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Space Haven Alpha 13 - Progress Report.



[h3]Greetings, Spacefarer![/h3]

The Upcoming Alpha 13 Update takes inspiration from Apollo 13, where accidents happen and research is imperative to survival! In the spirit of Apollo 13 we wanted to invest more time into the Research System and incentivize exploration by creating research bonuses from dismantling facilities on board other spaceships and stations.

We also wanted to tie Research with examining alien life forms and experimentation with resources, where some research modules will require the crew to carry out experiments on resources to discover new technologies.

To add to the emergent storytelling component of the game we have expanded upon the accidents system, and tied it together with research experiments and other crew member activities. We have created some new facilities to make all of this possible.

[h2]A New Research System[/h2]

[h3]A New Structure for the Research Tree[/h3]

The new research tree organizes research modules into their own categories.

We've decided to do some modifications to the research tree. The new structure for the Research Tree removes a lot of the complexity seen in the first research tree, and places research modules in their own categories. Some crossover connections are possible but less used than before.

Let's see how the research tree shapes with time. We are ready to iterate more on it until it feels good.

[h3]Multi-Staged Research[/h3]
Research might now require experimenting with resources, dissecting bodies or disassembling items.

The new research system features multi-staged research modules, where exploration, examinations, experiments and spending time at the classic research lab can all be tied together. We can now create research modules that may require dissecting alien bodies, disassembling items or experimenting with a resource to discover a new technology.

Many players were also wishing for a way to acquire some type of bonus to research when high-tech facilities are found and dismantled aboard other spaceships and stations. The new research system supports this, we will see how the balance between each element of research is weighted with time.

All in all the multi-staged research is intended to allow us to come up with many ways on how to incentivize exploring derelict spaceships and stations, as well as other possible things like gathering resources.

[h3]Improved Research User Interface[/h3]

We've added the same style of tooltips as seen in the build menu, with detailed information about the facility or item you are about to unlock. This was lacking in the Research tree and made it a bit hard to see what the unlocked facility does.

[h3]A Research Station[/h3]
You encounter a research station in a distant part of the galaxy...

We are adding a research station to the galaxy of Space Haven. You will be able to order basic research as a service to aid your efforts to unlock new technology.

[h2]Expanding on available services[/h2]
Enjoy the placeholder description text for the medical service offered by some kind Civilians!

We're adding and expanding on available services in addition to the research service available at the research station mentioned above.

One of these will be the medical service, where you can ask other factions for help if they happen to have medical beds and a doctor. This service will work similarly to the build/repair hull service available at the repair station.

[h2]A more elaborate Accidents System[/h2]
Haleigh doing some experiments with Energium. Turns out this stuff is pretty volatile!

The new expanded Accidents system works well with the new Research system. Research Experiments may go wrong at times and cause interesting situations. Accidents have been present before, but only ever lead to a broken part or a fire. Now there are more possibilities, and also a range of conditions they may lead to in crew members.

The goal is to create more opportunities for interesting events and emergent storytelling, where a cascade of random events may have the player witness something new and interesting.

[h2]Alien Data Sheets, Cocoons & Infections[/h2]

[h3]Alien Wall Cocoons may now come with a Crew Member[/h3]



We've added a feature, where you can find a new crew member trapped in an alien wall cocoon aboard a derelict ship. You can free them, but they may be hiding a unpleasant surprise within...

A new crew member is valuable, so you might want to take the risk. However, there might be a risk that the crew member is carrying an alien infection, which can with some bad luck spread among your crew members with time.

[h3]Alien Infections[/h3]
Hey Jeslyn! You alright there? Was it something you ate!? What is this weird stuff happening here!

Alien infections may spread among your crew, especially if you are unlucky to have an unfortunate crew member have a special type of seizure right in the kitchen. This is bound to spoil the meal and then some!

[h3]Alien Data Sheets[/h3]
The Crawler now has its own data sheet, cute!

Inspired by the X-COM series UFOpaedia we wanted to create something similar for the aliens encountered in Space Haven. You can now gain more information about the various alien entities through research.

[h2]New Facilities[/h2]

[h3]Body Storage[/h3]
Store your human and alien bodies here.

The body storage is a facility used for the storage of human and alien corpses awaiting to be further processed.

[h3]Robot Storage[/h3]
Store your robot and android remains here.

The robot storage is a facility used for the storage of robot and android corpses awaiting to be further processed.

[h3]Robot workbench[/h3]
The robot workbench where your crew member can disassemble robots and androids. Food tray shows the spot where the robot/android remains are placed.

The robot workbench is a facility used to pick apart robot and android remains, and scrap them for any usable resources that can be found.

[h3]Research workbench[/h3]
The Research workbench allows your crew members to experiment with resources, dissect bodies and disassemble items. For science! Food tray shows where the item is placed.

The Research workbench is used for reverse engineering purposes, supporting research efforts to discover new technologies. Crew members can disassemble mechanical items, dissect biological entities and experiment with various resources to find out valuable information.

Some research modules require a research workbench to be unlocked.

[h2]New Character Conditions[/h2]
Oops! Karl being a bit clumsy once again, burned his hands in the process!

  • Messing up - A general bummer type of feeling from screwing up some process. Impacts mood for a time period.
  • A general Injury - Impacts health, safety, mood as well as workspeed and accuracy.
  • Broken arm - Prevents the crew member from working for a time period, but still allows them to fire a weapon if it is absolutely needed, although with a great penalty to accuracy.
  • Burned hands - Ouwie! Accidents may cause a crew member to burn their hands, causing issues like not being able to work for a time period.
  • Vision loss - Partial vision loss. Impacts mood, workspeed and accuracy for a time period.
  • Inhaling toxic fumes - Impacts mood, health and prevents the crew member from sleeping for a time period.
  • Exposure to loud noise - Impacts mood and health for a time period.
  • Chronic Wounds - These types of wounds will accumulate with time as crew members get battle wounds. Needs a medical bed to recover.
  • Knocked Unconscious - An accident may knock your crew member unconscious for a while.


[h2]New Character Backstories[/h2]
Aksel is a hard working game developer!

  • Game Developer - Generally pretty good in research and operations.
  • Astronaut - Generally quite good in piloting, research and chemistry. Immune to traits: Clumsiness, wimp and lazy.
  • Psychologist - Generally good intelligence and perception. Immune to traits: Antisocial, nyctophilia, neurotic and neediness.
  • Comedian - Their wits mean they are often quite intelligent and have good perception. Immune to the antisocial trait.
  • Brewmaster - Fair intelligence and good minimum skills in farming.
  • Electrician - Good intelligence and perception. Good minimum skills in research and industry.
  • Prizefighter - Brave and high in zest (energy). Fair minimum skills in weapons. Immune to traits: Wimp, suicidal and peaceloving.
  • Athlete - High in zest (energy) and good minimum skill in logistics. Immune to the trait lazy.

[h3]In-Floor Lights[/h3]
Our kitchen looks a bit brighter today!

We're adding a new type of light to the Space Haven lights arsenal! You will be able to build in-floor lights in addition to the existing wall light and lamp.

[h3]A Search Mechanism for the Build Menu[/h3]
You can now write something in the search bar to search for a facility!

We have added a highly advanced feature to the Build Menu, which allows you to search for facilities to build simply by writing their name! =)

[h3]When will the Alpha 13 Update be released?[/h3]

We don't have a specific date yet. As always we will first push the new update to the Experimental Branch. We will post news when the time has come!

Meanwhile, join our social channels to chat with us and others playing Space Haven:

Join Space Haven Discord: http://discord.gg/spacehaven
Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
Technical Support: https://steamcommunity.com/app/979110/discussions/1/

Exciting times ahead, Spacefarer. Stay tuned for more news soon! =)

Space Haven Alpha 12 - Version 0.12.6 released as Stable.

[h2]Space Haven Alpha 12 - Updated to Version 0.12.6[/h2]



[h3]Patch Notes[/h3]

  • Added an option to change the audio output device in the game settings.
  • Added new translations of in-game texts.
  • Changed the power view mode generating information to a combination of the current output per second and how much it is of the maximum in a percentage.
  • Fixed bugs.




We have another patch for Alpha 12! We added a way to change the audio output device in the game options, this was missing from the settings earlier and had to be done in the operating system.

We have also worked on fixing bugs you are reporting to us. Keep the feedback flowing. Thank you for reporting and enjoy the new version. =)

Join Space Haven Discord: http://discord.gg/spacehaven
Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
Help/Technical Support: https://steamcommunity.com/app/979110/discussions/1/

Remember! If you need help with technical issues (Game not working) please create a thread in the Help/Technical forum mentioned above. We will help you as soon as possible.

Space Haven Alpha 12 - Updated and Improved!



[h3]Greetings, Spacefarers![/h3]

Before we move on to develop the next big Alpha update (Alpha 13) we wanted to spend some time to implement improvements, which could have a big impact on game play. Our priority is to always leave the current Alpha in a solid state before moving on to a longer period of development time on a new Alpha iteration.

Tooltips for Character skills and attributes have been requested by many and we're happy to include them in this new update along with many tweaks to their effects! Read on to see what's new in this update.

[h3]Tooltips for Character Skills and Attributes[/h3]



We were able to spend time implementing the much requested tooltips for Character Skills, Attributes and other information. In conjunction with this we tweaked the character skills and attributes to have a more meaningful impact on the jobs they are related to.

We also gave hand guns their own accuracy values. The Shotgun is less accurate than the Assault Rifle for example. All these factors make accuracy a cocktail of different things.

Things affecting accuracy:

  • The Weapons skill
  • The Perception attribute
  • The accuracy of the weapon itself
  • Various character conditions

This makes accuracy a variable, which can change depending on the conditions the character may find themselves in and the weapon they are using.

[h3]Modified Character Info Boxes[/h3]



We added some new indicators to the character info boxes, giving information on the current whereabouts of the character. We also made the boxes themselves change color based on the whereabouts of the character.

All of this should make it a bit more clear to know who is where simply by looking at the info boxes. =)

[h3]Cage Mouse Selector in Drafted Mode[/h3]



The isometric view takes some time to get used to. It is not always easy to know where the cursor is actually positioned. To make this easier, we created a tile-sized cage as a mouse selector in drafted mode.

This will hopefully make it easier to navigate derelict ships and stations and to target those crawling aliens.

[h3]New Transfer Menu[/h3]



We also modified the transfer menu when transferring resources between ships. We noticed players would often select all resources but never give the command to actually transfer them. So we rearranged the transfer menu to hopefully make it more clear that the transfer command should also be given using the +- buttons or the arrow buttons.

[h3]Improved Tooltips for Resources[/h3]



Tooltips for Resources now have some additional information on how to produce more or acquire more of them. Remember that besides production there is always a chance to find resources on derelict ships and stations, and you can also acquire more by trading for them.

[h3]New Scenario Hints[/h3]



We spent time rewriting many of the more complex scenario hints. We made them more detailed and tried to make them easier to read, by having clear steps where needed. User on-boarding is something we want to improve with time as we find opportunities to do so.

We hope new players will find these helpful beginning their Spacefarer journeys! =)

[h3]New Sounds[/h3]



We added a sound for hyperspace jumps. The sound will be played as an ambient type of sound, both when player ships and NPC ships jump into sectors. This will also give a hint to a ship entering or leaving the sector even if the player is focused on tasks elsewhere.

We also added a sound for the Jukebox, which now plays a short tune when characters turn it on. Beep boop! More sounds will come in the future.

[h3]Patch Notes for Version 0.12.5[/h3]

  • Created a tile-sized cage as a mouse selector in drafted mode to make it more clear where the selector is in the isometric world.
  • Added tooltips for character skills, attributes and rates.
  • Modified the user interface for the transfer tab, when transferring resources between ships.
  • Added a sound for hyperspace jumps. The sound will be played as an ambient type of sound, both when player ships and NPC ships jump into sectors.
  • Added a sound for the jukebox when set to play by a crew member.
  • Lowered volume on the character whistle sound.
  • Lowered volume on the Arcade Machine sound slightly.
  • Tweaked the power node drainage information in the power view mode.
  • Added indicators to the character info boxes, giving information on the current whereabouts of the character.
  • Increased the comfort value of the single bed, to make it more comfortable than bunk beds.
  • Modified the scenario guide step related to building a navigation console and two hyperium hyperdrives.
  • Balancing: Halved energy usage of industry facilities, doubled the default production time and modified industry skill levels to have a more significant effect on production speed.
  • Balancing: Reworked the weapons skill to have more impact on accuracy, in combination with the perception attribute.
  • Balancing: Buffed Assault Rifle in terms of cooldown and damage.
  • Balancing: Buffed SMG in terms of cooldown.
  • Balancing: Different type of weapons also affect accuracy. The Accuracy rate tooltip will list all effects.
  • Balancing: Worked on many other skills to have more impact on tasks they are linked to.
  • Fixed translation UI issues.
  • Fixed bugs.


We have also worked on fixing bugs you are reporting to us. Keep the feedback flowing. Thank you for reporting and enjoy the new version. =)

Join Space Haven Discord: http://discord.gg/spacehaven
Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
Help/Technical Support: https://steamcommunity.com/app/979110/discussions/1/

Remember! If you need help with technical issues (Game not working) please create a thread in the Help/Technical forum mentioned above. We will help you as soon as possible.

Space Haven Alpha 12 - Version 0.12.4 released as Stable.

[h2]Space Haven Alpha 12 - Updated to Version 0.12.4[/h2]



[h3]Patch Notes[/h3]

  • Improved and made the scenario hints (Blue Objectives) texts more detailed.
  • Translations for the new scenario hints texts implemented.
  • Added more informational text to the overview section for some facilities.
  • Improved the behavior of salvage robots at derelicts, utilizing access points to a higher degree than before.
  • Fixed bugs.


We have another patch for Alpha 12!

We've worked hard to improve the blue objective notifications (Guiding towards a hyperspace capable ship and teaching some other basics), to help new players understand the game. This patch introduces new improved texts for them as well as all translations for supported languages.

We have also worked on fixing bugs you are reporting to us. Keep the feedback flowing. Thank you for reporting and enjoy the new version. =)

Join Space Haven Discord: http://discord.gg/spacehaven
Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
Help/Technical Support: https://steamcommunity.com/app/979110/discussions/1/

Remember! If you need help with technical issues (Game not working) please create a thread in the Help/Technical forum mentioned above. We will help you as soon as possible.

Space Haven Alpha 12 - Version 0.12.3 released as Stable.

[h2]Space Haven Alpha 12 - Updated to Version 0.12.3[/h2]



[h3]Patch Notes[/h3]

  • Added text translations for new scenario hints (Blue Objectives).
  • Fixed bugs.


We have another patch for Alpha 12!

We are working hard to improve the blue objective notifications, to help new players understand the game. We are also working on fixing bugs you are reporting to us. We will be in this phase and update frequently until Alpha 12 is in a solid state.

Thank you for reporting and enjoy the new version. =)