May 8, 2020
Underspace - Trainwiz
Welcome to May! Sure it’s spring but that infernal goblin-man, Mr. Worldwide Pandemic, has crept its ugly fingers into our lives. Juggling development of a game and its assets alongside the constant looming threat of viral death tends to slow things down. Rest assured, we’re safe and sound and have plenty of toilet paper and… I don’t know, facial cream? Are people buying a bunch of facial cream? It feels like they would. Well whatever they’re running out of we have plenty of, don’t worry.
The main point I’m trying to make is that things have slowed up a bit as we all struggle to adjust to this new normal. Not as much progress on… anything really, has been made as I’d like it to have been made.
The current goal right now is of course, demo 1.7, which involves the first initial bits of character modeling and the campaign. The initial and essential resources for that have just arrived, but it’ll be some time before they’re set up and ready. I’d like to give a tentative release date of “Summer” for 1.7, but given how this year is going I’d fully expect a meteor to strike Earth before that time.
Onto less morbid topics, let’s see what’s been done this month. As always, this is a paraphrasing of the full devlog, which you can read here.


Detailing & Content
Last month I talked about adding racial elements for the Ballden and Macrovari. This month the final main race, the Ijuni, get their own racialized treatment, in the form of massive space cliffs, glowing cacti, and of course the ever-popular space windmills.


And of course a detailing pass means going back over existing skyboxes and redoing those to an appropriate state, to be more readable or match the lighting or theme of that system.


And finally, lots and lots of vignettes. Want battles frozen in time? We got em. Want four-dimensional spacemines? We got em. Want space cathedrals. Well dude, guess what?





Remaining UI Work
Players who have played a playthrough of demo 1.6 will notice that our options and save menu was lacking the same flair as the rest of the UI. We’ve fixed that, and added some new functionality to menus, like more detailed save information and the ability to sort by date or name. We’ve also added some missing keybinds, and split it up by category.




In terms of unrelated UI stuff, we redid the server browser’s UI and added better support for non-widescreen and ultra-wide resolutions, you won’t experience the server browser in the demo at any point (the demo will never have multiplayer), but our multi-monitor users will definitely appreciate bigger monitor support.

Bugfixes, QoL & Requested Features
Lots of little bits of progress done over the month as well! Some of these were requested features, like a navmap search function, others were things that annoyed me that I wanted to change.


For example, I’ve redone a bit of the UI for ship-trades to make it clear if you’re going to lose money or not, while also fixing station prices and some bugs with trading.


I’ve been doing a lot of salvaging lately, which made me realize that bullets should curve towards wrecks (similar to how they’re handled for mineable asteroids), and that cargo boxes should have indicators on them, similar to ships.


Leading pips now show up on ANY hostile ship, not just ships you’re in a committed relationship with!


Speaking of relationships, if you form up with convoys now, you’ll be able to dock with the lanes and gates they dock with. Spiffy.


And of course, a programmer’s work is never done. We’ve fixed plenty of dialogue bugs, issues where freighters couldn’t be customized, some asteroid issues, and much much more.

Asset Work
And finally, lot and lots of assets. We got capital ships, we got wrecked ships, we got rusty wrecked capitalships from the days of old, and we got fixed textures on our stations! We also have the first bits of animation for our character models, take a look!






That’s all for this month, ideally next month we’ll have some more content and the first bits of the campaign to show off!
Apr 8, 2020
Underspace - Trainwiz
Ahhh April. Spring is here, the perfect time to go outside and enjoy nature and maintain your social obligations. Of course you’re responsible and don’t do that because that would be really really really REALLY stupid when there’s that whole pandemic thing going on. Me on the other hand? Well I never leave my house in the first place so it’s not like anything has changed. I’d say it’s the perfect time to bunker down and make tons of progress, but tons of progress is always getting made.

So let’s take a look at all of that, shall we?

As always this is just a paraphrasing of the Kickstarter update, which you can read here.

Racial Detailing & Content
Probably the majority of this month was spent on content! A game can have a good base sure, but what’s the point if there’s nothing in that game to do? This month most of my efforts were focused on adding in content to the game, be it in the form of racial elements or new vignette stuff.

Two of the remaining three main races had their racial details put in. These mostly serve as set dressing, to make each region feel more unique (beyond just colors and factions).

The Macrovari have great powerline systems that pump ambient energy throughout their territories and help power their many, many work projects.


While the Ballden construct giant aqueducts and archways, which have both religious significance to them, but also let them show off their megaconstruction skills.


Lots of other content was also added, from vastly improved space forests, mobile blackholes, strange ruins made of scrap, planets caught in time loops, giant ice crystals, as well as color and texture passes on skyboxes and nebula.








Quality of Life Additions, Fixes, and Optimizations
With lots of people playing the demo, ourselves included, we’ve had a lot of feedback on lots of things that needed fixing or changing. While the obvious bugfixes and such are there, I’ve also been adding a lot of little quality of life features to make things easier or clearer or generally have life be less of a hassle for folks.

Probably the biggest and the one I’m most proud of is ship optimizations. You may have noticed that NPCs caused a massive slowdown when spawned, due to how Unity handles physics. We’ve corrected that and some areas have seen a 30 FPS gain, especially in heavy traffic areas.



And of course lots of other quality of life stuff. Nebula clearings have shell models, the UI will show available services on stations, the garage UI has been redone, you can cancel active missions and see active factions during those missions, there’s a transfer-all button when trading in your ship, and the navmap now has a toggelable grid.









Asset Work
And finally as always, we’ve lots and lots of assets in the pipeline, from character models to capital ships to weapons.




And that’s all for this month. There’s quite a lot more new things upcoming in the next month, so keep an eye out then. We’ll hopefully have some news about demo 1.7 by that point too!
Underspace - Trainwiz
March! The best month, as it was the month that I decided to grace the world with my existence, moreover it’s also the month where Father Winter’s cold probing digitalia finally recede back into his gaping frosthole, and springs spews forth a helping of bugs and allergies. Of course, I’m not being besieged by boxelder bugs or drowning in my own snot, because I have an air purifier and an automated low-power laser defense system in my house, so hey perfect time to sit down and do things with stuff, and that stuff is progress!
As always this is just a paraphrasing of the Kickstarter, you can read the full devlog here.

First, our nice and biggest announcement: Demo 1.6 is now available for everyone everywhere forever!



It’s been a few months since the last demo, so obviously a massive amount of work has gone into this and that massive amount of work will bring in a lot of changes. Everyone should see clear graphical and performance improvements across the board to just about every part of the game and a fair amount of polish and bugfixing. Even if you’re on a higher-end computer, your basic day-to-day spacey stuff should all run soooooo much smoother and look soooooo much better.

Now, this past month was mostly spent working on the demo for MDev 2020. We had a great turnout, and a lot of positive feedback, but because that demo took most of my time, this month’s log is going to be a bit shorter than usual. With that in mind, let’s go see what else is new in the galaxy!

Multiplayer
Our multiplayer rework is going as smooth as butter (but not the spray-on kind that you shouldn’t cook grilled cheese with. It makes it taste like a happy meal toy). Players can fly around, shoot each other, login and create accounts and connect to servers, and the whole system works a heck of a lot smoother than it used to. We’ll be focusing mainly on getting the player experience smooth before starting on anything involving NPCs and that level of world-state synchronization though.


Polishing
The MDev demo and a few subsequent five hour playthroughs revealed to me a heck of a lot of little quality of life issues and bugs that needed addressing, and around over 50 of those issues have been thoroughly knocked out. Camera rolling is better, indicators better, NPCs taunt properly, and much much more.






Detailing
Outside of things like quests and vignettes, a big portion of the game’s content comes from just detail work. Fishing ships, lighthouses where they need to be, and what we call “racial elements”, specific regional statics like windmills, power lines, space lampposts, and more. And of course, billboards!


Only one region has been really completed with this so far, but more are soon to follow!


Asset Work
This past month also saw plenty of new freighter models, all of which are in-game and flyable now, plus new models for dropped loot and equipment, some billion-year-old whaling ships, and and the last few guns and hardware getting proper, textured models.




That’s all for this month’s devlog (like I said it was kind of a short one) tune in next time for all the fun things we’ve got coming down the pipeline.
Feb 8, 2020
Underspace - Trainwiz
Mother Nature’s icy cold grip has relaxed upon this Midwestern world ever so-slightly. Which means it’s snowing constantly but at least it’s 20 out instead of -4 farenheit. But ah, what is weather to a man with cheap central heating? Basically nothing. Which means there’s plenty of time to bunker down and get some work done.
But first, some announcements!
If you’re near, in, or want to be near or in the Madison, Wisconsin area, we’ll be exhibiting at this year’s M+Dev Conference! Some of our team will be there, along with a playable arena demo, plus all the other nice stuff you find at conferences, like people giving talks on things!



It’s coming up on Valentine’s Day, but tickets are still on sale, so if you’re interested, check it out!
Of course, a big event means a new demo. Demo 1.6, bringing all kinds of new features, optimizations, new grafics, and all the typically massive amounts of stuff you’ve come to expect from our major demo releases. It won’t be exactly at the same time as M+Dev, as their demos are different beasts, but close to it!
Onto progress! As always, you can read the full article on Kickstarter here:
https://www.kickstarter.com/projects/pastaspace/underspace/posts/2749635

UI Improvements & First Person Work
Much of the time last month was spent overhauling the rest of the UI (those bits that aren’t the HUD) to make it prettier and in line with the rest of it graphically. We also went through and fixed a great deal of bugs, polished icons, and much much more.




First person interactions while on stations have much more too! The player can frob objects such as switches, buttons, levers, read books, hack into emails and command terminals, and use keypads. All of this is used to give the world more flavor, as well as puzzles and special interactions during quests.




Multiplayer & Input Reworks
At some point we realized that we could either spend a bunch of time trying to make our old, extremely, hyper-suck multiplayer netcode work, or we could take the same amount of time to redo it from the ground up and do it right. Luckily, a fair bit of our old code logic is still usable, and already a good bit of progress is being made.



We’ve also redone the internal code that handles input, mostly to support mouse, keyboard, joystick, and controller mappings and such. We’ll be doing a controller survey closer to release to get a better idea of the average user’s preferred flightstick in that sense.

Jumphole Work
Jumpholes! Wormholes! Rifts! Singularities! Long before the Union built their great steel gates between the stars, these swirling vortices of potential and nightmare were often the only way to cross great distances. Now, every system that has jumpgates has (with some exception) hidden, far less legal jumpholes that anyone is free to use.


But be wary, jumpholes are unstable, and can fail. And you don’t want that to happen.



Content & Assets
And we’ve got plenty of new assets to show off, from character models, freighter models, ruins, to bosses and shipping container mimics!












That’s all for this month, the next time we check in, demo 1.6 will ideally be out!
Jan 8, 2020
Underspace - Trainwiz
January! January! The year of new beginnings, of missed resolutions and miserable cold without any of the holidays to redeem it. With the previous year in our rear view mirror and the military having safely wrangled Santa Claus back into his prison with only minimum civilian casualties, let’s take a look at the things worked on in the last month.


If you missed it patch 1.52 is out for Underspace’s official demo. This is mostly a bugfixing pass (with special thanks to our fans for catching a lot of these), so if you had any issues with saving or buying ships in 1.5, check this one out. At the same time we are working to get patch 1.6 out fairly soon.

As always, you can read the full devlog on Kickstarter here:
https://www.kickstarter.com/projects/pastaspace/underspace/posts/2726199


Station Meshes and Optimizations:
You may recall in many of these devlogs that we’ve teased redone models for all stations. With a new year ahead of us, I’m happy to say that all the station models have not only been redone, but every station has those redone models now fully implemented.


More than that, we’ve optimized, staggered, and redone rendering for stations, greatly increasing the framerate across pretty much any system. This, after asteroids, is the second biggest optimization pass, and even lower-end computers should benefit greatly from it.



Tutorial Level & Technology
The first parts of December were mostly focused on getting out demo 1.5, which meant finishing the tutorial, which meant creating the technology behind the tutorial. Some of this was simple stuff like advanced tooltips and better background controls, but perhaps the most relevant and interesting new feature is the self-contained level system. For the tutorial, this is used for its simulations, but it has a very wide range of applications such as challenges, missions, dream sequences, memories, and much much more.



Bugfixes & QoL Improvements
Of course, the majority of the month was spent going through various mechanics, playing the game for hours on end, and quashing bugs and tweaking things that didn’t feel quite right. We also introduced new quality-of-life features and elements to help things along, such as more detailed messages, and a new “auto-follow” feature that will let your ship automatically follow waypoints and let you take a break for a while.


New Assets
And, as always, there’s a whole bunch of new assets being worked on.This includes the fabulously explosive leviathan, the Disium, parts for space dungeons (dungeons that are in space), and a whole host of capital ships.








And that’s all for this month. We’ll be trying to get 1.6 to you soon enough, but if you have bugs to submit for demo 1.52, feel free to submit them!
Dec 18, 2019
Underspace - Trainwiz
As promised in our last update, demo 1.5 is now available on PC, Linux, and Macontash.

PC
Linux
Mac
itch.io Mirror

This new update represents around four months of hard, grueling, back-breaking game development, and as such there's a ton of new features, most of which you've seen in the previous development diaries. If you haven't, here's a brief summary of all the new things, in funny image form:








And lastly, here's the full changelog!

KNOWN ISSUES:
  • Joystick mode does not work beyond the basics, as input is going through an internal rework.
  • Input remapping is going through a rework, and has issues. Macs in particular may need specific remappings.
  • The game is currently unoptimized in many demo systems, due to station models not having been optimized.
  • Spish will generate a phantom shape that appears when light shines on it.
  • Countermeasures may sometimes fail to work.
  • Wrecks still drop intact versions of equipment.
  • Setting the resolution ingame doesn’t work. This has been disabled due to issues.

NEW FEATURES & CHANGES:
  • Added over 30 new ships in the form of bombers and freighters.
  • New trading mechanics: station commodities will be affected by supply and demand.
  • Included several new item types and allowed for missiles, mines, and countermeasures to work properly.
  • NPC pathfinding and combat AI improved, with such features as missile use, using lanelines properly, and more.
  • New models for fixtures such as lampposts and lighthouses, ticker relays, and buoys.
  • Major graphical passes on asteroids, suns, and nebula.
  • New effects for ships catching fire, explosions, engines, highengines, jumptunnels and weapons.
  • New games now start with crappy low-value new-game ships.
  • Complete nonHUD UI overhaul for better functionality and clarity.
  • New UI features include the ability to check best prices, track recent reputation changes on a faction, and more.
  • Many under-the-hood optimizations on existing things, such as colliders and physics.
  • Addition of a meta-inventory with meta items.
  • Added decal system.
  • New camera systems and effects, including a classical dynamic “loose” camera and the existing “close” camera. You can switch between the two in the options menu.
  • Scanned data will give out items in addition to cash rewards.
  • Adjusted leveling curve and properly hooked up RPG mechanics to skills and levels.
  • Added long range waypoint system.
  • Brand new tutorial level and functionality to help new starchasers better learn the insandouts of the game. The tutorial can be accessed from the main menu by pressing the “new game” button and selecting the tutorial option.
  • Suns now kill you if you get too close to them.
  • And much much much much much more!

FIXES:
  • A lot, most of which I’m probably going to miss due to the sheer amount of them.
  • Fixed issues with docking and NPCs docking incorrectly.
  • Fixed UI formatting issues, especially ones with money.
  • Fixed issues with contact HUD not updating when it should.
  • Fixed issues with asteroid fields and nebulas not properly updating or having the effects and clearances they should.
  • Fixed issues with explosion and damage effects not resetting properly.
  • Improved and fixed issues with mining asteroids where they wouldn’t be destroyed properly.
  • Fixed item duplication issues.
  • Fixed issues where undocking would freeze the game.

Now, I know it's been ages some time between demo versions, and we'll try to rectify that as best we can. At the same time, we have specific milestones that need to be complete before each new demo version. Our hope with the next demo is to have greatly improved performance, new station models, a new input system (that will allow full use of joysticks and controllers), and various polishes and fixes.
Dec 8, 2019
Underspace - Trainwiz
December, the good old final month in the year. It’s when the weather gets cold, the stores start stocking eggnog, my heating bills shoot up, and of course it’s when Santa Claus emerges from his cocoon of meat and amniotic fluid to once again wage his forever-war against mankind. Meanwhile I’m still trying to shake off the last bits of the turkey haze of November, but said is not hazy enough to stop all kinds of important Underspace work from being done.

The goal now is to get demo 1.5 out by the end of the year, obviously it hasn’t come with this devlog, as the main thing still missing is the tutorial, but that’s written out and nearly scripted out. In the coming weeks I’ll be grinding away at finishing said tutorial, as well as going over the demo for bugs. I’ll post another update when the new demo is launched and ready.

As always, this is just a taste of the full update, which you can read on our Kickstarter page here:
https://www.kickstarter.com/projects/pastaspace/underspace/posts/2705150

Graphical Passes & Improvements
You may recall in a previous update I went over creating new assets for nebulas and suns. These weren’t fully implemented, and last month I went over all 70 star systems, giving them an updated pass for graphics on stars and clouds.





This isn’t done yet, as the only real way to get a good sense of what clouds work and what need adjusting can only be done through regular play.

Of course clouds and asteroids aren’t the only thing getting a touch-up! Explosions, fire, and everything burny got an overhaul, and both run and look better. Now when fighters and freighters die, or when you launch a missile or mine, they’ll look much better.



There’s also been some other graphical work done, with things like color-grading zones and lights flickering on wreckage (still a WIP, as wreckage assets need to be made from existing ship models).




Asteroid Redos
Perhaps the biggest and most exciting new update is a total overhaul of our asteroid rendering system. Previously this was a major source of performance issues, due to the nature of how Unity renders things combined with how our system works. This is no longer the case, and asteroids run far far better now, with my own computer seeing a 30 FPS increase while in heavy fields.
Because they run so much better, we also took the time to completely overhaul their graphics, making them look much nicer. We also added a few new asteroid types on top of this!





This system’s not done yet, as the new asteroid types (and new variants for existing types rather than just replacements) aren’t all in yet.

Meta Inventory & Item Changes
Previous all items in the game were tied to your ship’s cargo hold, but we’ve made a new system that has player-specific inventory items.This meta-inventory tends to hold more abstract possessions, or items used in quests and for crafting materials. This change coincides with a change to how looting wrecks work. Wrecks now give damaged equivalents of existing equipment, which have to be repaired with special repair meta-items (gained as rare drops, or through quests, exploration, and bossfights).




Items also have reputation requirements now too! If you want that shiny new gun from the military, you’re going to have to get them to trust you first.




Missiles, Mines, & Countermeasures
Last month I talked briefly about getting mines working. In addition to giving missiles and mines new explosions, NPCs are now able to use them. Unfortunately, they’re also able to use them.



Luckily most NPCs also have a limit as to the number of missiles and mines they can use, and all in-game ordnance has all been adjusted for speed, power, clarity, etc. Countermeasures also work properly now, so when you’ve got thirty million missiles chasing you, you can take some of the heat off you.

Other Content
Ancient space highways, bioluminescent space deer, battleships, new station models, frog… things! And more! As the game edges closer to release this kind of thing (namely actual content) is what you’ll start to see more and more of.









And that’s all for this month. As always, take a look at our Kickstarter page for more information and in-depth info! We’ll be back next month with another update, and keep an eye out this month for demo 1.5!
Nov 9, 2019
Underspace - Trainwiz
November: Everyone’s favorite Christmas month. Except if you hate snow, which if you live in Wisconsin, you probably do. Still, it makes for a perfect excuse to turn on a heater, lock yourself in a dark room for six weeks and chug away at a fantasy space game.

Now, before we begin I have a fairly significant announcement I’d like to make. We mentioned in a previous update, but I’d like to reiterate it as the year approaches its untimely demise: Underspace will not be released in 2019. At the time we made that decision, there was always the chance for a 2019 release, but doing so would involve some serious rushing or releasing it in early access. Obviously, with December coming up, a release really isn’t possible and we early access is not a viable option, hence the delay. I will be trying however to get the next demo out before the year ends, and as always we’ll have these monthly updates detailing progress on the game. If they don’t happen, assume I’m dead. Though that probably won’t stop me.

As always, you can read the full, detailed summary of all that on our Kickstarter page here. This news page will be a brief summary of the things being worked on.
https://www.kickstarter.com/projects/pastaspace/underspace/posts/2677632


New Equipment and Internal Systems
A huge amount of internal work was done this month, including a redux of our skill system (mostly decoupling skill logic from ships and pilots and making it more generalized), how damage checks it sources, functions to retrieve and track loot table data, hardpoint type passes, more advanced NPC spawning, and more. Of course all these new systems meant going back over them and getting rid of bugs both new and old.
With all that out of the way, I could properly implemented the remaining bits of equipment and weaponry that your ship was lacking, including things like:
Automated Systems (including AI turrets, mining, and fishing drones)



Mines (persistent little buggers that they are)


And things that don't really have screenshots, like smuggling holds and cargo containers.


Decal System
While you've always been able to color your starships, you haven't up until now been able to really paint them with things like decals, but that's all changed! At any customization station you can scale, rotate, and place a variety of paintjobs and stickers, which are unlocked through play.


Graphical Pass
A variety of particle effects and graphics have been gone over, looking for both visual error and things that have clarity issues. This includes engines, weapons, equipment, etc.



Additionally, a few UI windows weren't up to the same standards as the rest of the game, such as news and mission windows, but that's changed and fixed. The UI itself is also having its last few assets done up, to be in line visually with the rest of the game's interface.



Fish have also been improved, and are no longer just animated statics but exhibit proper flocking and boid behavior.

New Assets
And of course our various artists have been hard at work with lots of new assets. Things like new station pieces, battleships, and space deer.






And that’s all for this month! There's lots more to cover in the Kickstarter page proper, so check that out. As November continues to freeze everything, we’ll be moving forward on things like suns, nebula passes, redoing asteroids (they suck right now), more models, better explosions, wreck models, etc, etc.

As mentioned we’ll be trying to get the next demo to you ASAP. The tutorial mission is written out, but still needs to be implemented and scripted.

Until next time!
Oct 8, 2019
Underspace - Trainwiz
Whew, how about that September month huh? With all its... stuff. Honestly if something happened I wasn't paying attention, too busy working on this game and making all this progress.

As always, you can read the full, detail summary of all that on our Kickstarter page here. This news page will be a brief summary of the things being worked on.
https://www.kickstarter.com/projects/pastaspace/underspace/posts/2646207

Station and Station Model Pass
The biggest new thing made in the past month is all the work done on stations. Out of the 150 (give or take) stations in game, all of them now have proper exteriors, station bounds, and are all ready to be explored and docked at.


Of course these stations just have prototype models right now, but don't worry, that Kickstarter money is going towards rectifying such a massive issue.



And on the topic of models, all fixtures (celestial bodies that aren't stations) are also getting their models reworked for a nice, pretty experience.



Freighters
I believe I mentioned last month that I was working all up on the big bulky utility ships known as freighters. I'm happy to announce their basic models are not only finished, but all freighters have been put in game and are now flight ready and NPC ready. With the next demo (which will be coming... sometime), you'll be able to encounter and fly freighters, making your fortune by trading all the chorm your body can handle.


We're also hard at work greyboxing out the remaining starships, which are mostly capitalships and quest-specific entities.


Nebula Pass
The next big thing after stations are nebulas. The tech is fine, but they need some visual variety and clarity. Starting now, there's 10 new cloud types, offering a greater level of variety. Plus they're kinda pretty.


The volumetric lighting and sun shaft system is now applied to the nebulas proper, both for normal ligthing, as well as lightning.



Finally, all seventy star systems have had a pass on their lighting and nebulas, to stop issues where things were blindly bright or (in places without suns) the ambient lighting wasn't good enough.



And that covers the big points! As always, check out the Kickstarter link for a more in-depth look, as we've also got new camera effects, new sun types, UI changes, and much more. Ideally within the next month we'll have even more shiny assets for you to ogle.
Sep 8, 2019
Underspace - Trainwiz
Another month gone, another round of progress to show off. Though no demo patch this time, you can get a preview of all the new changes coming.

As always, you can read the full devlog here.
https://www.kickstarter.com/projects/pastaspace/underspace/posts/2616959[/url] This'll mostly be a brief summary of what's being worked on, because there's a lot being worked on. [h1]UI Overhaul[/h1] With last month's trade UI all done up to be nice, it was time to bring the rest of the UI windows up to parity. The inventory, objective UI, character UI, information UI, and so much more have all been updated with more readability and functionality. There's a huge amount of new features, so go check the devlog for more detail. [img]{STEAM_CLAN_IMAGE}/35321791/8b2f38f632a5f8bce7b5af0701e3998f83111c6e.png[/img] [img]{STEAM_CLAN_IMAGE}/35321791/95fee142f05aaa92dd486ca17a49455e4a5350e1.png[/img] [img]{STEAM_CLAN_IMAGE}/35321791/40b8db2bb6ade5bbe42cd19e11bcd86263b5f0dc.png[/img] [img]{STEAM_CLAN_IMAGE}/35321791/03a2a862c75322530d5702f01e45bf2a98fb41c1.png[/img] Their full graphical assets will hopefully be implemented in the next month or so. [h1]Gameplay Changes[/h1] New suns! New camera modes (that control quite close to an old favorite game of ours). There's been a bunch of changes, improvements, and fixes, some of which we can't really show without a proper video. In that case, just take some images of like, our new sun graphics and such. Check the devlog up above for a full overview, I think you'll like what's being worked on. [img]{STEAM_CLAN_IMAGE}/35321791/c4413c37f8fc62e329f74b1d72be4ce23d22ce7e.png[/img] [h1]New Assets and Content[/h1] With the Kickstarter money all safely in the bank, we've begun work on implementing and redoing the art assets that haven't gone through Sarah, our artist. This includes things like lamposts, buoys, and our ever-popular windmills. [img]{STEAM_CLAN_IMAGE}/35321791/b283dc8f8a72194fb7146d77252f60f203b2b641.png[/img] [img]{STEAM_CLAN_IMAGE}/35321791/09f36b69bd0a4f6ca19f548145600e9d6e66b89e.jpg[/img] The basic models for more battleships, as well as freighters, are being worked on, and in the month will be, though not polished, flyable. [img]{STEAM_CLAN_IMAGE}/35321791/8d8a2ca7ff8bf187e36980029b7ed81a0af6fb40.jpg[/img] [img]{STEAM_CLAN_IMAGE}/35321791/528e89d04a0944e3ff0aa8c6e0bebbb34e8a374a.jpg[/img] Bombers are now also implemented. These specialty fighters are ideal for taking down larger targets, thanks to their ability to slot two heavy equipment pieces (at the cost of two of their normal gun ports). [img]{STEAM_CLAN_IMAGE}/35321791/dcf2e1bb834a5d639f02d1e96e02e8d6fe5b6acf.png[/img] With the UI overhaul finished up, we've also started on the next big endeavor: finishing up station exteriors. [img]{STEAM_CLAN_IMAGE}/35321791/4ee8d9372588f1ddb3aa9649547f890f0254f77c.png[/img] And finally, a new tutorial level will be added to the game, giving novice starchasers a more hands-on experience for how the game works. [img]{STEAM_CLAN_IMAGE}/35321791/e81e824390e020f08363b38027b0ab3c0ba1c8ad.png[/img] That covers the major points for this month's update. Once again, you can check out the Kickstarter devlog for some more in-depth information.

This'll mostly be a brief summary of what's being worked on, because there's a lot being worked on.

UI Overhaul
With last month's trade UI all done up to be nice, it was time to bring the rest of the UI windows up to parity. The inventory, objective UI, character UI, information UI, and so much more have all been updated with more readability and functionality. There's a huge amount of new features, so go check the devlog for more detail.





Their full graphical assets will hopefully be implemented in the next month or so.

Gameplay Changes
New suns! New camera modes (that control quite close to an old favorite game of ours). There's been a bunch of changes, improvements, and fixes, some of which we can't really show without a proper video. In that case, just take some images of like, our new sun graphics and such. Check the devlog up above for a full overview, I think you'll like what's being worked on.



New Assets and Content
With the Kickstarter money all safely in the bank, we've begun work on implementing and redoing the art assets that haven't gone through Sarah, our artist. This includes things like lamposts, buoys, and our ever-popular windmills.



The basic models for more battleships, as well as freighters, are being worked on, and in the month will be, though not polished, flyable.


Bombers are now also implemented. These specialty fighters are ideal for taking down larger targets, thanks to their ability to slot two heavy equipment pieces (at the cost of two of their normal gun ports).


With the UI overhaul finished up, we've also started on the next big endeavor: finishing up station exteriors.


And finally, a new tutorial level will be added to the game, giving novice starchasers a more hands-on experience for how the game works.


That covers the major points for this month's update. Once again, you can check out the Kickstarter devlog for some more in-depth information.

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