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Space Architect News

Price drop!

Hi all!

Good news :)
I've decided to decrease game pricing to a more reasonable level (from $8.99 to $6.99), and I'm thinking about adding a free demo version so that more people can check if they even like it before buying.

Also, expect some game updates in the coming weeks :)

v0.29.1 - Bugs Smashed

Hi All!

Few bugs were fixed in this version:

  • Fixed bug where overflow export was done even if crew supply IN & OUT was checked off (thanks 2 0 3 for finding it)
  • Trade Panel is now able to display a lot of different items (thanks tjtravel for finding it)
  • Handle opening Asteroid Drone panel when drone didn't had target to mine
  • Added destroyed Food Dispenser to starting ship

v0.29 - Can't freeze if you burn

Hello there!

It is time to introduce a new element known to any space dweller - heat. From now on any device will generate heat when working.



Changes
  • Temperature system introduced - any device will generate heat when consuming more than 1kWh/day
  • New device - Passive Cooler - cool down station grid
  • Trade deal log now shows lost tech points & cash (due to corrupted data & taxes)



Optimization & Fixes
  • Solved game-crashing bug when reducing trade tax mid-trade
  • Black Corp repaying button fixed
  • Scrap metal task now adjusts to amount of scrap metal left on station
  • Don't lose resources when switching from 'continuous' to 'Do X' production mode

v0.28.0 - Blueprints

Hi there!
This version grew a bit out of the initial scope (thus it took me more time than anticipated, sorry for that). As this version is save-breaking, I'm leaving the previous version 0.27.0 as a beta branch - for those who wish to finish the previous run before trying new content.

Blueprints
Single device type can produce various products. New product types are unlockable via technology.
All items can be now researched & produced on your own station.


Production Control
Production devices can be set up in one of 3 ways:
  • Continous - works non-stop
  • Do X - works until said amount is produced
  • Do until X in stock - works only if stock of product is lower than given X


Tech Tree
Tech tree UI was changed to handle an increased amount of tech.



Changelog:
  • Items production changed to be based on blueprints
  • Do until X in stock production mode added
  • New tech tree witch a lot of new techs
  • Added mining of PE Plasma & Strange Matter
  • Added production of Antimater & Superdense Matter
  • Added pump station for Antimater & Superdense Matter
  • Chemical Plant produces Acid, Rubber, BioPlastic & Graphene
  • Furnance produces Metal, Silicon, MetallicGlass
  • Introduce ArcFurnance - faster than Furnance, but needs more power
  • Mining Dock with new controls
  • Fixed animation of mining docks
  • Notices UI changed from icon to text
  • Fix langs in quests
  • Build cost panel UI -panel now non-transparent
  • Build cost panel UI - show build device cost instead of last hovered one
  • Better device destroy icon
  • New notification about unopened crew pod
  • Fixed bug causing the game to stay in input-locked mode



Device renamed:
  • Components Factory renamed to Factory
  • Microchip Plant renamed to Lab
  • Dock Port renamed to Guest Dock
  • Hydroponic Plant renamed to Food Plant

v0.27.0 - New content & game rebalance

Corruption reduction as BlackCorp payment reward
By repaying your loan you can reduce % of tech points corrupted during the trade.

Visitor Tier
By repaying your loan you can also unlock higher Tiers of visitors. The high-tier visitor brings high-tier items to trade. All items are now available via trade.


Pipe configuration changed - swipe instead of clicking each pipe
To make preparing pipe setups easier, I've redone how they are configured. Now instead of manually clicking each pipe, you can swipe the mouse holding the left click to over multiple pipes to form a pipeline in the swipe direction. The same pipeline can be disconnected by doing the same & holding the right click.


New Items & Devices
  • [TII] Drone Frame (with fabrication plant)
  • [TII] Drone (with fabrication plant)
  • [TII] Atmospheric Drone (with fabrication plant)
  • [TII] Robot (with fabrication plant)
  • [TIII] Light Fighter
  • [TIII] Hardened Drone Frame
  • [TIII] Quantum Core
  • [TIII] Nanobots
  • [TIII] Planet Drone
  • [TIII] Scoop Drone
  • [TIII] PE Plasma (ore for Tier III fuel)
  • [TIII] Antimatter (Tier III fuel)
  • [TIV] Heavy Fighter
  • [TIV] Shield Emitter
  • [TIV] AI Core
  • [TIV] Metallic Glass
  • [TIV] Phazing Drone
  • [TIV] Superdense Matter (ore for Tier III fuel)
  • [TIV] Strange Matter (Tier III fuel)
  • [TIV] Shielded Fighter

All current & planned production chains compiled into one:


Changes
  • Recalculated economy
  • Rebalanced tech tree
  • Visitor Needs/Offers redone - contains now all items & is based on Visitor Tier
  • Autotrade gives more tech points for fuel sales compared to manually trading the same fuel
  • Mining Dock needs Drone item delivery to mine (Drones get used up during mining)
  • Removed Hull Plates & Gauss Ammo items
  • Fluff - upon rejection of crew member, the crew pod is ejected out of the station
  • Item panel on the left have now items sorted by price
  • Added roof-like background to crew members when they are outside & over the station
  • Low resources alert now considers not only metal ore but also metal
  • Saveable units stats


UI Improvements
  • Autotrade device now shows the time to the next visit
  • Cleaner way of presenting player cash
  • Rearranged button placement in panels (less scrolling)
  • Black CORP Inc payback reward is now easier to see through
  • Reduce UI background transparency for item list
  • Reduce UI background transparency of the Unit Management panel
  • Removed 'Switch Connection' button from Pipe Overlay (configuration is easier with swipes now)
Adjusted placement of production output in Device panel
Adjusted Device Panel filter box size to contain all items


Optimization & Fixes
  • Optimization: Fixed issue with a job to move items (for some jobs it caused its recalculation over & over again, which slowed down the game massively)
  • Optimization: Bug solved where after each food/water consumed recalculation was made multiple times (+1 after each consumption, leading to the game slowing down with time)
  • Loan amount fixed to be 13 000 000 000
  • Fixed UI issue in the main menu
  • Redone event system - introduced custom triggers instead of Unity-provided ones - as they have problems when object colliders overlap.
  • Show dropped items content
  • Fixes the sound of devices built during the gameplay
  • Fixed black CORP Inc. Panel - correctly load amount paid back
  • Fixed mining laser - turret was placed under the turret base
  • Scrap metal devices got their image layer put under other devices
  • Removed duplication of 'truss required' lang
  • Resolved pipe bug when built one is put into pipe overlay mode


And a lot of code refactoring
like, whoa, a lot!