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Deep Space Directive News

Delivery Bug Fix

A recent update that included a fix for the issue where laser towers did not always fill their inventory with fuel cells was causing deliveries to sometimes stop.

The fix has been reverted until a better solution can be found.

My apologies introducing a big bug by trying to fix a small bug!

Transport Overhaul Update

[p]The transportation update is here! Global storage is out and supply chains are in! 
[/p][p]This update fundamentally changes how you’ll design and optimize your colony. You'll need to plan carefully, connect strategically, and keep those workers fed and housed if you want productivity reports that won’t get you reassigned.  [/p][p][/p][h3]New Transport System[/h3]
  • [p]No more global storage! Every resource now moves through your transport hub network.  [/p]
  • [p]Storage buildings have been replaced with Transport Hubs — the backbone of your supply chain.[/p]
  • [p]Connections are now more important and are no longer made automatically.[/p]
  • [p]Build connections between buildings and tiles to move goods where they’re needed.  [/p]
  • [p]"Allowed Resources" per transport hub allow control of the flow of resources.[/p]
[p][/p][h3]World Changes[/h3]
  • [p]Resources are spawned in fewer but larger clumps to reflect the organizational changes required by the new transportation system.[/p]
[h3]Workers[/h3]
  • [p]Workers now ride along with resources as they’re delivered - no need to deliver them.[/p]
  • [p]Housing now requires food and water deliveries to keep your workers compliant.  [/p]
  • [p]The HQ no longer provides housing.[/p]
  • [p]Workers can now be hired without adequate housing, but worker compliance and efficiency will suffer. [/p]
[h3]Supply Ships[/h3]
  • [p]Exporting resources no longer requires you to use the market window.[/p]
  • [p]Supply ships now have “allowed resources” settings. They’ll automatically export any resource that is delivered to the supply ship.[/p]
  • [p]Importing resources is still handled in the market window. You will need to select which supply ship handles the incoming resources.[/p]
[p][/p][h3]Balance Changes[/h3]
  • [p]Rebalanced upgrade costs and daily worker expenses.  [/p]
  • [p]Some upgrades have been shifted to new tiers to better fit progression. [/p]
  • [p]There are still lots of tweaks and adjustments coming in future updates. [/p]
[h3]QOL[/h3]
  • [p]Resource connection networks shown when hovering over resource in the HUD.[/p]
  • [p]Connection priority now shown in the unit window. [/p]
  • [p]Supply ships can now import resources with out returning to the landing site.[/p]
[h3]Bugs Fixed[/h3]
  • [p]Enemies should now spawn every night.[/p]
  • [p]Enemies not spawning should no longer block the progression of the day night cycle. [/p]
  • [p]Sharing violations with the auto save should be reduced or no longer an issue.[/p]
[p][/p][p]This update should not break old saved games. However, the changes to the transportation system will likely require large reorganization of your colonies. Starting a new colony is recommended.[/p][p][/p][h3]Future Work & Known Issues[/h3]
  • [p]Refinement of how workers consume food and water.[/p]
  • [p]Balancing of costs with increased income.[/p]
  • [p]Daily costs of scout units needs to be incorporated in to colony costs.[/p][p]
    [/p]

Updates: New WIP Game Systems

[p]It’s always a bit scary to talk about possible or potential features, but that’s what this update is going to do.[/p][p] [/p][p]With the worst of the bugs and performance issues fixed and, if we’re honest, sales slowing after the initial release it seemed like a good time to turn my focus to potential future features for DSD. Not because the game is perfect and flawless, but because some of these ideas will help shape the solutions to other design questions.[/p][p][/p][p]One of the earliest systems prototyped for DSD was a world map or galactic map. Some basic ideas were mapped out and functional, but after that the prototype was shelved for possible use in the future. And that time? It’s getting close. [/p][p] [/p][p]The current vision is to have the player start in a small and simple world. The world will have just the few resources needed to get the player started and learn the core systems of the game. Then! With enough resources you’ll be able to purchase a license from “The Corporation” to found an additional colony. You’ll be able to choose from worlds with a mix of resources. Ideally choosing a world that will let you expand and build from additional tiers of the tech tree. [/p][p][/p][p]Instead of building a single colony you’ll be able to build a network of colonies shipping resources from one to the other - building your empire of factories and workers. You won’t abandon colonies. They will continue to function and ship resources. And if you ever want to go back and update a colony? You’ll be able to do that too.[/p][p][/p][p]As the image of the map prototype below suggests… It's still VERY early in the design process. The next idea is more likely to see the light of day before the world map.[/p][p][/p][p][/p][p]DSD was designed to be a resource management game without micro-management. And I think that’s been achieved, but maybe a little too well? [/p][p][/p][p]For the last several months I’ve been exploring tweaks and changes to the resource transportation system. Asking lots of what if questions. All with the goal of bringing back a little more puzzle or a little more management to the game while trying to steer clear of massive menus or constant fiddling with settings to min/max the colony’s productivity. There’s nothing wrong with games like that - DSD just wasn’t designed to be that kind of game.[/p][p] [/p][p]While far from final, the latest prototype attempts to answer the question “What if the storage wasn’t global?” And the results are looking promising! [/p][p][/p][p]Got a mine that needs fuel cells? Simply connect a solar panel to it. Nothing new.[/p][p][/p][p]What’s new is the “transport hubs.” These effectively replace global storage. Got extra iron ore? Send it to a nearby transport hub! Then that hub will send to the next hub and then to the next and the next until there’s a connection with a smelter that needs the iron ore. [/p][p][/p][p]Instead of just having connections from one building to another - there will now be networks of connections for each resource.[/p][p]
[/p][p]To control the flow of resources through your network of transport hubs you’ll make connections and choose which resources a particular transport hub is allowed to handle. It’s still simple, but it brings back some of the planning and puzzle that was missing in DSD. [/p][p] [/p][p]This system is much further along than the world map and will hopefully be making an appearance in a public version of DSD in the coming weeks.[/p][p]
[/p]

More ships! More trading! More Credits!

This patch is all about the early game economy. Getting those resources shipped out and the tech credits rolling in faster and easier. This means more supply ships, increasing the transaction limit and letting the auto trader put in more orders.

The patch also comes with a healthy dose of QOL improvements and bug fixes.
[h2]New Features[/h2]
  • Added build +1 supply ship upgrade to the first tier of tech tree.
  • More supply ships allowed per upgrade.
  • Max number of market transactions now scales with the number of supply ships.
  • Max number of autotrader transactions now scales with the number of supply ships.

[h2]QOL[/h2]
  • Production tooltips now reflect game time, not real time.
  • Directives now sorted by type.
  • Range indication no longer shows overlapping ranges.
  • UI scaling preference now correctly saving.
  • Destroying partially constructed buildings now returns delivered resources.
  • New crystals take longer to power up.

[h2]Bugs Fixed[/h2]
  • Supply ship upgrades correctly display image in tech tree tooltip.
  • Fixed button tooltips in game the scene.
  • Collection towers only collect during the day.
  • Fixed issue where recipes would sometimes not show in unit window.
  • Tiles can no longer be built outside of shuttle range.
  • Fixed issues where worker achievement was not triggering.
  • Fixed issue where location button didn't correctly load saved location.
  • Terraflux should now correctly unlock at the factory.
  • Fixed issue were game could crash after saving.


There are still known bugs and more balancing that needs to happen - but this felt like a significant enough patch ;) Lots of good suggestions still need to get implemented!

Performance Improvements

This update is all about performance plus some quality of life improvements. The game went through another round of optimization which should be very noticeable when the number of buildings is large. Load and save times should also be significantly shorter.

With the shorter save time, proper auto-saving has been implemented. At the start of each day the game will now automatically save. Auto saving can be turned off and the save interval can be increased in the game settings menu.
[h2]New Features[/h2]
  • Proper auto-save functionality.
  • Resource amounts in resource tiles are now randomized within a range.
  • You can now send save files from the load/save menus if you encounter an issue with game.

[h2]QOL[/h2]
  • Much better performance for larger outposts with larger numbers of buildings.
  • Player set game speed now resets at the start of a new day.
  • Load and save times should be significantly shorter.
  • Iron ore tiles near the start location have significantly more ore.

[h2]Bugs Fixed[/h2]
  • Loaded games should now start at the same time of day as when the game was saved.
  • Scout unit indicator now correctly displays when units are on a tree tile.
  • Auto save should now correctly rotate through the 5 save files.
  • A sharing violation bug that would cause the game to freeze has been fixed.


There’s lots more in the works. But next up is another round of polish and balance for the early game economy. That means looking at prices, recipes for production, order of upgrades in the tech tree and potentially expanding the players export capacity.