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Space Station Designer News

Space Station Designer 0.5.15 is now available!

Happy Sunday! We hope you are having a good time during the festive season. We’ve been hard at work on the development of Space Station Designer since our last update back in August, and we wanted to end 2023 on a high note by releasing Space Station Designer v. 0.5.15, which features a significant number of additions and improvements. Please read on for the details.

‘Campaign’ mode redesign

One of the main pieces of feedback we received regarding the ‘Campaign’ mode is that it was too open-ended and that newcomers felt that the sheer number of options could be a tad overwhelming. We went back to the (online) drawing board and designed a series of mandatory objectives that will progressively introduce players to the various mechanics available in the game. This includes objectives in areas such as ‘Earth Facilities’, ‘Crew Management’, and ‘Research’, among others.



When you start a new campaign, you’ll notice a button in the top-left corner with a ‘target’ icon:



Clicking on it will reveal the initial set of objectives:



You can take as much time as you need to complete these objectives. During this period, the Government will grant you funding on an annual basis, which you can use to keep the station running.

We have been conducting extensive playtesting in the last few days and it took us nearly six hours to accomplish the final objective (“Acquire the 'Expansion in LEO' research technology.”). Let us know how long it takes you to finish phase 1 in the comments section!

Changes to the existing ‘Sandbox’ mode

We understand that not everyone wants an experience with fixed objectives to follow, especially if they have already completed the game and are conducting a second playthrough to try out a different approach. Thus, the previous ‘Campaign’ mode has been renamed to ‘Sandbox’. The mechanics are still the same: you start with a Core Module, and the Government will grant you a yearly reward based on certain criteria, which can be reviewed via the ‘Government’ button. As an open-ended experience, you can progress through the tech tree as you see fit.



Note that the ‘Sandbox’ mode is temporarily disabled for version 0.5.15. We’ll restore it in an upcoming update.

'New ‘Sandbox’ mode

Wait, didn’t we have a ‘Sandbox’ mode already? Yes, we did! And it has been renamed to ‘Free Builder’ mode.



You can continue using this game mode and enjoy a chilled experience while building large designs without any financial restrictions.





Maintenance-related research technologies and modules

We’ve added three new research technologies to the tech tree: “Maintenance Level I”, “Maintenance Level II”, and “Maintenance Level III”. Each one of these technologies features two modules: an ‘Airlock’ and a ‘Maintenance Workshop’.



Airlocks have been revamped and they now have an attribute associated to them called ‘maintenance area of influence’.



From now on, if a module experiences a failure, it can only be repaired if it’s within the ‘maintenance area of influence’ provided by an Airlock-type of module, which represents the area where astronauts can efficiently (and safely) work outside the station. If the module happens to be outside this area of influence, it will have to be replaced altogether.



We’ve also added a ‘maintenance boost’ attribute to the ‘Maintenance Workshop’ modules. If a module experiences a failure, and assuming it’s within the ‘maintenance area of influence’ provided by an Airlock, you’ll receive a small repair boost if they also happen to be close to a ‘Maintenance Workshop’.



Please note that the ‘boost’ calculation hasn’t been implemented yet. We’ll add this to one of the upcoming updates.

Changes to the Earth Facilities

In a previous update, we had moved the ‘Earth Facilities’ research technology further down the tech tree and into Phase II. We realized that this was limiting the gameplay too much, so we brought the ‘Earth Facilities’ back to Phase I.



In addition to this, we’ve tweaked the mechanics so that only certain buildings are available by default. The rest of them will have dependencies on more advanced technologies from the tech tree, which are communicated via a tooltip.



Addition of design constraints

Another large piece of feedback we got is that, despite the impressive amount of space station module types available, we aren’t placing enough design constraints that force players to think more carefully about their designs. We’re making steps towards resolving this problem as part of this update. For example, adding a module to a production line can only be done if said module is within a maximum distance from existing modules within the production line.



We’ve never met anyone who enjoys a long commute to work. Astronauts are no exception, so from this update onwards, research modules will receive a proximity bonus if they are closely located to a crew quarters module.



Similarly, we’ve placed a constraint on the maximum distance that a module can be located away from electricity/cooling modules. As of this update, the game only detects if a module is violating this constraint, but doesn’t apply any penalties. These penalties will be included in a future update.



We’ve also added more filters to the orbital outpost screen to quickly visualize which modules are outside of the maintenance area of influence, far from an electricity module, etc.



This screen can be accessed by using the ‘Looking Glass’ buttons located in the top-right corner of the screen.



Game balancing

As mentioned earlier in this post, we can confirm that Phase I is fully playable and that it took us approximately six hours to complete. We have performed extensive balancing to our “Master Spreadsheet” to ensure an enjoyable experience, but let us know in the forums if you find that certain modules are too powerful or not powerful enough, so that we can revise them accordingly.



Upcoming changes

Expect more interesting mechanics in our upcoming updates, including deeper mechanics around propulsion modules and the station’s center of mass. These mechanics will make use of the ‘Propulsion Pod’ modules, which we’ve recently added to the game.



Closing thoughts

We hope you enjoy this updated version of 'Space Station Designer', and don’t hesitate to let us know your thoughts in the forums. Happy New Year!

--Ignacio, Mauricio, and Nicolas (Polar Motion)

'Space Station Designer' version 0.5.0 is now available for playtesting

Happy Monday! At the end of June, we shared a comprehensive development update in our blog. Today, we're proud to announce that Space Station Designer v. 0.5.0 became available on Steam Playtest minutes ago.



This update introduces a series of mechanics, updated interactive tutorials, bug fixes, balancing of the game's database, and a lot more! We've also temporarily removed some of the existing mechanics and broken down the game into three phases, as one recurring piece of feedback that we received is that the large amount of options available made the game quite overwhelming to newcomers. This update focusses entirely on phase 1. We'll be opening up phases 2 and 3 in subsequent updates.



Space Station Designer still supports modding via the cross-platform modding service mod.io. You can find Space Station Designer's page in mod.io here: https://spacestationdesigner.mod.io/. The system allows you to create new space station modules, resupply spacecraft, and astronauts. It also provides a mechanism to replace the original ones that already ship with the game.

If you're interested in making mods, we've written a comprehensive guide which you can find here. The guide comes with seven sample mods, and provides extensive documentation so that you can use them as a starting point for your own creations. The samples include new modules such as 'Skylab', a realistic replacement for the 'Space Shuttle', and a realistic version of the 'Apollo' spacecraft. You can find some screenshots here.



As always, we're very interested in your feedback! Please let us know if you run into any bugs or glitches, and any thoughts regarding gameplay mechanics, the interactive tutorials, and the user interface.

Lastly, we're also interested in learning more about the gameplay strategies that you're adopting. The game has a lot of moving parts, so if you come across strategies that give you an unfair advantage (or disadvantage!), let us know by either opening a thread in the Steam forums.

For our next milestone, we'll start polishing the elements from phase 2 and addressing any issues reported by you in the forums/message boards.



You can request access to the Playtest version by clicking on the 'Request Access' button in the game's store page:



Looking forward to hearing your thoughts on this large new update.

Enjoy the rest of your week!

Best wishes,

--Ignacio, Mauricio, and Nicolas (Polar Motion)

'Space Station Designer' development update (June 27th, 2023)

Hello! The development of 'Space Station Designer' continues at a steady pace, and a written update is well overdue. Since our last announcement, we've implemented a large number of features, conducted extensive balancing, and fixed loads of bugs and edge cases that came up during playtesting.



We're currently hard at work finalizing the details of our next update (version 0.5.0), which we're hoping to share with all of you via Steam Playtest in the upcoming weeks. If you're interested in the details, please see this article in our blog.





If you haven't enrolled already, remember that you can join the playtesting for free by clicking the 'Request Access' button in the game's store page:



Have a great rest of the week!

Best wishes,

--Ignacio, Mauricio, and Nicolas (Polar Motion)

'Space Station Designer' version 0.4.20 is now available for playtesting

Happy Thursday! A few days ago we shared with you a development update of Space Station Designer. Today, we're making version 0.4.20 available!



Version 0.4.20 features a variety of features and improvements, such as:
  • A first version of a launch minigame for all resupply spacecraft, where unexpected things will happen and you'll be required to make a decision on whether to push your luck and go ahead with the launch or abort it.
  • The possibility to skip the time to the following week.
  • Several performance improvements.
  • We've integrated an analytics system, which will allow us to understand better how players are engaging with the game. You can always opt-out of this system, but we'd encourage you to leave it on, as this information is super important to us in order to guide our development efforts.
  • Tons of minor improvements to the UX, the texts, and cosmetics issues in the UI.




In case you missed it, we've also published an online game manual, which you can find here. The manual contains the material available via the in-game interactive tutorials, along with some extra nuggets of information that will help you gain a better understanding of the core mechanics behind the game.



Are you interested in trying the game but don't have access to the playtest version yet? Click the 'Request Access' button in the game's store page:



Looking forward to hearing your thoughts on the new update.

Enjoy the rest of your week!

Best wishes,

--Ignacio and Mauricio (Polar Motion)

'Space Station Designer' development update (March 20th, 2022)

Happy Sunday! It's been a while since our last public update in our Steam product page, but we continue making good progress in the development of Space Station Designer.

We've implemented a first version of a launch minigame for all resupply spacecraft, where unexpected things will happen and you'll be required to make a decision on whether to push your luck and go ahead with the launch or abort it. You can find below two examples from the Union resupply spacecraft (based on the Soyuz) and the Space Shuttle:





We've also added back a feature that used to be part of the first versions of the game: the possibility to skip the timer and jump straight to the next week. Adding this feature back took us a few days of development, as the recent inclusion of random events introduced some edge cases that needed to be handled:



We've also added back random events, which will definitely increase the challenge of the campaign mode!



On top of all these features, we've been fixing various issues all across the game and implementing performance improvements. This also includes the integration of an analytics services, so that we can better understand how players are interacting with Space Station Designer and fix any usability issues.

We've also been working on an online game manual, which you can find here. The manual contains the material available via the in-game interactive tutorials, along with some extra nuggets of information that will help you gain a better understanding of the core mechanics behind the game.



Remember that the game is already available for playtesting by clicking the 'Request Access' button in the game's store page:



There's no ETA for the next update, but we're aiming to make this available as soon as possible.

Enjoy the rest of your weekend!

Best wishes,

--Ignacio and Mauricio (Polar Motion)