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v1.0.8 - Keybindings and controller support

With today's update you can configure the keybindings for Trappist!

The Options menu (icon in the top-right corner of the main menu) now has a Keybindings button which brings you to a new screen where you can configure most keybindings in the game:



If you run into issues after changing the keybindings, you can reset the keybindings by pressing the Restore Defaults button.

Some of you may recognize the above screen as the configuration menu that comes with Rewired. This is a Unity asset that helps with keybindings and controller support. And it gives me more flexibility in improving the controls from now on.

Trappist is now (mostly) playable with a gamepad. Most controllers should have a decent default layout. There are a few rough edges, so I'd love to hear feedback from those of you who regularly play strategy games with a controller, or who play on a Steam Deck!

Although you can change the keybindings, the tooltips in the game don't reflect these changes and will continue to show the original keys. Going through all the tooltips will take a lot more time and I didn't want to let you wait longer on this update!

This update was in beta over the last few days, and no immediate issues popped up. But there were many changes to the internals on how input is handled. So unexpected issues can always occur. Please let me know if anything is not working as it was before, or if some controls need more improvements.

[h2]Cargo Ships and Landing Pads[/h2]
The Cargo Ships are now better distributed over all available landing pads. The previous patch already had some fixes to handle collisions better and this will help prevent collisions in the first place.

This should help with the performance of your trade routes. But it's up to the player to make sure there are enough Landing Pads at a colony!

Before, a selected Cargo Ship would always enter a colony near a fixed approach point. Now, Cargo Ships will enter within view of your camera, or land at a nearby Landing Pad. This should make it easier to keep track of your ships.

[h2]Changelog[/h2]
The changelog for v1.0.8:
- Add customizable keybindings for most game actions
- Add support for gamepads
- Add keybindings to pause and changing the game speed
- Fix keybinding for toggling the status of Cryo Pods
- Fix stepwise, counterclockwise rotation for placing buildings
- Fix collecting collectibles while the game speed is set to paused
- Fix possible KeyNotFoundException while iterating over available resources
- Fix possible NullPointerException in save game tooltip

And for the previous v1.0.7 beta build:
- Cargo ships on a trade route make better use of all available landing pads
- Cargo ships will try to land on a colony within the player's camera view
- Tweak cargo ship approach vectors for a nicer animation when going to or coming from space
- Set newly built Cryo Pods to Freeze
- Prioritize the Floater Inflater, and deprioritize empty habitats when distributing Floaters
- Prevent the incoming messages animation getting stuck
- Fix right-click behavior on area marker indicator

Beta v1.0.8 - Keybindings and controller support

With today's update you can configure the keybindings for Trappist!

The Options menu (icon in the top-right corner of the main menu) now has a Keybindings button which brings you to a new screen where you can configure most keybindings in the game:



If you run into issues after changing the keybindings, you can reset the keybindings by pressing the Restore Defaults button.

Some of you may recognize the above screen as the configuration menu that comes with Rewired. This is a Unity asset that helps with keybindings and controller support. And it gives me more flexibility in improving the controls from now on.

Trappist is now (mostly) playable with a gamepad. Most controllers should have a decent default layout. There are a few rough edges, so I'd love to hear feedback from those of you who regularly play strategy games with a controller, or who play on a Steam Deck!

Although you can change all of the keybindings, the tooltips in the game don't reflect these changes and will continue to show the original keys. Going through all the tooltips will take a lot more time and I didn't want to let you wait longer on this update!

This beta is available on all platforms, to confirm it all works on Windows, Linux and Mac OS. Please let me know if anything is not working as it was before, or if some controls need more improvements.

The changelog for v1.0.8:
- Add customizable keybindings for most game actions
- Add support for gamepads
- Add keybindings to pause and changing the game speed
- Fix keybinding for toggling the status of Cryo Pods
- Fix stepwise, counterclockwise rotation for placing buildings
- Fix collecting collectibles while the game speed is set to paused
- Fix possible KeyNotFoundException while iterating over available resources
- Fix possible NullPointerException in save game tooltip

Beta v1.0.7 - Cargo ships and minor fixes

This is a relatively minor update. But I did want to get these fixes out while I'm working on the next, bigger patch.

The Cargo Ships are now better distributed over all available landing pads. The previous patch already had some fixes to handle collisions better. But this will help create fewer collisions.

This should help with the performance of your trade routes. But it's up to the player to make sure there are enough Landing Pads at a colony!

Previously a selected Cargo Ship would always land near a fixed approach point of a colony. With this update the cargo ship will come down within view of your camera, or at a landing pad nearby the camera.

For the next patch I'm working on customizable keybindings and gamepad support. Which should also mean the beginnings of Steam Deck compatibility.

The changelog for v1.0.7:
- Cargo ships on a trade route make better use of all available landing pads
- Cargo ships will try to land on a colony within the player's camera view
- Tweak cargo ship approach vectors for a nicer animation when going to or coming from space
- Set newly built Cryo Pods to Freeze
- Prioritize the Floater Inflater, and deprioritize empty habitats when distributing Floaters
- Prevent the incoming messages animation getting stuck
- Fix right-click behavior on area marker indicator

v1.0.6 - Story guidance and more fixes

This build includes the fixes and additions from the last beta and a few more.

There are now some additional task items to better guide the player towards the next parts of the story.

When setting up a new trade route, whenever you add a trade stop it will pre-fill an order to unload the goods from the previous stop. Let me know if that makes the trade routes clearer and/or more convenient.

The camera now zooms out just a bit further. Together with the camera fixes in the previous update I hope the strategic view will be more useful.

There are new Theoretical Research projects available in the Research Center. These projects allow you to gain research points of a specific type. These can come in handy when you're short a few points for another research project. This is a (limited) alternative to going out, exploring and collecting samples.

Various fixes related to navigation. Notably, all cargo ships now have different avoidance priority values. This should prevent them from colliding, unable to pass by each other and halting your trade routes.

This patch also includes some fixes for various crashes that have been reported. They are not always reproducible so let me know if the game is not stable for you, or if this patch helps.

The changelog for v1.0.6:
- Add tasks to investigate Trappist-1e and Trappist-1h-II
- When adding a trade stop, add unload orders by default
- Increase drone movement height at Graveyard
- Fix triggers for the "Leave no one behind" achievement
- Fix various potential NullPointerExceptions in UI

And for the previous v1.0.5 beta:
- Add "theoretical" research projects to generate research points of any type
- Refresh research panel on resource events
- Don't drop empty Cargo Drop Pods
- Increase the navmesh size in the Trappist-1 solar system, so the Ark can't get lost in space
- Add differing priorities to each cargo ship to better resolve collisions
- Fix possible overlapping UI elements for game speed controls and research panel
- Allow the camera to zoom further out while in space

Beta v1.0.5 - Navmesh fixes and new theoretical research projects

This beta build contains a few more things players have asked about in the past two weeks.

There are new Theoretical Research projects available in the Research Center. These projects allow you to gain research points of a specific type. These can come in handy when you're short a few points for another research project. This is a (limited) alternative to going out, exploring and collecting samples.

The camera now zooms out just a bit further. Together with the camera fixes in the previous update I hope the strategic view will be more useful.

Various fixes related to navigation. Notably, all cargo ships now have different avoidance priority values. This should prevent them from colliding, unable to pass by each other and halting your trade routes.

The full changelog for v1.0.5:
- Add "theoretical" research projects to generate research points of any type
- Refresh research panel on resource events
- Don't drop empty Cargo Drop Pods
- Increase the navmesh size in the Trappist-1 solar system, so the Ark can't get lost in space
- Add differing priorities to each cargo ship to better resolve collisions
- Fix possible overlapping UI elements for game speed controls and research panel
- Allow the camera to zoom further out when in space