This time it's all about the late game and various endings.
Fix game crash on Kurbads when Captain Howard is dealt with the Gamma gun.
Fix the EGOIST achievement and the related game ending.
Fix Peterson objects to you touching his junk barrel even though he himself gave you the task.
Unblock the "Become pirate" ending and more options to resolve the SEPIKODA crisis and finish the game.
Microfix 1.3.31
Fix BULTA-1 key crafting.
Micro-fix 1.3.29
Guaranteed spawn of a pipe on Kurbads.
Hotfix - 1.3.28
Small fixes:
EXCHANGE context option should respect armour and key restrictions.
Fix POWER DOWN option not showing up properly.
Fix blueprints drop.
Update 1.3.26 - Knock out
Small patch with a new bit of gameplay update.
Change level-up triggering timing & logic. Hopefully, now it'll be clearer when it's SKILL-up, and when it's STRESS-up.
Fix impossible to pick up keys from unconscious NPCs (e.g. Priit). Now it should be possible.
Fix unconscious companions still following even while floating.
Adjust & expand SEPIKODA sabotage endings.
Check companions when ending the combat - should prevent reported combat on/off glitching in certain situations.
Added a new ability to knock-out NPCs and switch off robots.
Most notable here, of course, is the new silent / on-lethal takedown option.
It requires you to approach the character undetected (hard) and then pass a melee skill check. If succeeded, the NPC is knocked out (but alive) and you can access their inventory and so on.
Seemingly similar but actually for a quite different use case, is the ability to power down a hostile robot, usually in combat. If you get close to a robot and have 5 AP to spare, you can try to power it down using SCITEC skill. (Granted, you pass the roll, of course.)
That's it for today, thank you for your feedback!
Patch 1.3.24 - Doors & companions
Thank you all for your patience - I've been collecting bugs and have accumulated the first pack of fixes and improvements.
The most important fixes, I believe are these:
Fix disappearing companions when entering VR.
Fix companions not allowing to interact with objects.
And here are rest of the changes:
Bonus insult lines when meeting a new person if drunk.
Make the passageway exit clearer in Kurbads underground caves.
Add quick save/load shortcuts: Ctrl + S to save, Ctrl + L to load.
Reduce the memory consumption of some maps.
Fix Cutter saw to work in combat. (It has special attacks.)
Auto-end combat mid-turn if an enemy is defeated and there are no other hostiles nearby.
Hold left Alt to highlight nearby interactive objects.
Temporarily disabled robots are not "sleeping" but have robot-specific options.
NPCs would keep weapons equipped if they deem the situation still dangerous.
Option to finish off knocked-out NPCs or destroy disabled robots.
Fix disappearing companions when entering VR.
Add an additional security officer near the Chief.
Add guaranteed spawn of Nominal tablets nearby the start location.
If companions cannot get to you when you change maps, teleport them near you.
Fix the unexpected spacesuit option in Finn's initial dialogue.
Fix humans using robot shouts.
Janka should care only about one specific door, not any door to not be touched.
Companions and NPCs do not dislike players throwing grenades nearby.
Fix Finn (or other companions) objecting player touching e.g. shuttle.
Fix Maestro door deals vacuum damage.
Locked doors remain unlocked once the player uses the keycard.
Add option to LOCK such doors, if needed.
Auto-fix companions annoyed at you (and not letting use or touch things).
You can give and take armour to robot companions, they will allow you to take it back. Note: humanoid companions will not give you back armour or keys.
Add EXCHANGE right-click context option on companions for easier and faster access to their inventory.
As usual, let me know in message boards or on Discord, if you encounter some problems.
If you think something has broken that was not in the previous version, feel free to use BETA branch "stable" - the previous version is there.
Good luck!
1.3.17 Food item hotfix
Minor adjustments:
Fixed food effect duration - it was too long (50min!)
Fixed demo ending sequence.
Developer play
The launch day was a bit crazy - right when I was about to push the RELEASE THE GAME button, the electricity went out.
I managed to launch the game from the backup power and through phone's internet but, alas, the planned stream was out of the question.
Now I have managed to repair the electricity and I am going to give it another go!
Join me on a little tour through the Junkaspace, I'll show you around and try to play my own game.
Let's check out the new full version together, shall we?
Space Wreck launched!
3...2...1...
LAUNCH!
The post-apocalyptic hardcore role-playing adventure Space Wreck is now fully available for You!
Your character, your gameplay
Create a character of your liking - strongman or weakling, talker or an extremely shy introvert, ugly repulsive blob or charming sexy model - and kick them into a space of derelict stations and dilapidated spaceships, searching for the one thing - a fuel chip - that can get you home!
(...You and tens of innocent passengers, actually. If you care about that sort of thing, I mean.)
Intentionally short but surprisingly deep
The game is as long as a movie - but you dictate the action and whatever you do, branches the plot in its own unique path. And best of all - if you liked it, play it again later, it's made to be replayable from the very first moment til the ...err... every one of the ends.
Your story, your rules
There are hardly any spoilers for this game, Do you succeed? Yes. And no. Do you meet pirates? Yes...and no. Do you get home? ¯\_(ツ)_/¯ I dunno, man! I mean, how it ends - it depends on you, not me!
So, jump in and find out what YOUR story is!
And if you like, share it with us! We cannot wait to learn about your adventures!
P.S.
A new start
If you've played Space Wreck before - huge props for that, by the way! - you'll have to start a new play-through because the old save files are not compatible with the world changes. The files are still available to you (e.g. for backup) but you won't be able to load them.
You still should be able to try the demo and then continue the same story & character in the full version. Granted, of course, it is the new demo.
Leaving the EA orbit on October 10
In less than a week, on October 10, Space Wreck will leave the Early Access program and release properly. What to expect?
Launch expansion
The game will launch with a never-before-seen content update - included for everyone, of course - that expands the first location adding new ways to complete the first major task - finding fuel on an abandoned space station. There are new maps to explore, quests to complete, backstories to unravel - and, of course, combat is optional same as everywhere in the game.
While usually expansions tend to add late-game content, this is available right from the start. Space Wreck's non-linear structure and the heavy focus on replayability actually benefit from an expanded beginning - after all, it's where every play-through starts.
EA space suit
Over the years, pioneer players have helped us improve the Alpha, Beta and Early Access versions, bracing the bugs first so others don't have to. As a small and symbolic token of gratitude, we are including an EA space suit item in the game as a subtle reference to everyone who helped to improve the game in numerous ways. Thank you.
The space suit itself is embedded in the game world/lore - that's the equipment worn by the very first outer space miners - early adopters - that came to the Asteroid Belt and built the stations you explore. It is very old, clunky and has drawbacks however, it is also built with extra redundancy and maximum reliability in mind, so - once you find it - grants higher protection than run-of-the-mill later space suits.
New features, improvements and more
There are a lot of bigger and smaller changes since the last public update (like the centre-on-player button, for example) that we won't cover in detail, here. The game has changed quite a bit over the EA period and even if you've completed it before, I believe it warrants a [short?] replay.
After all, it's impossible to even visit half of the locations in a single playthrough. (And that's not even taking into account the gameplay changes for various different character builds.)