1. Hardspace: Shipbreaker
  2. News
  3. First update - 25th June

First update - 25th June



Dear Lynx Corp Talent Pool,

We are excited to release our first post-EA update! As we announced this week, the new update is based entirely on the excellent community feedback we have received so far.

We are committed to answering and considering all community questions, feedback, and inquiries. A big thank you to all the space cutters out there who have chosen to share their views and experiences at Lynx Corp with us!


Check out our 0.1.2 patch log below:

[h2]Languages and leaderboard
[/h2]
  • Added UI and Subtitle Localization (Spanish, Italian and Brazillian Portuguese). The game will automatically launch in the same language as your Steam OS.
  • Language selection is now available through Steam language preferences rather than in game options.
  • Added Leaderboard data for campaign leaderboard. You can check it out directly here!

[h2]Quality of Life
[/h2]
  • Made major improvements to UI scaling in support of non-1920x1080 resolutions including 4k and 21:9 ultra wide resolutions.
  • Numerous small quality of life improvements
  • Enabled secondary key functions for all right mouse button abilities
  • Added right and left mouse button functionality to cycle through scan modes
  • Made improvements to surround sound mix
  • Added touch transfer to waste disposal unit pipes
  • Improvements to clarify tutorial instructions
  • HUD now shows an object's individual mass alongside the total mass of everything to which it is attached.

[h2]Bugs[/h2]
  • Stomped several nasty crashes
  • Squashed over 120 pesky bugs. Details below.


Please note that Class II Reactors now rely on the Coolant provided by the Environmental Control Unit (ECU). Trying to pull the Reactor while the ECU is still providing Coolant will cause a Coolant explosion at the base of the Reactor. Salvaging the ECU beforehand will give the Reactor more integrity, but will also begin the Reactor's meltdown sequence.

We are constantly working on improving the game and bettering your daily life at Lynx Corp. Check out what’s coming next for Hardspace: Shipbreaker! Join us on our discord to meet and chat with our dev team!

Best regards,
LYNX HR

[h2]Bug Fixes[/h2]

[h3]Misc[/h3]
  • Change all Popups to display on dedicated, custom, scaled Canvases.
  • Remove the handler from objective UI before they are destroyed and correctly add completed objectives to the completed objectives UI list.
  • Resized the update window to accomodate patch note summary.
  • Fix continue salvage button losing focus after hitting decline.
  • Fix Cert Badge not updating in the front end when a profile is selected.
  • Don't fire Target Changed audio event if both targets are uncuttable.
  • Fix for fuse interactable not disappearing when it's used.
  • Work Buy Profit Text now fits space in RU/ZH.
  • Deposit Salvage Carats are loc'd properly beyond the special tutorial ones.
  • Fix for collision issues.
  • Add certification rank and number of shifts stats.
  • Disable continue shift button after continuing shift.
  • VFX sanitization.
  • Increase scroll sensitivity on data disclaimer screen.
  • Fix for reactor not melting down when it's disconnected from cryo and fuel.
  • Fix back button on control scheme page.
  • Make "fade out" on abandon shift instant.
  • Fix control text sticking outside of box.
  • Add hooks for profile deletion audio events.
  • Subtitles can disappear in the HAB.
  • Fix thrust descend formatting.
  • Tutorial Tooltips, Hab text formatting.
  • ZH subtitle display length fix.
  • Made career mode start with same LT as a finished tutorial.
  • Don't re-enable popups after toggling options in the tutorial.
  • Fix problems causing contextual prompts to feel inconsistent.
  • Reset online stats and leaderboard data when a player creates a new profile.
  • Armor Chocolate Panel, Trims showing paintjob fix. Fixed missing MM roughness Material.
  • Mackerel/Gecko Vent BC Fixes and UV fixes.
  • Text and localization fixes accross a couple screens.
  • Ensure TriggerableTutorialUIPopups never have AutoSelectLastSelectedButtonAfterHide enabled.
  • Add option to Doozy to Enable/Disable auto-selecting the last selected button when a UIPopup.Hide() is called.
  • Added new attenuation curve for atmosphere regulators to tighten the curve a bit.
  • Adjusted high end of the nacelle flush valves in pressurized space.
  • Remove highlight color on option entries.
  • Adding a note to complete the shift before certification reviews take place.
  • Remove obsolete AutoMouseLock config item.
  • Cursor fixes and overrides.
  • Control Scheme Localization Text Formatting.
  • Auto text resizing for localized languages.
  • Save Thruster Fuel to the profile so that it is not reset when purchasing a new ship.
  • Turn off durability loss in tutorial and freemode.
  • Don't move completed or failed objectives in the work order.
  • Set heat damage fx asset to trigger everytime the player receives fire damage.
  • Fix gameplay running in background of hab.
  • Add override to player damage fx to trigger every time.
  • Fix disabled continue button.
  • Updated English And Cyrillic Font Atlas to include all latin based accented characters for purposes of subtitles.
  • Spacing fixes for Tutorial Popups.
  • Turn off machine part emissives in scan mode.
  • Fix objects still having breakable joints after they have been dejointed by non-yanking.
  • Change system to not rely on structure groups being spawned by a ship.
  • Fixes various post mission screen text issues.
  • Hab touch up and text formatting accross multiple screens.
  • Localized the equipment select buttons.
  • Fixes GameOverScreen being all weird on last death.
  • Block push action when interaction prompts are on screen.
  • Fixing padding on hab narrative devices.
  • Updated Font Atlas to include the censored grapple upgrade text.


[h3]Design[/h3]
  • Implementing double and tripple chair layouts for the Commercial Transport Gecko.
  • Chairs were too inconvenient to remove so all chairs are now easier to yank.
  • Corrected an issue where pink lights could spawn in the Mackerel.
  • Correcting structure parts on Gecko Nose rails.
  • Tuning the current airlock door LODs so they're MUCH less aggressive.
  • Reducing Rank 2 Quota Requirement from 8 Work Order Objectives to 4. This should ensure the player is rank 3 when they are asked to purchase the Tethers.
  • Removing all LODing whatsoever from the exterior cut points and chassis from the first tutorial ship.
  • Adding some screens to the cockpit of the Gecko.
  • The Waste Disposal Unit's fume chute no longer joints to the vent panel.
  • Adding a generic large audio material asset to SP_Mat_Static.
  • Made the Twin Nacelles in Tutorial Ship B spawn away from the ship.
  • Added carats to the Twin Nacelles.
  • Blocked Cutter use from the start of the Place Tether objective until the start of the Salvage Reactor and Nanocarbon objective during the Tutorial Ship B.
  • Added a tutorial tooltip to indicate the cutter has been disabled.
  • Blocked Interact after presurizzing the airlock until the start of the atmosphere regulator objective.
  • Corrected a very slight placement issue that could cause the vent plates of Waste Disposal Units to become stuck. It was technically correct in its original position, but the slightly adjusted position makes removal much easier.
  • Removed cut pins and modified the Structure parts / jointing types of the walkways in the Industrial Cargo Gecko. This was done after feedback that they clamps did nothing and cluttered the scanner. They did have a use, but didn't contribute meaningfully to gameplay, and looked a bit naff so they were removed. Now it takes 3 splitsaw cuts to free the walkway.
  • Moderate change for the cross beams at the top of the Mackerel. The beams are now more centered, save for when they spawn from a cargo ship, which has one beam that spawns in its old position.
  • Walkways are no longer sealing. This should (ideally) solve the problem of weird airlock interactions when cutting walkways in the Cargo Gecko.
  • The Kiosk now sells Utility Kits and is easily set up to sell Med Kits.
  • Corrected a minor issue where cut points on the rail gides of the Industrial Cargo Gecko would read as needing to go onto the barge. This was incorrect, and now they properly read as not going anywhere.
  • Corrected an issue where a small part of a rail guide spawn in the Industrial Cargo Gecko could spawn unjointed to the rest of the rail.
  • Pipe Junction boxes now joint to Panel Ext.
  • Corrected several outdated Mackerel Nacelle prefabs (the ones that housed the fuel canisters) that were using unlinked prefab instances. This would cause them to not recieve texture / gameplay updates other pipes would get.
  • Slight overhaul of the Mackerel Nacelle prefabs to now end in pipe junction boxes, so they can properly joint to the tail of the Mackerel.
  • Minor overhaul of all disabling functions for doors. There seemed to be situations which disconnected door handles could still be interacted with.
  • Some investigation into getting Power Junction boxes to stop electrocuting if they are no longer recieving power.
  • Several positioning fixes with Easy difficulty Nacelles (including the Tutorial Nacelles) to eliminate both clipping forward into vents, and not quite visuall connecting to cut points.
  • Adjusted the flow physics on the barge. Should fix an issue where objects that miss an occupied barge cube hit the barge and get smashed. It will not however, fix your aim. For that I would advise you git gud.

[h3]Audio[/h3]
  • Added profile deletion SFX to FE.
  • Adjusted panning of the ship purchase sound.
  • Adjusted panning of the HAB decrypt sfx.
  • Lowered volume of metal grating when thrusters are broken.
  • Data drive audio now plays when Back/Work Order button is held.
  • Fixed bug where audio deletion audio would sometimes not play on subsequent attempts.
  • Fix for 7.1 audio crash.
  • Removed processor and furnace volume from prefab that is no longer using them. This was causing double audio for the processor.
  • Set up environmental audio on waste disposal pipes, wire railings, sensor towers.
  • Set up environmental audio on sensor array.
  • Specified what objects play thruster flushing sfx depending on the ship.
  • Added Fuel X environment audio to the Hard Mackerel reactor pipe.
  • Adjusted high end on scanner background noise.
  • Adjusted high end on scanner background noise.
  • Adjusted ducker_scanner level on radio music.
  • Removed room verb from all scanner sfx.
  • Added ducker_scanner rtpc to Contact_borne, Ambiences_AB, Physics_AB, and Player_Sounds.
  • Added UI sfx when using a controller to navigate the contract screen.
  • Muted the shift timer while in ANY other state than the level.
  • Adjusted bus assignment for pause menu UI sfx to prevent clicking.
  • Adjusted helmet impact sfx to be heard at 0 player Velocity.
  • Adjusted unpressurized door based decompression sfx to be distance limited and only 1 per asset.
  • Fix surround panning.
  • Fix resynth range on dejointing and vaporizations.
  • Various spring cleaning.