Check it out if you want to know a bit more about what the start of 2019 will bring for Space Impossible.
ALPHA 16.1 Released
ALPHA 16.1 fixes a few issues found with the initial ALPHA 16 release.
For a full list of fixes please check out the forum post here forum post
ALPHA 16 Released - Happy Holidays
Christmas has come early for Space Impossible. ALPHA 16 is a big update, mainly focused on improving AI performance and capabilities. There's also a new change to how vessel building is handled, and some quality of life improvements. We hope you enjoy all the changes and improvements ALPHA 16 brings and as always we welcome any feedback.
We'll be back in the new year with more ALPHAs, our current next goal being Hangars with ALPHA 17.
For a full list of all the additions and changes as well as how they all work please check out the forum post here forum post
ALPHA 16 Pre-Release 3 Available
ALPHA 16 Pre-Release 3 is now available. In this Pre-Release Build we've added some significant features including reinforcements, a new integrity system and the return of collision sounds!
This is a pre-release build so all the usual things apply, it will have problems (some of which we know about) and it may break your universe.
If you still wish to give it a try check out all the changes and details here : https://steamcommunity.com/app/416240/discussions/14/3374780959388663359/ and how to access it here: https://steamcommunity.com/app/416240/discussions/14/1735468061766868200/
ALPHA 16 Pre-Release Build 2 Available
ALPHA 16 Pre-Release 2 is now available. In this Pre-Release Build we've added some new features, polish and bug fixes from Pre-Release 1.
This is a pre-release build so all the usual things apply, it will have problems (some of which we know about) and it may break your universe.
If you still wish to give it a try check out all the changes and details here : https://steamcommunity.com/app/416240/discussions/14/1736595227859162843/ and how to access it here: https://steamcommunity.com/app/416240/discussions/14/1735468061766868200/
ALPHA 16 Dev Post & Pre-Release
Hi everyone. It's been about six weeks since our last news post, and we're well on our way into ALPHA 16. The focus on this update is improving AI in combat as well as fleshing out some of the AI capabilities. Over the last few weeks we've been working first on AI combat.
We've focused on AI targeting, they can now engage other AI ships/vessels that belong to factions they don't like. Targets can be dropped if they're hidden from sight, or get too far away. However, if you're the only other enemy in the area, you still unlikely to be ignored. Many AI ships can now engage in idle behaviors, where they will go on patrol around the area, looking out for enemies. We've also improved AI weapon useage and improved their behavior in attempting to get their weapons on target.
Another behavior we are planning to include in this update is for the possibility of AI fleeing (if they feel the battle is not in their best interest). In the future this will lay the ground for more sophisticated behavior like repairing or possibly even mining.
Once that is done, we'll be focusing on AI/player interaction. Now that the hailing system is in and working to our satisfaction, we'll be adding the capability for AI to hail you. This can be expected in situations where you are not wanted (like entering a hostile region) or a very friendly area.
Finally, we've got plans for actually distress calls. One where the AI may call in reinforcements if you can't disable them fast enough.
On the other side of things, we've taken the time to flesh out and polish a few features. When a hostile AI ship targets you, the navradar will now reflect that. We've also revisited the Manufacturing UI, and improved some elements, including queue flow and how enhancements are affecting your manufacturing.
We're still some weeks away from the full update release, but we're releasing a Pre-Release build today. The usual business applies--it's optional etc, but please give it a try and let us know what you think of the changed AI behavior. We'll do atleast one more Pre-Release, and possibly more as things get nailed down.
Head over to the changelog to see whats in the Update so far.
To try the Pre-Release out, follow these instructions
ALPHA 15 Released
ALPHA 15 is now available. This release now gives you something to slot into those long-time empty bridge mounts, Bridge Components! Bridge components come with a number of effects and abilities we call "Enhancements". Enhancements can improve existing components or add new features to your vessels such as "Cloak" which allows you to sneak up on AI and other players.
As per usual this ALPHA also contains fixes for a number of bugs and some small secondary features.
For a full list of all the additions and changes as well as how they all work please check out the forum post here forum post
ALPHA 15 Pre-Release Build 1 Available
ALPHA 15 finally adds Bridge Components. While Bridge mounts have been present for a long time now, the Bridge Components are now available, and bring some special abilities to the vessels where equipped.
If you would like to check out this pre-release build all the usual things apply, it will have problems (some of which we know about) and it may break your universe.
If you still wish to give it a try check out all the changes and details here : https://steamcommunity.com/app/416240/discussions/13/1743346190281899981/ and how to access it here: https://steamcommunity.com/app/416240/discussions/13/1743346190281884851/
ALPHA 15 Dev Post
Hi everyone! ALPHA 15 is well under way. We are proud to finally be bringing Bridge components to the helms of every ship. Bridges will feature stats and abilities that make your other components shine. All bridges will have "enhancements". Enhancements are bonuses, penalties and other unique abilities that alter the characteristics of your vessel or the components that are mounted within. Additionally there will be "enhancement sets" that have some rules associated with them. Example:
These enhancement sets all have a "under ", "at " and "over " logic that we're hoping will make for some really interesting builds. You will only be able to have one enhancement of a specific type at any time, but it will be possible to have different enhancements that affect the same stat/capability/components active at the same time. That means NO: 2x 'Enhance 1', but yes: 1x 'Enhance 1' AND 1x 'Enhance 2'.
Also, the ability to Cloak is coming. Cloaking will visually hide your vessel. Firing your weapons or activating your shields will cause cloak to automatically drop. You will be able to move while cloaked, but exhaust will be visible and will show up on the scanner. We still need to make sure AI will behave accordingly. We've also been receiving a number of good bug reports (mostly minor, thankfully), and expect to have a majority of them fixed as well.
There have already been some really cool workshop entries, so please check them out, and feel free to contribute.
Check the official workshop guide for more information on how to upload your own vessels. NOTE: Due to a mistake on our end, the uploader tool wasn't properly available to all game owners. That has been fixed, so if you tried it before and couldn't download, please try again now.
We have also decided to shift around the other priorities/goals we announced when ALPHA 14 was released. We have decided that ALPHA 16 will be an entirely AI update. We will be going over the AI from bow to stern, improving their combat decisions, and hopefully make them more fun to engage with. No more half measures!
A Pre-Release will be done for ALPHA 15 as soon as its ready, probably in a week or two.
ALPHA 14.1 Released. The Workshop is here.
Originally we had planned to release workshop support as part of ALPHA 15 but have decided to release it early as Alpha 14.1. This is just the first step in Steam integration and therefore only supports Ship/Vessel templates and languages for now.