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New Beings Progress Update #2

Hey everyone!



Time for a progress update. It was a busy month, and while Stardeus' codebase currently looks like this fully disassembled car, I have something new to show you.

[h2]New Game Setup Screen[/h2]



Stardeus will have a new game setup screen. You will be able to randomize your starting crew, customize their names, and see their skills.

Each crew member, including robots and even pets, will have a “Backstory” and “Traits” that can modify the skills or add other perks. The age of a crew member determines how much experience they have. There are four phases of a lifetime - childhood, young adulthood, mid-life and retirement. A role will be assigned for each phase, which will make younger crew members slightly less skilled than older ones.

[h2]Human Body Types, Hair Styles and Portraits[/h2]

Humans will become much more unique and distinguishable from each other. They will have four different body types - feminine, masculine, thin and large. There will be dozens of new hair styles, and new clothing items.

All clothing items will fit all body types. Once you have a space suit, anyone can wear it.

The UI will also show accurate human portraits rather than an icon of a bald naked dude that you see right now.

[h2]Development Timeline[/h2]

I can’t yet accurately predict how long it will take to finish this major update, as it literally requires rewriting almost half of the game. Instead of wasting my time on vague estimates, I’ll put my head down and get back to work. I will start adding estimates in the monthly updates as soon as I can tell something other than "at least 6 more months".

If you’re curious to see the development process, catch me live on Twitch, or browse the archive of the development sessions on YouTube.

See you next time!
-spajus

[h2]Follow the Development[/h2]


[h2]Get Stardeus[/h2]

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

New Beings Progress Update #1

Last month I revealed the plan for new beings. It's time for a progress report.

I am currently still in the very beginning of this massive rewrite, and the goal is to lay out the foundations of all the new systems that will have to interact with each other for the whole thing to click.

Here are a couple of highlights of what is already in the oven:

[h2]GOAP Based AI System[/h2]



GOAP (Goal Oriented Action Planning) is revolutionary AI system that allows high flexibility and realism in character decision making and environmental interactions. It was pioneered in F.E.A.R. and used in games like S.T.A.L.K.E.R., Fallout 3 and Middle-Earth: Shadow of Mordor.

In addition to making the behaviors more emergent, I feel that this system will make the new combat truly shine. It is still a work in progress, and I yet have to port over a hundred behaviors from the old system, but so far the results are very promising and this new AI will open the possibilities of bringing the depth of the game to the next level.

[h2]Body Parts Framework[/h2]



It enables having interchangeable body parts for both robotic and biological life forms. Here's an example of how it will affect the gameplay. Imagine a micro meteoroid hitting your best construction robot. Previously it would deal a fair bit of damage to the robot, the health bar would go to 0 and the robot would become useless. You would dispose of the robot via the Disassembler and get a few materials out of it. Here's what will happen with the new body parts system:
  1. Micro meteoroid will hit a random body part of the robot. Let's say it hit the "Mobilizer" body part slot and destroys the installed "Tracks" part.
  2. As a result, the robot cannot move anymore. It can still do work that doesn't require moving, so you can carry the robot to the construction site and it will build what it can reach.
  3. However, you have a better idea. You order removing the "Mobilizer" part from one of your carrier drones - you take out the "MiniJet" part.
  4. You install the "MiniJet" on the damaged robot, and it can now move again.
  5. As you may have guessed, the "MiniJet" enables ability to fly, so the previously grounded robot can now fly around in space!
  6. And yes, you won't have to wait for the micro meteoroid to strike the robot to replace the "Mobilizer" from "Tracks" to "MiniJet", you can do it any time.

And it's not limited to just robots. There are close to 30 body parts in a cat, and a human will have even more. Get ready for some war crimes, cross-species organ transplants, cybernetic body parts and organ trading!

[h2]Combat[/h2]



I am building the foundations of new combat together with everything else right from the beginning. This will ensure that it integrates with the body parts, inventory, health and other new systems nicely.

Let's take a look at a few new combat mechanics.

[h3]Directional Cover System[/h3]

Every wall and object on your ship will have a "Cover" value that it can provide. This data goes into a new directional cover map that fighters will use when taking positions in combat.

Additionally, while fighting, beings will take paths with best cover rather the shortest paths like they normally would.

This opens up a great deal of tactical depth to the combat.

[h3]Squad Behaviors[/h3]

When a combat breaks out, an "Army" will be created for each faction. Then the game will automatically create one or more "Squads" for each army by taking unit proximity and type into account. Each squad will elect its "Leader" that will drive the whole squad towards reaching some objective. The "Followers" will tend to stay close to the "Leader" and will have a slightly different set of goals.

[h2]Happy New Year![/h2]

I hope the new changes sound exciting for you, I am absolutely hyped about them myself. There is still a long, long way ahead until anything playable is ready for playtesting, but the good news is that there seem to be no roadblocks ahead so far.

The only setback is that I managed to catch COVID, this is why I stream much less for the past week. But it will pass and I will catch up, I promise!

Since the next development update will come out next year, I wish you the best Holidays and Happy New Year! May all your wishes come true!

See you in 2024!
-spajus

[h2]Follow the Development[/h2]


[h2]Get Stardeus[/h2]

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

The plan for new beings

Hey, Space Traveler!

I'm happy with how the Anniversary Update was received, it felt like a big step forward in the right direction. However, Stardeus is not there yet, and the next couple of steps will have to be even bigger. Let me share a glimpse of what's going on behind the scenes.

From the very start of the project I've been focusing on the mechanical parts of Stardeus - ship building, space exploration, production chains, research, electricity. Meanwhile some very important aspects had only minor incremental changes on top of the initial prototype that was made some 3 years ago.

I'm talking about:
- Beings (depth, body parts, equipment, behaviors)
- Combat (behaviors, tactics, pacing, weapon variety)
- AI (task assignment, emergent behaviors)

These three areas - Beings, Combat, and AI - are immensely important yet heavily underdeveloped, and it is finally time for a serious rewrite.

It is going to be the biggest rewrite to date, and it will have an even larger impact than the new Research system.

The bad news is that it will take considerable time, as doing this right is a complex task that will require enormous amount of work. It could be several months until a playable v0.11 release candidate becomes available, but it should be worth the wait.

While I'll be focused on this huge rewrite, v0.10 branch will still receive bug fixes and occasional balance updates, however some minor issues related to parts that will be removed or significantly changed in v0.11 will likely remain unfixed in v0.10.

Thank you for your support and patience. Your enthusiasm and valuable feedback are the driving forces behind my dedication to making Stardeus the best it can be.

-spajus

[h2]Follow the Development[/h2]


[h2]Get Stardeus[/h2]

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

Spaceship colony building sim Stardeus has a major upgrade out now

Stardeus from Kodo Linija and Paradox Arc is a colony building sim set aboard a broken spaceship you need to rebuild, and a fresh major upgrade and overhaul has been released.

Read the full article here: https://www.gamingonlinux.com/2023/10/spaceship-colony-building-sim-stardeus-has-a-major-upgrade-out-now

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/