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Stardeus News

Patch notes: v0.6.109 (2022.10.21)

v0.6.109 (2022.10.21)
- [Balance] Make story generator event frequency less predictable
- [Feature] Add Auto Pilot Upgrade that removes the need of having a human operator for Bridge Controls
- [Feature] Add reinforced versions of Vent and Wall Socket
- [Misc] Rework the Feedback submission form to encourage use of Steam Forums and include Player.log
- [Tech] Remove default implementation of IsConsumerActive from IEnergyConsumer interface so mods can use it with older .NET target
- [Tech] Disable code stripping to encourage modding
- [Tech] Expose Crafter and Particle Collector component speed multiplier property to JSON config for modding
- [UI/UX] Return back to the list of items after selecting something in the Trade UI
- [UI/UX] Allow placing windows by click-dragging rows of them
- [Graphics] Reduce lights blink speed and particle speed at high clock rates
- [Performance] Slightly improve performance on high simulation speeds
- [Bug] Fix Stasis Pods getting stuck forever in irremovable state
- [Bug] Fix UI would go off-screen in long lists on 4K displays, making it difficult to use ML Booth, Storage Filters, etc
- [Bug] Fix some particles act differently at high simulations speed compared to low
- [Bug] Fix story event frequency was incorrectly calculated for Relaxing and Challenging difficulty levels
- [Bug] Fix building a Directional Turret would show visual trails of range preview
- [Bug] Fix Breach Capsule without assigned faction would do nothing on spawn
- [Bug] Fix ML Booth would not eject workers after they are fully maxed out
- [Bug] Fix framerate limiter would keep low FPS after Ship Computer Cooldown has finished
- [Bug] Fix removing mods with new research nodes could prevent the game from loading if game was saved with that mod enabled
- [Bug] Fix Directional Turret would fire at Breach Capsule while it was underneath the ship, causing friendly fire and heavy ship damage
- [Bug] Fix potential a race condition in pathfinding system

Patch notes: v0.6.108 (2022.10.19)

v0.6.108 (2022.10.19)
- [Feature] Add new game modifier: "Disable Heavy Disasters" to turn off Asteroids / Meteor Showers
- [Feature] Add new game modifier: "Disable Fire Spread", which also disables object self-combustion
- [Feature] Directional Turret will now use a much faster and deadlier Heavy Energy ammo
- [Feature] Add a Log system and Debug Log button in Event Log overlay (WIP)
- [Feature] Add "Log Brain Activity" toggle to the Being Brain component UI (WIP)
- [Feature] Add "Debug Log" toggle to the Being Navigation component UI (WIP)
- [Balance] Engine Failure will only happen for engines that have more than 50% wear
- [Balance] Make Meteoroids slower and with more varied speeds
- [Balance] Directional Turret will now shoot at incoming Breach Capsules
- [Balance] Make objects self-reignite less frequently
- [Balance] Adjust the self-ignition temperatures for multiple objects
- [Balance] Make fire less hot
- [UI/UX] Add tooltips for clock speeds to show the actual multiplier value
- [Misc] Add Korean community translation by Ciizel
- [Misc] Do not log an error when mods create new species without adding an internal species trait
- [Bug] Fix Research Tree "Add to Queue" buttons would not display Japanese / Chinese / Korean font
- [Bug] Fix Quick Search results would not display Japanese / Chinese / Korean fonts
- [Bug] Add a workaround and extra diagnostics for pathfinding errors that happen to small percentage of players
- [Bug] Fix Tractor Beam internal errors would happen if the selected target got destroyed while pulling a projectile
- [Bug] Fix trying to load wallet contents during the trade would cause internal error for a few players
- [Bug] Fix ongoing fire would keep the clock speed restricted to normal until fire was completely put out
- [Bug] Fix Directional Turrets always missing shots at Meteoroids
- [Bug] Fix end game story generating "Blank" names for certain fate outcomes
- [Bug] Fix Quantum Barrier would not drop the shield if it was disconnected from the electricity grid
- [Bug] Fix selecting a directional turret could mess up its targeting
- [Bug] Fix restoring an expedition after load could cause an internal error and prevent remaining expeditions from loading correctly

I didn't create a disaster in this complex spaceship colony sim: It started that way




On my massive starship deep in outer space, I've just received a notification that someone named Estrella "Apricot" Devilla has joined my colony. Typically in a colony management game, a new arrival is great news. An addition to the group means a new set of hands to perform tasks, new skills in the labor pool, and sometimes even some compelling personality traits. Will Apricot become my new favorite colonist?..
Read more.

Inspired by Factorio and RimWorld, space colony building sim Stardeus out in Early Access

Taking plenty of inspiration from Factorio and RimWorld (including a very RimWorld style), Kodo Linija and Paradox Arc have released Stardeus into Early Access.

Read the full article here: https://www.gamingonlinux.com/2022/10/inspired-by-factorio-and-rimworld-space-colony-building-sim-stardeus-out-in-early-access

Dev Update 2022-10-12: Early Access Is Here, With Quests!

Hey Space Travelers!

Firstly, today is the day we have all been waiting for: Stardeus Releases in Early Access! The demo on Steam will remain active so that anyone can try the game before they buy, ensuring that they’re happy with the quality and performance of Stardeus on their system before purchase!

With this release, a major feature has been added to the game that will see expansion and growth with future updates, as well as being available to modders. I will also take a moment to talk about how future releases will be handled and their frequency because the most important thing is that Stardeus remains regularly updated and as stable as it has been throughout the development and Kickstarter Alpha phase.

On the topic of Kickstarter, the main backer rewards - Steam keys for Stardeus and additional content - have been dispatched, please check your inboxes (including the spam folder) for an email from [email protected]

Now let’s take a look at what was added within the last month of development. As always, there were a bunch of bug fixes, balance changes, and small UI/UX improvements. While there is only one noteworthy feature, it is a big one!

A common and valid piece of feedback I receive from new players is that after the tutorial ends, people feel a little lost. With overwhelming amounts of research options and paths to choose from, it can be difficult to set the right priorities. The new big Quest System will offer some guidance in that regard.

[h2]The Quest System[/h2]
At this point the Quest System is still a bit rudimentary and it has just a handful of quests, not nearly enough to fill the gap between the first steps and the end-game. But the system is flexible enough and offers a solid framework for implementing any kind of quest you can imagine. I will be actively working on adding many more quests in the near future.

Just like anything else, quests can be added through mods, and there is a video tutorial available for it already, which is part of a YouTube series called “Stardeus Modding” that I started recently. There aren’t many videos there yet, but if you’re interested in modding Stardeus, definitely keep an eye on those series.

In addition to standard quests, I have plans to work on procedurally generated quests, with tasks and rewards that would be different every time.

This is how quests work right now:


Core quests are unlocked automatically in a progression, complete quests to unlock more.


The Event Panel in the top right corner will show the active quest, which you can hover any time to get a tooltip with next steps, and a reminder about the reward.


If you have more than one quest, you can switch between active quests by using the Quest overlay’s Active tab.

[h2]Game Update Frequency & Experimental Branch[/h2]
Stardeus is developed using an “always be shipping” mantra, which means that new builds with small incremental changes are released almost every day. However, I will be more careful with updates after the game is live on Steam, especially in the first couple of weeks. There will still be daily builds, which should continue to be fairly stable, but in order to get them you will have to switch over to the “experimental” branch in Betas. This also applies to the demo.

If you stay on the main branch, the updates will be synchronized with the experimental branch less frequently, depending on how confident I am with the build. Of course, any critical or game-breaking bugs will be fixed in the main branch ASAP.

[h2]Reporting Bugs, Sharing Ideas, Making Suggestions[/h2]
Please use the “Report a Bug” button in the bottom right if you encounter a bug or want to make a suggestion. This type of report will include a screenshot and your save file along with the internal state of the game, which is very useful for reproducing bugs.

That’s it for now, see you in the next update!

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