PC Gamer
The abstract, colorful planet is the most interesting aspect.

The thing I ll remember most about Edge of Space is the beeping. The urgent crackle-thrum of a radiation sensor at max input, screaming about nearby danger. As radiation floods my suit and my health starts to drop, I turn and run. I keep running, but the radiation doesn t dissipate. I start to die, and the beeping continues.

Judging an Early Access game is difficult because it is simultaneously done and not done, stable and in flux. It is both what is and what may be. For some games, those two points are pretty close together. For Edge of Space, there s still a lot of ground to cover to get where it wants to go.

The setup is familiar: Earth is destroyed, so ships are sent out to discover and terraform new planets. The terraforming ship meets with disaster, and now you (and your friends, if this is a multiplayer adventure) are alone on a sidescrolling, two-dimensional planet full of stuff to harvest. It s very similar to Terraria, but with a sci-fi edge.

The game s strongest asset is its surreal, colorful world. Full of towering mushrooms and sharks with laser beams attached, one-eyed crabs and car-sized frogs. It shows off a wry sense of humor and penchant for ridiculous things, but it s also a hint of how many weird ideas have been pushed into this game. There s pets and decorations and armor and plasma guns and plants and flying buzzsaws and on and on. Eventually, the list of things, both serious and silly, included in the game starts to read like a manifesto published by AxeCop.

Meet Fineous, the floating shark with lasers that guides you through the early game. Because why not?

It is fun, though, after a fashion. I don t have the sense of wonder I got from exploring in Minecraft, but there is satisfaction in carving a home for myself out of the alien dirt, lining it with stone bricks, and filling it with equipment and computer controls for my terraforming project.

But unlike Minecraft or Terraria, the combat and user interface windows are a real nightmare. With hundreds and hundreds of crafting recipes to sort through and dozens of types of resources to use, I quickly got overwhelmed. I found it hard to wander and explore, collecting as I went, and would instead decide on what I wanted to build, go out and get the ingredients, and come back. That s one way to do it, of course, but it s a rhythm that destroyed the pleasures of the open world for me.

Combat is also wonky and annoying. Enemies gravitate toward me and fly through me, doing damage and coming out the other side, slowing, turning, and coming back for another pass. With multiple enemies on screen at once, the result is a flailing, frustrating mess.

I see a light at the end of the tunnel for these issues, though, as playing in multiplayer made all of them more tolerable. Friends for backup made combat less of a chore, and the ability to take on special dungeons and world bosses gave me concrete goals I found lacking in singleplayer. When three of us, toting powerful shotguns and advanced suits of armor, rampaged our way through a special dungeon toward a glittering reward, I saw the shape the game that Edge of Space hopes to be eventually.

Roadmaps

The real problem with Edge of Space in its current state, though, is a lack of guidance. I frequently tried to follow crafting recipes that referenced a resource I had never found, and had no idea where to find it or what it might look like. After an hour of searching, I finally found the resources I needed to craft a command node, the central CPU hub for my new base. I placed it and discovered it didn t work; it wasn t placed the right way. What was the right way? I have no idea. It was a big let-down after all the work I did to make it. It was an accomplishment I didn t get to enjoy.

Now we return to the beeping: After spelunking for a long time in a generally downward direction, I dropped down to an open field on a lower level of the planet. My radiation meter, which up to that moment I didn t know existed, filled up and started warning me that I was near something dangerous. I turned and ran away from a mysterious looking rock, assuming it was the source of the radiation.

Especially bad in dark caves, combat is confusing and frustrating.

As I ran, I started to die and respawn, working my way through my respawn tickets. I died and ran, ran and died. After running for several minutes, I decided that the entire planet below a certain altitude must be radioactive, and my only hope was to go back up. I never made it, eventually respawning at my original drop pod, miles from my fledgling base. The game s basic tutorial had never mentioned radiation, and I had no idea why an entire continent of the planet would be inhospitable to life. My dwindling urge to explore got a little smaller still.

But, this is Early Access. A lack of guidance now doesn t mean a lack of guidance later. However, Edge of Space still feels like an early beta build after two years of work on Steam. Though the team is dedicated, friendly, and beloved by the team s vigorous fanbase, I wonder how much longer it might be until it shapes up. It receives monthly updates, but it seems that overall progress is quite slow.

I don t recommend checking out Edge of Space just yet, but I am hopeful that it will find a rhythm for itself eventually, a balance between allowing discovery and providing clear directions about its rules. There are a lot of great ideas here (and a lot of great writing), but they re still forming. Because they're forming slowly, caution seems to be the best approach.

Community Announcements - LadyAijou
Hey ArkCoNauts!

Who’s ready for some loot?! Or maybe I should ask if anyone is not ready, because it’s loot! This patch brings a couple of long awaited features, world loot, and the map system! As always, we know there will be bugs, as this is our first pass on these features. Be ready to shoot those bug reports our way, and we will iron them out as soon as possible.

Headline Features:

  • World Loot!! This patch introduces world loot both in chests and breakables scattered throughout the world. Get ready to explore and have it pay off, and keep your eyes peeled for chests. You can take the chests home with you! Loot in the dome chests will be somewhat less exciting till we hook in the new goodies later on, but free storage for all!
  • Map System! Our map system makes its debut this patch as well. Edge of Space brings a whole new twist to navigation with our draw-your-own map approach. Draw maps, save them, and even generate an item version to share with friends on your server! See your friends while you play with them.
  • Mech Anomaly!! Experience THE mech for the first time, and get a taste of the future! You can’t take these home yet, but you can cause plenty of chaos while the anomaly is active!

Changes & Additions

  • World generation now spawns random placeables (breakables and chests)
  • Proto biome breakable world objects now have loot in them
  • Proto biome world chests now have loot
  • New Codex Window! Hit “U” to open
  • Re-tuned plasma torch crafting mats to include an organic element and to produce more torches at a time
  • Added a consumable in inventory when saving map (trade and consume to share the map)
  • Added a player “pin” for the map
  • North Pole Defense now has a very rare chance of dropping from artillabears, penguins, and plasma-fisted polar bears
  • Tuned Proto Biome resource generation
  • Added a slight personal lighting to avatar for those extra dark nights
  • Added crystals to caves which give off light, SHINY!
  • Crafting ammo now always goes to the rewards window
  • Components to get to the Headhunter dungeon now drop from small red crabs, nautilus, raptors and plasma trees
  • Penguins have been updated to drop penguin dungeon nav data
  • Command centers have had their power outputs increased across the board to supplement the other methods of getting power “soon”
  • Optimizations to placeables
  • Optimizations to projectiles



Fixes

  • Fixed an issue that allowed multiple dungeon nav data to be fed to skiffpad
  • Fixed an issue that prevented weapon projectiles from being seen when fired near some placeables
  • Fixed an issue where creature projectiles were not impacting player
  • Fixed an issue where ammo counts could get out of sync in MP mode
  • Fixed an issue where player projectiles could cause frame rate drop in MP Mode
  • Fixed various issues with quests/dialogs
  • Fixed an issue where player’s sci-xp could be lost upon returning to a world after completing Fineous’ last quest
Community Announcements - LadyAijou
Just a few quick fixes for the Fineous patch, taking care of some of the major bugs. Keep those bug reports coming, as always, we very much appreciate them!


Fixes

  • Fixed conversation issues with NPCs
  • Fixed an issue with certain quests not working after restarting the game.
  • Fixed an issue where merging stacks could result in a stack of zero items.
  • Fixed an issue where quest rewards could be doubled.
Community Announcements - LadyAijou
Hey ArkCoNauts! Another patch coming your way, this time introducing NPC’s into the game! Fineous is absolutely dying to eat you all, I mean MEET you all! Along with the first implementation of the NPC system comes a rework and rebalance of loot, as well as sound improvements across the board.


Headline Feature:

  • NPC System is being introduced for the first time! This is our first run, so there may still be issues with the NPC and/or his quests. Please be sure to report those via the in game ticket system, or on the forums so that we can iron out the bugs! Note, this is only one of many NPC’s to come, and is intended to test the system overall.


Note: There are still some issues to clean up
We are working on these issues and will hotfix them soon

  • New players in a world with a set Fineous will have quest chain restarted (SP and MP)
  • Players returning in an MP world with a set Fineous will be returned to the last step of the quest chain.


Changes and Additions

  • Changed Cryopods to regenerate cryorods over time
  • Removed cryorods from drops and crafting
  • Phase rifle 1 - 6, phase carbine 1 - 6 and projectile rifle 1 -4 all have completely redesigned sounds
  • New Looting system for all creatures, plants, and dungeons
  • New Creature spawning system: More consistent and controllable
  • Adjusted player chat bubble
  • Journal now autofocuses on current objective
  • Adjusted the opening positions of UI windows
  • Added the ability to scroll the inventory while holding an item
  • Added pointers explaining the health, shield, and energy bars in the tutorial.
  • Added steps in the tutorial for spending Science XP, changing options, and opening the Billboard.
  • Added a UI Toggle button (F11 by default).
  • Updated creature spawning and loot generation to a new system. In general, players should encounter more creatures.
  • Tasks now have a message when complete and a message when they give rewards.
  • Several minor performance improvements.



Fixes

  • Fixed an issue where if you had a quest, exited to the login screen, then chose a different character, the previous character's quests could appear in the tasklog
  • Fixed an issue with respawn locations in tutorial
  • Fixed an issue where the helper arrow would remain (from tutorial) if player logged out
  • Fixed an issue with the ScienceXP bar where it would not update properly in multiplayer or when changing the maximum ScienceXP.
  • More UI windows are now closed when pressing Esc.
  • The Task Log once again auto-selects a quest if there isn't one already selected.
  • Fixed an issue where the Task Log was not cleared when players logged out to the character select screen.
  • Fixed an issue where rewards would not be granted if an invalid item is on the list
  • Only placeables that require power will show the warning message.
  • Tasks once again place rewards in the Rewards window instead of directly in the inventory.
Community Announcements - coreoveride
Seems our laser shark threw a little tantrum so we are delaying the patch until tomarrow (April 22nd 2015 USA Time). We are working hard to clean up its mess and want to make sure everything is well and proper before passing on the goodies to ya'll! Many appologies for the delay however it will be worth it ^^.
Community Announcements - LadyAijou
Hey ArkCoNauts!

Boy have we been busy since you last heard from us! The next patch is shaping up to be a very fun one, and we think the community will love what we have in store. I do want to take a moment to extend my personal apologies for the lapse of the Spring event this year, it was due to a very unexpected leave of absence on my part, due to some serious issues I was faced with. To make it up to the community now that I am back in action, I am planning another of my big giveaways, and hopefully a few other fun surprises in our summer event. I'll be sending out more details on that once I lock down dates and times. Let's get down to the real fun now: hints for the upcoming patch.

One of the things that some have considered lacking in Edge of Space, has always been that the world did not feel “alive” to our players. People were left to wander the world, wondering where to turn and what to do. The last patch saw the introduction of some of the framework for quests, and now the real fun begins in that regard. NPC's are on their way! This first implementation will be just a small teaser, introducing a few of our crazy new friends and testing the core functionality of this new system. Once we pound the bugs out, with the help of our ever loyal ArkCoNauts, we'll be bringing in plenty more where that came from.

http://i.imgur.com/4gQeBKS.png

Another focus right now is a complete overhaul of the looting system, which allow for better balance, and a much more robust system coming into play. Loot will become more consistent and easier for us to work with. This will lay the groundwork for world loot chests, and future opportunities for sweet loot, which we know is very important!

In addition to these highlights, our sound wizard Jens has been updating sound across the board, to ensure that Edge of Space continues to dazzle the ears and that the new content and features coming in are as pleasing to hear as they are to play. If that still isn't enough to look forward to, you can also expect some changes to the death system. I can already hear the collective cheers of ArkCo operatives everywhere as we do away with having to craft cryorods, and instead move to a more player friendly regeneration over time method for renewing cryorod supplies. In this way, players are rewarded for staying alive for longer spans of time, and valuable materials are not lost to player death. We will also be adding higher max cryorod counts to higher level pods, to further encourage you to stretch for those high tier goals. Putting in the work for a high level pod will mean much less worrying over your cryo count.

As you can see, we have a flood of content and features in the works, and plenty more we haven't talked about here. We used to talk about reaching the point where content was rolling out at breakneck speed, and you can see that becoming more apparent now with every patch. This is where the game really starts to show what it's made of, and we're very excited to see you all playing with the new features as we go. Thanks for reading as always, and we'll see you next time for ArkCo News!
Community Announcements - LordShaggy
Hey ArkCoNauts! The moment has arrived, and we are moving all of the content from the opt-in patches to the main branch. For those who haven’t opted in to test, you’re in for a treat, the changes have been sweeping, especially to the early game. For everyone’s convenience, we’re including the notes from the opt-in to show the extent of what’s new with this patch.

Featured Addition!

  • New Billboard Quest System! (check journal > Billboard tab: default key {J}) This feature allows player to gain randomized quests!

Fixes

[Public-Test] Patch v0.3983
  • Fixed an issue where arklight canisters would go out instantly
  • Fixed an issue where quests could not be aborted
  • Fixed an issue that prevented player from hitting creatures at point blank range
  • Fixed an issue that would cause crafting UI to lag when being opened or closed
  • Fixed an issue where aluminum could be duplicated in the tutorial
  • Fixed a UI issue where messages were being sent multiple times
  • Fixed an issue where the UI could crash or partially crash


[Public-Test] Patch v0.3898
  • Fixed an issue where certain placeables were not functional
  • Fixed an issue where creatures would spawn in crafted bases
  • Fixed an issue where science xp was not being spent in MP mode
  • Fixed an issue where the rewards could get stuck if an item count of 0 is on the list
  • Fixed an issue with enhancements and knowledges keybindings (you may need to rebind your key)
  • Fixed crafting menu tier filter sorting
  • Fixed an issue where you had to clear a resource before selecting a new one (crafting menu) [/list changes [public-test] Patch v0.3983 [list] [*]Changed Cryorods to a loot instead of a consumable [*]More armor has been updated with new tool placement [*]Knowledges now use a 1-1 ratio (1xp - 1 knowledge point) [*]Almost empty div on avatar selection screen now shows research and upgrade progress [*]Added a semi-transparent background to quest tracker [*]Adjusted UI scaling size [*]Added knowledges access to the quick menu [*]Changed default UI positions [*]Resource tracking button removed, added schem tracking checkmark box [*]Attempting to make a avatar without a name will now warn you to name the avatar [*]Moved banner text from the left side to the center [*]Added new banner text to indicate when SCI-XP is maxed [*]Added new banner text to indicate when a new knowledge rank is unlocked [*]New Billboard for quests (check journal: default key (J)) [/list] [Public-Test] Patch v0.3898 [list] [*]Tutorial tasks no longer need to be completed, they will autocomplete [*]Phase shotgun 1 and 2 increased base damage [*]Pushed zombie spawn during the night a little bit lower [*]The tutorial tasks have been updated [*]Right-click no longer puts items in chests in the tutorial [*]Removed learning schematics from tutorial [*]Modified tile placement portion of tutorial [*]All phase weapons have been beefed up [*]Added weapon recoil to all weapons [*]Moved the “tool” hand to the back of the player [*]Some Armors have tool hand changes implemented (some armors still need updating) [*]Adjusted the day/night cycle length (shortened) [*]Added a clock to the UI for Day/Night cycle (click on clock to change format) [*]Adjusted the max count and lifetime for dropped world items (reduction to prevent lag) [*]Dropped world items will now attempt to merge into larger stacks when possible [*]Added a hidden knowledge that handles giving out schematics in the tutorial this will make it so any tutorial changes of schematics wil


    Changes

    [Public-Test] Patch v0.3983
    • Changed Cryorods to a loot instead of a consumable
    • More armor has been updated with new tool placement
    • Knowledges now use a 1-1 ratio (1xp - 1 knowledge point)
    • Almost empty div on avatar selection screen now shows research and upgrade progress
    • Added a semi-transparent background to quest tracker
    • Adjusted UI scaling size
    • Added knowledges access to the quick menu
    • Changed default UI positions
    • Resource tracking button removed, added schem tracking checkmark box
    • Attempting to make a avatar without a name will now warn you to name the avatar
    • Moved banner text from the left side to the center
    • Added new banner text to indicate when SCI-XP is maxed
    • Added new banner text to indicate when a new knowledge rank is unlocked
    • New Billboard for quests (check journal: default key (J))


    [Public-Test] Patch v0.3898
    • Tutorial tasks no longer need to be completed, they will autocomplete
    • Phase shotgun 1 and 2 increased base damage
    • Pushed zombie spawn during the night a little bit lower
    • The tutorial tasks have been updated
    • Right-click no longer puts items in chests in the tutorial
    • Removed learning schematics from tutorial
    • Modified tile placement portion of tutorial
    • All phase weapons have been beefed up
    • Added weapon recoil to all weapons
    • Moved the “tool” hand to the back of the player
    • Some Armors have tool hand changes implemented (some armors still need updating)
    • Adjusted the day/night cycle length (shortened)
    • Added a clock to the UI for Day/Night cycle (click on clock to change format)
    • Adjusted the max count and lifetime for dropped world items (reduction to prevent lag)
    • Dropped world items will now attempt to merge into larger stacks when possible
    • Added a hidden knowledge that handles giving out schematics in the tutorial this will make it so any tutorial changes of schematics will be retroactive

Community Announcements - LadyAijou
Hey ArkCoNauts! The moment has arrived, and we are moving all of the content from the opt-in patches to the main branch. For those who haven’t opted in to test, you’re in for a treat, the changes have been sweeping, especially to the early game. For everyone’s convenience, we’re including the notes from the opt-in to show the extent of what’s new with this patch.

Featured Addition!

New Billboard Quest System! (check journal > Billboard tab: default key {J}) This feature allows player to gain randomized quests!


Fixes

[Public-Test] Patch v0.3983

Fixed an issue where arklight canisters would go out instantly
Fixed an issue where quests could not be aborted
Fixed an issue that prevented player from hitting creatures at point blank range
Fixed an issue that would cause crafting UI to lag when being opened or closed
Fixed an issue where aluminum could be duplicated in the tutorial
Fixed a UI issue where messages were being sent multiple times
Fixed an issue where the UI could crash or partially crash



[Public-Test] Patch v0.3898

Fixed an issue where certain placeables were not functional
Fixed an issue where creatures would spawn in crafted bases
Fixed an issue where science xp was not being spent in MP mode
Fixed an issue where the rewards could get stuck if an item count of 0 is on the list
Fixed an issue with enhancements and knowledges keybindings (you may need to rebind your key)
Fixed crafting menu tier filter sorting
Fixed an issue where you had to clear a resource before selecting a new one (crafting menu)



Changes

[Public-Test] Patch v0.3983

Changed Cryorods to a loot instead of a consumable
More armor has been updated with new tool placement
Knowledges now use a 1-1 ratio (1xp - 1 knowledge point)
Almost empty div on avatar selection screen now shows research and upgrade progress
Added a semi-transparent background to quest tracker
Adjusted UI scaling size
Added knowledges access to the quick menu
Changed default UI positions
Resource tracking button removed, added schem tracking checkmark box
Attempting to make a avatar without a name will now warn you to name the avatar
Moved banner text from the left side to the center
Added new banner text to indicate when SCI-XP is maxed
Added new banner text to indicate when a new knowledge rank is unlocked
New Billboard for quests (check journal: default key (J))



[Public-Test] Patch v0.3898

Tutorial tasks no longer need to be completed, they will autocomplete
Phase shotgun 1 and 2 increased base damage
Pushed zombie spawn during the night a little bit lower
The tutorial tasks have been updated
Right-click no longer puts items in chests in the tutorial
Removed learning schematics from tutorial
Modified tile placement portion of tutorial
All phase weapons have been beefed up
Added weapon recoil to all weapons
Moved the “tool” hand to the back of the player
Some Armors have tool hand changes implemented (some armors still need updating)
Adjusted the day/night cycle length (shortened)
Added a clock to the UI for Day/Night cycle (click on clock to change format)
Adjusted the max count and lifetime for dropped world items (reduction to prevent lag)
Dropped world items will now attempt to merge into larger stacks when possible
Added a hidden knowledge that handles giving out schematics in the tutorial this will make it so any tutorial changes of schematics will be retroactive
Community Announcements - LadyAijou
Hey ArkCoNauts!

Been awhile since we did a newsletter and caught you all up on what's been going on, and what's still to come. We've kept the patches coming, and the majority of our focus as been in that direction, and rather than just news, we wanted to be cranking out patch notes. With the latest patches coming to opt-in, players may be wondering what's going on, so I felt it was time to sit down and give you guys a lot more insight into the current development of the game. So, what IS going on with the game, you ask? Last weekend, the team headed out to PAX to show Edge of Space, and it was awesome. We got more media showing up, and more player engagement than any of our previous PAX showings. Overall, everyone enjoyed the game, and we were able to pinpoint a few of the things that were making hitches in the early game experience. Here are a couple of great articles from some of those who played at PAX:

http://armedgamer.com/2015/03/edge-of-space-more-than-terraria-in-space/

www.gamecrate.com/edge-of-space-interview-pax-east-2015/ (http://www.gamecrate.com/edge-of-space-interview-pax-east-2015/)


On the development side of things, we've turned an eagle eye to the beginning of the game. We watched players at PAX, and have heard the community talk about the beginning of the game being slow and difficult to get into. With that feedback in mind, we're going back and looking at ways to remove grind, and to smooth and enhance the beginning part of the game. To that end, we have eliminated the extra step of having to craft data to advance research. Instead of being mandatory, it will just become an option for those who are crafting it to share. You can now directly spend your research points, which we agree with the community will bring a much more simplified and streamlined feeling to the research system. It should definitely cut down on wasted materials, especially for those playing single player or not interested in leveling friends.

Along with this, we are exploring ways to bring more objectives into the early game, to help shed that feeling of bewilderment after first spawning on the planet. Edge of Space is, and always will remain a game where the player is writing their own story, and has the option to play in the style that best suits them. While embracing that fundamental freedom in the game experience though, we want to incorporate new ways to give the player something to do. Looking for a material that's rare and hard to find? The goal is to keep you busy while you search, so that even while carrying out routine tasks you can accomplish more in that time. Our thoughts are that we can bring in more ways for a player to earn those materials as well, so that random chance isn't your only chance.

Coming back to the big question, why the opt-in, there is good news on that front. Edge of Space is making the change to Unity 5! During the upgrade, we've chosen to keep updates on the opt-in branch, to allow us to transition the main branch first. Once that's done we'll bring over the new updates to the main branch, and continue to smooth them out.


Still not enough going on? Don't worry, we've got you covered! The wheels are turning and we're planning something fun for a Spring event. We won't spoil too much just yet on what we're up to this time around, but keep your eyes on the social sites for news as we get closer. Thanks as always for reading, and we'll see you next time for ArkCo News!
Community Announcements - LadyAijou
Hey ArkCoNauts!

We’ve survived another PAX, and it was a great one! Now that we’re home, we’re rounding up the bug reports on the opt-in and getting to work on the fixes for those. For the time being, this will remain on the opt-in test, but for the most awesome reason: UNITY 5! We’ll be going in depth in a newsletter soon on what that means for Edge of Space, and what our current plans are. In the meantime, enjoy a fresh helping of squashed bugs!


Fixes

  • Fixed an issue where certain placeables were not functional
  • Fixed an issue where creatures would spawn in crafted bases
  • Fixed an issue where science xp was not being spent in MP mode


Changes

  • Tutorial tasks no longer need to be completed, they will autocomplete
  • Phase shotgun 1 and 2 increased base damage
  • Pushed zombie spawn during the night a little bit lower
  • The tutorial tasks have been updated
  • Right-click no longer puts items in chests in the tutorial
...

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