We are happy to introduce, probably the most significant update during entire development of Celestial Command.
Despite the fact that this update have a version 0.8, this is only a first update in sequence. New game mode is made on more than 50%, but still quite raw. For now we decided to release it as soon as possible in order to show you an idea, but during next few updates we will add more and more significant improvements in this mode.
First of all, we want to explain why we decided to implement this new game mode despite the fact than during entire development we advertised a game, as a space game without "unrealistic liquid space".
Orbital mechanics in the current state causes a lot of technical restriction in the game. The concept when absolutely everything in constant movement it is very unusual concept for game development. Both in technical and gameplay terms.
Such gameplay have very complex learning curve, however, many users definitely like other features of Celestial Command, such as ship construction, trading, combat, but don't like how movement works. In orbital space, such terms as "distances" or "locations" is very unobvious and hard to understand.
So we decided to implement a mode which will bring more classic gameplay using existed functionality of the game. So in this game mode, terms of distances, enemy bases and locations is much more familiar for users. Besides that, performance is much better, there is thousand of asteroids and almost hundred of space stations can work with good FPS.
Plus, this game mode allows us to implement some new features which impossible in orbital mode, for example, path finding, it means that now it will be possible to encounter a NPC traders or pirates which will really travel across the world and they will avoid all obstacles (this feature not implemented yet, but will be added in the next few updates)
However, we do not have intentions to make the game "casual". Physics still much more complex than in most classic space games. In this game mode, mass of the ship (and cargo) have very significant impact on acceleration and maximum velocity, and also on fuel consumption. In such game mode it is very interesting to find a proper balance between amount of cargo, size of the ship, amount of fuel, consumption of fuel, desired velocity etc. In the next update we will improve a physics so size of the ship and its shape will affect its maximum velocity.
Important to note, we do not abandon development of orbital mode. Furthermore, many improvements of one game mode, instantly available in another mode. This is possible due flexible architecture which is based on the single core. Aerodynamic mode may even help to test new features and gameplay approaches in stable environment, before it will be added into orbital mode. Which is much more complex to develop new features.
Also we want to remind that you can discuss an update and communicate with us about everything in our Discord chat. link
Added brand new game mode with aerodynamic physics
New game mode: Added exhaust effect for small engines which is good for visualization of velocity and "sense of speed"
New game mode: Added speedometer on the interface which shows velocity of active ship
New game mode: Interface buttons which have sense only in orbital mode (such as orbital grid and stabilize orbit) disabled in aerodynamic mode
New game mode: Added moons around a planets
New game mode: Added new asteroids belt with many huge static asteroids and small dynamic asteroids which can be moved or destroyed.
Square grid now have small grids up to 100 meters which is also important for visualization of velocity
Small asteroids now have bigger size and now they have 8 sectors with resources. Asteroids will be destroyed when all 8 sectors will be depleted. This feature adds more sense to special ships which have several mining lasers around asteroid
Asteroids now have different HP based on its size
Significant optimization of core which improves a performance in several times. Loading of games and ships now much faster.
Localization files updated, thanks for this for community
We are continuing to work on critical bug fixes and important improvements.
In previous update we added important feature, orbital grid, but it was too hidden. Now it is available on the main interface.
We made important change in structure of the ships. Construction of additional command modules on the same ship is no longer possible. Despite the fact that this changes does not bring new features, however It solves a lot of bugs with multiple command modules and also it will help to avoid some game design issues in the future updates where we will add ship specializations and skills for crew members.
Another important feature, you no longer need to guess how much ships you have. New window with list of all ships will allow to easily manage them. Now it is not a problem to switch control between miner and combat ships, for example. Also, renaming of ships now much more comfortable.
Also we made small, but important improvement, added new sound effect for module placement. Previously sound effect was too long and high frequency. Now it is much nicer and makes construction more comfortable.
Now 1 ship may have only 1 command module
You no longer can deconstruct or remove a command module which have a crew inside
Now you can focus view on planets with Alt + Click
GUI: Added interface which shows a list of owned ships
GUI: Added button "Show orbital grid for current planet" on the main interface
GUI: Now when you hold left Alt, you will see a tooltip near a cursor
GUI: Ship rename window a bit redesigned and now it can be dragged with cursor
GUI: Now you can confirm new ship name with Enter button
GUI: Now when you press "rename ship", appeared input field already will contain current ship name and you can enter a new name without clicking on input field
GUI: Now will see a notification if one of your command modules will be destroyed
Audio: Replaced audio effects for module placement and placement error
Audio: Added audio effect when you rotate preview of module
NPC: Two pirate ships has been updated (files sent by user Lemodile)
Audio: Fixed a situation when sometimes audio effects of interface can be played only in left or right speaker
Fixed various bugs with incorrect list of owned ships
Fixed previous / next ship button
Now you can select and click on mounting points properly
Now when you switch control to another ship, the camera will not drift away and also, camera position will be centered to this ship
Now construction drones will properly receive construction order when you going to build a module on docked ship
In this update we added quite simple, but seems like very important feature. Now you can select planet and click appeared button which will display a special radial grid around the planet.
Why it is so important? In space, it is hard to understand velocity of your ship. Velocity is a relative term. When we see a moving car, we can compare its velocity with the ground or other environment. But there is no too much environment in the space, so in most cases there is nothing to compare velocity with. So what to do in such situation?
Grids is the most obvious solution, but what if ships constantly moving on orbit? Grid will be static and ship will continuously move above the grid. This will not help to understood velocity of the ship.
In this case, we have an idea of something which can be called "orbital radial grid". It is just a group of thin radial grids and each of them rotates around planet with the orbital speed. So you may keep your ship in the grid cell if you wish to keep circular orbit. Or move your ship along circle of the grid if you wish to bypass planet around.
Now it should be much easier to understand how to move your ship in this game.
Besides that, we fixed some unpleasant flaws with cargo containers. Full details in change log.
Containers: Now when amount of content in container less than 1, you will see unrounded value on its icon
Containers: Now when amount of content in container more than 100, value on its icon will be rounded to 1, instead of 0.1, so power storages no longer flicker with its fractional number
Containers: Now in interface of containers you can see unrounded amount of its content
Containers: Now various devices which consumes resources from storages, no longer will leave some very small amount of content (such as 0.0000001 fuel or energy), instead of that, container will become completely empty
Trading: Timer "Prices will be updated in" returned back to trading window and now displayed as a text, not as a progress bar
Trading: Added on hover tooltip for columns in trading window
Localization: Added missing localization for categories in options
Fixed the problem when you sometimes can't hide preview of module by right click (and also can't place waypoint for your ship)
You no longer will receive a message "mining laser deactivated due lack of free cargo space" if laser is not belong to you
Fixed broken localization for Russian language
GUI label with mining rate of mining laser now displayed only for own ships (no longer displayed for ships which does not belongs to you)
Now cargo can be moved between containers even if in second contain not enough space for all cargo (only a small part of cargo will be moved)
Fixed "start server" tool tip on some fields in options
Fixed missing "auto save interval" text value
"Contribute in Localization" changed to "Contribute to Localization"
In this update we didn't managed to prepare some new features, only a few important fixes which took more time than we expected, mostly with multiplayer, so it is no longer broken and you can fly, mine and construct ships with friends. However quests and AI still can work incorrectly in multiplayer.
Also, adaptive scale of interface for high-resolution monitors is temporary disabled until we figure out what wrong with drop-down menu.
Multiplayer: Fixed important bug which caused very significant lags in multiplayer games. Now lags is much less noticeable.
Multiplayer: Now server will not lose ownership over its ship after someone connect to server
Multiplayer: When you docked to ship of another user, you no longer able to detach his modules and control resource connectors
Fixed "news" buttons in main menu
Fixed mistake with upper case symbols in world generation window
Fixed empty input field at world generation window
Users requested black? more realistic space quite a long time ago. We planned to add it only when interstellar travel will be implemented. But now we decided to add this option right now.
Now you can enable dark space background in world generation window.
Also we added new solar panel.
Besides that, important bug with save load now should be fixed.
Added new module - small, fixed solar panel
Added option to enable black space background in world generation parameters which will change color of background and color of ambient light and can be interesting for users who prefer to look at more realistic space
Now you can rotate view using right mouse button even while you are going to place module preview. Preview no longer will be deleted when you press right mouse button and start to drag it. It will be deleted only if you press and release mouse button in almost the same position. This small fix should make construction more comfortable
Added support for high resolution monitors. If your width resolution more than 1920 pixels, all interface will be scaled up
Added new localization lines for solar panels
Space background clouds now should be more optimized
Small optimization for center of mass indicator
Solar panels a bit optimized
Fill indicators of storages now more optimized, they are inactive while not visible by observer
An error when you sometimes can't save the game now should be fixed
Fixed a situation when nuclear reactor can't produce energy after it consumed all available uranium
Fixed an error when ship was destroyed while you are going to place preview of new module
Fixed an error when ship was destroyed while center of mass indicator is enabled
Fixed an error when you trying to select a module in build menu while active ship is destroyed
Fixed description for buttons "Uranium" and "Set faction to mine" in sandbox menu
For testing purposes, auto load of graphical settings on startup now removed on Linux computers, maybe it will solve a problem with main menu
Sorry for no news from us during so long time, but finally we completed the huge update and we glad to show you the result of our work!
First of all, we want to note that our goal for this update was to turn the game from "pure sandbox" into actually a game.
In this update we made a lot of big changes, and here is the most significant of them:
Added interactive tutorial. We realized that the game is quite complex and many people asked us for a tutorial. Also lack of tutorial was the main reason of negative reviews, so we finally added it!
Tutorial does not explain absolutely every aspect of the game, because there is too much various features which should be explained and we will improve a tutorial later, but for now it should explain basics and make the game friendly for new users. Tutorial can be easily accessed right from main menu.
New space stations
Previously space stations was not too big, their size was almost the same as player's ships, but now we added completely new modules designed specially for space stations, , so now they look much more impressive. Such stations not only looks much better but also they are much more optimized than before, so now there are 12 stations in the system without significant loss of performance.
You may note nice yellow lights which will direct you to correct docking port Also now you can repair your ships when docked on station
Besides that, now space stations are stable and no longer should fall on planets.
Completely new interface for trading
Previous trading interface was so inconvenient that even we are not always understand how to use it :) But new clean and intuitive interface should make trading enjoyable.
Before this update, enemy ships can be encountered only via sandbox tools (except one ship for combat missions), but now we finally added them as a part of normal game! Now many various ships may be encountered outside of starting planet and during combat missions.
Also we glad that almost all ships was provided by community! We opened a new opportunity to participate and development so we received a lot of saved files with a ships.
The system is new, so for testing purposes we informed about it only people in the Discord chat in order to be sure that the system will work and efforts of community will not be wasted. Once we will be sure that everything works fine, we will inform everyone in this blog so everyone will be able to send us its blueprints. Ships from everyone which will be used for pirates and other factions.
Resource distribution and new small asteroids
Now various resources located in various places. You no longer able to build a warp drive using only resources from starting planet. Now if you want to find additional resources, you should travel to another planets, but during this you may encounter an enemies.
Also we added additional type of asteroids, small asteroids which can be gathered relatively fast and will be destroyed with special destruction effect.
Missions was implemented before, but it contained too many bugs. Now the system is much stable, now you may encounter many various types of pirate ships and interface is much more convenient and easy to use.
Now most modules is locked and you no longer can build a battleship right from the beginning. First you should gain reputation and unlock new modules. Reputation can be gained for missions, trading or hunting on pirates.
Significant optimization, physics stability and time acceleration
We significantly improve a physics and its stability! Now you can use time acceleration up to x8 without significant loss of simulation accuracy. This important fix makes the game much more enjoyable and if you love orbital maneuvering, now you can really perform it and waiting will not be so boring.
New visual effects
Added glow effect for many parts, such shield, warp drive, mining laser, debris and it looks very nice! This is how it looks with this effect on and off
Background completely changed, now it much beautiful and more optimized!
Added new small rocket launcher and new model for tractor beam which didn't had it before.
This is only the most significant changes, but you may find a lot more various improvements and fixes in full change log. Also we want to remind that you may discuss an update and communicate with us about everything in our Discord chat. link
Added many new pirate ships which was created by community, those ships will attack outside of home planet and also will be used for missions as a targets
Unity engine updated to version 5.6
Added turret based rocket launcher which launch small unguided rockets with high rate of fire
Added introduction message at the start of the game
Added small energy shield
Added possibility to change size of energy shield on X and Y axis separately
Added special system which will spawn enemy ships with different complexity in different locations (on others planets you will encounter bigger and more dangerous ships)
Added more stations to different planets and asteroid belt
Now combat missions will send you against many different pirate ships, target will be chosen randomly
Reputation system and unlockable modules
Size of planet increased in 1.5 times. Mass and sphere of influence in 2 times.
Added interactive tutorial!
New game mechanics for NPC shipyard, now you may purchase modules when you are docked to shipyard (no longer necessary to keep your ship inside a shipyard.
Shipyard removed. They has been so uncomfortable, now stations have engineering bay
Brand new NPC space stations with its huge modules! Now it really looks like a space station. New names for space stations
Trading interface and usability completely redesigned. Now it is much more intuitive and convenient to use.
Added possibility to repair modules on NPC stations for credits
Recourse distribution completely redesigned. Now not all resources can be found on home planet, so you need to explore other places for more rare resources.
Added small asteroids which contains only 1 resource and can be gathered relatively fast after depletion, asteroid will be destroyed with special destruction effect
A new asteroid will be spawned near planet each time when another asteroid is destroyed
Added new model for tractor beam
Now sandbox mode is disabled by default
Now you will receive reputation and credits for each destroyed pirate ship
Also you will receive reputation for trading
Warp drive is improved and fixed. Now it have resizable radius and proper power consumption.
Nuclear reactor now consumes uranium
Many improvements for procedural missions, now the system works properly
Amount of asteroids decreased from 400 to 200 for optimization purposes
In non-sandbox mode only one type of the ship is available to start
Starting ship now have solar panels by default
Added button "Stabilize orbit", which will activate autopilot which will automatically maintain circular orbit around a planet or star, even if the ship will be affected by external forces. Manual control will deactivate this mode.
Added sandbox button "Test spawn ships" which will spawn every type of enemy ship near your ship for testing purposes
Added sandbox button to add Uranium
Added new sandbox / debug tool, "Teleportation" which allows to move any object to desired point.
Added possibility to repair modules for CR on stations
Starting ship now have solar panels
Each time when small asteroid is destroyed, a new asteroids will be created somewhere else
Added button to sell modules of NPC station and also additional information about price of each module. Now damaged modules will be sold on reduced price depending on its condition
Enemy ships now have less HP and less powerful weapons, otherwise, they are too strong
In non-sandbox mode not all starting ships is available
Added a lot of new localizations lines. All newly added lines was translated by Yandex translator, so it may contain a lot of mistakes which can be fixed by everyone who wish to help with localization.
Optimization: Algorithm of structural integrity is significantly optimized, now destruction of ship it much more smoother and cause much less noticeable freezes
Optimization: Default amount of asteroids is reduced for optimization purposes
Optimization: Optimized rendering of trajectories
Physics: Physics now more stable on x2 and x4 time scales (however, it is still less accurate than on x1, but it is more accurate on x0.5 and x0.25). Also now you can increase time scale up to x8 without significant loss of accuracy of simulation, which makes orbital maneuvering much more enjoyable.
Physics: During docking, less massive ship will be moved to more massive (and never vice versa) which is especially important during docking to huge space station
Physics: Added random factor to damage during atmosphere friction, as result, not all modules with the same HP exploded at once and overall explosion looks much better
Physics: Collision damage reduced, modules will no longer explode on weak collision
Usability: When player ship respawned, camera already located in default position
Usability: Now mining laser have maximum efficiency not only at closest distance but also on some distance away
Usability: Now mining laser will shut down automatically when the ship have no available free storage space for gathered resources.
Usability: Now when camera target destroyed, the camera will continue to follow a position of destroyed object
Usability: Now you can open shipyard menu by "B" hotkey
Usability: Everywhere where you need to use left shift on keyboard, now you also may use right shift as well
Usability: Now you can open shipyard build many by B key as well as for own engineering bay
Usability: Camera focus (by T or GUI button) a bit more comfortable now
Usability: Added possibility to lock view on a planet or star the same way as on any other target
Usability: Console is improved. Added an option to display console automatically when any error occurs. Only red console lines now enabled by default
Usability: Second click on "accepted missions" button will close the window
Usability: Now you can click on "eye" icon near messages to select target
GUI: Completely new GUI for trading. Previous GUI was very inconvenient and non intuitive. New one should be much better
GUI: Completely new GUI for missions
GUI: Added information about mining rate in mining laser window
GUI: Added indicator for mining laser which provides useful information about mined resource, rate of mining and makes mining more enjoyable. Also now there is minimum distance to asteroids where you can mine at 100% efficiency
GUI: Redesigned GUI circle for asteroids
GUI: Now you can select a planet and find out its parameters
GUI: GUI elements in left bottom corner of the screen a bit rearranged in order to fix a visual gap while sandbox mode is disabled
GUI: Relative velocity window a bit expanded in order to contain longer words after localization
GUI: Main menu redesigned, added buttons: Load, Single player, Multiplayer (Now people should not have question "where is single-player?")
GUI: When you are going to dock with NPC space station, you will see a noticeable indicator (nice looking yellow lights) which will direct you on correct docking port
GUI: Any notification now will be visible on screen at least for 20 seconds
GUI: Updated description for "Show HP bars" button
GUI: Now you can see drop zone circle for delivery missions
GUI: Now you will see an indicator when enemy ship going to attack you, also you may click on this indicator in order to select those enemy ships
GUI: Now you will see an information about price for module which is going to be sold and also colored notification if price will be reduced due damages.
GUI: Added info about characteristics for rocket launchers on its interface
GUI: Added panel which display required reputation for next modules
GUI: Added possibility to display center of thrust and its relative coordinates
GUI: After you completed a quest, you will see a message about gained reputation
GUI: Added text description for all modules. Now much clearer what each modules supposed to do.
Graphics: Space background completely replaced. Now it is looks more like a real galaxy and it is more optimized.
Graphics: Added shadows
Graphics: Added glow post effect for station's windows, shield generators, debris, tractor beam module and some others things
Shield: Added activation and deactivation visual and audio effect
Shield: Added small shield generator
Shield: Now size of the shield may be adjusted by each axis separately, which makes it looks much better
AI: NPC ships now know how to use their shield, they will activate it in combat mode
AI: NPC ships now will attack player ships when he Is outside of his home planet
AI: Enemy NPC ships will despawn automatically when in non-combat mode for a 2 minutes
AI: Enemy NPC now react on nearby target and attack them
AI: Enemy NPC constructed from the same modules, but it have less HP and less powerful weapons, otherwise, NPC is too strong and not interesting for gameplay
AI: Now AI will use torpedo launchers against its targets
AI: Now AI will continue fire even if some debris located on the line
Balance: Fire rate (delay) for torpedo launcher changed from 1 to 10
Balance: Both small maneuvering engines now have a bit different properties
Balance: Consumption of uranium for nuclear reactor reduced in 10 times
Balance: Reduced damage from collisions
Balance: Rebalanced prices for all modules
Fixed an issue when you can't build modules (due red preview) while FPS is low (however, it creates a problem for multiplayer, but we will fix it later). Actually, options "Compensate FPS" is removed and enabled by default, so now you will always have 60 FPS, if load is too much, the game time will be slowed down in order to maintain 60 FPS.
Now camera properly focused on the center of mass
NPC Stations now should be fully stable and they should not lose its orbit after a time
Fixed audio and visual effect of mining laser
Console no longer cause memory leak
Now time 70m 20s will be correctly displayed as 1h 10m 20s
Shield now properly protects against laser beams
Fixed a short freeze when you deactivate resource connectors
Physics now more stable on x2 and x4 timescale (however, it is still less accurate than on x1, but it is more accurate on x0.5 and x0.25)
Engines now works properly on x2 and x4 timescale
Fixed a situation when you can't transfer resources using a slider and you need to move it a bit
You no longer can dock to the NPC station if you are not sent a request for docking
Fixed an error when command modules was destroyed during manual control of turrets
Total mass no longer displayed for debris and asteroids (it was incorrect)
Now when turrets in auto mode, it will properly attack targets which are already in range
Button "Remove selected ship" from sandbox menu now will remove entire ship even with rotors or pistons
You no longer have access to NPC stations when docked to it (connectors, mounting points, etc.)
You no longer can sell station's modules when docked to the station
Fixed an error when game cannot be saved if second part of rotor or piston has been destroyed
Cargo gate no longer have "useless" in its description
Fixed respawn for new missions
Fixed save/load for missions
Proper prices for station after loading
Container for delivery missions spawns always around the same planet where the stations located
No longer possible to sell modules while not docket with shipyard
Everywhere where you need to use left shift on keyboard, now you also may use right shift as well
Fixed a problem when you can buy resources, credits will be spend but you will not receive a resource
Fixed a problem with disappeared trade button
Trading window no longer located outside of the screen by default
Now docking port can be docked to station only if another port is activated
Fixed an issue if command module will be destroyed during docking phase
Fixed camera rotation when you press "reset view"
Resized GUI panel for "relative velocity" value so now it can fit long words on other languages (German for example)
You no longer can buy half of a rocket, or 0.3 of rocket, only integer number
Fixed tooltip for HP button which was outdated
Trade transfer panel on top by default
Small shield have smaller maximum radius than a big shield
Fixed fast spin of camera when you press "reset view" or focus on new target
Indicator of forward direction now always directed in correct direction
Fixed error when you try to build second command module on second ship
Fixed error when docking port is destroyed, connected to another docking port but not attached to anything else
Fixed own engineering bay after docking to station
"Station count" and "Asteroid count" in world creation window now works again
Fixed missed on-hover tooltip for engineering bay
Fixed buttons for sell and repair modules on station
Now you can properly use own engineering bay after you used NPC shipyard
Hello! We decided to make the next update a bigger than usual. Our main goals for the next update - create something which may be called "addictive gameplay" and also, make the game for new players as simple as possible.
We want to solve a problems which are described in negative reviews on store page. Most negative reviews related to the lack of tutorial, so detailed interactive tutorial will be added in the next update.
Also some people can't understand where is a "single-player" mode, so we added two different buttons in the main menu, as well as "Tutorial" button which launches the game immediately.
That is good for players who want to launch the game and jump in action immediately which is seems very important.
Also, some authors of negative reviews think that Celestial Command supposed to be a fully realistic orbital simulator with complex planing of "Delta V" and hardcore orbital maneuvering. But it is not. Celestial Command designed to be a space game with very basic orbital mechanics and simple navigation.So good interactive tutorial will explain that "orbital planning tools" is not necessary for gameplay and tutorial will explain how to move the ship without it.
Another main issue which described in negative reviews - a lack of content / possibilities.
There is interesting situation with this issue. Actually it is an illusion. The game may have a lot of possibilities, but until the game have only sandbox mode and everything is available right from the start - you may think that there is not too much to do in this game. And the game will not fascinate most players for a long time.
This rule works almost for most games. Almost all popular games are successful due the "feel of progression". If a player will gather resources and perform tasks to achieve the more better and better abilities and items - the game will seems more interesting than a pure sandbox mode.
For example, the simple game without complex mechanics but with well designed "sense of progression" most likely will be much more successful and attractive than a game with a lot of complex features, but only sandbox mode without any sense of progression.
So this is an important problem of Celestial Command and we are going to solve it in the next update. In order to do it, we plan to make new trading system, AI, new distribution of resources in asteroids, new prices for all modules etc.
Of course, it does not means that we will not to add new things. A lot of new things will be done in the next update. For example, we already redesigned trading system significantly. Current trading system is terrible, even we are not always understand how to use it :) But the new trading system have much more comfortable interface and much easier to use.
Also, in order to make trading more intresing, we should increase an amount of space stations in the system. But current space station have very significant impact on performance due its size (it contains a lot of modules). So in order to increase amount of space station, we decided to create completely new modules designed for space stations!
Such space stations not only looks epic, but also have much better performance than previous space stations which allows us to add a lot more station in the system with acceptable performance. For example, this world with 12 stations runs on 90 FPS and it still can be optimized.
Usually we prefer to split such a big updates into several smaller updates. But in this case, we want to release it only when we will be sure that this next update will be really interesting and it will guarantee that after the next update, much more people will be satisfied with the game.
However periodically we will inform your about development and upload test versions in test branch. If you don't want to miss those test updates, please join our Discord chat where we will inform you when new test update will be uploaded.