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Space Haven Alpha 12 - Version 0.12.2 released as Stable.

[h2]Space Haven Alpha 12 - Updated to Version 0.12.2[/h2]



[h3]Patch Notes[/h3]

  • Added more information to the robot stations facility tooltips in the build menu.
  • Added more information to the enslavement facility tooltip in the build menu.
  • Improved scenario hints (Blue Objectives) texts.
  • Fixed bugs.


We have another patch for Alpha 12! We've been improving the blue objective notifications, which guide the player towards a hyperspace capable ship and learning the basics.

We still have translations on the way for these new texts and will update the game in the near future. We've also been busy fixing the bugs you have found so far, thank you for reporting and enjoy the new version. =)

Space Haven Alpha 12 - Version 0.12.1 released as Stable.

[h2]Space Haven Alpha 12 - Updated to Version 0.12.1[/h2]



[h3]Patch Notes[/h3]

  • Added a direct food consumption toggle for the storage facility information window. Use this to allow eating directly from a storage.
  • Modified some scenario hints and other texts.
  • Fixed bugs.


We've been busy fixing the bugs you have found so far, thank you for reporting and enjoy the new version. =)

Space Haven Alpha 12 - The Anniversary Update - Now Released!

[h2]Alpha 12 - The Anniversary Update - Now Released![/h2]



[h3]Greetings, Spacefarer![/h3]

May 2021 marks two very big milestones for us and Space Haven. 1 Year in Early Access and 5 Years Since the Start of Development.



To celebrate this event we have assembled a big package of some of the most requested features by you, our players. We want to make this event special, and celebrate together with you. Thank you for being with us on this journey with Space Haven!

New Major Features


[h2]Bigger Ships[/h2]

The Widowmaker is a 2x3 ship inspired by a ship created by one of our players, Lord H Vetinari. You will also be able to create these bigger ships in Alpha 12!

We are adding two types of larger ship canvases for you to build on, the 2x3 and the 3x2, with 24 system points in store for you to assemble your ship attack and defense systems. To build on one of these bigger canvases you need to swap out the default 2x2 ship canvas in the abandoned mining station start scenario.

Note! You need a large enough crew and/or logistics bot to have a ship this big run efficiently. Distances start to become big and it takes lots of time for crew members to carry out their tasks. Don't go too big too fast =)

Swap out the default canvas and build a bigger ship! (But don't build too big too fast or you run out of resources =) )

You can swap out the default ship canvas by clicking on the "+" button at the top left part of the user interface. Note that you have 8 ship points in total and each grid on the canvas takes 1 point. So the 2x3 and the 3x2 will take 6 ship points.

[h2]Robots[/h2]



[h3]Logistics Robots[/h3]

Logistics overwhelmed! That has really been a theme with Space Haven. If one grabs everything there's bound to be a lot of crates, and while that should be the case (pun intended) it would be good to have some tools to try to ease it up a bit, too.

Logistics bots have certainly been one of the most wished for feature, and we're happy to announce we are including them for Alpha 12! Logistics Robots need to be researched to be unlocked, and you'll get to build a logistics robot home station, which is capable of building such a robot. The logistics robot uses the home station to repair and recharge itself at.

[h3]Salvage Robots[/h3]

Well, why stop at one robot! We are also introducing the Salvage Robot, a hovering type of robot capable of venturing out into derelict ships and stations, dismantling facilities and hauling crates with the help of its two robotic arms.

The salvage robots also need to be researched and come with a home station, which they use to repair and recharge themselves at.

[h2]Windows[/h2]

I had a dream that we found a habitable planet to live on. I don't think that planet is it...



Windows have been one of the most requested features by you, our players. There's just something about windows it seems! Well, it is finally happening. We have windows available in Alpha 12, both for the ship hull and inside walls.

There's a few different widths to choose from, and you will be able to build windows side by side to have lots of light come in! Windows are not only cosmetic, they will help light up the rooms to a degree.

[h2]Better Roofs and a Hull Paint Generator[/h2]

[h3]Visible roofs and improved roof graphics[/h3]

This pirate ship now travels the galaxy in more colors.

Roofs are now visible by default on ships, which have not yet been visited or explored by the player. It always frustrated us a bit that ships would often just be black blobs in the sector, unless the player specifically presses a button to see the roofs.

Ships and stations actually look like such when the roofs are up, so we created a system to allow roofs to be shown more, while keeping the needed visibility when exploring ships with your crew members.

[h3]Hull Paint Generator[/h3]

Close up of the new roof styling and some hull paint.

We have also created a hull paint generator, which creates paint patterns on spaceship and station hulls. We want to have some distinction between the various factions spaceships, to make it easier for you to see who you are dealing with. It also makes the visual aspects of spaceships more varied.

[h3]Tool to paint your own patterns[/h3]

The fearsome Stickman clan ship on its way to cause havoc in the galaxy.

You can access the hull painter by going to the build menu, then edit and then roof.

We are including a tool to paint your very own patterns on the roofs and hull walls on your ships. Let your imagination run free and make your ships look truly unique with your own patterns.

[h2]Statistical Graphs[/h2]



We've created a menu for tracking production and consumption over time for all the resources in the game. This is a tool, which has been long on our minds.

This tool will be very useful for things like water, energium, food and other resources - Displaying how much of the resources are consumed and produced on average over time so you can identify inefficiencies in your production.

No longer do you have to guess if your food production is keeping up with the consumption. Let some time run and check the graphs! =)

[h3]How to Open the Statistical Menu[/h3]

We're still planning to add an UI button for it, but there is a keybind for it in the game settings. Bind a key for it and you will be able to access the menu!

[h2]Immersion - More Sounds[/h2]

Oh, you guys make some real noise now. Neat!

Last of the new Major features, but certainly not least! More sounds have been another much requested feature. We've added more sounds and we also modified the overall sound space to not be as quiet as before.

We have added more sounds to most facilities of the game, such as consoles, industry facilities, power generators, power nodes and thermal regulators, and to many other facilities like the Kitchen and Arcade Machine.

We have also added some sounds to characters, which you can hear when you are zoomed in close enough. The sound volume of various elements is dynamic, it is based on the current zoom level. We want to aim to avoid overwhelming the sound space with too many sounds all at once.

[h3]More Sounds Still to Come[/h3]

There are still sounds missing from the game, we look to add more with time as we keep developing the game towards an indie gem. So do not worry, they are on their way into the game. =)

[h2]Alpha 12 - The Anniversary Update - Is Now Released![/h2]

So go play already! =) We hope you enjoy this major update for Space Haven, and we are still looking to implement some patches for Alpha 12 based on your feedback.

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/

[h2]Full Patch Notes[/h2]

  • 2x3 and 3x2 grid sized ship canvases added to the game. You can start building on these bigger canvases by clicking the build new ship and switching out the default canvas.
  • Logistics robots and a logistics robot station implemented.
  • Salvage robots and a salvage robot station implemented.
  • You can now build windows! These can be placed both on the ship hull and on walls inside your ship.
  • Windows come in different variations, from 2 tile wide to 4 tile wide.
  • Windows work as a source of light.
  • Modified NPC ships, stations and derelict ships to have windows.
  • Roofs are now visible by default on ships, which have not yet been visited or explored by the player.
  • Created a hull paint generator, which creates color patterns on spaceships and station hulls.
  • Created various tools for the hull painter to create your own color patterns on your ships.
  • Added tile decorations to the roofs of ships and stations.
  • Modified the sound space to not be as quiet as before. Note that the sound volume of elements is dynamic, it is based on the current zoom level.
  • Added more sounds to the game: Industry facilities, power generators, power nodes and thermal regulators, Hyperdrives.
  • Added some sounds for characters too, when they walk (zoom in to hear it), when they take a hit from an enemy, idle whistle and more. Some sounds are only played when
    zoomed in close enough, to not overwhelm the sound space with too many sounds all at once.
  • User interface sounds and game sounds now have their own separate volume setting in the game options.
  • Added a resource prioritization option to airlocks. You can use this to specify to which airlock certain resources should be transported.
  • Added some history graphs to the various view modes, tracking values over a period of time and shows them in a graph.
  • The vents view mode has two new buttons. One for opening all vents on a ship, and one for closing all of them.
  • Implemented a statistics menu, with various graphs containing historical data on how one or more resources have been produced and consumed over a span of time.
  • Added also miscellaneous data, like the average mood of crew members over time, or the amount of prisoners over time.
  • Thrusters for shuttles, mining pods and crew members have been modified and improved visually, to better fit their respective graphics and to reflect the
    movement correctly.
  • Improved and added more features to the user interface when using drafted shuttles to dock to ships/stations.
  • Modified the link type UI section in the power view mode. Added an expert mode button to reveal the advanced link types. Added a new special type of link,
    which allows you to create a link, which only moves power when capacity is over a threshold.
  • Added a tooltip showing what type of resources are in crates visible on the floor. This will make it easier to see what's actually in the crate piles on derelict ships for example.
  • Created a new wide styled ship for: Android Collective, Civilians.
  • Modified and improved in-game icons.
  • Improved various graphics.
  • Balancing: Increased the CO2 need for plants and decreased the CO2 generation of crew members, with the aim to make the CO2 producer actually needed for optimal plant growth.
  • Balancing: Chemicals costs more raw chemicals to produce.
  • Added prison areas for all Military NPC ships.
  • Added nuts and seeds as an option in the composter facility.
  • Fixed bugs.
Enjoy the update, Spacefarer. Stay tuned for more news! =)

Space Haven Alpha 12 - Now In The Experimental Branch!



[h2]Greetings, Spacefarer![/h2]

Space Haven Alpha 12 is now available to play in the experimental branch. As a reminder, the update process is as follows:
  1. A new Update is first available in the Experimental Branch.
  2. Players, who do not mind playing a more unstable version, will first want to test the new update.
  3. Once the experimental game build looks solid and stable enough we will push it out officially to all players!
NOTE! Joining experimental is completely optional, and you should only do it if you are willing to risk that some new bugs are introduced, which could affect your game play and potentially break your save.

Please do not join the experimental branch if you don't want to risk breaking your save or have the game break on you in midst of play! If you want to play a more stable version please wait for the official release of the update.

Note! We believe old Alpha 11 saves will work, but cannot guarantee it to 100%. A lot of new things have been added to the game. We will know better once many of you have tested it. =)

Here is how you join The Experimental Starfarer crew:

  1. Open Steam Library
  2. Right click Space Haven
  3. Select Properties
  4. Go to tab 'Betas' at the top.
  5. Select 'Experimental' in the drop-down.

To see what has been added, check the in-game patch notes.

[h2]Giving Feedback[/h2]



[h3]Please give your feedback in the experimental branch forum. Link below:[/h3]

https://steamcommunity.com/app/979110/discussions/5/

Let us know what you think of the new features and if something should be altered or tweaked in your mind. Perhaps something makes the game too hard or something is too annoying, let us know so we can get a feel for how the new features feel! =)

[h2]Feedback on Sounds[/h2]

Please give your feedback in the experimental branch forum. Link below:

https://steamcommunity.com/app/979110/discussions/5/

Let us know how the new sound space feels in the game, which facilities work well and which do not. Perhaps some facilities have too much volume in their sound? Remember to try the new separated sound volume settings in the game options, where you can tweak Sound Effects and User Interface sounds separately.

Please give your feedback in the forum mentioned above, as it is easiest to collect it all in one place! =)

[h2]Statistics Menu[/h2]

The statistics menu does not have a button for it yet, but you can bind a key to open the menu in the game options -> keybindings. Try it out and let us know how it works. =)

[h2]Space Haven Alpha 12 Experimental Branch Patch Notes[/h2]

You can read up on many of the new features in more detail in the previous post:
https://steamcommunity.com/games/979110/announcements/detail/5437509496111344022

  • 2x3 and 3x2 grid sized ship canvases added to the game. You can start building on these bigger canvases by clicking the build new ship and switching out the default canvas.
  • Logistics robots and a logistics robot station implemented.
  • Salvage robots and a salvage robot station implemented.
  • You can now build windows! These can be placed both on the ship hull and on walls inside your ship.
  • Windows come in different variations, from 2 tile wide to 4 tile wide.
  • Windows work as a source of light.
  • Modified NPC ships, stations and derelict ships to have windows.
  • Roofs are now visible by default on ships, which have not yet been visited or explored by the player.
  • Created a hull paint generator, which creates color patterns on spaceships and station hulls.
  • Created various tools for the hull painter to create your own color patterns on your ships.
  • Added tile decorations to the roofs of ships and stations.
  • Modified the sound space to not be as quiet as before. Note that the sound volume of elements is dynamic, it is based on the current zoom level.
  • Added more sounds to the game: Industry facilities, power generators, power nodes and thermal regulators, Hyperdrives.
  • Added some sounds for characters too, when they walk (zoom in to hear it), when they take a hit from an enemy, idle whistle and more. Some sounds are only played when
    zoomed in close enough, to not overwhelm the sound space with too many sounds all at once.
  • User interface sounds and game sounds now have their own separate volume setting in the game options.
  • Added a resource prioritization option to airlocks. You can use this to specify to which airlock certain resources should be transported.
  • Added some history graphs to the various view modes, tracking values over a period of time and shows them in a graph.
  • The vents view mode has two new buttons. One for opening all vents on a ship, and one for closing all of them.
  • Implemented a statistics menu, with various graphs containing historical data on how one or more resources have been produced and consumed over a span of time.
  • Added also miscellaneous data, like the average mood of crew members over time, or the amount of prisoners over time.
  • Thrusters for shuttles, mining pods and crew members have been modified and improved visually, to better fit their respective graphics and to reflect the
    movement correctly.
  • Improved and added more features to the user interface when using drafted shuttles to dock to ships/stations.
  • Modified the link type UI section in the power view mode. Added an expert mode button to reveal the advanced link types. Added a new special type of link,
    which allows you to create a link, which only moves power when capacity is over a threshold.
  • Added a tooltip showing what type of resources are in crates visible on the floor. This will make it easier to see what's actually in the crate piles on derelict ships for example.
  • Created a new wide styled ship for: Android Collective, Civilians.
  • Modified and improved in-game icons.
  • Improved various graphics.
  • Balancing: Increased the CO2 need for plants and decreased the CO2 generation of crew members, with the aim to make the CO2 producer actually needed for optimal plant growth.
  • Balancing: Chemicals costs more raw chemicals to produce.
  • Added prison areas for all Military NPC ships.
  • Added nuts and seeds as an option in the composter facility.
  • Fixed bugs.

[h3]Please give your feedback in the experimental branch forum. Link below:[/h3]

https://steamcommunity.com/app/979110/discussions/5/

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

We will gather feedback for Alpha 12 in the experimental branch and tweak as needed. Once everything is looking solid enough we will publish the update to the main branch.

Thanks for reading and see you again in the next update!

Space Haven Alpha 12 - Progress Report #02.

[h2]Alpha 12 - The Anniversary Update (Coming Soon)[/h2]



[h3]Greetings, Spacefarer![/h3]

May 2021 marks two very big milestones for us and Space Haven. 1 Year in Early Access and 5 Years Since the Start of Development.



To celebrate this event we have assembled a big package of some of the most requested features by you, our players. We want to make this event special, and celebrate together with you. Thank you for being with us on this journey with Space Haven!

New Major Features


[h2]Bigger Ships[/h2]

The Widowmaker is a 2x3 ship inspired by a ship created by one of our players, Lord H Vetinari. You will also be able to create these bigger ships in Alpha 12!

We are adding two types of larger ship canvases for you to build on, the 2x3 and the 3x2, with 24 system points in store for you to assemble your ship attack and defense systems. To build on one of these bigger canvases you need to swap out the default 2x2 ship canvas in the abandoned mining station start scenario.

Note! You need a large enough crew and/or logistics bot to have a ship this big run efficiently. Distances start to become big and it takes lots of time for crew members to carry out their tasks. Don't go too big too fast =)

Swap out the default canvas and build a bigger ship! (But don't build too big too fast or you run out of resources =) )

You can swap out the default ship canvas by clicking on the "+" button at the top left part of the user interface. Note that you have 8 ship points in total and each grid on the canvas takes 1 point. So the 2x3 and the 3x2 will take 6 ship points.

[h2]Robots[/h2]



[h3]Logistics Robots[/h3]

Logistics overwhelmed! That has really been a theme with Space Haven. If one grabs everything there's bound to be a lot of crates, and while that should be the case (pun intended) it would be good to have some tools to try to ease it up a bit, too.

Logistics bots have certainly been one of the most wished for feature, and we're happy to announce we are including them for Alpha 12! Logistics Robots need to be researched to be unlocked, and you'll get to build a logistics robot home station, which is capable of building such a robot. The logistics robot uses the home station to repair and recharge itself at.

[h3]Salvage Robots[/h3]

Well, why stop at one robot! We are also introducing the Salvage Robot, a hovering type of robot capable of venturing out into derelict ships and stations, dismantling facilities and hauling crates with the help of its two robotic arms.

The salvage robots also need to be researched and come with a home station, which they use to repair and recharge themselves at.

[h2]Windows[/h2]

I had a dream that we found a habitable planet to live on. I don't think that planet is it...



Windows have been one of the most requested features by you, our players. There's just something about windows it seems! Well, it is finally happening. We have windows available in Alpha 12, both for the ship hull and inside walls.

There's a few different widths to choose from, and you will be able to build windows side by side to have lots of light come in! Windows are not only cosmetic, they will help light up the rooms to a degree.

[h2]Better Roofs and a Hull Paint Generator[/h2]

[h3]Visible roofs and improved roof graphics[/h3]

This pirate ship now travels the galaxy in more colors.

Roofs are now visible by default on ships, which have not yet been visited or explored by the player. It always frustrated us a bit that ships would often just be black blobs in the sector, unless the player specifically presses a button to see the roofs.

Ships and stations actually look like such when the roofs are up, so we created a system to allow roofs to be shown more, while keeping the needed visibility when exploring ships with your crew members.

[h3]Hull Paint Generator[/h3]

Close up of the new roof styling and some hull paint.

We have also created a hull paint generator, which creates paint patterns on spaceship and station hulls. We want to have some distinction between the various factions spaceships, to make it easier for you to see who you are dealing with. It also makes the visual aspects of spaceships more varied.

[h3]Tool to paint your own patterns[/h3]

The fearsome Stickman clan ship on its way to cause havoc in the galaxy.

We are including a tool to paint your very own patterns on the roofs and hull walls on your ships. Let your imagination run free and make your ships look truly unique with your own patterns.

[h2]Statistical Graphs[/h2]



We've created a menu for tracking production and consumption over time for all the resources in the game. This is a tool, which has been long on our minds.

This tool will be very useful for things like water, energium, food and other resources - Displaying how much of the resources are consumed and produced on average over time so you can identify inefficiencies in your production.

No longer do you have to guess if your food production is keeping up with the consumption. Let some time run and check the graphs! =)

[h2]Immersion - More Sounds[/h2]

Oh, you guys make some real noise now. Neat!

Last of the new Major features, but certainly not least! More sounds have been another much requested feature. We've added more sounds and we also modified the overall sound space to not be as quiet as before.

We have added more sounds to most facilities of the game, such as consoles, industry facilities, power generators, power nodes and thermal regulators, and to many other facilities like the Kitchen and Arcade Machine.

We have also added some sounds to characters, which you can hear when you are zoomed in close enough. The sound volume of various elements is dynamic, it is based on the current zoom level. We want to aim to avoid overwhelming the sound space with too many sounds all at once.

[h2]When will Alpha 12 - The Anniversary Update be released?[/h2]

Our goal is sometime in May. We are looking to move into the experimental phase very soon and will post news on that in the near future. Once Alpha 12 looks good in the experimental phase we are ready to release it as an official update.

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! =)