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1.1 Beta is Live

Hi there!
After all these months (3 to be exact), I'm proud to present to you the Open Beta release of v1.1

To participate, go to Space Architect properties, and under Beta, choose 1.1_beta_ - 1.1 Open Beta




But be warned, this version may contain an above average amount of bugs!

Warned you was, now, what's new in 1.1 Beta

Redone temperature system
Instead of the station having a single temperature, each grid cell will have its own, thus allowing for hotspots to appear in mid to late game. This will make overheating devices more common.


Cooling pipes
Introduced as a way to combat hotspots and possibly do other shenanigans (like making hot rooms?).
Also, cooling lines need a place to transfer heat to, so an Active Cooler was added to the game, with the ability to reach chilly -50C (wear warm gloves when operating).


Refreshed pipe laying
The most common negative feedback was about the pipe-laying system being unintuitive. For a long time, I had no idea how to improve it - until a few weeks back. Now you can lay the whole pipeline in one quick step - choosing the starting point and end point, and laid pipes will connect to form a pipeline.

The old way of interacting with pipes will still work to allow fine control over them.


Game load/save time
The second most often mentioned thing was sluggish saving/loading. So, finally, I've taken some time and rewritten it completely.
How did it go, you ask? Well, doing some tests with a save of chonky base, the old system took an average of 26s to load it, while the new one took only 2.9s.
Making the new save system 9x quicker.

Also, don't you worry, old saves will still work (will be loaded with the old save system)

And some other, less important changes
  • Overlays separated from panels (so you could open device panel while in temperature overlay, without closing temperature overlay)
  • Knowledgebase has a few sections with scrollable images
  • Filter selection interaction (in pipes and devices) got tweaked - items in UI list don't change position when interacted with
  • Job system bug has been solved (I hope), which caused the dock to be unable to export items contained within.
  • Job priorities got missing Station Export priority added
  • Storage sprite got updated



What's next?
Some devices/interactions might be added during beta, like ice melting in hot rooms, cooling it a bit down, or crew sweating/shivering, giving them debuffs. But the main focus for now is to make sure it's balanced properly and get rid of some bugs.

(A large part of this post got copied from the last post. I'm lazy like that, sorry :) )

See you soon, and enjoy 1.1 Beta :)

Still Alive - 1.1 Beta coming soon

Hi All,

The game is still being worked on, no worries :)
v1.1 is almost ready, and while I'm planning to release it at the beginning of May, before that I'd like to get some feedback from You.

Soo... in a day or two v1.1 will be available as a public beta, if you're not scared of a few bugs here and there - I'd like to invite you to participate :)

What will be there you ask?

Redone temperature system
Instead of the station having a single temperature, each grid cell will have its own, thus allowing for hotspots to appear in mid to late game. This will make overheating devices more common.
Some devices/interactions might be added during beta, like ice melting in hot rooms cooling it a bit down, or crew sweating/shivering giving them debuffs.


Cooling pipes
Introduced as a way to combat hotspots, and possibly do other shenanigans (like making hot rooms?)


Refreshed pipe laying
The most common negative feedback was about the pipe-laying system being unintuitive, for long time I had no idea on how to improve it - until now. Now you're laying whole pipeline in one quick step - choosing the starting point and end point, and laid pipes will connect to form a pipeline.

The old way of interacting with pipes will still work, to allow fine control over them.


Game load/save time
The second most often mentioned thing was sluggish saving/loading. So, finally, I've taken some time and rewritten it completely.
How did it go, you ask? Well, doing some tests with a save of chonky base, the old system took an average of 26s to load it, while the new one took only 2.9s.
Making the new save system 9x quicker.

Also, don't you worry, old saves will still work (will be loaded with the old save system)



Now, I'm getting back to work, and I'll see you again in a few days!
Cheers,
Albert

v1.0.11

Hi All!

With this update, you will be able to (finally) demolish those pesky Modules and Trusses, and remodel the station to your changing needs :)

  • Module/Truss deconstruction
  • Added shortcut (H) to center camera on the station
  • Dropped items got updated sprites (temporary ones)
  • Dropped items piles near each other merge into one (up to a limit)
  • Dropped items that won't merge will change position if on top of other dropped items
  • [Fix] Pointer in scrap removal quest now hides when it should
  • [Change] After Storage filters change, if not-allowed items can't be exported due to limited space, they still can be used for other jobs
  • Defense towers - allow to put the same amount of ammo via pipes vs via crew
  • Storage filter export is more robust
  • Added crewmate names proposed by players
  • Added translations for Zoom In and Zoom Out shortcuts
  • [Fix] fixes to French translations - user suggested - thanks!
  • [Fix] Fix translation for 'You can't borrow anymore'
  • [Fix] Solved dropped items staying with yellow outline (occurred when clicking through multiple dropped items piles)
  • Added sounds - on button hover, and on panel closing
  • Update device and dropped items panel avatar background



Look at that changelog, it got too long, I could have released part of it sooner, sorry for that :D

v1.0.10

Hi folks,
this update brings some freshly cooked changes to make the game less clunky :)
Some changes to how jobs are planned, a bit of whacking at bunny protectors visits among other, minor changes

Hope you'll like them :)




  • Handle big export jobs - split them into easier-to-execute parts
  • Respect pipe outputted resources in planned (but not executable) jobs
  • Show representation of reserved space in the device (crewmates plans to put there something)
  • Added tooltip to button hiding quest tracker
  • quest about clearing scrap - point at the last 2 scrap devices
  • Crewmate turns in movement direction
  • Smarter defense targetting for turrets
  • Fix game loading with 'station under attack' when no attack is happening (will work for new saves only)
  • Fix game staying in uneasy music after pushing back on bunny protectors
  • optimize looking for defense tower targets a bit
  • UI Fix - resolve input field to not reacting to Esc key
  • UI Fix - prevent reselecting input field by double clicking Enter
  • Lang fixes - secure survival supplies quest - better description

๐ŸŽ„โœจ Holiday Greetings from Space Architect Team! โœจ๐ŸŽ„

[h2]Dear Players,[/h2]

[h3]As the holiday season approaches, we want to take a moment to thank you for being part of our amazing community. Your passion, creativity, and support mean the world to us. ๐Ÿ’–๐ŸŽฎ[/h3]





We wish you and your loved ones a Merry Christmas filled with joy, laughter, and cozy moments. ๐ŸŒŸ May your holidays be as bright and magical as the worlds weโ€™ve built together! ๐ŸŽ…๐ŸŽ


As we step into the New Year, weโ€™re excited to continue this journey with you. 2025 will bring even more adventures, surprises, and updates that we canโ€™t wait to share. ๐ŸŽ‰โœจ
Thank you for being with us. Hereโ€™s to another year of fun and friendship! ๐Ÿฅ‚



Warm holiday wishes,
Space Architect Team๐Ÿพ๐ŸŽ„