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#1
Updates / Alpha v0.14.0.2 released!
Last post by Produno - July 19, 2026, 04:27:27 PM
For the full news post please visit our blog.
https://produnogames.com/blog/2026/07/19/alpha-14-update/


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.
#2
Bugs / How to report bugs.
Last post by Produno - June 15, 2026, 12:23:00 PM
Please first check to see if the same report has been made. If so, then you can add your own information to that post. Otherwise please make sure you add all the relevant information below when making a bug report.

  • The game version you are playing. (Add to subject)
  • What platform, ie Steam/Epic/Itch. (Add to subject)
  • A clear title of your issue. (Add to subject)
  • Your PC specs.
  • The issue you are experiencing.
  • A save game file if required.
#3
Media / Noobert played SpaceSlog.
Last post by Produno - June 15, 2026, 12:19:22 PM
#4
Media / Stuff+ plays SpaceSlog.
Last post by Produno - June 15, 2026, 12:19:00 PM
#5
Media / Rhadamant has created the firs...
Last post by Produno - June 15, 2026, 12:18:15 PM
#6
Other games / Re: Starship Theory now FREE!
Last post by Produno - June 15, 2026, 12:16:10 PM
And now its been released out of Early Access.
#7
Suggestions / Ideas / Re: In-game factions discussio...
Last post by Produno - June 15, 2026, 12:15:36 PM
I have been leaning towards a mixture of the two, which is what we have now. Although once the galaxy map is complete, I will need to dramatically improve the current factions and how they are generated.

So currently, factions have laws and traits, these are the static parts with backgrounds and lore. The generated factions will get these assigned procedurally. So there can be much more combinations of factions.

The player just has their own faction currently, but I'm still deciding if they should choose one of the generated ones on game start or not. Then give factions bonuses etc.
#8
Suggestions / Ideas / Re: Exploration
Last post by Produno - June 15, 2026, 12:09:38 PM
Quote from: TikTokToe on August 11, 2021, 06:57:35 PMPerhaps what you see is based on technology.   Just like actual seeing, there is much we don't see.   I might then be encouraged to revisit places after I reach a sufficient technological advancement.

Can you give some examples? I do plan on adding a galaxy map, which I suspect will be sometime next year.
#9
Suggestions / Ideas / Re: Weapon Type Ideas
Last post by Produno - June 15, 2026, 12:07:53 PM
Quote from: Konstantine on August 04, 2021, 05:02:27 PM
Quote from: Got_Donuts on July 20, 2021, 09:10:10 PMHad an idea while driving the big rig today, maybe a weapon used by the scrapper faction. Some kind of grappling hook to help them attach and pin down floating debris, or other ships. Would make them an easy target though too as it would kind of lock both ships into each other. No idea how feasible this would be or if it would even be a good idea lmao.
Sorry I'm still getting used to your forum software, what I wanted to quote was you desiring to keep weapons realistic.

I got to play a sim back when PCs were the size of a closet, it centered around combat within the system with realistic tech and capabilities.
While I found it exciting, it was a different time, and the excitement came more from being able to experience something most people could not back then, not so much the combat itself. To make a long story short, we were exclusively firing missiles at each other with nuclear warheads. In space, they don'y have the damage output most people would think.
As a starting weapon, I would think some kind of missile is a must, but you will need more.
You expressed a desire to stay clear of lasers, I kind of agree as they would not be what we see in sci-fi movies. The beam itself would hold little destructive power and could be negated rather easily (IRL).
Charged particle beams on the other hand may work. Here the laser would act as a containment field so that the beam does not lose cohesion, and you could get some good offensive power, (a basic explanation I know, but it should suffice). Electron beams, Proton beams, etc, these would qualify. You could also make something up or just leave it generic without a qualifier.
Finally you can go with something Kinetic, anything from actual space borne artillery to mass drivers/rail guns. These may be handy for shorter range types of weapons.

Anyway, there are many options available that would be interesting and believable, options where someone could claim 'we can do that now" (or the very near future).

Is this the effect you are going for with weapons?

P.S.
Grappling hooks, cables, or even nets would be workable, but not as a primary weapon IMO, they could be the equivalent of tractor beams.

Edit

Even basic weaponry such as this could include qualifiers and modifications, for example
Missiles would be highly destructive, but a limited resource as they take up space
Artillery could be ballistic, meaning a dumb projectile intended to pierce a hull without exploding (thus decompressing the target and making boarding easier), or explosive to cause maximum damage. Again ammo may be introduced here but at a higher level than missiles
Rail guns/mass drivers could be a shorter range weapon requiring some energy to fire
Charged particle beams would require no ammo, but a lot of reactor energy to use.

Realistically, even "basic" low tech weapons such as these could offer a lot of variety and options to game play.

Yes exactly. I did start working on ship weaponry and so far we have rail guns and missiles. I had to stop to work on other things but I hope to get back working on those hopefully after the next couple of updates.
#10
Suggestions / Ideas / Re: Rooms and Hull Breaches
Last post by Produno - June 15, 2026, 12:03:19 PM
Quote from: Got_Donuts on October 16, 2022, 02:10:50 AMQuick question when it relates to the hull, would it be possible to have multiple segments separate from one another? Or will everything have to setup to be a singular ship? Just curious really.

Currently everything has to be connected to the main ship. Anything not connected will be left behind when entering high burn.
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