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Beyond These Stars - Developer Diary: Player Feedback & EA Sneak Peeks



Hey peeps!

‍It’s been a couple of months now since we first released the Beyond These Stars demo into the wild. We’ve already talked a little bit about our feelings around Next Fest - see: this blog post, and our all-hands roundtable stream - but now that we’ve had some time to digest this into meaningful action, we thought we’d address some of your feedback for the demo in a bit more detail.

Some commonly requested features included things we’d already planned, but were somewhat undecided on. Some had been implemented to varying degrees in internal development builds, and some were truly impressive ideas we’d not thought of before. We can’t talk about everything here, of course - but here are some small things that we can address.



Composting


Composting received some attention for its perceived imbalance. Players pointed to the sheer scale of plank production needed to generate enough wood waste to satisfy composting needs, particularly over larger areas (and ambitious landscaping only exacerbated this problem).

This is one of a few pain points we saw that were partly a result of the limited scope of the demo: you’re not quite *meant* to be able to perfectly and thoroughly transform Kewa so soon into the game, you see.

In the case of Composting, Early Access will see an alternative by-product resource: Food Waste. This will be produced by a particular type of building, which we will explore in further detail at a later date.

(I think I ate this on a flight one time.)

Wood Waste itself will also be in less demand once you unlock alternative sources for power generation. Currently you can set the Burner building to consume the Wood resource (something which admittedly was not super clear to many players), but Early Access will also add more options for power-producing buildings, which will be fuelled by other resources to come. Overall, our intent is that these Composting issues will be largely solved through progression.

Pollution


In the Beyond These Stars demo, we introduced the Pollution mechanic: how it is generated, the impact it has on your Peeps, etc. However, the demo stops just short of providing you the tools to actually address all that bad stuff slowly spreading through your settlement.

‍In Early Access, you’ll have two methods of addressing Pollution: one of them indirect, the other direct.

Players of Before We Leave will be pleased to know that Forests will passively absorb pollution, at a very gradual rate. Though this is what we’d consider the “indirect” method, the player does exert some influence over this, considering that you can plant trees by way of the Tree Nursery.

‍The more direct method of addressing Pollution will be through the Cleaner building, which we’ve mentioned briefly before. Peeps will mix Water and Chemicals (a new resource that will slot nicely into the resource-byproduct-resource chain) and scrub away, scrub away, scrub away…



UI, quality of life, and other gameplay features


For the demo, it was vital that we refined our core gameplay as much as possible, and development in the lead-up to NextFest compelled us to focus on polishing the game’s fundamentals. Your feedback means that we can continue improving on the systems at the heart of Beyond These Stars, making for a smoother gameplay experience overall. Everybody wins!

[h2]Peep happiness[/h2]

Happiness is a deeply important game mechanic in Beyond These Stars. It influences birth rate (as Peeps will only procreate if their Happiness is above a certain threshold) and worker productivity (and thus Resource generation). Learning to manage Peep Happiness is thus a key ingredient for success, naturally - we heard your requests for more detailed information about it, and we agree!

Here is an idea of what we’ll be adding to help you track Happiness:

  • Tooltips indicating the cause of decreases in Happiness. Similar to how it worked in Before We Leave, you’ll be able to hover over a Peep’s Happiness graph to see what was making them unhappy at that point in time.
  • A Happiness effect overlay allowing you to see sources of Happiness at a glance.
  • A section for average Happiness in the Location Summary.


[h2]Paused buildings[/h2]

Some of you were pretty eager for clearer visual indicators of this. Technically we did give players the option to view infopins showing a building’s Paused status, but this was locked behind a setting in the Options menu. As a fix for this, we now show the player Paused infopins by default, and also give a more explicit option to see them:



[h2]Slower game speed options[/h2]

A few of you asked for this, and we heard you! The fix we’ve implemented is not so much the addition of completely new game speed options, but rather the ability to lower the base game speed in the Options menu - which will then be further adjustable through the Game Speed keys in the top Info Bar.



[h3]…and more![/h3]

This list is very far from exhaustive, so be aware that there will be much more by the time we launch in Early Access!

But please, do keep the feedback coming. We value every suggestion, every request, and every bit of feedback: positive & negative alike! You are but one part of a relatively small machine working on a big, complicated game, and we appreciate that very much.

New content


That smooth gameplay experience is important, but we’d wager that a good portion of you are also looking forward to some good old ✨content✨.

‍Unfortunately, this is also the section where we’re going to have to be really, really vague. We don’t want to spoil things, you see, and I (your friendly local Community Manager) have taken great care to map out all the grand reveals in a well-paced, exciting manner.

‍Broadly, from what we’ve seen: players would like to be driven by more varied objectives (rather than “just surviving”); would like to see random events influencing Kewa; and would like more encounters of the intergalactic kind. We can confirm that you’re all definitely in for a treat. ;)

The road to Early Access


Overall - what can you expect from our initial Early Access launch? And how are we going to achieve this?

We’ve always had quite a clear vision of what we wanted the game to look like upon initial release into Early Access, so we’ve not deviated much from what you would have seen at the end of our demo:



But of course, any nice surprises will be kept firmly up our sleeves until the right moment. We’ve also spent a fair amount of time planning and laying the foundations for things we want to add throughout the months after we launch. This is also not to mention the spaces we have intentionally left pending community reception and input!

So stay tuned as we show off the above along our road to Early Access release. And as a bonus treat, here’s some concept art and screenshots from development:



‍Note that these are all *very* much a work in progress and not necessarily representative of how they'll be in the actual game - but we wanted to give you some teasers to chew on. ;)

‍What do you think of our response to player feedback? And which of our upcoming features are you most excited for?

‍Let us know in the comments here, or hope on over to our Discord to chat with us! We're pretty active on there.

 If you'd like to keep up to date with the latest Beyond These Stars news and announcements:
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See you all around!

- Lia (Community Manager) 💗

Beyond These Stars in Tiny Teams fest!



[h2]Celebrating small creators making the next "big" thing
[/h2]
We are quite proud to be part of this year’s Tiny Teams festival, celebrating big things coming from small studios!

Tiny Teams connects solo developers and micro studios with content creators through the Yogscast network - and we’re lucky to be benefiting from some of that coverage ourselves.

📺 Tune in to the Yogscast Twitch stream on August 13/14 to catch some Beyond These Stars:

  • Central European Time (UTC +1): Tue, 13 Aug at 2:00 pm - 5:00pm
  • Pacific Time (UTC -7): Tue, 13 Aug at 6:00 am - 9:00am
  • NZ Standard Time (UTC +12): Wed, 14 Aug at 1:00am - 4:00am
(yes, fellow Kiwis and Aussies: we are once again cursed with short end of the stick when it comes to “prime time” streams. But keep an eye out for the VOD!)

The Tiny Teams festival itself will be live on Steam from now until August 15th. If you’re a fan of indie games and passion projects (and we assume that you are), we encourage you to check out and support some of the other participating games!

[h3]🎇 Check out other Tiny Teams games here! [/h3]

[h2]
Beyond These Stars update
[/h2]
To those craving some actual news on the game: we’re cooking up a big (communications) update for you all very soon. Watch this space!

 If you'd like to keep up to date with the latest Beyond These Stars news and announcements:
Discord Twitter YouTube Twitch Facebook Instagram TikTok Reddit

Build on a Space Whale

Build a city on the back of a Space Whale and learn to coexist as you journey through the stars. Manage intricate supply chains and the needs of your people as you build outposts, meet aliens, and uncover the mysteries of the universe.

[previewyoutube][/previewyoutube]

https://store.steampowered.com/app/2295060/Beyond_These_Stars/

Build on a Space Whale

Build a city on the back of a Space Whale and learn to coexist as you journey through the stars. Manage intricate supply chains and the needs of your people as you build outposts, meet aliens, and uncover the mysteries of the universe.

[previewyoutube][/previewyoutube]

https://store.steampowered.com/app/2295060/Beyond_These_Stars/

Beyond These Stars [Demo] - Patch 0.1.30

Patch Notes

[h2]Version 0.1.30[/h2]



[h2]Controls[/h2]
  • Added a Movement Sensitivity slider to Options -> Camera, which affects the speed of WASD/screen edge movement
  • Added an extra item to the Place Building information key which prompts you to use [ ] to rotate buildings when placing


[h2]Localisation[/h2]
  • Fixed the fonts used for Simplified Chinese/Traditional Chinese/Japanese/Korean in the Strange Transmitter


[h3]Previous changelogs:[/h3]
0.1.28 0.1.27