I also recorded a video that covers similar topics (reading for nerds)
Thanks!
- Tyler
Patch 0.2.15: The Jetpack Update
Added jetpacks. Colonists and a few lifeforms can fly around the map now. Added actual diseases when Slimes, Zombies, and Cuddlers infect colonists. Crops now require light. Added starting Bioshroom crop (doesn't require light). You can now set "loadouts" for colonists. They'll automatically store whatever items you set during their free-time.
Changes
Added "Zombie Disease". Colonists infected are bald (so that you never trust bald people). Zombies will not instigate fights against any colonist with a zombie infection (they'll still defend themselves if attacked. ZLM).
Added "Slime Disease". Colonists infected become gingers and poop out goo. The "Upset Stomach" perk no longer goes away automatically. Purple Slimes won't instigate fights against colonists with a slime infection.
Added "Cuddler Disease". Colonists infected become Albino. Cuddlers won't instigate fights againts colonists with a cuddler infection.
Nerfed Dream Catcher. Reduced base value from 75 to 20. Reduced value increase per skill from .5 to .1. Increased duration from 10 seconds to 20 seconds. (this might be too much of a nerf, but it was way OP, and I'll buff if necessary)
Added a cheat to unlock all core eyes and bodies.
Added "Bioshroom", a starting crop that creates biomass (yummy).
Crops now require lights (any lights) to grow (bioshroom doesn't require lights).
Crops now have better statuses when they lack atmosphere, seeds, etc.
Added a "Crop Checklist" UI on crops. It shows the required items and atmosphere.
Added "Loadout" UI to colonists. Assign items to them and they'll automatically find and store them during free-time. Assign relics, food, medkits, etc.
Added jetpacks. Colonists, Electro Jelly, and all bots can fly. Death to walkways.
Added Goolerium Tank.
Purple Mushroom infection now causes vomitting. Anytime a colonist vomits while infected, they'll spawn a new Purple Mushroom in their vomit (fun).
Purple Mushrooms can now be marked for harvest (colonist assigned the farmer task will harvest them).
Dead bodies can now be marked for harvest (colonist assigned the doctor task will harvest them).
Fixes
New storage zones will no longer default to storing items stored in any "exclusive" storage zones.
Floors with unliveable atmosphere now show 0 comfort in the overlay.
Farmers will now take Biomass directly from Waste Recyclers.
Production Success chance now displays 0% if the colonist is underleveled.
Space Madness and Space Phobia now add a colonist hover status
Items can now be taken directly out of sinks when colonists craft, farm, etc. (only piped items, such as Water, Biomass, and Fuel)
Wall lights now rotate correctly when repositioned
Main Menu music no longer plays during the intro cutscene.
Fixed a bug where colonists would try to take items out of toilets
Fixed some issues with colonist animations and lighting.
Fixed a bug where mang0's would swarm the player's base, murdering and bullying everything
Fixed misc crashes.
What's Next
Random Starting Stations
Harpoonable Space Whales
Traders
Bedrooms
Gear and Colonist Customization (long term)
Devblog #2: A Polish Update (0.2.14)
Patch 0.2.14 is live! (and has been for 2 weeks)
This patch focused on quality of life fixes, but we also added conditional crafting, pride decorations, an intro cutscene, and more
I also recorded a video that covers similar topics (reading for nerds)
Thanks!
- Tyler
Patch 0.2.14: A Polish Update
0.2.14: A Polish Update (and Bug Fixes)
Fixing bugs and quality-of-life improvements. You can now "maintain X amount" (of stock) at any crafting station. Added a "new game" cutscene.
Changes
Increased starting colonist inventory size from 2 to 4 (so that farmer and early-game item transportation is less painful)
Colonists will now only poop on the floor if their urinate need is under 25% (and they'll queue the Urinate state at 75%, previously they queued this state at 60%)
Added pride decorations
Decreased mission durations and increased exp earned per mission.
Changed "hive detection" to "Hostile Lifeform Detection". Also increased delay after warping before lifeforms starts to spawn around your base
Combined "clean blood" and "clean floor" into single "Clean Station" task.
Combined "Fix Object" and "Object Maintenance" into a single "Fix Object" task.
Pilot now defaults to assigned.
Colonists now eat anti-virals automatically when sick
The Thermal Regulator will now warm/cool faster.
All colonists with strength level 5 can now "crudely remove head" of corpses. High chance of skill loss. Colonists with doctor skill 5 will never cause skill loss when removing a head (competence roll is still performed).
Comfort now uses the highest comfort value rather than an average. So placing a +25 object near a +50 object will now cause the comfort to be 50. Previously it was an average of 37.5. (the new value is the average of all negative comfort and the highest positive comfort).
Mousing over a colonist will now display a variety of applicable statuses: Refuses to work, Organ Damage, Infected, Upset, Maniac, etc
Moved water objects around in the tech tree. Also reduced research durations of "fundamental" objects, such as the Ore Refinery, Chem Table, Medical Desk, and Programming Terminal. Reduced all other research durations slightly.
Hud messages, such as "Dimple started fighting Space Zombie", can now be clicked to goto the event.
Added many more messages to to the HUD that were previously in the log window, such as "Dimple passed out from pain". Also added new ones: object maintenance failed, colonist is sick, and more
Added conditional crafting UI to crafting stations. You can now choose between: Craft X Amount, Maintain X Amount (of stock), and Craft Forever. You could use this to always keep 10 medkits and 15 grilled biomass available. (Maintain X Amount is the only new option). Anything previously set to "infinite" will have to be reset back to "Craft Forever" (because this is a new back-end flag).
Added "The Monty Special" recipe to the Juicer. Rerolls colonist's preferred job tasks.
The "boundary" / "hull" floors are now buildable (the floors with holes big enough to fall through)
Colonists now earn 10%/25% more exp in rooms with high comfort, at the thresholds 25/50.
Chem table now costs 1k and Med Desk now costs 2.5k (previously they were both 5k). Chem Table is now a pre-req of the med-desk
Crafting stations now have their own tab in the build menu. (rather than being in power)
Reduced required skill for silicon missions from 25 to 15. Increased amount of exp earned from ship missions.
Added intro cutscene
Fixes
Changes to a colonist's uniform color are now immediately displayed in the HUD
Colonists no longer flee from electro jellies
Colonists are no longer growable immediately after being eaten by wildlife (zombie, slime, etc)
Building a floor on top of another type of floor (boundary floor, etc), will no longer cause all objects on top of those floors to lose their stored rooms. (this caused shelves to not be connected to their storage zones and walls to not be paintable with the shift-tool)
Many states will now automatically be requeued if they're interrupted. This includes healing
Starting resource nodes are no longer placed at the edge, and pushed the access position of starting nodes away so that the starting node won't block pathfinding to its own access position.
Colonists will now no longer attack monsters marked for "terminate" when in a healing state.
Fixed a bug where sometimes crops didn't die when in a vaccuum.
The game time is now set to 1x when a colonist dies (to prevent massacres).
Fixed a bug where colonists would sometimes pick up too many items. This was especially noticeable when healing.
Fixed a bug where food didn't decay properly when placed in a "null" atmosphere
Objects now have a cooldown of 30 seconds after failed maintenance before they'll be "maintained" again. This prevents low competence colonists from immediately breaking everything you care about.
What's Next
Jetpack
Bioshrooms
Zombie, Slime, and Cuddler Diseases
Bedrooms
Goolerium Tanks
The return of the story
Gear and Colonist Customization (long term)
Devblog #1: The Return of the Starship (and beyond)
The Starship Update is live!
It’s been a long time since our last “formal” blog post. These posts take a long time to create.
We’ve been very busy working on Starmancer. It’s just the two of us, so for a post like this to be created, one of us has to stop working on Starmancer and instead do these sorts of things.
I’d really like to get back to writing these and we fully intend to.
I also recorded a video that covers similar topics (reading for nerds)
Thanks!
- Tyler
The Starship Update
0.2.13 - The Starship Update
Return of the ship The ship, missions, and the starmap have returned. We've made the ship a lot smaller, to fit the new base sizes and missions have been re-balanced a bit to fit the new gameplay introduced in The Wilderness.
Upgrade modules Upgrade modules have also returned. You can earn them from contracts and use them to upgrade the ship as well as machines and crafting stations.
New Grill We added a grill, for cooking food early-game. There are a recipes for making grilled biomass, slinker bacon as well as something called 'regular' beef steak..
New Supply station We also added a Supply Station, for early-game crafting, along with a new recipe for a small medkit.
Scavenge Mechanic Loot containers in derelict stations can now be marked for scavenge, using the mining/harvest tool. Colonist will automatically pick up any loot that's been marked, and bring it back to the station.
Organ Healing We added an Organ Healing Serum. Use to it instantly heal an organ to 100%.
Full patch notes below
Changes
Added back the ship, missions, and the starmap.
Increased duration of missions and the required skill level to perform them.
Ship now only offloads up to 4 crates
Colonists now have a chance to get infected when performing missions.
Added back upgrade modules.
Added many new generated "mini-dungeons" around the player's base. Including caves, a zen station, medical outposts, and more.
Player's base is now expanded only when warping, and boundary floors are no longer automatically extended.
Containers found in the wilderness can now be marked for "scavenge", and your colonists will automatically "dump" their contents. This is similar behavior to marking mining nodes for harvest.
Added Organ Healing Serum. Fully heals a random, damaged organ. You start with 5 of these. More can be crafted at the Medical Desk and also found in the Medilab. Tastes terrible. Colonists use this automatically.
Toilet is now a -1 memory when used as a bed, because colonists shouldn't enjoy sleeping in a toilet (disgusting colonists will continue to receive a +2 memory for sleeping toilets).
Doors now have their own "wreck" model when they're destroyed
Decreased cost to warp to Asteroid Ridge and The Atlantic Sector (we'll be removing the warp cost soon)
Increased starting player base by 4 and decreased starting floor size by 2. There is now a 6 floor gap between your starting boundary floor and your starting build limit. Also increased max base size from 36 to 38
Reduced sell price of tier 2 and above crafted items, so that it's more difficult to become god emperor of finance
Increased goo dropped from slimes from 1 to 4-7
Increased many crafting durations and reduced exp earned
Added a context option, "inspect biowaste". Awards 200 doctor exp. Only usable when under level 5 (use this to unlock head harvesting early-game)
Crafters will now offload their own crafting stations if there's nothing left to craft (farmers will offload crops now too).
Added a starting grill, for cooking Slinker Meat, Grilled Biomass, and Regular Beef Steak. The grill does not require power or fuel
Biomass is no longer automatically edible. It also deals 1 damage, so it's a good poison source early-game.
Colonists are now "stinky" if they hold biowaste for more than 60 seconds. This makes everyone else dislike them. Lasts for 2 days
Added a Makeshift Toilet. It generates germs when it has Biowaste inside. +1 memory. Standard Toilet is now a +2 memory. Makeshift toilet starts unlocked and Standard Toilet is now found in dungeons.
Added "Supply Station". It starts unlocked and has recipes for: Moonshine, Small Medkit, Purified Water, and Fuel.
Added a few messages to the "hud", such as "Colonist started fighting"
The "colonist started fighting message" now displays the target as well. "Dimple started fighting Space Zombie"
Slimes and worms now have a 10% chance to start with a disease.
Loved and hated jobs can now have their priority changed.
Trade pod now automatically accepts piped liquid items (biomass, fuel, clean water).
Increased starting colonist cap from 3 to 4.
Fixes
Rules of Engagement (roe) changes are now remembered and apply to future enemy spawns. (if you mark a slime as "execute" then all slimes will forever be marked as "execute")
Boundary walls (that mark the player's base bounds) are now positioned correctly
Fixed one cause of colonists walking out to space after warping (this was a band-aid fix)
A temperature icon is now displayed if colonists are wearing helmets due to low temperature.
Contracts are now more likely to spawn at asteroids and stations
Improved how storage zones combine their allowed items when merging
Added notification when base is on lockdown
Dead bodies are now placed at the same location as the dead colonist. (previously they were being placed at 0,0,0). This was a huge waste of food
Drafted colonists will now always display "drafted" as their status
You can no longer paint "dungeon" walls.
Viruses now have a minimum transmission of 1.0
Many external objects are now lit by the time-of-day lighting
What's Next
Autocrafting (conditional crafting)
Jetpacks for colonists (and enemies)
Control of starting conditions (supplies, stations, crew archetype)
- Tyler and Victor
Patch 0.2.12 (Core Customization!)
0.2.12
Starmancer core customization has returned! Find new cores in dungeons and change your core appearance (and name) at any time! We're also improving colonist behavior so that they'll try to solve their own problems (hilarity ensues?)
Changes
Added Starmancer core customization and "collectables" to unlock more variants in stations
Added a memory when context eating a dead body
Added a quick tutorial message. This is temporary until we create a better, in-game tutorial
Biomass is now a -1 food memory
Colonists now heal automatically. They'll first try to use a medkit, if none are available, they'll eat any food.
Colonists now flee from monsters when undrafted and under 50% health.
Colonists now flee when taking damage from any source if it brings them under 50%.
Buffed many virus symptoms
Puke and slimes now generate more germs
Added a basic "aggro" system for monsters. If they don't attack their target for 30 seconds, they'll stop fighting. If they get attacked by other colonists, they'll start attacking those colonists instead. (rip the cheese strats)
Low construction skill no longer prevents you from building, instead, the construction duration is longer if a colonist is underleveled
Fixes
Unity took too long to quit, so the Quit button is now similar to Alt-F4
Fixed a bug where the starmancer lights couldn't be recolored
Fixed a bug where chef would take items from fog of war tiles
Fixed a bug where you could cook food for free if you manually deposited the raw ingredients into the oven.
Fixed a bug where colonists would get stuck in the airlock if you cancelled their current command while they were in the airlock.
Fixed a bug where virus symptoms weren't unlocked
Fixed a bug where puke restored hunger instead of draining it.
Fixed a bug where a colonist's helmet would not revert the "mouse over" material if the colonist was moused-over when the helmet was equipped
Fixed snakeman--a bug where dead colonists would keep doing stuff
Colonists will now stop researching (and generic using) when canceling their current command
Fixed a bug where colonists would get stuck in a loop of attempting to withdraw an item, and being unable to do so, and then they'd just keep on trying until they got hungry
Fixed misc crash bugs
What's Next
More outposts/buildings/stuff around the player's base
A real starmap
Tutorial and Story
Patch 0.2.11 - Performance Update
Performance Update. Improved colonist performance, allowing us to raise the max cap from 7 to 15 (doubling the amount of colonists you can grow)
Changes
- Increased max colonist cap from 7 to 15 - Improved performance of finding nearby floors (for fog-of-war purposes) - Improved performance of calculating player item counts - Improved performance of noise and comfort calculations - Improved performance of obstruction checking during pathfinding - Colonists now automatically take off their helmets if they're in a liveable atmosphere - Added memories when colonists sees friend, best friend, enemy, and "best enemy"
Fixes
- Fixed a bug where sentry didn't attack robots - Fixed a bug where colonist inventory UI got weird when colonist capacity was over 10 - Adjusted research card tooltip (to make better space for the skill requirements)
What's Next
- Core customization, with collectables that are found out in space (aiming for this to be included in next week's patch) - More small buildings and small stations in each map. (a few of these might make it into the next patch) - Starmap, in-game (might take a patch or 2 before it's finished)
Patch 0.2.10 - Exploring and cheating
Minor changes after The Wilderness release. We're continuing to monitor reports and feedback from Discord, Steam Forums, the in-game reporting tool and our weekly dev stream.
Big changes in this patch are the "explore" job task, C4 is now craftable at the Chem Station, increased moonshine spawn, and new cheats for spawning colonists, leveling up colonists, and spawning monsters.
Changes
- Added "explore" job task. Colonists with this task will walk to the nearest fog-of-war floor until all floors have been explored - Chem table can now craft C4 - C4 will now destroy any resource nodes in its blast radius. (use them for mining) - Added cheats to spawn all monsters - Added cheat to spawn colonist - Added cheat option to "right click to level up colonist skills" (right click a skill in the skill window to immediately level up that skill) - Increased seed drop chance from farming to 1% - Increased cooldown before alcoholics drink again. - Added/increased moonshine drop rate in first two dungeons - Moonshine now spawns in item caches (and DNA frags no longer spawn in item caches) - Moonshine now spawns in the starting station and mental stabilizers no longer spawn in the starting station - Mental stabilizers now deal 2 organ damage (cuz they were so good) - Space rock damage increased from 1 to 2 - Addict perks (alcoholic and space rock addict) now cause a bit more aggression - Colonists can now be context ordered until morale is -10 or less (but they can only be drafted until -5) - Decreased lung HP from 9 to 6 - Added a cheat to "disable construction skill requirement". This lets you build anything you want regardless of colonist level - Added romance novels back to the Programming Terminal, because programmers have feelings too - Fuel now requires 1 biomass and 1 goolerium to be created, but 2 fuel is now created - Cleaning solution now requires Refined Goolerium instead of just goolerium - Sink can now be used for eating food (prisoners will eat biomass and they will be happy about it) - Buffed sentry: Doubled shots per ammo, reduced wait time to acquire new targets, increased damage, increased range - Required construction skills are now displayed on tech tree cards - Dream catcher now awards more money based on skill score (total skill count of a colonist)
Fixes
- Zombie nest is now context interactable - Windows can no longer be placed on walls that have objects on them (paintings, etc) - Fixed a bug where upset perks weren't added sometimes
The Wilderness Content Update - Out Now!
Starmancer’s biggest update, The Wilderness is out now!
Leave the comforts of your space station to loot asteroids and derelict ships across the galaxy. Hunt for resources, take on territorial monsters, and avoid alien… probing?! Advance your ship using your newfound space booty and experiment with forbidden technologies. You might even adopt a wandering Space Colonist - but be careful, you never know who or what you might encounter…
Try it out & watch the trailer!
This update adds explorable space stations and asteroids around your base. We also added many new enemies and items, like C4 and a Purple Slime Monster. Colonists are now draftable (you can order them to do anything). We rebalanced many of Starmancer’s core mechanics: Morale, Tech Tree, Item Prices, Object Prices, Combat, etc. The game is very stable, crashes are very infrequent and most of the bugs have been fixed.
How to Play
If Starmancer is already installed, your game should update automatically. If you don’t own Starmancer yet, what are you waiting for?
It's super important to note that for this update, saves prior to 0.2.0 (the wilderness update) will no longer work. This is unfortunate, but there were too many underlying changes to the game to keep saves working.
The good news is that the game now has way more cheats and settings for customizing your gameplay experience. You can spawn items, unlock everything, build instantly, give yourself money, remove fog of war, and more. So you can easily rebuild anything you’ve lost.
However, The Wilderness experience is much much more fun and it’s totally worth starting over from scratch.
Want to dive into more details? Here's the full changes:
Asteroids
Asteroids now appear around your base. Resource nodes for ice, ore, silicon, biomass, and crystals spawn on asteroids. Worms, zombies, and other wildlife are often present too.
Sometimes these asteroids directly touch your base, meaning worms and other critters will sneak onto your base and start eating your food (or colonists) if you’re not careful.
Abandoned colonists can sometimes be found wandering on asteroids. These colonists can join your base and be regrown just like the rest of your crew. Sometimes they spawn with diseases and the maniac perk, but mostly they’re good little fellas just looking for a home.
Unexplored areas are hidden in fog-of-war. You can disable fog-of-war in the options menu.
Note: Previously you used a spaceship to “mine” at asteroids. This was a rabbit-hole type activity. This spaceship has been removed for now.
Explorable Space Stations
Every star system spawns with an explorable space station.
The layout and rooms used are randomized, so no two stations are ever the same.
Be careful, monsters wander the halls–protecting the relics, treasures, and recipe caches found inside. Bring your best food to keep your colonists healed while they neutralize the monsters.
Your colonists can even live in these stations! They’ll use the toilets, beds, crafting stations, etc. You can purchase almost every object in a space station and keep it forever.
After looting everything in a star system (or whenever you want to) activate your warp drive and travel to a new destination.
The Stations
This section contains some spoilers about the new stations. If you’d prefer to keep the mystery and discover them on your own please skip this section.
Waste Station
A long abandoned Waste Processing Station that was taken over by the slimes.
This is the first explorable station, with the weakest monsters. Goolerium nests provide the base ingredient for Chemistry and Medical. Fuel can be scavenged to run your generators.
Ore refineries and waste recyclers are found here.
Medilab
The original purpose of this medical research lab was lost forever when its inhabitants were overrun by zombies.
This is the second station you’ll encounter. Undead monsters here are a bit tougher than slimes. You’ll encounter creatures that can infect your colonists, requiring medical treatment before they turn into zombies or go crazy from a cuddler infection.
Medical crafting stations, Therapy Booth (for curing various madnesses), and Healing Booth (for repairing organ damage) are found here.
You can also find anti-virals to cure colonists from zombie and cuddler infections.
The Lucky Kernel
A defunct casino ship operated by the Robot Mafia.
This is the third station. Bots roam the halls and attack your colonists on sight.
Once the station is cleared, your colonists gain full access to the fun arcade machines and casino tables. They provide a big morale boost.
Chemistry tables, silicon, and free-time machines (Arcade, Casino Table, Jukebox) are found here.
Draft Mode
Colonists can now be drafted and manually ordered around. You can order your colonists to do just about everything in the game. Some actions, like dragging another colonist, are only possible by drafting.
Drafted colonists do nothing unless ordered to by you. If you accidentally leave a colonist in draft mode they will pass out eventually (from lack of sleep). An on-screen notification is created for every drafted colonist, as a reminder to set your colonists free once you’re done ordering them around!
It’s a good idea to draft a “soldier” colonist (with high strength and health) to explore all asteroids and neutralize all threats before you send miners outside. If you close your borders, your colonists will automatically remain on your base.
Colonists require positive morale to be drafted, but don’t worry, you can always feed Mental Stabilizers to a sleeping colonist.
Relics
Relics are rare items with special properties that are found in derelict stations.
Ordinary Pen: Erases target colonist memories
Cosmic Bread: Colonist never gets hungry
Matter Refabricator: Colonist poos out whatever they last ate
Spiked Collar: Colonist is immune to zombie and cuddler infections
O2 Cannister: Colonist’s helmet never runs out of oxygen
Remote Uplink: Colonist is teleported back to base instead of dying (the remote uplink is destroyed in the process)
And more!
We also added C4. It’s not technically a relic, but it’s awesome. C4 blows up all nearby floors and walls. It also deals 50 damage to any enemies (or colonists) caught in the blast radius. It’s amazing for defeating high level enemies and for creating emergency exits in derelict stations (because sometimes your dudes get trapped in bathrooms by purple slime monsters).
Player Base
The player’s base is now surrounded by a boundary floor. You can build on this and your colonists can walk on this. Anything outside this boundary is lost to space forever when you warp.
You can delete boundary floors at any time.
Expansion permits are looted in space stations and increase the size of your base, allowing you to build bigger bases.
You can now “lockdown” your base so that colonists will not go outside your borders. This is very handy when arriving at a new system, because it prevents your colonists from wandering into a cuddler nest.
Internal Organs
Colonists do have brains! (and other organs)
Organs take damage when a colonist is hurt and under 50% health.
Lungs: If destroyed: unable to breathe Stomach: Without this, colonists are unable to eat food. Damage to the stomach can lead to incontinence. Liver: Used to process alcohol and drugs. Without this, the colonist cannot get inebriated Brain: Without this, colonists are powerless. If damaged: incompetence, cannibal, or maniac. Heart: If destroyed, instant death
Organs are repaired at the Healing Booth. This is found in the Medilab and must be stocked with Medkits. You can also research the Healing Booth and build one on your own base.
Shamblers are radioactive and damage organs directly.
Diseases
In Starmancer, things like Biowaste and rotten food generate germs. Germs are removed when a colonist cleans a floor. You can also use a sterilizer and some cleaning solution (found in the Waste Recycling Station) to remove germs from nearby floors.
Germs spread to food and cause it to rot, (which leads to more germs). Your entire food supply could be lost if you neglect to keep your station clean.
Colonists also get sad when they see a gross floor. A tidy station is a happy station!
When enough germs accumulate, your colonists will start to get sick with a virus. Viruses have randomized symptoms and various transmission types. When viruses spread to a colonist, their symptoms can mutate.
Scan an infected colonist or slime to unlock unknown virus symptoms. Once unlocked, you can create your own virus with that symptom at the virus maker.
New Skills
Colonists now have skills for speed, research, strength, health, construction, and cleaning.
Treadmills increase movement speed, but so does walking. Faster colonists generate more power at the treadmill. Fast colonists can run away from slow enemies without much risk.
Strength increases melee damage and increases colonist inventory cap (strong colonists can carry more stuff). Improve this by hauling resources or punching bad guys.
The skill cap was increased to 99. The more skill levels a colonist has, the more expensive they are to regrow.
Combat Rebalancing
All food now heals colonists, and it can be eaten directly from their inventory. We also added a toggle to make your colonist automatically heal from their inventory
Before exploring a derelict space station, you should equip your explorer with the highest tier food you have, so that they’ll heal any damage they take.
Enemies now attack locked doors
Colonists now have a chance to passout if they take damage when under 33% health and monsters no longer fight unconscious colonists. This provides opportunities for rescuing explorers if they get into too much trouble.
Monsters award small amounts of DNA Fragments when killed–the currency used to unlock and grow colonists.
New Enemies
Every star system has unique “wildlife”. For example, undead monsters only spawn in the Medilab’s star system.
Slinker: It’s a worm, but you can eat it
Toxic Slime: It’s big. It’s purple. It’s mean
Mang0: An ordinary service bot whose targeting protocols have gone haywire
Drink Bot: Attacks colonists by throwing alcohol at them, making them drunk in the process
Bouncer Bot: Bigger than a purple slime, but with great power comes great movement speed reduction (it’s slow)
Alien Prism: Randomly found on asteroids. Very dangerous. Only attacks if provoked (this thing is awesome for clearing out enemies. But you have to attack it first to make it mad)
There are now 3 classes of enemies: Slimes, Undead, and Bots. Each type will attack the other on site. It’s mildly funny to trap a purple slime in your base and then release it into a Medilab (with the help of a fast colonist as bait).
Quality of Life Improvements
We made many Quality of Life (QoL) improvements.
Any item can now be tracked in the HUD. Allowing you to easily keep track of your supplies.
Colonists now spawn with 2 perks instead of 3. Most “bad” perks now have trade-offs. Incompetent, for example, increases inventory capacity by 1. Aggressive increases strength exp by 10%.
Colonists automatically equip helmets if they start to suffocate
Thermal exchanger automatically shuts off if a room gets too cold.
A loading screen when you warp (with tips!)
Colonists display an icon in the HUD when they’re infected or have organ damage
Colonists are now automatically harvested when grown
The Wilderness is our biggest update. It sets the foundation for adding gear, NPC’s, quests, and all the new updates we’re planning. We're excited for you to check it out!