DevSlog

Early Access week retrospective and other information.

Retrospective

Hey everyone!

Its been a little over a week since we launched into early access here, so I want to share a few numbers and some information regarding our next update. We sold roughly 800 copies with a refund rate of around 11%. Whilst we have sold much less than I had hoped, I’m confident with more updates, more people will decide to jump in and play. Our refund rate is around average for an early access title and actually much lower than average for this particular genre. This tells me those that have purchased the game are relatively happy with it, or understanding of its current release state. source

I’ve seen the reviews stating there is nothing in the game, or this seems more of a tech demo. I do feel that’s a bit of an unfair representation and may be due to a lack of onboarding, which I will continue to work on and improve in order to show what content we do have.

Of course, we did only release into early access here Friday, meaning there will be much less content than other similar titles in the same genre. So please do keep this in mind when deciding to buy this game or not.

Our next update

I have already released a couple of smaller updates and I’m now working on the next larger update. I will try and prioritise the things asked for the most, which currently includes cooking, fuel production and crafting.

Lots of people have also been posting various bugs and issues which I am also working on fixing. This is the first time a large amount of people have played the game, so naturally there will be lots of extra issues that I or the other testers have not found leading up to this point. So please be patient whilst I try and get through them all. I am only one person and there is only so much I can do at a time.

I will be opening the experimental branch here within the next couple of days for people to play on and test if they wish to do so. Though keep in mind, there may be bugs and issues which could ruin saves etc. You can find more info about this over on our Discord.

Community Updates

Amazingly we already have a few mods in the Steam workshop!

User Kolcio138 has created a Healwort mod:

Grow and harvest the Healwort plant which can be used to heal your crew’s injuries

https://steamcommunity.com/sharedfiles/filedetails/?id=3713849263

User TinyPanda has created the Training Dummy mod. And what’s even more amazing is this uses injected GDScript code, injected using his own SpaceSlog mod loader app he has already created

Place down a training dummy your crew members can use during entertainment time to practice combat skills

https://steamcommunity.com/sharedfiles/filedetails/?id=3715005281

Over on our Discord we already have users with several in game year playthroughs. Here’s a screenshot of user BloodStarOfficials ship!

We will continue to feature ship designs and mods so please come post yours over on our discord or forums.

That is it for today. Don’t forget that if you want to help us you can;

  • Post a review
  • Write a guide for those that may be struggling
  • Or even ask your favourite steamer to play the game

And remember, you may only be one person, as am I, but together is when great things are made. That is why every little helps.

Thanks

Marcus (Produno)

Information, Update

Steam Launch and new update!

SpaceSlog is set to launch on Steam into Early Access on the 17th of April, that’s next week! Check out our new trailer!

I have also pushed a new update. You can view the full changes below.

We have a new way to start the game. Before you would choose from a list of scenarios. I decided to change this to create a captain. Where the choices you make will not only give you a customised pawn to take with you, whom will be given the captain role, but it will also affect how the game starts. You can see one of the menus below.

I changed how building works slightly to make it a bit more intuitive. Now you can place structure wherever you want, as opposed to having to place it next to other structures. Airlock doors can also be placed anywhere now. I suspect this will continue to get refined and improved throughout the early access period.
With that, any structure not connected to the main ship, will be left behind if leaving the area. I added a handy overlay so you can see what is connected or not.

I also updated the airtightness overlay to show any breached tiles. This should make it much easier to understand what’s going on if you have a breach somewhere.

More menu options have been added, like the new keybinds menu. Plus UI scaling which a lot of people have been asking for.

Another major feature in this update is chickens and mating! This adds another source of food and you can now work towards creating your very own farm spaceship. More animals will be added later with new features.

v 0.12.0.0

  • Speed up metadata loading on the Save/Load menu.
  • Added a stagger for combat.
  • Added stopping power to ranged weapons.
  • Updated/Improved how nutrition for food works.
  • Updated current recipes to reflect the new nutrition updates.
  • Different creatures can now eat/drink different consumable types.
  • Space worms have lithophagy type diet, meaning they eat rocks for the minerals inside.
  • Improved font visuals.
  • Reduce the size of various textures.
  • Reduce the size of various sound files.
  • Add various new sounds.
  • Added chickens.
  • Added fertilised chicken egg.
  • Added breeding.
  • Added small animal bed.
  • Added a new animals tab in the crew menu.
  • Optimised component ticks.
  • Added some extra error checks when importing data from JSON files.
  • Slightly adjusted how sleep works to try and encourage crew to follow their sleeping schedules better.
  • Add a notification if a custom role could not be created.
  • Changed work type Veterinarian to Animal Handler, as it fits the role better.
  • Add and adjust various pawn behaviours to accommodate animals.
  • Add right click options for feeding and hydrating crew and animals.
  • Changed the red collapsed icon to green.
  • Updated how trade values are calculated.
  • Moved asteroid pawn spawn values into json.
  • Add more dev actions to the dev menu.
  • Minor tutorial updates.
  • Updates and fixes to how different kinds of dirt works.
  • Updates to various pawn behaviours including, slaughtering and mating.
  • Ensure the enable tutorial button is only selected if we have not yet completed the tutorial.
  • Updated/balanced fire:
    • Various objects are less likely to catch fire.
    • Fires generate less heat.
    • Fires don’t spread as quickly.
    • Heat extractors extract more heat.
  • Changed rendering pipeline on Windows to Direct3D12, with fallback to Vulkan.
  • Transfer vents must now be placed on top of Ship Structure. (graphics will be updated for these in the future)
  • Improve transfer vent placement.
  • Various age related issues fixed and improved.
  • Adjust walling placement:
    • No longer needs to be placed next to another wall or floor.
    • Any structure not connected to your main ship will be left behind when exiting the area.
    • There is a new overlay that shows what is connected or disconnected.
    • Airlock doors can also now be placed anywhere.
  • Improved air tightness overlay to show any breaches.
  • Update options menu.
  • Add UI scaling option.
  • Add keybinds menu.
  • Any location that spawns asteroids will also spawn rocks.
  • Update in-game credits.
  • Move scenario data to Core folders for easier translating.
  • Removed choosing a scenario on a new game.
  • Added a new captain creation on game start which will also influence how the game starts.
  • Fixed: Various incorrect texts.
  • Fixed: Exhaustion illness was not being applied.
  • Fixed: Crash when creating a new role that could not be created.
  • Fixed: Work type tooltips would not show the jobs it can perform if using a language other than English.
  • Fixed: Various issues with the dev menu.
  • Fixed: Crash that could occur on explosions.
  • Fixed: Lighting issues with fires and muzzle flashes.
  • Fixed: Trader stock could not be more than the max stack size of that item.
  • Fixed: Meta text could go off the screen.
  • Fixed: Health condition tended status was not saving/loading correctly.
  • Fixed: Doors would sometimes be placed with the incorrect direction.
  • Fixed: Doors would not always load the correct direction.
  • Fixed: Showing room breached if building over a flooring overlay.
  • Fixed: Various issues with room breaches.
  • Fixed: Doors would not always breach a room.
  • Fixed: Floor could be placed in a gap if a utility was placed, causing breach sealing issues.
  • Fixed: A larger room could not fill with gasses higher than the room next to it due to incorrect equilibrium calcs.
  • Fixed: Breached cells would not always reset.