bad news. The bad news is we found a bug that needed a hotfix. The good news is that along with the hotfix this build contains two highly requested new UI features: a new waypoint system that allows the placement of destination markers while using scan mode, and a new UI that lists all recently salvaged materials.

We weren't planning to release these features for another few weeks; they are technically the first part of the upcoming Main Update 11, but seeing as they were ready, and we were releasing an update, we thought why not let you get an early look at them. If you have any suggestions on how to improve these features or run into any issues, leave a comment below.

As always, have fun and take care of Bob.

Build 1.02 Changelog

Oct 26th
  • HUD indicators have been implemented pointing towards the Refinery Ship, Bob's Lander, and Bob himself whenever they are off screen.
  • Three user defined HUD waypoint indicators have been implemented that can be manually placed while in scan mode to mark potential destinations.
  • A recently salvaged materials UI has been added.
    • This appears automatically whenever an item is salvaged.
    • Each new item salvaged has it's materials added to the list and refreshes a 3 minute timer.
    • It will fade off screen after 25 seconds but can be reactivated by toggling in and out of the menus.
    • After the 3 minute timer expires, the list is reset to zero and will not appear again until a new item is salvaged.
    • If it's possible for Bob to craft a new upgrade this UI will now also display the message 'New Upgrade Available'

  • The labelling for various hotkeys on the Controls panel has been tweaked to include the new waypoint setting hotkeys.
  • The swap weapon hotkeys are no longer active while in Scan mode.
  • Fixed a bug that caused the anomaly icons on the system map to be too large when loading from a saved game. (Retro-active fix)
  • Fixed a bug that could cause the anomaly icons to be invisible on the system map under certain circumstances when loading from a saved game. (Retro-active fix)


Build 1.021 Changelog


Something was left activated that should have been deactivated so it was deactivated. It was nothing exciting, it simply caused the new target indicators to be visible at the main menu and during the tutorial. This would have confused new players so it needed a quick fix.

Build 1.022 Changelog

(Oct 30th)

Main Update 10 - Now Live

This update is a combination of a number of hotfixes that addressed a few bugs and added a handful of tweaks that have or requested by players since the 1.0 release last week.

Although it contains no major new content this announcement helps to keep everyone informed about the recent hotfixes and also offers the opportunity to let you all know how the launch went and how it has forced overall development plans to change for the foreseeable future. If you have any questions please don't hesitate to ask. I want to be as transparent as possible so you know exactly what is going on.



The various changes released since launch can be found below:

Builds 1.014 & 1.015 & 1.016

(15th, 19th & 22nd Oct 2018)
Edit: Since the initial release of Main Update 10, two further builds have been released. The changelogs for both updates can be found HERE)


Main Update 10: Full Changelog



Build 1.013 Changelog:


Overview:
Game physics engines are usually great but they are only approximations of real physics and sometimes glitch out and do crazy things. Space Bob uses Unity's Physx engine created by Nvidia. Even a power house like Nvidia can't create a physics engine that is 100% accurate and glitch free. Due to this, under extremely rare situations, things can go wrong and Bob can find himself stuck in a wall or falling out of his lander. Thankfully, these situations are so rare that most players will never experience them but they can happen.

Build 1.013 includes new tests that either automatically fix these situations or allow the player to resolve them when they happen.


  • Reduced the friction in the main ship to allow Bob to walk up slopes properly again.
  • The game now continually tests if Bob has become trapped inside another object.

    • When this happens a message will be shown to the player allowing the option to reset Bob's position back to the refinery ship. Resetting Bob's position is not currently automated to ensure that it doesn't happen at the wrong times.
    • When Bob is considered to be potentially trapped he will no longer take damage. This prevents death in these situations.

  • Under some extremely rare circumstances Bob could fall out of his lander. The game now detects when this happens and automatically puts him back inside. The player will be unlikely to notice that this even happened.


Build 1.012 Changelog



  • Fixed a bug in the tutorial that would allow Bob to grab the grapple gun before he was meant to. This would allow skipping an important part of the tutorial.
  • Increased the friction on all surface in the main refinery ship. Bob will no longer slide around so much in there. This also makes stepping on to his repair platform much easier.
  • Increased the friction on the conveyor belt and also added a little bounce to it.
  • Added missing friction to the tutorial planet surface to match recent changes to friction on rocky planet surfaces.
  • Added missing friction to the tutorial planet metal surfaces.



Build 1.011 Changelog


  • Fixed a bug that made the Mega Power Cube, found on the second defense station, unresponsive in future games if the player had previously installed it into their ship and then died before reaching the jump-gate.



Build 1.01 Changelog


  • Fixed the possibility of duplicate planets spawning or systems generating with less than 4 power cubes. (Tested on 10,000 systems once solved to be sure this time)
  • Fixed a bug that allowed navigating back to the main menu with a controller while viewing the game mode select screen.
  • Reduced the size of one of the rare Archic equipment spawns that was a tiny bit too large to fit through some doors.
  • Changed the collision detection type on Bob to be more robust.
  • Fixed a spawn on one planet that could potentially cause a triangle key to spawn inside an upgrade dispenser machine.
  • Fixed a bug that could allow air geysers to spawn procedurally on metal planks suspended in the air on a couple of planets.
  • Bob's gun aiming laser transparency reduced making it more visible. Requested by Steam user Misery.



1.0 Launch report


First, I must thank everyone who jumped on board and bought the game over the last couple of weeks, streamed it on Twitch, made videos, or helped to share news about the game's release. I've met some amazing people and love you all for your help and support.

Space Bob's launch helped us to break through the 1000 player barrier which is awesome but we still have a long way to go to cover the game's 2.5 year development time and costs.

Unfortunately, Steam has changed dramatically since the launch of my last game which caused me to significantly underestimate the level of exposure that Steam would bring to Space Bob's release. Now that Steam releases 70+ games a day they simply don't have the same amount of front page space to offer each new game like they did for my last game. We live and learn.

This created a much lower level of views, to Bob's store page, than were expected and in turn much lower sales. So, instead of being able to immediately jump in to post release content as planned I'm left with no choice but to spend the foreseeable future working to find new ways to let the gaming community as a whole know that this great little-big game even exists.

The good news is that Space Bob generates amazing feedback wherever it's shown but clearly times have changed and I underestimated how much time I needed to spend spreading news about the game prior to release. Instead I'm going to have to do much more of that now and it's going to take up a great deal of my time. I'd much rather spend that time on creating new content for all of you but I don't have much choice if I want to keep my head above water.

I'm not looking to get rich here. As long as we can reach the level of sales to keep my bills paid and food on the table I will be a happy chap, but if I were to put all my attention into development alone this is unlikely to happen.

So apologies to anyone hoping for new features and content to appear in the next month or two. I don't know how long it's going to take but I need to focus a great deal of my time on fixing the unexpected lack of exposure we've received first. If we get a lucky break, it could all change in a couple of days, but it would be foolish to plan for that.

With that said, bug fixes will always take priority over everything else. If you run into any problems be sure to report them and they will be resolved ASAP.

Please bear with me while I work on spreading the news about Space Bob's release and any help you can give towards bringing it to the attention of content creators, or simply sharing it with friends and on social media, is massively appreciated.

Space Bob leaves Early Access

It's time!

It's been 6 months since Space Bob entered early access, 18 months since the free open alpha became available for download, and 2.5 years since development first began, but Space Bob has now gone gold and left early access today.
It's been a fantastic journey and I've met so many great people along the way who helped to shape the game at every stage of development. I can't thank each and every one of you enough for showing support and making Space Bob what it is today.

I hope I did you all proud but our journey is far from over. Like Bob reaching the jump-gate, it's is only the beginning. I have some wonderful ideas brewing for post release content and you can expect updates and new features to continue to appear as often as they did during Early Access. There are still so many cool things to explore in the world of Bob and I could happily work on expanding it for years to come if there's enough support.

Whatever happens in the future, I'm extremely proud of how Space Bob turned out and now it's time to have some fun and make it even better. Thanks again and here's hoping for a successful launch.

Edit 3:


Good news. Steam solved it's issues with the New Releases listings within 24 hours and we hit New and Trending on the front page for many people today. :)

I'd also like to thank everyone who rallied behind the game over the past 24 hours. It made a huge difference and once again I can't thank you all enough.

Edit 4:


Build 1.01 Patch Notes can be found HERE.
______________________

Edit/Update 1: (Original edit)
Oh dear. Steam has changed so much since the release of my last game in 2015. New games no longer get a spot at the top of the new releases list on the front page, so Steam is generating very little traffic to us here. This is very concerning for me right now. Views are only about 5% of what I was expecting based on previous experience. If you can help to spread the word about Space Bob's release today it would be very helpful otherwise the game is going to disappear before anyone even knows it exists. Somehow we need to get it trending to grab that front page spot.

Edit 2:
Things are starting to make sense. It turns out there are some problems with Steams New Release buttons on the front page. None of them take you to an actual list of New Releases. At best it will show a list of popular new releases only, and when it attempts to show actual New Releases it shows a list of games that are not even released. Some even have release dates of 2015 and are still not released.

The only place I could find Space Bob in a new releases list was in a place that is not even flagged as being a place to see new releases - by clicking directly on the Games tab near the top of the front page. In there we are in the list of New and Trending but we don't appear in the New and Trending list on the front page itself. Go figure!

I've contacted Steam about this with lots of examples of what's wrong. Hopefully they can solve the issue but it might be too late for Space Bob to gain the exposure it deserves. Right now it's extremely hard for players to find the game without direct links. Wonderful!

Main Update 9 - Now Live

Space Bob's journey through early access has been incredibly useful in helping to smooth off the rough edges and the full 1.0 release is now just around the corner. This update includes the final balance tweaks and changes before that happens along with a couple of cool new features: hazardous weather and procedural grass.



Don't expect to find hazardous weather on every planet, or even most planets, as this would soon become more annoying than fun. Instead you'll run into the non-hazardous hail and rain far more often than the new hazardous heavy hail and acid rain. You'll be able to spot the differences easily though. Heavy hail is much bigger and acid rain is not only green but also fizzes into puffs of smoke as it hits the ground (see the GIF above). Needless to say, don't spend too much time in those conditions and get Bob underground quickly.

There was also a significant update to the score multiplier system in this update. The starting multiplier has been increased to encourage playing at higher difficulties by offering much higher scores for doing so. If you are looking to climb the leader-boards you'd be wise to increase the difficulty especially if you are an experienced player.

Build 0.99 Changelog



  • Hazardous weather added - Acid rain and heavy hail.
  • Procedural grass added to appropriate planets - (Every blade of grass is an individual polygon)
  • Camera shake added to explosions and various other game events.
  • The game now has a new logo.
  • The Start Menu has been redesigned to include and suit the new logo
  • The Start Menu now has a new button - Tips (a quick overview for new players)
  • Replicon expansion speed increased slightly. They now appear a little sooner after starting a game.
  • Act 3 Power Cube cave cable damage reduced by 33%
  • Increased the volume on the pistol select audio effect.
  • The first planet that the player sees on their very first game is now always the same to ensure a consistent first impression and experience.
  • Slight visual improvements to the pistol and plasma gun impact effects.
  • The starting score multipliers for higher difficulties have been increased. (Eg. The highest difficulty setting @300% damage now rewards a 8x starting multiplier).
  • Rocket Pistol crafting recipe altered to require nanotechnology
  • Tier 3 Jetpack thruster crafting recipe altered to require nanotechnology
  • Drop rates for nanotechnology altered (The main sources are now high level Replicons, MegaCube casing pieces, and some random archic loot items)
  • Savannah worm spawn frequency increased significantly.
  • Various UI cosmetic tweaks and changes
  • A non-family friendly word removed from one of Dave's messages.
  • Fixed a bug that would continually reset the permanent fuel optimisation bonus stat when launching the game.
  • Fixed a bug in the tutorial where under rare circumstances the sleepy sequence could start when Bob wasn't properly docked in his lander
  • Fixed a bug that would play the 'score updating' audio ping once per second during the 'View System Map' sequence of the tutorial until the player's score becomes visible once the tutorial was completed.
  • Fixed a bug that could sometimes cause Bob's jetpack thrust effect to remain active while inside his lander.



Note: If you were previously playing on a very low-end system and you find that the new procedural grass is causing any performance problems, please leave a reply. An option to turn it off can be implemented if necessary.

A brand new trailer was also released today here on Steam along with new screenshots and the new logo branding images that appear in the various places throughout Steam.

If you have some time for gaming over the next couple of weeks give this build a spin. If you run into any issues please leave a reply so that they can be fixed before we go live with the 1.0 build on the 28th Sept. Thanks and as always and have fun. We're nearly there!

NB: Additional hotfix patch notes for this update can be found here: https://steamcommunity.com/app/780390/discussions/0/1733213724895685424/

Release Date Announcement


I'm excited to announce that Space Bob vs. The Replicons will be leaving Early Access on September 28th.

Space Bob originally launched into Early Access in February 2018 with all of the major gameplay mechanics and story-line content already in place but Early Access offered a fantastic and unmissable opportunity to work directly with the players to polish off any rough edges while adding the remaining planned features and content. Space Bob would be a very different game today without all of your input and suggestions and I can't thank you enough for sharing your thoughts on what needed to be changed or improved.

With that said, game's like Space Bob are never truly finished. I could easily spend another two years adding new features and planets to explore but those pesky things called bills need to be paid. The good news is that everything that was originally planned is now complete and we are more than ready for a 1.0 release. The even better news is that development is not going to stop any time soon.

Bob's world has so much expansion potential that it would be a shame to stop here and the plan was always to continue development, adding new content and features, for a minimum of six months post release. I'm hoping this can extend much further but that is entirely down to you the players. If the game gathers enough support and momentum I can see development continuing for years to come. Time will tell.

So what's next?



In a couple of weeks we'll see the final early access game update. This will essentially be the 1.0 release candidate. This is going to include some last minute balance tweaks, new hazardous weather effects, and something that I've been wanting to see in Space Bob since development first began: procedural grass.


(HD Link : https://gfycat.com/GoodSphericalHippopotamus)

I'm so happy that I was able to finally solve how to pull this off without significantly impacting performance and I feel it adds a wonderful new level of detail and atmosphere.

Along with this update will come new branding which will include a new trailer, new screenshots, new promotional gifs, and a new logo. This is what I've been working on recently to get everything ready for release and it's why we haven't had a game update in a few weeks.

Any help you can give in playtesting the release candidate build will be massively appreciated so check back soon for the update and start spreading the word.

Launch initialization procedures activated: T-minus 31 days to take off!

Main Update 8 : Linux & Mac Support + More

(Edit: Build 1.01 is live and addresses a few bugs found over the launch weekend. The changelog can be found HERE)

Linux and Mac support became the primary focus of this update cycle but there's still plenty of tweaks and updates for everyone here.

A huge shout out must go to the redditors from r/linux_gaming and r/macgaming who volunteered to help out and especially to those who sent in their compatibility and bug reports. The Mac port worked flawlessly first time and although we had a few hiccups on Linux we were able to get them resolved and everything is now ship shape and looking great.

Space Bob is now available on 64bit PC, Mac and Linux systems with this build!



Build 0.85 Changelog


During the implementation of Mac and Linux support a number of small hotfix builds went live that also included a handful of other gameplay tweaks. Changes in those smaller updates are included here.

  • Linux and Mac support added.
  • New Antialiasing option added.

      FXAA is now an additional option. This is not as effective as any of the regular 2x, 4x, 8x options which use the far superior MSAA.
      However, MSAA is hardware dependent and is not supported by many integrated graphics chips. If the MSAA options fail to work the inferior (but far better than nothing) FXAA option is now available.

  • You can now write personal notes for each planet on the system map.
    • Please be aware that the contents of planets are procedurally generated so these notes are not planet specific but planet 'type' specific.
    • If you have two planets in a system that use the same base planet 'type' they will share the same notes.
    • These notes are persistent between games whether you live or die.

  • Significant update to the on-screen scoring UI.

    • New animations and sound effects have been added as the player's score increases.
    • Higher score increases result in larger more impressive score animations and sound effects.

  • Substantial rework of the Bonus Upgrades systems:

    • The chance for Archic Upgrade Dispensers to spawn on small planets and asteroids has been increased by 20%
    • The effect of 'temporary' upgrades has been increased significantly to make them far more useful immediately.
    • Due to the increased effect of temporary upgrades the dispensers now have a 50/50 chance to spawn temporary or permanent upgrades. (Previously 75% chance to be permanent)
    • These upgrades are now all shown in the UI as percentage based increases. Some previously used abitrary numbers that only made sense to the most experienced players.
    • Permanent upgrades are now saved immediately upon activation to prevent being lost if Bob died soon after unlocking them.
    • The Statistics Panel in Bob's main ship has been completely redesigned.

        The data now includes a breakdown of temporary, permanent, and total values for each statistic type.
        The panel now includes icons for all craftable upgrades that start greyed out but activate as upgrades are crafted or discovered via Archic upgrade dispenser machines.
        This allows the player to view their upgrade progression in one place.


  • Spider drop pod loot piece salvage materials altered.
  • Destroying the lander during the tutorial now triggers the tutorial fail state.
  • Carbon plant spawn rates increased on many planets and biomes.
  • Crystals and illmenite have been graphically updated with highlights and shadows to match the other recent visual updates.
  • Fixed a bug with the 'Max Framerate' setting on the Video panel not working on many machines.

      The 'N/A' option has also been renamed to 'Max' to be more intuitive.

  • Using the mouse to drag the camera in 'Scan' mode is now consistent across all framerates.
  • Fixed an issue that caused the low clouds to appear infront of trees on one planet.
  • Fixed a bug that could allow the player to see the edge of the game world when first entering Scan Mode.
  • Fixed a typo on the Leaderboards UI panel.
  • Fixed a glitch that happened if Bob was inside his lander when saving someone that would be a spoiler to name.
  • The refinery laser now detects very small objects.
      Small objects, that would previously fall below the height of the laser are now detected and will activate the conveyor belt.

  • Fixed a bug with the permanent Fuel Optimisation bonus stat.
      Due to this previous bug, the permanent value for this stat will be reset to zero when loading this update for the first time.

  • New Audio

    • A new sound effect has been added whenever the player increases their score multiplier.
    • A new sound effect has been added when the UI displays the results of using a Bonus Upgrade Dispenser.
    • New sound effects have been added when changing guns.

  • The on screen multiplier update effect now triggers whenever the player increases their score multiplier via increasing their salvage score by a multiple of 100,000 points.
  • The System map activation button trigger has been tweaked.
      When moving close to the system map on/off button, Bob empties his hand and points his finger at the button automatically. This also causes him to detach any grapples attached to his grapple gun. This can be frustrating while trying to drag grappled objects passed the system map screen. The size of the trigger that causes Bob to point his finger has been reduced and lowered. It's now much easier to jump or jetpack over the button to prevent Bob from pointing at it.





Development Roadmap - Leaving Early Access Soon


There's still 2-3 weeks left in the development schedule for final tweaks and updates, but this update brings us extremely close to what will be the 1.0 build. We're expecting Space Bob to leave early access near the end of September.

The remaining time is scheduled for behind the scenes stuff like updating the Steam page, updating screenshots, creating new trailer/s, new gifs and marketing. It's expected that the next 2-3 weeks at least will be spent on this type of preparation work with any final game updates coming closer to the 1.0 release.

Once the hubbub of the official release is out of the way I'll get back to full-time content development. My goal was always to support Space Bob with new content for at least six months after release and hopefully far longer if I'm finacially able to do so.

Please let me know if you run into any issue with this build, and remind me if you think I've forgotten a previously reported issue, and as always thanks for your continued support and kind words. We're nearly there folks.

Paul.

Main Update 7 - Now Live

Let's turn a few recent frowns into smiles.


Main Update 7 brings many difficulty tweaks to the standard game, player controlled difficulty settings, 9 new planets, and a host of other tweaks and changes.

If you've written a review discussing the game's difficulty please take the time to update it after trying out these changes. Let's get that review rating back over 90%.

Here's the TLDR changelog. A full explanation or the new systems and the reasoning behind them, can be found below.

Main Update 7 (Build 0.84) Changelog.


  • 9 new planets added.
  • Difficulty sliders added
  • Collision damage reduced by 30%
  • Additional collision damage reduction with refinery ship, planet surfaces, stalegmites, crystals and illmenite.
  • Per frame damage cap added to particle based damage to help reduce one-shot deaths.
  • Boss 2 laser damage reduced by 20%
  • Act 3 power-cube cave cable damage reduced by 33%
  • Jetpack thrust power increased to lift more.
  • Replicon expansion speed increased
  • Upgrade descriptions updated to be more informative.
  • Damage ring threshold added to show only significant damage.
  • Time between non-critical Dave messages increased by 50%
  • Bubble plant lifting power increased by 60%
  • The 'Play Now' button now reads 'Continue' after exiting via the jump-gate
  • Bob can now slide down steeper slopes without taking damage.
  • Fixed a bug that caused a power-cube cave to be not have a fog-of-war and no jetpack disabling effects.
  • Fixed a bug with archic resource balls giving 2000 micro-electronics rather than fuel or energy. (Leaderboards scores using this bug will be removed)
  • Added a failsafe to prevent a crafting bug exploit.
  • Fixed the cave entrance on one planet that could cause the lander to get stuck.




Patch Notes Full Information and Reasoning



  • Difficulty Sliders Added
    • Space Bob's design philosophy was always to keep things simple and clean and so difficulty options were resisted up until this patch. In hindsight, the benefits of offering the player the choice to change difficulty outweigh the desire to keep things simple. I think the chosen implementation is super clean and intuitive to use while also adding more strategy and depth to the end-game.

      On the game select screen, each game mode start button now has a slider below it which allows the player to alter the difficulty of the game.

      The slider for each game mode has 6 settings. 50%, 100%, 150%, 200%, 250% and 300% incoming damage.
      At 50% damage, the score multiplier system is disabled. This mode is great for practicing the game but not good for setting highscores.
      For each additional 50% damage over the base 100% damage, the score multiplier will increase by 1. So for example at 200% damage you will start the game with a x3 score multiplier.

      A similar difficulty system was used in my previous game NeonXSZ and allows players to tune the challenge to suit their current mood or taste while offering tangible rewards for players who want to challenge themselves.

      Incidentally, playing at 150% incoming damage in this update should feel similar to the damage levels in the last main update. Playing now at 200-250% incoming damage is closer to how damage felt in the original version of the game when it first released to early access.


  • Collision damage reduced by 30%
    • This was first reduced by 50% (many patches ago) then tweaked back to only be a 30% reduction (a couple of patches ago), and now it's back to the 50% damage reduction.

      This is the equivalent of a 30% damage reduction over Main Update 6. This reduction was first applied in the hotfix earlier this week.


  • Collison based damage with certain biome type environments reduced.
    • Desert, grass and savannah surface collisions have been reduced by 50%. Bumping into the walls and ceilings of planets that are supposedly covered in softer surfaces like grass, moss and sand should not do the same level of damage as bumping into the walls of rocky planets or hard metal surfaces. This helps to ease down the difficulty in a more interesting way than a universal damage reduction.


  • Collision damage with stalegmites, crystals, and illmenite reduced by 35%
      The various stalegmites, crystals and illmenite each have different collision damage values based on their type. They have all been reduced by 35%. It's meant to hurt more bumping into these than many other objects because they are considered sharp, but the damage was a little too high in hindsight.
      It's still not advisable to attach these objects so close to Bob or his lander that they constantly bump into and damage him though. That's just common sense and this type of damage is very easy to avoid.


  • Per frame damage cap added to particle based damage
      Running into the seed of a pink lancher plant causes the seed to explode and this used to be instant death. This was always intentional but although they are super easy to avoid it seemed unfair to insta-kill an inexperienced player with full shields. Dave warns the player about the dangers of things like these plants but some players feel that listening to Dave is a waste of their time.
      The new maximum damage possible from particles in a single frame now prevents this type of insta-kill unless the player's health is already below 50%.


  • Boss 2 laser damage reduced by 20%
    • It was previously possible to defeat this boss without taking any damage at all.
    • It was previously possible to defeat this boss by upgrading to titanium armor and letting the laser hit you if you were quick.
    • It was previously possible to defeat this boss relatively easily with the carbon armor upgrade.
    • The 20% reduction in laser damage should allow less experienced players to defeat this boss more easily.


  • Act 3 Power Cube caves electric cable damage reduced by 33%
      Contrary to a certain review it is possible to navigate past these cables without taking any damage at all. You need to learn to 'throw' Bob by grappling the ceiling, shrinking his grapple line to launch him into the air, and release the grapple so that he flies through the air at a speed that is faster than normally possible. They are also meant to be hard and require practice before they become easy.
      However, the cost of making a mistake and landing on the cables was a little too severe so the damage from the cables has been reduced by 33%.


  • Damage from collisions with the refinery ship walls reduced.
      This was already so minimal that Bob would need to bash his head into a wall 100 times in a row to kill himself, yet we still had a negative review complain that this was ridiculous damage and that flying around inside the refinery ship was somehow an unnecessary challenge because of this.

      To ease this terrible situation Bob can now bash his head into the walls of his refinery ship 200 times before he kills himself. (Seriously people, if you are going to complain and write negative reviews, ease up on the exaggerations otherwise it's hard to take any of your points seriously).


  • Bob's jetpack thrust power increased.
      The game is all about solving the logistics of lifting loot out of caves so making this too easy would be a problem. I've recently been wanting to increase the speed of loot extraction and this is a great way to do it without making any dramatic changes that could spoil the challenge.

      • Default jetpack power increased from 475 to 575. (Previously this was enough power to lift 2 crystals. It now allows lifting of 3).
      • Enhanced jetpack power increased from 575 to 675. (Previously enough to lift 3 crystals. Can now lift 4).
      • Advanced jetpack power increased from 675 to 775. (Previously enough to lift 4 crystals. Can now lift 5).

        NB: Bob's lander has 3500 basic thrust power so if your jetpack isn't strong enough try to figure out how to get your lander closer to the loot you want to lift. If that's not possible then you'll need to winch heavy loot which has infinite lift power. It's all part of the challenge of the game. Winching is slow but always effective. It's not always worth doing it but that's something that comes from experience.


  • Bob can now slide down steeper slopes without taking damage.
      A recent negative review made many highly exaggerated claims like "slightly slanted surfaces did damage to me". This is simply not true. Bob could happily walk up and down slopes at angles up to around 60 degrees off horizontal without taking damage. However, HIGHLY slanted slopes could still do damage to Bob. This is because as he slides down these highly slanted slopes his jetpack can drag against the slope/floor behind him and cause damage. This is intended.

      This tweak increases this angle closer to 75 degrees off vertical. This causes the jetpack to clip through the walls but makes this intentional damage less common.


  • Replicon expansion speed increased.
      This may seem like a strange one considering this patch is all about making things easier but a recent negative review complained that "Just starting you barely see them ".


      The player needs time to grab a few resources before the Replicons attack, so the fact that you barely see them at the start is intentional. In the past we had many complaints that Replicons expanded over the game world too quickly so it was slowed down. Now we have a complaint that it's too slow. This tweak puts the expansion speed somewhere in the middle. It's impossible to please everyone but hopefully this finds a happy medium.


  • Upgrade descriptions updated to be more informative.
      The descriptions for the armor upgrades have been altered to stress the strength of these upgrades.
      Rather than being vague they now state that each upgrade doubles the players defenses/protection.


  • Red Damage Ring Thresholds altered.
      When taking damage, a red damage ring appears at the point of damage. This varies in size based on the amount of damage taken. Previously this would show even minimal levels of damage and I felt this was creating frustration for the player where it was not needed. Taking 0.1 points of damage from 100 points of shield is not worth creating a damage ring for and it's unlikely that the player would notice that they took such minimal damage. They would see a damage ring and become frustrated.

      This change ensures that if the player sees a damage ring it is due to noteworthy damage being taken.


  • Extended the time between non-essential Dave messages to 6 minutes from 4 minutes.
      Essential messages are considered time dependent or situation dependent. Non essential messages are general small talk etc.


  • The 'PLAY NOW' button on the main menu now changes to read 'CONTINUE' whenever the player escapes through the jump gate.
      This is to make certain that new players understand that reaching the jump gate is not the end of the game but only the end of the first act of the story.




<*>No changes to Bob's momentum or fuel usage in the air.
    A recent negative review stated " the character physics were slow..." and "...the character has too much momentum"
    Too fast and too slow at the same time? I'm struggling to work out how to resolve that issue for you.

    The same review also claimed that Bob always used fuel while in the air which is also completely untrue. If you want to alter or maintain your momentum in the air or change direction then that requires the jetpack and therefore uses fuel. The jetpack has both horizontal and vertical thrusters. releasing the controls and simply falling uses no fuel.

    No change required.





Final Thoughts


I hope these tweaks resolve the difficulty related issues a few of you have with the game because if I make it any easier you'll be able to play it with your feet. I'm kidding of course but the game does need to retain a certain level of challenge and difficulty for it to be rewarding and worth playing.

If it can't kill experienced players occassionally then it's too easy. If less experienced players quit out of frustration then it's too hard. Finding the balance is always going to be tricky but hopefully the new difficulty sliders will resolve this for everyone.

A recent negative review simply said that permadeath ruined the game. As permadeath is expected in rogue-lites I can't fix that without 100 others complaining but I'm hoping the reduction in overall difficulty makes the permadeath less common and less frustrating so that it's no longer an issue for you.

Have fun, let me know if you run into any problems, and please share your thoughts on these changes.

Next up: Linux and Mac support. (If you are interested in helping out with this let me know. I'll be putting together a group of testers for this over the next few weeks)

Edit: Build 0.8401 contains a tiny extra fix for one of the exploit fixes in the main update.

Achievements and Leaderboards are new!

Update 0.8311 is now live. It contains only a new warning on the leaderboard and achievement panels to stress that the results only represent a tiny percentage of the game's user base. Only 1% of players have replayed the game since the last update so only 1% of players have completed any achievements.

This update was necessary due to the recent negative review trend warning that the game was too difficult based on the assumption that only 1% of players had unlocked any achievements. It also likely explains why we've had a recent flurry of negative reviews complaining about various difficulty related topics when this was never a problem in the past.

Please update your reviews if you made this incorrect assumption because it's hurting the game. If you personally find the game too difficult then please share your thoughts in this feedback thread dedicated to discussing the game's difficulty.

Negative reviews dramatically effect whether other players buy and support the game. If you enjoy the game, and want others to play and support it, but you also want to share feedback, writing a negative review is not the best place to do that. Please share your thoughts in the discussion area instead. I read and seriously consider everything posted there.

Thanks.

NOTE: This update is 10Mb because it also contains some new planets that are not yet enabled. The next 'main update' will include these new planets and many more.

Space Bob needs your help!

I would have prefered to not need to create this announcement but Space Bob needs your help.

A wave of negative reviews have suddenly appeared and although they complain about many different things they essentially all say the same thing in various ways: The game is too hard.

This has caused the game's 91% positive review rating to drop to 77% in a matter of days. Visitors to the store page have fallen off a cliff because of this and sales have all but stopped. Needless to say this is a very bad situation and totally unexpected.

I thought we had the difficulty balance about right. The difficulty of various elements of the game have been discussed here on Steam and tweaked many times so it was a complete surprise to suddenly see a flurry of negative reviews out of the blue all complaining about difficulty.

(Edit: It turns out at least one of these recent negative reviews was based on the fact that only 1% of players have completed the first achievement. The truth is that only 1% of the player base has replayed the game since achievements were added last week in the latest update. Things are starting to make sense.)

As a solo developer, one of the biggest problems we must deal with is that we know every inch of our games. We know how every mechanic works and so the game always feels too easy. We never get the opportunity to play a new feature or mechanic without already knowing a way to beat it or how to avoid it.

I'm not trying to make a super difficult game. The goal was for it to be challenging but only so far as to be consistently rewarding. Ideally I wanted it to be playable by every skill level.

I've made a topic in the discussion area to discuss the subject of difficulty and would seriously appreciate your support by getting involved. Unsurprisingly, sales have dropped dead after the negative wave of reviews and it could spell disaster if we don't get this resolved. There's a link to the discussion below.

If the game really is too hard for most of you, and more frustrating than fun, then tell me! This is news to me. That's why the game is in Early Access: to get player feedback and make any necessary tweaks. So please, speak up. Have your say. Let's get this fixed.

If you want to see Space Bob succeed please get involved and share your thoughts and experiences with the game.

Here's a link to the discussion on this subject.
https://steamcommunity.com/app/780390/discussions/0/1727575977555648848/

Thanks for any feedback you can share on this subject.