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Hardspace: Shipbreaker News

Update 0.1.5



Greetings Cutters,

We are back this week with an important update bringing to you the new Science Gecko, Traditional Chinese localization as well as Configurable Gamepad binding. Cutters will also be happy to know that their helmet has been scrubbed so well by our LYNX Chief Visibility Officer that they will be able to enjoy brand new volumetric light inside ships.

Expert Cutters will be quick to notice new structural protectors appearing on ships. Of the many rigors placed on a ship as it travels through space, extreme temperature fluctuations and good old wear n’ tear are considerable challenges for any vessel’s key structural elements. To help keep a ship in one piece, sometimes structural Cut Points are outfitted with a Cut Guard. This condensed foam compound keeps a Cut Point’s temperature and humidity level consistent and manageable.

⚠️ LYNX advises Cutters to use caution, as Cut Guards are resistant to the heat of the Laser Cutter. However, they are highly combustible, and will burn for a considerable amount of time if ignited. The recommended salvage process is to break apart the Cut Guard with a heavy impact in order to expose the Cut Point underneath.



Discover what Lynx Corp is bringing to you today:

  • “Stargazer” Gecko-class Research Vessel ship-type added

  • Structural Cutpoints are now sometimes covered by Cut Guards
    Made of heat-resistant foam; Cut Guards protect against heat, but not impacts

  • Gamepad Rebinding added

  • Ship lighting updated with Volumetric and HDR properties
  • Traditional Chinese added to language options




Check out our full changelog to discover what our team worked on those last few weeks:

Full Patch Notes
  • “Stargazer” Gecko-class Research ship-type added
  • Gamepad Control Customization added to the Customize Controls screen
  • Cut Guards added; can appear overtop of Cut Points, especially in harder difficulties
  • Traditional Chinese Language option added
  • In-ship lighting updated to use Volumetric and HDR color properties
  • Added confirmation sfx when successfully rebinding a key
  • Added voice limiting to data drive beeps to avoid overlapping beeps when playing a new data drive
  • Controls can now be set to “None” in the Customize Controls screen
  • Audio Player moved to its own floating window in the Hab Screen
  • Progress Bar added to Audio Player in the Hab Screen and the HUD
  • The Laser Cutter now visibly begins to overheat
  • Improved the behaviour of the profile cards on the profile selection screen
  • “Back” button prompt added to Kiosk
  • Added scroll over sfx to Continue Shift and Ship Selection buttons
  • Adding new suit bump sfx
  • Added physics collision sfx when player hits shipping containers in pressurized space
  • Reinforcement Beams in the Mackerel have had their textures updated
  • BUG: Fixed the incorrect “Select” prompt in the Pause Menu Customize Controls screen
  • BUG: Fixed a heat sink that could spawn clipping into a cut point in the Industrial Cargo Gecko
  • BUG: Removed the door sfx when shifts end via time running out
  • BUG: Fix for reactor immediately exploding upon entering meltdown state.
  • BUG: Fixed an issue where doors could be cut several times and have the cut segments salvaged
  • BUG: Fixed an issue where electrical explosions would shatter panels
  • BUG: Fixed an issue where Mackerel’s could spawn with multiple lights in the same position
  • BUG: Various fixes to button prompts not updating correctly based on input-type
  • BUG: Fixed an issue where the tutorial “Tether” prompt wouldn’t appear after quitting and resuming
  • BUG: Ship “role” now properly displayed on the available ships in the catalog
  • BUG: Fixed a bug where some work order objectives would fail if the object required was part of another objective
  • BUG: Fix for Options Headers not updating correctly when changing languages
  • BUG: Fixed audible click when clicking the button to repair equipment
  • BUG: Removed extra click when changing options with mouse
  • BUG: Corrected some issues of Gecko hallways bins showing up as “Object”
  • BUG: Fixed the beams in the first tutorial ship to fall in line with updated Mackerel. This corrects errors of missing cut points and beams.
  • BUG: Tutorial ships now has a proper role and shouldn't just give the default 'unassigned role' notice
  • BUG: Fixed being able to open the homepage while on the incorrect screens in the front end
  • BUG: Fixed overlapping characters in the Daily Fees Screen


Introducing the Stargazer ship!



Hello LYNXCorp family!

LYNX Corp’s Materials Acquisition Department has been working hard on finding new ships to keep our Cutters active, ready to grow, and become a real asset to the company.

Introducing a brand new Gecko-class ship type releasing soon! LYNX is happy to work with our incredible team of Cutters, to provide top-tier recycled materials and components for use across the Solar System!

This new challenging ship type will enable our Cutters real talents to shine, and showcase the high standards of work ethic, safety, discipline and creativity they bring every day on the job.



Stargazer, a model for the boldest Cutters out there!

This new Gecko-class ship type was originally used for deep space research and surveying. Employees will be thrilled to work hard on our first science ship!

Be on the lookout for data logs of former scientists who dedicated their life to long-term research trips in the deep, uncivilized parts of the Solar System. We advise our employees to be aware that listening to these logs may induce states of nostalgia and/or melancholia, which can affect work performance.



Be mindful of objects found in these Stargazers, as some are more dangerous than usual. We advise all workers to be careful when handling highly explosive hydroponic research pods or huge solar arrays.

The Stargazer’s uniqueness is striking, as it is structured quite differently from other Gecko-class ships! An expert eye will be quick to notice how long and thin it is, in contrast to the usually wide Gecko profile. Keen-eyed cutters will spot right away that the Reactor, Power Generator and Environmental Control Unit sit in the middle of the ship, making Reactor extractions potentially far more dangerous.



Thank you to our incredible employees for making LYNX a standard name in the ongoing expansion of industry throughout the Solar System, and helping us “Pave the Way to the Galaxy”, one shift at a time!

Best,

LYNX Corp


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.