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Space Scavenger News

RELEASE DAY!!! 1.0 UPDATE!

New Stuff

[h3]A new sector! [/h3]
  • There is now a final fourth sector after the fire sector!
  • 3 planet types
  • 5 new enemies

[h3]New modules[/h3]
  • Scavenger Drone - Unique
  • Quantum Shield - Unique
  • Shurikens - Ammo weapon
  • Grenade Launcher - Ammo Weapon
  • New shields to replace the previous shield - Now with angles!

[h3]New ship model skins[/h3]
  • Cube
  • Discs
  • Cabin
  • Arc
  • Cables

[h3]Hangar play mode[/h3]
  • Hangar changes, old ships will be lost. Sorry. :(
  • For now, the Hangar play mode is simply the same mode again, like taking the ship for a victory lap or even taking a defeated ship and getting a head start! Use this mode to maybe make some adjustments or build crazy big. (We take no responsibility for you building bigger ships than reasonable. :D)
  • You can't take that second ship out a third time though, that would quickly get a bit too ridiculous!

[h3]Achievements![/h3]
  • We have added 30 Steam Achievements! We got many great suggestions in our Discord server, not all of them made it in unfortunately. Maybe in an upcoming patch.

[h3]Other changes[/h3]
  • Adjustments to the weapon drops, early game weapons drop for longer and more advanced weapons are pushed back to a little later.
  • Improved Drone behaviours
  • Hangar ships can now be rotated to view them from all angles
  • Crystals collected that add up to your total for ship skins are animated in the game over screen

[h3]Visual improvements[/h3]
  • New Drone visuals
  • New Maggot hive visuals
  • New Artillery visuals
  • Resume buttons in menu match the sector of the save file
  • Projectile bounces a bit prettier and world-dependant
  • Small sword visual and sound effect adjustments
  • Boomerangs deal more consistent damage and sound effect
  • Improved enemy hit and death effects
And a lot more more balance changes and visual improvements etc



The end of Early Access does not mean we will stop supporting the game, we will listen to feedback and make adjustments, balancing, fixing bugs etc as needed. But perhaps it is not expected that we will add new game modes or any other huge changes. We are happy where we are at with this, we feel it’s a great complete diverse game!

Please keep leaving feedback in the community, we read everything and respond to most things and if it’s a significant issue we will try and fix it! Thank you for this year in Early Access, it’s been a blast!. I played the first early access version the other day and it’s insane how far we’ve come and a lot of it is thanks to all the nice feedback and bug reports everyone has provided.

Really, from the bottom of our hearts, THANK YOU!
Now tell your friends to buy the game so we can afford to make another one! ;)
We are also launching on Nintendo Switch today! ;)

Please enjoy!
/Jonas & Jacob
Red Cabin Games

0.9.8.4 Black screen fix

We've seen the issue with the black screen after loading a bit too much and I think we found a fix for it, so here's a quick update to sort that out. Also made another easy fix change re-adding Anti-aliasing and some visual improvements in build mode.

tl;dr
  • Fix for Black screen after loading (if you still see it after this, please let us know)
  • Anti-aliasing turned on again
  • Re-added some nice post-processing effects in build mode that we lost along the way


Thanks for being awesome and understanding during our Early Access! Really looking forward to sharing the big 1.0 update with everyone next month!



/Jonas
Red Cabin Games

Thank you! - One year update!

Hello Scavengers!

One year ago today we released the first Early Access version. The initial plan was to work on the game for 3-9 months in early access, but the impressive response from you and the discussions and suggestions in our Discord Channel has inspired us to continue working for a little longer. Adding more new stuff than we initially imagined!

We are not ready to reveal our planned release date just yet, but it will be later in the summer. We also have a Nintendo Switch version ready to release at the same time and we hope you can understand we need to work on stabilizing the build and prepare a new release trailer etc before we go to 1.0.

Let's have a quick look back at what we have done in the past year!
Our current module count is as follows:
  • 27 weapons (15 at release)
  • 11 utility modules (5)
  • 9 “unique” modules (0)

These additions really add exponentially more variety to ship builds and brings more of the gameplay we want to see!



Some might have forgotten that we did not have different modes or difficulty settings at release. Based on feedback we quickly added a normal and a hard mode where normal mode no longer had any oxygen limit. One of the best decisions we made during early access, so thank you for that feedback! Swarm was also added and while it is a smaller mode, we feel it adds a little extra variety to those who want something different with more building freedom.



Another thing we did not plan on adding was the skins, but now it feels like it was time well spent, I love going into the daily challenge and seeing all the skins represented :)

We’ve been in Early Access for a year, but it’s been a 5 year journey and I wanted to share a little video we created to show how far we’ve come.
[previewyoutube][/previewyoutube]

Thank you for being awesome, we look forward to sharing the 1.0 update with you soon! We are preparing a really nice update, some of which you can get a sneak peek of in the video above! :)

/Jonas
Red Cabin Games

0.9.8.3 Hotfix

Hello again, another small little patch to fix one major bug and some other small balance changes

[h3]Bugfix[/h3]
  • Fixed a rare bug where Toads would sometimes get stuck in their explode animation if stunned from two different sources.

[h3]Balancing[/h3]
  • Booster prices were a bit all over the place. They should now be more reasonable
  • Adjusted some skin "blueprint" visuals to make it easier to see your selection in build mode

    Maces are fun, but maybe a bit too strong... Made some small adjustments to several stats
  • Mace - Shorter range and a little less damage. Still strong I hope, but they were maybe a bit too much
  • Electric mace - Shorter range, slower speed, less damage, more energy cost. Sounds worse than it is, very small reductions to all of them, hopefully adds up to a more balanced module.


Thanks!
/Jonas & Jacob

0.9.8.2 Hotfix

Hi there, just a quick update to fix a small issue and adjust to some feedback from the last update!

[h3]Adjustments[/h3]
  • Reduced edge line brightness very slightly
  • Adjusted cargo slot transparency

[h3]Bug Fix[/h3]
  • Iron Gauntlet now properly shows up in the menu and on the death screen


/Jonas & Jacob
Red Cabin Games