Approaching What?!
Solvency. Noun: the possession of assets in excess of liabilities; ability to pay one's debts.
OK, I can't pay off my house or my car, so I'm not technically "solvent", but I can support my immediate expenses for long enough to crunch through that Roadmap. And that "S" in solvency really hints at the infinity symbol (nice touch David!)
I started this process right after launch week. Approaching Infinity was doing really well, and I wanted to keep the momentum going. So I gave notice and now I'm free. I am dedicated to making this game everything it can be, and I have you to thank for that.
This is what my kids think my life is going to be like now: the whole family playing UNO FLIP together (while a giant crab watches?!), and me lounging on the couch eating pizza:


[h3]But it should be more like this:[/h3]

Possibly with the sun rising and setting in the background...
[h3]v1.5Jx:[/h3]
This has been the longest I've gone without releasing an update (a whole week!), so it's time. But this update still has an experimental feature in it, so I'm going to release it into a branch called "scanningexperiment" which anyone can join and requires no password. It won't break your saves, and is entirely optional.
It will provide you with a prototype of the new "planet scanning" features, which allows you to know broad details about what a planet has to offer *before* you go down. This is intended to help you bring the right equipment and find what you're looking for (and maybe skip the things that you're not interested in.)
Here's how scanning will eventually look:

Right now it's just a pop-up message with too many details. It will be "finessed" into something more vague and flavorful.

[previewyoutube][/previewyoutube]
Here's a 23-minute video I did, testing out the new features:
I have taken a *lot* of feedback over the time on steam, and many changes, fixes, and additions have been based on that. Here is everything you'll find in v1.5Jx (The 'x' is for experimental)
[h3]CHANGELOG:[/h3]
I suppose on a list like this, I should really use the standard "Fixed / Changed / Added" thing...
Something that did not get fixed: When you install a new ship component, sometimes the icons get duplicated incorrectly. It just didn't make the time cut, it will be handled soon.
Here's something else that didn't make the cut, but definitely made the grade:

Individual device icons!
Remember, this is not in the main public branch. You have to actively switch over to the "craftingexperiment" branch from in your steam library:

This will not break your save, and saves shouldn't be broken coming back out of it. Just go play with it, and let me know how it's going, either in the Steam Discussions, or the Approaching Infinity channel in the Roguelikes Discord.
[h3]What's Next?[/h3]
Activating Steam Cloud Saves, and then ... Re-Binding Keys!
I know you want it. I know you need it. I know you deserve it. So I guess I'll do it!
And meanwhile I'll watch how everyone does with v1.5Jx, make sure everything's working, and move it into the main branch.
Fixing the auto-explore and path-finding is also on the short-list.
[h3]And then...
Patreon![/h3]
Some people have been urging me to go this route for years, and I never have, but I think it's time. You have no obligation to join, and updates will still happen here, and I'll listen to Steam feedback.
But I think I can offer Patreon supporters more: a look behind the scenes, messages from aliens, a more detailed look at my plans, and opportunities to contribute special things within the game (like art, writing, pre-designing shipwrecks and planets, etc.)
And a little extra support every month, as well as engaging with the people giving that support, will be very motivating. But that's for the future, approximately October 2020. For now, I have plenty of work to do getting out of 1.5...
Have a good day!
OK, I can't pay off my house or my car, so I'm not technically "solvent", but I can support my immediate expenses for long enough to crunch through that Roadmap. And that "S" in solvency really hints at the infinity symbol (nice touch David!)
I started this process right after launch week. Approaching Infinity was doing really well, and I wanted to keep the momentum going. So I gave notice and now I'm free. I am dedicated to making this game everything it can be, and I have you to thank for that.
This is what my kids think my life is going to be like now: the whole family playing UNO FLIP together (while a giant crab watches?!), and me lounging on the couch eating pizza:


[h3]But it should be more like this:[/h3]

Possibly with the sun rising and setting in the background...
[h3]v1.5Jx:[/h3]
This has been the longest I've gone without releasing an update (a whole week!), so it's time. But this update still has an experimental feature in it, so I'm going to release it into a branch called "scanningexperiment" which anyone can join and requires no password. It won't break your saves, and is entirely optional.
It will provide you with a prototype of the new "planet scanning" features, which allows you to know broad details about what a planet has to offer *before* you go down. This is intended to help you bring the right equipment and find what you're looking for (and maybe skip the things that you're not interested in.)
Here's how scanning will eventually look:

Right now it's just a pop-up message with too many details. It will be "finessed" into something more vague and flavorful.

[previewyoutube][/previewyoutube]
Here's a 23-minute video I did, testing out the new features:
I have taken a *lot* of feedback over the time on steam, and many changes, fixes, and additions have been based on that. Here is everything you'll find in v1.5Jx (The 'x' is for experimental)
[h3]CHANGELOG:[/h3]
- I removed something that was making monsters weaker before sector 20. this will change difficulty. Beware.
- I also changed the game's ideal landing party size, which may affect difficulty (upwards).
- Shuttle ace reduces shuttle cooldown by 2
- Completely removed time-based XP gathering in all environments.
- Officers on away teams now get XP for # of tiles revealed, as you go. Harsher environments give more XP.
- All officers gain xp while in space, by exploring the sector map.
- Asteroid mining now always produces at least one thing.
- You now receive a message about bonus XP on a long away mission.
- Short range ship weapons are much more damaging
- Gave a log message about the pirate's "Profiteering Beam"
- Subspace wave sectors now only consume half supplies for engine and reactor (ride the waves!)
- Sargasso sectors have less shipwrecks (still about 90) and a massive aggregate of black holes
- Added some handling for people who can't see any text!
- Added a new feature that stops your movement whenever a new enemy is sighted.
- Limited the spawning of crafting-related items before crafting has been unlocked.
- Added a prototype "movement safety" function, where keyboard input is paused when a new threat is noticed.
- Monster Threat is now measured as a decimal, 1.0 being approximately equal to you.
- Tried to make the planetary oxygen warning not happen too soon.
- Damage Reduction on space suits progression happens faster.
- Middle mouse button now also does scanning, in addition to [V] key.
- Most locations inside a sector are pre-generated with the sector.
- You will now see hints during this time.
- I took out equipment modifiers like "grade 3" and "Mark 7".
- Whenever you encounter a terrain you can't walk on, a message is generated in the log about how to cross it.
- There's a 10% chance that the planet name file for a sector will be the first curated user-generated planet names! (I Took out inappropriate ones.)
- You can now switch back out of the custom cursor.
- I added the Excavator device to clear rubble, which has never existed before!
- You will now get more personalized information when you visit alien embassies.
- I did the prep work to enable Steam Cloud saves. It is not active yet.
- I removed something that was limiting the level of items crafted.
- Also gave a bonus crafting level for schematic pickups.
- Fixed the installation of the "crafting lab" device.
- You can now hold [SHIFT] to selectively tooltip anything :D
I suppose on a list like this, I should really use the standard "Fixed / Changed / Added" thing...
Something that did not get fixed: When you install a new ship component, sometimes the icons get duplicated incorrectly. It just didn't make the time cut, it will be handled soon.
Here's something else that didn't make the cut, but definitely made the grade:

Individual device icons!
Remember, this is not in the main public branch. You have to actively switch over to the "craftingexperiment" branch from in your steam library:

This will not break your save, and saves shouldn't be broken coming back out of it. Just go play with it, and let me know how it's going, either in the Steam Discussions, or the Approaching Infinity channel in the Roguelikes Discord.
[h3]What's Next?[/h3]
Activating Steam Cloud Saves, and then ... Re-Binding Keys!
I know you want it. I know you need it. I know you deserve it. So I guess I'll do it!
And meanwhile I'll watch how everyone does with v1.5Jx, make sure everything's working, and move it into the main branch.
Fixing the auto-explore and path-finding is also on the short-list.
[h3]And then...
Patreon![/h3]
Some people have been urging me to go this route for years, and I never have, but I think it's time. You have no obligation to join, and updates will still happen here, and I'll listen to Steam feedback.
But I think I can offer Patreon supporters more: a look behind the scenes, messages from aliens, a more detailed look at my plans, and opportunities to contribute special things within the game (like art, writing, pre-designing shipwrecks and planets, etc.)
And a little extra support every month, as well as engaging with the people giving that support, will be very motivating. But that's for the future, approximately October 2020. For now, I have plenty of work to do getting out of 1.5...
Have a good day!