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February Devlog

Hey,

it's been 2 months since the 0.3.2.5 release and normally I release an update every 2-3 months. This time will be different, as 0.3.3 turns out to be bigger than I thought, and making the models/all the graphics also took more time than expected. I would expect the 0.3.3 "Kalm Update" to release somewhere around April. I will of course keep you informed by writing devlogs like that at the end of each month!

[h3]Ok so first, what happened in 2 months?[/h3]

Rykllan and I had a lot to do in our private lives, that's why to not delay the update even further, we decided to hire Lucas (from the Discord server) so that he could help us speed up with the models. He's been working on new launchpad models, on new office model, and recently he's been working on a rigged low poly Starman model for the renders. :D



Rykllan, however, is working on the new Falcon model, which is looking f***ing sick and will look beautiful in the game, on the renders, and eventually on the merch!



She's been also working on 6 new arts for the managers:



Wait.. what? Managers? Launch Director? What is this? Wait... is this... automation????
Yup, it's a long-awaited automation :3

[h2]Managers[/h2]
I could make 8 toggles for you to just click and activate, but that would be boring. Instead, I designed a system where you hire managers (with their own appearance), and you will have to pay them for their work.
You will not be able to hire all managers at the same time, I think the max will be around 5 on easy and 3 on hard. When you hire a manager, you will not be able to fire him for some years.

All of this will still require some planning from your side, but I think this will be fun, if not, I will change it in the updates - it's just early access overall, and I love to test new ideas!

[h2]Contracts[/h2]
The contract system has been redesigned and rewritten from the ground up. Basically, what I wanted to fix was that players sometimes didn't get anything to launch for years, and also the random bidding system, which was too random.



I combined offers and contracts together. Now you will get normal payloads as offers, which you can just accept. There shouldn't be a time without payloads for you.

I made contracts relatively rare, but now I've increased the value of them (You will get more money per launch). Offices will now no more be a part of the contract bidding system.

The deadline system also has been redesigned, I now no more plan to simply delete the payloads after their initial deadline. You will still be able to launch them for some years, but you will pay yearly increasing fines until you do so.

There will be a launch-in-time bonus (random), and some payloads will require a brand new booster to launch (this will go down over time, as the commercial market realizes that reused rockets are safe to use).

[h2]Payloads[/h2]
Payloads also got quite a few ground-breaking improvements.



First off, payloads like LinkLink or Materials will STACK! :O On the payload panel, bottom-right, you can see the "x12" mark, which means that there are 12 payloads of the type stacked.

Another cool performance improvement is that when you try to launch LinkLinks, in the Launch Setup Window you will only see as many LinkLink payloads as you can launch with the selected rocket. That way, you won't see hundreds of LinkLinks in such a small list, which also improves the performance drastically. I also improved the window appearance.



[h2]Vehicle Service[/h2]
I added another tab to Vehicle Window, where you can see all of your built vehicles at once and service them. You can static fire/refurbish/launch each of the vehicles from this menu.



[h2]Earth to Earth[/h2]
EtE is a sister feature to LinkLink, you will be able to create the Earth transport service and get some additional funds from it.



[h2]Other[/h2]
You can now see Moon/Mars from Earth!



Mission reports now show as normal notifications (to simplify the UI), and you can close all notifications at once.



Aaaaand pinned windows will now save their positions (even when you close the game or reopen the windows)!

[h2]Conclusion[/h2]
The work on EarthX did slow a little and there's still a lot to do, but we are working as fast as we can!

All of the stuff above will be a part of the 0.3.3 "Kalm Update". The last EarthX content update is going to be EarthX 0.3.4 "Moon Update".

I hope you have a great day/week/month! See you next time:)
Denis

EarthX 0.3.3 Teaser

Hey,

EarthX 0.3.3 will rework existing features like AI, Contracts, and current rocket models. The update will also include features like managers (game automation), and more customization.

We can't wait to release the update for you. The date is unknown as of now.

Here's the teaser:
[previewyoutube][/previewyoutube]

I'm very sorry for the slow update rates, but as I have shown in 2020, the wait will be worth it. I have my private life too (with school and stuff) and I can't spend 100% of my free time on making games. I'm working as fast as I can!

Have a great day and see you soon,
Denis

EarthX 0.3.2.5

Hey,

In July, I released the Mars Update (0.3.1), and then 2 months ago the Boca Chica Update (0.3.2); Today I'm releasing the Dust Update (0.3.2.5), which is a follow-up medium improvement update to both mentioned earlier updates.

Too many updates haha

I want to wish you a happy new year, let's make it better than 2020 :) In early 2021 I will post a new roadmap about my plans for EarthX. Spoiler: it won't be boring.

Denis.. just stop talking and show us the Dust Update.

Ok ok ok I will, but quick info: I added EarthX to localizor, you can help translate EarthX to your languages there (and also fix current ones (even English yes))
Thanks for the help in advance: https://www.localizor.com/earthx

What's new?

[h2]New Features[/h2]



[h3]Sandstorms[/h3]
They will be able to destroy your buildings and they will disappear after you manage to terraform Mars to 70%. When you use nuclear bombs to terraform Mars, expect more sandstorms. Nukes can terraform Mars relatively fast, but...

[h3]LinkLink on Mars[/h3]
Can terraform Mars slower, without more sandstorms. You will be able to launch Martian LinkLinks with a Heavy rocket or with Spaceships. LinkLinks not only terraform Mars but also protect your buildings from sandstorms by informing them about their position.

[h3]Mars Farm Field Building[/h3]
After you terraform Mars, you will be able to build it.



[h3]Refuel on Mars[/h3]
Getting Spaceships back to Earth will take a little longer now, as your Spaceships will need to refuel first.

[h3]Exchange/Convert Spaceships to Materials on Mars[/h3]
If you don't want to wait for refuel, and you need some Materials, you can convert landed Spaceships to Materials.



[h3]Wind Turbine Building[/h3]
In case you need more electricity, you can build a wind turbine on Mars.

[h3]Battery Pack Building[/h3]
Electricity needs to be stored somewhere tho... that's why I copied the idea from a well-known (not) auto-maker and added the battery pack building.



[h3]Static Fire Rework[/h3]
I improved the static fire idea from 0.3.2; You will be able to start a static directly from Launch Setup Window (Refurbishment too) and you will be able to build a Static Fire Tripod building, which will allow you to static fire more rockets at the same time.



[h3]Big Milestones[/h3]
To make EarthX more interesting to play, you will be able to set up your own predictions/timelines in the Milestone Tab (Company Window). Be Elon Musk haha

[h3]Game End Screen[/h3]
In classic mode, you will be able to access a game end screen, where you can see total launches, total score, years, achieved milestones, etc.

[h3]Vehicle Setup Panel Improvements[/h3]
When you construct a rocket, it will save and load. I also removed unnecessary modules from the system and UI, which drastically improves the performance. Each vehicle will now require only 1 factory, and the build queue will be dynamic.

For launching, I moved the payloads list to a tooltip and added info about the landing zone, secondary vehicle (spacecraft).



[h3]Spaceship All-Orbit Upgrade[/h3]
To make Cargo Spaceships even more OP, I added this little upgrade, which allows you to take payloads to LEO, MEO, and GEO at the same time (in one flight).

[h3]Multi-Window Camera System[/h3]
I reworked the original idea of Action Camera and added support for multiple windows, which means that you can watch pretty much everything at the same time (Capsule Docking/Landing, Static Firing, Prototyping). You will be able to turn them off when they appear, or in the settings menu.



[h3]Sorting[/h3]
This is such a simple to add quality of life feature. You will be able to sort payloads (in Payloads Tab and in Launch Setup Window), as well as the unavailable vehicles in Vehicle Window (for example you don't need to see your 15 Spaceships flying towards Mars for a full year in the list).

Additionally, you will be able to automatically fill the fairing by only clicking one button in Launch Setup Window.

[h3]Nuke Improvements[/h3]
When you send nukes to Mars, they won't explode imminently, but they will store themselves and you will be able to detonate them when you wish (with a button). Nuking Mars with 100 nukes at the same time... what could possibly go wrong?

[h3]Reworked Translation System[/h3]
Each language now has only 1 K/V (key/value) JSON file and is managed by localizor website. Thanks in advance for the help with translations and corrections!

[h2]Improvements[/h2]
  • Prototypes in the tech tree
  • First landing zone not required on Mars
  • F1/F2/F3... shortcuts to open windows
  • Add background slides to screen blur
  • Show time left on Giga Factory Production panels
  • When you hold "Shift", the player confirmation will not appear and the answer will be "yes"
  • New Mega Launch Pad model
  • Show vehicle Extras even if the vehicle is not unlocked
  • Allow Gigafactory to produce endless units
  • Show building tracker while it's under construction
  • Refresh launchpad list when Droneship arrives
  • Move QuickSettings to Settings (and save them in save file)
  • Move settings file to MyDocuments
  • Add "Constructing..." when clicking "Build" prototype
  • Display droneship icon next to a launch pad selectable panel
  • Mars building production improvements
  • Remove 1-second break between tutorial sequence
  • Droneship prices decrease rather than increase
  • Change first Droneship price to 21 370 000
  • Add pin option to all windows
  • Water/Fuel/Electricity production plants will only store as many resources as they can produce
  • Allow cinematic camera on focus
  • Prototype prices decrease rather than increase
  • Close all windows only during the first Mars transition
  • CRS and Roadster payloads can now explode
  • Static fire should also test rocket engines
  • Expandable Rockets will have more payload space than reusable
  • Allow hiding projects
  • Add text "You're testing X now" next to the "Test" button
  • Add info about orbits for each vehicle
  • LinkLink requirement now shows how many LinkLinks needs to be still launched
  • New Main Menu music by SPATE
  • Each prototype iteration builds faster
  • Add a notification after a failed static fire/prototype
  • Remove save delete confirmation if save is marked as game over
  • Change "Spaceship Vacuum Engine" to "Vacuum Engine"
  • Employees should affect the production speed
  • Make prototype build times shorter
  • Remove skill points from Mars buildings
  • Increase CRS/CCP missions
  • Upgrades affect vehicle build time
  • Show LZ cam when the rocket is landing on LZ
  • Improve webcast views
  • Add "EarthX Lag Goes BRRR" when the camera lags
  • Add a setting to automatically launch rocket
  • Add action camera to capsule landing
  • Add action camera view to ISS docking
  • Add `none` text to projects list when nothing is unlocked
  • Disable launch panel teleporting to top at manual landing
  • Add elapsed time to Discord Presence
  • Add `none` text to vehicle list when nothing is built
  • Add dot when Fundraiser is available
  • Add warning before playing sandbox
  • Droneship landing requirement is too strict
  • Add quick notification when payload gets produced
  • Improve task display
  • Remove webcasts from Superheavy
  • Block Building Setup Window for some buildings
  • Decrease Martians amount from x100 to x50
  • Show more info on vehicle selecting panels
  • Add more config settings to the settings file
  • After the spaceship takes something to Mars Orbit, it should "Travel to Mars" and land on it after a mission
  • Make some Mars buildings more expensive
  • Replace landing zone build phases
  • Add build timer to droneship construction
  • Improve landing zone color palette
  • Detect player's language on the first run
  • Change CCP to Crew
  • Nukes production is now faster
  • Improve payloads sorting
  • Add build timer to prototype construction
  • Vehicle list in Launch Setup Window now refreshes
  • Remove Webcast Upgrade from Superheavy
  • Display rockets without static fire in Launch Setup (and allow to static fire them from this window)
  • Remove "Launch X Large Rockets" from Fairing Catching Upgrade
  • Lower Superheavy Space Engine tests needed by 50%
  • CRS/CCP missions optional in Sandbox
  • Disable welcome message when the tutorial is disabled
  • Show Tutorial Window if `Tutorial?` is checked
  • Infinity sign instead of sandbox
  • Game will now not save after reaching game over
  • Improve Greenhouse building performance
  • Disable Mars Transition on Sandbox
  • Tesla build speed cheat should also affect droneship build time
  • Remove default Mars Materials
  • Action Camera text is white, should be black or more visible
  • Improve description of CEO achievements on Steam
  • Add Japanese font support
  • Remove Hungarian
  • Add Italian


Uff... time for...

[h2]Bugfixes[/h2]
  • BUG: Missing Prologue EP Mission
  • BUG: Missing Cat Mission
  • BUG: Missing Technician Mission
  • BUG: Missing Flatearther Mission
  • BUG: Mars resources double after save load
  • BUG: Camera sometimes moves when you use side mouse buttons to speed up the time
  • BUG: Upgraded upgrades still show the latest tasks
  • BUG: Vehicle list goes to project list when no vehicle is selected
  • BUG: Mega LaunchPad panels stay after save reload
  • BUG: Prototype building does not stop after save reload
  • BUG: Contracts were always 1 year ahead
  • BUG: Player confirmation would stay after game over puts you to Main Menu
  • BUG: Infinite OnDroneship bug still exists
  • BUG: Launch button is active when you select rocket and payload, but not spacecraft
  • BUG: Some achievements are not working
  • BUG: LinkLink +- buttons do click with `space`
  • BUG: Pausing game while having side-window menu open closed the window
  • BUG: Hangar sliders do not refresh sometimes
  • BUG: Webcast camera & terraform UI are overlapping
  • BUG: CEO achievements are broken (IDs)
  • BUG: When the player paused the game with the auto-pause setting on, closing a window would stop the pause
  • BUG: Tooltips didn't reset their pivot rotation
  • BUG: You can see droneship in Spaceship launch webcast
  • BUG: ISS Docked Vehicle panel is not rounded to 5px
  • BUG: Camera/Build Sensitivity settings didn't load properly after editing the default value
  • BUG: Launch Pads/Tankers overlapped header text in Launch Setup window
  • BUG: You could hear testing engine while being on Mars
  • BUG: You can enter build mode while being on rocket focus
  • BUG: The text next to the UI Scale slider didn't display decimal numbers
  • BUG: +- button icons sometimes do not appear on Giga Factory Production panels (Full HD)
  • BUG: Control buttons on setup panel aren't rounded
  • BUG: Building rotation would not save if you rotated it to right
  • BUG: Tutorial sequences sometimes played twice
  • BUG: Background music sometimes changed in the middle of playing
  • BUG: Camera shaking when in pause mode
  • BUG: No lights on McGregor stuff
  • BUG: Windows pinning/close buttons aren't rounded
  • BUG: Launch Setup Scrollbar isn't rounded

Merry Christmas

Hey,

Don't expect any devlog at the end of December... because the next update is pretty much finished and it's being tested now. The update name will be "Dust Update", and it's coming soon. I'm not sure if I will be able to release it before Christmas, but should be released within a week or two.

And yes Merry Christmas because yes, my dad and mom will give me a second monitor, so my work experience on new updates will be much better :D And in a month or so I will get my own room, for the first time in my life haha

Tell me what you want to get :D

I'm not sure if I can do this, but I will leave 2 EarthX steam keys here for you or your friends:
FDF9C-6WI0J-DF7YZ
EFFIJ-772LB-WLQN7

And there's another giveaway for 5 keys in my Discord server: https://discord.gg/sbXwwMs

So yeah, take care!

Denis

November Devlog

Hey,

First off, let me say thank you for over 200 reviews on Steam! Maybe it's a little compared to bigger games, but for us, it's actually a lot and we are happy with it!

While EarthX Boca Chica Update was pretty successful, it has a lot of things that can be improved. This is the reason I'm working on 0.3.2.5 now, which will improve both Boca Chica and Mars update. It should release in early 2021.

Does this mean that 0.3.2.5 will get no real features? Pff, you would be surprised :D

[Please note that everything I will show and say you know is Work in Progress :D]

[h3]Milestones[/h3]



Milestones will allow you to set your own predictions and see if your timelines are correct. EarthX will show you by how many years you were wrong, or if you predicted Mars landing perfectly. Milestones are also great for new players, as they will know what EarthX is capable of right from the beginning.

[h3]Game End Screen[/h3]



Don't get mislead by the name, as you will be able to turn on the end screen at any time. YouTubers who will record series from EarthX may use this feature as a nice video outro/intro. This end screen will show you your current stats, will display your account balance from 2002 and will show you your timeline of achieving milestones.

[h3]Sorting Features[/h3]



It will help you search for your own or commercial payloads to launch. The sorting system was generally improved for payloads, so the payloads which are about to expire will now always display at the top. Sorting for vehicle menus will allow you to hide currently used vehicles, for example, Spaceships flying to Mars. You probably don't need to see them in the list during their entire adventure :D

[h3]Navigation Tools[/h3]



You will be able to search for the payloads and auto-fill them into the fairing. It might be very helpful for fast filling the Spaceships with LinkLinks and Materials!



In addition to that, you will be able to start a refurbish/static fire action right from the Launch Setup window. I saw a lot of players being confused about no rockets on that menu, maybe this will help!

[h3]Mars Improvements[/h3]

There will be a lot of Mars improvements, like sandstorms, 3 new buildings, and Martian LinkLink.



The first landing on Mars won't require a landing zone. Until now you "magically" had 15 Materials from the start of your save. From now you will need to get the first Materials to Mars by yourself.



Long requested feature is also finally being added to EarthX. Fueling on Mars. It will be relatively slow without any available fuel on Mars. I think with this new little feature, fuel on Mars will get some more purpose :D

[h3]New Upgrade[/h3]



I heard that Spaceship is being extremely OP and needs to be nerfed. My answer to that is that new little Upgrade, which will allow your Spaceship to take payloads to all 3 Earth orbits: LEO, MEO, and GEO. It will be even more OP! :D

[h3]Conclusion[/h3]

This update will bring much more ofc, a lot of QoL issues like this:



(^ added a real-time production timer bottom-right.)

EarthX is the first commercial project I have been working on and it's doing great. My best project, would do it again 10/10



Also, remember in 2019 when I said that I will for 99% not add any planets to EarthX? Well, I guess this didn't work out, just like the old explosion system, where rockets exploded even if they had 99% reliability :D

Have a really great day,
Denis