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Starcom: Unknown Space News

Weekly Update: September 20, 2024

On Monday, I promoted Kepler 17334 to default. This addressed a number of minor issues, as well as providing more guidance to most of the outstanding areas where players reported getting stuck, and improving controller support.

This week I've been mostly still been working on improving controller support. Feedback from 17334 players is that it's a big improvement, but there are still a few areas that need work.

Yesterday, I took a break and recorded a dev video in which I talk more about Anomaly creation. If you're interested in a ~8 minute dive into my development process:

[previewyoutube][/previewyoutube]

Until next week!
- Kevin

Kepler 17334 Update

Last week I uploaded Kepler 17334 to the opt-in beta branch. Since then, there have been no reports of significant new issues with the build, so I'm now promoting it to the default branch.

This update adds a number of QoL improvements and minor bug fixes. It also aims to improve two major areas:

First, is improving controller/deck support in menus. It's still not quite to 100%: there are a couple of screens where either a keyboard and mouse are required, or the controller inputs are awkward/unclear.

Second, is to provide better guidance in a few areas where players have been getting stuck. While this is a game of exploration and discovery, players should not find themselves with no clear way to progress the main story line for very long. Any place where this does happen is usually due to players not doing something that I assumed they would do. This is something that happened quite a bit during Early Access, and I gradually whittled those cases down, but there were still a few that persisted into 1.0.

[h3]Kepler 17334 Update Notes:[/h3]
  • Anomaly, character and item sprites are loaded as thumbnails at start, full images as needed. This speeds up application start up and first game load. It also substantially reduces the baseline memory footprint.
  • Refactored Controller/Deck input system
  • Improved controller inputs for many menus, UI screens
  • Allow for rebinding Controller buttons
  • Fixed Map HUD text scaling
  • Show binding conflicts
  • Controller glyphs in menus
  • Controller close dev console with B
  • Fixed Windowed-mode resolution being reset in options
  • Fixed Fog of Exploration preference not being saved
  • Fixed issue with ship max health not being recalculated after design revert (low health percent or even destruction on leaving Celaeno)
  • Finally fixed "negative resource" trade bug
  • Plasma autofire more strongly favors target lock
  • Screenshot composer now uses current color swatch
  • Fix for "screenshot composer" ship data being used in last save
  • Changed artifact analysis sound in response to player complaints on pitch too high
  • Default branch incorrectly logging extra analytics data
  • Incorrect keybindings shown in some tutorial comments
  • Unexplored Flingers display "?" if highlight investigate is enabled
  • Boost brightness difference between explored and unexplored systems
  • Early anomaly infinite Aluminum exploit
  • If player doesn't research anything during the prologue, they will be prompted to return to Celaeno
  • Fix for an anomaly Forboding Planet in Kyrnan space could not be successfully completed if failed the first time.
  • If the Aletheia travels too far from Celaeno, it will automatically be returned to the gateway
  • Missing Diplomat more explicit derelict hint if player missed it
  • More explicit hint if player doesn't purchase the Remnant Spike from the Kyrnan
  • Clarified Nimion Ally mission wording to make it clear there are Kyrnan in other nearby systems
  • If the player misses the Collapsar while exploring the Stalker region, Pirx will say something
  • If the player doesn't enter the Heretic Portal activated by the Pyramid, a crew member will eventually set it as an objective.
  • If the player unlocks, but does not research the Starlance Equation, Dr. Rama will politely remind them
  • Added base Italian, Russian and Ukrainian machine learning translations
  • Missing anomaly name localization in logs
  • Missing Brazilian Portugese icon
  • Numerous typos


I'm continuing to improve controller support and keeping an eye out for additional "stuck" problem areas, so expect additional patches soon.

Thanks for playing Starcom: Unknown Space!

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Weekly Update: September 12, 2024

I'm posting the weekly update a bit earlier than usual (see below).

The main thing I've been working on since launch is an update, currently available on the opt-in unstable branch, that addresses a number of minor QoL issues, plus two bigger areas:

The first is improved controller/deck support, particularly menu navigation. It's getting there, and players have generally said it's much better, but still a few areas that need work.

The second is addressing areas where players have gotten "stuck" with no obvious way to progress. While this is a game of exploration and discovery, in general players should not find themselves with no obvious way to progress the main story for very long. Because of the open-world nature of the game and many different play styles, sometimes players do or don't do things that I didn't anticipate. Sometimes these create situations where the player has no obvious course of action.

Based on the several dozen "stuck" saves I've received, I've identified and addressed about a dozen points where players needed a bit more guidance/direction. The root causes of these mostly fall into 3 categories:

[h2]Informational Goals[/h2]

During Early Access, when players got stuck, I'd add hint nodes to the mission system which would suggest, but not necessarily explicitly spell out, a course of action. And these seemed to overall fix the problem as those missions no longer were reported. Later, I added categories including "high priority actionables" to draw attention to main story critical goals. And this feature partly "unfixed" the previous hints as players learned that core story missions would be highlighted in bright yellow. So I'm going back and either upgrading these goals or adding additional goals to supplement them.

To a lesser extent, it's possible the addition of goal locations has made players assume that the lack of a goal location means there's nothing to do, even when they have only one mission with a yellow objective.

[h2]Uninvestigated Objects[/h2]

I suspect that sometimes players fail to investigate an object that they see, and then later forget that or where they saw it. Early in EA, players would leave planets uninvestigated and not notice the "!" unless they happened to be nearby. So I added the "highlight investigate" toggle to the map, which seems to have addressed this issue. But I've seen a few reports where players have either found flingers but never traversed them, or seen stars, but never flew over to see their planets.

Stars with undiscovered planets "glow" brighter on the map than stars whose systems have been explored. I'm pretty sure this has reduced cases of the latter, but as the map has gotten more crowded, there's possibly more of a chance of players missing them, so I've dimmed explored star systems a bit more.

I'm changing Flinger map behavior so "highlight investigate" will prominently mark any unexplored flingers with a "?" icon.

[h2]Newer Content[/h2]

This mainly applies to one particular late game mission Strange Matter that was one of the last pieces of content added and no player happened to have reported this issue by launch: if the player discovers the Collapsar region, but never gets close enough to the nearby Nebula to have the crew prompt a course of action.

[h2]Opt-in Beta[/h2]
There is now a new build on the opt-in branch with these and other fixes. Hopefully some brave commanders will venture into this build so that future explorers will have a smoother path forward. See the note on save compatibility.

[h3]Kepler 17334 Notes:[/h3]
  • Anomaly, character and item sprites are loaded as thumbnails at start, full images as needed. This speeds up application start up and first game load. It also substantially reduces the baseline memory footprint.
  • Refactored Controller/Deck input system
  • Improved controller inputs for many menus, UI screens
  • Allow for rebinding Controller buttons
  • Fixed Map HUD text scaling
  • Show binding conflicts
  • Controller glyphs in menus
  • Controller close dev console with B
  • Fixed Windowed-mode resolution being reset in options
  • Fixed Fog of Exploration preference not being saved
  • Fixed issue with ship max health not being recalculated after design revert (low health percent or even destruction on leaving Celaeno)
  • Finally fixed "negative resource" trade bug
  • Plasma autofire more strongly favors target lock
  • Screenshot composer now uses current color swatch
  • Fix for "screenshot composer" ship data being used in last save
  • Changed artifact analysis sound in response to player complaints on pitch too high
  • Default branch incorrectly logging extra analytics data
  • Incorrect keybindings shown in some tutorial comments
  • Unexplored Flingers display "?" if highlight investigate is enabled
  • Boost brightness difference between explored and unexplored systems
  • Early anomaly infinite Aluminum exploit
  • If player doesn't research anything during the prologue, they will be prompted to return to Celaeno
  • Fix for an anomaly Foreboding Planet in Kyrnan space could not be successfully completed if failed the first time.
  • If the Aletheia travels too far from Celaeno, it will automatically be returned to the gateway
  • Missing Diplomat more explicit derelict hint if player missed it
  • More explicit hint if player doesn't purchase the Remnant Spike from the Kyrnan
  • Clarified Nimion Ally mission wording to make it clear there are Kyrnan in other nearby systems
  • If the player misses the Collapsar while exploring the Stalker region, Pirx will say something
  • If the player doesn't enter the Heretic Portal activated by the Pyramid, a crew member will eventually set it as an objective.
  • If the player unlocks, but does not research the Starlance Equation, Dr. Rama will politely remind them
  • Added base Italian, Russian and Ukrainian machine learning translations
  • Missing anomaly name localization in logs
  • Missing Brazilian Portuguese icon
  • Numerous typos

Finally, and sadly, a good friend passed away unexpectedly this week. I will be traveling Friday and Saturday for the funeral and will not be able to respond to players during that time. Thanks for your understanding and thanks for playing.

Until next week,
Kevin

Weekly Update: September 6, 2024

Obviously the big news this week was the official graduation of Starcom: Unknown Space to 1.0. The Release Candidate had been very well tested by Early Access players in the two weeks leading up to launch, so I wasn't too worried about new players finding huge bugs. But there's a lot of uncertainty and stress around pushing the Release button.

This time, I had a mini panic attack at 1:05 pm when it was time to go and the Steam backend reported that there was a problem. Apparently it decided that there was a conflict between the game's original launch date discount from December 2022 and the Space Exploration Fest discount. Fortunately, clearing the original discount fixed the problem and I was good to go.

With so many new players, there are inevitably new issues discovered, but generally they have been either rare issues that I was aware of, or minor issues that don't require urgent fixes. Overall, I'd say the launch has gone very well, exceeding my expectations.

During Early Access I was able to respond individually to almost every player in the discussion forums, and I'm sorry that hasn't been possible with the 1.0 launch. I'm still trying to spend an hour or two every day reading player comments and responding when I have time: I do appreciate players taking the time to provide feedback and suggestions. Also, a big thank you to the Early Access players who have helped answer new players' questions. And thanks for the words of encouragement, they really do boost my energy and motivation.

Besides everything surrounding launch, this week I've been working on an update mainly focused on improving controller / Deck support. See this thread for details. There's an opt-in beta associated with it that improves controller support (as well as some other minor fixes). I think it's moving in the right direction, but needs some more work in some of the UI areas.

For the next week or two I plan to continue improving controller / deck support and adding minor QoL enhancements. Then I'll take a look and see what bigger tasks I'd like to tackle.

Until next week, thanks again!
- Kevin