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Hardspace: Shipbreaker News

Update 0.1.4



Greetings Cutters,

We are back this week with an update full of additional employee-suggested content!

For this update, we focused on bringing more variety to the current gameplay so that every shift at Lynx Corp feels like a real challenge! Thank you all for the precious feedback and suggestions you have shared with us since launch. Players will be happy to learn that Mackerels are now set up to introduce more diversity between roles:
  • Heavy Cargo Mackerels now have a unique interior layout, with more room for carrying extremely dangerous cargo.
  • Light Cargo Mackerels have now been set up to transport a mix of objects.
  • All Mackerels have had their Reactor, Power Cell and Coolant Tank setups revisited, so you will see much greater variation in where these components are located.


Additionally in-game mouse and keyboard rebinding is now also available.

This is only the first step towards more content as the Lynx Corp HR team are already working on adding more variety within each ship but also bringing new types of ships to the table!

[h2]Major Changes & Additions
[/h2]
  • O2 Drain can be toggled in Open Shift mode For our Space Cutters eager to fight their limits without being pressured by time, feel free to try to dismantle everything while your oxygen is running out!

  • Increased variety between Mackerel roles.

  • Increased Work Order Objective Variety. In order to pinpoint which space cutters are real talents for Lynx Corp, variety has been added to work order objectives! Get ready for different work orders from now on during your shifts.

  • Additional Player Voice Option Added to Contract.

  • In-game Mouse & Keyboard Rebinding. Gamefile keybinding is now a forgotten feverish dream as cutters can now rebind directly in-game.





[h2]Patch Notes:
[/h2]

[h3]Audio[/h3]
  • Couple of audio mix tweaks.
  • Added work order complete sound to when a work order has all of its objectives completed and none failed
  • Fix broken reactor room audio. New implementation that supports randomised reactor spawn location.
  • Sound effects and vo hookups for work order complete
  • Fixed an issue where door based decompression sounds didn't always play when going from unpressurized to pressurized
  • Data Viewer, Text and Audio Log fixes
  • Added new sync'd audio for power generator dejoint that matches the vfx


[h3]UI and Text
[/h3]
  • Added missing restore to defaults popup link.
  • Set Wrench hud marker visibility on and off when entering the kiosk
  • Added loading bar for creating user feedback
  • Moving all Work Order Objectives to be possible instead of guaranteed.
  • Fixed delete profile prompt text getting cut off
  • Fixed hab device owner text getting cut off
  • Cutter Heat UI, now renders behind damage vfx
  • Fixed tooltip prompt being active during game loading
  • Fixed overlapping text in French
  • All data drives and credit drives now uses the same texture with color variations.
  • Fixed text misbehaving en francais on continue button on rank up
  • Grey'd out the "Ship Diagnostic" Pause Menu option and added a "Coming Soon" tag.
  • Changed the Good Morning Cutter message to mention that fees need to be paid daily not monthly.
  • Fixed title news not being localized correctly
  • Corrected several scripting bugs related to turning off the Macker's Thruster Terminals due to the recent Mackerel updates.


[h3]Art, SFX & animation
[/h3]
  1. Added new ECU powerdown SFX when you pull the last cryo collectible
  2. Added new power generator powerdown SFX for success and failure
  3. Found narative (data drives) interactable glows
  4. Fix suffocation animation not ending properly.


[h3]MISC[/h3]
  • Corrected a seemingly rare issue in which Normal difficulty Mackerel nacelles would spawn without a frame or cut point. This would cause an issue where the nacelles could simply be pulled away, and the ship would be exposed to the vaccum of space, and yet not decompress.
  • Added an atmosphere regulator to the Flight Deck of the Commercial Transport Gecko.
  • Cockpit door update, including some new jointing that had to be done for it.
  • Structural beam work for the crawlspaces (but not the nose) of the Mackerel.
  • Implemented dimorphism between the two Cargo Mackerels, using role distinctions instead of theme distinctions. Now the Industrial Cargo will spawn with LOTS of explosives, and the Commercial Cargo will spawn with more mundane things like computers and beds.Retuned for Commercial Cargo Mackerel difficulty.
  • Some rework of how things spawn inside the mackerel, particularly walkways, and walls - mostly as part of the above.
  • Mackerels can no longer spawn with a pipe attached to their reactors. When activating the manual override, the thruster itself will now leak uMBRe (Fuel X).
  • Fixes for gecko rooms
  • Fix incorrect shatterable component volume calculation
  • In-game configurable keyboard hookup
  • Armour plates are now configured on Geckos and will show up in the Work Order.
  • Improved consistency of blocking grapple push when an interactable is on screen
  • The Tutorial Mackerel now has a ship role (Training).
  • Correcting an empty 'room' in the side of the Mackerel.
  • Corrected an issue where the Thruster Braking Update Asset would show the wrong text.
  • Fixed an issue with the rank on the frontend, minimum value of 1 on the rank on the frontend
  • Corrected an issue where cockpit doors in the Mackerel would never open.
  • Corrected an issue where cockpit doors in the Gecko would not always properly joint to the frame of a ship.
  • "Cruel" (IE: Very Hard) Mackerels no longer spawn with Thruster Terminals now.
  • Now removing the tail, cutting the cut points below the terminal, and activating the override should now all properly turn off the terminal.
  • Corrected an issue where some cargo terminals would spawn unconfigured.
  • Corrected a placement issue where the updated Normal Difficulty Fuel Pipes would spawn clipping slightly into the updated reinforcement beams- this would cause the Mackerel Tail to jitter when cut loose.
  • Corrected the positioning of all remaining crawlspace lights. This should prevent lights spawning in floating or disconnected.
  • Set work order slots based on difficulty
  • Reworking the flow zones in the Bay. There were claims that the furnace was too aggressive- which seemed strange since the furnace and processor share a flow. Overall, the new zones remain aggressive and dangerous, but are now positioned much cleaner.
  • Setting the spawn rate of the Extra Extra Large Cryo Tanks to 0 for all difficulties.
  • Fix selecting buttons when clicking the back button in the cert screen
  • Corrected an issue where some chassis pieces around the cockpit in the Mackerel were not being properly jointed.
  • Personal Terminals that spawn in the flight deck can now be properly salvaged.
  • Properly uniformalized the interior chassis structure parts in the Mackerel. Now they should behave much more consistently, especially in scan-mode.
  • Slight re-tuning of the furnace flow volumes again. Now it should be possible (but difficult) to recover objects from beyond the yellow line- especially lighter objects.
  • Added new roll sensitivity option
  • Modified how the Thruster/Reactor spawn. Because the pipe has been removed, the difficulties have been rethought a bit, and now Medium and Hard difficulties simply changes the chance for damaging the thrusters when using the manual override. Very Hard removes the terminal and guarantees damage on the manual override.
  • The reactor for the Mackerel can now spawn in several places, starting from Normal difficulty and higher. High difficulties increases the chance of an unconventional reactor spawn.
  • Fixed a pseudo bug where the large fuel canisters jointed to panels, in particular the large panel below them. This was a side-effect of how canisters were jointed, and arguably as designed. It wasn't a good design though, so now the fuel canisters separate along with the tail segment.
  • Ceiling spawning soft crates are more frequent, more varied, and much more likely to spawn properly jointed.
  • Corrected some very slight offsets in the Mackerel which could cause difficulty separating objects.
  • Corrected an issue where nose-positioned reactors in the Mackerel had a high chance of spawning unjointed.
  • Corrected an issue where medium difficulty Mackerels would have their fuel canisters zoom off when disconnected because of an intersecting cut point.
  • Corrected an issue where an uncommon bed spawn in the Industrial Gecko would place batteries in the cockpit door, and cause nasty mesh clipping and Z-fighting.
  • Setting up object specific Work Order Objectives.

Dev Vlog #1



Hi everyone,

It's been exactly a month since we released Hardspace: Shipbreaker in Early Access!

We'd like to extend once again a huge thanks to all of you who played it and posted feedback on the forums, social networks, and our official Discord. We're hard at work on your suggestions and reports, on top of our plans to add content.

Today, we're happy to release our first Dev Vlog to share with you what we've been working on over the last few weeks, addressing a lot of your feedback.

https://www.youtube.com/watch?v=T192bslrx1g
Let us know what you think of the format!

And don't forget to join our official Discord channel as we often do community AMAs there as well.

See you in space,
The Hardspace: Shipbreaker Team

Check out our latest hotfix!



Hello Space Cutters,

We are back this week with a new hotfix, following our update from last Thursday!
This small hotfix should enable all space cutters to enjoy ship scavenging to the fullest.

Our teams are still working hard on bringing new content and updates to the game. Stay tuned for more content coming up in the next few weeks.

Check out how this new hotfix will improve your daily life at Lynx Corp:

  • It fixed an issue where additional cloning fees would be added to the Lynx daily fees when returning to the HAB.
  • The user interface has been updated with freshly translated texts.


If you still encounter this issue, please feel free to reach out to your Lynx Corp HR through discord, our official forum and steams discussions.

Update 0.1.3

Greetings Cutters!

We are back with a new update featuring a lot of bug fixes and quality of life improvements as well as our take on addressing a “timely” request that some verify passionate players have been asking for!

We are incredibly grateful for all of the quality feedback and thoughtful suggestions our community has shared with us! Please keep it coming! We’ve only just begun our journey through Early Access and we are already seeing the game grow and evolve.



For our Players that have requested the option to play in a more “chill & zen-like” manner, we have just implemented a new “Open Shift” difficulty option for our Campaign mode where you can work WITHOUT a shift timer and unlimited oxygen.

You will find it alongside our Standard, Limited Revives, and No Revives difficulty options in the Main Menu and it will feature its very own dedicated Leaderboard.

Check out what our 0.1.3 update brings to the table:

[h3]● “Open Shift” Mode Added[/h3]
It’s a full campaign with Shift Timer and the Oxygen Drain removed. Players can enjoy scavenging without any time pressure.

[h3]● Key Bindings have been added to User_Config.txt
[/h3]In-Game key rebinding is coming soon! To change the binding yourself, read our How To.

[h3]● Improvements & bug fixes, and Habitation Unit air supply refreshed![/h3]

Lynx Corporation is working hard on improving daily life for its employees. Feedback and suggestions can be sent to our HR team directly through our official discord, our official forum, as well as the Steam discussion.


For Shipbreakers looking for more info, Lynx Corp is happy to provide a detailed version of these patch notes, free of charge:



[h3]Bug Fixes[/h3]
  • Fix for fuse release bug that used to force players downward or forward at high speed.
  • Fix resurrection cost being multiplied by # of deaths twice
  • Fix exploding pipes becoming infinitely burning when cut
  • Fix "Also Hide Helmet" option to display and navigate correctly
  • Fixing return to hab and game over screen being open at the same time
  • Fixed several issues related to soft crate positions.
  • Fixed a bug where the hoist of a hoist truck would LOD super aggressively.


[h3]Audio[/h3]
  • Fix missing furnace object melt sound.
  • Fix inaccuracies in VO lines relating to medical kits and cert upgrades.
  • Add Cert ui notifications and fix up audio notifications / Certification Goal and Level VO and Notifications
  • Added sound when upgrade confirmation pop up closes
  • Fix weaver static not going away when speech gets cancelled.
  • Fixed NIS cancelling speech when it shouldn't


[h3]Art[/h3]
  • Updating all equipment upgrade thumbnail art
  • Adding Casual Mode icon and updating quality of other difficulty mode icons
  • Light bleed fixed


[h3]SFX[/h3]
  • Adding pause state transition sfx
  • Adding low boom when pausing


[h3]MISC[/h3]
  • Don't start the shift timer in the HAB when a popup displays
  • Setting "No Revive" mode to unlock at Rank 4 like "Limited Revive" mode
  • Class I thrusters will now be destroyed if they are cut anywhere.
  • Differentiate between pressing and holding the Work Order button
  • Removing Health from all Nanocarbon panels so they don't turn into scrap when cut
  • More robust subtitles for long length and language specific punctuation
  • Fix for ECU wall still exploding with cryo after the flow has stopped.
  • Open Shift mode implementation.
  • Adding Ship Cut Points and Sleeve.
  • Added the Mackerel Structural Beams
  • Configurable Keyboard via user_config
  • List of key binding options
  • Add Open Shift mode for the online leaderboard service
  • Menus in comms & data scroll automatically when selection goes outside boundaries.
  • Enable Data Collection is no longer reset to default
  • Fixed invert x & y not applying on launch
  • Add option to Disable Inputs While Game Is In Background to the Options Menu
  • Makes intro text skippable if you've played before (Spacebar / A button)
  • Fixes hud part mass being weird.
  • Auto select last selected button on several popups
  • Better equipment screen selection
  • Fixed an issue where static sfx did not end when it should.
  • Move scanner tooltip up in the hud to make room for the tutorial tooltip that gives instructions while in scanmode
  • Fix - Thrusters and chairs have a new Extreme Fragile vitality asset which prevents the player from shaving just a little bit of it off and salvaging it separately.
  • UI Control fixes
  • Adding functionality to duck scroll over events when clicking in the HAB
  • Added back button when declining for entering HAB and quitting shift
  • Various UI sfx fixes to the HAB ship select screen to clean it up
  • Correcting room volumes in the back of the Commercial Transport Gecko.
  • Block interacting while cutting so player can't collect something that is dissolving
  • Added some Fail States for the tutorial
  • Add certification quota to front page HAB menu.


[h3]Localization and Texts[/h3]
  • Update release version number
  • omni pipe junction box re-textured to have cut language and emissive indicator
  • Added descriptions for each difficulty mode (Not localized)
  • Fixing text formatting in narrative assets
  • fixed speech cancelling at weird times
  • Difficulty Text Spacing on profile selection screen
  • Scanner Tooltip Category loc spacing fix
  • Changed Work Order Status Text to be Loc'd



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.