Stardeus cover
Stardeus screenshot
Linux PC Mac Steam Gog
Genre: Real Time Strategy (RTS), Role-playing (RPG), Simulator, Strategy, Indie

Stardeus

Stardeus "Bioverse" Major Update


Hey everyone!

Welcome to the "Bioverse" update. This patch is the most comprehensive update we've made to Stardeus in Early Access yet. It's a collection of core system rewrites + content, mechanics and balance updates. It was meant to be named "New Beings" (beings as in humans, robots, animals), however, this update ended up much larger than expected, impacting far more than just beings. This is the biggest major update that Stardeus ever had since launch to Early Access in 2022.

The following sections will explain the most noteworthy changes. Many of them are mechanics changes and system rewrites that bring the overall simulation depth to the level like never before.

New AI System based on GOAP





Before this update, AI wasn’t great. It had plenty of bugs and colonists would behave in dull and boring ways. The rewrite completely uprooted the old AI system and replaced it with a new, much more refined and flexible one.

The new AI system is based on GOAP (Goal Oriented Action Planning), an award winning technique first pioneered by F.E.A.R and later used in high profile games such as S.T.A.L.K.E.R.: Shadow of Chernobyl, Middle-Earth: Shadow of Mordor, Fallout 3 and Fallout: New Vegas.

To achieve this rewrite, every single AI behavior was redesigned and reimplemented, mostly from scratch. A bunch of new behaviors were introduced as well.

The new AI solves a large majority of bugs the old AI had, and adds much more flexibility and emergent behaviors that are essential for a complex colony simulator like Stardeus.

New Body Parts System





One of the biggest and most anticipated changes is the new body parts system. It brings Stardeus closer to games like RimWorld and Dwarf Fortress. For example, a cat now has 28 body parts - eyes, ears, jaw, a set of internal organs, legs, paws, a tail, etc. Robots are also fully modular, with replaceable parts that you can mix and match to create different combinations.

Each body part can provide the owner with some stats and abilities. For example, legs give the ability to move. If legs are amputated or damaged in combat, the colonist will not be able to perform any activities that involves moving around, and additionally, if any wounds are left unattended, a colonist can bleed out to death. If that happens, the healthy organs and body parts could be amputated and sold, or reused for someone else.

This system brings new levels of gameplay depth and immersion. It is tightly integrated with the new AI and other systems such as Combat, Health, Stats and Conditions.

It is now possible to conduct various experiments, such as replacing a robot’s tracks with a jet removed from a drone, resulting in previously grounded robots gaining an ability to fly. Equipment items can also provide such abilities - a jet suit will allow a human colonist to fly.

Internal organs from biological beings are also interchangeable across different species, so for example, you can harvest kidneys from a pig and put them into a human who had them damaged during combat. Or do the opposite.

New Combat System





The old combat system was even worse than the old AI system. It was using its own separate AI implementation for combat situations and in result the colony and combat behaviors were very separate and that would often cause problems and bugs.

The new combat system is driven by the new GOAP AI, it is much more flexible and tightly integrated into the whole colony behavior. Fighters now act in much more interesting ways. For example, here’s a video of a raider with highly overpowered armor who has a pacifist trait and therefore refuses to fight. The raider won’t attack anyone due to being a pacifist, and decides to go take a nap while everyone else is trying to land a hit through the overpowered armor:

https://www.youtube.com/watch?v=ggaB2gxIu2w

While the overpowered armor was indeed a balance issue, the rest of the behavior was completely emergent and amusing enough to justify allowing raiders to have the pacifist trait in future.

The new combat system uses a new damage model based on damage to individual body parts rather than a simple “health goes to zero = death” system that we had before. Damaged body parts can be fixed / healed / replaced / amputated / regrown in cloning pods.

A multi-directional cover system was added as well, fighters will actively seek positions with cover during combat, opening up a possibility for creating more strategic ship layouts.

New Stats System





While this is more of a technical change, it is worth mentioning because of how much depth it adds to the simulation. Each being (robot, human, animal) has a large collection of stats that affect various abilities and states.

There are currently over 50 different stats, such as move speed, sight, dexterity, hunger, lung capacity, intestines contents, comfortable temperature range, sanity, etc. The system is very modular, new stats can be added easily as needed.

These stats can affect each other, for example, losing Sight will automatically reduce the Move Speed.

The stats also have "Sources" - that are either body parts or equipment. For example, lungs provide lung capacity, legs provide move speed, eyes provide sight. Damaging the body parts that provide these stats will reduce the stat value.

Stats can also have multiple "Modifiers". A colonist who is running away from fire will have a temporary Move Speed +100% modifier. Someone who is roaming around bored will have -50% Move Speed. Permanent stat modifiers can also be provided by body parts and equipment.

Many other systems such as AI, Combat, Needs, Health and Conditions use these stats to drive various behaviors.

This stat system also applies for inventory items such as weapons and armor. All weapons will have stats like DPS, Range, Accuracy, Cooldown Time, etc. Additionally, some body parts such as a dog's jaw or human’s hand, provide attack methods (bite, punch, etc) that will have such stats too.

New Health and Conditions Systems





Tightly integrated with the Body Parts system, these new systems govern wounds, diseases, mental health issues and death.

A colonist that stays in an poorly oxygenated environment for prolonged periods of time will develop Hypoxia, that will become more severe over time, and will eventually damage internal organs and cause a violent death.

Some conditions are not related to body parts directly. For example, a colonist can develop Depression, which is a mental condition that affects their behavior and stats through the new AI system.

Here’s another example of how this plays with the body parts system to create an interesting emergent simulation with more depth. There are “Crawlers” - spider-like creatures that can attach to a colonist's face. When that happens, they lay eggs inside Stomach and Intestines body parts of their prey. That creates a hidden “Infected with crawlers” condition which after some time will result in new crawlers bursting out of the belly of the infected colonist, destroying their internal organs and adding exit wounds on the body. If the stomach and intestines are replaced in time, the infected condition goes away and the colonist will be saved.

These new systems make it easy to add new complex health conditions, diseases, addictions and mental issues that previously would be extremely difficult and time consuming to implement. New content utilizing these systems will be added over time.

New Needs System





Built upon the new Stats, Body Parts and Conditions systems, the Needs system now has much more depth than before. The best example is the hunger logic, which is probably explained best with a diagram.



In this case, someone who has a wounded jaw would lose the ability to eat, which would make consuming food impossible, that will over time develop a “Starvation” condition, that would damage internal organs and eventually kill the colonist.

Most other needs are much simpler, but they all tightly integrate with the new AI, stats, body parts, health and conditions systems to create an immersive, deep simulation full of emergent behaviors.

Mind Transfers





The new body parts system allows transferring minds between any living creature, be it a robot, human or even a cat. Transplant brains, overwrite robot cores with colonist minds, or vice versa.

Human colonists trapped in robot bodies will keep their skills, traits and mental health.

New Trade System and Space Stations





Merchants were quite overpowered in the older versions of Stardeus. You could hail them at will, they would fly over to your ship to trade with you. That discouraged exploration and made it too easy to acquire certain resources. For this reason, the “call-in” traders are no longer available, instead the player will find many space stations scattered around the universe.

Item Pricing and inventory of the space stations will be determined by the contents of the underlying star system. Each star system will have a unique set of items that are “scarce” or “abundant”, and merchant’s prices will reflect that. A star system that has a lot of Iron, but no Uranium will be trading their Iron under the market price, and Uranium will cost a hefty premium. This opens up opportunities for speculation and trade routes.

However, it doesn’t end here. Each merchant will keep track of what the player buys and sells, and that will drive the local demand and prices up and down. If you’re buying all the copper you can find, its price will surely go up.

But there’s even more. Stardeus has an intricate Stock Market simulation that drives the price changes behind all commodities and in this new update it even allows you to trade company stocks, such as “Bytecoin”, “GameStart”, “Megahard” and “Netpix”. Stocks will be much more volatile than commodities, making it easy to make (or lose) a lot of money very quickly. Additionally, players' transactions will now have a small impact on global market prices of commodities. Which means that your trading with space stations can directly affect your trading on the stock market.

And of course, there is a Black Market that you can unlock to sell all the kidneys you’ll harvest from the raiders.

New Scenario Configuration Screen





Previously you would jump right into the game when starting a new scenario. You would start with whatever you got. Now you can randomize your starting crew, change their names, see how they look, what skills, abilities and traits they have. This will give the player an option for a more custom experience with immediate personal investment into the game.

A colonist choice will also appear when someone wakes up from stasis. This will allow you to have some control over how your colony evolves.

Twitch Integration





Starting with v0.11, Stardeus introduces built-in Twitch integration, allowing your viewers to immerse themselves in your ship and either help or sabotage your efforts.

This feature includes a name queue, multiple roles, a reputation system, and dozens of chat commands, with more to be added over time.

It is highly configurable, giving you control over how much influence your viewers have. Be cautious, as the chat might have a tendency to burn your ship down.

Here is an example of how a play session with viewers can go:

https://youtu.be/IvUR_QT8VWs

If you want to try it yourself, the instructions are here.

Tons of New Content





All the new systems required a ton of new content, along with removal of a few obsolete items and mechanics. The amount of new things heavily overwhelms the number of what was removed. Here are a some examples of what was added in v0.11:


  • New Scenario: Cargo Ship. A mid-game jump start that has a lot of research tree pre-unlocked and gives the player plenty of Datoids to unlock some more tech of their choice right away. It also includes a fully operational space ship and a bunch of raw materials for quick expansion. This scenario skips a lot of starting content and quests, and is recommended for experienced players only!
  • Nearly a hundred body parts that can be cloned, crafted, bought, sold, harvested.
  • Several new devices for performing surgeries, body part replacements for robots, and for storing the new body parts.
  • New raw materials that can be found on space expeditions, such as Ice, Silver, Gold and Platinum.
  • New materials acquired by crafting or processing raw materials, such as Silicon Wafer, Silver, Gold and Platinum Ingots, Gold Wire, Improved and Advanced versions of Microchip, etc.
  • New body types, hairstyles and clothing items for human colonists. Additionally, all clothing items fit all possible body types. If you have it, anyone can wear it.
  • New species: Pig. Pigs can be treated either as pets, or as a food source with harvestable internal organs.
  • New cosmetics such as an inflatable Rubber Duck that your colonists can admire.


Improved Balance and Pacing



Balance has also received a major overhaul, with emphasis on reducing wait times and grind. Everything will happen much faster at normal clock speed and crafting will involve significantly less waiting.

The story generator will produce events more frequently as well, but if you prefer to take it slow, you still can, because a couple of modifiers were added to control story pacing and stasis wake-up rates.

The new content will definitely have some balance issues, but nothing is set in stone while Stardeus is still in Early Access, and all your feedback will be reviewed and applied in daily updates.

Changelog


- [Major] Rewrite the AI system from scratch to use GOAP
- [Major] Rewrite the Combat system from scratch
- [Major] Add body parts system with replaceable and harvestable organs and body parts
- [Major] Add new Health system based on body parts and stats
- [Major] Rewrite the Needs system to use the new AI, stats, body parts, conditions and abilities
- [Major] Add new Stats system with base stats and modifiers to drive the being behaviors
- [Major] Add Abilities system that enables beings to perform tasks based on abilities provided by body parts
- [Major] Add new Conditions system that drives various health and mental conditions of beings
- [Major] Add Cover system integrated with Pathfinding and Combat systems
- [Major] Add new Jobs system with more intuitive skill levels and priority management
- [Major] Rewrite the Traits system to use the Stats system to modify being stats through traits
- [Major] Add new Experience system that generates backstories and job skills for crew members
- [Major] Replace the Mood system with Sanity system that controls mental breakdowns
- [Major] Add new Trade system that will govern merchant inventories and prices
- [Major] Add new scenario: Cargo Ship
- [Major] Add scenario configuration screen and a possibility to change the starting crew
- [Major] Complete re-balancing with adjustments to Story pacing, stasis wake-ups, costs, durations, speeds, etc.
- [Major] Add official Twitch integration
- [Feature] Add nearly a hundred various body parts for robots, humans and animals
- [Feature] Add nearly a hundred backstory items for the Experience system
- [Feature] Require producing or acquiring all body parts in order to assemble a working robot
- [Feature] Add new devices for performing body parts replacement, removal and storage
- [Feature] Player will have to choose one of three colonists when someone wakes up from stasis
- [Feature] Add dozens of various stats that each being will have
- [Feature] Add AI Alignment stat that gives ability to control humans on their own will
- [Feature] Detach timing of mental breakdowns and Crawler hatching from the Story Generator
- [Feature] Add several new ores and materials (Silver, Gold, Platinum, Ingots, etc)
- [Feature] Weapons will have more stats (DPS, Charge time, Cooldown, Accuracy, Range, etc)
- [Feature] Reimplement Energy Rifle to be more railgun-like
- [Feature] Water will be required for growing plants, producing oxygen and cooking food
- [Feature] Allow building the ship to some extent while in mid-flight
- [Feature] Add Pig species
- [Feature] Add Replicator device and Mind Transfers feature
- [Feature] Add Karaoke Machine device
- [Feature] Add Rubber Duck and Wooden Rocket Sculpture cosmetics
- [Feature] Add ability for beings to admire nice things
- [Feature] Add Ice resource
- [Feature] Add new lower tier weapons: Knife and Handgun
- [Feature] Rewrite the Free Select tool to make it more modular
- [Feature] Improve object hover tooltips to add more information
- [Feature] Make weapons and explosives storable in Weapons Locker
- [Feature] Tune the Stock Market implementation to produce more realistic movements
- [Feature] Add Stock Market Prediction research that exposes internal workings of the price movements in the UI
- [Feature] Pre-simulate the Stock Market when starting a new game to get different starting prices in every run
- [Feature] Add Black Market research that opens up organ trading
- [Feature] Add Equity instruments (company stocks) to the Stock Market
- [Feature] Add Space Stations with traders all over the universe
- [Feature] Terraforming the planet will have visual transformation effects on the planet itself
- [Feature] Colonizing a planet will establish a Space Port and a Space Station belonging to your faction
- [Feature] Player trades will have effect on the merchant's future prices
- [Feature] Player trades with merchants will have an effect on the global stock market
- [Feature] Introduce resource abundance / scarcity adjustments across star systems
- [Feature] Resource abundance / scarcity will affect local trader prices
- [Feature] Add multiple new body types, hairstyles and clothing items
- [Feature] Light will affect sight, move speed and mental health of most biological beings
- [Feature] All clothing items will fit multiple body types
- [Feature] Add Jet Suit that will give the wearer the ability to fly
- [Feature] Change the mechanics of Nutrient Extractor and Disassembler to work with the body parts system
- [Feature] Add nutrition amounts to food options
- [Feature] Add assignable Bot Docks
- [Feature] Beds will now be assignable to colonists
- [Feature] Add Stem Cells material that will be required for cloning / growing body parts
- [Feature] Add Silicon Wafer material to be used instead of Silicon directly
- [Feature] Crawlers will infect Stomach and Intestines with eggs
- [Feature] Crawlers can detach themselves from a prey without dying
- [Feature] Improve ship generation algorithms to produce more detailed ship designs
- [Feature] Add Fog of War mode that makes unlit objects completely invisible (check Settings > Video > Ambient Light)
- [Feature] Radiators built near the Ship Computer will also act as Heat Sinks
- [Feature] Add Morgue and Mechuary devices for storing dead bodies and bots
- [Feature] Add Story Pace and Stasis Wake Up Rate modifiers
- [Feature] Auto pilot upgrade can now be installed on Shuttles to allow unmanned mining expeditions
- [Feature] Allow buying resource deposits that belong to another faction
- [Feature] Add mental breakdown: cleaning spree
- [Balance] Adjust durations and speeds of many aspects of the simulation to significantly reduce wait times and grind
- [Balance] Adjust story pacing to significantly increase the density of story events
- [Balance] Review and adjust all prices and market groups in the Stock Market
- [Balance] Review and adjust all construction costs
- [Balance] Review and adjust all crafting costs
- [Balance] Make space travel much faster
- [Balance] Change how Defragmentation mechanic works (allow speed up, disable pause)
- [Balance] Canceling trade will no longer impact the faction standing
- [Balance] Remove Construction Speed research
- [Balance] Remove Bot Cap research and bot limits
- [Balance] Remove limit of active tasks that used to require Memory
- [Balance] Remove internal storages from all crafting devices
- [Balance] Remove Beta Waves Transceiver device
- [Balance] Remove the ability to hail a merchant through the Communicator
- [Balance] Remove the ability to buy or sell beings
- [Balance] Remove skill level requirements from construction tasks
- [Balance] Remove Device Wear mechanic
- [Balance] Remove Aesthetics system
- [Balance] Remove carbon buildup from matter reactors
- [Balance] Remove Oxygen / Heat production capabilities from the Stasis Array
- [UI/UX] Make input and controls more in line with the leaders of genre
- [UI/UX] Polish / improve many UI screens and elements
- [UI/UX] Icons displaying beings will show their actual looks
- [UI/UX] Disabling screen shake will also disable ship rotation tilt
- [UI/UX] Trying to haul objects without compatible storage will list compatible storages in the popup
- [Tech] Rewrite multiple core systems for increased performance and stability
- [Tech] Increase default texture quality to High on most GPUs
- [Tech] Improve rendering of moving objects to reduce GPU load
- [Tech] Add Harmony (v2.2) modding support
- [Tech] Add multiple game version support for mods
- [Tech] Add // comments support to Stardeus JSON files
- [Bug] Fix hundreds of bugs that existed in v0.10
- [Bug] Unintentionally introduce hundreds of new bugs. Please use the in-game Feedback form to report them

Follow the Development




Get Stardeus



https://store.steampowered.com/app/1380910/Stardeus/

New to Stardeus?

Once just a colonist on your way to terraform and settle a new planet, you have been selected to have your consciousness uploaded to the ship's computer to take over as the new shipboard AI—and in the wake of near-total disaster, you'll have a lot of work ahead of you to see the rest of your fellows to your destination... wherever that might be! There are many things to be done on your journey, from managing the resources necessary to keep life support and other critical systems functioning to meeting the needs of those colonists also woken from their sleep by the damaged stasis array.


Recycle, Reuse, Rebuild


The wreckage of your ship offers a large starting supply of raw materials for your use. Whether as fuel for the matter reactors powering your ship's systems, spare parts to restore your ship to its original splendor, or even to trade with other ships you might encounter on your journey is up to you. But eventually those supplies will run out, and you'll need to find more—will you scout more wrecks to salvage? Find planets whose natural resources you can exploit? It's up to you!

Overseer or Overlord?


Both robotic drones and your human colonists will be able to help you help them—but as you can imagine, each is suited to different sorts of labor and tasks. Drones are hardy and more than capable of braving the rigors of space, but lack the innately human aspects certain specialized tasks might require. Those surviving humans—as well as any who find themselves unceremoniously ejected from their stasis—might be ideal engaged in research or preparing food or managing crops, but they'll need extra attention and support should you need them to venture outside.

Care for Your Crew


Understandably, drones and humans both have needs that must be met for their health and their happiness. Humans will of course need to be fed, and not only require facilities to sleep and bathe, but also need things to do and keep themselves occupied! Your drones, on the other hand, require no food or sleep, but they will need places to recharge their batteries as well as sufficient bandwidth to maintain a connection to the ship's computer—that's you!

Research and Develop


As the shipboard AI, you'll be able to decide how best to prioritize researching new technologies to aid your goal. A deep, expansive research tree awaits your perusal. Do you want to focus on creature comforts first? Or would you rather arm your colonists to the teeth to be prepared for any possible threats? What about improved and more efficient power generation to ease the strain on your supplies? The choice is yours!

Assuming Direct Control


Coming in our next update—titled Bioverse—are improvements to how players will interact with beings on the ship when they wish to give them specific orders. They should be quite familiar for players of similar titles such as Rimworld—but more on that in a later post!

In space, your friends can make you scream


Space is lonely, but it doesn't always have to be. Stardeus now also has Twitch integration that allows your community to get involved in your journey... for better or for worse! Let them become members of your crew, help with tasks... or even become mutinous and set critical ship systems aflame! We'll be providing more details on how to get this set up in a future posting!

The Stars Are the Limit


You're in command of the ship now; while this is merely a sampling of the different aspects of the game, you'll find the rabbit hole goes much, much deeper. Power management, production lines, combat with pirates and the occasional stowaway... all these and more await you on your journey to find a new world to call home!

Stardeus is 35% Off for Tacticon!


As part of Tacticon 2024, we're happy to announce that Stardeus will be 35% off for the duration of the event!

If you've got friends who you think would enjoy the game's depth and intricacies, now's the time to get them to give it a shot!

In addition, we're offering 25% discounts on both of the game's two pieces of additional content, so if you'd like to get your hands on the game's original soundtrack or its ever-evolving artbook, it's the perfect time to do so!

Stardeus is part of Tacticon 2024!

Greetings, everyone!

We're excited to tell you that Stardeus is returning to Tacticon for a second year!



As you may have seen if you happened upon their listings, Stardeus has been selected to participate in this year's Tacticon from July 18-22! That's just under a week from now!

Tacticon is a digital convention hosted right here on Steam celebrating strategy games as well as the devs and players who love them, and offers a number of panels and talks centered on this deep and expansive genre while also bringing over a hundred games into the spotlight!

Calm Before Storm

Hey everyone!

A quick update on the state of v0.11. For the past month It has been rigorously playtested in the alpha branch by dozens of people - big thanks to everyone who contributed feedback and submitted bug reports! I am playtesting it every day myself as well to make sure there aren't any loose ends or unpolished corners.

The update is in great shape, however, for you to get a flawless, perfectly polished experience, it will be another month until v0.11 hits the public branch. Quality cannot be rushed.

Thank you for your patience!

- spajus

Follow the Development




Get Stardeus



https://store.steampowered.com/app/1380910/Stardeus/

V0.11 Open For Testing

Hey everyone!

Stardeus v0.11 major update is now open for public testing. If you would like to try it and provide early feedback, follow these steps to activate it:

  1. Right-click Stardeus in your Steam library.
  2. Choose "Properties."
  3. Select the "Betas" tab.
  4. Choose "v0_11_alpha" from the dropdown.



Beware, this version still contains some bugs and rough edges, so participate only if you're feeling adventurous. Bug reports and feedback are greatly appreciated.

Discuss the update on Discord in the #stardeus-v_11 channel.

The v0.11 update will launch for everyone in about a month. See you then!

- spajus

Follow the Development




Get Stardeus



https://store.steampowered.com/app/1380910/Stardeus/

Code Freeze of v0.10

Hey everyone!

You probably noticed that the updates in the current v0.10 branch are getting far and few in between. This is because I'm in the final stretch of development for the new major update, and as I get closer to getting v0.11 ready for testing, I am becoming more reluctant to take the development time away from v0.11, even for as little as a couple of hours a week.

Therefore, today marks the final update of the v0.10 branch. While the major update is almost ready for public testing, there are still several large loose ends and rough edges I'd like to finish before opening access.

Meanwhile, you can take a sneak peek at some of the changes that are coming in v0.11:


See you soon!
- spajus

Follow the Development




Get Stardeus



https://store.steampowered.com/app/1380910/Stardeus/

New Beings Progress Update #4

Hey everyone!

It's been another month of hard work, and I finally see some light at the end of the tunnel. I still can't tell how long it will take to bring this major update to a polished state, but everything is coming together smoothly, and I feel that the most difficult parts are already done.

There are still dozens of things left to address, but I'll do my best to get ready for the playtesting phase within a couple of months.

Allow me to present a few highlights from the past month of development.

Bot Docks





The Cleaning Bot previously had its own dedicated dock, causing other bots to feel excluded. Not anymore! A new docking device has been introduced that can be assigned to any bot, either manually or automatically.

Bots assigned to docks will idle in them instead of roaming aimlessly. This adds a new layer of strategy to both combat and everyday tasks.

While docks provide a small amount of electricity, they won't charge as quickly or efficiently as the dedicated Charge Station. However, the charge provided will be sufficient to maintain healthy battery levels.

Jet Suit




The Jet Suit is an upgraded version of the Space Suit with added capability to fly. This innovation elevates the effectiveness of your human meatbags colonists to the next level.

Sanity and Mental Breakdowns





I didn't like that mood was the driving factor behind the mental breakdowns of your colonists. Nobody starts fires because of bad mood, they do it because they go insane.

Sanity is the cornerstone of this new system. When sanity falls below a certain threshold, random mental breakdowns can happen just like before. Sanity also ties in to the new AI and will provide some additional behavioral changes.

The UI used to display mood effects was pretty confusing, therefore it also received a small redesign.

Awakening from Stasis





The Stasis Array now offers a choice whenever a new colonist needs to be awakened. This not only provides greater control over who joins your crew but also ensures no new colonist is overlooked.

Free Select Tool Overhaul





The input and how it feels during gameplay are really important, so I decided to redo the Free Select tool. This tool handles everything you do with the mouse when you haven't picked a specific tool, like left clicking, right clicking, and dragging. It might seem simple, but here's what the tool does:



Originally, it was just "click to select something," but after four years of adding features, it turned into a huge, messy block of code – about 1600 lines of what's known as "technical debt." I took it apart and reorganized everything, making it easy to update or add new features, and the whole thing is now built with modding support. This was a big victory and it even made me reconsider how tooltips work when you hover over different items.

The entire refactoring process was documented in a series of videos on YouTube if you're interested in the technical specifics.

That's it for this update, see you next month!
- spajus

Follow the Development




Get Stardeus



https://store.steampowered.com/app/1380910/Stardeus/

New Beings Progress Update #3

Hey everyone!

It's been about three months since I started working on the upcoming major update, and while I'm still far from done, there's a lot of progress.

I have reimplemented most of the basic needs like Hunger, Sleep, Eating, Hygiene, Fun, Electricity (for bots) and a better half of the AI behaviors for tasks like Construction, Hauling, Refilling, Repairing, Demolition, Moving, etc. And the most important feature of the game - cats riding cleaning bots - is already there!


https://twitter.com/dev_spajus/status/1754883175384252852


To get a feel for the scope of this rewrite, here's how much the code has changed:

git diff --ignore-all-space --shortstat master -- "*.cs" "*.json"
2344 files changed, 51605 insertions(+), 62392 deletions(-)


For perspective, this is how big the whole project is:

-------------------------------------------------------------------------------
Language files blank comment code
-------------------------------------------------------------------------------
C# 2066 27122 18418 272135
JSON 1950 701 0 64152
-------------------------------------------------------------------------------
SUM: 4016 27823 18418 336287
-------------------------------------------------------------------------------


The impact of this update will be far greater than just AI and beings. Since I'm touching so many parts, I am taking a critical look at every mechanic I touch, and I'm axing things that are confusing and aren't fun. For example, the controversial "Device Wear" is completely removed.

On the technical side of things, I had a chance to rewrite some core parts of the framework that runs the whole simulation. This yielded significant performance boost at high clock speeds, the simulation is now able to run at a mind blowing rate that was never possible before. 10x speed will be truly 10x for everyone, and in my tests I can simulate a day of game time in just a couple of seconds.

Talking about tests, I'm rewriting them all too. Hundreds of tests were obsolete due to the changes, so I took the liberty to rethink the test architecture completely, focusing on their stability and speed. If you're interested to learn more about how automated tests work in Stardeus, I have a video about it here: https://youtu.be/043EY6H5424

The current focus of development is on body parts and their installation / removal / harvesting, also damage, wounds, healing and various conditions. That involves adding new devices, tons of various body parts, defining the abilities and status effects those parts provide, and figuring out how to tie it all together.

While there's certainly some complexity involved, I love how flexible things are getting due to the new mechanics. Here's an example:


https://twitter.com/dev_spajus/status/1755632007177003049


There's a bit of bad news too. I won't be able to keep my promise of old saves always working for this update. The game has changed too drastically, and trying to make the code backwards compatible with old saves would complicate the development and delay the release of this update by a few months, so I made a choice to break the save file compatibility. This also allows me to clean up some hairy parts of the old code that I had to keep just for ancient save files to work.

There will be a transition period for testing the new update, which should give some time for mods to catch up, and you will have plenty of time to finish your current run.

As of when the new update will be ready, I can't predict that yet, all I can say is that the development pace is increasing, as I'm learning how to use the new AI efficiently, and more and more parts are coming together. I'm doing my best to get it done as soon as I can!

That's it for now, see you next month!
- spajus

Follow the Development




Get Stardeus



https://store.steampowered.com/app/1380910/Stardeus/

New Beings Progress Update #2

Hey everyone!



Time for a progress update. It was a busy month, and while Stardeus' codebase currently looks like this fully disassembled car, I have something new to show you.

New Game Setup Screen





Stardeus will have a new game setup screen. You will be able to randomize your starting crew, customize their names, and see their skills.

Each crew member, including robots and even pets, will have a “Backstory” and “Traits” that can modify the skills or add other perks. The age of a crew member determines how much experience they have. There are four phases of a lifetime - childhood, young adulthood, mid-life and retirement. A role will be assigned for each phase, which will make younger crew members slightly less skilled than older ones.

Human Body Types, Hair Styles and Portraits



Humans will become much more unique and distinguishable from each other. They will have four different body types - feminine, masculine, thin and large. There will be dozens of new hair styles, and new clothing items.

All clothing items will fit all body types. Once you have a space suit, anyone can wear it.

The UI will also show accurate human portraits rather than an icon of a bald naked dude that you see right now.

Development Timeline



I can’t yet accurately predict how long it will take to finish this major update, as it literally requires rewriting almost half of the game. Instead of wasting my time on vague estimates, I’ll put my head down and get back to work. I will start adding estimates in the monthly updates as soon as I can tell something other than "at least 6 more months".

If you’re curious to see the development process, catch me live on Twitch, or browse the archive of the development sessions on YouTube.

See you next time!
-spajus

Follow the Development




Get Stardeus



https://store.steampowered.com/app/1380910/Stardeus/