Underspace cover
Underspace screenshot
Genre: Role-playing (RPG), Adventure, Indie

Underspace

Version 1.50.0: Patch Notes, Steam Workshop, & Year End Recap

[p]Hello starchasers! It’s been a hot minute since the last patch announcement, hasn’t it. I’m sure the cats missed all of you, if they could understand such a concept.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/3a5f89b8aeddeb7318f7495e1079b66f13c80329.jpg"][/p][p]When was the last mainline patch? September, was it? Jeez, that’s a lot of time. Obviously, our beta branch has been receiving a ton of updates, but this here mainline main branch update took a while to get anywhere, in no small part because there’s a lot of new pieces and a lot of writing that had to go into it. A lot of writing. God there was so much writing, it was probably the most miserable slog of work I’ve ever had to do; this game is honestly way too big. As big as my cat is getting, and he’s a big cat.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/2582285e4ec8a5017b2f62b104b8566a18d35137.jpg"][TAG-10]But, that’s over and done with now! It’s the final hours of the year, so it’s time to get all the stuff that’s been cooked up out and into the wild. There is a lot to it. It’s not our biggest update (in terms of content), but it is our biggest update in terms of download size. If you read on, the reason for this will be quite clear. [/p][p]Finally, at the end of all these patch notes and such we’ve got the year end recap, so be sure to check that out as well. Let’s get into some update highlights! This is aiming to be our last large scale update before 1.0 hits: Smaller updates will still be here and there, mostly aiming for bugfixing and polish.[/p][p]

[/p]

Mod Support & Steam Workshop Integration

[p]This is like, what, a 5gb download? 5.6gb? That’s a lot, ain’t it. You’ll notice the game’s gone up a bit in size. That’s because the entirety of the game’s internal file system has been redone to be far more data driven and modular. It’s a tradeoff, more or less, because as a benefit, you’ll see significantly less VRAM and RAM usage throughout the game (with some users reporting almost an increase by 40 FPS), but, and this is probably a bigger thing for you guys: We’ve greatly expanded mod support.[/p][p]
[img src="https://clan.akamai.steamstatic.com/images/35321791/ececa6906f7ba7fca17b97c22d7149103faa690b.png"][/p][p]With this latest update, you can now add in new equipment, new ships, new cockpits, new items, as well as modify existing ships, items, as well as mod in new coded features, change aspects of star systems and bases, gameplay constants, and more. How do you do all this? Why, with our new Modding SDK! [/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/7d37339cf6a8890da239abb25853c3246cae027d.png"][/p][p]Included with the latest patch of Underspace are two new important files: UnderspaceModdingSDK_v001.zip is the game’s first release of its modding editor. This is a Unity project that contains tools for creating new mods, several example prefabs of different items, as well as an included .pdf guide that contains the documentation of relevant assets and the process for creating new mods entirely. TestPlugin.zip is an included example plugin that contains the decrypted .json files that drive most of the game’s data: So station records, star system records, and ship records.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/ffaec0c36fbf0ee5a283ee4351b466fbd6a1f39c.jpg"][/p][p]If you want even more examples to work with, I’ve also packed and uploaded the game’s various prefab files as an external download that you can import into the project to work with. Already I’ve seen beta testers making mods for this: Several are in the process of porting ships from… other games over, among other things. And I’m not done yet, because we’ve also got the Steam workshop fully integrated into the game.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/4a24745e4022e251f703049a7cbb15e9a1bdb41e.png"][img src="https://clan.akamai.steamstatic.com/images/35321791/dffe4d7ad712ef3cf82730b4f17570e23731e9ad.png"][/p][p]That means one-click downloads for any mods, and all the nonsense that brings to the table. You can check that out, freely download new uploads, as well as upload mods of your own to the Workshop properly via the in-game, so check that out as well.[/p][p][/p][p][/p]

Talky & Texty 

[p]Text! Not everything has to contribute to the gameplay loop, you know. You ever play Morrowind with the Joy of Painting and Ultimate Fishing and maybe a sailing mod, where you just sit there painting sunsets, reading books, and eating whatever you caught? God that’s the life. That’s the life right there. Anyway, in the interest of fleshing out the game world but NOT adding full on new features I’ve done a huge pass on the game’s content and added a bunch of new little side-stories and folk to talk to and all that. Starting off, there’s a bunch of new in-game books to read: In-universe stories, historical texts, scientific documents, and more![/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/bd2ffd7e62029654049f32a6bd5ff8c6c38a4911.png"][TAG-60]Next on the list are news stories! This is where the bulk of my time went, almost two solid months writing news story after news story after news story after… Sorry, it was pretty traumatizing, but there’s over 150 stations that have over 450 new news articles posted for players to read now.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/c7b5b42f22d376f74344f89a2f69591d60fa77ad.png"]There’s also more codex entries! Kardoz now has specific thoughts on locations, party members, certain technologies, and more. As part of an overall pass on entries like that every single chapter, bounty, codex record, archived data, and similar have all got new icons and posters.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/93dc618c2d733696a688a5d6ba16e45468342e5c.png"][img src="https://clan.akamai.steamstatic.com/images/35321791/7a67cc384ed78afe13ff3030dfb896cd3c43db24.png"][TAG-70]Finally there’s a ton of new NPCs to talk to! Some are backer submitted starchasers, others are simply rumormongers or there to point you in the direction of nearby vignettes. Some flesh out the worldbuilding, and some are just there for fun. There’s over 40 new NPCs across the galaxy, and, as a further treat, there’s also a fair amount of new texture variety that’s been added to the game for all the major playable races.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/fcbffe529370b2f78bb090be4a8a5cefea26d75d.png"][img src="https://clan.akamai.steamstatic.com/images/35321791/c5454f7922fa34ae7f3ae3289191c6b2f0339827.png"][img src="https://clan.akamai.steamstatic.com/images/35321791/15e9b6fdff519214ab0456c682cf47decb853eef.png"][img src="https://clan.akamai.steamstatic.com/images/35321791/33c1dcb7fb17fa7f7eba675e084aded13914c3f8.png"][TAG-80][img src="https://clan.akamai.steamstatic.com/images/35321791/2e3a240689579a099e8729b030b192c219aaa174.png"][/p][p][/p][p][/p]

Quest & Campaign Pass

[p]Part of prepping the game for 1.0 means going over existing content and making sure it’s all nice and ship-shape, and seeing if there’s anywhere where it could be noticeably improved or fixed up. [/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/547f63396db4ca392d69a55cd2db5f82a431c6a7.png"][img src="https://clan.akamai.steamstatic.com/images/35321791/457f5cfa4d8d065a52db4b9d44eb3d0f7be994ef.png"]All the quests in the game, as well the game’s main campaign, have received a pass, adding things like additional sounds, music cues, lighting redoes, new attacks for minibosses, and more. Some have new cutscenes, or generally more elements to help them flow better, more appropriate rewards, etc.[/p][p]
[/p]

Quality of Life Features

[p]There’s lots of smaller quality of life features with this patch too. Some big ones include a total redo of train travel: Wherein you’re able to travel from a train station to any other train station you’ve discovered, provided you, you know, afford it, but prices for train stations now fluctuate based on how much cargo you’re carrying, if there’s a storm in the system, and more.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/90b5e2e6380cc506eb135010d24a4f13aa8314da.png"][TAG-106]We’ve added new volume sliders for things like other ships engines (separating them out from the sound your ship makes, that is), UI sounds, etc. And then there’s a smattering of other changes: From more missions giving full mission markers to locations, a redo of piracy mechanics to make them more lucrative (and overhauling some of that comms system tech to allow for proper duels and such), new UI tabs on things like chapterhouses for finding proper archived data, and more. [/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/9d7f802861b06f5863c17bc974b98e4ba0afab21.png"][TAG-110]And that about covers it, let’s get into the patch notes![/p][p]
[/p]

Changelog is as follows:

[p] [/p]

NEW FEATURES

  • [p]Engine update! Which means tons of under the hood optimizations and improved rendering. Some people have reported a nearly 40 FPS increase, which is kind of nuts.[/p]
  • [p]Added news stories to every single station. Please, god, never let me have to write this much again.[/p]
  • [p]Added new readable books and in-universe short stories to various areas.[/p]
  • [p]The regional UI in chapterhouses now show what hazards can be found in what region.[/p]
  • [p]Added region monitoring to most starchasing centers and added the ability to spawn hyperstroms at Kalgrite.[/p]
  • [p]Added more volume sliders to control NPC ship ambience and UI sounds.[/p]
  • [p]Added a tribute shrine to Barrely Borbly.[/p]
  • [p]Added mod support for items, equipment, star systems, station data, and ships. Ur welcome.[/p]
  • [p]The game now comes with a zip that contains the game’s modding tools. Please, if you’re gonna make mods, read the damn manual. I won’t be holding your hand on this, you wanna swim in the deep end? Don’t expect water wings.[/p]
  • [p]Added support for mods to instantiate new objects that can execute new scripts (provided you’ve given your plugin a .dll file to do so).[/p]
  • [p]All storm hazards have proper icons for their scanned data.[/p]
  • [p]All bounty posters now have proper unique icons for the posters.[/p]
  • [p]All legendary ships now have proper scanned item data and display the matching shorthand name in their entry.[/p]
  • [p]Starchasing chapters now have proper logos.[/p]
  • [p]Added more texture variety to NPCs on stations.[/p]
  • [p]All dialogue on stations now has proper animations and emotions when going through shit. You know how it is.[/p]
  • [p]Added more animations for several talking cutscenes during quests.[/p]
  • [p]Added codex records for party members, regions, and some additional technology.[/p]
  • [p]Added proper icons for all codex records.[/p]
  • [p]Added a TON (over 40+) new characters and people to talk to on stations. Some give rumors and point you towards bases and points of interest, some flesh out the lore, some are back-created starchasing chapter representatives. There’s a lot of folk here.[/p]
  • [p]Added Steam Workshop support.[/p]
  • [p]Added the ability to upload and tag mods to the Steam Workshop.[/p]
[p][/p]

CHANGES AND REBALANCES

  • [p]Added missing description to all regions.[/p]
  • [p]Added new sound effects to the data center and added some sub-categories to better sort and keep track of things you’ve scanned.[/p]
  • [p]Courier missions now route you to the courier station in question. Because using the search bar is too hard, apparently.[/p]
  • [p]Rampage missions will now route you to the nearest location that that enemy type could be found, because god forbid you spend five seconds thinking about how to complete a mission instead of blindly following the all knowing orange marker. Praise be to the all knowing orange marker.[/p]
  • [p]Added more bits to Gilliam’s Geysers.[/p]
  • [p]Cleaned up stations of various duplicate details, helping with rendering issues (particularly in bars). [/p]
  • [p]Jumpgates, lanelines, and jumpholes will no longer be targeted by the target-closest-enemy-key.[/p]
  • [p]Train travel has been overhauled: You can fast travel to any train station you’ve discovered, but prices fluctuate on factors such as storms, if you’re carrying cargo, if they’re in the same region, etc. The functionality for the “show train route” button has been changed to simply display systems with train stations now.[/p]
  • [p]Us Transports and Us transport turrets have been significantly buffed. Don’t mess with the Us.[/p]
  • [p]Rebalanced the price of wrecked items so that they’d have more value if you chose not to repair them.[/p]
  • [p]Refactored a huge amount of the game’s internal file structure, which means better performance (though you may notice some longer loading times) and less memory usage in exchange for a larger file size for the game overall.[/p]
  • [p]Rebalanced some early game storm hazards to be more forgiving.[/p]
  • [p]Sun volumetrics are now suppressed if the sun is not visible when outside of a nebula.[/p]
  • [p]Shrank the size of wreck items on the navmap for better visibility.[/p]
  • [p]Redid graphics for ambient star dust.[/p]
  • [p]The storage UI now displays the count of wreckage items.[/p]
  • [p]Changed closing animations for the comm window.[/p]
  • [p]Rewrote some later tutorials to be simplified.[/p]
  • [p]Three Scrappers and a Cube now has quest markers.[/p]
  • [p]Scanned data is now sorted alphabetically. [/p]
  • [p]Redid garage graphics slightly.[/p]
  • [p]The in-game manual has been reworked to pull from game tutorials. [/p]
  • [p]Decreased the amount of time before a volatile ace pilot explodes and increased the visual size of its effects.[/p]
  • [p]Expanded some jumphole clearings in fields so that players wouldn’t spawn inside asteroids.[/p]
  • [p]Trying to pirate a ship you’ve just pirated will cause that ship to turn hostile.[/p]
  • [p]Increased the chance of pirating repair items off ships and made payouts for piracy slightly more random, as well as made both affected by the piracy skill.[/p]
  • [p]NPCs will give proper reasons for denying a duel now.[/p]
  • [p]Reach Station now comes with a free player home.[/p]
  • [p]Added various small improvements to side quests: Such as sound cues, better failure-catch states, more graphical effects, improved miniboss encounters, and more.[/p]
  • [p]Went back over parts of the campaign to refresh them, small graphical improvements, music cues, etc.[/p]
  • [p]Added new cutscene elements to the main campaign.[/p]
[p][/p]

FIXES

  • [p]Fixed some softlocks during the campaign if cutscenes were interrupted.[/p]
  • [p]Fixed some mislabeled NPCs on stations.[/p]
  • [p]Fixed color icons not working when contextual color UIs were turned off.[/p]
  • [p]Fixed issue where big kill solars were dying too early.[/p]
  • [p]Fixed various typos.[/p]
  • [p]Fixed issue where NPCs would be wearing clothes they weren’t meant to be wearing.[/p]
  • [p]Fixed some mislabeled bits in Vauldwin police elite missions. [/p]
  • [p]Fixed issue where the Overmind could SEE YOU everywhere, instead of just Macrovari space.[/p]
  • [p]Fixed storms appearing during missions where they should not appear.[/p]
  • [p]Fixed some texture errors when blowing up battleships.[/p]
  • [p]Fixed mislabeled customization terminals.[/p]
  • [p]Fixed some weird particle rendering errors from the port.[/p]
  • [p]Fixed issue where highcruisers wouldn’t stop moving in combat and wouldn’t leave behind a sweet corpse with tons of epic loot.[/p]
  • [p]Fixed some cancellation issues with mission waypoints. [/p]
  • [p]Fixed issue where the escape key wouldn’t close keycode UIs.[/p]
  • [p]Fixed some floating weird purple things on stations.[/p]
  • [p]Fixed some floating doormarkers.[/p]
  • [p]Fixed some clipping issues during Hard Business.[/p]
  • [p]Fixed some jumphole spawning issues for campaign mission 11.[/p]
  • [p]Fixed some animation errors in quest cutscenes.[/p]
  • [p]Fixed broken fonts for alien dialogue.[/p]
  • [p]Fixed some misplaced leaving nodes on stations.[/p]
  • [p]Fixed several weapon cycling group issues.[/p]
  • [p]Fixed issue where large ships following you could bump into you.[/p]
  • [p]Fixed text issue on the cockpits for Sons fighters.[/p]
  • [p]Fixed some importation errors on several skyboxes.[/p]
  • [p]Fixed character save buttons being able to be reclicked.[/p]
  • [p]Fixed issue where an open frienddrive couldn’t be closed by the tab wheel.[/p]
  • [p]Fixed issue where planetary rings outside of nebulas would be visible within the nebula.[/p]
  • [p]Fixed some rendering issues with laneline arrows.[/p]
  • [p]Fixed issue where various places during the main campaign could be walked out of or wouldn’t reset properly.[/p]
  • [p]Fixed small waypoint errors when traveling lanelines.[/p]
  • [p]Fixed issue where reloading a save when in cockpit mode could cause brief visual weirdness.[/p]
  • [p]Fixed issue where you couldn’t create waypoint to stations while on stations.[/p]
  • [p]Fixed softlock during campaign mission 5 where you could prematurely leave the Axle.[/p]
  • [p]Fixed issue where pirates would continue to demand cargo even when dead.[/p]
  • [p]Fixed reloading issues related to assassination missions.[/p]
  • [p]Fixed some small rendering issues.[/p]
  • [p]Fixed pathing issues during duplicate missions. [/p]
  • [p]Fixed some phantom settings that were appearing.[/p]
  • [p]Fixed issue where out of system waypoints would clear when docking on a station.[/p]
  • [p]Fixed issue with the Us Corpse Collection mission.[/p]
  • [p]Fixed issue where health wasn’t saving in quicksaves and autosaves.[/p]
  • [p]Fixed camera issues with junktech ship cockpits.[/p]
  • [p]Fixed some minor issues with on-station optimization tech (you wouldn’t notice it, but I did).[/p]
  • [p]Fixed issue where reloading a save when in a laneline would cause laneline sounds to persist.[/p]
  • [p]Fixed issue where some records in the records tab wouldn’t display.[/p]
  • [p]Fixed issue where damage calculations for hazards like radiation were completely wrong.[/p]
  • [p]Fixed issue where some items that had no ammunition were meant to have ammunition.[/p]
  • [p]Fixed issue where some icons would persist in a save reload.[/p]
  • [p]Fixed issue where the Ship Carver could be crafted before the relevant quest was completed.[/p]
  • [p]Fixed issue where cycling weapon groups would deactivate heavy weapons and similar equipment types.[/p]
  • [p]Fixed issue where jump-in sounds when traveling would occur too early. [/p]
  • [p]Fixed issue where shields with no shield type wouldn’t take damage.[/p]
  • [p]Fixed issue where several legendary effects weren’t working properly.[/p]
  • [p]Fixed issue where large ships could kill themselves with their own missiles. Now, under normal circumstances large ships don’t use missiles, but. You know. Just in case.[/p]
  • [p]Fixed issue where the key press time setting wasn’t working.[/p]
  • [p]Fixed some overlapping UI elements in the information section of the starchasing UI.[/p]
  • [p]Fixed some small issues with Priest Killer missions.[/p]
  • [p]Fixed issue where readouts were no longer occurring on stations. [/p]
  • [p]Fixed issue where Veilers had no emotions.[/p]
  • [p]Fixed issue where leaving dialogue early would cause animation errors.[/p]
  • [p]Fixed small cutscene issue where the cutscene wouldn’t set skybox settings properly.[/p]
  • [p]Fixed saves not loading when quitting to the main menu due to bad resource allocation. [/p]
  • [p]Fixed some visual issues on Planet Landings during the campaign.[/p]
  • [p]Fixed issue where you could accidentally unbind the pause button.[/p]
  • [p]Fixed some smaller damage fuse related issues.[/p]
[p][/p][p]Whew, that’s a lot of notes. We’re not done yet though. You’ve done real good, getting this far, so have some more cats. That’s why you come to these, isn’t it? The cats? Right. [/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/37a58c703c39f696d1693208645ce8a2e491f0a8.jpg"][img src="https://clan.akamai.steamstatic.com/images/35321791/a207c8e5ccecc83fba17e1fac1a66dffb1af50db.jpg"][img src="https://clan.akamai.steamstatic.com/images/35321791/d0f0e2b2a4019c07a9611e29e7a7a7f4adba561e.jpg"] There you go, now let’s get into where things have been and where we’re going. [/p][p]
[/p]

Where We’ve Gone

[p]2025 was another big year for Underspace. I’m going to guess that’s going to happen a lot in a game like this; big years and all that. Unfortunately, we missed our original 1.0 release date window by a pretty wide margin, in no small part due to the fact that it’s still just me working on the game, and killing myself to get the game out in time is, fortunately, no longer an option. Still, at the same time we’ve gotten out two big milestone updates this year, which brought the game that much closer to release.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/4f2929c687533f3e4609f32c794f532070c3b9ed.png"]This milestone update was, in fact, so dang huge it had to be split into two parts. The first bit, Intergalactic Architecture, saw the implementation of many of the game’s planets and explorable first person areas, including the game’s capital city the Axle, as well as many other in-game homeworlds. It also added new flyable ships, new quests, new dialogue, and more.[/p][p][/p][p]Our second major update, the Color Out Of Space, brought in a huge amount of player customization options. In addition to letting the player put in new custom content, we added tons of new character customization pieces, new planets to land on explore, and, most significantly, the ability to buy and decorate player houses, as well as do the same to any ship cockpit (and ship cockpits were properly implemented too, of course). There were also a smattering of other things like an in-game journal, map notes, and a detailing pass. [/p][p][/p][p][/p][p]Finally, I also managed to squeeze a whole engine update into the game, which massively increased framerates on a lot of computers, and opened up a whole new world of features that were, previously, more or less impossible due to the engine version we were stuck on. No more of that, anymore.[/p][p]
[/p]

Where We’re Going

[p]There’s now one final milestone update left before our 1.0 release: The Soulchaser Endeavor. [/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/6b34691582a164ce0ef0e19db4040d02fe9cc63b.png"][TAG-660][/p][p][/p][p]Effectively there’s only a few things left in that update before 1.0 is ready to be tested:[/p][p] [img src="https://clan.akamai.steamstatic.com/images/35321791/996c916edb116f74bb92c817dc7b97b9643e2a98.png"][/p][p]Most of these tasks are comparatively small (though voice acting will take some time to get in, I’m in the process of wrangling actors and implementing that), but multiplayer, as always, stands as the big thing. Work on that stalled a bit following the engine update, as it required our background netcode (like the actual connect-disconnect-player-spawning stuff, not the top level code that linked this to gameplay mechanics, which remained the same) to be completely redone following our previous netcode becoming deprecated to the point of unusability. Luckily I was able to hash out some things with the multiplayer devs at Rockstar and get some good advice and takeaways from all that, so work on that is progressing. [/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/9e7e341459fba2057f03f88d2c58487b4e04c9c6.png"]The content for it is implemented (though needs a pass and polish), but there’s a huge amount of additional concessions and considerations that have to be worked with now: Not the least of which is allowing servers to properly implement all that mod stuff and make sure nothing explodes. I’m aiming to have more on multiplayer in the coming months, with the beta branch being the primary source of updates there before 1.0’s big launch.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/d786a5d7d6a8de04356e146bf4b80a47f07c6dbe.png"][TAG-680]Otherwise, I’ll also be aiming to add additional mod support: .ini importation, adding new things to stations and star systems, adding new star systems and stations entirely, various smaller additions there to better optimize things in memory, etc. [/p][p]And that’s all! I need to take a long bath and a long break, but I’ll be back late next month with more beta branch updates and other stuff. As always, you can check out our Discord for more moment-to-moment news. I’ll leave you with a final cat-collage to close out the new year. Here’s to a particularly spacey 2026![/p][p]
[/p]

Beta Branch & Engine Update!

[p]Hello starchasers! No, this isn't the talky patch I've talked about, but there is news and a new opportunity for those willing to try it out. You want cat photos first? Alright, fine.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/54275faed5ed1ac49592f2afb18fce030c13e336.jpg"][img src="https://clan.akamai.steamstatic.com/images/35321791/ed14a67e592658fa87e20a13175d7c4a4e7be5a4.jpg"][/p][p]Okay, got your fill? Onto more important matters! [/p][p][/p]

Beta Branch

[p]I spoke briefly on establishing a pre-update beta branch for the game, which is now available! This beta branch updates more frequently with far more unstable updates, and is mostly intended for testers and myself. That being said, because there's no real harm in it I've opened the beta testing branch up for everyone to experience.[/p][p]To download this branch, you need to open up your game's properties -> betas -> and then opt into the new testing beta branch under beta participation. [/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/aaafb69cf13fe51b064354af62d1c84c13aec079.png"][TAG-20][/p][p]The subsequent download may be sort of big, as a bunch of internal stuff changed (read on to find out what I'm talking about.)[/p][p][/p]

Engine Update

[p]The big news with this beta branch is that our game engine (Unity, if you couldn't tell from the godawful performance) has been updated to a much much later edition and away from the extremely dated version we've been stuck on since for years. With the help of some professional devs from another studio, we were finally able to update it to something much more modern. This brings with it a whooooole host of internal changes. Right now, those opted into the beta branch should notice across the board performance improvements, the end of flickering shadows and improved shadow fidelity, and a few other smaller graphical changes.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/f8466a8f16ffd90b047385a4f1f08ba2d6dd0c95.png"][/p][p]Going forward this engine update will allow us to take advantage of a lot of features that were previously out of reach, including enhanced mod support (which will be far less hacky), even more performance and memory improvements, etc, etc. I aim for semi-weekly pushes to this beta branch in between major public facing updates, so if you want to see the latest stuff being worked on, I recommend opting into the beta branch. Just be aware that it IS a beta branch, so issues are to be expected.[/p][p][/p][p]And that's all for now! Just wanted to make people aware of exciting new things.[/p][p][/p]

Version 1.47.0: Patch Notes

[p]Welcome to September, starchasers! Now we all know it's about three days until that Bug Game releases, so all of us, myself included, probably don't give two rocks of an Ast's wing-thingies about any sort of other games at the moment, but that won't stop me from putting out this patch so I won't have any more obligations hanging over me.[/p][p]
Well, minus any obligations to the furry screaming things I let live in my house.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/ed9a0a39559b85189d0f99525e34e8b6e9c4d7c1.jpg"][/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/e508b52ed495ab7baa7a7778775f63c7a2006c8d.jpg"][TAG-10][/p][p][/p]

Current Affairs & Future Updates

[p]Some news about stuff that's currently happening, yeah? We've got a sale going on right now, which makes it a perfect time to jump in and complain about the lack of voice acting! Don't worry, it's coming eventually. Sadly, a lot of time was spent this month on some engine updates that, long story short, didn't pan out.[/p][p][/p][p]For those users who have the game on GOG, you may have noticed that the game often lags behind on updates there. This isn't by my own choice; GOG's updates were previous handled by a third party. But, after some arm twisting and chair-kicking, I now have access to the build tools for that branch of the game, which means it'll get updates far faster.[/p][p][/p][p]Next up, future stuff! Our next milestone update is our 1.0 launch release: The Soulchaser Conspiracy. The big thing with this one is multiplayer, along with freeplay mode, a second main campaign to follow, and the ability to play as a custom character from any of the four main Union races. I'll share a few tidbits and concepts from that update, with zero actual context.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/bc0e9a2d78b676bd17c36605199a035767d54e91.png"][/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/5671f1a01c289a99dec3dedb94ae48570f3091b2.png"][/p][p]Now, TSC's launch window is... ambiguous. This is a monumentally enormous update, and there has to be a lot of internal testing before it can come in. Before 1.0 officially launches I'll be running a closed beta followed by an open beta of all the multiplayer stuff. When we get closer to that I'll be doing an announcement about it.[/p][p][/p][p]Now before that happens there's one last intermediary update we'll be doing. I call this one the Talky Texty Dialoguey Thingy Update, and the focus with it is on getting the last few bits of unrelated text-related content out. This means filling out all the news stories on stations, adding in some more NPCs to talk to (that aren't tied to quests) and listen in on, a few books to read, and passing over quests and the campaign to make them either flow better or have some small visual improvements here and there. Also the ability to sit in chairs.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/6f62bb1aea192af5d92768d49017a4118465b574.png"][/p][p]Now past that, and, barring bugfixes, most of the game is now in what I'd consider to be a finalized state. Graphics, gameplay, balance, content, all of that is to a point where I'm happy with it. [/p][p][/p][p]Alright, onto what you've actually been waiting for: The update.[/p][p][/p]

Update Highlights

Visual and Detailing Reworks

[p]A bunch of time this month was spent on going back over existing content and giving lots of places, space and station, a nice tuneup. Starting off, the Veil received a visual rework to better sell the idea that you are, in fact, in space hell.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/8f7dfea29add2f79d283c1d609936342bd5122c2.jpg"][TAG-70][/p][p]Many planets got a little treat: a mooring space elevator so that big ships no longer take up space in the docking ring queue.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/993581172d498d105552d23459c91c1f2c9a65e6.png"][/p][p]Next update: space stations! Every space station now has ambient NPCs, a pass for lighting, optimizations, and ships in their landing bays, and of course service NPCs with actual models and names (rip to my man Barrely Borbly, but your death was well overdue).[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/5ef4a1f5f06b634494acc3eec3346fb6ee1e3224.jpg"][/p][p]Time for the full changelog![/p][p][/p]

Changelog is as follows:

[p]
[/p]

NEW FEATURES

  • [p]The Veil’s received a minor visual facelift in preparation for its multiplayer aspects: It’s far darker and spookier now, as befitting an uncrossable space hell.[/p]
  • [p]Docking rings for planets now have space elevators for larger ships.[/p]
  • [p]All stations now have received a major detailing pass! This means docks have fighters, people milling about, and every station now has named traders, equipment dealers, shipwrights, and more.
    Service NPCs on stations now have more variety and ambient NPCs will often match the owning faction of the station.[/p]
[p][/p]

CHANGES AND REBALANCES

  • [p]Exit doors will now stay open if you’re stuck inside an exit bay. No more softlocks for you, buddy.[/p]
  • [p]Long Legacies’ later stage quest bits will lead you to the courier ship directly, instead of Kidenstat.[/p]
  • [p]Trading in ships now considers the flat value of items, instead of adjusted price values, preventing exploits.[/p]
  • [p]The Grand Telemite Shipyard now sells corporate fighters and freighters.[/p]
  • [p]Adjusted the lighting of many many stations, often so that the ambient lighting would match the sunlight outside.[/p]
  • [p]Performed mild optimizations and cleanup of every station in game.[/p]
[p][/p]

FIXES

  • [p]Fixed issue with the Junktech Freighter’s engines visually.[/p]
  • [p]Fixed issue where some large solars wouldn’t die and wouldn’t put down explosive effects.[/p]
  • [p]Decals and paintjobs with the same filenames won’t conflict anymore.[/p]
  • [p]Fixed decal and decal camera issues for Washer fighters, corp fighters, the Champ’s racing ship, and the Rival fighter.[/p]
  • [p]Fixed issue where Mama Mine would get really mad if you used hypercharged webbing on her.[/p]
  • [p]Bastic’s Rustlord minefield [/p]
  • [p]Fixed issue where the game wouldn’t remember saved paintjobs.[/p]
  • [p]Fixed graphical issues with held key presses and images that indicated if they were held.[/p]
  • [p]Fixed issue where NPCs would keep contacting you for quest finales.[/p]
  • [p]Fixed issue where Dynamos wouldn’t disappear while cloaked.[/p]
  • [p]Fixed issue where your onboard narrator would think you were entering a sun corona too early.[/p]
  • [p]Fixed some map scaling issues for Fhedden Delta.[/p]
  • [p]Fixed issue where combat would interrupt dialogue during The Bigger Picture.[/p]
  • [p]Fixed rendering issues with random Macrovari characters.[/p]
  • [p]Fixed issue where some paintjobs weren’t dropping.[/p]
[p]

[/p]

Version 1.46.0: Patch Notes

[p]Starchasers! Hunters of the Union and beyond! Did you think I was done with you? Did you think you could let yourselves rest? We're done with patches when I SAY we're done (and when, you know, we've got multiplayer and stuff implemented). [/p][p]It's been a couple weeks, and on some level I wanted to wait a bit for this patch, but we've seen a big influx of new people playing and a few juicy tidbits and bugs fixed that were significant or neat enough that I wanted to get them put out in full. Then it turned out to be International Cat Day so I thought "well hey, what the hell, perfect timing" and so here we are. I guess you'd want a few cat pics to go with that, so here. This includes a guest appearance by our neighbor's fat tuxedo cat.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/1a5485d370b9fd1bc2ce3a83c37abc558e4f462e.jpg"][img src="https://clan.akamai.steamstatic.com/images/35321791/fadd32468979ef421a374b6ab13baaa4cd365c44.jpg"][/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/e556c31bc33216ee35891853bc27208116f8f5ea.jpg"][/p][p]Want some new features? Cause we got those![/p][p][/p]

Update Highlights

Custom Content & Customization

[p]Houses! Remember them? I do. Sure we'll never be able to afford them but right now, you can do whatever you want to your house, and more! I've added new features that let you dye your house as you would dye your cockpit or ship (using the same system, of course), and you can also change the windows on said house, in case you want to witness the cityscape outside of it in a more clear glory than before. Many houses also have switches to control window shutters and awnings now. For privacy. I know what you get up to.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/c5d1926a427bd69901af9ec35beff776ed8b9d88.png"][TAG-30][/p][p]Next up, custom content! Part of this is tech tying into modding systems, but it's also all about allowing you some further deranged amounts of customization and control over your life. What was I talking about? Oh right. The point I'm making is that you are now able to load in custom paintings for your house, and custom paintjobs and decals for your ship! Finally, you can slap your cat's face down on your starfighter.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/ca6160cb859c0c65cd34822ece35697e3b869d8f.png"][img src="https://clan.akamai.steamstatic.com/images/35321791/13861235884beaf2b6cd898a32531481511386a8.png"][img src="https://clan.akamai.steamstatic.com/images/35321791/b71bf1d18dc56fa0207856382e0dd894dc4e0d96.png"][TAG-40][/p][p]By the way, we have ship paintjobs too. These are full texture overrides that can be used in place of the dye system (you can't have both at the same time, sorry), for all kinds of weird nonsense. Only a few paintjobs exist in the game right now, and you'll have to track them down. [/p][p][/p][p]You can also use your own game screenshots as loading screen backgrounds instead of the default loading screen backgrounds. This is a toggle under the options menu, mind you, because I'm nice.[/p][p][/p][p]In order to use new custom content, you need to go to your AppData/LocalLow/Pastaspace Interactive/Underspace/CustomTextures folder (which will be created when you start the game up) and place .png files into the individual subfolders. It only works with .png files, but you can have as many as you'd like.[/p][p]
I'm not done, by the way. Remember the radio system? I get so many people going like "ohhh trainwiz please make it more extensive please let us do station stuff" etc, etc. And now that I've finally got some regular medication for my migraines, I can! [/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/26e500ece04c053de398dee579cbdd7cbc58bddf.png"][/p][p]Keeping this simple, as I'll be writing up a guide for all this, you're now able to create a .json file in your radio folder to define much more specific conditions under which music tracks will play. So say if you wanted to define it so that bar music plays in bars on specific stations, or say if you want the soundtrack from a space game from 2003 to play the red music in the red areas, that's now totally possible! The world is your oyster! You just have to be an adult about it and take some time to set it up. You can do that, right? Please?[/p][p][/p]

Quality of Life Additions

[p]A few things people have been asking for have been implemented. Some new effects here and there, some new optimizations. You can now get a detailed service list of all the stuff being done to your ship at a repair dealer, as well as view every note you've written down with the custom note system.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/f9e22d7e5a2346a31c2b2474742f86481df85fe8.png"][img src="https://clan.akamai.steamstatic.com/images/35321791/da86ee13c128b2daf71da898e56a2a01b7662e6e.png"][/p][p]And so on! Check out the full changelog below for a list of all the stuff that's been done, because there's quite a bit.[/p][p][/p]

Changelog is as follows:

[p]
[/p]

NEW FEATURES

  • [p]You can now dye and recolor your houses, using the same dye system you’re no doubt familiar with.[/p]
  • [p]Added new pathfinding logic to NPCs to better avoid planets. [/p]
  • [p]Custom paintings and decals are now possible! Placing .pngs in the game’s AppData/LocalLow/Pastaspace Interactive/CustomTextures folders will allow you to own custom paintings in your house and cockpit, and custom decals to weld to your ship.[/p]
  • [p]Big kill bosses now have a larger more involved explosion cycle. I swore I did this already, wonder what happened. [/p]
  • [p]Large minibosses in random missions now have their projectile effects changed to match their owning faction’s projectiles. Get ready for Washer owned platforms firing big orange lasers![/p]
  • [p]Added an option to allow the game to use your taken screenshots as loading screen backgrounds.[/p]
  • [p]Paintjobs! For ships! These are full texture overrides that go over a ship (instead of dyes) that you can also make custom versions of. New paintjobs can be found in a variety of places (loot, exploring, etc).[/p]
  • [p]You can now view all notes you’ve made for star systems via a button next to the search bar.[/p]
  • [p]You can now get a full service cost overview of your ship when the repair UI is up by pressing the little list button in the corner.[/p]
  • [p]Added new texture effects to garages.[/p]
  • [p]A recent survey conducted by the UHC made them realize that piercing missiles are wholly underused. After consulting with a space wizard who then went about retroactively rewriting reality they’ve gained a new use. In short: Sunder class piercing missiles now have the ability to cripple NPCs. Crippling means they’re briefly unable to use their thrusters and will travel slower.[/p]
  • [p]You can now change the window textures of all houses, via the house editing menu.[/p]
  • [p]Many houses have gained window shades and awnings that can be pulled back.[/p]
  • [p]A big new expansion to the game’s custom radio system! Placing down a specific json file into your game’s radio folder will allow you to define much more specific ways a track can play.[/p]
[p] [/p]

CHANGES AND REBALANCES

  • [p]Linked docking objects during campaign missions (such as docking rings) are now valid docking paths.[/p]
  • [p]Added some more exceptions to the data packet acquisition system. [/p]
  • [p]Increased readability for purchasing trading stuff.[/p]
  • [p]Moved the plague ship in Pard-130 over a bit.[/p]
  • [p]Added an event delay when entering stations or planets with opening cutscenes.[/p]
  • [p]Added an instakill buffer zone very close to the Macrovari regional boss. No cheesing for you.[/p]
  • [p]Added a new icon for the Macrovari regional boss.[/p]
  • [p]Bounties no longer spawn when on campaign missions. Go away.[/p]
  • [p]The Problem With Automation has better initial questmarkers.[/p]
  • [p]Optimized ambient vehicle systems on planets. I think.[/p]
  • [p]Assassination missions against certain factions will no longer ask you to kill robots. Robots cannot hold a position in power of Croft, because they are prejudiced. [/p]
[p][/p]

FIXES

  • [p]Fixed some dialogue issues with house buying NPCs.[/p]
  • [p]Fixed issue where decloaking would make neutral guard NPCs hostile.[/p]
  • [p]Fixed some floating geometry on various stations.[/p]
  • [p]Fixed issue where held inputs would also proc the non-held input (if they shared it).[/p]
  • [p]Fixed some edge cases with campaign quest stuff moving out of order.[/p]
  • [p]Fixed issue where purchasing stuff from Us traders could have weird dialogue issues.[/p]
  • [p]Prevented best price views from showing duplicate stations.[/p]
  • [p]Fixed issue where Trasklar’s icon was wrong during his quest. [/p]
  • [p]Fixed issue with multiple missions of the same type being weird.[/p]
  • [p]Tracking a deaddrop mission when you’re required to return to the station will properly set it.[/p]
  • [p]Fixed various grammar issues in quests.[/p]
  • [p]Fixed various issues during the Planet Carver fight.[/p]
  • [p]Fixed issue where Grevid’s mission points were clipping into geometry.[/p]
  • [p]Fixed keybind issue with photomode. [/p]
  • [p]Fixed decal renderers on the Washer series of fighters.[/p]
  • [p]Fixed issue where Rumeerin and Ticker summons would be hostile to the player.[/p]
  • [p]Quest storms in hidden areas no longer show up on your navmap.[/p]
  • [p]Fixed some input errors when editing houses and using the developer console.
    Fixed some issues where weapons platforms had incredibly slow missiles.[/p]
  • [p]Fixed issues during the Uprising that could prevent a quest start due to dialogue interruption. [/p]
  • [p]Fixed some mismatched starchaser lines.[/p]
  • [p]Fixed issue where the Washer and Children fighters wouldn’t have their emissive light colors colored properly when dying them.[/p]
  • [p]Fixed some colliders on stations that could be phased through.[/p]
  • [p]Fixed overflowing text in the game loading and train travel UI.[/p]
  • [p]Fixed issue where selling an equipment piece with boosted item stats (such as webbing or cache improvements) would treat that increased capacity as nonexistent. [/p]
  • [p]Fixed function issues with Ascension Academy NPCs and doorways.[/p]
  • [p]Fixed issue where the quit to desktop button on the respawn hud wasn’t working.[/p]
  • [p]Fixed duplicate item topics when speaking with the Omen Machine.[/p]
  • [p]Fixed user made waypoints calculating distances weirdly when they shouldn’t.[/p]
  • [p]Fixed some lighting issues in Deadforest.[/p]
  • [p]Fixed softlock in the Battle That Always Will Be.[/p]
  • [p]Assassination missions will remember the waypoints they’ve picked, to prevent having to re-interview people.[/p]
  • [p]Fixed laneline disruption effects playing too early.[/p]
  • [p]Implemented a bunch of billboards that weren’t showing up.[/p]
  • [p]Fixed issue where wreckage fields weren’t spawning proper containers in proper places, which also prevented some dyes from being acquired.[/p]
  • [p]Fixed some party members clipping through the ground on stations.[/p]
  • [p]Fixed some unintended vending machines that weren’t intended to be vendable. Cause they’re broken.[/p]
  • [p]Fixed issue where NPCs that sold vanity items would malfunction.[/p]
  • [p]Fixed some lightning issues on Planet Clearhome.[/p]
  • [p]Fixed some animation errors with the Ast and generic robot bodies.[/p]
  • [p]Fixed some UI errors when looking at items on stations.[/p]
  • [p]Fixed issues when entering a garage in cockpit mode.[/p]
  • [p]Fixed sound issues when trying to thrust with no thruster.[/p]
  • [p]Fixed issue where you were able to save in locations you weren’t able to save in.[/p]
  • [p]Fixed issue with Burning Rubber not progressing in terms of chapter progress.[/p]
  • [p]Fixed rendering issues with tiny Ballden hands.[/p]
  • [p]Fixed some weird mooring points in places.[/p]
  • [p]Fixed some ships in the campaign being labeled as dockable when they’re not.[/p]
  • [p]Fixed issues with several Haskar related missions.[/p]
[p]
[/p]

Version 1.45.0: Patch Notes

[p]Hello again starchasers! Been a bit, hasn't it? Lot of bug reports piling up. Unfortunately for you and me, these past two weeks have been spent moving halfway across the country and then waiting for my actual work materials and computer to arrive, so I haven't been able to address the various issues and softlocks introduced with Color Out In Space. The real funny part is none of those issues ended up being related to the new content at all, but stuff that hadn't even been touched. Weird.[/p][p][/p][p]Anyway, everyone and every cat is all settled in now in our new place, which means I can get back to work. [/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/c71e58869e32674007222128fce6e2fdfb482575.jpg"][img src="https://clan.akamai.steamstatic.com/images/35321791/2b9950b03665cc9a78ecb192a76c720ba83104e4.jpg"][TAG-10][/p][p]Our next big milestone update is the 1.0 release, which is multiplayer and such, but that's a ways out (since it'll need a lot of testing). For now, we've got a few smaller patches tidying things up here and there, as well as adding things like missing news stories, ambient NPCs, optimizations and more mod support. [/p][p]This current update is a pretty small one, mostly focusing on all those bugfixes, but we do have a few new bits like giving the Chunidale Racetrack a unique interior for its racing bays.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/bc73ebed8eb9d751283590323ab11c771c92fe74.png"][/p][p] [/p]

Changelog is as follows:

[p]
[/p]

NEW FEATURES

  • [p]The Chunidale Racetrack’s racing bay now has a custom interior and the relevant NPCs have custom icons.
    Ship customization now has a new icon.[/p]
  • [p]Added news stories to some stations, mostly Ast ones.[/p]
[p] [/p]

CHANGES AND REBALANCES

  • [p]Added some missing UI sounds to books and stuff.[/p]
  • [p]Adjusted the hitbox of the boss in Gone Adrift.[/p]
  • [p]Adjusted formation points on fighters to prevent bumpage during following.[/p]
  • [p]Rebalanced some parts of the Darkon Entity, turning down some aspects of it in exchange for higher damage output, as well as restricting some of your ability to escape and find it. You will die. God is not happy. God is never happy, why would he be?[/p]
  • [p][/p]

FIXES

  • [p]Fixed traders and shipdealers being mismatched and not working.[/p]
  • [p]Fixed pink-headed Macrovari throughout the galaxy.[/p]
  • [p]Fixed softlocks during Operation: Discipline.[/p]
  • [p]Fixed typos in the main quest journal.[/p]
  • [p]Fixed issue where the Veiler Tollway wasn’t selectable.[/p]
  • [p]Fixed issue where custom ship names wouldn’t save.[/p]
  • [p]Fixed issue where Mel Perash didn’t have a quest available icon.[/p]
  • [p]Fixed saving issue related to cockpit dyes.[/p]
  • [p]Fixed badly rotated Macrovari fighter icon.[/p]
  • [p]Fixed weapon grouping issue when cycling weapon groups.[/p]
  • [p]Fixed various overlapping NPCs on stations.[/p]
  • [p]Fixed various description and dialogue typos.[/p]
  • [p]Fixed UI sizing errors on the quest diaogue screen.[/p]
  • [p]Fixed issue with campaign records unlocking too early.[/p]
  • [p]Fixed issue with cockpit decoration where some items could be placed down that would cause problems, these items were meant to be house-side exclusive (IE service stations and such).[/p]
  • [p]Fixed some quest graphical issues.[/p]
[p]








[/p]

The Color Out In Space (Version 1.44.0): Patch Notes

[p]Welcome one and all! Ladies, gentlemen, starchasers, sentient microbes and angry screaming swear crystals! The Steam Summer Sale has commenced and Gabe Newell has blessed our wallets with the blessing of being drained. My computer is packed somewhere in some box somewhere and I'm flying halfway across the country to an entirely new house while I write this, but that hasn't stopped me from getting our next huge update prepped, tested, and deployed RIGHT NOW. Welcome to this season's milestone update: The Color Out Of Space![/p][p][/p][p] This update's huge, given that it's both the first one in several months and a major milestone update to begin with, and comes with a lot of new and exciting places, systems, people, things, and nonsense.[/p][p]I know you've been desiring it like my cat desires The Chicken, so let's do a bit of a deep dive into what's included, alrighty?[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/14eecd695386d25f29076b1fe0a37be05437a130.jpg"][/p][p]
[/p]

UPDATE HIGHLIGHTS

New Worlds

[p]Underspace's got many planetary bases, cities, outposts, and dive bars that, until now, were merely a series of floating planes in a horrible void. You know of the places I speak, no doubt. But no longer! Every single remaining landable area in Underspace is now modeled, detailed, and explorable. Walk along the choking spired cities of Pelindus, the canyons of Pasceli, or the tranquil ruined forests of Demendar. There's new things to see, new NPCs to talk to, and... Yeah, new stuff in general.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/650c06e17c7758c782b6557db0d595ea067165ea.png"][img src="https://clan.akamai.steamstatic.com/images/35321791/2b70fd16e40a050cd726442a759fd3593fad4a0c.png"][img src="https://clan.akamai.steamstatic.com/images/35321791/466b52ce888a31c70a3020c101c8c2773ab7f60f.png"][TAG-30][img src="https://clan.akamai.steamstatic.com/images/35321791/b15666ccb6601dc7713669f0fc24998eb4e8b9a4.png"][img src="https://clan.akamai.steamstatic.com/images/35321791/d7832567ac7af4bf0e99be3874832278ee5e3031.png"][img src="https://clan.akamai.steamstatic.com/images/35321791/4f2929c687533f3e4609f32c794f532070c3b9ed.png"][img src="https://clan.akamai.steamstatic.com/images/35321791/4cb6e79b8f64ad233bb320a3dc3d3ef03fa14c67.png"][/p][p][/p]

Player Housing

[p]Honestly, what's the point of having a bunch of planets and places to relax in without your own private space to goof off in? Not much point, I'd wager. Starting with this update you can now buy, furnish, and decorate nine different houses across various homeworlds, cities, and major pirate bases.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/b78a6dc7331e5efb1aa8a88e8f17c59a9fcaccb0.png"][/p][p]Housing is intended as a late game system, and can often be a huge money sink to place down all those things to make your house a home.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/756b76698e80f2c988f4470f43ad0e8958a9a793.png"][img src="https://clan.akamai.steamstatic.com/images/35321791/e1c17108c196a018725e39ef1c783c3c86ac3053.png"][/p][p]But where do you get all these new furnishing items, shelves, plates, trays, banners, trophies, bobbleheads and more? I'm glad you asked! You can now also find new merchants (for example, the Axle's shopping district has a LOT more of those) and service NPCs that'll let you buy new items for your house. Elite tier random missions, battleship wreckage, and even space dungeons will also have an opportunity to drop new furnishing plans and things to display. Keep an eye out while out in space.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/6e3603bf3e40c601b16ea397ca1511d13ad73fa2.png"][/p][p]Did I mention there's no limits on player housing? Place down bottles until your GPU explodes, if that's what you want.[/p][p][/p]

Expanded Customization

[p]What, did you think I was done? Ships also have a ton of new customization options. For exterior things, you can now mount hood ornaments on every ship, which can often be found in the aforementioned elite missions, space dungeons, etc. There's a fair amount of these, but there's also new dyes that can be found, including some much sought-after cyans and teals. We've also got a massive amount of new decals that can be applied to your ship (decals for nearly every faction in game, in fact), that you can find through elite missions.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/edcd6056e08fe5d09295c0e7b17b0da31d044143.png"][/p][p]Still not done talking about this, sit back down. For cockpit interiors you can now use those dyes and housing items you've recovered in those cockpits: To freely color, decorate (with no limits) your ship's interior as you see fit.[/p][p]Lastly, because this is the less important feature, you can also customize your character himself. There's tons of new robes, wigs, mask options, and button colors to recover, buy, and find across the galaxy. Kardoz may be a decrepit asocial pariah, but he should still shower and change his underwear sometimes (note: I still don't know if Vauldwin wear underwear or not).[/p][p][/p]

Expanded World Details

[p]That on-station stuff you despise isn't the only thing getting a facelift. There's more world details and some redone stuff across the galaxy; for example we've added over 150 new billboards to the game, to really sell the idea that this isn't just a populated universe, but that it's also one filled with dickheads.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/18d3c02a851a0392a9a6b8679889758681ccc4c6.png"][img src="https://clan.akamai.steamstatic.com/images/35321791/1c520b4cf64d76bc348dc3c0c008ae3425cddf88.png"][/p][p]Tons of stations have also gotten a facelift too: Ambient NPCs mill about, many undetailed rooms have been detailed and sounds adjusted, and more.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/e2243ce8e199453753461833213c633b2e6ac53c.png"][TAG-102][img src="https://clan.akamai.steamstatic.com/images/35321791/f7804839d0ea0015856e0e7485ba00baf5ae7a40.png"][TAG-104][img src="https://clan.akamai.steamstatic.com/images/35321791/72338d1a73b541fa1932ef5fbc1edf69033bcd34.png"][TAG-106][/p][p][/p]

New Gameplay Features

[p]STILL not done! There's lots of smaller features that have been added to the game now too, from being able to use your frienddrive to travel to your party members, more map controls for the navigational map, a deadzone option for mouse controls, and tons of quality of life additions and new features. Some highlights include the ability to add notes to star system descriptions and custom markers on the local map.[/p][p][/p][p]Mister Maudlin's drinks now being fully consumable items with special eldritch knowledge cutscenes...[/p][p][/p][p]And Kardoz's private journal being fully implemented and evolving as the main storyline goes on:[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/182822765cc4dd5dc903ec58e4a2c49af824671e.jpg"][/p][p]Phew! Okay, I'm done going through everything. Still with me? Want some more cats?[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/64d811a0c579dfe0ae99c9c649023a13124741a3.jpg"][/p][p] [/p]

Changelog is as follows:


KNOWN ISSUES

  • [p]Initial loading times and RAM usage will have gone up with this update due to the addition of the housing system. This’ll be the last time this happens (mostly) and from here on out things will (hopefully) start going down.[/p]
  • [p]Housing controls may not be initially mapped. You'll simply have to reset them to their defaults for this to be fixed.[/p]
[p][/p]

NEW FEATURES

  • [p]Added options for godrays on stations and planets.[/p]
  • [p]You can now fast travel to Squadmates whose personal quests you’ve resolved.[/p]
  • [p]Added a new series of powerful scanners that the player can construct. Here’s a hint: Look for a heart.[/p]
  • [p]Added new customization dyes to several points of interest.[/p]
  • [p]You can now apply hood ornaments to all flyable ships. These can be applied under the “ornament” section in the ship customization UI. Additional hood ornaments can be found through missions and exploring.[/p]
  • [p]Planet Demendar now has full detailing.[/p]
  • [p]Planet Demendren now has full detailing.[/p]
  • [p]Planet New Demendrere now has full detailing.[/p]
  • [p]Planet Pasceli now has full detailing.[/p]
  • [p]Planet New Cateli now has full detailing.[/p]
  • [p]Planet Pelindus now has full detailing.[/p]
  • [p]Added a “quit to desktop” button for the respawn menu.[/p]
  • [p]Added a deadzone option in gameplay settings. By default, this is not enabled.[/p]
  • [p]The data center at Kaisus Circle now has detailing.[/p]
  • [p]Added a button that makes the navmap camera show an overhead flat view.[/p]
  • [p]Scornharbors. That’s all. Take careful note of whatever stations you find.[/p]
  • [p]All landable planets now have takeoff and landing cutscenes.[/p]
  • [p]Mister Maudlin's drinks are now physical items you'll have to actually down, complete with cutscenes of the subsequent knowledge, if you want to pass through gates.[/p]
  • [p]Player housing! You can now buy nine different houses around the galaxy and customize their interiors with new furnishings, services, etc.[/p]
  • [p]Added the ability to buy and acquire furniture, trophies, etc, throughout the galaxy.[/p]
  • [p]Added over 300 new furnishing pieces.[/p]
  • [p]You can now furnish and decorate all ship cockpits as well, using the same pieces and things you use for housing decorations.[/p]
  • [p]You can now apply ship paints and dyes to your cockpit, allowing you to recolor it as you’d like.[/p]
  • [p]Redid various graphics for the ruins in Grevid.[/p]
  • [p]Added many new traders to the Axle’s shops.[/p]
  • [p]Added a dedicated close button to the ship garage. You could always just, you know, have pressed the button of the ship you owned to exit things. This was really obvious. Don’t know why this is needed, but maybe I can’t relate because I actually try the options I’m presented with.[/p]
  • [p]You can now purchase trophies of world bosses you’ve defeated from a new NPC found in various locations. They like to travel.[/p]
  • [p]Added new nonviolent conflict resolution techniques to the Haywire Hulk. Here’s a hint: Talk your problems out first.[/p]
  • [p]Macrovari sculptures you’ve scanned in the Interests can be purchased as housing items from a vendor on Variom.[/p]
  • [p]Added bobbleheads. God dammit.[/p]
  • [p]Every faction now has a logo/insignia.[/p]
  • [p]Added over 30 decals, mostly logos for all factions. [/p]
  • [p]Capitalship wrecks can now drop new kinds of dyes (including the highly sought after hot pink, cyan, and teal) as well as decals associated with their original owning faction.[/p]
  • [p]Elite missions for factions can now reward cosmetics associated with that faction, including decals, furniture, and wearable items[/p]
  • [p]Many things in dungeons now drop new housing items.[/p]
  • [p]Added a new console command to unlock all vanity items.[/p]
  • [p]Added an art seller and an art smuggler to Pasceli and the Master’s Ball, respectively.[/p]
  • [p]Added a traveling trophy merchant who can sell unique housing items related to your achievements.[/p]
  • [p]Added over 150 new advertisements on billboards found throughout the galaxy.[/p]
  • [p]Added more dialogue to Mister Maudlin.[/p]
  • [p]Added new banner textures to relevant stations.[/p]
  • [p]Added the ability to add custom markers to a star system’s map and custom notes to a star system’s description. There’s a new key for this, which by default is G.[/p]
  • [p]The Axle now has signs showing which doors lead where.[/p]
  • [p]Added various ambient NPCs to various stations, with priority on stations that had quests taking place there.[/p]
  • [p]Added various spaceships and detailing aspects to various stations, with priority on stations that had quests taking place there.[/p]
  • [p]Added full detailing to the Peerless Casino.[/p]
  • [p]Added full detailing to the Matta Platform starchasing center.[/p]
  • [p]Added full detailing to Pridlaneura Yards.[/p]
  • [p]Added even more NPCs to talk to.[/p]
  • [p]Kardoz’s personal journal is now fully in. He’s got a lot of thoughts during the main campaign. [/p]
[p][/p][p][/p]

CHANGES AND REBALANCES

  • [p]Redid some lighting and graphical issues aboard Lorne.[/p]
  • [p]Redid some outfits for characters aboard the Matta Platform. [/p]
  • [p]Significantly buffed summoning items: Pods now last longer and track targets better.[/p]
  • [p]Changed several special crafting items to no longer take up any cargo space.[/p]
  • [p]Adjusted lighting on most stations.[/p]
  • [p]Adjusted the size of some navmap icons to prevent overlap.[/p]
  • [p]Remade various station detailing and fixed it.[/p]
  • [p]Added a delay of spawning hazards to fix issues with storm spawnage.[/p]
  • [p]The campaign now has characters being more emotive during on station dialogue.[/p]
  • [p]Bullet tracking now incorporates the range of a gun and takes that into account.[/p]
  • [p]Storms killed by the player now have a longer cooldown versus ones that were destroyed by the controller system.[/p]
  • [p]Added retroactive and auto-updating messages for certain new crafting recipes and game codex entries, to let you know if you’re acquired them or not.[/p]
  • [p]Changed some ship colors during Heist of the Year.[/p]
  • [p]The Uncleship is now properly haunted by the ghosts of dead uncles.[/p]
  • [p]Things that drop cosmetic or vanity items now have an extra filter, which will prevent you from getting duplicates.[/p]
  • [p]The space factory’s scannable item is no longer tied to its gem, so you can scan it even after you disable it.[/p]
  • [p]Hyperdrive effects no longer show up when in cockpit mode, for better visibility. [/p]
  • [p]Redid sounds on multiple stations to be more appropriate for certain areas.[/p]
  • [p]Buying vanity items from vendors will now remove those items from the vendor’s stock.[/p]
  • [p]Adjusted some internal following code to prevent bumpage and allow for smoother following for party members.[/p]
  • [p]Adjusted some of the graphics of the in-game codex and fixed some rendering errors.[/p]
[p][/p]

FIXES

  • [p]Fixed issue where the ship was too close in some stations.[/p]
  • [p]Fixed issue during Tale of the Tick that could cause a player to be out of the proper ammo type.[/p]
  • [p]Fixed issue where final campaign mission would break if you loaded in too fast.[/p]
  • [p]Fixed issue where untranslated dialogue for the Portalmaker would cause all dialogue to become untranslated.[/p]
  • [p]Fixed issues where Anomaly Evaluation couldn’t be completed when other random missions were active.[/p]
  • [p]Fixed issue where collection missions taken from the same area wouldn’t allow for multiple completions.[/p]
  • [p]Fixed some mission description issues.[/p]
  • [p]Your former employees will no longer talk shit about you if you’re high enough level.[/p]
  • [p]Fixed some colliders during Off-Track.[/p]
  • [p]Fixed issue where the player could leave the Marching Star prematurely.[/p]
  • [p]Fixed some mission description errors.[/p]
  • [p]Fixed some rendering issues on the Marching Star.[/p]
  • [p]Fixed some rendering issues during Heist of the Year.[/p]
  • [p]Fixed some typos in party member dialogue.[/p]
  • [p]Fixed issue where missions that involved dropoffs via dialogue could fail.[/p]
  • [p]Fixed issue where assassination missions would cause you to go up against things that made no sense lorewise.[/p]
  • [p]Fixed issue where the show player button wouldn’t work on the navmap when on a station.[/p]
  • [p]Fixed issue where party member skill calculations were wrong and persisted on scene transitions for no reason.[/p]
  • [p]Fixed some bad materials on carpets on stations.[/p]
  • [p]Fixed duplicating animations on station NPCs.[/p]
  • [p]Fixed inaccessible Demendrere Pricemaster.[/p]
  • [p]Fixed issue where Deadstation 0’s stationmaster wasn’t an Us.[/p]
  • [p]Fixed some unmoving animated elements on some stations (as in they’re now animated where previously they were not).[/p]
  • [p]Fixed issue where moving between rooms in a base wouldn’t make the camera angles match properlike.[/p]
  • [p]Fixed various typos in quests and party member dialogue.[/p]
  • [p]Fixed issue where some Ast animations wouldn’t stop playing.[/p]
  • [p]Fixed issue where Washers in storms had the wrong icon.[/p]
  • [p]Fixed issue where cockpit mode could prevent beams from hitting you. Funny exploit, honestly.[/p]
  • [p]Fixed overflowing text in the Champion Fighter’s cockpit.[/p]
  • [p]Made Pyrona’s upgraded perk and damaging scanners more reliable.[/p]
  • [p]Fixed issue where some controls could be accessed while in a jump cutscene.[/p]
  • [p]Fixed issue with repeating events that shouldn’t be repeating.[/p]
  • [p]Fixed issue where the Sacrifice mission for the Washers wasn’t completing properly.[/p]
  • [p]Fixed issue where vanity items were sold for prices much lower than intended.[/p]
  • [p]Fixed overdraw issue in trader menus.[/p]
  • [p]Fixed some misnamed NPCs during quests.[/p]
  • [p]Fixed issue where data drops would give knowledge about inaccessible locations (such as unstable jumpholes or quest-only stations)[/p]
  • [p]Fixed some rendering issues on Planet Ijunus.[/p]
  • [p]Fixed some rendering issues in trade rooms and customization rooms while on stations due to directional lighting not being properly suppressed. [/p]
  • [p]Fixed issue where the Tyrant didn’t have a unique texture.[/p]
  • [p]Fixed text count overflow issues in the trade menu.[/p]
  • [p]Fixed issue where some smuggling missions and some repair missions shared items, causing strangeness.[/p]
  • [p]Fixed issue where the navmap wouldn’t properly display information about a star system.[/p]
  • [p]Fixed mismatched icons during several dialogue moments in the main campaign.[/p]
  • [p]Fixed tutorial keybinds not updating when your keybinds would update.[/p]
  • [p]Fixed some rendering issues during Campaign Mission #9.[/p]
  • [p]Fixed some floating NPCs on stations.[/p]
  • [p]Fixed some malfunctions with dynamos and rebalanced them slightly.[/p]
  • [p]Fixed issues where some places would spawn storms that shouldn’t spawn storms.[/p]
  • [p]Fixed cutoff issues in the character customization menu.[/p]
  • [p]Fixed issue where the quick select menu would stop working sometimes.
    [/p]
[p]And that's all for this update! It'll be a couple of weeks before I'm back at my computer, and we'll have some smaller updates between now and our FINAL milestone update, which is not only the 1.0 release but also includes voice acting, multiplayer, and all the goodies you've been begging for. Have one more cat for the road, and I'll see you soon![/p][p][/p][p] [/p]

Underspace: The Color Out In Space

[p]Hello starchasers! It's been a hot minute or two since we last talked, huh? What was it, April? April seems like it was years ago. I bet you've been starving for cat pics, huh? It's taken quite a bit to get this update out, seeing as these two damn things want my attention at all hours of the day.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/853048f96a131b19fec87bb66e3e827efe7209d1.jpg"][/p][p]In between being forced to sit on the floor with these things, I've been hard at work on Underspace's next big milestone update, which is due to arrive soon. Originally this was meant to come with Intergalactic Architecture, but given just HOW MUCH is in this update it's taken quite a while, but we're finally gearing up for release at the end of the month. This next big milestone is called The Color Out In Space. And, appropriately, it is heavily themed around customization.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/a66fce80fa9a8140fc9e99a1eccbec4a5232e59c.png"]I won't try to spoil every big thing that's coming, but this update will include a ton of new character clothing options, tons of new places to explore, tons of new detail in the world, tons of new ship customization options (such as decals, hood ornaments) and of course housing, housing decoration, cockpit decorating, and a ton of other stuff. The patch notes are almost four pages long so there's a lot.[img src="https://clan.akamai.steamstatic.com/images/35321791/1c520b4cf64d76bc348dc3c0c008ae3425cddf88.png"][/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/e1c17108c196a018725e39ef1c783c3c86ac3053.png"][TAG-20][img src="https://clan.akamai.steamstatic.com/images/35321791/a7d374b4735835fd39c56fb88d2e7f34812d5970.png"][img src="https://clan.akamai.steamstatic.com/images/35321791/650c06e17c7758c782b6557db0d595ea067165ea.png"][/p][p]The Color Out In Space plans to launch June 26th, we've got a sale going on right now too. I'll see you then![/p]

April 7 Content Update Broadcast

Version 1.42.0: Patch Notes

Hello starchasers! Today's April Fools so normally I'd be announcing something silly like selling ships for real money or adding battleships. But I don't make jokes, ever. So to that end, I'm releasing patch 1.42.0 for Underspace. This has a few new features but mostly it's implementing a bunch of background technology in preparation for our next milestone update, which has stuff like being able to decorate these houses.


Will you be able to put a picture of my cat in this house? Yeah probably.



It'll also have additional detailing and stuff for stations (as it was originally part of last milestone's feature list), however some stations are getting detailed now, like UHC-1.


Onto the changelog!

Changelog is as follows:



NEW FEATURES



  • Added more loading screen tips.
  • Added a 1% for your save icon to have something special happen to it.
  • Added a new alternate rendering system for on-foot sections. This can sometimes improve framerates on certain computers, and I have literally no idea why. Game development! Using it requires you to reload a save or restart the game once enabled/disabled.
  • Added more detailing to UHC-1, including the statue of Bellimar. Why does he get a statue? Well, you know.
  • Bellimar will now show up on UHC-1 after completing his quest.


CHANGES AND REBALANCES



  • Buffed the Manyship’s health to make it more appropriate for a boss of that stage.
  • Shrunk the quest objective menu and changed the graphics slightly.
  • Shrunk the tutorial prompts slightly.
  • Changed camera angles for the Rival’s Fighter.


FIXES



  • Fixed some mismatched pieces on stations.
  • Fixed some floating and clipping party member placement nodes on stations.
  • Fixed issue with some ships that were rotated incorrectly in trade menus.
  • Fixed issue where the Haywire Hulk was disappearing.
  • Fixed issue where icons on the map wouldn’t appear while on stations.
  • Fixed various items on stations that had no colliders.
  • Fixed issue where hull hit sounds weren’t affected by sound settings.
  • Fixed issue where Ballden heavy fighters had more shield recharge than intended.
  • Fixed issue where the Nova Runner was rotated the wrong way.
  • Fixed issue where having more than 17 ships made you unable to scroll down all the way.
  • Fixed skill display issues displaying some useless floating point nonsense.
  • Fixed some issues with trains on planets not moving. This was unacceptable.
  • Fixed rendering issues with flickering shadows.
  • Fixed rendering issues with camera clipping.
  • Fixed issue where some optimized areas deleted a bunch of meshes by accident.
  • Fixed issue where some stations wouldn’t have the proper skybox cubemaps in the background.
  • Fixed issue where Rival Reflection wouldn’t start.
  • Fixed issue where the Manyship wouldn’t reflect being defeated.
  • Fixed bad logic gate during assassination missions.
  • Fixed bad logic gate during multi-stage missions.
  • Fixed objects that were visible outside of nebulas that were not meant to be visible.
  • Fixed issue where some rifts were visible in areas they weren’t meant to be.
  • Fixed some rotated ship icons.









Intergalactic Architecture (Version 1.40.0): Patch Notes

Welcome to March, starchasers! I hope you're having a better time of it than our cats did, seeing as they spent most of this month sneezing and being sick.

They're better now though. Back to being normal weird furry things that never stop screaming.



So! I've got good news and bad news.

I'll start with the bad news: This milestone update had to be divided into two parts. What? If Warframe gets away with it we can too! I've been working nigh nonstop on this update but even with as run-ragged as I've been, there's physically no way I can do everything on the original agenda and get things out before the deadline (which is today, obviously). So, we've now split it into two parts, with the second part (featuring things like player housing, player customization, a pet system, an absolute metric ton of new little detailings, NPCs to talk to, full cockpit customization including the ability to dye said cockpits, non-capital planets, and more).

The good news: Everything else is in and ready to be explored. Welcome to our first big update of the year: Intergalactic Architecture!



UPDATE HIGHLIGHTS


New Ships


First up on the block are something people are always asking for: New ship types to fly. We've added over 15 new ships across six new ship archetypes, several of which have unique abilities. Like before, they come with full cockpits, customization options, and more.





Starting players can rake in some serious stellar dough with the corporate line of starfighters, which have a native bonus to mission payouts, while those in a more culty mood can take advantage of the Washer assassin ships (which are excellent at dodging and dueling). More unique ships, such as the Rival's mysteriously familiar Firmament superfighter or the racetrack champ's custom racing buggy Nova Runner can be acquired through new quests, which expand upon both their lore and the background of the characters involved.




You can acquire and find these ships throughout the galaxy, so keep an eye open.

Capital Stations, Planets and Homeworlds


As the trailer and name of this update implies, the big big thing here is all kinds of new interiors you can explore now. From the vast underground pirate city of Zel, to the moonlit beaches of Clearhome, to the irradiated oceans of Zatedem, the lakes of Planet Ijunus, and everything in between. There's a lot to see here.












The crown jewel of the whole thing is, of course, the Axle. As the game's capital city of capital cities, it was important to give this thing a sprawling amount of space to explore, as well as its own unique exterior model.



As a side effect this means that entire star system also has much better performance,

The interior's no slouch either, with a lot of side areas and a whole shopping district. Currently, many aren't open. But I think canny players will have a clear idea of what they're going to sell in the future.





There's a lot to see and do here, and let me tell you I am sick to death of placing down bottles in bars. Let's get into the patch notes!

Changelog is as follows:



NEW FEATURES



  • Added the Corporate line of fighters and freighters.
  • Added the Washer Missionary line of fighters.
  • Elite Washers now fly Washer Missionary ships.
  • Added the Rival’s fighter as a flyable ship.
  • The Rival can now be encountered as a potential ally starchaser during storms, after his quest.
  • Added the Champion’s fighter as a flyable ship.
  • The Champion now flies his own custom fighter during his race.
  • Added a new quest to acquire the Rival’s fighter.
  • Added a new quest to acquire and repair the Champion’s fighter.
  • Added full planetary detailing for Planet Zatedem.
  • Added full planetary detailing for Planet Arran.
  • Added full planetary detailing for Zel.
  • Added full planetary detailing for Planet Ijunus.
  • Added full planetary detailing for Planet Clearhome.
  • Added full station detailing for Variom Station.
  • Added full station detailing for Planet Demendrere.
  • The Axle’s exterior has been redone completely, and now has a unique model, appropriate to being the capital city.
  • Added full station detailing for the Axle.
  • You can now ask the Largeboys questions.
  • You can now ask the Washer priesthood questions.
  • You can now talk to the Denmenvani.
  • Added the ability to talk to the Parliament of Flesh.
  • Added more on-station NPCs to talk to.

CHANGES AND REBALANCES



  • Rebalanced some aspects of deployable drones for NPCs, including damage rebalances and adding a cooldown to their attacks.
  • Added more random names for Helioliches.
  • Adjusted the volume of some room ambiences.

FIXES



  • Fixed issue with regional pricing for lobsteroids.
  • Fixed issue where Ticker and Geode warp objects could be used in places they shouldn’t be able to be used.
  • Fixed issue where some ships weren’t being sold by some stations that normally sell ships.
  • Fixed various quest typos in dialogue, cutscenes, and descriptions.
  • Fixed issue where the runaway train mission wouldn’t work, and improved it being nonhostile at the end.
  • Fixed issue where mission ships had much larger leading pips than intended.
  • Fixed some floating Zets.
  • Fixed issue where Union lanelines in the capital could get disrupted, despite there being no pirates around.
  • Changed some shadow rendering to prevent on-foot flickering stuff.


And that's all for this patch! We timed just in time for the Steam sale so it's also on sale now as well. If you want some more cats, take some. I got too many.



We'll see you soon for the next part of the milestone update. There's some neat stuff coming there.