Starship Corporation cover
Starship Corporation screenshot
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Genre: Simulator, Strategy, Indie

Starship Corporation

Grid Selection

Thank you for the feedback about the new branch!
I understand the sentiments of some players who really like the complexity of the game - so I rediscovered and improved an old feature, that was removed very early during development:



You now are able to select one of 3 grid numbers to connect rooms to specific power generators. This offers interesting choices for advanced players to group together different ship systems (shields, engines, lifesupport, etc.) or connect the most important modules to emergency generators.

Hope you like it! Unlock the new branch by tying betterwithoutgrid in betas.

Version 1.8.0:



Gameplay:

- added grid number selection for power grid

Bugfixes:

- changed 'Auto Explorer' contract values
- changed incorrect requirements for 'Missile Cruiser'
- fixed update after placing/deleting armor plates
- fixed issues with fuselages 'Hiuz-5' and 'Katyr'

New year, new version!

Version 1.7.9 (separate branch)



It took me a while to accept it, but I now I finally took a very good suggestion from the forum to heart and modified the game to radically improve it's performance and gameplay.
It took out the "feature" of drawing connections for power, cooling, fuel, air and water - so that now you only have to place generators on the same deck as another room to supply it, or build deck connections to supply other decks.

I had a lot of plans to make the power lines, cooling, fuel, air and water tubes a more significant gameplay element - but there was simply not enough time to do all of that, while at the same time the system was dragging down performance on bigger ships.

I kind of got used to drawing the power lines and I think it looks nice - but ultimately I think it is a much better (and certainly smoother) game without it.
I am open to hear your experiences with it this version. Do you like it or want to keep the grid system?

Please try out the new version in the separate branch and give me feedback here. If you are new to the game, I do not recommend it, because the tutorial is not updated yet.

To test the new branch enter betterwithoutgrid in betas.

Cyo bugfixes

Thanks to some quality feedback I was able to adress some issues with the artificial humans right away:

Version 1.7.8:



Bugfixes:

- yellow and red alert autoresolve values for cyo crew have been improved
- Cyos can now reload weapons and mining lasers
- Cyos can sterilize rooms (infestation mission)
- room placement outside the hull has been removed
- requirements for all automated contracts have been updated
- general tweak of autoresolve values

Happy Holidays!

The CyO Update is now live!



Hey everyone,

We are happy to be able to say that the Artificial Human update is finally out! In addition to the usual bugfixes and balances, Starship Corporation now features an additional type of crew member: Artificial Humans, also called Cybernetic Organisms (CyO).

CyO do not require air, water, food, healthcare or life support, they can replace any profession and are tough built. If they are damaged, all the need to do is to return to their pod. Crew Management has now an additional mission, to prepare the ship to handle malfunctioning CyOs. Decide for yourself if you want to strengthen your crew by adding an artificial human, or if you want to get rid of human error completely.



The market will feature 10 additional contracts for completely automated ships, and they current 60 contracts in all different areas of space travel can be approached in a new way.

We also prepared a little video, explaining the new features:
https://youtu.be/8XhXw_9gjiE
The full changelog can be found below.

Gameplay:

  • added Cyo Chambers (Ship Design, Research)
  • added Cyo Units (Crew Management)
  • added new ERS mission "Cyo Malfunction"
  • added additional contracts (Galaxy Map):
  • Automated Explorer
  • Automated Routeworker
  • Automated Cargoship
  • Automated Border Patrol
  • Automated Tanker
  • Automated Service Craft
  • Auto Builder
  • Robot-Racer
  • Automated Mining Vessel
  • Auto-Assassin
  • tax cuts are based on contribution level
  • research budget is set to 0 when category is complete
  • changed LRM Scout vessel objectives


Bugfixes:

  • improved performance in ship design
  • fixed off_counter error
  • fixed room access error for deck connections
  • fixed missing captain sprite
  • fixed LRM Scout vessel requirements
  • fixed Kartikeya fuselage grid
  • fixed: check if fuselage is researched
  • fixed: not all save files are listed
  • file deletion confirmation for ship files

Upcoming Update!



I am almost finished testing the next update! It is going to feature a new type of crew member - Artificial Humans, also called Cybernetic Organisms (CyO):
They do not require air, water, food, healthcare or life support, they can replace any profession and are tough built. If they are damaged, all the need to do is to return to their pod.

There will be new contracts in the market that require this unit, but also all current contracts can be re-imagined using this technology. The downside: Lots of research and construction cost, and "malfunctioning" cybernetic organisms are almost unstoppable - that's why an additional crew management mission will test the counter measures of your ship for this type of emergency. I can't wait to hear what you think about it!

File System Overhaul - Version 1.7.4



I spent some time working on the system to save blueprints and classes. I am happy to report that the unbearable saving times for bigger ships significantly improved. I also removed the step to save classes as extra files - now a blueprint just turns into a class file when completed, and you can go into Ship Design and load classes directly to make modifications.

Unfortunately the saved ratings for your established classes are not available any more - you need to run "Autoresolve" or play some missions again.

Gameplay Changes:



- streamlined file system
(just one file instead of blueprint and class)
- improved saving and loading time for ship files

Bugfixes:



- fixed exploit for routework contracts
- fixed spr_tab_finances error
- fixed end turn division by 0 error
- fixed docking clamp M req for "Small Tanker"
- screensize check removed (choose yourself)

Version 1.7.3 Financial Overview



This update includes a lot of tweaks and fixes, and most importantly:
the financial overview interface.
As I was playing the game, I realized how much this feature was missing. It is so rewarding to be able to visually track your company's recovery after the initial research spending spree. :)
I also added a trustworthy salvage vessel at startup, so that stranded ships at the beginning can be recovered right away.
Accidents are less likely, and a report tells you what happened to the ship - so that you can improve on specific missions.

Gameplay Changes:



- added total research budget value
- changed "F" as standard for saving projects
- added financial overview
- added salvage vessel at game start
- added salvage contracts
- reduced number of accidents for own ships
- added accident report
- added credit rates
- added routework contracts
- working vessels are shown in red
- raised transport contract prices
- reduced research prices for hatches and corridors

Bugfixes:



- extended clickable area for "start game"
- fixed X-Large Bay Door requirement mismatch
- fixed alarm position not being saved
- fixed crew not present after autoresolve
- fixed crew getting stuck in lifts
- fixed mission showing as failed after saving it
- fixed waypoint error when saving mission
- fixed wrong waypoints for "take suit off" command
- fixed ship renaming
- fixed: assignment not removed when ship is destroyed
- reduced saving of ship class ratings to one event
- changed budget for contract "Tanker"
- fixed ship design rating

I changed a lot of code, so please let me know if I broke something. I will be streamlining the blueprint/ship class process and improve the saving time next.

Version 1.7.2

Thanks for all the feedback!
While I am working on the artificial human upgrade, I fixed a few bugs and tried to balance some issues:

Gameplay Changes:



- quarters are maintained by their crew type, not only technicians
- set w,a,s,d as standard for panning
- added TAB to switch between company, first and last name
- added PageUp and PageDown for scrolling in research
- changed range requirement for "Routeworker"
- changed eev count for for "Light Transport"
- slowed economic growth for sytems (to adapt to research speed)
- raised gold mining profit

Bugfixes:



- fixed powergrid problem for Skjold fuselage
- extended clickable area for left/right pan
- fixed start game button?
- added engine fuel requirments to objectives
- fixed global.spr_build_category error
- fixed obj_room_info.mouserollover error
- fixed click-through for research over crew management
- adapted sound level for mission "Mutiny"
- fixed saving of asteroid fields
- fixed saving of mission ratings
- fixed crew number after autoresolve
- fixed movement of rooms when in research
- fixed missing research after saving/loading
- fixed waypoint error when saving mission
- fixed docking clamp requirements for "Service Craft"

For some, the start button at sandbox creation was not clickable. I could not reproduce this, but tried to fix it - let me know if it works now.

Version 1.7.1

Gameplay Changes:



- added first and last name (for campaign)
- added all election cycles
- added cancellation of shipbuilding
- added renaming of ships
- added tooltips for galaxy map

Bugfixes:



- fixed budget/objectives update after load
- fixed global.spr_tec_unknown error
- fixed saving/loading of sound volume
- fix shipyard disband button area
- fixed buildsprite error?
- fixed autosave during research ui
- fixed naming issue for ship class
- fixed overwrite issue for ship files

I cannot reproduce the department change error (buildsprite), so please let me know if it changed. Thanks!

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