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Generationship News

Update 0.95 Person Groups

The main part of this iteration focuses on person groups, making it easier to manage large numbers of people and introducing new features to control their behavior.

Person Groups


Each person can now be assigned to a specific group, which you can define yourself. Group members share the same uniform color, which you can customize. You can also adjust the slots assigned to group members.



Configure groups using drag-and-drop in the group editor, the person selection panel, or when hiring them.



The Person Overview has been updated to display group statuses clearly.



Work Priorities


New work priorities allow you to prioritize specific tasks, such as maintenance or transport, within the ship.

Day Schedule


Groups now have customizable day schedules, letting you configure when they work, sleep, or eat. This will be more useful with upcoming social needs, allowing people to eat together and form friendships.



Create shifts for groups, ensuring continuous coverage for tasks like firefighting, maintenance, or crafting.

Day Night


The day-night cycle, which enhances visual appeal and gameplay, can be adjusted in the group setup.



Placement Improvements


In playtests, players often had trouble placing interior items that require walls. Now, these items automatically rotate toward the required walls and snap into the correct position. Additionally, the drag logic for items has been improved, making it easier to place larger objects.



There's also a new preview for doors when placing rooms, helping you see the requirements more clearly.



Configurable Resource Overview


The Resource Overview in the lower-left corner can be customized to meet user needs, with a useful preset available at the start.



Changeable Interior Item Colors


You can now change the colors of interior items like tables and beds. The bed color matches the uniform color for easy identification.



Smaller Changes


Other updates include a Steam login button for new players and improvements to the crafting and storage UI for better clarity and ease of use.



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 0.94 Performance

The goal for this iteration was to make the game more stable, playtesting and improving the gameplay with that feedback. It also got a big performance increase in this iteration with three big changes in the simulation.


New Storage Behavior

The logic of storages have been changed, so you have even more possibilities to connect them together. The Problems have been also polished, so it should be more clear why they are not working.

New Pathfinding

Besides many playtests and bugfixes, there was a big performance increase this iteration. One part was to reorganize the pathfinding algorithm, to have more reusable caches and better paths through big ships.



Person automation

The other optimization was the person metrics, so what the persons will do automatically. This is now also shown in the UI, including a detailed calculation, so it should be easier to see why the crew is doing what they are doing.



Preconfigure

There was an internal change of the construction resources, which makes it now possible to preconfigure everything for interior items that are still in construction.



Priorities

The priorities got split up into several different ones. They are now separate for construction, maintenance, transport and work, to make it more clear and easier to prioritize them.



Crafting Drag and Drop

The crafting queue is now easier to change, I added a drag drop here including the possibility to replace the current one and throw it away.



Easy Mode

There is now also an easy game mode, without fire, less metabolism of the persons, cheaper and more things to buy from earth and other factors that makes it easier for the player.



New Tutorial

After some playtest i found that there is a new Tutorial concept needed. The In Game tutorial could not fulfill the requirements and players get lost. The new Tutorial is separate from the regular game now and contains different aspects of the game. This makes it also easier to redo parts of the tutorial later on when having problems.




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 0.93 Polish

Hello Space builders!

In this iteration, our primary goal was to polish everything to get ready for a demo. There were good weekly testers from discord, finding a lot of things and bringing the game forward.

Ore

There are now ore resource types like Sand, Iron ore and Copper ore that can be mined the moon, including complete new Recipes for the Smelting and Chemistry table, another step to get independent from earth.



Garbage

The holding of recipes has also changed a lot and is now more clear. It includes the internal handling and the ui. As a result of this, there are now garbage bags that are created when some recipes get canceled. Later I plan to add some better garbage handling to be able to recycle these, for now, you have to throw it away.



Visualize Resources

To make it easier to see what the crafting Workbenches are doing, and what is needed there, there are now the needed and produced resources shown, depending on the chosen Recipe.



Automatic Batteries

The Batteries are now fully automated and change between charge and uncharge, depending on the ship's energy.



Presetup

Due to some bigger refactorings, it’s now possible to set up the interior item before its done. Including setting recipe, creating connections to storages and setup the crafting queue.



Testing and Bug Fixes

The biggest part of this long iteration was bug fixes and smaller improvements. We got very good weekly testers last month to build huge ships and found a lot of potential improvements that are going to the game.
In total they played over 500h and built ships for up to 150 persons.
In total the last iteration contained 28 minor releases with around 190 fixes, 30 addings and 130 improvements.

Other improvements

There are a lot of improvements, like a ctrl+F menu to find items or persons, Colorizing borders depending on the state, more clear task handling and pi menu



There is also new ResourceContainer Overlays and a complete new structured Tutorial, to make the start of the game easier for new players.

Also a new starting ship, Recipe Configuration tool and a better Reporting tool has been created in that time, to prepare for a larger group of testers.

Other changes

This time I will not add this huge amount of changes, but you are free to review it in discord or in the games main menu. I also created a tool to generate dif changelogs for further patch update news of the steam's default branch.

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 0.91 Achievements

Hello Space builders!

In this iteration there was a focus on the achievements. Also two new interior items found their way in the game. Sadly i was sick most of the December, so not so much progress as usual.


Updated Achievements

We've given the achievements system a makeover! There are now 18 achievements for you to unlock, and we have more in the pipeline. Dive in and start earning those achievements!



Battery

In our latest update, we've revamped the power system. Introducing batteries, your reliable backup for storing energy in case of emergencies.



Emergency Cabinet

To have an easy access to the fireextinguisher and oxygen masks, i added an emergency cabinet interior item. It will be placed directly on walls, so it can be placed without much space usage.



Interior Item Overlay

For quick access to fire extinguishers and oxygen masks, we've introduced a new emergency cabinet interior item. Mount it directly on walls for easy placement without taking up much space. Safety first!



Full ChangeLog
Fixes
  • Mitigation of Empty-Container
  • Removed Warning when arriving at a waypoint
  • Delta Values for GaugeElements more resistent to low delta values
  • Fixed showing wrong Recipe in Pimenu selected when no recipe is set
  • Performance Improvement, due to not needed UI Check. Heavy impact on the Craft Queue Popup
  • Fixed emptying a shelf not let person drop it to the same shelf again.
  • Fixed Warning when a room got finished at updating the Thermal effect
  • Fixed warning for Quality related Input Resources in special cases
  • Fixed error when placing Shuttlebay in a not finished room
  • Delta Values in History could be wrong.
  • Fixed Blueprints shown multiple times in BuildMenu
  • Another special case where persons fill/empty in the same storage
  • Endless Simulation update in special cases
  • Exception when PluginManager used too early in MainMenu for License details
  • Chart Element of Activity Process was not updated correct
  • Prevent line break in efficiency calculation result
  • Person was not filling a construction site in a special situation
  • Fixed missing serialize of one enity, that might lead to errors on loading in special cases
  • Hide Developer some data for non developers in interior items
  • background for sendToDeveloper in Translate Element
  • Another endless simulation loop
  • Fixing rare history problem
  • Animation Position for Construction and maintain of Bed
  • Construction bar was not updating well
  • Fixed Deserializing when the new capacity is smaller
  • Rare bug on special timing when power is empty
  • Make time more precice to prevent endless loops
  • Fixed Warning when loading game with some special cases
  • Keep Special Event Popup closed
  • ResourceBox Position was not updated in special cases
  • Fixed warning with Timewarps in special cases
  • After placing doors the room was not updated
  • Update the Transport Tasks when the player change the reserved Items
  • Wrong Mood effects on persons after loading a game
  • Endless updates in special situation with person needs
  • Dismantle or abort Room
  • Exception in PersonOverview when a person died
  • Persons perfere now storages instead of close to empty interior items in special cases
  • Warnings for unfinished interior items in unfinished rooms
  • Layout of Special Event Panels were not set to problem or warning.
  • Player command not working anymore with person
  • Rare situation where person was stuck in an activity
  • Duplicate UnitSymbol for Skills in Tooltip of Supply Popup
  • First Person camera did not allow walking through doors
  • Slot items visible when person overview is hidden.
  • Updated Storage Values when they are changing live in UI
  • Wrong shown storage count in special cases
  • wrong no energy problem at hygieneArea
  • Problems for construction places were not readded when the resource got unavailable.
  • Fixed can't put resources to storage in special cases
  • Fixed PiMenu Sound for group selection
  • Fixed very long Crafting Duration timewarps were around 3s wrong
  • Fixed where Doors in interior p lacing were not moving on bad positions.
  • Prevent Doors could be droped over special interior items.
  • Layout of Task Icon at special case with problem and assigned person
  • Dismantle priority was dynamic when changing the priority while in dismantle mode
  • An exception at license the widget
  • Door update wrong when autoplacing doors
  • Some rooms got too the wrong state in some special cases
  • Icon of newly created Blueprints were not updated in BuildMenu when the async generating is finished
  • Wrong ProgressData was shown for constructions in waiting for resoruce state
  • Fixed Some I18nLabels were not linking to the correct TranslatorElement
  • Fixed some Lipsyncs were out of date
  • Translate Element: Not updated content when the list was filtered
  • ForceLive was not done in a special case
  • Timewarp not Stopped when unloading Dock
  • Some not wanted Transport Priorities are fixed
  • Showing Empty box in special cases where it should not be
  • Fixed situation when cheating it could happen that the person had unwanted empty resourcetype in a slot
  • Idle Persons not using not available area
  • Exceptions when deleting the last savegame
  • Fixed error on HistoryGraph without data
  • Fixed Bad sorting of resource recipes e.g. for generator
  • Markers of GaugePanels were not updated in the first rendered Frame when they are shown
Added
  • More Achievements: Bad AI, Firefighter
  • Achievement Popup in Mainmenu and store to see the reached Achievements
  • New Achievement System
  • Make Storage Configurable while in construction state
  • Interior Item Overlays for all Items
  • EmergencyCabinet that stores O2 and CO2 for o2mask and FireExtinguishers
  • Added Battery
  • Cheat resources with mousebuttons (where it works also with mousewheel)
  • Readded Auto-Focus TextBoxes after found a workaround for the unity bug
  • Added Environmental Effects and Factors to the Interior Item Preview
  • Delta History for all ResourceTypes
  • Rightclick on the PersonOverview zooms to the Person
  • Readded Recipes in the Interior Item Popup so its visible what they can do.
  • RightClick on a Report SaveGame now opens the json in a text editor for debugging)
  • Support for Images inside of Translated Text
  • Added Repeat Queues e.g. for Crafting
  • Added Change Recipe in PiMenu
  • Restriction of some Interior Items
  • WorldElement for Crafting interior Items showing the current crafting item and state
  • PiMenu for UnderConstruction for Rooms
  • Readded the Connections also for other interior items.
  • Added Overlay for Electric Energy
  • Priority changes on PiMenu
  • Added Tooltips for PiMenu
  • Change Door State via PiMenu
  • Added Customize to Person PiMenu, opening the dialoge for unitform change
  • Added Open Supply Popup to PiMenu of DockingPort
  • Added PlayerTask for PrimaryObjectives
  • More Direct Help in special events
  • Added Help for Fire and added it to the Nitrogen Help button
  • Click sound when hopening PrimaryObjective
  • Rightclick on the Recipe Queue priorize the item
  • Added Amount of Available Interior Items to the Interior item Build Menu.
  • Added first Difficulty setup to prepare for easy and hard mode
  • Primary Objective Popup
  • Make Intro and Tutorial skippable
  • New Game Dialoge
  • Focus a room is now related to the room size
  • Added Person Slot Icons to the Person Overview Element (lower right)
  • FullScreenMode Option is translated
  • Contextmenu for Interior Items, using the PiMenu
  • Added Double Confirm button for Pi Menu
  • Cheat for Instant destroy an Interior Item (Ctrl when clicking the button)
  • SupplyShip overview got a panel with the current Cargo for easier identify
  • Created custom search field and used it everywhere
  • Added Fancy Tooltips with headline separation
  • Cheating input resources with shift ctrl interior place
  • Changable Recipies for interior items
  • Scrollbars to blueprint list
  • Ask for automaticaly adding door, when a room is placed at another room without a door.
Improved
  • Rules System is able to work on better on multiple Threads
  • Added Help for Residence and Workplace and removed old choosing method.
  • Added Help for StorageManagement and added Images to other Help Texts
  • Move Consultant Picture towards the Target that is highlighted
  • More obvious highlighting for the help highlight elements
  • Improved UI to highlight the effective calculation steps.
  • Separated the HeatEnergy from the Temperature in the ship section, to make it more clear.
  • Using now a I18n Patch to update players translation changes much easier.
  • OptionsPanel is less transparent to read easier.
  • Checking assigned Person of containerTasks and fix it if needed.
  • Use TaskPriority also for Choosing what interior item should be enabled/disabled in case of power cut.
  • Rounding problems with very low values.
  • Prevent filling Storages with very little amount of resources of interior items
  • Only fire HighHumidity Special Event once the limit is hit
  • Old PrimaryObjective Playertasks are removed when done
  • Improved SpecialEvent HighHumidity adding more Details and how to solve it.
  • If a person idles after send to a place by the player, it will first stay on its position and not walking away.
  • License Overview in Options
  • Improved Under Construction UI
  • After Dropping a new Room, the InteriorItem Menu is opening
  • SideMenu auto closes in situations when its not needed anymore.
  • Improved SideMenu Overlay Panel
  • Aligned Camera Buttons to a single chooser button and added First person and Free Camera to it
  • Store last used Tutorial and intro settings of NewGame Setup
  • Updated and reduced the tutorial to a minimum. Interactive help will be added soon to cover the rest.
  • Sorting in Person Selection Panel is now aligned with the rest of the UI
  • Improved PiMenu interaction
  • Better Layout of Lists
  • Interior editing now shows blocker areas in space from other rooms
  • New Design for Bexed Value Label
  • SupplyPopup Resource Table now supports leftclick to add and rightclick to remove (including the modifiers)
  • Implemented Maximum amount Resupply with delta to Supply)
  • Make WorldUIElement for Interior Item preview Scalable to the camera distance.
  • Timewarp behavior switching between speed and timewarps
  • RecipeChooser now using Table layout with categories and filters
  • Changed Blocking Graphics to a nicer one
  • Show the location of existing blueprints and set this by default if choosen.
  • Translator updates now the language files for easier changing the file by hand
  • Add interior Items now can switch rooms to drop.
Balancing
  • Setup some recipes to use duration instead of normal throughput.
  • Efficiency on low mood is now 0.5-1
  • Fixed Crafting Duration of Shuttlebay way too fast
  • More Resources from Missions
  • Supply from Earth now can now be setup in difficulty level
  • Perons can now carry half a box per transport, independent from the weight



We hope you enjoy these new features and improvements. As always, your feedback is invaluable in shaping the game's development. Stay tuned for more updates, and thank you for your continued support!

If you encounter any issues or have questions, please don't hesitate to reach out to us. Together, we'll make this game even better!

Want to see more?

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

Weekly Tester


We also have another announcement to make. We start soon with a weekly tester events. To attend, just join our Discord and get the weekly-tester role to get notified when it starts.



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

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

Summary 2023

Hello everyone, let me give you a short update on what happened this year and what you can expect for next year.

January - New Supply and Center of Mass

Revamping the dock and supply ship gameplay marked the beginning of the year. Supply ships gained independence from docks, a new Docking Port Interior Item was introduced, and Mass Balancers became interior items. Another addition was an interior mass balancer for early artificial gravity initiation.




February - New Shuttlebay and Overlays

I worked more on the Overlays, showing a Center of Mass overlay and more advanced overlays when hovering over a resource container, showing routes and more to make it easier to understand what's going on and why it might not work. I also converted the door to an interior item, which again brings a complete new game experience and makes rooms more updatable. The new Advanced Missions including a new Shuttlebay interior item are also finished.



March - Person Improvement

People have improved a lot in March. I improved the complete clothing and generation system and added more clothes and other looks. The Path system now uses more direct ways. Also nationalities have been added with more random names of the persons. Beside that a new History System has been added, so you can now analyze the resource creation, productivity and the Person Activities.



April - Under the hood

In this Month, there were not many new things, but under the hood happened a huge Unity Update and many bug fixes belong to that. It also got a huge fps improvement, by moving the mesh-cutter logic from the px based shader to a once calculated mesh cutting. Besides that many small ui and gameplay improvements. Big steps forward to the first beta test.

May - Air Systems

The Air Systems got a big overhole. Everything related to that has been improved, starting from gaugeelements, markers and more. Also the doors can now be just closed, so people can walk through. Rest of the Month was bug fixes and Polishings, to get the Game ready for the planned Beta phase.



June - Thermal Control

I finished the last 3D Model updates and added one of the last main features: Thermal Control. It’s a two step process, to get rid of the heat. Besides that i could finish most of the usability features, to improve the player experience.



July - Infrastructure

This month I was on vacation, so not so much happened related to the game itself. The main focus this month was on infrastructure topics. A better release process, reportings and make the server running on several servers, so it's more reliable.

August - Prepare for Playtest

I prepared for a larger beta phase and a demo phase. I also worked on some rare bugs and worked a lot on the Marketing, including a new Logo and preparations for a Trailer.

September - Fire

I created a new Trailer and also added Fire as one of the last bigger Features for the Simulation. The UI also gets a design that looks more scifi.



Oktober - Person Polish

This month was just a polishing month, adding uniforms for people, visualizing the slots and bringing the UI to the next level. At the end of the month the transportation system got a new logic.



November - Environment

In November the room types were removed, to make the game smoother to play experience. Instead of that, the planned environment feature was added, so interior items interfere with each other and make e.g. noise in the room. It also brings a new Storage system, that is easier to understand for new players.



December - Polishing

In December I was sick most of the time and could not work so much, so just some polishing was done there, no big topics.



Here a picture from one of my playtests.


Plan for next Year

[h2]Beta Test and Demo[/h2]
At the start of the year i plan to make a bigger public beta test. There will be a weekly tester event in Discord to get the last bugs out of the core systems.

[h2]Roadmap[/h2]
The main part of the game is done and working fine so far. If you already have access to the playtest of the game, I would be happy for your comments on the changes.
I plan to add more story related events, more achievements. Navigation systems and work more on the persons are planned too.





Wishlist

If you haven't done it yet, please wishlist and follow to keep up to date :)

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