Update

Alpha 15 – Balance

Hey everyone, Today I’m releasing Alpha 15. I was going to release this as an update to Alpha 14 but bumped it due to the amount of balance and refactoring changes. Meaning, this update may play quite a bit different to previous builds. Don’t forget you can still play any previous builds on Steam by going to properties > game versions.

As usual, it’s extremely helpful reporting your issues either on the discussions on Steam, our forums or our discord. This helps me to help you in the best and quickest way possible and also ensures your suggestions, balance issues, bugs or anything else you have to say actually gets correctly addressed.

New Items

  • Add depleted uranium resource.
  • Add depleted uranium refining recipe.

Improvements

  • Add filthy ship thought.
  • Major refactoring done to buildings and blueprints.
  • Add new incident – Crew rescue.
  • Rename the powered Airlock door to Automatic Airlock door.
  • Update zone highlight.
  • Ensure other blueprints can be placed over cable and ducting.
  • Change fuel type to Deuterium.
    • Carbonaceous asteroids need to be mined to gain materials which can be refined inside a refinery to create liquid Deuterium fuel cells.
  • Ensure main setup menus on game start reset if going back to the main menu.
  • Add scattered items to scenario json files.

Balance

  • Increase the amount of heat removed by heat extractors.
  • Slightly adjust research and split out the Electric Cooker.
  • An injury does not always have to be tended before it will stop bleeding. Though someone can still bleed out before that happens.
  • Wounds can become old without needing to be tended.
  • Increase heal rate of all beds.
  • Wounds will also heal when not resting, just much slower.
  • Increase time of day by almost 25%.
  • Adjusted days per month and year to account for the new length of days.

Fixes

  • Fixed: Memory leak with zone textures.
  • Fixed: Issues with captain appearance selection.
  • Fixed: Various text issues.
  • Fixed: Widget hotkeys could fail to work.
  • Fixed: Recipe crafting amounts were not always counting correctly.
  • Fixed: Healing did not use the healing skill correctly.
  • Fixed: Custom pawns could still sometimes show up more than once.
  • Fixed: Would not always make it clear if a pawn was in a mental break or not.
Update

Alpha 14 – Research

Hey everyone,

Today we have released Alpha 14 of SpaceSlog onto all platforms. You can read more about this update below.

Research

I’ve heard you, and we now have research in the game. This is just the first section of research and much more will be added over time. We have plans for dissection and analysis stations too, in order to add more variations and new ways to research.

Captain Creation

You can now change the appearance of your captain when starting a new game.

Hotkeys

It seems like quite a small thing, but hotkeys have been another one of those QoL features a lot of people have asked for. So I have worked on adding more of these for this update too. Please let me know if there are more missing you would like to see.

New Items

  • Added research (Only those with Science skill can perform research).
    • Added research menu.
    • Added various types of research (More will continue to be added).
  • Manual airlock door.
  • Research station.
  • A new menu to choose the appearance of your captain.

Improvements

  • Ensure the captain always starts selected.
  • Update ship export text.
  • Add warnings to show dev mode and mods disable achievements.
  • Various performance improvements.
  • Add a lesson explaining the transponders battery backup.
  • Improvements to various buttons/menus.
  • Add lesson for when the thrusters first start.
  • Improve arrow UI icons.
  • Various improvements to the tutorial.
  • Improved some text for the captain creation to explain how they relate to the game more.
  • Update engine version.
  • Localise various missing texts.
  • Improve building menu icon display.
  • Improve performance of pawn history by limiting the amount of history text saved/shown.
  • Change center camera shortcut to key Z.
  • Add various shortcuts.

Balance

  • Nerfed rats slightly.
  • Adjust/balance starting items.
  • Balance spawned items on the starting map.
  • Slightly increase the size of the starting ship.
  • Updated difficulty settings.
  • Added experience modifier. (Ship builder = 1.6x, Timid = 1.1x, Normal = 1.0x, Brutal = 0.6x)
  • Increased harvest yield amount for ship builder difficulty to 55%
  • Added research speed modifier. (Ship builder = 2.0x, Timid = 1.5x, Normal = 1.0x, Brutal = 0.5x)
  • Increased faction relation offset for ship builder to +50. Meaning more chances of positive relations with all factions.
  • Various other balancing required for researching.

Mods

  • Moved all consideration scores over to json for better mod support.

Community Localisation

  • Updated French translation – Thanks Daneel53

Fixes

  • Fixed: Audio for refining did not loop.
  • Fixed: Some issues with texture mipmaps and colouring.
  • Fixed: Add missing mask texture to floor lamps.
  • Fixed: Removed incorrect shader from transfer ventilator.
  • Fixed: An incorrect notification was shown if a custom role could not be created.
  • Fixed: Hotkey issues with the tutorial.
  • Fixed: Some camera scrolling issues.
  • Fixed: A notification could incorrectly show a pawn has claimed a bed when they had not.
  • Fixed: Could sometimes return an incorrect capacity check if sleeping spots had been removed.
  • Fixed: Various issues with the quit menu.
  • Fixed: Eaten tasty meal thought was not correctly firing.
  • Fixed: Doors could lose position.
  • Fixed: Pawns could sometimes stop hauling items.
  • Fixed: Various crashes that could occur.
  • Fixed: Pawns would not always get skill experience.
  • Fixed: Cannot click through crew bar.
  • Fixed: Pawns would sometimes not build any singular hull.

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.
Update

New update v0.11.0.2

v 0.11.0.2

  • Constructing your ship structure should now be cheaper and quicker with the changes below:
    • Reduced Ship Structure cost from 4 to 2 materials.
    • Increased Deck Plating cost from 1 to 2 materials.
    • Decreased Ship Structure build time from 240 to 120.
    • Increased Deck Plating build time from 60 to 120.
  • Add an alert hint if all of your crew are idle, or commanded and given no orders.
  • Adjusted indoors to space temperature equalisation equations.
  • Add hysteresis to battery charging/discharging.
  • Changed shares room thought to no privacy and fixed various issues with this.
  • Add force haul materials to prefab option.
  • Updated trade menu to be clearer and easier to understand.
  • Several improvements to pawn behaviour.
  • Several other balance updates and fixes.
  • Fixed: Crash on mayday incident.
  • Fixed: Various issues with the room menus.