Community Announcements - LadyAijou
We hope everyone had a happy Thanksgiving, and safe travels over the holiday weekend! We're getting back into the swing of things here at Handyman, and digging back into our huge to-do lists. Since we hadn't had a newsletter in a month, I felt it was high time we catch up on all the goings-on. November was a very busy month for us, with one of our biggest content updates yet being let loose on all of you.

Overall, we were very happy with the stability of the patch, there were relatively few major bugs to deal with; the more systems and features you bring in at once, the more potential it has to break, so it was definitely a victory to have it all work well together. We still have a lot of debugging and smoothing to do from the content patch, and are continuing to work on the bugs everyone has hunted down from there.

Last Saturday marked the return of vehicles to the game (crowd cheers!) now that the refueling system works again, as well as multiple bug fixes and more smoothing and balancing. We got the HUD updated as well, which we know people had been asking for. No more guessing how many cryorods you have left! Santa also left another gift for our wonderful players: faster mining across the board. The speed was bumped up on all picks by 80%, which has definitely brought the holiday cheer to Edge of Space!

While all of this is going on, we're also looking ahead to our next mega-patch, coming in 4 to 6 weeks or so. We're at the point now where content is going to be much more frequent, and this next big content patch will definitely be a fun one. The team will be gone at times during the upcoming holidays, but in between we'll be working on things and preparing for an action-packed New Year’s for Handyman.

On the community side, we're looking forward to a very special Christmas event this year. We can't give too many spoilers, but let's just say this will be the first of its kind for the Edge of Space community. If all goes well there will be plenty more like it to come. We'll have our usual giveaways and forum shenanigans, but we'll leave the main event itself under wraps here in the lab for now. The event will go live Sunday, December 21st, and run through Sunday, December 28th. Watch the forums and social sites for the news as the event draws near!

As always, thanks for reading, and we’ll see you next time for ArkCo News!
Community Announcements - LadyAijou
Hey ArkCoNauts! We’re back into the swing of things after the holiday, and here’s our next round of fixes to the huge content update. Since everyone has been so awesome, today we’ll grant you a pre-holiday wish, the return of vehicles! They’re all fixed up and ready to go, happy trails everyone!

Additions and Changes

  • Laser Picks Have been completely Rebalanced and are, in total, Faster as a whole (YES, Dreams do really come true)
  • Vehicles have returned, in addition to the lifter it seems our raptors have multiplied! (“~They see me rollin~’)
  • Laser Saws now have descriptions (What is this? What is that?)
  • The HyperDrill is now set up properly to break more than one tile at a time.(It finally lives up to its name)
  • Command centers and Nodes now display building requirements on tooltips (By the book)
  • Placeables with CPU requirements now show it on tooltips (Why won’t this work!?)
  • Updates to the appearance of several tiles (MOAR FLAVOR!)
  • Condensed the codex (Easy to Read Version)
  • Selected schematics in the Crafting Window now have a gold border.(So thats what i am crafting)
  • New schematics in the Crafting Window now have the word NEW next to them instead of a gold border. (oO Shiny!)
  • Blue jellies now do minor contact damage (such bantam roosters now ^^) (BONUS POINTS: Explain this reference! *no peeking at wiki*)
  • Swapped tutorial creatures with new “Dummies” (Crash Test TIme!)
  • Added standard rifle to the items given if you skip the tutorial (Bring It!)
  • Removed the extended tutorial about building a base as much of that info is now in other places. (Do the Codex Shuffle)
  • Items can now be swapped between toolbar slots (Better Toolbelt for the fashionable explorer)
  • Right-clicking on an item that is already in your toolbar will remove it from that slot and add it to the current slot.(Swap in Swap out)
  • Warning text now displays when placeables are placed incorrectly (WARNING WARNING!!)
  • Tech upgrades now have a text message when used (Oh so thats what that is)
  • Damage Over time was removed from the Vent anomaly (You want me to stand WHERE!?!)
  • Kits now require an outfitting station to be unequipped (Could you pass me that wrench)
  • Science XP is now shown over the player earning it and no longer shows when at Max. (Heads Up Xp)
  • Different resource types now give different Science XP for mining them.(We are no longer the same)
  • Pressing the Options key (Escape by default) now closes most windows. If there are no relevant windows open, it opens the Options menu. (ESCAPE!)
  • New visuals for health, energy, and science XP bars (Dem Shiney Rims)
  • Cleaned up formatting of resource types for items and how they are viewed in tooltips and crafting ( WAIT I think I can understand this now!)
  • Explorar type armor helmets now have a new stat on them Luminosity that currently gives a nice lil glow (Just enough to be creepy)
  • Repair gun is now granted via the utilities track (It’s better than new, it’s repaired!)


  • Fixed an issue where the tutorial quests would not recognize when a schematic was learned in multiplayer (What did you do again?)
  • Fixed an issue where factories with full hoppers would delete the contents when factory is removed (Gimme back my swag!)
  • Fixed an issue which prevented medical kit from healing other players on MP servers (Heals for all!)
  • Fixed an issue where SP avatars with the same name as a MP avatar would be overwritten. (BodySnatchers begone!)
  • Fixed an issue where players on a MP server would share any inventory expansions (MINE! NOT YOURS!)
Community Announcements - LadyAijou
Hey ArkCoNauts! This should be our final patch before the holiday, but don’t worry, we’ll be back in action once we revive from our food comas! We do want to let players know that we came across a critical bug in the penguin dungeons, and we will be disabling them for a bit until we lock down what is causing the issue. We will be working hard to resolve that as soon as the holiday break is over.

  • Fixed an issue where trees in comet biome could be cut in the center leaving a floating top (Gravity Defied!)
  • Anomalies now have the correct time to complete when the player first encounters them. (They are running like a swiss . . .car) {bonus points: name that reference}
  • Changed the debuffs for Hazard Anomalies so they are less debuffy. (Yay!? *looks for translator*)

  • Added projectile weapons data unlock to phase weapon track (MOAR!)
  • Added ammo schematics to crafting system (where my bullets at!)
  • Put penguin dungeon back into construction (Crabs are bad party guests!)
  • Updated tutorial exit art (Evacuation Alert!)
  • Added a few Anomalies to the Comet biome.(Danger! Danger!)
  • The Structure Dirt schematic is now given out at the end of the tutorial. You can immediately start making a base with beautiful, (glorious Dirt!)
  • Added an optional quest at the end of the Tutorial that explains how to make a base with a Command Node and Workbench.(survival 102)
  • Hostile small red crabs and red jellies now spawn a little higher in the biome at night (Night time nightmares, if you see them… they can see you!)
  • Head hunter loot has been tuned to give more per chest less for a Pot. Also removed base materials as loot (ARR chests are where the booty is at!)
  • Reduced health of large brown mundo crabs but gave that health to the small brown crabs (Beef conversion)
  • Shrooms in protolife now have looting tables (A grab bag of awesome)
  • Protolife plants got a retune on their drops (More SEEDS!!!!, hint use a laser saw and better saws increase the chance of dropping things)
  • New protolife resource “protoroots” this is common and can be a supplement for metal (I am ROOT!)
  • Torches have had their light they emit and fall off tuned up some more (Are you afraid of the dark?)
  • Proportionately increased the light held by the player to match the lights new tunes ( This little light of mine)
Community Announcements - LadyAijou
Hey ArkCoNauts! Got another patch for you today, fixing a number of bugs that crept up in the content patch. We still have a long list to go, but we will be working at a slower pace this week due to the Thanksgiving holiday. The team will be taking some much needed time with family and friends, but rest assured, after the holiday we’ll be right back here crushing bugs and balancing and polishing all the new content. We want to wish our stateside fans a safe and happy Thanksgiving, don’t let those turkeys bite back!

  • The Detonator 1 schematic now makes the correct item.
  • Fixed an issue that caused ammo max counts to improperly display
  • Fixed an issue that caused players to receive xp from plasma tree plasma projectiles when they expire (also applies to some other creature projectiles)
  • Fixed an issue that prevented Command Control Centers from respecting their placement limit
  • Added a banner text to alert player about CCC placement limits
  • Fixed an issue that prevented background bombs from damaging nearby entities in MultiPlayer
  • Fixed an issue that caused chests on MP servers to remain locked if player used the close button on the chest UI
  • Banner text for item pickup now show the number of items you picked up instead of (0)
  • Fixed an issue where players logging onto a server would login with their shield partially depleted
  • Fixed an issue that allowed players to gain infinite xp from attempting to mine tiles under trees
  • Fixed an issue that prevented keybindings from being remapped
  • Fixed an issue that caused some jetpacks to regen energy slowly
  • Fixed an issue that caused phase mortars to kill players without showing damage to shields or health
  • Fixed an issue where death popup would not properly trigger if player let it time out while MCP is out of cryorods

  • Changed the art for the enemy health bar
  • Modified Banner text to be displayed above any other menus present.
  • Doubled the range of command center 1 and 2 compared to command node
  • Removed auto harvesters (kit and consumables) due to coding issues
Announcement - Valve
Today's Deal: Save 55% on Edge of Space!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Wednesday at 10AM Pacific Time
Community Announcements - LadyAijou
The moment has arrived! The massive content patch is now live on the main branch! This does mean that worlds and characters have been wiped, but we hope that everyone will find the new content well worth it. We will leave the original opt-in patch notes and the opt-in hotfix notes available on the forums, as they list the full changes to the game with this update. The notes here are the changes made between the last hotfix and today. You can refer to the full notes for both previous patches here:

November 12th Opt-in Release:

November 17th Opt in Hotfixes:

  • Fixed an issue where some creatures would kill player without updating health or shields
  • Fixed an issue that prevented factories from ending animation when output hopper is full
  • Fixed in issue where only one player could see the grapple kit beam in multiplayer
  • Fixed an issue where creating a new world would freeze at ~90%
  • Fixed an issue where changing jetpack would prevent kits from functioning
  • Fixed an Issue where the skiff pad schematic was granting the skiff instead of skiff pad
  • Fixed an issue where items could be used from a chest
  • Fixed an issue where multiplayer avatars could get moved to single player list
  • Fixed a naming issue with some craftable datas
  • Fixed syncing issues on multiplayer concerning plants and trees
  • Fixed an issue where weapon components would replace the amount of damage done instead of increasing it.
  • Fixed an issue where placing the skiff pad would cause the game to freeze

  • Fixed a bug that caused teleporters not to work
  • Fixed an issue that would cause the comet biome’s appearance to show up as protolife background/tiles

  • Tuning adjustments to rifts
  • Some placeables now require Command Control Centers to function
  • Tuned Command Control Centers for more CPU
  • Launcher has been removed, and launcher functionality has been integrated to the game’s main menu
  • Added volcanic vent rift, crab eggs rift, and plasma forest rift
  • Master Brain mini-boss now appears in headhunter dungeon treasure room
  • Comet biome plants now drop loot
  • Updated leaper and plasma polar bear
  • Cryopod now defaults to a limit of 10 cryorods bound to it

Known Issues
  • The Medical Kit does not heal other players.
  • The Automatic Harvester does not work in multiplayer.
Community Announcements - LadyAijou
Hey ArkCoNauts! Here comes the first round of fixes for the opt-in! We really want to thank everyone for getting in and testing over the last few days and helping weed out the issues. Keep up the great work, and we’ll have this ready to roll to the main branch soon! Check out the notes here:
Community Announcements - LadyAijou
Time to blow things up, ArkCoNauts! We need our intrepid testers to help us find all the bugs before the big update is pushed to the main branch. For all the notes, instructions, known issues, and more, please visit the patch thread here:
Community Announcements - LadyAijou
Hey ArkCoNauts!

The patch is nearly here, so we wanted to get the community in the loop on a few things. First and foremost, because this is another of our dramatically game changing patches, we are going to do the opt-in first on the 13th. We want to get some feedback from the community, and work out the biggest and worst bugs you guys run into before we put this out on the main branch. Murphy's law has been in abundant evidence this patch cycle, with Paul being plagued by illness, and the team as a whole dealing with assorted tech issues, family and life, etc. All that being said, we've still accomplished a good deal of what we wanted to. We have a few things yet to finish that we'll leave as surprises for the time being. These will be rolled out in the coming days as rapid fire patches along with the bug fixes.

For anyone that missed the last newsletter, we also want to warn again that this patch will require a full character and world wipe. Opting into the test version will wipe data, so be sure that if you opt in, you're willing to be one of our brave guinea pigs, and take one for the team a little earlier than when the patch goes to the main branch. We are looking for as much feedback as possible regarding the new tutorial, new progression, new gear, new kits, etc. Do bear in mind that these brand new features and systems are not yet balanced, so you will likely find loot, damage, and other factors still in need of tweaking to be brought into line with the re-scaling of the progression system. Balancing issues won't need to be reported at this time, so we ask that you direct your attention to the overall feel and functionality of the changes and the game itself.

Once the patch is live on the opt-in test branch this week, we will be sure to issue instructions for taking part, and provide the rather extensive patch notes. We're very excited about this one, and looking forward to ironing out the kinks with the help of our awesome community!
Community Announcements - LadyAijou
Hey, ArkCoNauts!

We have good news, and bad news today, so I'll start us off with the good news. The patch isn't far off now! November 13th will be here before we know it, and the team is hard at work filling it with more and more new content. Even this far out, the “new features” section of the patch notes contains more than in any previous patch! We are so excited to get this done, and we'll be working right up to the deadline to bring in as much as possible. Got a couple stressful weeks ahead to be sure as crunch time is never fun, but the end result is going to improve the game experience so much. So what is the bad news? Well, with this much new content coming in, much of it making drastic changes to the game, we have no choice but to do a complete character and world wipe for this one. It's never something we take lightly, but in this case, the changes are too extensive to preserve old data.

To ease the sting of that last bit of news, let's talk about one of those sweeping changes. Several months back, we released the research system, to provide a more constant and consistent character progression, and to guide the release of the schematics to the character throughout the game. Initially we felt it was a good system, but it definitely came with drawbacks. We've heard plenty of feedback from the community on the grindy feel of farming mobs for data drops, and while we tried to adjust to find a point where the amount you got would justify the work involved, progress continued to feel like a chore to the community.

So to address that, we went back to the drawing board, and looked for a new way to approach it without taking away the positives of the system. Our answer is coming in the form of Science Points. Science points will be a new method of advancement, and will be gained from everything you do. Fighting, mining, crafting, and simply playing the game will grant SP. These points can then be used in research schematics. You can craft a consumable item to gain knowledge in ANY category available to you, allowing you to have complete control over how and when your character learns each schematic type. Want better weapons? Simply craft weapon data and consume it. Want better armor now, rather than later? Craft armor data and consume it. The science point system comes along with the three early armor progression paths that branch out over time, to give a much greater degree of control over your playstyle.

As always, thanks for reading, and we'll see you next time for ArkCo News! Stay awesome!

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