Nov 8, 2019
Gaia Beyond - elZanc0
Gaia Beyond is 25% off! (Offer ends November 10 at 5PM Pacific Time)

This is a small update – more content is on the way with the next update



Steam Cloud support
Automatically synchronizes savegames with the Steam servers





Story
  • Some dialog corrections and optimizations

Scripting
  • All repair dialogs use a blend animation now
  • Rajid equips the thruster on the player ship

World
  • Allow collecting stacked items partly if the cargo is full
  • Ship landing sound
  • In-space Memorial: parallax background asteroid added




  • Some emitter performance fixes
  • npc_rufus.nut "Sleeping Pods for Three, No Pets!" script crash
  • Savegame upgrade for Simon Boswell can crash
  • npc_rufus.nut script can crash
  • AA_Damokles_Station: Data version is broken
  • Possible Lorca_Player_Left_Landable() crash fix
  • Short range laser graphic is drawn incorrectly
  • Inspace-triggered fight music with neutral npc doesn't stop
  • Landable music can be played in space if land+leave is very quick
  • Some shields shouldn't be spawned
  • Stop fight music when docked and no ship is directly targeting the player anymore
  • Fighting music only triggered during 1st Pluto pirate wave
  • Do not handle player message requests when dead
  • Defend state holding and moving_back can switch around endlessly
  • Some behavior pos_target_reached fixes
  • Autopilot Is_Weapon_Target_In_Range() is broken
  • Ship garage: hide credits and cost
  • Do not save in loading screens
  • Do not play space sounds when loading
  • Memorial collision geometry fix




Let's have a chat on Discord:



Learn more & stay tuned!
Gaia Beyond - elZanc0




Traveler,

It's me again, Count Ixua. The Wicked have returned. But at least that gives you the opportunity to snatch one of those special halloween rewards. Send those pumpkin fanatics back to the land of the dead and have a look at my pumpkin full of presents!








The ancient curse has reappeared!
It looked like the creatures from the wicked dimension had been banished forever, but due to a magical coincidence, new portals allow them to spread all over the solar system AGAIN! Destroy them, cut the link between the two worlds – and unlock some exclusive content:

  • Pumpkin Shredder
    A dangerous new weapon straight from the wicked dimension, coming with custom sounds and a fancy skull turret!

  • Mysterious Ghost Ship
    Scare the πŸŽƒ out of your enemies with a vessel of the undead!


    Weapon qualities
    • First stage of randomized weapon qualities
    • Six new quality levels (3 weaker / 3 stronger)

      More improvements coming soon!

    New sidequests & events
    • Escort the tyrant or kill him
    • Helping the Isaac Family to get their place on Earth has new content
    • Visit new locations like SMD Woodrow or Damokles Station

    Atlantic Rebels
    • Own faction logo
    • New ships & faction spawner



    SFX
    • Quick travel sound effect
    • Sound is played when Lt. Devi pushes you into the corner the first time you visit Caduceus Station




    • Autopilot with target selection double click
    • Weapon upgrade HUD: Show the weapon changes
    • FoW should fully hide unexplored areas
    • A lot station sizes were increased, giving them a more station-like feel!



    • Mine spawners - pirate fortresses look even more inviting with decorative mine fields around them!
    • Display and compare Laser dps on tooltips
    • Ship Trade HUD: increase linked rendering fps to 60
    • Landable HUD: Support rendering Emitter
    • Menu: Draw the FoW
    • Map Mode: Show the player ship radar range
    • Neptune visual improvements





    • Autopilot evasion with big sprites fail
    • Engine emitter are sometimes drawn over the ship
    • "E" dialog skip does not work sometimes
    • Fix the "The Scheherazade Embargo"
    • Limit the text width of in-space quest info tooltips
    • Do not draw quest target icons for respawning ships
    • Auxilium "Hey! Where are you going?" can still endless loop if Auxilium reached his target pos
    • Menu ships lose emitter after a while
    • Draw area spawner geometry over the FoW
    • Menu ships can collide with the player ship
    • Asteroid impact emitter scaling broken
    • Do not autosave when the script crashed
    • Low texture quality breaks fonts
    • "Simon Boswell" without "teal_visit" respawns when the cad station explodes
    • Savegame upgrade: Create_Simon_Boswell() can be called when the caduceus_station does not exist anymore
    • "Devi's Datacube" dialog can repeat endlessly after savegame load
    • "Can't Chat. Enemies are nearby." should not happen if low affinity ships are nearby but not attacking
    • Save upgrade: Cad station is not unlocked if "Crash Course" has ended
    • "Asuka Langley" script crash
    • Venturas has a wrong identifier
    • A message request calling the fail_callback with a null person crashes the script



    Coming up next
    • SKYju's and Nookrium's first quests!
    • More sidequests
    • Let us know what you would like to see

    Let's have a chat on Discord:



    Learn more & stay tuned!
    Oct 27, 2019
    Gaia Beyond - elZanc0



    Dear SPACE PEOPLE,

    We are moving closer towards the 1.0 release, so we've got all hands full of stuff to do – and a few announcements to make. Scroll down to see the current status of the game and what has changed during Early Access! Join the adventure NOW and become part of the growing Gaia Beyond community.





    πŸ„ Latest update: 'Holy Cow!' (0.12)
    A brand-new content update that has become pretty big, check out the trailer and patch note!



    Get into the Action!
    • Explore an immersive and dynamic version of our solar system in the future
    • Discover the hidden background story about a war fought not too long ago
    • Dive into the Caduceus storyline with 10 missions and discover the truth behind the Ganymede Flu
    • Find and solve around 40 individual sidequests (more coming!)
    • Decision-making & consequences - influence the fate of characters in the world
    • Fight pirates, hidden alien ships and bosses!
    • Mine dozens of raw materials, upgrade your ship with devices, defensive shields and powerful weapons and turrets
    • Buy OR build yourself over 50 new spacecrafts
    • More storylines, sidequests, equipable stuff, ships and features are incoming - prepare yourself!










    Story content


    • Reworked beginning πŸ’―
    • More action, more speed, more decisions
    • More NPCs with improved dialog flow
    • Overall decision-making & consequences
    • Bosses and secrets!

      πŸ“Ί Watch gameplay videos


    Original Soundtrack
    Miguel has finalized the official Gaia Beyond soundtrack, check it out! Also, meet him in the game at Bartholdy's Bar. ;)



    Gameplay features:


    • Hacking
      Currently used on freight containers, this feature is to be expanded in the future.

    • Ship Crafting
      You no longer have to rely solely on ship dealers to expand your fleet - get new blueprints, collect the materials you need and craft them yourself, right in Rajid's garage!

    • Carrier load of ships and weapons!
      • 50 purchasable ships and 40 craftable blueprints
      • Capital ships are now in the game (carrier functionality planned)
      • Upgradable weapons, growing weapon variety
      • Passive devices





    Game World
    • Locations
      We added more locations and moons to discover, got rid of a lot of placeholder images πŸ–Ό and polished what was there from the start. A quick compilation:



      Also, you will find more of the following:
      • Local NPCs & traders, asteroid fields, plasma fields, war memorials, hackable containers, hidden chests & threats!

    Controls
    • Gamepad Support (steady improvements but working)
    • Improved mapping options

    Steam achievements








    πŸ“† Release: Q2 / 2020
    The schedule was moved to the second quarter of 2020 – as we recognize a lot of community requests and want to make sure everything is right for 1.0! This is going to be only a part of the full vision (still a 'finished' game) and our post-release goal is to keep working on it for as long as possible. As you can read from this schedule, we see our game in an advanced state, it just hasn't reached all our goals for the full release yet.


    πŸŽƒ Spooky things
    The Halloween event is going to be activated any midnight now - take your chance to grab the special content this year!


    🐒 Warp Turtle
    We're proud to announce that we finally founded a company! After more than a year appearing on the store page with our real names, we felt like it was time for a little burocracy...






    Let's have a chat on Discord:



    Learn more & stay tuned!
    Gaia Beyond - Flonor


    #Discussions_QuoteBlock_Author
    πŸ„ No cows were harmed for the development of this update - actually it has nothing to do with cows at all.


    Be praised, travelers!


    It's been a while this time due to exceptional circumstances - like a team member's XXL relocation (ทักทาฒ from Thailand!), including re-establishing our workflows and communicating straight through the globe at 5 different time zones! :D Expect future updates in the usual frequency again.

    Anyway, nothing was left untouched - actually we've created a big pile of new content, bringing the game a good step closer to the 1.0 vision (and everything Beyond). Also, scroll down to the end to see what is currently happening and what are the next steps.

    Special thanks to some people that have shown epic support lately - 8ByteGaming, Hakimodo, IndieGameLover, the USMCsky discord community and many more. Thanks to all of you for playing and supporting!

    Note: Since 32-bit binaries with their memory limitations are becoming increasingly difficult to support, we will switch to 64-bit with one of the next updates.


    But now showtime :)

    https://youtu.be/lBeHKpc2jlU







    πŸ“œ Story Content
    • The Caduceus arc now has an additional mission, new events and dialog
    • The Seraphim got their first station populated with NPCs, new locations, background story and sidequests
    • Added the pirate leaders in game
    • Support dialog camera targets


    πŸ› οΈ Ship Crafting

    Yeah! 40+ awesome ships can now be built at Rajid's Garage once the location is unlocked. Some of the new ships are exclusive for crafting and can NOT be purchased anywhere else. Where to get blueprints:
    • Random NPC ships have a small chance to drop their blueprint when destroyed!
    • Purchase them from traders


    πŸ”« Weapons




    • Plasma, Photon and Nuke Torpedoes
    • Atlantic, J12, Sphere and Seraphim Projectile Turrets
    • Dual Missile turrets
    • Drone Launcher
    • Scattergun & Mine Shotguns
    • Holy Mines

    • Mining Lasers: newly-balanced, can now be upgraded to be more powerful
    • Shock Cannons: newly-balanced, the regular one can be upgraded

    • Random Weapon Qualities - hey NormireX ;)
      (This feature is almost done, but still in progress and will be enabled soon!)


    πŸ’Ž Celebrities!

    To thank our earliest and most loyal supporters from streamers to press, we've just implemented them as ingame NPCs. Meet Nookrium, USMCsky, Leon from Red Event Games and DannyDSC in the Gaia Beyond universe!



    The current state is more or less just an introduction of the characters - the basic setup for a whole quest arc. Stay tuned for the crazy stuff that is going to happen here until 1.0!



    πŸŒ‡ Locations


    • Jupiter J12 Colony
    • Caduceus HQ & Nexus
    • Bar: Zion & Atlantic
    • Seraphim 'Hall of Prayers'
    • Doomsday Fortress
    • Seraphim Hospital & Workshop


    πŸš€ New Ships & Stations


    Purchasable:
    • Atlantic Destroyer "Aries"
    • Zeraph
    • J12 small attack Ship
    • 2 Sphere civil ships

    Others:
    • Stolen Caduceus Guard (bad paintjob - will they trick you? :D)
    • The old "Seraphim Station" was converted into a faction-spawned battleship (Mercia) and will soon be available!


    🎭 Portraits
    • 2 new Player portraits!
    • New Seraphim males
    • Old Seraphim male updated & back in game
    • J12 male variations
    • Various 'crowd' portraits
    • Statue

    πŸ’¬ UI
    • Controller button images
    • Show the bullet weapon range in tooltips
    • Remember the map zoom z position
    • Savegame the last camera zoom positions
    • Container hacking levels displayed in analysis

    πŸ”Š Sound
    • All new weapons come with custom fire and hit sounds
    • Projectile non-hit explosion sounds added
    • Custom mine explosion sounds
    • Custom spam weapon sound
    • Repair sound added to dialogs
    We are currently reviewing and organizing new libraries - these are some first introductions, expect more to be added!


    ✨ FX
    • Customized mine explosion emitters
    • Astronaut cargo item
    • Heat effect for new Seraphim weapons






    Story
    • A lot of NPC script and dialog improvements

    Ships
    • Caduceus: Guards, Hunters & Heimwehr's ship polishing

    • Reduce the autopilot speed based on distance to target pos
    • Waechter animated lights
    • Tyrell Wharf visual improvements
    • CoC & FTA Transporters were slower than their loaded versions

    World
    • General performance improvements
    • Improved background starfield
    • Earth texture: structure added
    • Nebula edge & pixelation fixes
      (thx to 8ByteGaming for ploughing through all the pirate hordes twice to find them!)
    • Greenhouse location pic details added
    • Bar location pics polishing and faction-related details
    • Rajid's Garage: sky added
    • Bokaj Lab minor changes
    • Turret Platform respawn time increased
    • Some spawners added

    UI
    • Loading Screen: Hide the mouse cursor
    • Loading Screen: Visualize the early level loading progress
    • Side notifications (tutorial hints) centered
    • Player portrait selection: temporary layout change
    • Weapon comparison: DPS should be at the top

    Portraits
    • More updates on all player portraits
    • Fancy backgrounds added on a lot of portraits, more to come
    • Harrison Cruise polishing
    • McKenzie polishing and leg version
    • Some reassignments

    FX
    • Particle emitter performance improvements
    • Main menu background improved
    • Customized projectile explosions, more to come!
    • 2-framed emitters optimized
    • Projectile improvements




    • Rare crash when loading "coll_geometry convex_polygon" settings
    • Savegames: Mission Target can be lost
    • Ship slot tooltips can stay indefinitely
    • Flickering HUD emitter
    • Some weapon volume fixes
    • HUD auto pause should not override dialog auto pause
    • Character HUD: Crash when leveling up from the script
    • If a person with a ship is docked on a station and then moved to a new location, the location change HUD event can fail
    • Enemy ships with the behavior set to autopilot are not considered for the fight music check (No auto fighting music during The Cure battle)
    • Add an error when the active person dialog block changes while a dialog is still active (and don't crash)
    • Support changing the player docked location when a dialog ends
    • Crash when unloading a level with an active message request
    • Landable news text breaks if one entry is too long
    • Locked Caduceus HQ dialog returns you to Distribution Hall
    • Laser scale could be too small
    • Elisha dialog block 1_1 stage 2 can break (Albatross)
    • Do not treat weaponless enemies as active enemies (Can't chat near Caduceus Drones)
    • Turret only ships should distance themselves with the weapon range in fights
    • Message HUD: Number keys sometimes don't work for answer confirmation (8byte)
    • All blocking HUD windows exit differently with ESC if the focus is not on the main window anymore
    • Landable HUD: Controller doesn't work
    • Shield "Init Time" comparison is broken
    • Savegame upgrades based on quest stages do not work
    • Kalypso does not enter "Atlas HQ" when "Genocide Consignment" fails
    • Eric Strong repair option broken
    • Don't crash if a weapon drawable is missing
    • A ship with a mining attack state does not defend itself when under attack (RoadsterTracker)
    • Auto-pause missing for the first dialog with Vasquez
    • Dialog repair removes less credits than displayed
    • Destroyed containers should only drop 25% of the loot
    • Persons do not restock on creation
    • Noob does not retaliate on "Ambush Henderson."
    • New Game Menu: Draw the ship emitter
    • Some Auto-Pause events are triggered incorrectly
    • Weapon range doesn't recognize decel (also breaks the fight ai)
    • Emitter can miss the last emit if the last frame ends on the emitter ttl (see p_shockwave)
    • CEGUI SharedStringStream Thread fix (failed to convert attribute 'position' with value '0.0' to float)
    • Don't show a notification if a person credits change ended up becoming a 0
    • Random NPC Fighting lines often not triggered
    • Turret platforms have a wrong death sound
    • Fix the Jurgen Winters corpse description
    • Weapon comparison could have an empty "()" comparison block
    • Weapon comparison line formatting does not match with lasers/bullets
    • The small sprites mouse selection radius increase is broken
    • Default_Dialog_Handler_gac is not used
    • Reset the last camera zoom positions when starting a new game
    • The CZE_TO_MAP camera zoom event ends instantly. Should only end when near the target z
    • Ghost items in cargo ("type": 4) (not deleted on load)
    • Shizhong goes to meeting point instead of Kalypso after hacking
    • Controller: ship slots can be selected in ship crafting hud
    • Controller: landable focus elements can be selected from blocking HUD windows (limit focus to the blocking window)





    NEXT GOALS
    • Random weapon qualities
      Hold on, NormireX! ;)
    • More sound customization
      As mentioned before - improving the overall impression
    • Station scales
      Some are a bit off - using a real scale overview to balance sizes
    • Halloween things!
      πŸ‘»





    Let's have a chat on Discord:



    Learn more & stay tuned!
    Gaia Beyond - elZanc0




    • Trading NPC items now restock
    • High Harvey Mini Questline
    • McKenzie is now helping to stop the CAD transport if you got his leg first

    Location images

    Weapons
    • Ship Trade: Show the slot icons
    • Missile Battery
    • Med-Drone Launcher
    • Weapon turrets are colored in faction schemes now


    New turret shooting 3 missiles at once


    The Cure got himself a nice new drone launcher.


    Portraits
    • Pirate boss Dieu-Le-Veut, Simon Krull, Mr. Gates
    • Adaptions: Vasquez' lizard own portrait, GAC male: Sun-Moon version

    Other stuff
    • More neon info signs (quick travel, ship trade, cargo container, garage, bar / cafΓ©)
    • Punch sounds added to various dialog scenes
    • One-hit-exploding asteroids


    Not too dangerous yet, but could become salty in the future.... ;)





    Ships & weapons
    • Capitals acceleration increased
    • Weapon optimization (Capital lasers and more)

    Engine
    • General performance improvements
    • Renderer modernization

    UI
    • Ship Trade: Show additional drawables and emitter
    • Analysis HUD: Draw items and asteroids with emitter
    • Tooltip improvements
    • Readables inspect window: vert scrollbar added

    Portraits
    • Updates & polishing


      FTA random female, Atlas, J12 random military, J12 female, Mr. Shiro, Caduceus male, Supreme Court judge, FTA agent male



    FX

    Other stuff
    • A lot of dialog and dialog format polishing
    • Savegames: Validate shields and devices too
    • General savegame improvements



    • Savegames: docked ships loose the detail mode state
    • Controller: Cursor gone after exiting trade window with B
    • Thruster is always uncharged on savegame load
    • Possible crash when a person is deleted but still has a pending Message Request
    • Burst weapons can fail trying to finish the first recharge
    • Ship AI does not attack the Player sometimes if no friendlies are nearby
    • The Travel group waiting at destination state disables the ship target rotation (The Cure doesn't rotate during battle)
    • Auxilium cannot attack the CAD Escort
    • Crash when opening inventory (old savegame)
    • Old saves could have an invalid rajid dialog block
    • Ship selection stays after death when the respawn is delayed
    • Only show autopilot landing/leaving when a docking state is active
    • Autopilot says "landing" even if it cannot land
    • End an auto pause, on dialog end, only when it came from the dialog
    • Show the Cooldown HUD when a laser is bursting
    • Minimum energy required for laser should be based on the p_ttl
    • Remove the unused "Zion Farm" ship data




    Let's have a chat on Discord:



    Learn more & stay tuned!
    Apr 22, 2019
    Gaia Beyond - Flonor

    • Automatically switch the UI shortcut hints when using a controller
    • Show the customized shortcuts instead of the default ones where possible
    • Capital ships balancing (thanks deymoslex)



    • Add missing prices to some ships who still have the default pricing
    • Savegame upgrade for "Simon Boswell" can crash the script if the cad station is destroyed
    • Recreate persons that sell stuff for capital ships
    • Don't compare the same equipped item multiple times in tooltips
    • When large tooltips go out of screen they should check on which side the cutoff is less
    • First free slot is not used on auto equip
    • A very rare Landable HUD Player_Leaves() crash




    Let's have a chat on Discord:



    Learn more & stay tuned!
    Gaia Beyond - elZanc0





    • New ships
      • Capital ships are available now!


        Each one is coming with a unique big type weapon slot (click for video).

        The capitals were added in dialog with the community – due to your wishes to actually fly these things, we revised our first plan to hold them back until the carrier feature arrives. We will just add more of the big guys as it gets implemented. Have fun!

      • Higher-level Mosura versions are also available!
        (Top level comes with FIVE weapon slots)

    • Quests
      • Crash Course has been changed to include a pirate wave defense segment
      • New escort sidequest
      • New Rajid pirate bounty hunt mission


    • Portraits
      • Because that last guy was just a placeholder (to re-appear as Jack Sperrholz), here is the real Vasquez - coming with a badass robo lizard!

        Captain Vasquez, new CoC random male

    • UI
      • Map mode: Non-discovered quest targets selectable for auto pilot
      • Add a key shortkut "0" to re-center the camera to the player in map mode
      • Custom icon for readable items
      • Plasma field map icons
        (known bug: icons should not be visible from the start)




    • Quests
      • Many dialog improvements and formatting fixes

    • Ships / Stations
      • Ship movement prediction improvements
      • WΓ€chter & Caduceus Station size increased
      • FTA Hub polishing
      • FTA Hub open version (placed only once for now, at FTA Nexsen)
      • Essex Wreck full res polishing
      • Zion farms: lights animation
      • J12 Capital overall edge-fixing
      • Shuttle: turret slots swapped

        Note: CoC Mining Stations are not landable anymore.



    • Weapons
      • Shock weapons are burst weapons now
      • More weapon upgrades and some minor balancing
      • Added 3 big weapons for capital ships

    • World
      • J12 & GAC colony pics updated
      • New kind of Nebula spawner at Zion Station
      • Some Pluto nebula gradient smoothing

    • UI
      • Origin menu re-layout, ship preview added
      • Added Autopilot text status "following", "landing", or "leaving"
      • Journal sorting: Sort by Main/Side/Finished Quests
      • Hide invalid slots when a drag-and-drop event starts
      • Analysis HUD: Show distance
      • Add a location person list "Visitors" sub-header
      • Freight hacking: show "Hack failed" (red) and "Hacked" (green)
      • Inventory: ship stats re-layout (turn rate + view range added, cargo moved to list)
      • Make RESUME the first main menu button
      • Inventory HUD: Replace the first matching weapon/shield/device slot by double clicking or on controller select
      • Inventory HUD: Remove "Boost" if it is the same value
      • Ship Trade HUD: Add turn rate, radar range, view range and layout improvements
      • Inspect-item window responsive layout


        HUD emitters are only animated with auto-pause off.

    • Portraits
      • Kouji polishing
      • ISA male polishing
      • Quick-polishing / backgrounds updated: Player #5, Bobby Cliff, Noob Henderson, Cram Bokaj, Teal, GAC Soldier x3, Zion female 1, Visitor
      • CoC male 2 added to random pool
      • James Lancaster -> Xander pic

    • FX
      • Explosion lens flares added
      • Frame-animated marketplace neon sign
      • Unique plasma drops
      • New FX for upcoming weapons








      • Old Intel graphics driver detection triggers too often
      • Memory usage increases with every savegame when parsing until all are loaded
      • Inventory HUD: memory leak when the ship changes
      • Script Attack() function should not validate the radar range
      • Rajid (on planet) should not have an input lock during dialog
      • Ship Set_Behavior() should ignore an undefined active behavior state even if it was not temporary
      • Cursor default image is changed when leaving inventory (only the back button works)
      • Level_Savegame_Person_Loaded() can continue with a deleted person
      • Savegame upgrade: do not continue upgrading destroyed sprites
      • Savegames: turret position problems with the size-increased stations
      • Weapon target selection icon is not updated on savegame load
      • Weapon target selection is not reset on unequip
      • Don't show Device "Init Time" if it's 0
      • Don't show Regen + Energy usage for devices
      • Turret Platform DEFEND_HOLDING can get stuck
      • Ship hull/shield bar stays at the screen position when landing
      • Mark the ship behavior if it came from a dialog lock and only remove these on dialog exit (allows setting any behavior in dialogs)
      • The initial HUD focus with a controller doesn't work
      • Correctly show "(failed)" when selecting a failed quest
      • Add a failed quest color
      • Ship Trade HUD: Show fractional digits for mass
      • Crash if mouse is over a landable icon while it is being reloaded
      • Use the fully reduced max speed when in distance_reached_far range
      • Don't allow opening blocking HUD windows when the menu is active (quickbar)
      • Savegames: loading can crash if the person parent is deleted (because the sprite validation failed)
      • Stronger shields for NPC capital ships
      • A Travel group at the waiting stage does not avoid collisions correctly (Mr. Shiro hugs Caduceus Station and wants to destroy himself)
      • Fix hard day of work with pre 0.9 saves
      • Don't spawn Dostavka OL
      • Support a default input key with a Ctrl modifier (Ctrl missing for the zoom reset shortkey)
      • Update the gamecontroller db
      • Location -> 'available persons' list: horizontal scrollbar (in 4K only)
      • Don't save the news in saves anymore





      Let's have a chat on Discord:



      Learn more & stay tuned!
    Gaia Beyond - Flonor



    Gaia Beyond took off into the steam universe one year ago. πŸŽ‚πŸš€

    We've hunted mutations, been chased by bats, fixed broken legs, found treasures in wrecks - and sure been grinding the hell out of those asteroids!

    Time flew by like nothing (possible evidence for dimension shift... gonna check that later, let's focus on making this a great indiegame for now!) A big thanks to the awesome people who supported us during the last year and to the new fans!!

    Anniversary discount running until tomorrow, April 1st!





    • New pirate portraits
      • Dr. Rick
      • Colonel Hintz
      • Captain Jack Sperrholz

    • "Resume game" button added to main menu







    • Ships
      • Mosura -> 3 different versions (purchasable soon!)
      • Create a "human_dropped" emitter on player death

    • World
      • Ship radar and detailed mode upgrade to include landed ships and add radar gain/loss events
      • Right-side world: Pirate spawners & Fortress
      • One Hard Day of Work quest improvements
      • New trashfields & asteroid spawners
      • Overall nebula parallax improvements (detailed nebulas slower, blurred ones remain)
      • Distance between station <-> turret platforms doubled
      • Repair sign redesign + animation
      • Nebula polishing / some artifact smoothing / final edge fixes

      • Callisto got an atmosphere (+slight texture improvement)

    • UI
      • Add a free giveaway option if the trader doesn't have enough money
      • Ship trade hud: add credits info / overall layout cleanup
      • Character main: XP progress bar
      • Loading screen hints: key map update, quicksave info added
      • Show the patch notes when clicking on the version text

    • Portrait updates
      • 3rd Zion male added to random spawner
      • Seraphim male replaced by Applicator pic
      • Ursa portrait switch
      • Overall assignment updates + some very old pics removed
      • Pirate default male polishing



    • Some small JSON loading improvements



    • Waechter hacking: The leaving ships are broken
    • Detail range collision category can be overwritten when leaving (O Dog collision state is broken)
    • Unicode crash when the Russian thousands separator is used
    • Font getTextExtent() rare crash
    • Text Box Popup: typing A+D keys fire focus events
    • Atlas could have a nonexistent "7_1" dialog block
    • Noob Henderson: Ignore the Pre-destroy callback when he is far away (is ignored)
    • Auxi is now too fast out of range in the Tutorial stage
    • Quest arrow draw can crash in map mode if the target has no map drawable set
    • Use link_to_scale_is_instant for all engine/light/fan/sign emitter
    • Savegames: When a docked parent of a ship is not available anymore the physics state is broken
    • An empty analysis HUD is shown when a save is loaded with the Analysis HUD visible
    • Map mode shows ships that shouldn't be visible
    • AI: Don't mine or try to collect cargo if there is no cargo space
    • Radar awareness improvements
    • Hud: Radar elements can leave visual circle boundaries
    • Different types of decimal point and thousands separator formatting
    • fix an UnicodeStringException
    • If a ship slot is clicked or controller activated the tooltip is lost
    • Mouse cursor default image should be different in HUD windows
    • When allow_target_loss_on_events is disabled don't retaliate when attacked
    • Player turrets don't stop shooting when target is dead
    • Trade HUD: Show the actual 'after trade credits' if one side doesn't have enough credits
    • Handle message answer unicode strings correctly when animating (use the code point lengths)
    • When allow_target_loss_on_events is disabled don't join fights on request
    • Particle emitter data: Add the missing emitter_iteration_interval entries
    • Input text: backspace repeat not working
    • Tooltip comparison with lasers sometimes does not use the dps
    • Add_Weapon_Cargo()/Add_Shield_Cargo()/Add_Device_Cargo() crashes when the element is not found
    • Cancel the ship leaving state if the target distance is too big
    • Never start the collision evasion when landing/leaving
    • Pirates should not talk
    • Ship data without a drawable set crashes the inventory HUD
    • Landable HUD does not call the the hud window Enter/Leave event
    • Old config files: The right mouse button could have 2 assignments
    • Credits screen is broken if logic hz is over ~70
    • Correctly unlink and delete Trade HUD cargo equipped links
    • Devices are sometimes not deleted (memory leaks)




    Let's have a chat on Discord:



    Learn more & stay tuned!
    Gaia Beyond - Flonor




    Hey aliens,

    Hope everyone had a kickstart-2K19. This update brings you a big bunch of new features and maybe even some outer-world experiences. As promised, we polished a pile of features, such as ships (including the community favorite 'Wing Fighter'), and also brought you some new ones. Looking at the new quests, this would have also made a great Halloween update ;)

    Because this patch note is going to be a bit more comprehensive, we've decided to give it an own video summary!

    https://youtu.be/f2HkjfznOPk

    Also, the Original Soundtrack is fully released now and available on iTunes, Amazon, Spotify, Bandcamp and Soundcloud - check it out!

    Alright now, LET'S GO!!









    New sidequests
    • The Mutation
      Cram Bokaj first sidequest arc finishable (includes 2 new hidden sidequests)

    • "We Can't Stop Here..."
      Introducing O-Dog's secret sideques

    • Level of Subsistence
      A miniquest about stolen air filters on an ISA research station

    Equipable devices
    • Here is a new way to modify all of your ships - the passive device feature is done! The thruster feature has been bound to equips as well, which allows higher-tier thrusters - meaning more speeeed for your vessel!

    New ships

    And suddenly, it's just there - equipped with a new kind of laser weapon. Pro tip: If you encounter it, quicksave before waking it up. ;)




    New weapons
    • Zion weapons: Bucky, Matic, Betta Gun
    • Jodorowsky Zapper
    • Mining Tool
    • More weapon upgrades
    • New spotlight turret

      Spotlights are purchasable now, yet totally useless. ;)

    UI
    • Unique weapon icons for the turret class, spam, and shock weapons
    • New trade icons
    • Lab location icon

    New achievements






    • Ships
      • Overall ship speed balancing
      • AI ship movement improvements
      • J12 ships polishing
      • The Waechter polishing
      • Improve the ship landing behavior
      • Add an option to switch to the ship after buying one
      • Improve the weapon target is in range checks
      • CoC transporters (resolution x2, turret fix, minor details - overview)
      • CoC Mining Station small restructuring
      • Some station sizes increased (more to come)

    • World
      • Background vs. foreground wrecks: depth effect & parallax improvements*
      • More Zion Farms (including more Trash selling opportunity)
      • Randomly position the asteroid cargo drops inside the collision geometry
      • Prometheus wreck station polishing
      • New GAC ship wreck site added
      • Faction spawner added to CoC Stargard
      • Drones slightly highlighted
      • Cliff Farm / Zion Farms small changes

        *There is a known bug slowing down the parallax movement of background wrecks when zoomed-out - which looks wrong :D Should be fixed in one of the next patches

    • Dialogs
      • New origin selection texts
      • Intro dialog cuts (Auxilium, Shiro / Henderson)
      • Many dialog corrections & improvements

    • Portraits
      • 3 Zion dudes

      • FTA female, Atlantic female

      • Cram Bokaj small corrections

    • FX
      • Dynamic foreground stars effect (higher-speeds feedback)
      • Front thruster emitters for all ships
      • Regular thruster FX improved
      • Shuttle signal lights improved
      • Neon signs (it's a sci-fi game after all!)
      • Airlock "spaced" animation visibility & duration improved
      • "Repeater" / echo effect, used on bats
      • FX improvements on some projectiles (wip)
      • Main menu background & animation improvements

    General
    • OpenGL rendering updates and performance improvements
    • Safer game initialization
    • Add a info.json for the level version info (also useful for modding)
    • Add a savegame "version info not found" state
    • Error logging improvements

    UI
    • Ship control instructions updated in tutorial & HUD hints
    • Wei Xiu, Akihiko, Chin-Mae, Frakes, Getty, Huang Feihung, Marley, and Werner now use the Ship HUD
    • Improve the Inventory HUD Cargo Tooltip
    • Item comparison: hovered item is now highlighted
    • Item data cleanup (icons assignments, descriptions & more)
    • Inventory ship viewport expanded
    • Fully integrate the quickbar when the Landable HUD is open
    • Updated the GUI Renderer
    • Add an "Inspect" button for items with text
    • Sidequest icons are smaller
    • Location info textbox expanded

    With the full release of the soundtrack, all the mastered music tracks by Miguel Johnson have been upgraded to high-quality audio files.



    • Shield does not regen when landed
    • Trade amount window can't be closed with Esc
    • Stationary Traders on planets and stations need more cargo space
    • Unselectable answers can be selected with a controller
    • Correctly restore the disabled_color for controller selected answers
    • Changing music volume ingame from low to high does not work (it is clamped to the start volume)
    • Burst firing is disabled on weapon equip or a forced stop fire event
    • Mining NPC are stuck when they use mines as weapon
    • Inventory HUD: Damage type in slot tooltips is widened
    • Background stars z ordering is broken
    • Location name can be behind the quest target icon
    • Ship damage from asteroid collision is too low
    • Radar window clashes with the notification window
    • Mathilde shuttle can be owned by randoms
    • Cooldown bars freeze when the map camera moves a certain distance
    • Setup the player radar range state instantly on spawn (mainly for bullets)
    • Old savegames: Recreate Bartholdys station if it's missing
    • Hide the selection_info if the Landable HUD is visible
    • A physics engine div by zero fix
    • Show item received/removed notifications longer if on a landable
    • Don't update the Radar HUD when it's not visible
    • Turret lasers don't stop shooting after target was destroyed
    • Bullet speed is displayed on laser tooltips
    • Journal HUD: text lines vertical padding is missing
    • Remove some possible spammy error logging
    • Asteroid nitrogen debris emitter missing
    • Character HUD: XP color is missing
    • Ring spawner: asteroids missing at the arc end on savegame load
    • Assign_Shield(): Initially charged shields can crash if the slot does not match
    • AI: Max distance for shooting ignores the shield radius
    • Firing is still enabled while bursting
    • "Default drops" group added to gemstone asteroids (more drops)
    • Some weapon slot positions and collision fixes
    • Low turn rate ships can circle around landables infinitely
    • Rename the "Decrease Velocity" shortcut key to "Reverse Velocity"
    • Support modifying person savegame json data before loading starts
    • Level_Savegame_Sprite_Json_Loaded() is sometimes not called
    • Horizontal Map Crosshairs missing on lower resolutions
    • Ambient 1 music track ending cut-off
    • Henderson: The Pre_Destroy callback should not be active from the start
    • ship_damage_lightning_1 emitter_iteration_interval is not set
    • Fix Get_Primary_Shield() can return the wrong shield
    • Shield bars blinking when only the second shield slot is equipped
    • Planet rotations: more "authentic" speed and direction improvements
    • Opaque glow removed from GAC ships
    • Quest Item Counter does not display merged stacks correctly
    • Script Get_Cargo_Amount() crashes
    • Item data corrections
    • Ship slot & assignment corrections
    • Glyph missing (long hyphen not supported)
    • Wreck station #5 collision fix
    • Zion Farms have 2 shield slots (Medium + Big)


    Snowball Cannons have been removed with this update. If you got them, they will stay with the savegame, though!




    Let's have a chat on Discord:



    Learn more & stay tuned!
    Jan 11, 2019
    Gaia Beyond - Flonor






    πŸ”₯ Weapon Upgrades
      Some weapons can now be upgraded with the loot from asteroids and other resources.

    • Support old Intel drivers
    • Mine location image
    • Neptune got a continent!

    • Court location icon



    • Target prediction
      • Predict the target future pos for turret weapons
      • Include projectile speed max when calculating the weapon target lead

    • Pluto characters: New-Year's-polishing ✨
      click for hi-res

    • Explosion FX tuning

    • Sort fixed weapons first in lists
    • Analysis HUD: Show the cargo item count
    • Add a big text window for books/papers (Caduceus Brochure)
    • Savegame Menu: Load the selected item with the controller select button
    • Small performance improvements (~2%)
    • OpenGL init improvements
    • Spotlights for space memorial turrets
    • J12 station resize (x2.25)
    • Increase spotlight decay / blur out
    • Increase the respawn time for some cad station ships
    • Small Lashkar Gah surrounding improvements


    • Zopa late game dialog crashes
    • Zopa "sleeping_pod_lie" dialog crash
    • Script crash when "Xentron Revealed" is finished
    • Skill icons are missing after video options are changed
    • Crash when ship.Attack() target is null
    • Old Savegames: player id should not be modifiable (fixes the Kalypso Waechter Guards)
    • Tiled background star drawable flickers
    • Lasers don't hit missiles
    • Revealed Hokucho map icon disappears
    • Laser does not hit affinity enemies
    • Smoke emitter placement is defined by the shield size
    • Controller Button A selection breaks if the mouse select button was changed
    • Savegames: Healthbar can be visible when a ship is dead
    • Double "active_focus_frame" window crash
    • Asteroid ring bg image are hidden too early when rotated
    • Emitter could be hidden too early if particles are rotated
    • Smoke emitter placement defined by shield size
    • Savegames: Ghost turret platforms until they respawn
    • Item cargo could be set with a null item from asteroid drops
    • Set "CAD Guard Ally" to gaia and add affinity for the cad_transport quest
    • Inventory HUD: Support equipping items and opening text items with the controller
    • Controller: Support the exit button in the Question Box
    • Popup Boxes: Select the default focus window (fixes the select button in the amount window)
    • Trade HUD: Can't select merchant items with the controller
    • Exiting the savegames/options menu with the controller does not show the logo again
    • Sun/Saturn ring is spawned with each savegame load
    • Inventory HUD: remove the item comparison text




    Let's have a chat on Discord:



    Learn more & stay tuned!
    ...