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Dear Earthlings! [/p][p]It’s time for a new dev diary! This one should be especially fun to read, because I’ll be sharing plenty of screenshots showcasing upcoming features.[/p][p]On a personal note, things with my family and the new baby are going well, and I’ve finally been able to carve out some time to work on the game again. As you’ll see, that time has paid off, I’ve made some real progress that I’m excited to show you.[/p][p]So, without any further delay, let’s dive in. I hope you enjoy what’s coming up as much as I enjoyed working on it![/p][p][/p][p]
Skill Tree
I’ve implemented the skill trees! Players can now improve three key characteristics of their character: Personality, Stealth, and Physique.[/p]
- [p]Personality focuses on interactions with crew members and NPCs.[/p]
- [p]Stealth is all about sneaking and avoiding detection.[/p]
- [p]Physique determines your character’s physical strength and endurance.[/p]
[p]This system allows players to choose their preferred playstyle. You can unlock and progress through the skill tree by spending Skill Points, which are earned by leveling up or by reading books.[/p][p][/p][p]
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Thinker Station
I’m also introducing the Thinker Station. No more running around hunting Sputniks just to gather chips, wires, components, and all those other small but essential parts. With the Thinker Station, players will finally have the ability to craft these items themselves.[/p][p]This addition addresses a common piece of feedback, especially from new players, who often find that getting access to crucial materials early in the game can be a frustrating challenge. By giving players the option to produce these components directly, the early-game experience becomes smoother, more accessible, and less dependent on random drops.[/p][p][/p][p]
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Rooms
The Room Assignment feature is now fully implemented. To make building a spaceship more engaging and personal, players will now need to create actual rooms before placing essential stations inside them. This adds an extra layer of strategy and creativity to shipbuilding, as it’s no longer just about functionality, but also about how you design and arrange your space.[/p][p]Each room comes with its own essentials and a score. The score increases based on how well the room is decorated and how beautiful it looks. A higher score not only boosts crew happiness, making them more effective and motivated, but also increases the overall value of your spaceship when it comes time to sell it.[/p][p]This system makes shipbuilding more interesting and rewarding. It’s not just about survival or efficiency anymore, it’s about turning your spaceship into a place that feels alive, comfortable, and truly your own. Players who put effort into designing appealing rooms will see tangible benefits in both gameplay and progression.[/p][p][/p][p]
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Quest Menu[/p][p]With this feature, players will be able to browse, track, and select quests they want to make active. Each quest in the menu provides a clear overview, including a short summary of its storyline as well as a detailed list of objectives that need to be completed.[/p][p]The goal of the Quest Menu is to make it much easier for players to stay organized and focused. Instead of losing track of what you were working on, you’ll always have a central place to check your progress, review objectives, and decide which adventure to take on next.[/p][p][/p][p]
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Crew AssignmentRight now, I’m working on the new Crew Assignment Menu. Previously, NPCs you met already came with a fixed role or job, which didn’t leave much room for choice. With this update, that will change. Now you’ll be able to decide exactly what role each crew member takes on, giving you full control over how your team is organized and how your ship runs.[/p][p]Each crew member will also come with a set of traits that match different professions. When you assign them to a job, those traits will determine how they perform. Over time, as they continue working in their role, they can level up their traits and steadily improve their abilities, making them more useful and reliable.[/p][p]This new system is designed to make managing your crew more interactive and personal. Instead of just accepting NPCs as they are, you’ll be actively shaping their roles, watching them grow, and building a crew that truly feels like your own.[/p][p][/p][p]
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Power
Lastly, I want to talk about an important change that came out of a recent community poll on the Discord channel. The majority of players voted in favor of a new way to handle power in the game, and I’m excited to share how that’s shaping up.[/p][p]Up until now, the system was very straightforward: you placed a power station, and the maximum power input for the entire ship simply increased. While this worked, it didn’t offer much depth or player choice.[/p][p]With the upcoming update, power management will become much more fun. Instead of a flat increase, you’ll now need to manually connect power suppliers to power demanders. This means that every generator, battery, or other source of energy must be linked to the systems that actually use it.[/p][p]The big advantage of this change is that it gives players far greater control over how power is distributed across their ship. You’ll be able to decide which systems get priority, how resources are balanced, and how to optimize your layout for efficiency.[/p][p]This update is all about making power management feel more strategic and rewarding, turning it from a background mechanic into an active part of shipbuilding and gameplay.
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[/p][p]That’s it for now, thanks for reading, and I hope you’re just as excited about the RPG update as I am!
I don’t have a definitive release date yet, but once I do, I’ll be sure to let you all know. There’s still plenty of work left to do.[/p][p][/p][p]Also, if not already, please link yourself up to all social media platforms to stay up-to-date. [/p][p]
Discord Server
Twitter
Youtube
Instagram
TikTokThat's that!
If you guys have any other questions, i'd love to answer them.
Stay good, stay fresh and stay healthy!
Cheers,
Bryan[/p]