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Anniversary Update: One Year of Early Access

Greetings, Space Travelers!

Welcome to the first Anniversary Update! Stardeus has come a long way in the year since its Early Access launch. This update is the largest to date. While some features were revealed in previous posts, I'll recap the most important highlights here. All of this is also covered in the accompanying announcement video.

[previewyoutube]
https://www.youtube.com/watch?v=iDS32EMmohw[/previewyoutube]

[h2]Brand New Research System[/h2]



The old research system has been entirely replaced with a less grindy model that offers more agency and freedom of choice.

You no longer need to expend electricity to advance research. Research nodes unlock instantly on demand, upon crafting the required number of Datoids, a new research ingredient.

Memory Modules are no longer required for research, and fewer Disk Modules are needed to store research data.

The research tree has been overhauled and reorganized. It is both larger and more logically structured.

While I've attempted to provide an automatic migration for existing save files, the old and new research trees don't align perfectly. As a result, you may find some nodes unlocked out of sequence when upgrading to v0.10.

I strongly recommend starting a new playthrough, as old saves will be unbalanced. Be sure to complete the new tutorials before beginning a new game.

[h2]New Tutorials[/h2]



Instead of an integrated tutorial in the Wrecked scenario, the game now offers six standalone tutorials that cover various aspects of gameplay. Additional tutorials may be introduced to accompany new mechanics in the future.

[h2]Universe Biomes[/h2]



In prior versions, the universe consisted mainly of a few types of randomly generated planets grouped into star systems and galaxies. The updated universe generation algorithm employs a flexible biome system to determine the properties of each planet, star system, and galaxy. This affects everything from the resources available on a planet to the factions you might encounter in specific galaxies. While the full potential of this new biome system is not yet realized, it lays a solid foundation for the introduction of new space-related features and mechanics in future updates.

[h2]New Starmap Navigation[/h2]



The previous mechanics for switching starmap scopes were confusing and restrictive, requiring your ship to be stationary and free of incoming space objects. This has been replaced by a simpler navigation system:
  1. To exit to a parent scope (Planet/System/Galaxy), simply fly beyond its outer ring. This action carries no restrictions, and you'll automatically evade any incoming asteroids or breach capsules.
  2. To enter a nearby Planet/System/Galaxy, proceed as before but without any extra conditions or limitations.


This new system has one unresolved issue: you can't quickly zoom out from a planet to survey the star system or galaxy. This limitation will eventually be addressed by the introduction of a minimap.

[h2]New Mining Mechanics[/h2]



Earlier versions of resource mining had limitations. The first model featured finite resources that would run out; the second made deposits infinite but progressively harder to mine, discouraging exploration.

The current, third iteration introduces resource depth in addition to mining difficulty. Standard shuttle expeditions can reach depths of up to 2km, while AutoDrill Rigs can go as deep as 10km.

Additional changes to mining mechanics include:

  1. AutoDrill Rigs are now retrievable and reusable.
  2. Human colonists participating in mining expeditions will incur a cost in terms of deteriorating mood and physical condition, necessitating recovery time.
  3. Exploration is required to identify the nature of potential resource points, although radar can offer some guidance.


This mining system, like most game mechanics, remains open to future adjustments based on player feedback.

[h2]New Fire and Explosions System[/h2]



Fire and explosions have been problematic before, often too random and either too difficult or too easy to manage. The previous implementation was inflexible, inefficient, and visually unappealing.

To address this, the old system was entirely removed and replaced with a more flexible, efficient one that aligns better with the rest of the game. This new system can manage a large number of burning objects while offering granular control over each flame.

Fire behavior is now more predictable, driven by a near-deterministic algorithm. For example, fire will only spread if oxygen is available, and it adheres to specific rules when doing so. New attributes, like fuel levels, add complexity and open the door for new in-game weaponry.

The same system now also manages explosions. While still a work in progress, the goal is for all fire and explosion events to be explainable and logical, eliminating arbitrary fires and explosions on well-maintained devices.

[h2]Door Permissions[/h2]



After unlocking the necessary research, you'll gain the ability to configure the permissions for any door or airlock. If directing humans proves difficult, you can at least lock doors to control their movement.

[h2]Trap Floors[/h2]



A set of retractable spikes can automatically trigger to impale non-flying enemies. Ideal for farming crawlers in a Cloning Pod or for areas designed to deter uninvited guests.

[h2]Game Balance Enhancements[/h2]



Hundreds of minor balance changes have been made, cumulatively resulting in a more polished overall experience. These adjustments impact item production times, construction costs, the economy, and various other game aspects, all aimed at reducing grind.

[h2]New Build Menu[/h2]



The previous Radial menu, while gamepad-friendly, proved cumbersome for mouse users. The new Grid menu includes a built-in search field and offers quicker navigation. It is the default option, but those preferring the Radial menu can revert to it via the "Tool Menu Type" option in the Input settings.

[h2]Unification of Crafting Devices[/h2]



The earlier distinction between "processed" and "crafted" resources has been streamlined. Most "processing" devices have been converted to "crafting" devices, except for the Nutrient Extractor and Disassembler. A new rule stipulates that resources are crafted, while dead beings are processed. This simplifies the controls across all crafting devices and eliminates the confusing "Process" tool.

[h2]Batch Size Controls for Production[/h2]



This feature extends beyond a simple UI update. You can now instruct crafting devices to produce multiple items simultaneously. Workers will gather the necessary resources in advance, lengthening production time but resulting in larger output batches. This minimizes interruptions in the production chain.

[h2]Notification Groups[/h2]



Devices that are Idle, Unconfigured, or facing a Material Deficit will now generate a single notification per group, enhancing the readability of the event list.

[h2]Detailed Status Log[/h2]



A compact panel in the bottom-right corner displays a detailed status log useful for troubleshooting specific issues. For example, if a robot repeatedly drops tasks due to inability to reach a Charge Station, this activity will be recorded in the log.

[h2]New Trade View[/h2]



Though it was already shipped in v0.9, it is worth mentioning again for those who may have been away from the game. The new Trade view is a substantial improvement over the original launch version.

[h2]New Quests UI[/h2]



The initial Quests UI, being cumbersome and unclear, has been replaced with a more user-friendly version. Now you can progress through multiple quests simultaneously. Completion of a quest, even if not set as active, will prompt immediate notification and reward distribution.

[h2]Improved Charts[/h2]



The charts have been refined for greater readability. The electricity grid chart now also displays renewable energy output, allowing you to see if your ship operates solely on solar energy.

[h2]Aggregated Local Maneuvering Controls[/h2]



The need to locate and click individual Maneuvering Controllers to navigate your ship in local space has been eliminated. The Ship Controls overlay now provides a consolidated list of your controllers, indicating their direction and operational status.

[h2]Better Mod Validation[/h2]

Due to the fast-paced development of Stardeus, internal APIs are subject to change, often causing workshop mods to break. The worst-case scenario involves a malfunctioning mod undermining game performance while continually logging errors. To protect the player experience, I've intensified mod validation standards.

I've tested most workshop mods to ensure that errors from incompatible mods are detected early and flagged in-game. This notifies both players and mod creators of issues.

[h2]Final Words[/h2]

I could go on into more details, but this post is getting way too long, so I'll stop here. You can read the Changelog if you want to dig deeper into what happened in v0.10.

I hope you will love the new changes, and please give constructive criticism if you don't. I am always listening and will correct the issues as much as I can.

The road to version 1.0 is still a long one. Stardeus was an ambitious project from the very start, and now, after almost 4 years of development the ambition has not diminished. I am confident that I will be able to carry out the vision of Stardeus to the full extent, just give me a few more years and enough coffee!

Your support - be it through reviews, word of mouth, or tuning into my development live streams on Twitch - is invaluable.

Until next time!
- spajus

[h2]Follow the Development[/h2]


[h2]Get Stardeus[/h2]

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

Dev Update 2023-09-09: New Tutorials and Starmap

Greetings, Space Travelers!

I'm still working on the upcoming major update, extending it with a few more noteworthy features. Let's take a look!

[h2]New Tutorials[/h2]



The Wrecked scenario had a built-in tutorial that didn't cover enough of the game. It was completely removed in favor of a brand new tutorial system. I've accumulated a large amount of feedback about the current tutorial, and applied a lot of it when building this new system.



There will be multiple new tutorials, each covering a single aspect of the game, and you will be able to move back and forth through the tutorial messages.



Tutorials will be optional, but highly recommended even for the seasoned players, as they will reveal certain tips and tricks that are quite difficult to figure out on your own. I've seen players with over 100 hours of play time getting surprised to find out you can hold shift to build floors in a circle.



[h2]New Universe and Starmap Mechanics[/h2]



There are a few big changes in the Starmap:
  1. Universe generation is now less random and based on Biomes to distribute resources and faction presence. You will have to leave the first star system to find Uranium and the planet closest to your ship will be guaranteed to have common resources very much needed in early game.
  2. Star systems will have visual trajectory rings. Planets won't be moving around stars just yet, but that option is now on the table.
  3. You can enter planets, star systems and galaxies while the ship is still moving. It was annoying to have to wait for the ship to get to full stop.
  4. You will have to fly your ship outside the outermost ring to exit planets, star systems and galaxies. While the instant exit button was convenient, it was confusing, immersion breaking and required ugly hacks like not allowing to exit the system while an asteroid was incoming.




These changes made the previously generated universe pretty much obsolete, therefore if you will load an old save file, the universe will be regenerated from scratch. This means that all shuttle expeditions and copters will be returned, any planet terraforming progress will be lost. It's inconvenient, but necessary, and I do always recommend a fresh new run with every new major update anyway.

[h2]Improved Charts[/h2]



The charts will now be much easier to read. You can also clear them and toggle the view between 0-max and min-max.

[h2]Freeze of v0.9[/h2]

You may have noticed that the v0.9 version is getting almost no updates. This is because the v0.10 has diverged to a point where backporting changes to v0.9 is becoming inconvenient. I want to move fast and release the v0.10 update sooner, therefore I encourage you to switch to the `experimental` or v_0_10_rc branch in `Steam Betas` and try the upcoming updates today. Any issues reported in v0.10 release candidate are fixed with top priority.
Both experimental and v_0_10_rc are currently pointing to the same build.



That's it for now, see you in the next development update that will bring the v0.10 to everyone!
- spajus

[h2]Follow the Development[/h2]


[h2]Get Stardeus[/h2]

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

Dev Update 2023-08-05: UI Rework and Upcoming Big Changes

Greetings, Space Travelers!

I'm again a little late to prepare what is supposed to be a *monthly* development update, because time flies too quickly. It has been a very busy period! For some time now, I've been managing two tasks concurrently: fixing reported bugs and implementing small enhancements to the current version, while also putting significant effort into a new major update.

I want to finish and polish the new major update sooner, so I will be focusing primarily on this for the upcoming couple of months. As a result, the frequency and size of updates will decrease. Rest assured, any critical bugs, especially ones reported in the Steam forums, will still be addressed within one day, as they usually were.

This development update is your peek into what's coming next. I'm excited about it and will share more details as the work progresses. Thanks for your understanding, your support, and your patience as I forge ahead with these improvements.

But before looking into what's coming next, let's take a glance at the ongoing UI overhaul.

[h2]UI Overhaul[/h2]

Stardeus UI was designed with a developer-first philosophy, I wanted it to be easy to build and control through C# code, so both myself and the modders could create the UI by stitching little building blocks together. That meant that almost no parts of the UI were hand crafted like in many other games.

However, the developer-first UI had many flaws and usability problems. After a very useful consultation with an expert in the UI/UX field, I ended up with a plan on how to improve things. It will take a lot of time to go through it completely, but the process has already begun, and the results are wonderful. Here are some more notable changes to the UI that are already there:

[h2]Item grouping[/h2]


The top-left info panel and mass selected items are now grouped into logical categories.

[h2]Split and reorganized overlay buttons[/h2]
The cluster of ~30 overlay buttons was broken down into 4 logical sectors - visual overlays, information views, system controls and special group for important views like Research and Starmap.

[h2]Events cleanup[/h2]



The event list used to contain too many notifications, many of them weren't important enough to take up that valuable space. Many of the notifications were removed and placed into the new Log panel.

[h2]Log Panel[/h2]

This tiny box contains a detailed timestamped flow of events ranging from Asteroid impacts to Bob taking 3 physical damage from stubbing a toe on a mini heater.

[h2]Fanfare Message[/h2]



When something really important happens, you don't want to miss it. That's why a large message will show up in the center of the screen when that happens. It will remain there for 10 seconds, giving you enough time to notice it.

[h2]New Trade UI[/h2]



Old trade UI was clunky and quite confusing. This new UI will save you a lot of clicking and will make trading a much more pleasant experience.

I'm not done with the UI overhaul yet, but if you have any suggestions or feedback regarding what is happening with the UI, please share it in the comments or on Stardeus Discord - I'd love to know what you think!

Now let's move onto the main meat of this post - the sneak peek at the next major update.

[h2]Coming Soon: New Research System[/h2]



The next big thing is going to be a brand new research system! It is probably the biggest change to the way the game will be played compared to previous major updates - derelict ships and complex planets.

But before I reveal how the new system works, let me explain why the current research system had to change.

[h3]Problems with the current Research System[/h3]

The research system that is in the current v0.9 version has been around since the very beginning of the project. It is complex in a bad way and has a plethora of problems:
  • Research tree is not arranged in a logical way.
  • It unlocks by consuming increasingly large amounts of electricity and waiting for a progress bar to go to 100%. This doesn't feel rewarding.
  • Research does not use all available electricity, only Ship Computers and Research Stations with a human operator can contribute their energy to move the research progress forward. This is not obvious.
  • There is a slider in the Ship Computer and Research Station UI that allows changing the amount of electricity contributed to research. It was added out of necessity, but it brought more complexity and confusion.
  • You have to build a server farm full of disk and memory modules to be able to run research. I personally find this fun, but not everyone does.
  • With proper infrastructure in place, any research node can be unlocked in 1 in-game day, and parallel research could work towards unlocking multiple research nodes simultaneously. Not everyone is aware of this.
  • Experienced players who know the game well are able to unlock everything very quickly. This makes the progression too easy after you find the optimal strategy.
  • Many would get frustrated waiting for research to slowly crawl for way too long often without understanding that they could make it go much faster.
  • Some wouldn't even start a research because they thought that the full amount of electricity is required to run the research. And it is definitely not their fault - it is bad system design, which is my fault.


All this is about to change, because I have killed this research system with fire, and a brand new system is already in the final stages of development. It changed the game so much that I had to throw away the tutorial (a new set of better tutorials are coming) and I'm looking at several hundred broken integration tests that may require a full rewrite. This will keep me busy for a while.

[h3]How does the New Research System work?[/h3]



Here are the main concepts behind the new research system:
  • Rather than time + electricity based, it is resource based and somewhat inspired by Factorio research with Science Packs. It gives the player an incentive to establish a resource processing pipeline and hunt for required materials.
  • To unlock research nodes, you have to produce special materials called "Datoids". There are about 10 types of them right now.
  • Datoids are crafted from mostly common materials in specialized devices called "Data Harvesters". There will be several different types of Data Harvesters, each capable of producing specific types of Datoids.
  • You cannot buy or sell Datoids, but in addition to crafting them, you may get some by completing quests and possibly through some story events.
  • One you have enough Datoids of the right type, you can unlock the research nodes instantly. This will create situations where you will go "shopping" for the available tech in the research tree, choosing which items you need the most right away.
  • Disk space is still required to store the research data, but the disk costs are much smaller than before. Disk modules are also pre-unlocked, making it impossible to lock yourself out of continuing the research.
  • Research Queue was replaced with Bookmarks. You can bookmark research nodes and when you have enough Datoids to unlock something that you have bookmarked, you will get a notification.
  • If you don't have any bookmarked items or none are unlockable, but you can unlock something else, you will be notified about that as well.


The research tree structure is also brand new, split into more sub-trees and much more logical. Big thanks to our community member lysixa for designing a prototype of the new research tree structure. This was exactly the push I needed to start working on the new research system.

[h2]The New Research System is available for public testing[/h2]

If you're still reading, here comes the good part. You can try this new research system right now if you switch to v0_10_rc in Steam BETAS. I recommend this to experienced players only for now, because the tutorial has been removed and the new tutorials aren't ready yet. It's still rough around the edges and may be unbalanced, but if you are brave enough, you are welcome to try it out.



As much as I wish to be able to playtest it all myself with multiple play styles, time is my biggest enemy, and I really appreciate your feedback!

There is a #stardeus-new-reserach channel on Stardeus Discord, or you can use the in-game "Report a bug" button and Steam Forums to submit your feedback.

[h2]Development Streams are back![/h2]



I was working quietly for several months, but now the regular development streams are back! You are welcome to catch them on both Twitch and YouTube, drop in to say hello and I will be happy to answer any questions about Stardeus, game development, meaning of life and other topics.

That's it for this update, see you in the next one!
- spajus

[h2]Follow the Development[/h2]


[h2]Get Stardeus[/h2]

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

Dev Update 2023-06-09: Electricity System Rewrite

Hey Space Travelers!

I would normally make a dev update post when there's more to talk about, but the following message had to be made to give everyone a heads up.

[h2]Attention! Many Mods will break next Monday, June 12th![/h2]

This update will break a lot of mods, if you want to keep playing your save with old mods working, please switch to "v0_8_x" in Steam Betas. I will keep the v0.8.x in main branch for a few more days, if you want to try the v0.9 early, switch to "experimental" branch right now.

[h2]How to change the branch[/h2]
  • In Steam, click on Library > Games.
  • Find Stardeus.
  • Right-click and select Properties.
  • Go to the BETAS tab.
  • In the dropdown, select the branch you want to play.
  • In that same Properties window, go to the Local Files tab and press "Verify Integrity Of Game Files."
  • Your game will be updated to the new branch. If it's not "default", you will see the branch name next to the game name, i.e. "Stardeus [experimental]" or "Stardeus [v0_8_x]".
  • Launch the game and play it.


[h2]Electricity Rewrite[/h2]

With that out of the way, let's talk about what changed. Right after releasing the Complex Planets update I shifted focus towards rewriting one of the biggest performance bottlenecks for large late game ships - the electricity system. It was an extremely difficult task, as the old electricity architecture was the backbone of the whole game. The rewrite involved changing the code and configuration of every single electrical device in the game, and it was so big that I had to bump the game version from v0.8.x to v0.9.

Unfortunately this rewrite also broke all the mods that interacted with electricity in any way. However this had to be done sooner rather than later as in order to support smooth electricity grid simulation on large ships, the old architecture relied on a few hacks that had various side effects that other systems had to deal with. The new architecture is data oriented, based on the wonderful Unity Job System, and about 500x faster than the old one.

The changes shouldn't affect the gameplay much, but you may feel that the game is smoother and runs faster at 10x speed with large ships. There will be a lot of little subtle changes in the electricity system though, you will now see how much batteries consume when they charge, all reactors will share the workload evenly, some confusing features like customizing electrical device consumption and production priorities are gone, connectors now have an on/off switch, etc.

If you're interested in more technical details, subscribe to Kodo Linija on YouTube - I will be making a devlog video explaining more details behind this rewrite, showing some code, etc.

The next big rewrite will target AI behavior - task assignment and execution. This is now the single biggest bottleneck the game has (after growing your colony to hundreds of beings). Just like the electricity rewrite, this will be no small challenge, but I have to tackle it because it's aligned with the next major content update, which will be about... Oh wait, let's keep it a secret for now.

See you in the next one!
Spajus

[h2]Follow the Development[/h2]


[h2]Get Stardeus[/h2]

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

Sci-fi colony building sim Stardeus gets a big planetary expansion

If dwarves aren't your thing and you want to do some building in space, Stardeus is worth a look and it just recently had a pretty huge upgrade.

Read the full article here: https://www.gamingonlinux.com/2023/05/sci-fi-colony-building-sim-stardeus-gets-a-big-planetary-expansion