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Dev Diary #10 - Stations in Higher Earth Orbits - Part I

[p]Welcome to the tenth Dev Diary entry of 'Space Station Designer'. In the previous entry, we wrapped up a seven-part series that covered the various mechanics available in the Low Earth Orbit (LEO) station. Beyond LEO, Space Station Designer allows us to establish stations in higher orbits, and even around the Moon. In this article, we'll cover the basics behind the Geosynchronous Orbit (GSO) station.
[/p][h3]The Geosynchronous Orbit (GSO)[/h3][p][/p][p]A Geosynchronous Orbit is a special type of orbit with an orbital period that matches the Earth's rotation. In Space Station Designer, the GSO station is in a circular Geosynchronous Orbit, with a constant altitude of 35,786 km. In practice, this means that the station is always positioned above the same point on Earth.[/p][p][/p][p][/p][p]The relationships among the Earth, the Moon, the LEO station, and the GSO station are shown in the Global Screen (note that the sizes and distances are not to scale, though).[/p][p][/p][p][/p][h3](Lack of) Altitude Control
[/h3][p]The GSO station is located well above the influence of Earth's atmosphere. Despite its location, the station is still technically subjected to forces that can perturb its orbit, such as solar wind, and the gravitational pull from the Moon and the Sun. Since these forces have a relatively low influence, we've decided to remove the need for 'orbit control' maintenance in the GSO station altogether. The GSO station will still be subject to the occasional orbit debris shower and therefore we'll still be required to keep an appropriate 'attitude control' score. 
[/p][p][/p][h3]Carbon Nanotubes and the Lunar Space Elevator
[/h3][p]One of the main points that sets the GSO station apart from the LEO station is its ability to manufacture 'Carbon Nanotubes'. These are tubes made of carbon with a diameter in the nanoscale. For context, a nanometer (nm) is equal to one billionth of a meter, a very small scale indeed!
[/p][p][/p][p]Manufacturing 'Carbon Nanotubes' requires a heavy financial investment: the 'Small' version of the manufacturing module requires ten units of raw materials to produce a single unit of 'Carbon Nanotubes'. The 'Large' version is more efficient in terms of resource usage, but it still requires a considerable investment.[/p][p][/p][p][/p][p]That being said, producing 'Carbon Nanotubes' is more than worth it, as they play a crucial role in the Campaign and Sandbox modes. More specifically, due to their strength and some of their physical properties, they are used as the main ingredient for producing the 'ribbon' attached to the Lunar Space Elevator megaproject featured in the late stages of the game. This 'ribbon' is then transported to the Lunar Orbit station as 'coils' via a 'space tug' spacecraft. We'll be covering the details behind the Lunar Space Elevator at length in future Dev Diaries.[/p][p][/p][p][/p][p]Note that there's also the option of selling the 'Carbon Nanotubes' back on Earth in the Commercial Goods market. This can be very appealing, as 'Carbon Nanotubes' (the 'blue' entries in the graph below) command much higher prices than any of the commercial goods manufactured in LEO, so definitely an option to consider if we're in need of funds and have some units available in storage.[/p][p][/p][p][/p][h3]Transferring resupply spacecraft[/h3][p][/p][p]One of the neat things about establishing stations in higher orbits is that it opens up the possibility of transferring resupply spacecraft between them. This includes not only cargo, but also astronauts.[/p][p][/p][p][/p][p]That being said, not all resupply spacecraft are capable of reaching any given orbit. The specific orbits that can be reached can be found in the resupply spacecraft's information card, as shown in the screenshot below.[/p][p][/p][p][/p][p]Resupply spacecraft transfers can only be made from stations that have a 'Refueling Module' installed. This type of module is relatively expensive and consumes a large amount of electricity, but it can be an appealing investment that will definitely improve the logistics around our network of stations.[/p][p][/p][p]Note that each 'transfer' operation consumes one unit of 'Chemicals', so make sure you have enough units in storage. We can always transfer these 'Chemicals' from other stations, which eliminates the need for establishing a 'Chemicals' production line in every single orbit.[/p][p][/p][p][/p][h3]Coming Up Next[/h3][p][/p][p]This blog post covered the first station available in higher orbits: the GSO station, along with the features and capabilities that make it unique. In the next Dev Diary, we'll be discussing the details behind the station located in the Sun-Earth Lagrange Point 2 (L2) orbit.[/p][p][/p][p]We're currently running a closed beta for 'Space Station Designer' (more information here), and last week we released a very large update featuring loads of changes to the visuals, new gameplay elements, and several QoL improvements. If you're interested in trying out the game, please consider applying to the closed beta and help us shape its future.[/p][p][/p][p]See you in the next Dev Diary![/p][p][/p][p]--Ignacio, Mauricio, and Nicolas (Polar Motion)[/p][p][/p][p]Wishlist Now [dynamiclink][/dynamiclink][/p]

New Update - Space Station Designer v. 0.5.60

[p]A few months ago we published 'Space Station Designer' version 0.5.47, which included the first implementation of the 'Lunar Space Elevator' megaproject, along with a series of Quality of Life (QoL) improvements, bug fixes, and new content.
[/p][p]We've been very hard at work since then, and today we're proud to unveil 'Space Station Designer' version 0.5.60, which is our largest update to date in terms of changes and additions. This post will cover the main highlights. If you're interested in the full overview, you can find our detailed release notes here.
[/p][h3]Engine Upgrade & Improved Graphics[/h3][p][/p][p]As part of this update, we upgraded 'Space Station Designer' from Unity 2022.3 to Unity 6, and we spent a lot of time improving the overall quality of our graphics, including new high-resolution models of the Earth and the Moon and a Sun illuminating the scene.
[/p][p][/p][p][/p][p][/p][p]Moreover, we have redone the 'Global Screen' so that it also includes high-resolution models of the Earth and the Moon, a day/night cycle, and a more accurate representation of the relationship between the various stations and the celestial bodies they are orbiting around.
[/p][p]The screenshots above are work in progress, as we're still exploring new ideas and approaches to make the graphics even better. Expect more changes in future updates![/p][p][/p][h3]First step towards the migration of systems from turn-based to real-time[/h3][p][/p][p]As part of 0.5.60, we revised the space station modules acquisition system and converted it from turn-based to real-time. In practice, this means that the delivery of a module can happen at any point throughout the month, which results in a much more engaging experience.[/p][p][/p][p]We've already started converting other existing turn-based systems to real-time, such as maintenance, research/industrial R&D points generation, and supplies consumption/waste generation. These changes didn't make it to the cut-off for this update, and will be included in a future release.[/p][p][/p][h3]Research Technologies: No more 'instant' acquisitions[/h3][p][/p][p]Following the feedback we got from the community, we made substantial changes to our research system: now research technologies are no longer 'instantly' acquired after paying their cost in research points. Instead, paying these costs only marks the start of the acquisition process, which can last several months depending on the complexity of the technology.
[/p][p]Note that only one research technology can be acquired at the time. But, fear not! We can always 'pause' an ongoing acquisition if our priorities change and we find ourselves in a situation where we urgently need to acquire a different technology.
[/p][p]Lastly, research modules now require an astronaut assigned to them in order to produce research points, which is more in-line with the way research in microgravity works in real life.
[/p][h3]Redesign of the Public Reputation points currency[/h3][p][/p][p]We spent a significant amount of time on the drawing board rethinking how the Public Reputation points currency meshes with all the various game subsystems. As a result of this, we have completely redesigned the purpose behind this currency from the ground up.[/p][p][/p][p]More specifically, now Public Reputation points are a currency that ranges from -100 to +200, with 0 being the 'neutral' point. The value can go up or down depending on our actions and various events that happen throughout the game, and it has an impact on other aspects of the game. This includes, for example, the quality of astronaut candidates, a multiplier effect in the rewards provided by Commercial Services/Space Tourism tours, chances that astronauts with low morale end up leaving our company, etc.[/p][p][/p][p]A poor Public Reputation will not completely tank our company overnight, but it will certainly have a negative impact across multiple areas of operation. Moreover, it's now possible to get financial aid in exchange of Public Reputation points if our numbers ever get into the red, which is yet another incentive to keep our numbers healthy.[/p][p][/p][h3]Astronaut recruitment process[/h3][p][/p][p]Starting with this update, astronaut recruitment seasons will open up on a yearly basis every January, and remain open for 3 months. Up until now, the seasons only lasted for a month, which proved quite limiting, and sometimes even a tad frustrating.[/p][p][/p][p]In addition to this, we have added a series of small QoL improvements, such as a system that clearly communicates the hiring windows in the astronaut hiring screen, and a monthly reminder when the player hasn't recruited any astronauts during the current window.
[/p][h3]QoL improvements in the astronaut management screen[/h3][p][/p][p]As part of our ongoing playtesting, we keep finding new ways to make the astronaut management process more effective, especially in the late stages of the game when there are tens of active astronauts distributed across all four stations and our multiple Earth facilities. Some of the improvements included in this update include a panel to the left-hand side of the astronaut management screen that displays the number of astronauts on Earth/every station, along with their cumulative salaries, a new 'sort by morale' button, and a new button to 'filter' all astronauts assigned to our Earth facilities.
[/p][p]We're very happy with all these new additions, and we can confirm that they definitely make a large volume of astronauts easier to manage![/p][p][/p][h3]Preventing the 'death spiral' when the station is in deficit[/h3][p][/p][p]Stations that cannot either provide enough electricity or cooling, or have used up all their available storage space, are known to be in 'deficit'. Up until the current version, entering into the 'deficit' state was very dangerous, because the game puts very strong restrictions on the station' operations, including removing all astronauts from their assignments, disabling thrusters, and forbidding resupply spacecraft from docking. These restrictions caused a 'death spiral' that could be very challenging, and sometimes impossible, to escape from.[/p][p][/p][p]To make the game less punishing, we have introduced a series of changes as part of version 0.5.60. More specifically, when a station is in 'deficit', we will still be able to bring resupply spacecraft with astronauts and supplies, and assign astronauts to maintenance duties. Moreover, attitude control thrusters will still be functional, which help minimize any potential damage caused when executing a Debris Avoidance Maneuver (DAM). These two changes bring our game model closer to real-life scenarios. If you want to learn more about this, you can find an informational recap on how the Soyuz T-13 mission salvaged the Salyut 7 station here.[/p][p][/p][h3]Improvements to the Contracts system[/h3][p][/p][p]Active contracts now include a 'progress tracker' when appropriate. This makes it easier to understand how far we are into the completion of the various objectives and, equally important, find out in advance whether there's a risk of failing a contract because we're falling behind.
[/p][p]In addition to this, the contracts rewards (i.e., funds, research points, etc) are now affected by an 'inflation index' instead of using fixed values. This is specially important because certain contracts can be available for many years, and the rewards should be in line with the completion date: the costs of running our network of stations in 2020 are smaller than in 2030, and the contracts' rewards should reflect that.[/p][p][/p][h3]Other notable QoL improvements[/h3][p][/p][p]As part of our ongoing QoL improvements, we have completely revised the layout of the 'stats' panel located in the left-hand side of the screen. This includes new icons, consistent numeric format across all fields, and better ways to display the summarized values.
[/p][p]We have also revised the imagery we use for identifying 'locked' modules (i.e., modules that cannot be acquired yet since we're missing their associated research technology) and made the whole system more intuitive.
[/p][p]Lastly, we have revised the logic behind the screens used for sending astronauts back to Earth or transferring them to another station so that they issue a warning if we're attempting to send astronauts in a "removable" assignment (e.g., being assigned to maintenance, a production line, a research module, etc), and prevent them from sending an astronaut in a "non-removable" assignment (e.g., a space tourism group, or a commercial services engagement). This will help us prevent very costly mistakes, especially in the late stages of the game when it's very easy to lose track of all our astronauts and their assignments.

[/p][p]Note that the points above are just some notable examples. For the full list of QoL improvements, please check out our live public release notes document.[/p][p][/p][h3]Bug-fixes[/h3][p][/p][p]Before every large release, we always conduct a full Campaign playthrough and validate that the game can be played from start to finish. These playthroughs take around 40 hours, and always end up surfacing unexpected side-effects of introducing new gameplay mechanics, and small things that we missed before.[/p][p][/p][p]In this particular release, we came across an interesting one that it's too good not to share: it turns that when an astronaut is scheduled to visit a space station on the same month that they reach retirement age (i.e., 70 years), they get into an invalid state that causes a lot of other problems further down the line. In the end, we ended up resolving it by adding a mechanism to prevent us from assigning astronauts to a mission unless they are at least two years away from retirement.[/p][p][/p][h3]Closing thoughts[/h3][p][/p][p]As we mentioned in the introduction, this update is the largest one we've released so far. We're currently running a closed beta, so if you want to try out all these changes, please consider applying by using the following link.[/p][p][/p][p]As always, we'll be monitoring our Discord server and the forums, so don't hesitate to let us know if you have any feedback or comments.[/p][p][/p][p]--Ignacio, Mauricio, and Nicolas (Polar Motion)[/p][p]
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Dev Diary #9 - The station in Low Earth Orbit (LEO) - Part VII

Welcome to the ninth Dev Diary entry of 'Space Station Designer'. In the previous entry, we covered two important revenue-generating mechanics: Modules Leasing, and Commercial Services. In this article, we'll cover two more mechanics related to the LEO Station: 'Earth Facilities' and 'Space Tourism'.

[h3]Earth Facilities[/h3]
Behind every successful network of space stations, there's a large structure of facilities on the ground that provides the necessary support. In the early stages of the game (i.e., 'Phase I') there's an 'Earth Facilities' research technology, which enables a button in the Global Screen and allows us to construct a series of buildings that can help us optimize our operations.



Note that the first time we access the Earth Facilities, there's only a handful of patches of land.



After unlocking one of these patches and clicking on it, the game will present a series of buildings that we can choose from. Some of them are locked, and they only become available after acquiring their corresponding research technology from the tech tree. Moreover, there's only a limited number of patches available, so we need to choose carefully.



Once the construction process ends, the facility becomes fully functional, and it gives us access to a series of bonuses and Continuous Improvement Programs (CIPs). Bonuses are only active when there's an astronaut with the required special skill assigned to them, whereas CIPs allow us to upgrade astronauts, modules, resupply spacecraft, or a general aspect of our operations. For example, the 'Micrometeoroids Avoidance Detection Center' Earth Facility shown below includes a series of expensive CIPs for researching radar systems that decrease the chances of experiencing micrometeoroids showers across multiple orbits.



Note that astronauts assigned to bonuses have a minimum commitment time, so keep that in mind before assigning them to one, as they won't be available for other activities during this period. In the case of our astronaut assigned to the first bonus shown in the screenshot below, the waiting time is six months.



[h3]Space Tourism[/h3]
Space Tourism is another tool in our revenue-generation toolbox, and it becomes available shortly after acquiring the 'Expansion in LEO' research technology, which marks the start of Phase II. Once we have researched the 'Space Tourism Level I' technology, we're able to install spaceport-types modules, which come in three flavours: Small, Medium, and Large, and feature one, two, and three docking ports for space tourism shuttles, respectively.

In the screenshot below, our small spaceport is already engaged in an ongoing space tourism group, whereas the medium spaceport has its two slots fully available.



After selecting one of the slots, the game will present us with three space tourism shuttle options with different costs and capacities.



After selecting one of these options, we'll be presented with a screen that lets us select the space tourism modules we want to allocate for this tour. The selection of these modules will define the maximum number of seats available from each one of the available tiers (i.e., Standard, Premium, and Deluxe).

By using the sliders in the lower area of the dialog, we can define the number of tourists from each category we actually want to bring. The number and type of these tourists will define an 'astronaut Space Tourism skill points' requirement (in this case, 17). These two factors, combined with the duration of the tour (in this case, 7 months), yields a potential maximum revenue of $326,930. Larger, more prestigious, and lengthier tours will bring more revenue, but obviously will require a larger allocation of skilled astronauts to run them.



Once the selection of space tourism modules and the allocation of seats is complete, the game will present us with all available astronauts in the station that can be assigned to the tour. If we're planning to make space tourism a big part of our sources of revenue, then it's important for us to invest in the training of astronauts.



In addition to the waste management challenges related to large groups, ongoing space tourism tours can and will be affected by random events, but we'll let you discover those!

[h3]Coming Up Next[/h3]

This blog post covered the last two main concepts associated with the LEO station. In the next article, we'll start covering some of the main aspects of running our space stations in higher Earth orbits, including Geosynchronous Orbit (GSO) and the Lagrange Point 2 (L2) orbit.

We're currently running a closed beta for 'Space Station Designer' (more information here). If you're interested in trying it out, please consider applying and help us shape its future.

See you in the next Dev Diary!

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

Join the community on Discord: https://discord.gg/qxSJXAZ6ZJ
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Dev Diary #8 - The station in Low Earth Orbit (LEO) - Part VI

Welcome to the eight Dev Diary entry of 'Space Station Designer'. In the previous article, we discussed the process for manufacturing commercial goods in microgravity and selling them on Earth. In this entry, we'll cover the basics of two more revenue-generating mechanics: Modules Leasing, and Commercial Services.

[h3]Modules Leasing[/h3]

As our space stations evolve and get larger, we may find that we may have some spare capacity that we can temporarily lease to external entities so that they can make use of it.


This functionality can be accessed by acquiring the 'Modules Leasing' research technology in the research tree, which has a dependency on 'Expansion in LEO'.


Once the acquisition of 'Modules Leasing' is complete, a new button in the 'Revenue Generation Group' will become available.


Initially, there's only one leasing slot available. Further slots can be unlocked via the 'Modules Leasing Management Center' Earth facility, which we will cover in a future entry.


After selecting a slot, we can choose the modules that we would like to include as part of the leasing contract. Note that only certain modules can be included in a lease (for convenience, unavailable modules are shaded in red). The selection screen also shows us an estimate of the financial rewards based on the number and type of modules selected.


After concluding the selection process, we'll be presented with six potential customers: three Contractors, and three Private Companies. These options feature a range of upfront/end payments, and lengths. Selecting a Contractor will also increase their experience points (XP), whereas selecting a Private Company will grant us a certain number of Public Reputation points depending on their alignment. For example, selecting a Private Company with a 'bad' reputation, such as 'WBC Broadcasting' will grant us a larger financial reward at the expense of a negative public reputation, so choose wisely!


After selecting an option, the main leasing screen will be updated accordingly. In this particular example, our leasing contract with 'Brighton Aerospace Ltd' offers both an upfront and an end payment, and lasts for 10 months. Note that modules won't be available for other uses while the engagement is active.


[h3]Commercial Services Engagements[/h3]

The second revenue-generation mechanism we're going to cover in this entry are Commercial Services. These are services provided by individual modules that feature 'Commercial Services' capabilities, and they can be acquired after researching the 'Commercial Services Base Technology' and its dependencies. Similar to modules leasing, once the acquisition of the 'Commercial Services Base Technology' is complete, a new button will become available as part of the 'Revenue Generation Group'.


In this example from the late stages of the game, we already have three commercial services modules in our LEO station, and all of them are currently available.


If we select the 'Open Space Dock', we're presented with a series of options: three Contractors and three Private Companies. Unlike the modules leasing process, when setting up a Commercial Services engagement we need to assign astronauts to it. There's also a possibility that the engagement can fail, in which case we'll be required to pay a penalty.


After selecting an option (in this example, we've chosen the 'Boston Institute of Nanotechnology'), we are presented with a list of available astronauts so that we can select the ones who will be assigned to this engagement. Note that this module requires four astronauts, and that there's a list of recommended special skills. Selecting a group of astronauts that possesses the recommended special skills will have a significant impact in the chance of delivering a successful engagement.


Once the astronaut selection is complete, we'll be taken back to an updated 'Commercial Services' screen. The 'Open Space Dock' and the selected astronauts will be unavailable throughout the whole duration of the contract which, in this case, is nine months.


[h3]Coming Up Next[/h3]

This blog post covered the main concepts behind 'Modules Leasing' and 'Commercial Services Engagement', which are two more tools in our belt for generating revenue. We'll be discussing more revenue-generating mechanisms in future entries.

We're currently running a closed beta for 'Space Station Designer' (more information here). If you're interested in trying it out, please consider applying and help us shape its future.

See you in the next Dev Diary!

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

Join the community on Discord: https://discord.gg/qxSJXAZ6ZJ

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Dev Diary #7 - The station in Low Earth Orbit (LEO) - Part V

Welcome to the seventh Dev Diary entry of 'Space Station Designer'. In the previous entry, we covered the details behind resupply spacecraft which, in addition to transporting astronauts, are used to keep stations operational and to transport the goods manufactured in orbit to Earth. In this article, we'll explain the basics behind two other mechanics: the manufacturing of Commercial Goods in a microgravity environment, and the process of selling these goods back on Earth.

[h3]Manufacturing Commercial Goods in Microgravity[/h3]

Microgravity provides an excellent environment for producing elements to a level of quality that can be difficult, or even impossible, to replicate on Earth. 'Space Station Designer' features a manufacturing system that uses a technology similar to 3D printing and allows us to create exotic compounds we can sell as commercial goods in a dynamic market.


The various types of goods available can be found in the panel located in the lower-left part of the screen.



From top to bottom, these are:
  • Intermediate Goods A
  • Intermediate Goods B
  • Intermediate Goods C
  • Intermediate Goods D
  • Ceramics
  • Chemicals
  • Crystals
  • Pharmaceuticals
  • Fiber Optics
  • Carbon Nanotubes (Only available for manufacturing in the GSO station)
  • Organic Scintillators (Only available for manufacturing in the L2 station)
  • Refined He-3 (Only available for manufacturing in the Lunar Orbit station)

Note that the Intermediate Goods are used as building blocks for the rest of the goods. They have no value on their own and, as such, they cannot be sold on Earth.

The main ingredients for creating goods are the 'Raw Materials', which are brought to the station via resupply spacecraft, as we've already covered in the previous Dev Diary. The formulas for creating intermediate and commercial goods can be found in the information cards of the various manufacturing modules. For example, the small version of the Ceramics module ('Ceramics Production Module - Model I: Small') takes four 'Intermediate Goods A' units as input, and produces a single unit of 'Ceramics'.

Note that manufacturing the more valuable types of commercial goods requires not only intermediate goods, but also other types of commercial goods. For example, in order to produce a unit of 'Fiber Optics', we need 2 units of 'Intermediate Goods D' and 2 units of 'Ceramics'. This presents an interesting dilemma, and it will be up to us to decide whether to sell our existing 'Ceramics' as they are, or use them as an ingredient for manufacturing 'Fiber Optics', which have a higher nominal value.

Manufacturing modules need to be put together in production lines, which can be managed by using the 'Production Lines' button located on the right-hand side area of the screen:


In this particular example, we've already created two production lines named 'Inter A' and 'Ceramics'. Note that modules that belong to the same production line must be contiguous, which is required to streamline the production.


The production lines management screen allows us to create/delete production lines, add/remove modules from an existing production line, and even assign astronauts to them. It also features two handy buttons to enable and disable all production lines.


When assigning astronauts to a production line, their 'Intermediate Goods' and 'Commercial Goods' skills will help increase its throughput. In the example above, Timmy Nguyen's 'Intermediate goods' and 'Ceramics' skills are boosting the output of said type of goods by 2% and 9%, respectively.

[h3]Selling Commercial Goods[/h3]

Manufactured commercial goods are stored in the station. In certain cases, we may want to transfer them to another station, but most of the time they will be ferried back to Earth using a bidirectional resupply spacecraft. Once they have reached Earth, we will normally keep some of them in storage (sometimes they come in handy when dealing with random events), or we may want to sell them in the commercial goods market. This market can be accessed via the 'Sell Commercial Goods' button located on the right-hand side of the screen.


The commercial goods market screen provides a historical graph featuring the values of all types of commercial goods. The various individual graphs can be enabled/disabled by using the toggle buttons located in the left area of the screen.


By using the two buttons on the right of the graph, we can review historical and projected data, and place limit orders, respectively. The historical data screen provides all-time minimum and maximum values for each type of commercial goods. We can even commission forecast reports and obtain projected data, which can help us decide the best course of action for our manufactured goods (i.e., shall we sell now, or should we rather wait?).


Lastly, if we have a target price for a specific type of good in mind, we can place a limit order, which will trigger once the value of the good reaches the target value. This can be handy as a 'fire and forget' mechanism, as the prices in the market are constantly changing, and keeping an eye on them constantly can be quite taxing.


[h3]Coming Up Next[/h3]

This blog post covered the basics behind the manufacturing and commercialization of goods. There are more mechanics and subsystems around these two systems, but we'll let you play the game and discover them by yourself!

Remember that we're currently running a closed beta for 'Space Station Designer' (more information here). If you like the premise of the game, please consider applying and help us shape its future.

See you in the next entry!

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

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