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Major Update #2: Complex Planets

Hey Space Travelers!

The time has finally come, this massive update is ready to be revealed! I made a video explaining all the changes, and how to prepare your existing ships for the transition. It also includes a couple of tips and tricks you will likely want to know, so take a look. It has chapters for easy navigation:

[previewyoutube]
https://www.youtube.com/watch?v=pX6_TiVtJsw[/previewyoutube]

And if you prefer the good old blog post format, here are the most important changes right now. This is not going to be as complete of an overview as the video above, but enough to get the gist.

[h2]New Starmap Layer for Planets[/h2]


It is now possible to enter any Planet in the Starmap in the same way you would enter a Star System or a Galaxy. Planets now have their own Starmap layer, and each planet will contain several points of interest and various resource deposits.

Flying in the Planet layer will require having Thrusters (the early games ones), since Fusion Drives are too powerful for this.


From now on you won’t have to wait for the mining expedition to randomly roam until they stumble on the resource you’re looking for, you will have full control over where you want the expedition to go.

[h2]Points of Interest[/h2]


Previously expeditions could encounter various story events, but you couldn’t predict if and when the expedition would find something other than a resource deposit. Now each event will have an individual location and you will have to send a separate expedition to explore it. Mining skill will play no role in these often dangerous adventure expeditions, so you can send your humans.

[h2]Sell Derelict Ships in Space Ports[/h2]

if the planet belongs to some Faction, it will have a Space Port, where you will be able to sell the Derelict Ships you towed along with you. Sections Overlay (F10) will have a "Sell" button next to all sections when you are close to a Space Port.

Space Ports are also good for trading, as they will have more inventory and more cash than the regular wandering merchants.

[h2]Distress Signals[/h2]


In addition to explorable Points of Interest, we now have signals that can be responded to directly from the ship, if you have a working Communicator device.

[h2]Mining Automation[/h2]


This is probably the most exciting feature of this major update. The Mining Automation research unlocks Autodrill Rigs and Cargo Copters. You will need them both to automate the resource gathering, so your crew can chill and focus on something other than striking the earth.


To begin the automation process, build a couple of Autodrill Rigs and at least one Cargo Copter.


Then use the "Deploy Resource Miner" option and the Cargo Copter will handle the rest.


After a while you can order the Cargo Copter to collect the accumulated resource from the deposit that has an Autodrill Rig installed.


If you lose a Cargo Copter, just open the Copter Missions overlay, and it will tell you what each Cargo Copter is up to, and where to find it.

[h2]Enriched Uranium and Changes to Nuclear Fuel[/h2]


Nuclear Reactors will no longer be able to burn raw Uranium, you will have to produce Enriched Uranium to fuel them.


To produce Enriched Uranium, build a Centrifuge.


Matter Reactors will now be able to consume raw Uranium, but the energy efficiency will be far inferior compared to Nuclear Reactors fueled by Enriched Uranium.

[h2]Detecting Alien Life Forms[/h2]


You will no longer have to guess if any of your colonists are infected with those pesky crawlers or if you have an egg lurking in some dark corner of your ship.


Research and build a Xenodetector that will scan the environment and will warn you if alien life forms are present. It will only give you an approximate location, so you will still have to do some detective work to figure out who exactly is infected.

[h2]Paint System[/h2]


The Paint system will bring ship customization to the next level.


Build Auto Painters, produce Red, Green and Blue pigments, then mix them together to change the color of any floor or wall to your liking.

[h2]Signs and Labels[/h2]


New Sign device will allow you to customize the name of any room, and project that name either on the device screen or directly on the floor.


And when you unlock the Labeling research node, you can add labels to any device you want.

[h2]Outer Hull View (Roof)[/h2]


There is no roof in space, but you will no longer have to guess which areas are considered "enclosed" by the simulation. Capsules and Stasis Pods won't land in the middle of your cafeteria anymore. Read on to see why this is going to become extremely important.

[h2]Some Devices Must Be Outdoors[/h2]


The aforementioned "roof" mechanic will require Shuttles, Quantum Barriers, Radars, Probes and some other devices to reside "outdoors". Launching a Shuttle or a Probe from an enclosed area will, let’s say, make it no longer enclosed.

[h2]Balance and Difficulty[/h2]

There were multiple big changes to the starting conditions of the Wrecked scenario. It will become much more challenging and resource constrained than it used to be. I highly recommend starting a brand new run and trying it out.

You won't be able to expand too quickly, there will be material shortages and you will have to come up with creative strategies to survive and expand in a manageable way.

If you want a more relaxed experience, visit the Modifiers and change the Difficulty and the Resource Multiplier to give yourself a smoother start. Or play the Leaving Earth scenario, which gives you a jump start with plenty of resources for creative freedom while still telling you a story.

I understand that these balance and difficulty changes will be frustrating for some players, though the changes are not final, I am constantly testing the game myself and I will listen to all your feedback and try to find a good compromise for everyone, either by adjusting the balance or by adding new game modifiers that will let you tweak some parameters to your liking.

If you run into a bad balance situation and can't find a way out of it, please use "Report a Bug" button in the bottom right and discuss the issue in the Steam Forums.

A branch called v0_7_x in Steam Betas contains the last version before this update.

---

There are many more changes, some of them are covered in the devlog video, and you can find even more by scavenging through the Stardeus Changelog here: https://stardeusgame.com/changelog


See you in the next update!
- spajus

[h2]Follow the Development[/h2]


[h2]Get Stardeus[/h2]

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

Dev Update 2023-03-08: Performance and Immersion

Hey Space Travelers!

A new major update is underway, and I will try to not spoil it for you, but some noteworthy changes were shipped already. The update is going to be quite technical, if you don’t like that, skip the walls of text to get to the second half.


[h2]Room / Section detection rewrite[/h2]



After releasing the major update, I decided to regroup and do an iteration of technical changes. Cleaning up the technical debt that inevitably accumulates over time is very important for a long term project like this one. Some systems that were created early proved to be not as efficient or flexible as they could have been. One of these systems was the Room / Section detection. It worked well with smaller ships, but some of you like them jaw-droppingly big, and every time floors or walls would change on a huge ship, all the rooms and sections had to be reevaluated. Depending on the CPU load, this could take up to 1 second, which is forever in computing terms.

A full rewrite made the room change detection so fast that I don’t even have to run it in the background across multiple frames anymore. You may notice a significantly faster ship generation when starting a new game, this is thanks to this rewrite. The performance boost is also noticeable when you have a large amount of ongoing construction that makes the rooms / sections to constantly reevaluate.

[h2]Pathfinding rewrite[/h2]



After getting my hands dirty with Room / Section rewrite, I decided to take a stab at the most annoying system I had - pathfinding. The system was rewritten from scratch to get a whopping performance increase of up to 1000x for most pathfinding queries. Previously some more complex path requests could take as much as 500ms to get executed in a background thread, which would stall the workers as they were waiting for a pathfinding result. This was especially noticeable at 10x speed with a large number of workers. Now pathfinding runs so fast that it is virtually immediate. This also significantly reduced the overall CPU consumption and gave more breathing room for other CPU intensive tasks.

Additionally, this rewrite forced me to go through tons of code and change it to adapt to the new, more strict API. Due to the extreme speed-up and the additional validations, I’ve found and fixed numerous race conditions and edge cases that may have caused some weird situations that could lead to undefined behaviors.

If you had any issues with performance before, now is the time to reevaluate the experience.

[h2]Lights system rewrite[/h2]



This is the last large rewrite I did before the next major update, I promise!

Light rendering was something I wasn’t happy about. It involved two different cameras and two sprites per light source, and often looked weird when there were multiple light sources close to each other, and there was not enough control over how lights were blending with each other. The old light system also had an upfront performance cost, where a small number of lights would be as expensive as a large number of lights, which made the game run a few FPS slower on lower-end hardware.

The new light system eliminates the cameras and sprites, and instead uses a small data structure for each light source, which makes it faster and more lightweight for small amounts of lights, yet still robust and powerful enough to drive thousands of real-time colorful light sources with two-color pulse and dynamic positioning. My tests show a 20% performance increase with high-end GPU at extreme number of lights (5000+).

In addition to this, the light sources have received a “range” slider, where you can adjust the range of any configurable light source. The electricity cost will reflect the light range.

And the Video settings panel has a bunch of new controls for the new lights system, including the overall light intensity and some performance related settings which should remain on “Auto” unless you want to mess around to get a few extra FPS.

[h2]Landing Zones[/h2]



Stasis Pods and Storage Capsules used to drop anywhere on the ship, even if the area was fully enclosed and oxygenated. That was immersion breaking, and now this behavior had an overhaul. Since recently, Stasis Pods and Storage Capsules will only target unenclosed areas. Make sure you have at least 100 tiles of what is now considered a “Landing Zone”, or the incoming pods will ram your outer ship walls due to lack of space for proper landing. No more landing through the roof though!

[h2]Real-time nebulas for everyone[/h2]



I love the beautiful real-time nebulas that float when you fly, but unfortunately they were so taxing on the GPU that I kept them off by default, hidden behind a video setting with “unoptimized” in the label. Well, not anymore! I have reworked the visual effect that produces realtime nebulas and removed the most expensive processing that gave only slight visual improvement. Now simple real-time nebulas are the new default, and for a good reason - read on.

[h2]Ship rotation[/h2]



Since I’ve been focusing on increasing player immersion, I finally did a thing that was suggested by a few of you before. When you pick a destination in the starmap, the ship will have to rotate and align itself with the target before flying. The rotation will be visible in the game view, and it will look glorious with real-time nebulas! This also adds a new mechanic - when you have to escape incoming asteroids, you will likely have to pick a place that is aligned with your current rotation, or you will lose precious time reorienting your ship.

While for now no changes are needed for the engine configuration, I will consider adding dedicated thrusters that will be required for rotating the ship.

[h2]The little things[/h2]



There’s a ton of other smaller changes that shipped since the Derelict Ships update, here’s a few of my favorites:

  • Two new plants you can grow: Poppy and Cornflower. The products you can harvest from these plants will be used for something special that will be added in the next major update!
  • Thin version of walls. Those required some special changes for the lights rendering to look good, but now you can make your colonists hear each other snore. Just think of all the steel plates you’ll save!
  • Plan Move tool. Since you can use precision thrusters to move your ship around in the local map, the plan had to become movable as well! You can find the plan move tool in Plan (“L”) radial menu’s second page. Also, when you’re drawing your plan, holding Ctrl + Shift + Alt will let you click and drag the plan to move it immediately.
  • Pets can now sleep in Armchairs! (Yes, the raider-leather ones)
  • Loading icon will show an animated drone holding a “Wait!” sign instead of a rotating cog. This is probably my favorite change ever.
  • Rooms overlay (F9) will show tooltips with contents of each room when you hover the room list.
  • Dust storm particles will not show up inside enclosed areas. This is a subtle little graphics change, but a very pleasant one, adding to the immersive experience.
  • Flying between galaxies will display FTL trails.
  • Pixel Art mode! Go to Settings > Video > Texture Quality and choose “Pixel Art” or “Low Budget Pixel Art” to get a nostalgic retro art style.




That’s it for now, the next update will be a major one!

The full changelog: https://stardeusgame.com/changelog
Search for "v0.7.0 (2023.01.23)" and scroll up to read through what exactly has been done since the major update.

[h2]Follow the Development[/h2]


[h2]Get Stardeus[/h2]

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

Colony sim Stardeus adds in derelict ships, system scanning, new ship design system

Stardeus was one of the most promising Early Access releases on 2022, giving you pretty much RimWorld in space and the first major update is out now.

Read the full article here: https://www.gamingonlinux.com/2023/01/colony-sim-stardeus-adds-in-derelict-ships-system-scanning-new-ship-design-system

Major Update #1: Derelict Ships

Hey Space Travelers!

We’re happy to announce the first major Stardeus update since its launch to Early Access. Although it’s centered around Derelict Ships, there’s so much more to it that we’re going to dig into.

Existing saves will work but may feel off-balance. So if you haven't played for a while or got to the late game, it's a great time to start a brand new Wrecked scenario and experience the refreshed and rebalanced version of the gameplay.

If you want a quick (but incomplete) tour of the new features, check out this video:
[previewyoutube][/previewyoutube]

[h2]Derelict Ships[/h2]

Derelict ships were the most voted feature, and it was the main focus of development for the last couple of months. Here’s how it works.

Once you start a new game with the Wrecked scenario, you’ll notice a wrecked ship in the background.



Once you restore your ship to a point where it can move, you will be able to approach the derelict. A new quest will guide you through the procedure.

It will spawn in your game map once you do it. Then it’s up to you to choose what you want to do with it - reel it in and attach it to your ship, scrap it for raw materials, or just grab the valuables and abandon the rest.



You will encounter more derelicts during your adventure. Each derelict ship will be procedurally generated using one of a dozen templates, and it may or may not trigger various events.

As with almost anything in Stardeus, Derelict Ships are moddable, and new generation templates can be added through Steam Workshop.

[h2]Precision Thrusters and Local Maneuvering[/h2]

You have been asking for an advanced winch, and for a way to recenter the ship on the map. Precision Thrusters will allow you to do both! It works like this:



Once you unlock Local Maneuvering in the Research Tree or perhaps scavenge a set of Precision Thrusters from a derelict ship, you will be able to plug them into a power source and let them recharge. Once the charge is full, select the thruster, go to the Engine UI, and use the controls to push the section (or the whole ship!) with high precision.



You can use this tool to attach derelict ships, recenter your ship, and even evade incoming asteroids or breach capsules. The thruster will have to recharge to be usable again.

Oh, and Precision Thruster devices also serve as conventional ship engines!

[h2]System Scanning and Starmap Improvements[/h2]

Finding the required resources was a bit of a hassle before. You would fly from planet to planet with hopes of finding that precious Oil or Uranium deposit. You could use Probes, but they are single use, and not available early on when you need certain resources the most. Now once you have a Radar, you can actively scan the surroundings for specific resources of your choice!

And it gets better, when System Scanning is unlocked, you can also search for derelict ships and planets with anomalies.



Finally, Starmap will now display informational icons next to identified and visited space objects. You will no longer have to rename planets to mark them as fully harvested, that information will be available at a glance!



[h2]Ship Building[/h2]

At its core, Stardeus is a base ship-building game. There were a bunch of improvements added since the launch to make this aspect more pleasant. Let’s take a look at some of it.

[h3]Auto Rebuild[/h3]



Yes, now when a meteor shower harms your grand design, the destroyed parts will automatically create tasks to rebuild anything that was destroyed. You may want to adjust the rebuild task priority afterward, so as to not interfere with other tasks too much, it will be the lowest by default (1 out of 9). TIP: Hold Shift and click+drag the priority adjustment tool to set the task priority to the maximum for multiple tasks. Holding Ctrl will set it to the minimum.

[h3]Ship Preview in New Game panel[/h3]



Sometimes starting with a nice ship design is all you need. You can now preview what ship you will get before starting a new game. The Wrecked scenario will deal significantly heavy damage to that ship, but it should still be recognizable.

[h3]Original Ship Design Plan[/h3]



Before the starting ship gets wrecked, the game will capture a detailed ship layout plan. You can choose to rebuild your ship the way it was before it got wrecked, or scrap the plan and make one of your own.

[h3]Multi-Actions[/h3]

You were asking for Factorio-style templates (blueprints). This is a big task, but here’s a “poor man’s” version of it. You can select multiple objects and then move or copy the whole selection.

Choose “Relocate” or press O to relocate the whole selection:



Choose “Build a Copy” or press B to order building a copy of the selected objects:



[h3]Abandoning Unwanted Sections[/h3]



There may be situations where you will want to abandon a few sections of your wreckage or leave a crawler-infested derelict ship behind. You can do it in Sections overlay with a click of a button.

[h2]New Objects[/h2]

Adding more types of devices, materials and species wasn’t the main focus, so it’s not much, but it’s honest work. This screenshot contains most of the items that were added within the last 3 months:



  • Quantum Ship Computer - more powerful, and 3x3 for perfect symmetry
  • Freezer - large version of the Refrigerator
  • Small and Large Pantry - for storing raw ingredients
  • Rubber Tree - for producing natural rubber
  • Caoutchouc - natural rubber
  • Leather - don’t ask where it comes from
  • Leather Sofa and Armchair - for putting that Leather to use
  • Orbotron - a powerful drone from the Virus faction
  • System Scanner - an advanced version of the Radar
  • Floor Vent - don’t open it when someone is walking above
  • Auto Pilot Upgrade - because humans can’t be trusted
  • Memory Compression Upgrade - for having less Memory Modules
  • Jukebox - for your colonists to dance (and leave their Starcreds) at
  • Reinforced Vent and Wall Socket - for more resilience and consistent looks


In addition to everything above, there were hundreds of small changes, QoL, UI, balance improvements, and bug fixes.

This is it! Keep an eye out for the new feature voting round, as it will be the time to recast your votes on the refreshed version of the roadmap!

The full changelog: https://stardeusgame.com/changelog
Search for v0.6.103 (2022.10.11) and scroll up to read through what exactly has been done since the game was released to Early Access. It will be a long scroll.

[h2]Follow the Development[/h2]


[h2]Get Stardeus[/h2]

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

Features Round-Up: November & December

It has been a very busy few months on Stardeus, with a number of new features, bug fixing, and quality of life improvements for the game. There’s much more to come, with a cool new surprise winging its way to the game in the early parts of the new year, but since we are approaching the end of 2022 this felt like a good time to recap everything that has been added and updated since the start of November 1st.

In total, Stardeus has had:
  • 55 Balance tweaks
  • 138 bug fixes
  • 23 new features added
  • 8 graphical tweaks
  • 21 big performance improvements
  • 22 engine, console, and back-end tech improvements
  • 70 UI/UX improvements and additions
  • …and a handful of miscellaneous changes to translation checking, audio, and back-end functionality


This, obviously, is made possible by the Discord and Steam community giving feedback and bug reports for the game and helping to shape the direction of where we go and what we do next.

If you wish to read through the patch notes in detail, head to https://stardeusgame.com/changelog/ to view them on the website. If reading patch notes is a lot of information all at once, here are some of the stand-out features from the last two months!

[h2]New Features[/h2]
  • Added Memory Compression research branch and Memory Compression Upgrade module
  • Workers will now be able to replace and repair floors under large objects without relocating them
  • Added Jukebox device and Entertainment research branch, and recreational activity Use Jukebox
  • A new Experimental Features option in Settings > Gameplay is now available
  • Ship Computer
    • Replace Ship Computer’s internal heat/cooldown procedure with fragmentation/defragmentation
    • Having multiple Ship Computers reduces time spent in defrag
  • Added multi-select actions for installing and uninstalling upgrades
  • Some objects will have a chance to explode when on fire
  • Ship generation update to create more interesting ships in all scenarios
  • Ship loot generated dynamically
  • Improve procedural ship destruction phase of ship generation process
  • Grounded fighters can now be carried to unreachable parts of the ship by flying crew members
  • Biological beings will now eat raw meat if cooked food is unavailable
  • Unlocking Economy research will show Merchant price markup in the tooltip when hovering over the merchant’s name in the Trade interface
  • Added Freezer research node and device for storing food and raw ingredients
  • Added Quantum Ship Computer device (Advanced 3x3 Ship Computer version)
  • Added Ship Computer Research that will unlock Ship Computer and allow having 2 of them
  • Self Replication Research will increase Ship Computer cap to 4
  • Added High Availability/Quantum Cloud Research that will increase the Ship Computer cap to 16/24 respectively
  • Added icons and info in the Starmap next to identified and visited space object


[h2]UI/UX[/h2]
  • Show a pop-up when Merchant ship offers trade
  • Lists that have pagination can now be scrolled with mouse wheel
  • Added extended controls for managing wanted amount in crafting device UI
  • More detailed info in “Device Idle” notifications
  • Added shortcuts to Codex > Blueprints, and Codex > Materials UIs
  • Advanced Modifiery Keys and new controls
    • Selecting one or more Connectors and shift + clicking any electrical device will attempt to create (or break) a connection between the device and selected connector(s)
    • Selecting one or more electrical devices and shift + clicking a connector will attempt to create (or break) a connection between selected devices and the connector
    • Selecting one or more Teleporters and shift + clicking another teleporter will link the selected teleporter(s) to the clicked one
    • Holding Shift and clicking beings will add new beings to group selection
    • Holding Ctrl and clicking tiles will add new tiles to the group selection
    • Holding Alt and clicking objects (piles) will add new objects to the group selection
    • Ctrl + clicking “Select” in Merchant Trade UI will add 100% of the item
    • Shift + clicking “Select” in Merchant Trade UI will add 50% of the item
    • Alt + clicking “Select” in Merchant Trade UI will add x1 of the item
    • Ctrl + clicking arrows in the Research Queue will move the item to topmost / bottommost position
  • Improved the Quick Search UI - Scroll wheel and arrow keys will work, and tooltips will appear
  • Added diagnostics for unreachable positions into the Walking Difficulty overlay
  • Notify players about mods failing to save their data
  • Building a copy of a device will also copy its rotation
  • Added 3 modes for viewing electricity grid overlay (Auto, Connectors Only, and All)
  • Streamlined and optimized multiple UI elements to reduce confusion or misunderstanding
  • Added more information to alerts and task failures to provide better context


These are the biggest changes that will impact your interaction with the game since November 1st that has been added to the game. Of course, as listed above, there have been over 300 different lines of patch notes during November and December so there is plenty of other changes, bug fixes, performance tweaks, and balance changes that have been made to the game. If you want to go through all of them, they’re listed all in one place at https://stardeusgame.com/changelog/

Now, with the end of the year almost upon us, we on the Stardeus team (Tomas & Paradox Arc) want to wish you a happy new year! In the new year, there will be plenty to talk about and show off what else Tomas has been building, so watch this space!

- The Stardeus Team

Find and follow us here:
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