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Generationship News

Supply Ship Update

[p]We’ve completely overhauled the SupplyShip: handling is tighter, stages are fully integrated, and Crew Capsules now manage oxygen and food just like on the main ship. Low-altitude operations are more stable than ever thanks to the new Surface Mode, while the polished time and astronomical systems make every mission precise and reliable.[/p][hr][/hr][h2]The New Supply Ship[/h2][p]The SupplyShip handling has been completely overhauled. Ships now require an integrated Crew Capsule, which consumes oxygen and food after launch—just like on the main ship. This lays the foundation for future mission updates.[/p][p]Players can now purchase and manage stages, and the ship handles them automatically when needed.[/p][p][/p][hr][/hr][h2]Stages[/h2][p]Stages are fully integrated and automatically triggered during ascent or orbital adjustments. Each stage can include tanks, thrusters, and separators, allowing modular ship design.[/p][p]The “Enable at Stage” system lets components activate automatically at a specific stage.[/p][p]To make mission planning transparent, each stage now displays DeltaV calculations, showing exactly how much maneuvering capability is available. Players can plan precise missions and see the impact of each stage clearly.[/p][p][/p][hr][/hr][h2]Surface Mode[/h2][p]A new Surface Mode improves low-altitude flight and landing stability. Takeoffs, landings, and close-to-surface maneuvers are now precise, preparing the game for future atmospheric gameplay.[/p][p][/p][hr][/hr][h2]Time System & Astronomics[/h2][p]The time system has been polished and fully synchronized with the astronomical simulation. Fuel consumption is now accurate even at high speeds or accelerated simulation rates.[/p][p]Astronomics can trigger events in the task system, and players can now see which system is currently affecting game time. This makes long missions more predictable and reliable.[/p][hr][/hr][h2]Credits Over Time[/h2][p]The player now receives credits over time, providing a clearer feedback loop for ongoing operations. In future updates, credits will also be affected by events and resource trading (e.g., mining Helium3 on the Moon to sell back to Earth).[/p][p][/p][hr][/hr][h2]UI Improvements[/h2][p]The interface has been restructured for clarity and usability:[/p]
  • [p]Vessel Selection now has tabs and a more organized layout.[/p]
  • [p]Resource panels support AutoBuy/Sell, with animated panels showing credit changes clearly.[/p][p][/p]
  • [p]Navigation planning uses a consistent style across all screens.[/p]
[hr][/hr][h2]Internal Improvements & Visuals[/h2]
  • [p]Planets now feature dynamic surfaces, adjusting curvature based on distance, so SupplyShips always appear correctly positioned.[/p]
  • [p]Mass and thrust calculations are now relative to parent objects, allowing docked thrusters to contribute to the ship’s overall thrust.[/p][p][/p]
[hr][/hr][p][/p]
Want to see more?
[p]I also post the progress and more pictures to our Discord:[/p][p][/p][p][/p][p][/p][p]And don't forget to wishlist and follow us to keep up to date.[/p][p][dynamiclink][/dynamiclink][/p]

Navigation Update

[p]It’s been a while – the last three months have been quiet in terms of updates. But behind the scenes, we’ve been working on a major feature: Your ships can now move. Really move.[/p][p]In the previous version of Generation Ship, you could build your ship and configure it – but it remained locked in a static orbit. That has changed. Dramatically.[/p][hr][/hr][h3]🚀 Realistic Spaceflight – Built on Orbital Mechanics[/h3][p]There is now a complete new navigation system, using real orbital physics. Planets and moons now move along proper trajectories. Your ship isn't just a visual object in space – it's a physical entity obeying gravity, inertia, and thrust.[/p][p][/p][p]Placement of engines, mass distribution, and the center of mass (COM) all matter. Ships with unbalanced designs may spin, drift, or behave unpredictably — just like in real spaceflight.[/p][hr][/hr][h3]🔧 Engines, Gimbals & Thrust Balancing[/h3][p]Each thruster now applies real directional force, and most engines support an adjustable gimbal for steering.[/p][p][/p][p]To help stabilize things, we’ve introduced an automated thrust balancing system that adjusts outputs across all engines to maintain control, even in asymmetrical designs.[/p][p]The UI now includes a directional control overview, letting you see at a glance how maneuverable your ship is in each axis — ideal for debugging tricky ship layouts.[/p][p][/p][hr][/hr][h3]🕹️ Keyboard Control & NavBall Flight Interface[/h3][p]You can now pilot your ship directly using keyboard input. To support orientation and spatial awareness, we’ve added a full NavBall UI – showing orientation relative to prograde, retrograde, normal vectors and more.[/p][p][/p][p]A simple autopilot is also included: stabilize your orientation, point toward targets, or align with maneuver vectors – all at the push of a button.[/p][hr][/hr][h3]🌌 New Star Map & Maneuver Planning[/h3][p]The new star map lets you visualize planetary orbits, moon paths, and your own trajectory in real time. [/p][p]You can set maneuver nodes directly on your orbit – tweaking speed and angle to reach your goals.[/p][p][/p][p]Need help? An early maneuver planner can automatically calculate common tasks: orbit changes, lunar transfers, and more.[/p][p]In the future, these plans will be handled by your crew, with planning time and skill factors. But for now — it’s fully interactive.[/p][hr][/hr][h3]🛰️ Multiple Ships, Autonomous Flight, and Docking[/h3][p]You can now switch between multiple ships, like your supply vessels and support craft. Each ship can be manually piloted or assigned to an autopilot – letting your crew perform planned burns, execute maneuvers, and approach rendezvous targets.[/p][p]The rendezvous system is also in development:[/p]
  • [p]Ships can target other vessels[/p]
  • [p]Autopilots execute approach maneuvers[/p]
  • [p]The Docking Mode on the NavBall enables precision alignment[/p]
  • [p]A “Hold Position” mode allows ships to stay in place near their target[/p]
[p][/p][hr][/hr][h3]🎥 Work-in-Progress Video[/h3][p]Want to see all of this in action?
We’ve put together a short work-in-progress video showing the new navigation systems, maneuver planning, and autopilot behavior in-game.[/p][p]Note that that's not the final version of the video and a lot of warnings were still shown up. But it should give you a solid impression of how things are coming together![/p][previewyoutube][/previewyoutube][p]Let us know what you think — and what you’d like to see next![/p][hr][/hr][h3]🧪 What’s Next – From Systems to Simulation[/h3][p]The core navigation systems are now in place and working well.
I’m currently focused on polishing performance and stability, making sure everything feels smooth, consistent, and reliable in real gameplay.[/p][p]Once that’s done, the update will be opened up to all current playtesters.[/p][p]After that, the next step is deeper integration into the main gameplay: Autopilot tasks and maneuver planning won’t just happen instantly — instead, they’ll be handled by your crew. You’ll be able to give high-level orders like:[/p]
[p]"Send the shuttle to the outpost,"
and the crew will take care of the trajectory, planning, flight, and docking.[/p]
[p]This system will also apply to supply ships, which will initially be managed by ground control. Later, your onboard crew will handle them autonomously as well.[/p][p]We’re also exploring new gameplay layers, like sensor-based navigation, crew roles for flight control, and dedicated consoles or interior items for planning and piloting. These would take over some of the current autopilot functions — though you’ll always be able to fly manually if you prefer.[/p][p]These changes also mean that moon missions and supply transfers will become location-aware:
Your main ship’s position matters. Later in the game, you’ll be able to move into lunar orbit, reducing fuel needs and shortening travel times — making orbit management a real strategic choice.[/p][hr][/hr]
Want to see more?
[p]I also post the progress and more pictures to our Discord: [/p][p] [/p][p]And don't forget to wishlist and follow us to keep up to date.[/p][p][dynamiclink][/dynamiclink][/p]

Update 0.100 Radiation

We reached version 0.100!
A long journey lies behind us, and the game keeps improving. In this iteration, radiation was added as a new gameplay element.

Radiation


As always, I aimed to use scientifically accurate values.
Radiation in space comes mainly from solar activity and cosmic rays.
While in Earth's orbit, you're still partially protected by the planet's magnetic field—but that protection is much weaker than on the surface. Once the ship leaves orbit, radiation becomes a much greater threat.



Radiation Dose


Radiation is now measured as a dose per crew member.
Higher doses reduce walking and working speed. Very high doses damage health and can eventually lead to death.
You'll need to carefully manage exposure to keep your crew safe.



Protection – Steel


There are now different ways to improve radiation protection.
One of them is the ship's hull. A second room type is now available, using more resources but offering better passive shielding through improved construction.
To support this, the Room Editor received a major overhaul.



Protection – Water


Rooms can now include water storage in the hull, providing additional passive shielding.
You can install a Water Pump to fill or empty the hull space with water.
Water is a highly effective material for blocking space radiation and adds another layer of defense.



Protection – Magnetic Fields


As a high-tech solution, you can build a Magnetic Field Generator.
It consumes a lot of energy but provides powerful protection, especially useful during critical radiation events.



Sun Eruption


The regular radiation level in space is manageable, but there are also solar events that pose serious risks.
These include solar flares and Coronal Mass Ejections (CMEs)—massive bursts of radiation released by the sun.
Minor events may only cause discomfort or minor slowdowns, but larger eruptions can be deadly without strong protection.
Planning ahead and using the right shielding methods will be crucial for survival.



Want to see more?

I also post the progress and more pictures to our Discord:



And don't forget to wishlist and follow us to keep up to date.

https://store.steampowered.com/app/1638030/Generation_Ship/

Update 0.99 Events and Sound

After a longer break without updates, we're back! The reason: a big move back to Germany. Everything is now up and running again, and development has continued. The main focus of this update: events – dynamic situations that affect gameplay in interesting ways.

Big Event


Events now occur randomly over time and can include multiple effects at once. For example, supply routes from Earth might get disrupted: storage can be reduced, production priorities may shift, or certain resources may temporarily increase in cost. Think of a steel factory back on Earth breaking down – suddenly, your ship has to adapt.



Improved Person Skills


Crew skills are now more flexible and evolve with your progress. Early in the game, new crew members don’t demand much in terms of living conditions. As you achieve major objectives, better-trained crew will arrive. Some events can also lead to better—or worse—personnel joining your mission.



Item Slot Boxes


To improve clarity, there are now dedicated boxes for item slot resources. These can be crafted at the workbenches and help keep things organized.



Temporary Item Slots


Based on tester feedback, item slots for crew have received several improvements. Oxygen masks are now only used when really needed. Rescue crew can also place masks on unconscious team members, allowing for more realistic and life-saving behavior.



Sound


A major new system: sound! This update introduces new audio systems that bring the world to life, with sounds for both crew and interior items. It adds atmosphere and makes your ship feel more alive.

Bad Air Alert


The lighting system has been reworked and now allows for more flexible color control. Rooms with toxic air will now pulse with an orange warning light. On top of that, an alert sound will play in each affected room, prompting the crew to equip their oxygen masks in time.



Smaller Things


Beyond the big features, the loading system has been optimized for larger save games, and many small fixes and adjustments have been made under the hood.

Want to see more?

I also post the progress and more pictures to our Discord:



And don't forget to wishlist and follow us to keep up to date.

https://store.steampowered.com/app/1638030/Generation_Ship/

Update 0.98 Room Levels

This update brings added depth to crew quarters, significant performance optimizations, and substantial gameplay enhancements.


Residence Mood

Crew members now have expectations regarding their accommodations, with room requirements based on skill levels. High-skilled workers need higher room levels, and their mood is influenced by the room's setup and the presence of liked or disliked items in their quarters.




Room Level

Room levels now range from 1 to 5 stars, determined by the room’s appearance, available space, and the number of residents.




Appearance

A new "Appearance" value reflects the room’s aesthetic quality. Many items can positively or negatively impact this value, with some decor items designed solely for visual appeal. A new system lets textures and models be switched, paving the way for future additions.



Sculptures and plants have also been introduced.



Cleanliness


Room cleanliness now degrades with occupancy, impacted further by certain items or hazards like fire. This is visually represented by accumulating dirt in the room.



Everyone on board can now help clean, adding another task to the ship's duties.



Currently, cleanliness only affects visuals, but it will later impact the risk of illness, especially during eating or drinking.


Efficiency improvements

Crew members can now boost item efficiency as a new task. Each workable item has an efficiency value that can be improved based on skill requirements; for example, enhancing a greenhouse’s efficiency requires biology skills.



Thought Bubbles

To help players understand work delays and crew issues, thought bubbles now appear briefly above crew members. These bubbles indicate why tasks are interrupted or why a crew member may be slow due to low mood or skills.



No more InteriorItemBoxes

A major change: interior item boxes are now removed. After positive playtest feedback, items are now constructed directly at their placement instead of at the workbench, reducing storage needs and simplifying gameplay.

Performance

Finally, performance received a major boost. With many new tasks added for cleaning and efficiency, task load on larger ships was high. By minimizing recalculations and introducing a more efficient pathfinding algorithm with pre-calculations, path checking is now faster and more precise. On larger ships, speed increased dramatically from around 3 minutes per second to nearly 3 hours per second.


Want to see more?

I also post the progress and more pictures to our Discord:



And don't forget to wishlist and follow us to keep up to date.

https://store.steampowered.com/app/1638030/Generation_Ship/