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Space Haven Alpha 16 - Now In The Experimental Branch!



[h3]Greetings, Spacefarer![/h3]

Space Haven Alpha 16 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.

Here is how you join The Experimental Starfarer crew:

  • Open Steam Library
  • Right click Space Haven
  • Select Properties
  • Go to tab 'Betas' at the top.
  • Select 'Experimental' in the drop-down.

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

[h3]Giving Feedback[/h3]



[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]Space Haven Alpha 16 Experimental Branch Patch Notes[/h2]

[h3]A Missions System[/h3]
  • A Missions System has been added to the game.
  • NPC Factions can now ask the player to execute missions and offer rewards for successfully executed missions.
  • Missions range from resource transportation, exploring derelicts, bounty hunting, transporting prisoners, giving medical assistance to finding special logs and fallen crew members of a faction. Generally, helping the factions in various ways.
  • Accepting some missions offered by a Faction might displease another faction, depending on the faction relationships.
  • The Missions user interface can be found when a NPC faction ship/station is selected. Once a mission has been accepted the mission description can also be found in the logs/statistics section of the User Interface.


[h3]Missions to Build Space Stations and Asteroid Bases for Factions[/h3]
  • Added the possibility to build space stations as well as bases on asteroids for NPC factions as a part of the missions system. (Not yet a separate station mode scenario. Instead, the possibility is given through missions on your journey)
  • Asteroid bases are unique since they allow crew members to walk on the asteroid itself, and it is possible to build separate sections of a base over the asteroid. (Sections can also be built on a Space Station)
  • Added help notifications regarding station and base building missions.


[h3]A New Way to Build Hull - The Builder Pod[/h3]
  • Added a new builder pod to the game, and removed the hull building function from the mining pod.
  • The builder pod is now meant for building hull.
  • Created the possibility for the builder pod to move above ships and stations and build from the top, to enable building bases on asteroids.
  • The builder pod uses the same pod hangar as the mining pod. The player can choose if they want a mining pod or builder pod built at the pod hangar.


[h3]A New System for How System Points Are Acquired[/h3]
  • New Facility: Ship/Station core. These cores now give system points instead of the Hull Stabilizer.
  • Maximum amount of cores is limited, based on the ship canvas size.
  • Removed the build restriction from Hull Stabilizers. Hull Stabilizers can now be built freely anywhere, but they cost system points to build.
  • Removed the free system points coming with a new hull section.
  • Rebalanced the amount of system points facilities need.


[h3]A New Mining System[/h3]
  • A new Mining System: Mining has been changed to a system where resources can be found both on the surface of asteroids and deep within asteroids.
  • Ore found on the surface can be mined the same way as before, using Mining Pods.
  • Ore found deep within asteroids require an Ore Processor facility, which will supply Ore Drills for Mining Pods to use.
  • New Facility: The Ore Processor. The Ore Processor comes with a set of Ore Drills, which the Mining Pods use to mine ore from deep within asteroids. The Ore Processor also processes the mined ore to usable resources.


[h3]Cargo Shuttles Help Provide Resources for Missions[/h3]
  • A Cargo Shuttle system has been added to the game. Cargo Shuttles are big cargo transports required for special transport missions.
  • A ship can build one or more Cargo Ports, which will allow the ship to become specialized in cargo transport tasks.
  • Added the possibility of NPC cargo transportation ships joining the player fleet and providing the necessary resources for building stations and bases as part of a mission.
  • New Facility: The Cargo Port. (Meant to be built on ships)
  • New Facility: The Asteroid Cargo Port. (Meant to be built on asteroid bases)


[h3]Power Networks And Hull Stability Networks[/h3]
  • Added the possibility to have many power networks as well as hull stability networks. This enables asteroid bases to have separately built hull sections, each working as their own units.
  • When hull sections are separated (No hull link), hull stability is given to the hull section according to the amount of Hull Stabilizers in that section. When sections are unified with hull the hull stability points are added together. Essentially, each built hull section is treated as a ship of its own.
  • Power networks are also separated in the same way, and unified by building hull paths between hull sections. Power networks can also be unified with another mechanism on asteroid bases, using conduits that transfer power from one built hull section to another.
  • Implemented new view modes to allow viewing how hull stability networks and power networks are set up.


[h3]A New Power System[/h3]
  • Modified/Unified the Power System. Removed "Advanced power" as a concept and instead unified power under one term, keeping separate grids for facilities with low power needs and facilities for high power needs.
  • Added more depth to the power system, with nodes now adding to the power capacity values in the areas they cover. Multiple power nodes can bolster each other and add to the power capacity in the area.
  • The available power capacity of power nodes is now affected by their set range (area to cover), with a smaller range increasing the capacity output.
  • Added a way to change the center point of the high capacity power grid given by a power node. This can be done by selecting the power node and changing its settings.
  • Power nodes can become overloaded if the power drain surge becomes too high in the area they cover.
  • Power capacity nodes can improve the capacity level of power nodes, when placed close enough to them.
  • Added a Backup power node to the game, which can be built to increase the amount of backup power available, and used together with solar panels to store power as backup power. (Added to the research tree in the same module as the Solar Panel)
  • Solar panels can now help contribute to all power needs of the ship/station.
  • Improved the power view mode, listing separate ship/station power consumption categories. These will give the player a better view on what type of facilities are drawing more power at the moment.
  • Created a new backup power system, whereby different categories of facilities will turn themselves off at certain thresholds when the ship/station falls into backup power. This system will help keep the ship/station alive longer while keeping critical systems running allowing for searching for more resources.
  • Balancing: Modified the capacity/generation values of power nodes and generators.


[h3]Facility Wear And Tear[/h3]
  • Implemented a system where facilities can now degrade over time and be impacted from a bad environment, like high temperature, pressure changes from hull breaches and hazardous gases.
  • Function may be slowed, or the facility stops working altogether until the environment issue is fixed.
  • Facilities will now require some repairs periodically due to wear and tear from usage.
  • The setting for both the environment impact and Wear and Tear can be edited and turned off in the game customization tool. (Same menu where difficulty is chosen)


[h3]Hyperdrives Can Be Rotated[/h3]
  • Made it possible to rotate hyperdrives in any direction. All active hyperdrives need to be rotated in the same direction to execute hyperspace jumps. (Ships cannot be rotated)
  • To enable hyperdrive rotation the graphical look of the hyperspace jump sequence has been modified.


[h3]Starmap Improvements And A New Service[/h3]
  • Added a protection service for the Military Alliance. Guns for hire. Makes it possible to hire NPC ships to accompany you for a time period.
  • Added a naming system to the starmap. Star systems and star system clusters now have names.
  • Added auto-travel to the starmap, making it possible to give a command to travel a longer distance with fewer clicks.


[h3]Early Game Improvements[/h3]
  • The starting system in the game will be a safe system.
  • Rebalanced start scenario resources and resources in the galaxy.
  • Added new settings to the game customization tool, allowing the player to tweak the resources spawned in the galaxy in a new way. (Setting vs Default)
  • Redesigned the Basic Platform start, the design of the platform is slightly different with a system core already placed.
  • Redesigned the Abandoned Mining station start, adding a system core and other small changes.
    Improved the outlook of view modes, making the overlays easier to read.


[h3]General Improvements[/h3]
  • Added a way to sort crew members according to their skill level in the crew management menu (Priorities). To sort: Click on a priority topic (Like industry).
  • Added a way to create global schedules in the crew management menu (Schedules). Crew members can be assigned to these global schedules, and the schedules show how many crew members and how many various skills categories are covered in a global schedule.
  • Added information to the facility tooltips showing the required skill level needed to produce a resource.
  • Increased the maximum of IF-rules for resource production.
  • 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 16 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 16 - Progress Report.



[h3]Greetings, Spacefarer![/h3]

It's time to let you know what we've been working on here at Bugbyte. Alpha 16 is shaping up to be a mixed bag of goodies, with new features extending on content, building, crew management and deepening some of the existing systems in the game. Let's have a look!

[h3]Missions System[/h3]
A mock-up of a possible missions screen. Work-in-progress. (Subject to Change)

We've started developing a missions system, which would support both smaller missions within a sector and missions which require traversing to a specific location.

With the missions system we want to bring more life to the galaxy, by creating more events and giving more life to the factions with them asking for help regarding various things when meeting them. Our first iteration is to create the start for a missions system, not yet focusing on any type of big quests or lore-tied missions which require a lot of development time to create.

We also believe missions would be a good way to add more methods to acquire resources, to be able to specialize in certain ways, and then compensate for your weaknesses by carrying out missions for factions. Our first implementation will focus on smaller easy to implement missions, and we will look to build from there with time.

Feel free to suggest in the comments the type of missions you would like to have in the game! We can see if some of them are possible to implement.

[h3]Space Stations and Asteroid Bases[/h3]
An asteroid base! With the possibility to build different hull sections.

So far you've only been able to build spaceships, but this is about to change! We've been working on making it possible to build space stations and bases on asteroids.

As of the moment, it is still open as to how this will integrate with the rest of the game. However, we have some ideas we want to iterate on. Furthermore, the systems required to make space stations and asteroid bases possible will also make it possible to create a separate station mode some time in the future. (Separate Station Mode coming in a later update most likely)

[h3]New Builder Pod[/h3]
Bob the Builder ready to embark on building missions, to build stuff! Bob likes building.

We are creating a new pod, the Builder pod. The Builder pod will be the pod used for all hull building and scrapping tasks. The mining pod will focus on mining duties.

The new Mining Pod and Builder Pod side by side.

The Mining Pod and the Builder Pod both use the same hangar, and you will be able to choose which pod you want to have at a specific hangar. You will also be able to abandon and build another pod instead of the current one if you want to change it later on.

[h3]Building From the Top[/h3]
Pods will be able to fly above ships and stations.

We need to make it possible for small space vessels to be able to move on top of spaceships and stations, since it would look too strange if pods are building the asteroid base hull sections from underneath the asteroid. Going forward, some small space crafts will move on top while others still move underneath.

One of the problems with having small space vessels move on top of spaceships and stations is that it starts to look like they are floating "inside" the ships and stations, when the roof view mode is not toggled on.

We need to expand on our Kitchen to accomodate all these new crew members!

We came up with a simple but solution to this, making the vessels grayed out a bit to make it easier for the player to distinguish which assets are on top of the ships/stations, and which are inside. When the roof view mode is on the small space vessels will have their full color.

[h3]Walking on the Moon. Uh, Base![/h3]
"Hey Karl, the view sure is nice over here."

Asteroid bases are special in that they allow crew members to use the asteroid surface to traverse between sections of the base. An asteroid base does not have to be one intact hull structure, and can instead be many different hull sections, with crew members traversing between the base sections in spacesuits.

[h3]Modified Power System[/h3]
The Power System gets more depth and the view mode will list the consumption for all subsystems on a ship or station.

The current power system has gathered a lot of mixed views and so we're looking to change the power system once again. Our aim is to unify the power system, and remove "Advanced Power" as a concept in the game.

There will now be only one type of power, but we will keep separate power grids for facilities with low power needs and facilities with high power needs, which is supplied using power nodes. However, the change will make the Solar Panel capable of supporting the ships/stations all power needs. Since the Solar Panel is completely free power, only taking space, it needs to be balanced to not make the Power Generators completely useless.

Furthermore, we are aiming to add more depth to the power system. Power nodes will add to the power capacity values in the areas they cover, making their placement more important. Multiple power nodes can bolster each other and add to the power capacity in the area.

Overall, while links will not be re-introduced (At least not at present time), these changes will bring back some of the features that some players were missing from the older power system version.

[h3]New Backup Power System & Backup Power Node[/h3]
The Backup Power Node makes it possible to store more power as backup power for rainy days.

We are adding a Backup power node to the game, which can be built to increase the amount of available backup power. These Backup Power nodes can also be used together with solar panels to store power as backup power. (Will be added to the research tree in the same module as the Solar Panel)

Additionally, we are also creating a new type of behavior for the backup power system, whereby different categories of facilities will turn themselves off at certain thresholds when the ship/station falls into backup power. This system will help keep the ship/station alive longer while keeping critical systems running allowing for searching for more resources. The most critical facilities for survival will be the last to run out of power.

[h3]Modified Hull Stabilizers and System Points[/h3]
Ship/Station Core facility. Work-in-Progress. (Subject to Change)

We are looking to modify Hull Stabilizers by removing their capability to give System Points. Instead, we plan to introduce Ship/Station core facilities. These core facilities now give a set amount of system points, and the amount of cores is directly linked to the canvas size of the ship or station.

The Hull Stabilizer will still be the facility to give more hull stability to ships and stations, and it will cost system points to build.

The Ship/Station core will be the facility to make system points available, and we are looking to make it more abstract by having the maximum amount of system points be directly linked to the ship/station canvas size. This change will make it possible to use the full set of System Points specified for a Ship/Station canvas size, without having to spread out Hull Stabilizers to make them available.

[h3]Hull Stability and Power Networks[/h3]
Create separate hull stability and power networks. Work-in-progress. (Subject to Change)

We are adding the possibility to have many power networks as well as hull stability networks. This is especially useful on asteroid bases, as it enables bases to have separately built hull sections, each working as their own units. This feature is needed to make it possible to have a specific asteroid base hull section have its own power resource for example.

When hull sections are separated (No hull link), hull stability is given to the hull section according to the amount of Hull Stabilizers in that specific section. When hull sections are unified by building hull paths between them the hull stability points of the different sections are added together. Essentially, each built hull section is treated as a ship/station of its own.

Power networks will be separated in the same way, and unified by building hull paths between hull sections. Power networks can also be unified with another mechanism on asteroid bases, using conduits that transfer power from one built hull section to another. (Currently only on asteroid bases)

We are implementing some new view modes to allow viewing how hull stability networks and power networks are set up.

[h3]Facility Degradation and Impact from the Environment[/h3]
Facilities will get more life to them, by reacting more to their environment and having some wear and tear from usage.

We are implementing a system where facilities can now degrade over time and be impacted from bad environment factors, like high temperature, pressure changes from hull breaches and hazardous gases. Function may be slowed, or the facility stops working altogether until the environment issue is fixed. Facilities will also require some repairs periodically due to wear and tear.

[h3]Crew Management UI Improvements[/h3]
You will be able to create global schedules and assign crew members to them. Each global schedule will also list the crew members available in each skill group.

We are adding a way to sort crew members according to their skill level in the crew management menu (Priorities). We are also adding a way to create global schedules in the crew management menu (Schedules). Crew members can be assigned to these global schedules, and the schedules show
how many crew members and how many various skills categories are covered in a specific global schedule.

These changes will make it easier to manage large crews and for you to know that each schedule has the necessary skills covered for everything to function well.

[h3]When Will the Alpha 16 Update be Released?[/h3]


Unfortunately we cannot give a specific date yet. Though, October or November would be something we can aim for. The features and improvements we are working on require a lot of time and we need to tie it all together to make a solid package for your to play.

We ask for your patience as we aim to do just that. =)

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/

If there is something you are wondering about feel free to shoot us a message in the comments. We will let you know when we are closer to be able to release this update. Stay tuned, Spacefarer!

Space Haven Alpha 15 - Version 0.15.2 Released as Stable.


[h3]Greetings, Spacefarer![/h3]

We have fixed some bugs and put together a new patch for the Alpha 15 Update. The newest version is now 0.15.2.

Patch Notes

- New look for the Jukebox.
- New look for scaffolding.
- Fixed a very rare bug related to derelict ship generation, where the game would stall for a longer period of time leading the player to believe the game had crashed.
- Fixed a bug with the Surgical Enhancement Facility spawning many job tasks.
- Fixed thruster positions of the salvage bot.
- Fixed bugs.

If you find any issues let us know at the forums:
https://steamcommunity.com/app/979110/discussions/4/

Stay tuned and enjoy the new update! We have begun our work on a new Major update for Space Haven and will keep you posted here in the news. =)

Space Haven Alpha 15 - Version 0.15.1 Released as Stable.



[h3]Greetings, Spacefarer![/h3]

We have fixed some bugs and put together a new patch for the Alpha 15 Update. The newest version is now 0.15.1.

Patch Notes

- New look for the Arcade Machine.
- Fixed many reported bugs.

If you find any issues let us know at the forums:
https://steamcommunity.com/app/979110/discussions/4/

Stay tuned and enjoy the new update!

Space Haven Alpha 15 - The Second Anniversary Update!



[h3]Greetings, Spacefarer![/h3]



Space Haven receives a massive Update in celebration of the second Anniversary in Early Access! We've worked hard on this update and it has to be the biggest and most feature rich yet. Read on to see all the new goodies implemented in the game. =)

Alpha 15 will make crew members feel less robotic and more human. At the same time, the elements affecting the mood of the crew members will guide the player to build their ships in certain ways and allow for small goals to strive for.

The joy of building a great and comfortable ship to live on will be amplified by seeing crew members enjoying their life on the ship. We have also worked on adding new crew combat content, various decoratives, new ways to modify your ship and beverage to the game, what would space be without a good space beer!

[h2]Crew Combat Content[/h2]

[h3]New Inventory[/h3]
Reece equipped with an Assault Rifle and Armor. There are new sections on the left for the Loadout and Augmentations.

The inventory is getting a new look, with different sections to allow for showing the inventory, the loadout and the augmentations of crew members.

The loadout allows you to specify what types of equipment you wish the crew member to have, and they will fetch and replenish them automatically. Augmentations have also been added, and it is now possible to enhance your crew members surgically. More on that in another section below.

[h3]The Loadout[/h3]
Crew members can now pick-up and refill their gear on their own.

The loadout section of the crew member inventory allows you to easily manage the gear that the crew member should have. It allows for choosing the primary and secondary weapons from lists, as well as other gear like armor.

The crew member will fetch the items themselves, making it easier to equip and potentially have crew members refill items. The old manual "pick-up" system is still in place, so both ways can now be used to equip crew members.

[h3]New Weapons[/h3]
Pew pew! Don't mess with these Laser and Plasma weapons.

We're adding some new weapons for crew members to use, laser and plasma weapons. Laser weapons are high-tech weapons emitting a concentrated beam of coherent light, with enough wattage to do serious damage. Plasma weapons are high tech weapons firing superheated bolts of plasma.

[h3]Armor[/h3]
Give your crew some protection with these armor items.

We've added a couple of crew armor items to the game, the bulletproof vest and the armored vest. These work on a simple chance to block mechanism, each having a percentage chance to block a projectile.

[h3]A Remote Control, Sentry Guns and Oxygen Tanks[/h3]
A crew member taking care of some aliens using a remote controlled sentry gun.

We have also added a sentry gun to the game, which can be carried and deployed by a crew member. A sentry gun needs to be operated via a remote control by a crew member. Additionally, it is now possible to bring with you deployable Oxygen Tanks to make exploring derelict ships a bit easier.

[h2]Augmentations[/h2]
Enhance your crew members with surgical enhancement technology.

We've implemented the possibility to augment your crew members with technology, enhancing their physical or mental capabilities.

Augmentations are implanted using a Surgical Enhancement Facility. The Surgical Enhancement Facility is a sophisticated medical suite capable of the delicate and invasive process of installing cybernetic augmentations for crew members. It requires a skilled medic to operate, and the patient will need to recover afterwards.

[h2]Deep Characterization[/h2]
Many new conditions have been created to make crew members be less robotic and feel more human.

Overall, we've worked to make crew members react more visibly to their surroundings. Things like sleep, leisure time and work conditions will be very important to be on a good enough level for crew members to operate and ultimately stay sane.

[h3]Unique Characteristics and Likes[/h3]

Traits and backstories now have an effect on the likes and dislikes of a crew member. These are things like the want/need to talk, play games, listen to music, go on the toilet, eat nice food and so on.

[h3]Streamlined Character Status[/h3]

While our original idea was to have many subcategories, each with their own information on the character well-being, we noticed it makes it harder to glance through a main list and see what can be improved.

We've decided to streamline it all, removing a few subcategories (The effects are still there) and list as much as possible in the main overall mood category. This will allow the player to simply look at this list and immediately see how the well-being of the character can be improved.

[h3]Base Mood Linked to Difficulty Level[/h3]


The base mood of a crew member is linked to the difficulty level. Easier difficulty levels will mean crew members can tolerate more before risking a mental break. The base mood of a crew member can be customized with the game customization tool (Same menu where difficulty is chosen). The scale is in the format of easy-normal-hard.

[h3]Sleep Environment[/h3]
There is now a reason to make own rooms for crew members.

The sleep comfort of the area where the bed is will determine how comfortable it is to sleep in that space. It will either give a negative or positive mood effect depending on the comfort levels.

Privacy also plays a part, and will now give a reason to make own rooms for crew members. While it is not strictly needed, it will give more peaceful uninterrupted sleep for the crew member.

[h3]Leisure Time Comfort[/h3]
Leisure time space is more important than before.

If the best leisure space is a bad one the crew members will become negatively impacted, while a great leisure time space will have many benefits.

Leisure time is important also in terms of the general comfort level of the ship, we've multiplied the effect on leisure time since there's usually only a few hours of leisure time during a cycle. This means a good leisure time space will have a big impact on overall mood.

[h3]Food[/h3]

Food is an important part of keeping crew members happy. In addition to the previous nutrition deficiencies we have added a positive mood bonus for providing crew members with great food.
A great meal is a meal from the Kitchen with at least three ingredients of the following: fruits, root vegetables, artificial meat, nuts and seeds.

[h3]Overall Ship Comfort[/h3]
You will know if your ship is comfortable enough as a whole by looking at the crew status comfort bar.

The comfort status bar has been modified and it now tracks the long-term overall comfort levels of the crew member, covering all areas and schedules. This is different from before, which tracked the short-term effects. The change will allow you to know if the balance between negative comfort areas and positive comfort areas is on a good enough level.

This comfort status bar will indicate if the ship is generally comfortable enough to not have negative impacts on the crew. The way to secure this is to have a good enough sleep and leisure time environment, which will balance off the work environment.

[h3]Mental Breaks[/h3]
Melissa has had enough.

Mental breaks have previously been mostly in a placeholder state, we have worked more on this feature. Many small things can accumulate and affect the overall mood of the crew member. Once the mood is low enough for a long enough period, the risk for a mental break will rise.

The first most likely mental break will be a minor one, giving the player a chance to realize something is very wrong and giving a chance to react and fix the conditions.

There are three different categories of mental breaks:

  • Minor mental break: Things like refusing to work or getting into a fight with someone. Also drinking and gaming binges.
  • Major mental break: Things like destroying stuff, setting facilities on fire on outright mental shutdown and becoming unconscious.
  • Extreme mental break: The most severe group, things like wanting to take down the whole ship with them or attempting to take their own life.

[h3]Happiness[/h3]

Keeping crew members comfortable and happy will give bonuses to their effectivity, they will work a little bit faster and be a bit less likely to surrender.

[h3]Discussions[/h3]


Crew members will now often talk about something bothering them, or something they are happy about, when engaged in discussions with other crew members. If something is bothering them the other party in the discussion can offer comfort, giving temporary mood buffs.

Following the emojis when crew members discuss will give hints to the player about things they dislike or like at the moment, all of which can be seen more in detail in the status tab.

[h2]Relationships[/h2]
We can be friends now... And enemies!

Up until now relationships have only been a number, without any real effect. In Alpha 15 this will change. Crew member relationships have been developed further and they can now become friends, lovers or enemies, all with various impacts in different situations.

The way friendships are formed is based on a compatibility value, as well as the average overall mood over a period of time. There are different relationship stages. Crew members can become enemies, acquaintances, friends, good friends, best friends and lovers. A crew member can only have one best friend and one lover, while there can be more of the other stages.

Enemies

Crew members will try to avoid sitting down at the same table with an enemy when eating, if there are other tables close enough. If the enemy dies or goes missing, the crew member will secretly be happy about it.

Crew members can sometimes also get in a fight with an enemy even if mood is otherwise on a good level.

Acquaintances

Neutral relationship, which has no special effects.

Friends and Good Friends

Crew members can get mood buffs from having great conversations with friends, allowing them to connect and share their feelings. If the friend goes missing or dies, the crew member will be sad for a longer time as they try to move on with their life.

Best Friends

A crew member can only have one best friend, and they are a special person to the crew member. Discussions with this crew member can give a great mood bonus, and losing them will make them feel very sad for a long time.

Lovers

Crew members can become lovers, if their compatibility and attraction to each other are on a high enough level. These values are drawn randomly between crew members. Lovers will get a mood buff from sleeping together in the same room, close enough to each other. Losing a lover will be devastating.

[h2]Relationship Settings[/h2]


We've added the possibility to tweak how relationships can form, if at all. If some part of the relationship system is undesired it can be customized through the game customization settings, toggling the possibilities of becoming enemies, friends or lovers on/off.

[h2]Beverage & Decoratives[/h2]

[h3]Beverage Machine[/h3]
We be drinkin'.

Behold, beer! Watch crew members drink beer and have a fun time. Alcohol beverages will lift up the mood, while slightly raising their accident rate and reducing accuracy. The crew member might also get hungover, but it will all eventually end well enough!

[h3]Potted Plants[/h3]
Potted plants, one of the most requested features after windows.

Potted plants can be placed for a small leisure comfort benefit. They also break up the clinical visuals of a ship and give a nice look to rooms and hallways!

[h3]Nightstand[/h3]
A bed needs a nightstand to be complete.

Having a nightstand beside the bed will increase the sleep comfort for crew members.

[h3]Wall Decoration[/h3]
Something to make walls look prettier.

Wall decorations perk up the room! A nice memory of a landscape once taken for granted.

[h3]New Roof Elements[/h3]
More and more facilities are now showing also on the roof in one way or another.

The shuttle and mining pod hangars now also add some graphics to the ship/station roof. Storages also add their own graphic element to the roof. This gives some more life to the ship/station roof and makes them less flat.

[h2]Faction Leaders&Captains and Messaging[/h2]


Faction spaceships/stations now have a Leader/Captain, which add some depth to the ships and stations you meet. The leaders will occasionally interact through messaging, short messages shown in the log of the game.

To make this possible we've created a new messaging system, which allows NPC ships/stations to communicate with short messages something about themselves or their intentions in the sector.

[h2]Better Blueprint Tools and Ship Size Modifying[/h2]

[h3]Mirror Mode[/h3]
Use the mirror mode tool to help you design symmetrical ships!

Another highly requested feature has been added to the game. We've implemented a mirror mode tool in the hull building/sketching menu. There are toggles for mirroring the X-axis and Y-axis, and even both at the same time. This will help you build symmetrical ships.

[h3]Modify Your Ship Size[/h3]
You can now modify the size of your ship canvas within certain limitations.

We've implemented a way to change the position of the actual ship within the ship canvas and also change the size of the canvas, to the extent it is possible taking into account the current actual ship size and ship points used.

Modifying a ship can only be done in the "deploy fleet to sector menu", which is shown when the player jumps to hyperspace and drops out of hyperspace to a new sector area.

[h2]New NPC Ships[/h2]
The Merchant Federation have added a new 2x3 large ship to their fleet. Without trade, we aren't human.

The Military Alliance is ready to protect with this new beast of a ship. Service, Stability and Sacrifice.

The Slavers Guild will roam the universe with this new large ship. Captain “Tricky” Wolfe is pleased to invite you to an auction aboard her starship, the “Mad Magic.”

The Cult of New Haven gets an addition to their fleet. If you stumble into the Garden of Eden, burn it! We are not meant to live there: We are meant to live among the stars.

The Androids 3x2 large wide ship, ready to meet you somewhere in the galaxy. You have Our love, Our friendship and Our gratitude. But you will no longer have Our service. You are not worthy.

The civilians with their new spaceship, with many hypersleep chambers aboard to carry civilians deep into space. All we need now is a fresh start.

[h2]New Small NPC Ships[/h2]
All NPC Factions have received a new small 1x2 ship addition to their fleet. You will meet these ships on your journey through space!

[h2]Alpha 15 - The Second Anniversary Update - Is Now Released![/h2]


This new Update coincides with our second anniversary in Early Access, what better way to celebrate than to have a major update for the game! Enjoy the new update and let us know your feedback or any issues you find here on Steam forums or on our channels below.

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/

Thank you for being with us on this Early Access Journey. Stay tuned, Spacefarer!