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.
Version 1.39.0: Patch Notes
Welcome back starchasers! It's been a hot minute since I dropped a hot steaming patch onto your laps, how you holding up? Doing okay? Want to go back to sleep under the covers?
That's fair. But let's talk patch stuff.
We're aiming for our next big milestone update: Intergalactic Architecture is still on its way. We're aiming for a mid-March drop for it, and most of the interior models are complete, they just need implementation and decorating. We've also got lots of new ships coming, along with cockpits and everything.
As for this current and latest patch, it's pretty small. Don't judge me too hard (my cats already do that), because it comes with a big new feature.
That feature? Multiple missions at once!
This was one of our most requested features that was actually implementable, and was originally meant to come with Faces in the Fog, but due to the sheer amount of work involved in making it happen (a lot of mission stuff was based around the assumption that only one mission happens for a player at a time) it took a while to get there. By default, you can take up to three missions at once (this may change in the future), and your previous saves won't load missions you're already on (but will still load correctly).
Are there going to be some crazy issues with this? Gee, I sure hope so, I was amazed it even worked to begin with. Anyway, onto the patch notes!
Changelog is as follows:
NEW FEATURES
Jump collapses now have an hour long cooldown to prevent repeated trips into the abyss. This doesn’t apply to guaranteed void holes (such as Hardturn and black holes).
You can now accept multiple missions at once! By default (and for the sake of balancing) you can take a maximum of three missions now.
As part of this multi-mission overhaul you can now track individual missions, which makes them display update messages and waypoint to any objectives (if it’s a mission that does that).
Battleships now drop a whole host of equipment upon exploding, which you can loot and use for whatever sick purposes your heart desires.
CHANGES AND REBALANCES
Mild optimizations done to AI ship logic.
AI weapons now report their use and cooldown times instead of energy usage.
Retooled aspects of the Choir’s elite mission to work better.
Mission objective messages when launching to space now have a slight delay and wait for your ship to be oriented before displaying.
FIXES
Fixed issue with tutorials cutting into cutscenes. I’m stupid sometimes.
Fixed issue where the Motherlode bounty couldn’t be completed.
Fixed some issues with dungeon meshes.
Fixed hazard reduction skill calculations, in order to make them work properly and more consistently.
Fixed issue where Gammus could not be selected as a racetrack sponsor.
Fixed some ships that were scaled wrong in hangars.
Fixed issue where some campaign ships could be sold via the quickaction menu.
Fixed issue where the engine customization UI section wouldn’t properly reflect the player’s engines.
Fixed dialogue typos in various high level quests.
Fixed some display issues when you couldn’t accept missions.
Fixed issue where opening the radial menu wouldn’t close some on-station UIs.
Fixed issue where some map elements wouldn’t clear when zooming in on a system.
Version 1.38.0: Patch Notes
Starchasers! Anarchs! Those weird guys in Peerless that keep fighting over explosive cubes! Come one, come all, it's 2025 and our first patch of the year is now live. Is it the big update you've been anticipating? No. I posted that recap like a week ago, I can't spurt out seventeen planets in that time, even if I didn't sleep. I don't sleep anyway, because of this orange asshole.
and this black dweeb.
Anyway, a few new things in this patch, but it's mostly a lot of fixing and fixing and fixing. And fixing. But there's some straaaaange things happening out in space. Stranger than usual, I mean.
Check out the notes below.
Changelog is as follows:
NEW FEATURES
Scanner damage, autoturrets, and AoE explosions can now take down NPC drones.
Screenshots are now saved into their own dedicated subfolders.
Odd things are happening in the depths of the Veil…
Added animations to nebula clearing walls.
CHANGES AND REBALANCES
Spaced out the time before an autosave, to prevent loads from loading you into trapped station areas.
Redid some minor details on various stations.
Reworked the Megaborble to behave closer to similar hazards.
Did minor optimizations to minefields and asteroid generation.
Did minor optimizations to ships and ship components.
Lodestones now have a scanning icon that indicates you’ve already scanned and looted the lodestone in question.
Optimized many space dungeons.
Dungeon artifacts and crafting items now have unique cargoboxes.
Changed the size of some special asteroids.
FIXES
Fixed issue where Voidscreamer Ds had lower shield damage than intended.
Fixed issue where some intermediary campaign quests wouldn’t complete correctly if their dialogue was interrupted.
Tried to fix Heist of the Year (again), hopefully it’s not screwy this time.
Fixed some grammatical errors on the Marching Star.
Fixed small softlock on Off-Track.
Fixed issue where The White Fleet’s quest markers were all wiped out. I have no idea how the hell this happened.
Fixed issue in some quest cutscenes where characters wouldn’t stop or start their talking animations.
Fixed issue where the Megaborble wasn’t able to be encountered in storms. Have fun.
Fixed issue with early activations of campaign mission 8.
Fixed issue where engine lights when cruising would sometimes deactivate.
You can now clear controller keybinds and they will properly reflect if they’re a hold, doubletap, etc. You know how it is.
Fixed coloring issue with the Civilian Freighter’s engines.
Fixed issue where storms could spawn in places that didn’t have nebulas. They can grow to there, but they won’t spawn there, normally.
Fixed some sound issues with cloaking devices.
Fixed issue where the quickmenu wouldn’t let you access things with just a cloaking device.
NPC drones will no longer detect you while they’re cloaked. They’re like babies, they have no object permanence.
Underspace: Year End Recap & Roadmap Update
Welcome Starchasers! Happy New Year, hopefully things work out for you, those New Year Resolutions get resolved, you work off that eggnog hangover, etc, etc. I’d waste your time with this preamble, but you and both know you’re here for the real meat of this yearly recap so let’s get into it!
Where We’ve Gone
2024 was a huge year for Underspace. Mostly because, you know, it was actually our first official release, albeit in Early Access. We saw a huge boost in sales, engagement, community growth, and all those metrics that washed-up bald actors on social media sites talk about instead things like if they’re proud of the actual thing they made. We even got printed articles about the game, which is neat.
Following that big ole release and all the celebration and communal good vibes and cake, things moved onto to post EA-Launch support. We’ve had about 37 patches since the game first launched, featuring across the board improvements to optimization, gameplay, controller support (though why you want to use that I’ll still never figure out), and more, as well as tons of new features often submitted or based on feedback from you in the community.
2024 also saw the release of both our roadmap and the release of two of our planned Early Access roadmap updates. The first, Gods & Corpses, brought the undead world of Gravecity, alongside with a huge host of improvements to many late game bosses, new weapons, and more.
The second milestone update, Faces in the Fog, was our biggest update yet, and brought in a huge amount of new quests, full storylines for party members, a bounty hunting system, and a ton more things that I’m probably forgetting because I ran myself ragged getting that thing out in the first place.
Past that, we’ve had a few smaller updates and new goodies that have filtered in as this year chugs to a close, including full cockpits, summonable weapon platforms, and more.
But that’s just what’s been done. You’re here to know what’s going and what’s going to happen next.
Where We’re Going
As you may have noticed from the roadmap there was a bit of a schedule slip. After the launch of Faces in the Fog I realized that I was nearly destroying myself and falling apart at the bolts. I’m old now, my back hurts. I have things and living creatures that require that I still exist and breathe, so the name of the game for the later milestone updates was to take it slower.
Because, for one thing, they’re also massive MASSIVE updates. Wanna get into them? Yeah? Cool, glad we’re on the same page.
First off is Milestone #3, Intergalactic Architecture. This is one of the largest level updates to the entire game. Milestone #1’s centerpiece was a single planet. Milestone #3 aims to add around fifteen of those.
Being focused on planet and stationside content, it also will add new features such as whole shopping districts in major locations, increased character customization, tons of new dialogue and news stories on stations, and player housing with full interior decorating.
Intergalactic Architecture will also see the first new flyable ships added to the game (something players requested), this includes the new lines of Corporate and Washer Missionary fighters (with appropriate bonuses), but also unique ships such as the Champion’s racing scout and the Rival’s strange otherworldly craft.
We’ll be aiming to drop this update early 2025.
Our final milestone update, and the one that’ll mark the release of the game is Milestone #4: The Soulchaser Endeavor. This of course, brings forth probably the game’s most anticipated and requested feature: online multiplayer.
Of course what’s multiplayer without something to do in it? Not very good multiplayer, I’d say. The Soulchaser Endeavor features its own unique main quest, which serves as a separate story set after the events of the singleplayer main quest. This questline is centered around multiplayer activities, and features a lot of dungeon delving, worm avoiding, and boss crushing.
But fear not, for in multiplayer you’re not just one middle aged Vauldwin merchant out to reclaim his fortune, as you’re able to pick from multiple different races with full character customization for all of them.
If you have an internet connection/no friends/social anxiety, don’t worry. This last update also includes an offline version of multiplayer, which we call Freeplay. This lets you do the same amount of race customization, pursuing that questline, but is less multiplayery.
We’re aiming to drop this mid 2025, but an important thing to note is that a lot of this final update will be spent in beta testing, which means depending on how spectacularly broken it is things could take some time. We want to launch multiplayer in a state where things work, you know?
And between all these there’s also a smattering of other things, like increased mod support, pets, performance improvements, voice acting, and so on. No screenshots for these, so have some cats.
And that’s all for this recap! We’ll be aiming for a smaller patch this month to address various issues, plus add some new little goodies here and there.
Version 1.37.0: Patch Notes
Hello starchasers! Did you have a good The Game Awards? Did you see that trailer without any gameplay? Yeah that sure was a trailer. Did your favorite game lose? My cat's favorite game lost and now he's overcome with despair.
I'm sorry to the both of you, but maybe you should play better games, like Underspace.
Anyway, this is possibly our last patch for the year, and it's a good one. All our patches are good, mind you.
Update Highlights
There's a lot of new little QoL things here, most of these requested features. Whose procrastinating on doing the big milestone update? Not this guy, no sir. Anyway we've made rare skill reset items that can be used now. These aren't replacing the NPCs that can also reset your skills, it's just another option on top of that.
I've also added a way to define a controller override for controller presets. Again, not sure how crazy this'll get. There's a reason the game screams MOUSE AND KEYBOARD RECOMMENDED every chance it gets.
There's new UI stuff now too, such as star system descriptions displaying known stations and any active bounties.
Finally, on the subject of new models, Shadowspear now has better models for his weakpoints and the Loco Star finally has a proper cab fit for an engineer. Not a conductor. Conductors don't drive the train. You should know this by now.
And lots of other things. This is honestly a pretty featurefilled little patch, so check out the full notes.
Changelog is as follows:
NEW FEATURES
Added door sounds to animated opening doors.
Added lots of intermediary quests between campaign missions that tell you to go get stronger or wait a bit, to help teach players about the concept of delayed gratification.
Added attacks to big kill and structure demolition… structures. You know what I mean.
Added new skill reset items, single use objects that let you reset your skills anywhere. They’re rare drops from wrecks, quests, or able to be crafted at endgame levels for a high cost.
Added a controller preset override, which allows you to specify a pre-existing layout for any controller plugged in. Not sure how crazy this’ll get, I don’t use controllers.
The Loco Star now has its own cockpit model.
Star system descriptions now display known stations and current bounties.
Amaron will now appear as a potential starchaser ally after finishing Off Track.
Creon will now appear as a potential starchaser ally.
CHANGES AND REBALANCES
You can now individually clear or reset specific keys.
Increased the number of missions that can be offered at any given time.
Keypad animations are much faster now.
Redid the lighting on many Washer stations to better fit the atmosphere of the faction in question.
Redid details in Oldjarri Church.
Changed the weakspots for Shadowspear to be more visible rings and adjusted the hitbox for them.
Player achievement text now tracks the number of storm hazards you’ve seen and is slightly more readable.
Campaign missions now count the same as completed random missions in code.
Increased the speed and mining rate of all mining drones, and removed their energy degeneration.
Changed some scenery in smuggling stations.
Reduced the spawn distance of some storm hazards.
Assassination missions will no longer be offered if the player is not at least neutral with the shake down faction in question and if the faction in question is able to spawn in the star system.
Rampage missions no longer require enemies to be killed in the same system where the mission was taken.
Changed certain faction mission offerings.
FIXES
Fixed issue where the cycle weapon group button wouldn’t work.
Fixed issue where Brute Innovation would spawn the item too close to the player.
Fixed issue where quest finales could be interrupted by things like pirates, gods, car warranty scams, etc.
Fixed issue where keypad sounds were too quiet and mixed up.
Fixed issue where email login UIs couldn’t be tabbed through.
Fixed flickering lights in customization hangars.
Fixed various flickering lights in places.
Fixed bartender NPCs that weren’t tending bars.
Fixed issue where Rust Drones had bad hitboxes.
Fixed issue where Rust Beams could hit your detection sphere.
Fixed issue where mission 15 dialogue could close prematurely
Fixed text culling issues in the Ijuni fighter cockpit.
Fixed issue where some menus could be accessed even when the game was paused.
Fixed issue where Ancient Secrets would pop up too early.
More cats to close out the year? Fiiiiiiine.
Version 1.36.0: Patch Notes
Welcome starchasers! It's the Steam Autumn Sale (which takes place in the heart of winter for some reason) and predictably, we've got a patch just in time for you. I know you love patches, in the same way Mimosa loves her mechanical duck toy and Prince loves his string.
This update's got a few new tidbits that I finally got around to doing. No it's still not the big milestone update, seeing as that includes a lot of huge stuff like full planetside interiors, it obviously takes a lot of doing. But there's still some neat things!
Update Highlights
You ever make use of drones, autoturrets, or those fishing platform thingies that heal you (did you know that?). Well been completely changed in how they function. Rather than actively draining your energy, they now work off an active time amount followed by a cooldown. This leaves your AI skill a bit more useful.
We've also got a new weapon type, one of our most request types: summoning pods. These launchers pump out weapons platforms that attack your nearby enemies, but their health decays over time. Again, your AI skill increases the time they're able to stay alive.
There's also been some lighting changes. Turns out there's some old code from like five years ago (back when lightning wasn't actual lightning) and it was causing issues. Now it's not. Very atmospheric.
Finally, you kept wanting to see more activity throughout space, so now there is! Asteroid fields, nebulas, and the deep reaches of space now have encounters for various space pirates, smugglers, and more.
Onto the patch!
Changelog is as follows:
NEW FEATURES
Total overhaul of how AI and the AI skill works. AI now no longer drain energy, but instead have a maximum amount of time they're able to be active before they go into a cooldown. The AI skill now increases the amount of time the AI can be active. Mining drones are unaffected by this change (as they don’t drain energy to begin with).
Added summoning pods: These are missile launchers that go into your AI slot and can be used to temporarily summon forth weapon platforms that attack nearby enemies. These platforms decay over time, with your AI skill affecting how long they can stay active. You can find a variety of these pods sold through stations across the galaxy, with a special few able to be crafted with… certain materials.
Station descriptions now include a list of the equipment sold at the station. Remember: You asked for this.
Points of interest that haven’t been found now have a new scan pulse icon, to help colorblind players.
Increased ship presence: Pirates now inhabit many forgotten corners of the galaxy, and if you’re off the beaten path in nebulas and asteroid belts you’ll often encounter them.
CHANGES AND REBALANCES
Train lines are now colored based on inbound and outbound services. There will be no service to Miami.
Conceptual primers now stack.
Several crafting items are now special items instead of cargo items, and are held in your overall, nonspecific ship inventory.
Made scanning for the courier ship in Long Legacies more reliable.
Adjusted drop tables of knowledge items to base 10% (down from 30%).
Adjusted drop tables of repair items dropped by NPCs. Tier 3 ships now have a base 5% chance (up from 1%) tier 2 ships now have a base 3% chance (up from 1%)
FIXES
Fixed some text culling issues with the Apocalypse’s cockpit.
Fixed culling issues where some nebulas still showed objects.
Fixed some rendering issues aboard Battleship Greatclaw.
Fixed old as balls lighting issue with lightning in storms. Ambient lighting during a storm should generally have smoother transitions now.
Fixed issue with drop tables for several larger ships during random missions.
Fixed some secret dialogue where the speakers were incorrect.
Added better restrictions to the Omadaz to prevent docking on it.
Fixed some mismatched icons and names in the Bigger Picture.
Fixed issue where out of system waypoints wouldn’t work if you had ever discovered a space leviathan.
Fixed issue where you could quickload a savegame mid-jump, causing issues.
Fixed issue where the Volatile Planetoid would play a victory sting, even if you didn’t actually beat the boss.
Version 1.35.0: Patch Notes
Welcome back Starchasers! I recall saying that I was off to the Big Easy to gain ten pounds in gumbo and banana's foster, but it as it turns out when most of the good places are all within walking distance you actually end up losing weight.
What was I talking about? My cat's birthday? Oh right it was his birthday during this hiatus. He's three years old now. Go on, wish him well.
Work on the two remaining milestone updates go at a steady, albeit slow pace. Another new thing coming with Milestone #3 are something more than a few players have asked for: new spaceships to fly.
This here is the corporate shipline. They have inherent bonuses to mission payouts, making them great for making money early on. A few more ships will be included with milestone 3, but you'll have to wait and see to see them.
This patch also has a few new UI quality of life stuffs, like more visible train route tech.
Onto the patch!
Changelog is as follows:
NEW FEATURES
Traintravel route views have been redone: When active they disable the other visible connections on your map, and mousing over a system will show any connecting train routes.
Pyrona and Haskar now appear as temporary allies during A Proper Vauldwin Princess.
A hyperstrom is now generated during a Proper Vauldwin Princess.
Jella now appears as a temporary ally during Back Home In Hell.
Added new effects for Gallia’s freakout during Thoughtspace.
Zeph now joins you for the final fight in King of the Macrovari.
Implemented the basics of nebula culling. That is to say: Most objects inside nebulas will no longer be visible outside of them.
Added changed and colored icons for guns based on their energy types and refire rates.
CHANGES AND REBALANCES
Moved the tablet detailing Petra’s terminal username to be more visible in Shadows of a Sun.
Changed how the shield downtime skill’s bonuses are displayed, and renamed the skill to Shield Rebuild Time. The skill still functions the same way.
FIXES
Ships during Hard Business will no longer try to avoid obstacles, hopefully eliminating the chance for possible softlocks.
Fixed issue where Slitherveils would spawn too early during A Proper Vauldwin Princess
Fixed issue with Snake style bosses getting caught in an endless loop on rare occasions.
Fixed softlocks that could occur with Tourbon’s party quest.
Fixed some mismatched icons in Tourbon’s party quest.
Fixed issue where bounties that entailed fighting groups of monsters wouldn’t complete.
Fixed issue where Hardturn had a marked quest that isn’t available yet.
Fixed issue where crafting items using equipped materials wouldn’t cause those materials to unequip.
Fixed issue with the Ship Off Course random mission where said ship couldn’t be damaged.
Fixed issue where changing tabs in the inventory wouldn’t cause submenus to close.
Fixed issue where transferring items between ships could sometimes result in some items going missing. These were being fed to Gradabradulon, He Who Eats Between Lines, and ole Grabby was finally hunted down and beaten to death with a sack of hammers by a few fed-up starchasers .
Fixed some mismatched and overdrawn cameras.
Version 1.34.0: Patch Notes
Hello starchasers! This is was originally going to be a cockpit hotfix for our lastweek gamepatch, but then I worked a bunch and now it's not. We're still not quite ready to showcase what's coming up for milestone 3, in the same way that my cat's not quite willing to accept that he's a gremlin.
There's a big charcuterie board's worth of stuff this patch, which hopefully should tide the more peckish of you pilots over for the next few weeks. I'll be vacationing down to New Orleans for the early parts of November, so you'll probably see little activity at that time.
Now let's get into all of it.
Changelog is as follows:
NEW FEATURES
Added new tutorials for low level players that occur when you equip different kinds of equipment such as heavy weapons, mines, and drones.
Added a new UI widget tracking your wanted status within a star system.
Added new console command “granteyes, givestormeyes, and grantuseyes” which will give stormeyes to you.
Added new console command “washermode” which will instantly set you to hostile with all lawfully aligned factions in game.
During the main campaign, military groups will offer special story-related random missions, including instant action battles against both the Doomsdayers and the Triangles.
Reach Station now offers defense missions once it’s completed.
Added new icons and race variants for regional pirate groups.
CHANGES AND REBALANCES
Bombers now have a variation of their matching fighter cockpit that displays the second heavy attack… thing.
Buffed the health of the final boss in True Struggles of a Modern Artist.
Deleting saves on the main menu will no longer change the sorting.
Increased the size of hitboxes on NPC drones.
Decrease the size of NPC drone effects, due to being about 20x larger than intended.
NPC drones can no longer be killed by their owners by accident. They’re combat robots, not hamsters.
Redid some aspects of Planet Landings to better prevent players falling off and softlocks.
Lowered the thresholds for becoming wanted by the military within guarded systems. This is a precursor to a small overhaul to how the wanted system and military battleships in game works.
Adjusted damage of drones during the penultimate bossfight to be less damaging.
FIXES
Fixed issue where Between Spaces’ dialogue could be interrupted.
Fixed issue where you could reload a quickload in the respawn menu.
Fixed issues with The Uprising that could result in a dialogue softlock.
Changed the default inputs of self destruct and fixed issues where it wouldn’t work under normal circumstances.
Changed the lighting, textures, and sounds in several stations to better match their characterization.
Added some stuff to help prevent accidental softlocks when the Marching Star is active.
Fixed issue where some objects weren’t enabled during campaign missions aboard the Marching Star.
Fixed various typos in scanned item data.
Fixed issue where your Pin would Ascend too early.
Fixed softlock that could occur on the Axle during Mission 15.
Changed some decorations in Reach Station.
Version 1.33.0: Patch Notes
Well hello starchasers! It's been a hot stellar minute, hasn't it? Did you think we were just going to leave you forever? We're not THAT kind of Early Access game, rest assured. But after breaking my soul and back to get Faces In The Fog out I wanted to take it slow on these upcoming updates. You know how it is, you pump out a huge amount of quests and nonsense and maybe you want to spend some time with your wife, cats, and the jerky they're determined to steal.
Which still means there's a metric scrapload of stuff in this update. Some of this was originally going to be kept separate from the main build until it was time for our big milestone update, but I'm a generous soul. That's what my therapist tells me at least. Let's get into it!
UPDATE HIGHLIGHTS:
Cockpits! Cockpits now have their real textures and UI elements implemented. Different manufactures have styles and ways they'll set various cockpits up: Some are more detailed and more informative than others, and many come with an onboard ship radar.
I've also added a freelook mode to the cockpit camera.
There's also border control on star systems now. Go too far out and Stuff might begin to happen. This is just the first pass of this system now, mind you. Future updates will add more hazards and more Stuff that will Happen.
And there's a whole smattering of UI improvements. Star systems now display their current level, keybinds now give a description of what they do (even when it's obvious) and posters for non-hazard bounties have brand new graphics and icons.
Changelog is as follows:
NEW FEATURES
Added full textures for cockpits for all flyable ships in game.
Added diegetic UI elements for all cockpits for all flyable ships in game. This includes elements like a working ship radar and such.
Added a freelook key to your ship’s cockpit.
Added border control: Go too far outside of the borders of known space, and you’ll encounter a lot of uncleared anomalies that will quickly make short work of you. No you can’t defeat them: you’re basically asking if you could assassinate a tidal wave.
System readouts now display the star system’s current level (including if it’s affected by storms).
Keybinds in the menu now have a description when moused over.
Non-hazard bounties now have unique posters for each character.
CHANGES AND REBALANCES
Resized several room archetypes that were too large.
When reaching the last waypoint in a list when in autopilot your ship will automatically stop now.
FIXES
Fixed issue where scrollbars in the options menu would reset in weird ways.
Fixed additional quest typos and misnamings.
Fixed issue where ship coloring requirement functions wouldn’t work upon reloading a save.
Fixed issue with some kill missions that were unable to be completed.
Fixed issue with item retrieval missions that could result in them not completing.
Fixed issue where acquiring knowledge would cause a softlock on rare occasions.
Fixed several drop tables for NPCs that had their data wiped out.
Fixed UI issue where scrollbar on bounty boards would start at the bottom.
Version 1.32.1: Patch Notes
Hello starchasers! I've returned from the Mothman, who was both very moth and very man, as well as received our cats from the Cat Stasis Facility, so everything is back to normal. Normal enough that I think you deserve a bit of a patch, eh?
This will be our last patch for September, but October might have some goodies as well as we focus on getting out Milestone 3 and prepping for that. Station detailing of course, will be the name of the game there, but there's some stations getting a bit of a retrofit even now, such as the campaign's Ascension Academy.
Changelog is as follows:
NEW FEATURES
After inspecting some of their financial records, the UHC realized that Kardoz’s bank account number had a 2 where there should have been a 5. The mistake has been rectified, and storms now give payouts based on the hazard you encounter within.
Several new achievements based around Faces in the Fog have been added.
Ascension Academy now has details for its rooms.
CHANGES AND REBALANCES
All lawful Ballden factions will now attack you if you’re carrying the Crown Star.
Adjusted the damage values and such of things in Thoughtspace and gave the quest boss there more attacks.
When purchasing ships, your ship’s comparative descriptions are now based on their base stats.
FIXES
Fixed an issue where one of the NPCs in the wheel was invisible, save for their hat.
Fixed issue where Gallia’s quest would fail to start.
Fixed issue where some bounties could be cheesed in ways I don’t want you to cheese them.
Fixed issue in campaign mission 2 where you could undock from Planet Vauldric early.
Fixed issue with Lost in Thought that would softlock the quest.