Space Food Truck cover
Space Food Truck screenshot
Linux PC Mac Steam
Genre: Strategy, Turn-based strategy (TBS), Indie

Space Food Truck

OML Twitches



This Thurdsay, February 4th, at 3pm EST, Alex and I will be live streaming our playtest of the latest build of Space Food Truck on Twitch. Here's the link to tune in and see us in action! No biggie if you miss it, we'll be throwing a copy onto our YouTube channel afterward for posterity.

Hot Fix (0.9.178) - Fix for black screen on start up

We just deployed a small update in an attempt to fix a "black screen after logo" issue several have been reporting since the latest update. Updating SFT to the latest build should get you this fix.

In the event that you've moved off the main branch and are playing the game from the "thar_be_dragons" branch as a work around currently, please switch back to the main branch and give the latest build a go and let us know in the comments if it fixed your issue!

In the event it doesn't, and you are having issues and haven't discovered the work around yet, take a look at this thread:

http://steamcommunity.com/app/397390/discussions/1/458607699626137961/

It'll walk you through a quick fix so you can keep playing the game while we confirm it's been resolved or not. Thanks!

This is My Last Resort



Another weekly Space Food Truck Early Access update drops today as things are polished up both gameplay and graphics-wise for our target release next month.

The biggest change this week: Last Resorts are now 0/0 cards. Originally we had Sylk cards for adding Power to your collection and Ingredients for adding worth, but then Last Resorts were always on offer, for free, as a wimpy-but-balanced alternative. Not great for Power or Worth, but with no real downside. They were never meant to be enticing, so we've neutered them, and we're liking the way it changes your purchase decisions. Let us know what you think by emailing bugs at spacefoodtruck dot com!

Gameplay







Improvements
















Fixes











Weekend Update



Some new polish and animation makes it's way into Space Food Truck today, but the biggest improvement is actually under the hood. We've completely revamped the ZapMart's resupply deck, reducing it's size from 120 or so to 75. Functionally, this means that you can see everything the game has to sell you around turn 50-60 (depending how often you fly) instead of never seeing 40% of the stuff. Whether you find what you want early in the game or late is still up to chance, but now it's all definitely coming if you can hang in there.

Gameplay









Improvements











Fixes










3 New Difficulties: Mild, Medium, and Thai Hot!

Some snazzy new planet artwork and separate difficulties are coming your way in today's update to Space Food Truck Early Access! Now you can choose between Mild, Medium, and Thai Hot. Events, items, and arrival cards (the core game) will stay the same between each mode, but you'll find there are plenty of differences:

Mild








Medium







Thai Hot







Take these for a spin, and don't forget to let us know what you think by emailing bugs at spacefoodtruck.com! As always, we've got a number of fixes and improvements thrown into this build for good measure. More lists!

Gameplay






Improvements










Fixes







Hot Fix (0.8.159) - "Eureka" and Online co-op bug fixes

As always, huge thanks to everyone helping us via feedback and providing bug reports!

Fixes



  • Fixed hang-ups/freezing in online games involving the scientist using mimi-cube while other players were watching.
  • Fixed bug with Eureka event where it would incorrectly not find any research node to award.
  • Fixed bug where backtrack and wormhole would incorrectly deplete FTL if you had any.


Party in the bridge!

Order Up



The promised ingredients update drops today for Space Food Truck Early Access, along with a few other tweaks. Now each game you play will select its own subset of ingredients to use. There are 4 different rare ingredients you might be searching for, 6 different exotics, 7 common ingredient types, and 9 unique artificial ingredients. Hope you have as much fun discovering them as we did designing them!

Next update we have our sights set on multiple difficulties to help tailor the challenge to your preference and skill level. I've also got some more detailed planetary artwork in the works.

Here's a full list of what's new today:

Gameplay








Improvements






Fixes




Fresh Ingredients



We have a few items in our sights for upcoming Space Food Truck updates. One: the difficulty is too hard for some, but too easy for others. This is always the case in games, but in order to provide something fun for everyone, we've decided to add multiple difficulties. We had scrapped that for time reasons, but it feels like it'll take just as long to hone in on one difficulty that works for everyone. Not sure if this will be ready in our very next update, but it's high on the list.

Two: our enormous galaxy doesn't have a ton of variety when it comes to food. For that reason I've been feverishly outputting new ingredients, and now we're up to 26 different kinds! Coming next update, our galaxy generator will select a subset of ingredients to be used in each game, which is good news for those of you who are sick of chewing on space kale.

Keep an eye out for a fresh build of Space Food Truck later this week!

Hot Fix (0.8.156) - Handy Man UI Fix

Happy New Year! We're back from holiday and we've got a lot cool updates planned this month. We'll have more details on those tomorrow. Today is a tiny fix that addresses an arrival event bug:

Fixes



  • Fixed a bug where UI buttons would disappear after triggering the handy man event.

Hot Fix (0.8.155) - Doors & Power Charging

We've got a another couple of fixes/changes going into the new year:

Gameplay



  • Door repair cost reduced back to 1.


Fixes



  • Fixed card power charging bug.


In the meantime, we're still investigating ways to improve the overall difficulty curve. We've gotten responses from several players on the 'no resupply on revisited planets' rule and how it makes games extremely difficult if the map's generated layout makes for difficult traversal without re-visiting large portions. We'll be looking into that right after the New Year holiday along with several more bug fixes, new content (!), and gameplay tweaks.

Thanks so much to our early access players for their great feedback so far and happy holidays!