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Stardeus News

Development Update: 2021-01-23

[previewyoutube][/previewyoutube]

Hi everyone!

The last two weeks were insanely productive, I’ve got a record number of changes, including a ton of balancing and fixes after watching playtesting playthrough videos, but I’ll try to keep this devlog brief and only run through the most significant ones. Strap in and prepare for the ride!

[h2]Universe generation and multiple locations support[/h2]



The screenshot is pretty dull, as the Starmap is still early work in progress, but the underlying technical changes are already here, and for me it was the most challenging and exciting change.

It required a significant rewrite of core architecture, but now Stardeus supports saving, loading and switching between multiple locations. This will be essential for space exploration, combat, asteroid mining, scavenging abandoned ship wreckages and landing on planets.

Default scenario in Stardeus now has a starting location - your wrecked ship is lost somewhere in between star systems. You will be able to travel across different systems and explore their planets, but that’s not all. The set of systems you will start in is just one single galaxy. There will be multiple galaxies billions of lightyears away from each other, and you will need to research and build some fairly advanced tech to explore them.
The universe implementation is fully procedurally generated and hierarchical, so in theory implementations of multiverse with parallel universes is also going to be technically possible. Like most content related aspects of Stardeus, the universe generator is built to be easily pluggable, modders will be able to add new space object definitions and generation behaviors, often without writing a single line of code.

[h2]Research Tree[/h2]



The research tree was rebalanced and extended. Also, you can now click on unlockable item icons to get detailed descriptions. And the research tree widget has become zoomable and pannable via WASD. The same technology is used for navigating the Starmap.

[h2]Storage Capsule drops[/h2]



This story event will be similar to the asteroid, but with (probably) much more pleasant outcome. On the other hand, you know what an asteroid can do, but have no idea what could be inside that oversized pokeball. Open at your own risk.

[h2]Radar notifications[/h2]



Radar will warn about inbound stellar objects (asteroids, unknown entities, ships, etc) ahead of time, so you can prepare for the event. In some cases it will be possible to combine radar warnings with other equipment to avoid the danger by changing your trajectory. In future updates, variations of Radar devices will be used for scanning the surroundings during space travel, detecting raw materials, etc.

Hovering the notification icon will also show a tooltip showing how long ago the event was received, which is almost always useful to know.

[h2]Solar panel cleaning[/h2]



Solar panels accumulate dirt and lose their efficiency over time, but the drones will be happy to wipe them off for you. You can choose how dirty the panels should get before the cleanup task is automatically enqueued, and what the cleaning priority will be.

[h2]New type of Energy Connector[/h2]



An Energy Connector v2 with 40% shorter range but twice the connection slots was added. Great for plugging in multiple devices in close proximity. Unlocked through “Advanced Energy” research along with solar panels.

[h2]More Electricity Tools and improvements[/h2]

Electricity grid and device connectivity had significant improvements and bug fixes.



You will no longer be able to connect or use damaged devices before repairing them first. Disconnected devices will also show an icon, so you will see them at a glance.

Your robots and drones will show thought bubbles with bolt icon if they are low on energy and they can’t find a spare charge station, giving you a clue that you have to build more of those.



No matter how much I improve the data overview in the electricity grid, there’s never enough information. After studying some playtesting playthroughs, new things were added to help out with the management. It’s definitely not perfect yet, I will keep iterating on this in future updates.



In addition to visual hints, there will be codex entries with detailed explanations of how certain energy producing / consuming devices work, and their max output will be included in the name.

[h2]Copy Paste Light Colors[/h2]



You can customize the colors of most lights. To make color transfer more convenient, there’s now a copy and paste button.

[h2]Airlocks[/h2]



You can now construct airlocks with forcefield - enabled doors that prevent oxygen and heat transfer while open. Regular doors leak oxygen and heat when opened.

[h2]Performance stress tests[/h2]



I want Stardeus to be playable on even the weakest devices (including Nintendo Switch), therefore I am often stress testing the game by pushing it to the limits. Here's an example of a 250x250 (standard RimWorld map size) floor tiles built next to a massive procedurally generated space ship.

I could add more noteworthy items, but instead I’ll let you dig through the full list of changes on your own.

[h2]Full list of changes since 2021-01-09[/h2]

v0.3.0 (2021.01.22)
- Create multi-map support (incompatible with 0.2.x saves)
- Create space object hierarchy
- Generate the initial version of the universe
- Begin the work on starmap
- Add initial Bridge Controls implementation
- Do not reset the position of overlay popup menu
- Fix custom UI scale resetting itself unnecessarily
- Switch to bigger square shaped maps
- Do not try to load saves from incompatible versions
- Make research widget and starmap zoomable and panable with all input devices
- Make max charge rate configurable for charge station component
- Fix ship computer not updating memory / storage amounts
- Increase battery capacity 10x
- Reduce the max range of Energy Connector v2
- Add descriptions for most items
- Fix popups autosizing


v0.2.17 (2021.01.18)
- Fix consequent saving failing due to being unable to replace a backup
- Show warning popup immediately if saving the game fails
- Make colonist wakeup events less frequent
- Add "Run in background" setting
- Make charge stations consume more energy when a being is charging
- Reduce power output of solar panels
- Add solar panel cleaning mechanic
- Prevent energy grid recalculation from happening while game is still loading
- Fix charge station not promising robots/drones electricity for construction
- Prevent grounded beings from trying to build stuff that is supposed to be built in space
- Make charge station unusable when it's not powered
- Show last deficit text when looking at energy nodes
- Simplify electricity grid overlay
- Fix battery overcharging
- Fix matter reactor showing production when it's not in use


v0.2.16 (2021.01.17)
- Do not rebuild the whole game menu after game is saved (won't hide the menu after save anymore)
- Fix RMB opening context menu in addition to disabling active overlay
- Fix raw material storage component save / load inconsistency
- Review construction material requirements and work amounts for all objects
- Add input setting to adjust (or remove) "hold to click" button duration
- Tune UI colors
- Add Airlocks
- Reduce save loading time, especially with large map sizes
- Fix energy node on/off switch not being available when it should
- Add extra security measures to prevent corrupt saves from happening (pre-save validation, auto backups)
- Fix remove tool producing an error when empty space got selected
- Make constructable component load logic compatible with future changes in blueprint material amounts
- Rework Oxygen Pump and Heater graphics


v0.2.15 (2021.01.16)
- Fix quick search result icon not being clickable with mouse
- Fix glass reflections missing
- Remove "Wrecked with Stuff" scenario
- Make "Wrecked" scenario compatible with smallest map size
- Add support for more map sizes
- Fix several edge case errors
- Fix re-selecting the same entity wouldn't focus on it
- Optimize large electricity grid display performance at high time speed
- Make Robots and Drones seek charge station even sooner
- Add story event: Robot/Drone battery malfunction (instant discharge)


v0.2.14 (2021.01.15)
- Try to satisfy robot and drone energy needs before they run out of juice
- Show energy thought bubble for robots and drones when they couldn't find a free charge station
- Show icon on disconnected energy nodes
- Do not auto-adjust the time speed in tutorial when it's not necessary
- Prevent energy research from completing ahead of time during the tutorial
- Improve energy grid rendering performance with large grids
- Show outline of hovered tile in energy connection tool


v0.2.13 (2021.01.14)
- Show correct power production and consumption values in grid overlay
- Add tooltip hints in research widget
- Fix energy connector not showing auto connect option in context menu when grid is reachable
- Fix energy connector numbers not updating when connection between two connectors changes
- Fix auto connect showing bogus warning about auto connection being incomplete
- Show list of unlocked blueprints after researching something
- Do not progress the research while CPU is cooling down
- Show damage cracks on even slightly damaged tiles
- Make beings reluctant to try the same failed task right away
- Make storage capsule drop event obey radar presence
- Show "!" next to connectors that are off CPU grid
- Show live link to grid area when hovering grid icon in energy overlay
- Wake up colonists separately from other story events
- Add Energy Connector v2 with longer range and twice the connection capacity


v0.2.12 (2021.01.13)
- Prevent multiple instances of same sound playing at the same time
- Show link between task and worker on object hover
- Show link between all tasks and workers when Tasks overlay is enabled
- Automatically restrict clock speed when dangerous events occur
- Fix energy connector count text not updating in real time
- Fix 3D printer allowing to print anything without researching it first
- Do not render duplicate electricity link between two energy connectors
- Add close button to all menus
- Add new OST track
- Fix feedback form trying to save the game in main menu
- Make clicking on event notification open log entry when applicable
- Add story event: Mental break
- Add explosion sound effect and camera shake
- Toggle the research panel when clicking on no research event icon rather than just opening it
- Improve in-game console
- Add different sound for emergency notifications
- Track moving objects when they are focused (asteroids)
- Redo asteroids to target specific locations instead of random fall
- Add story event: Electricity grid malfunction (heavy)
- Show tooltip with event timer
- Fix energy connector autoconnect sometimes resulting in 9/8 overconnection
- Notify about electricity deficit
- Add Storage Capsules
- Automatically disconnect damaged electrical devices
- Disallow connecting damaged electrical devices
- Add story event: Storage capsule drop
- Implement Radar
- Make Asteroid warning appear only if there is an operational Radar on ship
- Add watermark logo for screenshotting and video capture
- Show current task link when being with a task is selected
- Add functions to copy/paste light colors
- Do not show light color controls for turned off or unavailable lights
- Fix misleading "Lacking raw material" notification when material is unreachable by grounded being
- Fix multitile objects not working correctly before saved / loaded
- Energy Connector will only auto-connect to unconnected devices
- Kill distant sounds sooner
- Rebalance a lot of component research requirements
- Rethink the research tree

[h2]Follow the Development[/h2]


[h2]Add Stardeus to Wishlist[/h2]

https://store.steampowered.com/app/1380910/Stardeus/

Development Update: 2021-01-09



Happy New Year, Space Travelers!

The end of year festivities disrupted my development schedule a little, but it was still a somewhat productive stretch! Let’s take a look at what was added to Stardeus within the last couple of weeks.

[h2]Storytelling[/h2]

Just building a ship is pretty dull, so I have started working on storytelling aspects, and now there are a bunch of new building blocks for this.

[h3]Story Events[/h3]

The AI storyteller is now able to analyze the state of your ship and occasionally trigger a “story event”. It is an extremely powerful item in the story generation toolbox, and I have already implemented the following events:

Asteroid



A warning about an incoming asteroid will be produced several in-game hours prior to the asteroid showing up, so you can prepare for this. Then the asteroid flies in close proximity to your ship, possibly resulting in an impact with a wide range of consequences.



Stasis Wake Up



A malfunctioning pod in one of the Stasis Arrays will pop out a new being that will join your colony. For now it’s only humans, but there will also be animals. It’s an ark ship after all!

Drone Battery Overload



A random drone will produce a battery overload warning, and within a couple of in-game hours one of the following events will have a chance to happen. Either the drone battery explodes, killing the drone and spreading fire around it, or the drone dies from electrocution, also causing electric shock damage to possible bystanders, and finally, the battery could set itself on fire, making the drone fly around like a torch. Doesn’t end well in oxygenated areas.

Egg Spawning



When your ship computer has to perform a cooldown procedure, an egg can spawn in some random corner of your ship. It will not produce any notifications, you will have to discover it on your own. What will come out of this egg and when, will be a matter of another story event. Face huggers, Xenomorphs and Space Kittens are a possibility.



Electricity Grid Malfunction



For a short period of time some electrical connections will randomly get disconnected.

[h3]Event Log[/h3]



The story that will be generated for you is going to be automatically written in diary style, in the form of an event log. You will be able to review the log on demand, and copy it to clipboard for further inspection or sharing.



And you can add your own log entries to make the story even more personal!

[h3]Moddable Species[/h3]

Each being will belong to some “species” type. The species will determine the looks and various behaviors. Species definitions are flexible and meant to be redefined and expanded through mods. Among other parameters, it includes a way of defining genders, sexual orientations and sexual attraction, so if you want to play through a space version of “Boat Trip”, or have a colony of Amazons, nothing can stop you!

[h3]Being Personas[/h3]



Every being is now going to have a randomly generated “persona”, that will hold their species information, name, age, gender, sexuality, and eventually some backstory. You can rename the beings, give them nicknames, etc.

[h3]Being Mood [/h3]

Humans and possibly some other species will now have a “mood”, that can go up or down depending on active mood effects. The AI storyteller will use being moods to create mental breakdown events. For now, I made these mood effect implementations:
  • Naked (bad unless you’re a nudist)
  • Lonely (bad for extroverts, good for introverts)
  • Surrounded by people (good for extroverts, bad for introverts)
  • Ate at / without table (Homage to RimWorld)
  • Ate at makeshift table (you can eat off any flat surface, not as good as using a table, but better than nothing)


[h3]Mental Breakdown[/h3]



Life in space is hard, and when mood goes bad, humans will occasionally get a “mental breakdown”. For now I have implemented the following types of breakdowns:
  • Start fire
  • Deconstruct random objects
  • Roam around (you’ll be lucky if you get this one)


[h3]Being Traits[/h3]



In addition to “persona”, some beings are going to have traits that will affect their behavior in one way or another. For now I have implemented only “introverted” and “extroverted” traits. One group will prefer hanging out alone, while others will want to flock.

Each species will also have their internal trait that governs some specific behavior. For example, humans will not like being naked, unless they would have a “nudist” trait.

[h3]Relationships[/h3]

It’s still in early stages of implementation, so there’s nothing to show, but there is now a relationships system that will handle interpersonal agendas. Colonists will eventually be able to make friends and enemies, fall in love, cheat on each other, etc.

[h2]UI / UX[/h2]

[h3]Tasks Overlay[/h3]



There was already an overlay where you could see a list of all tasks (work items), and who is assigned to perform them. I pushed it a little further, and made it show real time links between workers and task locations, so you can easily see it in one picture rather than dig through multiple pages.



Also just hovering any object that has a work item attached to it will immediately show a link to the worker, if there is one. It is going to be extremely useful when you’ll want to figure out if your construction task is being worked on or not, and who is doing it.

[h3]Zoom Sensitivity[/h3]



It is now possible to configure the desired camera zoom speed, from slow and smooth to quick and snappy, with a wide range of values that will surely have something suitable for any input device.

That's it for now, expect a ton of new story events done for the next update!

Cheers!
Spajus

[h2]Full List of Changes Since 2020-12-24[/h2]

v0.2.12 (2021.01.09)
- Prevent multiple instances of same sound playing at the same time
- Show link between task and worker on object hover
- Show link between all tasks and workers when Tasks overlay is enabled
- Automatically restrict clock speed when dangerous events occur


v0.2.11 (2021.01.08)
- Add event log that will contain your generated story
- Add way to create custom event log entries
- Add soft failure recovery for corrupt save files
- Make UI more flexible
- Reduce the number of dead bodies in wrecked ship scenario generation
- Make zoom sensitivity configurable in input settings
- Begin work on AI storyteller
- Add story event: Asteroid
- Add story event: Stasis wake up
- Add story event: Drone battery overload
- Add story event: Spawn egg
- Add story event: Electricity grid malfunction (light)


v0.2.10 (2021.01.05)
- Add traits system
- Implement first traits: introvert and extrovert
- Add relationships system
- Add mood system
- Add Persona component
- Fix RMB not cancelling a tool properly
- Improve performance with extreme amounts of beings (thousands)
- Make species definition more flexible
- Make genders, sexual orientations and attractions moddable for any species
- Show warning triangles instead of missing sprites
- Link being looks generation to species config
- Add support for complex names with nicknames
- Fix incorrectly displayed time in some UI elements
- Show deconstruction progress percentage
- Fix damageable component's repair menu
- Make floor lights cost much less electricity
- Add mental breakdown type: Start fire
- Add mental breakdown type: Roam around
- Add mental breakdown type: Deconstruct random objects
- Add mood effect: Naked
- Add mood effect: Lonely
- Add mood effect: Surrounded by people
- Add mood effect: Ate at / without table
- Add mood effect: Ate at makeshift table

[h2]Follow the Development[/h2]


[h2]Add Stardeus to Wishlist[/h2]

https://store.steampowered.com/app/1380910/Stardeus/

Development Update: 2020-12-24

Hey, Space Travelers!

Merry Christmas!

Let’s take a quick look at what’s new since the last update, that was a couple of weeks ago.

[h2]Gameplay[/h2]

[h3]3D Printing / Crafting System[/h3]

The Printer object can finally be connected to the electricity grid and print some items you can unlock through the research tree, including but not limited to a Construction Drone, Survival Meal, Soy Burger and some clothing items.



[h3]Food System and Hunger Need[/h3]

There will now be research branches and craftable food items that colonists will seek when hungry. Colonists will try to find a spot with a table and chair to eat their meal, but if no table is available, any flat surface will serve as a makeshift table! Colonists will sometimes leave their plates on top of delicate equipment, which will lead to emergent situations.



[h3]Colonist Equipment[/h3]

I have started work on adding more features to the colonists, beginning with their inventory. The clothes and accessories can now be researched, 3D printed, equipped and unequipped. For testing purposes, equipping / unequpping happens though the UI, but in further iterations colonists will seek and equip clothing on their own.



[h3]Electricity Grid[/h3]

You will be able to see electricity production and consumption directly on the electrical devices in the electricity overlay view. This will help troubleshoot energy deficit and other issues.



[h3]Asteroids[/h3]

One of the major threats in space are the asteroids. Don’t worry, there will be ways to avoid them and to protect your ship from taking serious damage.



[h3]Fire Simulation[/h3]

Fire will now behave properly, it will spread when it can, deal damage to the surrounding objects and die out if there’s no oxygen or it’s too cold. Colonists will set themselves on fire when getting in contact with open flames, and as an added bonus, if you put a bunch of colonists in a room and light them on fire, it will produce a hefty amount of carbon that can be used for 3D printing valuable objects!



[h2]Visuals[/h2]

[h3]Organic Damage[/h3]

Damage will now look more organic.



[h3]Naked Colonists[/h3]

Colonists will be waking up from stasis arrays naked, their clothing and accessories will have to be researched and 3D printed separately.



[h3]Construction Progress[/h3]

Construction progress percentage will now be visible for each tile while workers perform the task.



[h2]Full list of changes since 2020.12.13[/h2]

v0.2.9 (2020.12.21)
- Add asteroids
- Generate people naked
- Make hats and clothing 3D printable and equippable separately
- Fix ship computer not showing energy use during research
- Show more details in electricity grid overlay
- Make ignored drag distance configurable in input settings
- Keep overlays activated while dragging with right mouse button
- Make mouse controls and RMB behavior more consistent
- Change how beings behave in dangerous conditions


v0.2.8 (2020.12.20)
- Show construction progress
- Fix some errors reported by playtesters
- Make it possible to attach your save in feedback form
- Fix being and object rendering z order
- Add slot system for placing objects on surfaces
- Implement food system
- Implement Crafting component
- Add Robotics research
- Make drones craftable
- Add a craftable Soy Burger
- Make humans go eat available food to satisfy hunger
- Fix lights flickering when walls or floors are built or removed
- Fix broken fire implementation
- Change how fire spreads and how fire damage is being dealt
- Fix context menu occasionally unnecessarily paginating itself
- Prevent camera from panning too far away from the ship
- Don't list dead bodies in beings list
- Change object rotation to go in one direction only (less key bindings needed)
- Change default key bindings to be more convenient
- Add options to configure how space background looks
- Add Changelog panel to main menu
- Add 3D printable survival meal
- Make damage look more organic

[h2]Steam Winter Sale[/h2]

Oh, almost forgot, my last game, a combat racing roguelite with procedurally generated race tracks - Bloody Rally Show - is on Steam Winter Sale discount right now, good time to grab it!

https://store.steampowered.com/app/926860/Bloody_Rally_Show/

Cheers!
Spajus

Development Update: 2020-12-13

Hey Space Travelers!

It has been over two weeks since the last development update, and there are a bunch of noteworthy additions.

[h2]Gameplay[/h2]

[h3]Ship Computer Overheating[/h3]



To make your story more interesting, the ship computer will be accumulating heat, and eventually will have to perform a cooldown routine. During the cooldown several in-game hours will pass, and you will have absolutely no control over what happens. This will be used to inject various story events. After the cooldown you could find yourself in the middle of a riot, a surprise pirate raid, or a mysterious glowing egg could appear in one of the dark corners of the ship. It is possible to delay the cooldown, but you won’t be able to overclock the CPU to speed up the time flow due to the overheat.

[h3]Improved Self Preservation [/h3]



Humans will now avoid taking work that involves going into areas that don’t have safe conditions, and will try to run away into a safer place if the room suddenly loses oxygen or becomes too cold / too hot. Beings will also prevent stopping in doorways, to preserve room airtightness and insulation properties.

[h3]Electricity Grid Improvements[/h3]



Since energy connectors have a connection limit, it will be useful to see how saturated the connector is. This will be automatically displayed whenever you enter the electricity grid view mode, select an electricity enabled device, or use a connection tool. Grid visualization was also improved, connections will now look more motherboard-like, and hopefully it will be easier to tell what is connected to what.



You will also be able to see the connection previews just by hovering connector buttons, so you will know what will be connected or disconnected after you click the button.

[h3]Camera Dolly Motion and Demo Mode[/h3]



To create the alpha trailer, I had to build myself some tooling that stores camera positions and allows it to smoothly float from one point of interest to another. I am now using this extensively to shoot all the gifs and short clips. There is also a demo mode where the camera automatically floats through your base showcasing various objects. It is really useful when taking a break during Twitch streams.

[h3]Twitch Integration[/h3]



Talking about Twitch, there is an integration that allows playing with viewers. It is easy to configure, and your viewers can use !join to enter your game as a construction drone. They can then use commands like !say to talk, !goto to navigate to the point of camera, !repair to repair some damaged object nearby, and if they earn enough reputation, they could even try to !explode, that starts a 30 second countdown and blasts the drone into pieces, damaging some part of the base. This countdown is preventable, if the streamer finds the drone and clicks “defuse” in time. Twitch integration is built with pluggable commands, so it will be really easy to add new chat commands and behaviors through mods.

[h3]Procedural Generation Improvements[/h3]



There were some improvements done with the “Wrecked Ship” default scenario generation. First, the ship computer and your robot will be generated in safer spots, avoiding situations where the robot gets stuck or where the ship computer is hanging on the edge of a broken floor.



Then, there will be dead bodies near the stasis arrays. It looks a little grim, but it is realistic, since stasis arrays are damaged, people are waking up from time to time, and they are dying in open space.



Another generation improvement is a nice side effect of a game mechanic where destroying anything produces raw materials, and when your ship is being generated and later destroyed, the debris will show up naturally where parts of your ship were supposed to be, providing plenty of materials for drones to scavenge in the beginning of the game. This will make you last longer without running out of resources and needing to fly to other sectors of the space in search for minable asteroids or planets.

[h2]UI / UX Improvements[/h2]

[h3]Quick Search[/h3]



What frustrates me when playing some more complex games is having to either learn a ton of shortcuts, or dig through endless menus to get something done. In Stardeus there will be a solution for this. You can use TAB to toggle a quick search, where you can type any menu item name, or a name of one of your workers, and hit enter to quickly perform the action, find the worker, or switch into a tool. The quick search is also easily pluggable, so it could be possible to add custom actions or macros in there as well.

[h3]Interactive Hint Lines[/h3]



Since you will be taking the role of a computer, data is your friend. Hovering some UI elements will show lines from your mouse cursor to the relevant objects, so they will be much easier for you to find.

[h3]UI Auto Scale [/h3]



Auto scale and UI scaling will now be configurable through a settings panel, and there will be some safety checks, preventing the UI of going too big / too small if you change the display resolution.

[h2]Audio and Soundtrack[/h2]



Audio settings will now allow toggling a “cutoff” filter effect that cuts the high frequencies in the music when you zoom in, and does the same to ambience and sound effects when you zoom out.
OST was expanded with several new musical pieces. Here’s one that will be used in intense space battles, or when you robots start a riot.

https://soundcloud.com/kodolinija/spyefex-data-loss-stardeus-ost-edition

[h2]Full list of changes since last development update[/h2]

v0.2.7 (2020.12.11)
- Make middle mouse button rotate objects before placement
- Prevent confirm and input popups from producing duplicates
- Add input settings panel with interactive rebinding support
- Change UI lines from mouse to object to be straight
- Fix slider background not being auto-styled
- Fix templates generating objects with gaps
- Quick Search will also find your workers and other beings
- Optimize energy grid performance


v0.2.6 (2020.12.10)
- Fix bottom left menu not reacting to hover if root button was clicked
- Add Twitch settings panel
- Add UI scale controls to video settings panel
- Add cutoff controls to audio settings panel
- Add Gameplay options panel
- Make manual UI scale confined to sane values
- Automatically reset UI scale if resolution change made UI too big / too small
- Start building blueprints system for 3D printing
- Start building meals and food system
- Add Vegetarian Food to research tree
- Add Soy Burger item


v0.2.5 (2020.12.09)
- Polish the tutorial, handle more edge cases
- Hint objects that need to be clicked with lines from cursor in tutorial
- Fix a couple of bugs
- Fix race condition with multiple coroutines using same waiter object


v0.2.4 (2020.12.08)
- Add Carbon raw material
- add Ship Computer overheating and cooldown mechanics
- Add mysterious eggs
- Visualize connection previews
- Change how energy connections look like
- Fix a couple of random generation bugs
- Make sure Ship Computer and Robot are generated in safe area
- Produce natural debris from ship destruction
- Add hover links showing target objects for some UI elements


v0.2.3 (2020.12.05)
- Fix lose material pile hauling issues
- Change roaming logic to prevent stopping in doorways
- Make it impossible to "shutdown" humans
- Fix some deconstruction ads being marked as unreachable after save/load
- Make updates public on Discord
- Toggle Quick Search with Tab
- Add pagination to Quick Search
- Improve Quick Search result accuracy
- Improve Context Menu behavior
- Make Research run 5x faster for playtesting
- Make beings take cold and oxygen damage again


v0.2.2 (2020.12.03)
- Add camera dolly motion tooling for trailer capture
- Change some key bindings
- Fix research widget blocks sized incorrectly
- Fix bottom left menu sometimes being stuck in wrong position
- Make tutorial skippable via ESC
- Make detached UI dialogs and boxes draggable
- Confine draggable UI to never leave screen area
- Add quick search (Space)
- Lots of small improvements in gameplay
- Lots of bugfixes
- Balance improvements
- Controller UI enhancements

Curious how I manage to produce so much in just two weeks? View my development streams live on Twitch to find out: https://www.twitch.tv/dev_spajus

I also post gifs on Twitter pretty often: https://twitter.com/GameHeroOrg

And finally, if you aren't on Kodo Linija Discord server yet, join now: https://discord.com/invite/89amEwP

Cheers!
Spajus

Stardeus Alpha Trailer

[previewyoutube][/previewyoutube]

Hey Space Travellers!

This alpha trailer is fresh out of the oven, and it depicts what the gameplay is going to feel like. I hope you like what you see here!

If you want to help out, please like the video, follow Kodo Linija on YouTube, and share the trailer with your friends. Exposure helps!

Stay safe,
Spajus