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Space Station Designer News

Phase II is now available for playtesting

Hello! After more than two months of work, today we're proud to unveil Space Station Designer 0.5.35. This new update includes all the mechanics of Phase II, along with a plethora of Quality of Life (QoL) improvements and fixes that benefit the whole game experience. Please read on for the highlights and, if you're interested in the full changelog, you can review our live document here: [Public] Space Station Designer - Release Notes.

Phase II and new game mechanics

Our previous update stopped after the acquisition of the 'Expansion in LEO' research technology (i.e., after completing what we call 'Phase I').



In this latest update, we've included a new set of game mechanics, such as Modules Leasing, Commercial Services, and Space Tourism. These mechanics were available in one form or another in older versions of the game, but they have been fully revamped and balanced for this new update. This is especially true for the Space Tourism mechanic, which now includes spaceports and space tourism shuttles.



In addition to these mechanics, we've added a new set of 20 contracts, which are available both in the Campaign and Sandbox modes. These 20 contracts, along with the new gameplay features, comprise 'Phase II', and add another 8 to 12 hours of gameplay on top of the ~10 hours from Phase I. We hope you enjoy them and, if you have any feedback, please don't hesitate to contact us in the forums.



Gameplay Improvements and tweaks

We continue refining the game's mechanics based on the playtesting feedback we receive. Here are some of the improvements and tweaks that are now available in the latest version:
  • Selected modules must be within a maximum distance when setting up space tourism groups.
  • Propulsion modules now suffer a propulsion penalty if they aren't close enough to electricity/cooling modules.
  • Astronauts can now be fired.
  • Stronger dependencies for certain research technologies in the tech tree. For example, 'Storage Level III' now has a dependency on 'Storage Level II'.
  • The acquisition costs of the various Earth Facilities and their Continuous Improvement Programs (CIPs) have been adjusted for a more balanced gameplay experience.




If you're interested in learning about other tweaks and improvements, please check our release notes document: [Public] Space Station Designer - Release Notes

Quality of Live (QoL) improvements

While conducting our own internal testing, we continue finding ways to make the game experience more streamlined and enjoyable. Some of the QoL improvements included in this latest update include:
  • A button to sort out entries in the 'Contracts' screen chronologically, which is useful for finding out which contracts are getting close to their expiry date.
  • A mechanism to display the 'modules information card' of all modules unlocked by a research technology in the tech tree.
  • Important information in the 'active events' screen so that the players can know, for example, the number of months remaining for a given event.
  • A mechanism to assign astronauts to 'groups' via a color palette. The size of the astronaut corps grows considerably throughout Phase II, and being able to assign them to groups significantly reduces the difficulty of managing them.
  • Visual indicators so that the player can see the station's current storage space in the resupply spacecraft payload screen, which aids with planning.
  • Information on which specific objective caused a contract to fail.
  • The ability to pan around and zoom in/out in the research tech tree screen using the WASD/arrow keys and the plus and minus keys, respectively.




Is there a QoL improvement you'd like to see? Let us know in the Steam forums!

Fixes

Lastly, this update includes a series of fixes to issues we came across during playtesting. Some examples include:
  • We addressed some minor glitches in the 'Above and below the LEO station' => 'Earth Facilities' tutorial, so that it's in line with the various changes we've applied to the game mechanics in the previous updates.
  • We identified and resolved a runtime error triggered when attempting to install modules that had collisions during the initial installation phase. This one was also reported via email by a playtester from the Steam forums.
  • We fixed the Campaign mode so that the 'Expansion in LEO' research technology can only be acquired if all the mandatory campaign objectives have been accomplished.
  • We addressed various UI issues in the Earth Facilities screen so that they are capable of dealing with large numeric values.
  • We modified the logic behind the Earth Facilities in order to ensure that they can only execute a CIP for a given module/resupply spacecraft once.
  • We fixed some minor visual glitches in various modules.

We're aiming to make Space Station Designer a bug-free game. If you run into any problems, please get in contact with us so that we can investigate and fix them.



Closing thoughts

This latest update represents another big milestone for us. If you have any questions or feedback about the game, please don’t hesitate to contact us via the forums.

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

Space Station Designer 0.5.30 is now live!

Hello! After another intensive month and a half of work, today we're releasing the latest update of Space Station Designer (version 0.5.30)! As always, it includes a series of improvements, fixes, and additions. Please read on for the highlights and, if you're interested in the full changelog, you can review our live document here: [Public] Space Station Designer - Release Notes.

Return of the Sandbox mode and the new 'Contracts' system

We disabled the Sandbox mode a few updates ago in order to focus on the 'Campaign' mode. In this new update, we're introducing a new 'Contracts' system, which will allow you to accept challenges in a wide range of areas and get rewards for successfully accomplishing them (and suffering penalties when failing to complete them). The Contracts system can be accessed via a new button in the orbital outpost:



This button reveals a screen featuring a list of available contracts. By using the toggle buttons located at the top of the screen you can also review (1) contracts in progress, (2) completed contracts, (3) failed contracts, (4) rejected contracts, and (5) expired contracts.





This new Contracts system is only available in the Sandbox mode and, as of the current version, it features 21 contracts exclusively for phase I. In future updates, we will:

Add a new set of contracts for phases II and III.
Evolve the 'Campaign' mode in such a way that players get yearly funding from the Government during phase I, and then transition into contracts during phases II and III.

New tutorial: 'The Debris Avoidance Maneuver' (DAM)

In the previous update (version 0.5.25) we introduced a completely revamped propulsion system, which included a redesign of the 'Debris Avoidance Maneuver' (DAM). In this new update, we've added a brand new tutorial that covers the mechanics behind the DAM in detail. This tutorial can be accessed from the 'Station Upkeep' category.





QoL improvements, fixes, and balancing

As part of this update, we've made some behind-the-scenes improvements, such as a refactoring of the logging system to improve the game's performance, a wide balancing pass of our database, and some UI/UX improvements to the Earth Facilities screen, which are now a bit less cluttered.









Closing thoughts

That's all for this update. The "Contracts" system represents another large development milestone for us, and we hope you enjoy it! If you have any questions or feedback about Space Station Designer, please don’t hesitate to contact us via the forums.

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

Space Station Designer 0.5.25 is now available!

Hello! After an intensive month and a half of work, today we're releasing the latest update of Space Station Designer (version 0.5.25)! As always, it includes a series of improvements, fixes, and additions. Please read on for the highlights and, if you're interested in the full changelog, you can review our live document here: [Public] Space Station Designer - Release Notes.

New Propulsion Mechanics: 'Orbit Control' and 'Attitude Control'

Up until this version, Space Station Designer featured a relatively simplistic propulsion model, where the only requirement was to install enough propulsion to support the station's mass. As part of version 0.5.25, we're introducing a completely new model that is both more challenging and realistic. This model features two new concepts: 'orbit control' and 'attitude control'.

'Orbit control' is what keeps the station orbiting at the right altitude. It's measured by a percentage value that goes from 0% to over 100%, depending on: (1) the amount of propulsion modules installed, (2) their thrust, (3) their location in the station and the torque they generate, and (4) their alignment to the station's orbit direction. All this information is clearly displayed in the 'Spacecraft Filters' screen:



Failure to attain an 'orbit control' score of 100% will result in the progressive decay of the station's orbit, which will eventually incinerate in the Earth's atmosphere.

'Attitude control' is what keeps the station in the right orientation, which becomes particularly important when it encounters orbital debris and needs to be maneuvered away from danger. The 'attitude control' score depends on several factors, such as (1) the amount of thrusters pods installed, (2) their maximum thrust, and (3) their distance to the station's center of mass.



Don't worry, all these concepts are covered in great detail in the new tutorial "Orbit Control And Attitude Control (Phase I)".



Thrusters relocation

As the station evolves and grows, what used to be an optimal location for a propulsion module or a thruster pod may not longer be the case. To resolve this, we've added a new 'Module Relocation' mechanic, that only works for modules with propulsion capabilities:



Note that each relocation consumes fuel and, thus, it decreases the module's service life, so use it sparingly!

Improvements to the 'Spacecraft Filters' screen

We've added a few nice QoL improvements to the 'Spacecraft Filters' screen, including a draggable panel with key information for each filter type:



Since the information when reviewing propulsion-related stats can become quite overwhelming, there's a mechanism to hide the modules and keep the propulsion data only:





Improvements to the information panel in the module installation screen

The extra information is not limited to the 'Spacecraft Filters' screen. We've also heavily modified the installation panel so that, before you make the installation effective, you can have a clear view on the impact the module will have across all stats:



Revamped Debris Avoidance Maneouvre (DAM)

The mechanics behind the 'Debris Avoidance Maneouvre' (DAM) have been changed accordingly in order to reflect all the newly introduced changes to the propulsion mechanics.



The dialog itself looks relatively similar than in the previous version, but there's been some changes to the rules. More specifically:

  • Individual thrusters can now be throttled from 50% to 120%.
  • The average thrust of all thrusters will determine the number of modules that can potentially be affected by debris during the DAM.
  • Increasing the thrust of each individual thruster will decrease their service life, in order to account for fuel consumption. In addition to this, setting the thrust above 100% introduces a chance of them breaking up after the DAM.
  • The 'attitude control' score determines the chances of those modules potentially affected by debris to effectively suffer damage. This score cannot be changed as part of the DAM, and that's why it's important to keep a healthy 'attitude control' score at all times, as we never know when orbital debris will show up.


As of this version, there's no tutorial for the DAM, but we've added plenty of information via the tooltips.



Closing thoughts

In addition to the changes discussed above, we've included several bug fixes and minor QoL improvements. We hope you enjoy this new version of the game! If you have any questions or feedback, please don’t hesitate to contact us via the forums.

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

Space Station Designer 0.5.20 is now available for playtesting!

Hello! We continue making progress on the development of Space Station Designer, and today we're proud to unveil Space Station Designer v. 0.5.20, which includes a series of improvements and additions. Please read on for the details, and if you're interested in the full changelog, please visit this live document: [Public] Space Station Designer - Release Notes

Acquisition of Research Technologies

From this version onwards, research technologies can only be acquired using research points, and the tech tree has been updated accordingly to reflect this.



We've added a new research module named 'EVA Experiments Research Facility'. This module is included as part of the 'Base Space Station Technology' and, thus, available from the start of the campaign.





The module is available in the 'Free Builder' mode, too.







New Campaign Objectives

The Campaign Objectives we introduced as part of the previous update were very well received. However, we were asked to add more granular objectives during the initial stages of the campaign, so we've reworked the whole diagram and added a series of new early objectives. The end goal is the same, though: "Acquire the 'Expansion in LEO' research technology."



Maintenance and maintenance boost areas of influence

In the previous update we introduced three Maintenance-related research technologies and modules, including 'Intermediate' and 'Advanced' versions of the Airlock module and three new 'Maintenance Workshop' modules. We also introduced two new game mechanics: the 'maintenance area of influence' and the 'maintenance boost area of influence'.

Airlocks provide a mechanism for astronauts to go outside the station and fix failed modules within a certain 'maintenance area of influence' distance. If a module experiences a failure and it's not within the 'maintenance area of influence' provided by a nearby Airlock, astronauts won't be able to repair it, and sadly it will have to be replaced altogether. Because of this, it's advisable to install Airlock modules throughout the station to ensure that nearby modules can be repaired, should they experience a failure.

The 'maintenance area of influence' provided by Airlock modules is now clearly communicated as part of their information card:



In addition to the Airlock modules, we introduced three variants of the 'Maintenance Workshop' modules as part of the previous update. When a module fails, and assuming said module is within the "maintenance area of influence" provided by an Airlock-type module, it will benefit from a greater chance of a successful repair. This information is also clearly communicated in the information card:



Note that modules can be both inside the 'maintenance area of influence' provided by an Airlock and outside the 'maintenance boost area of influence' provided by a Maintenance Workshop. Again, all this information is clearly communicated via the tooltips in the information card:



Cooling and electricity modules proximity

In the previous update we introduced the initial structure for a system that checks the proximity of all modules with nearby electricity and cooling modules. For this update, we've implemented the whole system. This includes tooltips in the information cards:





And the following rules, which will apply to all modules located far from an electricity/cooling module:

  • All modules types, irrespective of what type they are, will be more prone to failure in general.
  • Manufacturing, Research and Industrial R&D modules won’t produce any output.
  • Space Tourism modules cannot be selected when setting up a space tourism group.
  • Modules won't be available when setting up new Commercial Services/Leasing engagements.


Quality of Life (QoL) Improvements

We've also introduced some Quality of Life (QoL) improvements, such as a floating panel that provides information on how the station stats are going to change after installing a new module. For example, in this case we have a station in deficit (caused by not being able to provide enough electricity):



We're going to install a solar panel to bring it out from deficit:



After selecting the target docking port, the game will display the usual dialog that allows changing the module's rotation but, in addition to this, there's now a new panel that informs us that the station will come out of deficit and become operational again:



The same panel will inform us if the station is going to enter deficit, remain in deficit, etc.

In addition to this, we've also added some other small QoL improvement, such as a counter of unread campaign objectives:



Invisible progress

Lastly, we've been hard at work creating a series of tools that allow us to automatically validate the integrity of our strings and constants database. Space Station Designer features hundreds of strings, some of them quite complex, so we spent more than two weeks upgrading the codebase to ensure that all messages are correctly used. This will ensure a better gameplay experience for everyone and less time spent hunting down bugs.

Closing thoughts

We hope you enjoy this new update! If you have any questions or feedback, please don’t hesitate to contact us via the forums.

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

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)