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Wednesday small patch

EDIT: An earlier version of this patch contained a serious bug. The patch has been rolled back, the issue has been addressed and the patch is now available again.

This fixes a few issues:

- Crash: If you had a saved game with the old version of "discover planets" task active (from before yesterday's update), then tried to load the save with the new version of the game, the result was a crash on game load. This is no longer the case.
- Text: In the German localization, some quirks erroneously claimed to change the planet composition to have "no planets of types X and Y" when it should be "more planets of types X and Y" (Dry Sand, other quirks)
- UI: Structures that could no longer be picked up still prevented right-click-dragging the map when you started the drag from their vicinity. This is no longer the case.

This update takes the version number to "v1.0 (b673)" on Windows and "v1.0 (b674)" on Mac.

Tuesday tune-up patch

This update fixes a number of smaller bugs and inconsistencies.

Fixes:
- Audio: Disconnecting an audio device while playing no longer causes a crash ("FMOD: Failed to initialize output device").
- Seeding: Planet names are now properly seeded so that you can refer to them when describing a run.
- Settings: Saved now using a safer method to hopefully fix the random 'changed settings, change didn't save' problems.
- Display: Planet tooltips were off by -1% happiness for planets with resource shortages (due to the -1%/turn worsening being mistakenly counted in the tooltip as a permanent thing)
- Display: Improved planet/structure labels so that extreme numbers of imports/happiness produced don't take up half the screen.
- Campaign: Briefing window no longer makes sounds when displaying after game load.
- Logic: The techs offered in forebear ruins "add to your tech list" bonuses now never change after you have seen them once.
- Logic: The "discover new planets" council task no longer counts lensifying/destroying planets against you.
- Logic: You can no longer build projects on sensor planets (Echoes in the Dark/Darkened sectors).
- Logic: Anomaly labs won't take robots as researchers anymore with Machine Sentience (Echoes in the Dark/Darkened sectors).
- Logic: Machine Sentience should now mostly work intuitively and in your favor when used on Tourist Resorts.
- Missing text: added English text for the "unstable core" colonization option, localized text in other language versions still missing (coming during the next localization round)

This update brings the version number up to "v1.0 (b669)" on Windows and "v1.0 (b670)" on Mac.

The first week of Slipways

[h2]This week in numbers[/h2]

First up, the most important number of them all: Slipways sold 19000 copies so far across all the stores it is available on! THANK YOU!

When I started all of this, my initial hope as a no-name indie developer with a tiny budget was to sell 10000 copies. That was ten thousand copies total - not in the first week! Your response has far exceeded my expectations, letting me not worry about where rent is coming from for a while. This was my biggest hope all along: earn enough money to make a living and get to make another game down the road!

I'm overwhelmed by the positive response the game is getting - after 440 reviews, we're hovering at around 94%-95% positive. If this keeps up, who knows? Maybe for a brief while, Slipways can manage that elusive "Overwhelmingly Positive" rating? (that requires 500 reviews total and 95%+ positive reviews, as far as I know)

But leaving arbitrary cutoffs and labels aside, what makes me happy the most is seeing people enjoy the game so much! Last time I looked (and as you might imagine, I'm looking at these numbers a lot), we had 5000 people playing each day, and a thousand people are already past 20 hours in-game - so it looks like my hopes about the game's replayability have been realized as well.

Let me end this section with one last number. Slipways is made by just the one guy - me. Thank you for making that guy's dream a reality! It's mind-blowing to see my little project rub shoulders with the likes of Mass Effect, Need for Speed and Cyberpunk on the top-sellers list, even if it was for just one day :)

[h2]What's still coming[/h2]

Well, we're not done yet! This first week was full of small patches to make the game as stable and playable as possible for the biggest number of players. There are still assorted bugs waiting on my to-do list, but by now, the big stuff is already fixed and the remaining issues are either rare or minor. This means I can move my focus to the three post-release updates that are still waiting in the wings! These updates are not DLC and will be coming free to everybody owning a copy of the game.

[h3]UPDATE #1: PROGRESSION, ACCESSIBILITY, QUALITY OF LIFE, WAYS TO PLAY[/h3]

The first update will probably come in multiple parts, since these are going to be smaller features that can be added piece-wise. Nevertheless, they are still grouped in my mind as one big chunk of work to be done before we move to pure content updates. Here's what's on the menu:
  • Stat-tracking and achievements - so that you can see your progress through the game and try new things.
  • New player experience - various features to make learning the game a little easier, which is something we're sometimes struggling with now.
  • Quality of life improvements - things like improved pinning UI, a quick restart button, ability to quickly jump to unhappy planets, etc.
  • Accessibility features - I'd like everybody who wants to play Slipways to be able to do so comfortably, so we'll add options to help out.
  • Ways to play - these I'm not sure about yet, but if time permits, I'd like to return to two ideas that didn't make it for release: a tough+ difficulty (for those who need even more challenge) and a second endless mode (less of a sandbox and more of a fight to stay in power for as long as possible)
  • Additional polish to existing modes - now that I have the benefit of your feedback, I'd like to do some improvements (especially to ranked)

This list is a work in progress. I will be doing a poll soon to see which features are wanted the most, and I'm still reprioritizing stuff based on all your feedback.

[h3]UPDATE #2: MORE THINGS![/h3]

While the first update focuses on small features that make the game better, the second one is all about content.
  • More big stuff - the second act of the campaign, with 3-4 new missions and corresponding new sector types and achievements
  • More small stuff - more ruins events, more council tasks, more sector and planet quirks to push games in different directions, a few new technologies/perks
  • More tight stuff - balancing changes based on how things are going so far

[h3]UPDATE #3: CAPPING THINGS OFF[/h3]

This is probably going to be the final big update, and it's just two things, but they're big ones:
  • The final act of the campaign, again with about 3-4 missions
  • Modding support - so that the game can live on and get new stuff even if I'm not the one doing it

[h2]When when when?[/h2]

These updates are all roughly month-long chunks of work, but I don't want to publish any dates just yet. Getting Slipways ready for release was a one-and-a-half-year-long marathon, often done at a sprint's pace. Right now, what Slipways needs the most is me getting a little rest before plunging back into full-on development. My new short-term plan: get my first weekend off since March! What can I say, work-life balance is not an easy thing to swing for a solo developer.

I'll be keeping an eye on the game, of course, and you'll definitely see me writing back on the forums and making small fixes here and there - but I promised myself no big feature work until I'm back at a 100%. Once I am back, expect the usual development updates on Discord and Twitter to pick up again, and of course new posts here once I have something important to tell you.

Until then, see you around the galaxy!

Wednesday very smol patch

Fix: Today's previous patch had a small bug in it that meant endless did not always unlock correctly on 1 star if you had played a few standard runs already. This should now be fixed.

Wednesday patch

Progression changes:
- Endless mode: Now unlocks after you earn 1 star in any standard run.
- Campaign mode: Completing a mission in one difficulty now unlocks the following mission(s) on all difficulties. This means that you can change difficulty levels freely, eg. drop down to a lower difficulty for one mission and switch to a higher one for the next. Scores are still tracked per-difficulty.

Fixes:
- Structure building: Possible fix for the "structure builds immediately after I grab it from the structure tab" issue.
- Manual resource routing: The drag should now be more responsive when it comes to target, and you can "aim" with both the mouse cursor and the resource icon depending on your intuition.
- Structure preview: More visible lines, since some people reported finding it hard to see the dimmed version.
- Planet closeup: slipway tags should no longer obscure the info panels on square-ish aspects with large UI scaling
- Tasks: No longer possible to get the "explore area" task stuck by undoing as the area got revealed.
- Lensify: Lensified relays now come with a reachability guarantee - if you were able to reach the planet/asteroid with a slipway, the resulting relay will also be reachable with a slipway.
- Main menu: Fix for issue when loading a save didn't happen immediately and you could click more buttons confusing the game.
- Logs: Removed scary error messages from logs that were just a normal consequence of how the saving system works.

This patch takes the game to version 1.0 (b664) on Windows and 1.0 (b665) on Mac.