1. Space Impossible
  2. News

Space Impossible News

BETA 2 Released

BETA 2 is now available. The latest BETA brings several new improvements to Space Impossible. The long overlooked Ownership and Access aspect of the game has been overhauled. Ticeroy and Druminence factions see their return, now balanced and further fleshed out to meet new BETA level of content. Additionally, some new components have been added and tweaking of existing engines has taken place.



You can discuss BETA 2 on Discord or as usual on the Steam Discussion Topic

Patch Notes

[h2]Ownership & Access[/h2]
Ownership and Access has two elements to it. The first is the ability for players to own multiple things at once, and the effects that ownership has on an vessel. Second is the ability for access, either for other players (in multiplayer) or for general faction linked activities. In Singleplayer, when a player takes control of an vessel, they immediately become owner of that vessel, if it was unowned. Should the player leave control, they will still remain owner. In Multiplayer, Ownership and Access gets more detailed, where players will be able to choose to take Ownership of an vessel, and once they do that, they can choose several levels of access for certain activities:
  • Control - Ability to fly the vessel
  • Construction - Ability to alter vessel in building
  • Assembler - Ability to use any equipped Assembler on that vessel
  • Docking - Ability to dock into and undock from Hangars on the vessel
  • Inventory - Ability to take or add items to inventory
  • Manufacturing - Ability to queue manufacturing recipes on Labs
  • Components - Ability to take, add or replace components

This also applies to factions, where most factions will allow players unrestricted access if they are of a certain faction standing or higher. This means, when you are an Ally now, it can have a big benefit, like free Construction, free control of factioned vessels and more. It also means if you're playing with friends, you can let them do things like fly your ships, but do not let them steal the components (at least, not easily).

Ownership also sets the groundwork for what will be coming in the near future, which is player factions. Player factions are organizations for players will be able to form in Multiplayer, and allow things like sharing of resources and more. We are still hashing the fine details, but it is now on our development radar.

[h2]Content Updates[/h2]
Ticeory and Druminence are back in as promised. They took a little hiatus to retool and expand their catalogue of ships and stations, and are back with more than ever.

The Ticeroy Navy are a rigid and organized military faction, that values law and order above all else. They are initially apprehensive to new captains, but with some work, their trust can be earned. Their vessels are unique at this time in that they are the only faction to use Slip Drive engines.

The Druminence Federation are a very alien faction. They do not speak everyones language, and rely on computer translations to communicate. No one has ever seen a Druminence species and lived to talk about it. They are generally aloof, but can be seen in groups engaging in interstellar trade and resource gathering. Their ships (and seemingly whole mentality) seems to be circular in fashion, and their vessels feature well generalized designs, and they will prove to be very challenging enemies in combat.

Finally, we have added a number of new engines, including the Slip Drive type of engine (high trust, low acceleration), new weapons like the Magnatronic Blastor, and new tile types, like Energized tiles that have an inherit baseline amount of energy.

[h2]Detailed Breakdown[/h2]
[h3]Additions[/h3]
  • ADDED: 'Energized' tile variants - these tile provide energy without need of a reactor
  • ADDED: Slip Drive engines - Engine with high thrust but lower acceleration
  • ADDED: Magnatronic Blastors Weapons
  • ADDED: Warp Core "engines" - these purely enhance max warp factor
  • ADDED: 9 Druminence ships
  • ADDED: 9 Ticeroy ships
  • ADDED: 12 Ticeroy stations
  • ADDED: 10 Druminence stations
  • ADDED: 9 Druminence turrets
  • ADDED: Extra ship spawns to some construction outposts.
  • ADDED: "View Tutorial" button to Esc Menu
  • ADDED: Unique AI dialogue for the "untrusted" standing for all factions
  • ADDED: Bulky Reactors can now be found in loot and trades

[h3]Fixes/Updates[/h3]
  • CHANGE: Further reduced "Abandoned Region" template from being picked. This will result in less blown up stations, and more useful stations.
  • CHANGE: All regions can be entered from warp via mouse input (similar to ship regions). Head on collision still works as well.
  • CHANGE: Rebalanced Plasma Drivers, now high acceleration with lower thrust
  • CHANGE: All existing engines received minor thrust boost
  • CHANGE: Overhauled item filtering in inventory and construction
    -All parts of the filter that are separated by spaces unless in quotes must match to return the desire result.
    -The exclamation point (!) used to invert a search term must now be before any special terms.
    -Ex: "!cat:weaps !Laser" in the inventory filter will return ALL items that are not weapons and does not contain the word 'laser'.
  • CHANGE: Tweaked sized and color of Notification UI (the indicator at top of the screen when picking up items, etc)
  • CHANGE: Made loading a universe from the Multiplayer menu function the same (both visually and behind the scenes) as loading a universe in Singleplayer. E.g. upgrading the universe etc.
  • CHANGE: Improved logging backups on game shutdown for more accurate error catching.
  • CHANGE: Rotation now requires engines OR reactors components to be present in a mount.
  • CHANGE: Enhanced "You are here" label on star system map to improve visibility
  • CHANGE: Added some error checking logging to Docking mechanics to help track down some player reported bugs.
  • FIX: Added missing entry for Acceleration time to Engine tooltips
  • FIX: Added some missing Docking related entries.
  • FIX: Several fixes related to ship regions moving or not disappearing even when the region has been emptied of AI vessels
    -Regions wont move if all AI vessels are missing engines
    -If all AIs have had their bridges destroyed or warped away, when leaving the region it will change the region to a "Debris Field" that will last 30s by default. The Debris Field can be re-entered.
    -If the region is left completely 100% empty of all items and tiles, the region will disappear as soon as the last player leaves.
  • FIX: "Hailing effect" graphics are no longer glitched
  • FIX: Mount energy icons no longer cause possibly excessive log prints
  • FIX: An issue with faction evaluation when the internal numbers were less than 0. This is a pretty significant bug fix for factions, and should make improving (or losing) faction more reliable now.
  • FIX: Issue with projectiles file loading where certain projectiles where incorrectly being saved to universe data. Projectiles that are short lived (like most torpedoes) will not be saved between game sessions.
  • FIX: Issue when the Recovery vessel has no mounts causing a game error. However, this vessel will still probably be unflyable upon respawn.
  • FIX: Server setting changes should now properly be sent to clients at all times. Settings like sv_gamemode should now function properly on all clients even when toggled on and off quickly.
  • FIX: An issue that was a major cause of duplicate ships. A duplicate player ship is a symptom of an issue, not the actual cause, but we are slowly tracking them all down.
  • FIX: An issue with hidden factions that was causing an error when doing anything that affected those factions. Ex: It is now possible to again split tiles off your Starter Station. It is not recommended however.
  • FIX: Server errors at the start of Construction now get properly communicated to the client. The player should no longer get stuck in the "Pick Assembler" screen.
  • FIX: Energy blobs should now always show correctly on ships
  • FIX: Mass text labels to use up to 2 decimals instead of the previous non rounding display.
  • FIX: Hails from muted players will now be ignored
  • FIX: Auto-enter undocked vessel should now work 100% of the time
  • FIX: An issue that was causing items to vanish during Construction
  • FIX: Hopefully 100% fixed an issue with AI continuing to drift even once the vessel's bridges are destroyed. We found a difficult issue to reliably reproduce and debug, but initial tests suggest it has been eliminated.
  • FIX: You should no longer be able to enter a vessel someone is currently editing

[h3]Removals[/h3]
None
[h2]COMING IN BETA 3[/h2]
The next BETA we will be focusing on Star System level of content. We will be looking at Star System size, region density, region types, how the regions within the star system appear to players and how the game behaves or reacts to a player within the star system (spawning aggressive fleets, possible special events, etc).

BETA 2 Pre-Release Build 2 Now Available

BETA 2 pre-release 2 is now available. Thanks to some sharp eyed testers we have identified and fixed a critical bug preventing new constructions.

If you would like to check out this pre-release build all the usual things apply, it will have problems (some of which we know about) and it may break your universe.

If you still wish to give it a try check out all the changes and details here : https://steamcommunity.com/app/416240/discussions/19/1864993626715535433/
and how to access it here: https://steamcommunity.com/app/416240/discussions/19/1864993626712138019/

BETA 2 Pre-Release Build 1 Now Available

The first BETA 2 pre-release is now available. BETA 2 sees the return of Ticeroy and Druminence factions with all new ships, stations and we've also thrown in some new components just for them. Along with the return of these beloved (or hated) factions is a complete overhaul to how access works.
The new Ownership and Access system gives new control over systems like inventory, components, manufacturing and more. We hope this is a welcome change especially for those venturing out with others.

Thanks to all those bug hunters out there in the community this release should fix several bugs (more fixes to come).

As always for those that do check out the build please let us know your thoughts via the forums or on our discord

If you would like to check out this pre-release build all the usual things apply, it will have problems (some of which we know about) and it may break your universe.

If you still wish to give it a try check out all the changes and details here : https://steamcommunity.com/app/416240/discussions/19/1864993626712139837/
and how to access it here: https://steamcommunity.com/app/416240/discussions/19/1864993626712138019/

BETA 1.1 Released

BETA 1.1 contains fixes for several bugs located by the community in BETA 1.

[h2]Patch Notes[/h2]

[h3]Fixes[/h3]
  • FIX: Inventory item UI stretching when performing certain cargo bay swapping
  • FIX: Bridge: Engine reroute Warp to Thrust (was rerouting thrust to warp)
  • FIX: Trade Sell Overlay not correctly disappearing when it should
  • FIX: Several more issues where tooltips were not going away when they should
  • FIX: String for item names for Bridges Warp to Thrust and Thrust to Warp
  • FIX: A potential issue with dialogue not disappearing
  • FIX: Certain energy patterns drawing incorrectly in tooltips
  • FIX: Removed three duplicate recipes from a Lab 5 lab.
  • FIX: Enhanced/Modified thrust being able to go negative
  • FIX: Construction info being incorrect and "one update behind"
  • FIX: Transfer Single and Transfer All Cargo buttons being swapped
  • FIX: Being able to manufacture the selected recipe on labs that do not have the recipe.
  • FIX: Lab 6 recipe to require Lab 5, and not Lab 4
  • FIX: "Lab 9 - Weapon | Shield" being mislabeled as a Lab 8
  • FIX: Incorrect AI dialogue entries causing incorrect behaviour following player responses
  • FIX: Home icon not showing up correctly on the object's nameplate

[h3]Tweaks[/h3]
  • CHANGE: Notifications (the thing at top center of screen) to be larger
  • CHANGE: AI rotation to be more similar to player turning

BETA 1 Is Here!

It's finally arrived. Beta 1. The game has come a far way from the first Prototype version (still available on GameJolt btw) and many of you have been with us for the full journey. Thank you. For those who are just joining us, welcome and hope you enjoy the Beta. Brew a cup of coffee, or pop open your favorite energy drink or soda, because there is a whole bunch of stuff to go over.

For those who won't bother reading the detailed forum post here are the main features :

[h2]Game Play Changes[/h2]
Overall the balance has been the biggest change. Making all the systems work together was a big undertaking after all the Alphas adding each system individually. The game should now be playable from lowest level to highest level with a continuous path in between.

[h2]Mine Ores. Refine Metals[/h2]
A significant change in how materials are acquired and produced. You no longer mine specific metals, but rather ores, and the ores are then refined into a specific metal.
The ores are: Paglite, Zeblalt and Durfil.
  • Tritanium, Magnesite and Bonivium are refined from Paglite.
  • Kelbium, Virmatite and Naronium from Zeblalt.
  • Cirelium, Gavitanium and Duralium from Durfil.


There is also a new ore type called Begillium which can be refined into Tryptocite, Jerrelium and Puupooripojuo (a loose Druminence translation, we swear). These are "additives" that can be mixed into the base metals to produce different kinds of Hull tiles.
Other changes include crystals, each crystal type is used for a specific component type, Keloirit for weapons, Yoggenite for engines and so on.

[h2]Faction Changes[/h2]
The Indepedent Traders have arrived. These are a faction of traders who will trade with nearly everyone, and exist in most systems. Their prices aren't always the best, but when you're desperate, you can't always be picky. Be warned: they aren't without teeth, and if you offend them too much, you may find yourself given the cold shoulder in the future. Ticeroy and Druminence have been temporarily removed for BETA 1, and will return in BETA 2.

[h2]Self Assembly and Construction Changes[/h2]
Mounts no longer require items. An Assembler can just place them, as long as you have the available Integrity, and the Assembler is capable of making that type of mount (and size). Vessels with an Assembler can now alter itself, but with some limitations

[h2]Combat[/h2]
We have rebalanced the combat mechanics. After thinking long and hard and listening to feedback, we decided to move away from Lasers (they are still in game), and shifted significantly to Particle Cannons. This changes how the AI will fight you, and require you to fight them. There's more room for skill and practice for all players now. There's also new variants for many weapons.

[h2]Components and Vessel Characteristics[/h2]
Bridges have changed. Generally speaking the old "requires X components with Y benefit" is gone (the old bridges can still exist, and will eventually be seen in specific situations). Instead the bridge enhancements are a bit more straightforward in how the benefits (and deficits) are calculated and applied.

Items have mass, and with it, Cargo Bays now have a mass reducing value. Now with items have mass (and that mass affecting your vessel), upgrading cargo bays even with the same size, but better mass reduction can be a handy benefit.

Engines now have acceleration. This means that a ship's engines will not be at full thrust immediately. Only Ion engines can be manufactured at this time, but other engines are available to those willing to find them.

Ships now have a base impulse value, from a formula requiring at least one functional reactor, and factoring in engine count and vessel mass. Thrusters and other lateral engines are no longer required to strafe. They can still help however. Rotation is generally faster overall, though some ships may feel slower due to no longer having thrusters equipped.

[h2]Universe Creation[/h2]
We have changed Universe creation. The default way will now produce ever higher level star systems as you move outwards. Generally speaking the max level systems are about 9 systems away from starting system. For those who prefer the old random way, that's available at creation, but it cannot be changed once the universe has been created. We've also redone our seed words to be a bit more "spacey". We have also honed a number of the elements of universe creation to make generation work better for the game.

[h2]Tutorial... of sorts[/h2]
The first star system is now a sort of "tutorial" system. It's a bit more hand-crafted in terms of enemies and initial loot. Herman is gone from the starter region, but is nearby, and now has upgraded to a station of his own.

Whenever you load up a universe, you will see the new tutorial. Images and text will hopefully walk you through how things are done to get started. Let us know what you think.

[h2]Tiles and Graphics[/h2]
We've added an entirely new system for tile graphics. While most tiles will look the same at first glance, there are now transparent tiles to be found, and we have the capability of adding "special effects" (beyond just glow and transparency) to tiles, and we will be fully utilizing this system as Beta continues. There are also more colors to pick from now during tile painting.

[h2]User Interface[/h2]
Almost the entire UI has been changed or improved or both. Inventory is now organized by specific cargo bay and stored as tabs. The Manufacturing and Building UIs have been significantly redesigned, especially the manufacturing, components and painting portions. We've done SIGNIFICANT performance improvements on the paper doll, and other UIs have seen an overall performance increase. Dialogue popups and hailing have been redesigned. No more hailing dialogues intrusively blocking the middle of your screen on warp in. All hailing is now collapsed and located above the top right of your action bar. Please let us know what you think of these changes.

[h2]Dedicated Server[/h2]
Many of you have been asking for it, and its finally been done. There is now a dedicated server tool available for those who wish to keep a game session going for friends and strangers. NOTE: this is not for the novice computer user. It may require some network configuration, and just general knowledge of how these types of things work.

[h2]Technical Behind-the-scenes and Mod Support[/h2]
Significant work has been done to ensure better modding support. This took advantage of the stripping-out-nearly-all-content at the start of BETA 1 development and adding elements to prevent the game from crapping itself if something was missing.

To read about all the changes in nitty gritty detail please check out the forum post here: https://steamcommunity.com/app/416240/discussions/0/1744518767211239165/ and as always thank you for all your support, we look forward to hearing how you enjoy the BETA via Discord or as usual on the Steam Discussion

Also of note, to celebrate the BETA release we we have updated the store page including a new trailer:
[previewyoutube][/previewyoutube]

Finally as we have mentioned in the past, now the game has entered BETA we have increased the games price to $12.99 (local price will vary).