May 1, 2018
Project AURA - PixelQuality Games
Greetings Community!
We are bringing to you a new patch today where we have focused on bug solving and, based on community feedback, more threat balancing. We hope you enjoy it and, if you are interested in the details, please continue reading:

Bugs
• Queued productions paused because not enough energy, were losing the ongoing production input mats after restarting the production.

• Infra promotion was sometimes asking for the wrong profile to be promoted.

• Quests offered by colonists demanding tidal towers was sometimes wrongly triggered.

• Under some circumstances, ships were resetting their productions when reloading a game.

• We have solved the issues reported by players for the quests:
Entertainment, Seed Restorer.

Balancing
• Solving Infiltration with your Police Drone task: “Track”, may not cause any casualty and, instead, the colonists will be sent back to work.

• The time between Infra Promotion threat to spam has been extended.


As always, thanks for reading, and we keep listening for feedback ;)
Apr 26, 2018
Project AURA - PixelQuality Games
Greetings Community!
We are bringing to you a new patch today where we have gone deep on game balancing, optimzations and performance improvements. Please, continue reading for details:

Translations
The Russian language has been updated again with new content localized.

Optimizations
• We have made a major improvement on memory optimizations.

Balancing
Ships:
• The effect of Omega cargo has been greatly improved. Bear in mind that cargo increases production that have fixed yield, and won’t affect production that is percentage or average based.
• All Hangars have increased their Maintenance costs.
• Risk of accident for the Alpha ship has been increased.
• Atmospheric Instability periods will last a few days longer now. In order to help you identifying when they start, a message will be told to you by the AI each time they start.

Entertainment:
• Specialized Vestige Tracking techs become Core instead of Conventional.
• The amount of vestiges required to improve your knowledge technology for Entertainment buildings has been doubled after their level 1 tech.
• The extra morale obtained from Entertainment buildings for each different source has been halved (from +1 to +0.5).
• Entertainment buildings morale bonus has been reduced on first tech levels. However, at max level it continues being the same.

Others
• Energy generator production has been increased for the low and med difficulty levels.
• The amount obtained by Rare Metals Extraction production has been reduced.
• Only the profiles from your own Corporation will now be susceptible to trigger the Infra promotion threat.
• Solving the "Sources of Infection" threat with your maintenance drones by fast-clean (the fast task) will cost now 100 Comfort points instead of 100 Maintenance points.

Bugs
• After your Rescue drones rescuing someone in the outside, his/her pic wasn’t displayed correctly.
• Other minor bugs and typos solved.

As always, thanks for reading, and we keep listening for feedback ;)
Apr 23, 2018
Project AURA - PixelQuality Games
Greetings Community!
We are bringing to you a new patch today where we hope all the issues during the game launch are finally gone! We invite you to continue reading for details:

Translations
The Russian language has been updated and tutorials are now fully localized.

UI
• There is a new option available in the setup menu for low/high level of details. Where by default it is high, setting it in low won’t render decorative elements like the underwater roads, hub stations, transport gears. This may save a few FPS if you prefer to gain in fluency for low spec computers.

· The quest bar progress that indicate the time left to be completed, will be now shown in red when it is close to expire.

Balancing
• Magenta Innovation points produced by ships has slightly lowered.

• Affinity and your colonists' demand quests will now reward you also with some cash.

• Demand quests by colonists will be a bit more frequent while going neutral.

• Invention technology becomes a conventional technology (it was core before). With this technology, your Corporation Buildings can transform Core-Investigation Documents of their color into Core-Invention Docs.

• Infra promotion, Demoralization and Infiltration threats lasts longer now to be resolved.

• The daily morale waste in Ultra difficulty has been reduced from 5 to 4.

Optimizations
• The transport system in the colony (lights, packets being sent, mechanism spinning) has been optimized.

• We found the log system was, under some circumstances, producing an fps drop and freeze.

Bugs
• There was an issue when clicking on items in the Log not being highlighted in the Inventory.


As always, thanks for reading, and we keep listening for feedback ;)
Apr 21, 2018
Project AURA - PixelQuality Games
Project Aura 1.0.3 is now released.

We have improved some aspects related to UI, in-game help and balance, but most of time has gone to optimizations. We invite you to continue reading for more details:

UI
• You can access Key Binding information by pressing F1 or, in the System Menu, click on the option Key Binding.

• The Govern/threat panel is now more intuitive on how to assign resources to counteract your colony's threats.

• A new shortcut is available to Autofill your Organization Chart by pressing: F. (Check the Key bindings for more info).

Miscel
To avoid issues, Quickload(F9) option is now disabled while doing the campaign or the tutorial.

Balancing
• There is a new Industrial technology available to track rare metals (silver, gold, platinum). It is still subject to rebalance.

• Magenta Innovation points produced by ships has increased significantly.

• The amount of Alfa Prefab obtained with the Construction Packing (the one you can choose on game start) has been increased from 1,000 to 1,200.

Optimizations

• We continue improving the game performance and memory issues hopefully should be gone already.

As always, thanks for reading, and we keep listening for feedback ;)
Apr 18, 2018
Project AURA - PixelQuality Games
Due to reports about Windows permissions producing issues with database and their popup messages... We have moved the place for your saved games from (MyDocs) folder to: Steam PA installation forder\SavesDir\Saves.

With this fix, the game now works with Steam folder itself so there shouldn't be any more permissions issues. However, it won't read anymore from (MyDocs) folder. So if you had any saved file there, the game won't find your files if you don't manually move them to ProjectAura\SavesDir\Saves

Thank you!
Project AURA - PixelQuality Games


Project Aura v1.0 has been launched marking the end of our Early Access development. But hey! This is not the end at all. We have plans to continue developing new features which you can see in detail in our just updated Roadmap.

To all the players who have accompanied us during the Early Access stage, we thank you for the great support provided and because, without your help, we couldn’t have developed Project Aura. And for those who have not yet tried the game, we invite you to join us and get to know this new experience that we have created all together.
Project AURA - PixelQuality Games


Greetings from Pixel Quality Games!

From the development team, we have great news to give you and we inform you that the release of the finished version 1.0 will take place next Tuesday, April 17. Date from which, Project Aura will leave Early Access to finally go to the Released state, thus being officially launched.

To all the players who have accompanied us during the Early Access stage, we thank you for the great support provided and because, without your help, we couldn’t have developed Project Aura. And for those who have not yet tried the game, we invite you to join us and get to know this new experience that we have created all together.
Project AURA - PixelQuality Games


Greetings from Pixel Quality Games!

From the development team, we have great news to give you and we inform you that the release of the finished version 1.0 will take place next Tuesday, April 17. Date from which, Project Aura will leave Early Access to finally go to the Released state, thus being officially launched.

To all the players who have accompanied us during the Early Access stage, we thank you for the great support provided and because, without your help, we couldn’t have developed Project Aura. And for those who have not yet tried the game, we invite you to join us and get to know this new experience that we have created all together.
Project AURA - PixelQuality Games
Greetings community!

We are very happy to announce a new patch available for Project AURA and we invite you to read below for details:

Translations
In this patch we include the advances that the community has been doing for the languages:
French. (75%)
German. (50%)
Russian. (20%)

Buildings
We have improved design for the buildings:
• Tech labs
• Infirmary
• Water Desalination Plant

They will show now better animations to easily know about their status.

Gameplay
• The sandbox mode includes now dynamic tips. You will be asked on each new game to have them active or inactive. If you disable the tips, you will be able to reenable them via options/game.



• Your colonists may demand new services, buildings, better food, etc… These optional quests will raise your colony's morale if succesfully completed.

• All the Quests are now enabled.



UI
• The new panel Govern/Residential Policies panel is now active and working. It will allow you to move in group your colonists to new residential buildings and setup their residential goals based in Rank.



• We have modified the search filters position for Building/Colonists and the Health panel, to make it more simple to understand.

• Load/Save in-game panel now display more information about the saved games.

• Pressing F2 while seeing the contextual info for production improvements (like food dishes) will place the required item for the improvement directly in the Resource Panel.

• While there are active threats, the UI will add now a red-effect.

• It is now accessible in-game, through a scheme, the info about relationships among Corporations. To check it: hover mouse on the information icon close to the leader portrait in the Govern/Relationship Panel.

• Added QuickSave (F5) and QuickLoad (F9) key shortcuts.

• Hovering mouse on buildings will now display information about their production status.



• Clicking on a locked building in the construction panel now will open it, so it is possible to check info like construction mats required or blueprint used.

• Default Contextual help background will now adjust to text width.

• In the Building search panel, placing mouse over module count will show the modules built in it.

Balancing
• Disasters will be now more distanced in time but a bit more intense.

• Residential buildings –to make it more intuitive- will produce now same morale than their colonist’s default Rank. So if a Junior consumes 1 morale, a hostel will produce 1 morale, and so on.

• Residential buildings will now consume half of their morale produced in comfort. According to the wiki.

• Residential buildings will now consume only comfort (in previous versions they were consuming also maintenance).

• The maintenance and comfort generation by the colony has been decreased from 25 to 20 per level.

• Alpha Hangar now consume 1 less maintenance points.

• In the previous patch we introduced a boost to innovation for the first three days after the colony level up. The bonus (a multiplier) will now affect also your chance to generate Invention and Core-Invention docs.

• The work points required to produce colored investigation docs have been doubled, on the other hand, The amount of colored Invention Docs required to produce a Core Doc of the same color has been reduced from 15 to 10.

• The Core Invention docs needed to learn technologies has been greatly reduced.

• There is a new production available in the programming labs to analyze docs with a 50% probability to produce Invention Docs.

• There is a new production available in the Corps building to transformn an Invention Core Doc into any other colored Core Doc.

• There is a new Cosmos-Technology (Invention) available to directly craft Core Invention Docs in your Corporation Buildings at a cost of 10 colored docs.

• Cryptography technology is no longer a core technology and becomes a conventional one.



• Treatment Plant, Pumping Tower, Dome Grid and Zeppelin infra techs are no longer default techs and become core.

• The cost to develop Influence of the same color than the Corp Building is now 2 Investigation Docs and not 1. The is now a 2% probability to produce a Core Invention doc in the process (there was no probability before).

• Cosmos Corp now starts with 2 recyclers and 1 sanitarian instead of 3 recyclers.

• The chance to find seeds sending your ships for “Flora” (any kind of seed) has been greatly reduced (from a 48% chance to find any to a 20%).

• Affinity reputation benefit has been reduced from 1 point daily to 0.5

• We have made a bit more benevolent the Ships’ Risk Of Accident algorithm. But you may expect here a few new tweaks before release.

• The Market sold prices have been halved.

• The market level of supply will vary now depending on the difficulty level, where:
Low difficulty level will bring more ítems available than in previous version.
Mid and high will bring the same.
At Ultra difficulty, only those ítems costing influence in the previous version will be available.

• Healing pack contains now 100 Apple juice instead of 100 Orange Juice.

• We have reduced the necesary gold to produce generator parts (amplifier q3 and accumultar q4) in favor of other metals like copper and tin.

• The chance to produce food-dishes in superior quality has been greatly increased.

• Ships’ radars production multiplier and risk of accident have been slightly reduced.

• For each 10 units above the average hydration/nutrition/morale a -1 penalty will be applied. This way a colonist with 90 (-4) hydration will be harder to maintain at that level than another at 50.

Miscel
• The Resource Guide has been updated to the latest version.

• When finishing all the tutorials, a message will invite you to do the campaign, as the next logical step for learning PA.

• To speed it up, during the tutorials, Pressing ESC or Clicking on the tutorial panel will move to next step when you aren’t required to do any action.

• During the campaign, the contextual info telling the player that clicking on the quest tracking will show detailed info and help to complete it is now displayed twice instead of just on start.

Bugs
• Colonists skills were not developing properly by experience.

• Infinite production selector was wrongly getting disabled under some circumstances while opening new windows like item split.

• SuperComputers may trigger an additional invention doc for buildings on same platform using a Reasearch Doc as input, however, they were triggering this also when the Research Doc was an output.

• Energy Panel will now display in orange text the selected energy mode.
*Note, by clicking on it you can set your own name for each energy mode.

• Tutorials and Campaigns were –wrongly- doing auto-save.

• The text shown from the tutorial 2 to 6, at the begining and the end of them, was the one from the tutorial 1.

• Production lists were being wrongly ordered AZ.


What is next:
For the next weeks we will still add a few new features like a score panel, some tool to help managing the inventory and a new reward to the Diplomacy system.
But mostly we will be listening to the feedback and focus on balancing and balancing, in order to prepare the final release.

As always, thanks for your interest in Project Aura ;)
--
Pixel Quality Games
http://www.projectaura.com
Twitter: @ProjectAuraGame
Facebook: ProjectAuraGame
Project AURA - PixelQuality Games
Greetings community!

We are very happy to announce a new patch available for Project AURA and we invite you to read below for details:

Translations
In this patch we include the advances that the community has been doing for the languages:
French. (75%)
German. (50%)
Russian. (20%)

Buildings
We have improved design for the buildings:
• Tech labs
• Infirmary
• Water Desalination Plant

They will show now better animations to easily know about their status.

Gameplay
• The sandbox mode includes now dynamic tips. You will be asked on each new game to have them active or inactive. If you disable the tips, you will be able to reenable them via options/game.



• Your colonists may demand new services, buildings, better food, etc… These optional quests will raise your colony's morale if succesfully completed.

• All the Quests are now enabled.



UI
• The new panel Govern/Residential Policies panel is now active and working. It will allow you to move in group your colonists to new residential buildings and setup their residential goals based in Rank.



• We have modified the search filters position for Building/Colonists and the Health panel, to make it more simple to understand.

• Load/Save in-game panel now display more information about the saved games.

• Pressing F2 while seeing the contextual info for production improvements (like food dishes) will place the required item for the improvement directly in the Resource Panel.

• While there are active threats, the UI will add now a red-effect.

• It is now accessible in-game, through a scheme, the info about relationships among Corporations. To check it: hover mouse on the information icon close to the leader portrait in the Govern/Relationship Panel.

• Added QuickSave (F5) and QuickLoad (F9) key shortcuts.

• Hovering mouse on buildings will now display information about their production status.



• Clicking on a locked building in the construction panel now will open it, so it is possible to check info like construction mats required or blueprint used.

• Default Contextual help background will now adjust to text width.

• In the Building search panel, placing mouse over module count will show the modules built in it.

Balancing
• Disasters will be now more distanced in time but a bit more intense.

• Residential buildings –to make it more intuitive- will produce now same morale than their colonist’s default Rank. So if a Junior consumes 1 morale, a hostel will produce 1 morale, and so on.

• Residential buildings will now consume half of their morale produced in comfort. According to the wiki.

• Residential buildings will now consume only comfort (in previous versions they were consuming also maintenance).

• The maintenance and comfort generation by the colony has been decreased from 25 to 20 per level.

• Alpha Hangar now consume 1 less maintenance points.

• In the previous patch we introduced a boost to innovation for the first three days after the colony level up. The bonus (a multiplier) will now affect also your chance to generate Invention and Core-Invention docs.

• The work points required to produce colored investigation docs have been doubled, on the other hand, The amount of colored Invention Docs required to produce a Core Doc of the same color has been reduced from 15 to 10.

• The Core Invention docs needed to learn technologies has been greatly reduced.

• There is a new production available in the programming labs to analyze docs with a 50% probability to produce Invention Docs.

• There is a new production available in the Corps building to transformn an Invention Core Doc into any other colored Core Doc.

• There is a new Cosmos-Technology (Invention) available to directly craft Core Invention Docs in your Corporation Buildings at a cost of 10 colored docs.

• Cryptography technology is no longer a core technology and becomes a conventional one.



• Treatment Plant, Pumping Tower, Dome Grid and Zeppelin infra techs are no longer default techs and become core.

• The cost to develop Influence of the same color than the Corp Building is now 2 Investigation Docs and not 1. The is now a 2% probability to produce a Core Invention doc in the process (there was no probability before).

• Cosmos Corp now starts with 2 recyclers and 1 sanitarian instead of 3 recyclers.

• The chance to find seeds sending your ships for “Flora” (any kind of seed) has been greatly reduced (from a 48% chance to find any to a 20%).

• Affinity reputation benefit has been reduced from 1 point daily to 0.5

• We have made a bit more benevolent the Ships’ Risk Of Accident algorithm. But you may expect here a few new tweaks before release.

• The Market sold prices have been halved.

• The market level of supply will vary now depending on the difficulty level, where:
Low difficulty level will bring more ítems available than in previous version.
Mid and high will bring the same.
At Ultra difficulty, only those ítems costing influence in the previous version will be available.

• Healing pack contains now 100 Apple juice instead of 100 Orange Juice.

• We have reduced the necesary gold to produce generator parts (amplifier q3 and accumultar q4) in favor of other metals like copper and tin.

• The chance to produce food-dishes in superior quality has been greatly increased.

• Ships’ radars production multiplier and risk of accident have been slightly reduced.

• For each 10 units above the average hydration/nutrition/morale a -1 penalty will be applied. This way a colonist with 90 (-4) hydration will be harder to maintain at that level than another at 50.

Miscel
• The Resource Guide has been updated to the latest version.

• When finishing all the tutorials, a message will invite you to do the campaign, as the next logical step for learning PA.

• To speed it up, during the tutorials, Pressing ESC or Clicking on the tutorial panel will move to next step when you aren’t required to do any action.

• During the campaign, the contextual info telling the player that clicking on the quest tracking will show detailed info and help to complete it is now displayed twice instead of just on start.

Bugs
• Colonists skills were not developing properly by experience.

• Infinite production selector was wrongly getting disabled under some circumstances while opening new windows like item split.

• SuperComputers may trigger an additional invention doc for buildings on same platform using a Reasearch Doc as input, however, they were triggering this also when the Research Doc was an output.

• Energy Panel will now display in orange text the selected energy mode.
*Note, by clicking on it you can set your own name for each energy mode.

• Tutorials and Campaigns were –wrongly- doing auto-save.

• The text shown from the tutorial 2 to 6, at the begining and the end of them, was the one from the tutorial 1.

• Production lists were being wrongly ordered AZ.


What is next:
For the next weeks we will still add a few new features like a score panel, some tool to help managing the inventory and a new reward to the Diplomacy system.
But mostly we will be listening to the feedback and focus on balancing and balancing, in order to prepare the final release.

As always, thanks for your interest in Project Aura ;)
--
Pixel Quality Games
http://www.projectaura.com
Twitter: @ProjectAuraGame
Facebook: ProjectAuraGame
...