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Habitat News

Update v0.7 is now live!

Commanders - presenting Habitat v0.7! We’re continuing to add features and expand gameplay; in this version you’ll find the start of our Factions system, enemy Engineers and engineer combat, new physics hazards, the return of omni-thrusters, control improvements, new space junk and more!

NOTE: Many aspects of the game have changed. Not all of the new systems are present in the Tutorials. Read about the details below to familiarize yourself with the changes.
NOTE: Saved game data file formats have changed from v0.6. Your previous save games are not guaranteed to work with v0.6. If you wish to remove or edit them, they are plaintext JSON files here:
PC: Users\\AppData\LocalLow\4gency\Habitat_EarlyAccess_\HabitatSaves
MAC: /Library/Caches/unity.4gency.Habitat (Early Access)/HabitatSaves
LINUX: Home/.config/unity3d/4gency/Habitat_EarlyAccess_/HabitatSaves

Introducing Factions

Space is dark and mostly empty - but not the world of Habitat! This update you’ll get introduced to a few factions - the first of several that’ll live in the Habitat world.

Factions have their own agendas - they’re not always out to get you! Each faction has its own allies, neutrals, and enemies, and as we build out Habitat you’ll be tasked with missions that involve them all.

Look for the flags on habitat ships and space stations to identify who’s who:

• Pirate Flag - Space pirates. Their engineers will attempt to sabotage pieces of enemy ships. They are antagonistic to you, to civilians, and to nano machines.
• Yellow Flag - Nanomachines. Their engineers will turn floating space junk into nano-machine hunters to track you down. They are antagonistic to you, to civilians, and to pirates.
• White Flag - Civilians. These poor souls are right in the middle of combat and just want to be left alone. They will leave you alone but will defend against pirates and nano machines.

There are a few more factions we’ll reveal as we go along, space is a big place and there’s room for everyone - until the resources run out!

Engineer to Engineer Combat

With factions, you’ll also notice that each ship and station has its own engineers. Every faction fields their own engineer army, and some of them are out to cause trouble for you and your allies.

Orienting a whole ship just to take out a few menacing space pirate astronauts is a pain; that’s why engineers are packing their own firepower now! Engineers on all sides field the preferred weapon of the space duelist, the Inertia Pistol. These hand-held momentum cannons do physical damage, but also stun and fling the struck engineer backward - which can end in some nasty consequences, especially if they hit a nebula, an explosion, a black hole or even just a really big rock.

Click on enemy engineers to send your nearest available engineer to attack - note that you’ll have better chances if you send multiple engineers! Attacking an engineer is considered an act of war, and other engineers may join in the fight to defend their attacked comrade.

Watch out for anti-personnel turrets on some habitat nodes. They’ll make short work of any engineer that trips its friend-or-foe identification system. For your protection your habitat will be provided with one, and in the next update you’ll be able to buy and upgrade them at towns.

New Physics Hazards - and Danger, Engineers!

We’re continuing to make the world of Habitat a more dynamic place. Three new physics-based hazards join the nebulas to make travel and combat even more interesting:

• The gravity well sucks in objects and deals crushing damage at its core. Once a certain amount has been swallowed, the well will emit a strong pushing force to clear itself before inverting back to a pulling force.
• The tachyon ramp pushes any objects in its field in the direction of the field particles. Send your habitats - or your projectiles - for a ride.
• The force anomaly is a mysterious blue sphere that emits a force wave at irregular intervals. Thoroughly destructive results may result when steering too close.

You may also notice - the hard way - that nebulas can now deal damage to engineers. The results can be lethal! Be especially careful if engaging in combat near nebulas, gravity wells, or other hazards; a stunned engineer that goes into a freezing nebula may come out a popsicle. Hypothetically, of course.

Improved Controls: Omni-Thrusters

What are those items on your HQ when you begin the game? They are two omni-thruster producers, and we’re glad to have them back! Omni-thrusters make it possible to maneuver more precisely, and without needing to find and attach rockets.

Controlling them is easy: Just hover over the HQ, and then hold the arrow keys in the direction you want to go.

Some tips:

• It’s easiest if you hit TAB to focus on your habitat, then the mouse cursor stays right where it needs to be.
• You can combine omni-thrust with rocket boosting for precise and powerful control.
• New command bridges you create come with a thruster on them for easy movement.
• In the next update, you’ll be able to buy and upgrade thrusters for your individual habitat nodes, to increase mobility as you need it.

For a future update we’re also considering an “autopilot” where clicking on a destination auto-fires the omni-thrusters as needed to reach the goal. Would it be useful? Let us know on the forums!

New Junk Types

There’s always more out there. We’ve recently come across a set of utility pieces from a large set of mining and refinery ships that used to work the asteroid belts. The pieces we have for analysis here bear a few smudged letters: N_S_R_MO. Our researchers are baffled; no idea what it means! Here’s what we’ve found:

• Colony Waste Tank - A waste reclamation unit from a JPC ReadyMade! brand habitat. Still appears to be processing Omni.
• Colony Hybrid Generator - A solar-powered generator combined with a habitable space; a standard colony unit in the JPC ReadyMade! line.
• Colony Structural Pylon - This reinforced structural pylon comes pre-slung with electrical and life support cabling, and plenty of connections.
• Colony Large Nacelle - A large colony structural nacelle, able to support multiple production units with a variety of cabling and connectors.
• Colony Medium Nacelle - A smaller-size colony structural unit, with room for two production units and good universal connectors.
• Colony Storage Tanks - A JPC All-In-One brand fuel refining and storage facility; the fire shielding is a little out of code but otherwise OK.

Update v0.7 is now live!

Commanders - presenting Habitat v0.7! We’re continuing to add features and expand gameplay; in this version you’ll find the start of our Factions system, enemy Engineers and engineer combat, new physics hazards, the return of omni-thrusters, control improvements, new space junk and more!

NOTE: Many aspects of the game have changed. Not all of the new systems are present in the Tutorials. Read about the details below to familiarize yourself with the changes.
NOTE: Saved game data file formats have changed from v0.6. Your previous save games are not guaranteed to work with v0.6. If you wish to remove or edit them, they are plaintext JSON files here:
PC: Users\\AppData\LocalLow\4gency\Habitat_EarlyAccess_\HabitatSaves
MAC: /Library/Caches/unity.4gency.Habitat (Early Access)/HabitatSaves
LINUX: Home/.config/unity3d/4gency/Habitat_EarlyAccess_/HabitatSaves

Introducing Factions

Space is dark and mostly empty - but not the world of Habitat! This update you’ll get introduced to a few factions - the first of several that’ll live in the Habitat world.

Factions have their own agendas - they’re not always out to get you! Each faction has its own allies, neutrals, and enemies, and as we build out Habitat you’ll be tasked with missions that involve them all.

Look for the flags on habitat ships and space stations to identify who’s who:

• Pirate Flag - Space pirates. Their engineers will attempt to sabotage pieces of enemy ships. They are antagonistic to you, to civilians, and to nano machines.
• Yellow Flag - Nanomachines. Their engineers will turn floating space junk into nano-machine hunters to track you down. They are antagonistic to you, to civilians, and to pirates.
• White Flag - Civilians. These poor souls are right in the middle of combat and just want to be left alone. They will leave you alone but will defend against pirates and nano machines.

There are a few more factions we’ll reveal as we go along, space is a big place and there’s room for everyone - until the resources run out!

Engineer to Engineer Combat

With factions, you’ll also notice that each ship and station has its own engineers. Every faction fields their own engineer army, and some of them are out to cause trouble for you and your allies.

Orienting a whole ship just to take out a few menacing space pirate astronauts is a pain; that’s why engineers are packing their own firepower now! Engineers on all sides field the preferred weapon of the space duelist, the Inertia Pistol. These hand-held momentum cannons do physical damage, but also stun and fling the struck engineer backward - which can end in some nasty consequences, especially if they hit a nebula, an explosion, a black hole or even just a really big rock.

Click on enemy engineers to send your nearest available engineer to attack - note that you’ll have better chances if you send multiple engineers! Attacking an engineer is considered an act of war, and other engineers may join in the fight to defend their attacked comrade.

Watch out for anti-personnel turrets on some habitat nodes. They’ll make short work of any engineer that trips its friend-or-foe identification system. For your protection your habitat will be provided with one, and in the next update you’ll be able to buy and upgrade them at towns.

New Physics Hazards - and Danger, Engineers!

We’re continuing to make the world of Habitat a more dynamic place. Three new physics-based hazards join the nebulas to make travel and combat even more interesting:

• The gravity well sucks in objects and deals crushing damage at its core. Once a certain amount has been swallowed, the well will emit a strong pushing force to clear itself before inverting back to a pulling force.
• The tachyon ramp pushes any objects in its field in the direction of the field particles. Send your habitats - or your projectiles - for a ride.
• The force anomaly is a mysterious blue sphere that emits a force wave at irregular intervals. Thoroughly destructive results may result when steering too close.

You may also notice - the hard way - that nebulas can now deal damage to engineers. The results can be lethal! Be especially careful if engaging in combat near nebulas, gravity wells, or other hazards; a stunned engineer that goes into a freezing nebula may come out a popsicle. Hypothetically, of course.

Improved Controls: Omni-Thrusters

What are those items on your HQ when you begin the game? They are two omni-thruster producers, and we’re glad to have them back! Omni-thrusters make it possible to maneuver more precisely, and without needing to find and attach rockets.

Controlling them is easy: Just hover over the HQ, and then hold the arrow keys in the direction you want to go.

Some tips:

• It’s easiest if you hit TAB to focus on your habitat, then the mouse cursor stays right where it needs to be.
• You can combine omni-thrust with rocket boosting for precise and powerful control.
• New command bridges you create come with a thruster on them for easy movement.
• In the next update, you’ll be able to buy and upgrade thrusters for your individual habitat nodes, to increase mobility as you need it.

For a future update we’re also considering an “autopilot” where clicking on a destination auto-fires the omni-thrusters as needed to reach the goal. Would it be useful? Let us know on the forums!

New Junk Types

There’s always more out there. We’ve recently come across a set of utility pieces from a large set of mining and refinery ships that used to work the asteroid belts. The pieces we have for analysis here bear a few smudged letters: N_S_R_MO. Our researchers are baffled; no idea what it means! Here’s what we’ve found:

• Colony Waste Tank - A waste reclamation unit from a JPC ReadyMade! brand habitat. Still appears to be processing Omni.
• Colony Hybrid Generator - A solar-powered generator combined with a habitable space; a standard colony unit in the JPC ReadyMade! line.
• Colony Structural Pylon - This reinforced structural pylon comes pre-slung with electrical and life support cabling, and plenty of connections.
• Colony Large Nacelle - A large colony structural nacelle, able to support multiple production units with a variety of cabling and connectors.
• Colony Medium Nacelle - A smaller-size colony structural unit, with room for two production units and good universal connectors.
• Colony Storage Tanks - A JPC All-In-One brand fuel refining and storage facility; the fire shielding is a little out of code but otherwise OK.

Update coming soon!

Good day Engineers!

Our next Habitat update is coming up very soon! We’re introducing some new gameplay mechanics and challenges in this latest update:

Factions: Nanos and Pirates
Just two of several factions that you’ll encounter, Pirates and Nanos are both dangerous to you, but also to one another. Watch out for Pirate salvage attacks, and Nano constructors that generate new hunters!

Engineer Combat and Enemy Engineers
Prepare for combat on a whole new level - engineer armies are now fielded by all factions, and can fight with one another using physics-based stun pistols that pack a wallop and send targets flying - sometimes right into a fire nebula. Ouch!

New Space Hazards
Gravity wells, fusion cores, and tachyon belts join the nebulas as dangerous - and potentially useful - hazards that inhabit the game world. Each one has unique properties, each one can be a game-changer in combat.

And More…

Highly stable joint connectors make your creations much steadier, omni thrusters make a triumphant return, making it easy to get underway or escape trouble, and a new pack of space junk salvaged from experimental stations gives you even more opportunities to build and explore! As always, we’ve continued bug fixing and general improvements too!

All this will be headed your way very soon in Habitat v0.7. Stay tuned, and keep on spacin’!

- The Habitat Team

Update coming soon!

Good day Engineers!

Our next Habitat update is coming up very soon! We’re introducing some new gameplay mechanics and challenges in this latest update:

Factions: Nanos and Pirates
Just two of several factions that you’ll encounter, Pirates and Nanos are both dangerous to you, but also to one another. Watch out for Pirate salvage attacks, and Nano constructors that generate new hunters!

Engineer Combat and Enemy Engineers
Prepare for combat on a whole new level - engineer armies are now fielded by all factions, and can fight with one another using physics-based stun pistols that pack a wallop and send targets flying - sometimes right into a fire nebula. Ouch!

New Space Hazards
Gravity wells, fusion cores, and tachyon belts join the nebulas as dangerous - and potentially useful - hazards that inhabit the game world. Each one has unique properties, each one can be a game-changer in combat.

And More…

Highly stable joint connectors make your creations much steadier, omni thrusters make a triumphant return, making it easy to get underway or escape trouble, and a new pack of space junk salvaged from experimental stations gives you even more opportunities to build and explore! As always, we’ve continued bug fixing and general improvements too!

All this will be headed your way very soon in Habitat v0.7. Stay tuned, and keep on spacin’!

- The Habitat Team

Habitat v0.6 is Now Live!

Commanders - presenting Habitat v0.6! We know it’s been a while coming - here's what's available in the latest version:

New Features


NOTE: Many aspects of the game have changed. Not all of the new systems are present in the Tutorials. Read about the details below to familiarize yourself with the changes. NOTE: Saved game data file formats have changed from v0.5. Your previous save games are not guaranteed to work with v0.6. If you wish to remove or edit them, they are plaintext JSON files here:
PC: Users\\AppData\LocalLow\4gency\Habitat_EarlyAccess_\HabitatSaves
MAC: /Library/Caches/unity.4gency.Habitat (Early Access)/HabitatSaves
LINUX: Home/.config/unity3d/4gency/Habitat_EarlyAccess_/HabitatSaves


Three Levels - Earth, The Moon, and Mars

As a preview of the game’s multi-level campaign mode we’ve introduced three levels you can now jump among via Gateways. Each level has a different backdrop, size, hazards and specific space junk types. Each map also has a city that you can interact with.

Earth - the starting level, small size in order for Commanders to get familiarized to the environment. Light on hazards, but the space junk types are, in general, whatever the Union of Orbital Constructors could send your way on short notice!

The Moon - an industrial way station out of the local inner half of the system. Heavily populated with asteroids towed in for mining operations. Heavy scatterings of industrial equipment great for wreaking havoc.

Mars - something has gone wrong here. Nanomachines from terraforming operations have been running amok, spawning copies of famous relics and destroying any ships that approach. *Enter zone with extreme caution.*

As we go, we'll add more levels that you can jump between, and the final version of the game will feature each location prominently as part of a connected campaign. Get familiarized with each location early!

Elemental Damage System - Fire, Ice, Electricity and EMP

As part of branching out Habitat’s combat and crisis system, player and enemy habitats and their components can now take - and dish out - elemental damage of multiple kinds.

Fire - nuclear heat from stars, burning hydrazine, local fusion cores gone runaway.

  • Does 10 damage per second to whatever it's on (more if it has a weakness to fire)
  • Has 5% chance of spreading to another connected node every second
  • Can be extinguished by freezing
  • Causes fuel consumers to consume fuel 2x faster if on fire
  • Can be extinguished by engineer repair
  • Burns out if not fully lit, but does not go away once lit - has to be put out by engineers or freezing
  • Chance of spreading to other nodes if colliding with them


Freezing - endothermic nanomachine reactions that draw away heat at a dangerous speed.

  • Causes physical damage to be 2x more deadly to a frozen node
  • Any booster or weapon that does Fire status effect is inoperative (the fuel freezes)
  • Fuel producers affected by freezing produce no fuel while frozen
  • Extinguishes fire
  • Can be extinguished by fire
  • Can be extinguished by engineer repair
  • Goes away on its own eventually


Electrical Overload - high-voltage bleed of current causes systems to go haywire.

  • Turns on activate-able nodes including turrets, booster rockets, and more
  • Rotates turrets around automatically
  • Electrocutes any engineer that tries to tether to the affected node (engineers won't auto-tether to these nodes, they know better)
  • Any electrical consumer consumes 2x if electrified
  • Can be extinguished by EMP
  • Extinguishes EMP
  • Goes away on its own eventually
  • Chance of spreading to other nodes if colliding with them


Electro-Magnetic Pulse - all circuits burned out, leaving systems dead and vulnerable.

  • Deactivates any node that it hits for a period of time. Can't use the node.
  • Electrical producers produce nothing while affected by EMP
  • Can be extinguished by Electricity
  • Extinguishes Electricity effect
  • Goes away on its own eventually


Look for the multi-colored nebulas as you explore; be careful about flying through them or sending in your engineers.

Some more notes on elemental damage:

  • All nodes have resistance values to each type. Greater than 0% is shielding, causing effects to accrue slower and drain faster, less than 0% is weakness which causes effects to accrue faster and drain slower.
  • Elements have opposites. Ice and Fire cancel each other out, and Electricity and EMP cancel each other out.
  • You might notice a biohazard symbol in the interface suggesting a fifth element. The International Prosperity Coalition assures us there are no biohazards in orbit. Absolutely none. So the very fact there’s a biohazard symbol for a type of space plague or infection is completely irrelevant and ridiculous. Pay it no attention.
  • Elemental nebulas aren’t the only way to take and give out damage. Some weapons deal elemental damage too, and as we build out the combo system non-elemental weapons can be upgraded to do elemental damage.
  • Be careful about putting objects behind operating booster rockets. You may end up with explosive results!
  • There’ll be more facets and functions to the elemental damage system as we go, including potential benefits to offset the costs. We want this system to really make a difference in combat and exploration!


Keeping it Snappy - Physics Tweaks!
We’ve been monitoring acceleration and speed values on your flying creations, Commander. We felt like giving you a boost.

  • Engineers move and drag items faster
  • Less drag and higher acceleration on habitats and booster rockets
  • Stronger physics joint connections holding your habitat together
  • Engineers may still die in the process of flying with your station, but they should no longer create an “immovable wall” that blocks you from moving if you hit them.


Watch the Roadmap!


Remember, we are tracking features and taking feedback on our Habitat Roadmap powered by Trello. Check it out here:

https://trello.com/b/HBFLCdhi/habitat

We hope you enjoy the new features! Keep on spacing!

- The Team at 4gency