This week, we are back as promised with a new update introducing to you R.A.C.E. (Rapid Acquisition Competence Exercise)!
The Weekly R.A.C.E. is a new initiative from LYNX where Cutters can compete against each other for a highscore on a new ship every week. It’s a level playing field, with each Cutter getting the same tools and upgrades, facing the same ship and objectives, for a shot at the dedicated R.A.C.E. leaderboards. LYNX hopes that this weekly challenge will help Cutters hone their skills and improve their day-to-day salvage efficiency!
ADVISORY: Putting a pressurized airlock into the furnace may cause a crash when working on a Mackerel. Be sure to depressurize airlocks before putting them into the furnace.
The weekly challenge ends every Thursday at 8:30 AM PST (3:30 PM UTC), and a new ship will be available shortly after at 9:30 AM PST (4:30 PM UTC).
Lynx Corp is bringing to all cutters this week:
“Weekly R.A.C.E.” Cutters can compete against each other for a highscore on a new ship every week. ⚠️ On the weekly race screen, checking the leaderboard will make you unable to start the challenge. You'll have to go back to the main menu and then launch the shift
Additional Morrigan Station Life Cargo Elevator shuttles all the accumulated salvage to the Station’s docking arm Polaris Superfreighter docks periodically to collect salvage for transport through the Rail Gate
In-Game Campaign Leaderboards Campaign Leaderboards can be accessed from the Main Menu
Full Patch Notes
Weekly Ship Feature (Beta) added
Campaign Leaderboards added to Main Menu
Polaris Freighter Animation Sequences added
Cargo Elevator Animation Sequence added
Ability to change player voice in the Gameplay Options added
Nova Fuel plumes now vaporize things they touch
Interior wall padding texture updated
BUG FIXES:
Sometimes, the reactor explodes right after entering a meltdown state.
Collider for cutter beams (Stinger and Split Saw) is larger than the VFX themselves, causing undesired fire damage to the Player's surroundings
Rail guide weight is inconsistent after processing.
Incorrect button prompt used to back out from keybinding with a gamepad in the pause menu.
Repairing while listening to an audio log will stop playback
In Science Geckos, the padding that can spawn on storage bins remains unmoved when yanking the bin
Cutting the Reactor with the Stinger will cause it to vapourize rather than explode.
Helmet light no longer working, after using Reset to defaults in the Key Mapping menu
After dying via a cutter overheat, the overheat VFX persists until user makes a new cut.
The user cannot navigate past the Brake option in the Controls menu, when using a controller
When purchasing an upgrade with the controller, the user is kicked back to the tool on which the mouse pointer is hovering over
The user is kicked out of the Equipement tree, when wanting to access a tool and the mouse pointer is hovering over another tool
Inconsistency with Brake control remapping on controller.
Black textured parts on the flush switch in scanner mode.
When backing out of the keybind remapping menu, the user returns to the options' Gameplay tab
On a fresh user_config.ini, rebinding brake from leftctrl to any key makes the brake action become a simultaneous button press with leftctrl and the selected key
A certain portion of the power junction box texture remains visible in scan mode
After changing languages in the options, a UI element doesn't scale properly in the remapping menu when rebinding an action
The "padding" / aluminum panels on Stargazers are marked for the barge but are only processed by the furnace
On science geckos the lights and the storage bins with aluminum panels make a single object
Fuse handles remain functional and deal electrical damage, after being detached from their panel
Misc. Action 01/Misc. Action 02 prompts don't update after remapping the gamepad controls
Gamepad remapped interaction prompt does not update to new input
Remapped gamepad input does not update the tutorial tooltips
Tab Right/Tab Left prompts don't update after gamepad remapping
Gecko's Silverfish don't have a name tag in the HUD when hovering over them
Pressing Y on the front end plays the audio for deleting a profile no matter which screen the user is on
Cut guards have permanent burn effects on them
Cockpit door console not attached to a wall in the Stargazer.
Mackerel Noses are using the old cut point bases
When picking up fuses, the cutter's arms do not animate
Gamepad Start/Back does not update button callouts after rebinding
HUD Cycle Scan prompts don't update, after remapping the gamepad scan inputs
Toggle Work Order prompt doesn't update after gamepad remapping
Pressing F (keyboard) or Y (gamepad) prompts the Restore Defaults pop-up in Contract Sequence, HAB, Pause Menu, and while Deleting Profile
Hydroponics cabinet glass is too cloudy
Gecko cockpit interior UV has alignment issues
Hitting the back wall with force does not send correct impact intensity numbers
Player voice option in FE and pause have no scroll over sfx
Pressing Y on the Post Session Screen brings up the “Restore Defaults” pop-up from the key rebinding feature.
Confirm/Decline button callout does not update after rebinding gamepad keys
Unable to back out of Control Remapping screen after reassigning a key
Confirm/Decline prompts don't update after gamepad remapping
In the Kiosk the input for the Back prompt is not displayed, when using a controller
Padding inside of Science Gecko has metal impact fx instead of soft impact fx
During Contract sequence, entering a name with the letter T will open the webpage within the Steam client
Icon for View button is incorrect when using XBOX Controller
Following the reception of our first dev vlog, we’re happy to be back this week with our second vlog! This week, we’re disclosing more info on our upcoming update!
We’d like to thank everyone once more for supporting us and sharing your feedback on our forums, social networks, but also our official discord!
Get behind the scenes at Lynx Corp right away with Elliot, Jessica and Tina to learn more about:
We are back this week with an important update bringing to you the new Science Gecko, Traditional Chinese localization as well as Configurable Gamepad binding. Cutters will also be happy to know that their helmet has been scrubbed so well by our LYNX Chief Visibility Officer that they will be able to enjoy brand new volumetric light inside ships. Expert Cutters will be quick to notice new structural protectors appearing on ships. Of the many rigors placed on a ship as it travels through space, extreme temperature fluctuations and good old wear n’ tear are considerable challenges for any vessel’s key structural elements. To help keep a ship in one piece, sometimes structural Cut Points are outfitted with a Cut Guard. This condensed foam compound keeps a Cut Point’s temperature and humidity level consistent and manageable.
⚠️ LYNX advises Cutters to use caution, as Cut Guards are resistant to the heat of the Laser Cutter. However, they are highly combustible, and will burn for a considerable amount of time if ignited. The recommended salvage process is to break apart the Cut Guard with a heavy impact in order to expose the Cut Point underneath.
Discover what Lynx Corp is bringing to you today:
“Stargazer” Gecko-class Research Vessel ship-type added
Structural Cutpoints are now sometimes covered by Cut Guards Made of heat-resistant foam; Cut Guards protect against heat, but not impacts
Gamepad Rebinding added
Ship lighting updated with Volumetric and HDR properties
Traditional Chinese added to language options
Check out our full changelog to discover what our team worked on those last few weeks:
Full Patch Notes
“Stargazer” Gecko-class Research ship-type added
Gamepad Control Customization added to the Customize Controls screen
Cut Guards added; can appear overtop of Cut Points, especially in harder difficulties
Traditional Chinese Language option added
In-ship lighting updated to use Volumetric and HDR color properties
Added confirmation sfx when successfully rebinding a key
Added voice limiting to data drive beeps to avoid overlapping beeps when playing a new data drive
Controls can now be set to “None” in the Customize Controls screen
Audio Player moved to its own floating window in the Hab Screen
Progress Bar added to Audio Player in the Hab Screen and the HUD
The Laser Cutter now visibly begins to overheat
Improved the behaviour of the profile cards on the profile selection screen
“Back” button prompt added to Kiosk
Added scroll over sfx to Continue Shift and Ship Selection buttons
Adding new suit bump sfx
Added physics collision sfx when player hits shipping containers in pressurized space
Reinforcement Beams in the Mackerel have had their textures updated
BUG: Fixed the incorrect “Select” prompt in the Pause Menu Customize Controls screen
BUG: Fixed a heat sink that could spawn clipping into a cut point in the Industrial Cargo Gecko
BUG: Removed the door sfx when shifts end via time running out
BUG: Fix for reactor immediately exploding upon entering meltdown state.
BUG: Fixed an issue where doors could be cut several times and have the cut segments salvaged
BUG: Fixed an issue where electrical explosions would shatter panels
BUG: Fixed an issue where Mackerel’s could spawn with multiple lights in the same position
BUG: Various fixes to button prompts not updating correctly based on input-type
BUG: Fixed an issue where the tutorial “Tether” prompt wouldn’t appear after quitting and resuming
BUG: Ship “role” now properly displayed on the available ships in the catalog
BUG: Fixed a bug where some work order objectives would fail if the object required was part of another objective
BUG: Fix for Options Headers not updating correctly when changing languages
BUG: Fixed audible click when clicking the button to repair equipment
BUG: Removed extra click when changing options with mouse
BUG: Corrected some issues of Gecko hallways bins showing up as “Object”
BUG: Fixed the beams in the first tutorial ship to fall in line with updated Mackerel. This corrects errors of missing cut points and beams.
BUG: Tutorial ships now has a proper role and shouldn't just give the default 'unassigned role' notice
BUG: Fixed being able to open the homepage while on the incorrect screens in the front end
BUG: Fixed overlapping characters in the Daily Fees Screen
LYNX Corp’s Materials Acquisition Department has been working hard on finding new ships to keep our Cutters active, ready to grow, and become a real asset to the company.
Introducing a brand new Gecko-class ship type releasing soon! LYNX is happy to work with our incredible team of Cutters, to provide top-tier recycled materials and components for use across the Solar System!
This new challenging ship type will enable our Cutters real talents to shine, and showcase the high standards of work ethic, safety, discipline and creativity they bring every day on the job.
Stargazer, a model for the boldest Cutters out there!
This new Gecko-class ship type was originally used for deep space research and surveying. Employees will be thrilled to work hard on our first science ship!
Be on the lookout for data logs of former scientists who dedicated their life to long-term research trips in the deep, uncivilized parts of the Solar System. We advise our employees to be aware that listening to these logs may induce states of nostalgia and/or melancholia, which can affect work performance.
Be mindful of objects found in these Stargazers, as some are more dangerous than usual. We advise all workers to be careful when handling highly explosive hydroponic research pods or huge solar arrays.
The Stargazer’s uniqueness is striking, as it is structured quite differently from other Gecko-class ships! An expert eye will be quick to notice how long and thin it is, in contrast to the usually wide Gecko profile. Keen-eyed cutters will spot right away that the Reactor, Power Generator and Environmental Control Unit sit in the middle of the ship, making Reactor extractions potentially far more dangerous.
Thank you to our incredible employees for making LYNX a standard name in the ongoing expansion of industry throughout the Solar System, and helping us “Pave the Way to the Galaxy”, one shift at a time!
We are back this week with an update full of additional employee-suggested content!
For this update, we focused on bringing more variety to the current gameplay so that every shift at Lynx Corp feels like a real challenge! Thank you all for the precious feedback and suggestions you have shared with us since launch. Players will be happy to learn that Mackerels are now set up to introduce more diversity between roles:
Heavy Cargo Mackerels now have a unique interior layout, with more room for carrying extremely dangerous cargo.
Light Cargo Mackerels have now been set up to transport a mix of objects.
All Mackerels have had their Reactor, Power Cell and Coolant Tank setups revisited, so you will see much greater variation in where these components are located.
Additionally in-game mouse and keyboard rebinding is now also available.
This is only the first step towards more content as the Lynx Corp HR team are already working on adding more variety within each ship but also bringing new types of ships to the table!
Major Changes & Additions
O2 Drain can be toggled in Open Shift mode For our Space Cutters eager to fight their limits without being pressured by time, feel free to try to dismantle everything while your oxygen is running out!
Increased variety between Mackerel roles.
Increased Work Order Objective Variety. In order to pinpoint which space cutters are real talents for Lynx Corp, variety has been added to work order objectives! Get ready for different work orders from now on during your shifts.
Additional Player Voice Option Added to Contract.
In-game Mouse & Keyboard Rebinding. Gamefile keybinding is now a forgotten feverish dream as cutters can now rebind directly in-game.
Patch Notes:
Audio
Couple of audio mix tweaks.
Added work order complete sound to when a work order has all of its objectives completed and none failed
Fix broken reactor room audio. New implementation that supports randomised reactor spawn location.
Sound effects and vo hookups for work order complete
Fixed an issue where door based decompression sounds didn't always play when going from unpressurized to pressurized
Data Viewer, Text and Audio Log fixes
Added new sync'd audio for power generator dejoint that matches the vfx
UI and Text
Added missing restore to defaults popup link.
Set Wrench hud marker visibility on and off when entering the kiosk
Added loading bar for creating user feedback
Moving all Work Order Objectives to be possible instead of guaranteed.
Fixed delete profile prompt text getting cut off
Fixed hab device owner text getting cut off
Cutter Heat UI, now renders behind damage vfx
Fixed tooltip prompt being active during game loading
Fixed overlapping text in French
All data drives and credit drives now uses the same texture with color variations.
Fixed text misbehaving en francais on continue button on rank up
Grey'd out the "Ship Diagnostic" Pause Menu option and added a "Coming Soon" tag.
Changed the Good Morning Cutter message to mention that fees need to be paid daily not monthly.
Fixed title news not being localized correctly
Corrected several scripting bugs related to turning off the Macker's Thruster Terminals due to the recent Mackerel updates.
Art, SFX & animation
Added new ECU powerdown SFX when you pull the last cryo collectible
Added new power generator powerdown SFX for success and failure
Found narative (data drives) interactable glows
Fix suffocation animation not ending properly.
MISC
Corrected a seemingly rare issue in which Normal difficulty Mackerel nacelles would spawn without a frame or cut point. This would cause an issue where the nacelles could simply be pulled away, and the ship would be exposed to the vaccum of space, and yet not decompress.
Added an atmosphere regulator to the Flight Deck of the Commercial Transport Gecko.
Cockpit door update, including some new jointing that had to be done for it.
Structural beam work for the crawlspaces (but not the nose) of the Mackerel.
Implemented dimorphism between the two Cargo Mackerels, using role distinctions instead of theme distinctions. Now the Industrial Cargo will spawn with LOTS of explosives, and the Commercial Cargo will spawn with more mundane things like computers and beds.Retuned for Commercial Cargo Mackerel difficulty.
Some rework of how things spawn inside the mackerel, particularly walkways, and walls - mostly as part of the above.
Mackerels can no longer spawn with a pipe attached to their reactors. When activating the manual override, the thruster itself will now leak uMBRe (Fuel X).
Armour plates are now configured on Geckos and will show up in the Work Order.
Improved consistency of blocking grapple push when an interactable is on screen
The Tutorial Mackerel now has a ship role (Training).
Correcting an empty 'room' in the side of the Mackerel.
Corrected an issue where the Thruster Braking Update Asset would show the wrong text.
Fixed an issue with the rank on the frontend, minimum value of 1 on the rank on the frontend
Corrected an issue where cockpit doors in the Mackerel would never open.
Corrected an issue where cockpit doors in the Gecko would not always properly joint to the frame of a ship.
"Cruel" (IE: Very Hard) Mackerels no longer spawn with Thruster Terminals now.
Now removing the tail, cutting the cut points below the terminal, and activating the override should now all properly turn off the terminal.
Corrected an issue where some cargo terminals would spawn unconfigured.
Corrected a placement issue where the updated Normal Difficulty Fuel Pipes would spawn clipping slightly into the updated reinforcement beams- this would cause the Mackerel Tail to jitter when cut loose.
Corrected the positioning of all remaining crawlspace lights. This should prevent lights spawning in floating or disconnected.
Set work order slots based on difficulty
Reworking the flow zones in the Bay. There were claims that the furnace was too aggressive- which seemed strange since the furnace and processor share a flow. Overall, the new zones remain aggressive and dangerous, but are now positioned much cleaner.
Setting the spawn rate of the Extra Extra Large Cryo Tanks to 0 for all difficulties.
Fix selecting buttons when clicking the back button in the cert screen
Corrected an issue where some chassis pieces around the cockpit in the Mackerel were not being properly jointed.
Personal Terminals that spawn in the flight deck can now be properly salvaged.
Properly uniformalized the interior chassis structure parts in the Mackerel. Now they should behave much more consistently, especially in scan-mode.
Slight re-tuning of the furnace flow volumes again. Now it should be possible (but difficult) to recover objects from beyond the yellow line- especially lighter objects.
Added new roll sensitivity option
Modified how the Thruster/Reactor spawn. Because the pipe has been removed, the difficulties have been rethought a bit, and now Medium and Hard difficulties simply changes the chance for damaging the thrusters when using the manual override. Very Hard removes the terminal and guarantees damage on the manual override.
The reactor for the Mackerel can now spawn in several places, starting from Normal difficulty and higher. High difficulties increases the chance of an unconventional reactor spawn.
Fixed a pseudo bug where the large fuel canisters jointed to panels, in particular the large panel below them. This was a side-effect of how canisters were jointed, and arguably as designed. It wasn't a good design though, so now the fuel canisters separate along with the tail segment.
Ceiling spawning soft crates are more frequent, more varied, and much more likely to spawn properly jointed.
Corrected some very slight offsets in the Mackerel which could cause difficulty separating objects.
Corrected an issue where nose-positioned reactors in the Mackerel had a high chance of spawning unjointed.
Corrected an issue where medium difficulty Mackerels would have their fuel canisters zoom off when disconnected because of an intersecting cut point.
Corrected an issue where an uncommon bed spawn in the Industrial Gecko would place batteries in the cockpit door, and cause nasty mesh clipping and Z-fighting.
It's been exactly a month since we released Hardspace: Shipbreaker in Early Access!
We'd like to extend once again a huge thanks to all of you who played it and posted feedback on the forums, social networks, and our official Discord. We're hard at work on your suggestions and reports, on top of our plans to add content.
Today, we're happy to release our first Dev Vlog to share with you what we've been working on over the last few weeks, addressing a lot of your feedback.
We are back this week with a new hotfix, following our update from last Thursday! This small hotfix should enable all space cutters to enjoy ship scavenging to the fullest.
Our teams are still working hard on bringing new content and updates to the game. Stay tuned for more content coming up in the next few weeks.
Check out how this new hotfix will improve your daily life at Lynx Corp:
It fixed an issue where additional cloning fees would be added to the Lynx daily fees when returning to the HAB.
The user interface has been updated with freshly translated texts.
If you still encounter this issue, please feel free to reach out to your Lynx Corp HR through discord, our official forum and steams discussions.
We are back with a new update featuring a lot of bug fixes and quality of life improvements as well as our take on addressing a “timely” request that some verify passionate players have been asking for!
We are incredibly grateful for all of the quality feedback and thoughtful suggestions our community has shared with us! Please keep it coming! We’ve only just begun our journey through Early Access and we are already seeing the game grow and evolve.
For our Players that have requested the option to play in a more “chill & zen-like” manner, we have just implemented a new “Open Shift” difficulty option for our Campaign mode where you can work WITHOUT a shift timer and unlimited oxygen.
You will find it alongside our Standard, Limited Revives, and No Revives difficulty options in the Main Menu and it will feature its very own dedicated Leaderboard.
Check out what our 0.1.3 update brings to the table:
● “Open Shift” Mode Added
It’s a full campaign with Shift Timer and the Oxygen Drain removed. Players can enjoy scavenging without any time pressure.
● Key Bindings have been added to User_Config.txt
In-Game key rebinding is coming soon! To change the binding yourself, read our How To.
● Improvements & bug fixes, and Habitation Unit air supply refreshed!
Lynx Corporation is working hard on improving daily life for its employees. Feedback and suggestions can be sent to our HR team directly through our official discord, our official forum, as well as the Steam discussion.
For Shipbreakers looking for more info, Lynx Corp is happy to provide a detailed version of these patch notes, free of charge:
Bug Fixes
Fix for fuse release bug that used to force players downward or forward at high speed.
Fix resurrection cost being multiplied by # of deaths twice
Fix exploding pipes becoming infinitely burning when cut
Fix "Also Hide Helmet" option to display and navigate correctly
Fixing return to hab and game over screen being open at the same time
Fixed several issues related to soft crate positions.
Fixed a bug where the hoist of a hoist truck would LOD super aggressively.
Audio
Fix missing furnace object melt sound.
Fix inaccuracies in VO lines relating to medical kits and cert upgrades.
Add Cert ui notifications and fix up audio notifications / Certification Goal and Level VO and Notifications
Added sound when upgrade confirmation pop up closes
Fix weaver static not going away when speech gets cancelled.
Fixed NIS cancelling speech when it shouldn't
Art
Updating all equipment upgrade thumbnail art
Adding Casual Mode icon and updating quality of other difficulty mode icons
Light bleed fixed
SFX
Adding pause state transition sfx
Adding low boom when pausing
MISC
Don't start the shift timer in the HAB when a popup displays
Setting "No Revive" mode to unlock at Rank 4 like "Limited Revive" mode
Class I thrusters will now be destroyed if they are cut anywhere.
Differentiate between pressing and holding the Work Order button
Removing Health from all Nanocarbon panels so they don't turn into scrap when cut
More robust subtitles for long length and language specific punctuation
Fix for ECU wall still exploding with cryo after the flow has stopped.
Open Shift mode implementation.
Adding Ship Cut Points and Sleeve.
Added the Mackerel Structural Beams
Configurable Keyboard via user_config
List of key binding options
Add Open Shift mode for the online leaderboard service
Menus in comms & data scroll automatically when selection goes outside boundaries.
Enable Data Collection is no longer reset to default
Fixed invert x & y not applying on launch
Add option to Disable Inputs While Game Is In Background to the Options Menu
Makes intro text skippable if you've played before (Spacebar / A button)
Fixes hud part mass being weird.
Auto select last selected button on several popups
Better equipment screen selection
Fixed an issue where static sfx did not end when it should.
Move scanner tooltip up in the hud to make room for the tutorial tooltip that gives instructions while in scanmode
Fix - Thrusters and chairs have a new Extreme Fragile vitality asset which prevents the player from shaving just a little bit of it off and salvaging it separately.
UI Control fixes
Adding functionality to duck scroll over events when clicking in the HAB
Added back button when declining for entering HAB and quitting shift
Various UI sfx fixes to the HAB ship select screen to clean it up
Correcting room volumes in the back of the Commercial Transport Gecko.
Block interacting while cutting so player can't collect something that is dissolving
Added some Fail States for the tutorial
Add certification quota to front page HAB menu.
Localization and Texts
Update release version number
omni pipe junction box re-textured to have cut language and emissive indicator
Added descriptions for each difficulty mode (Not localized)
Fixing text formatting in narrative assets
fixed speech cancelling at weird times
Difficulty Text Spacing on profile selection screen
We are excited to release our first post-EA update! As we announced this week, the new update is based entirely on the excellent community feedback we have received so far.
We are committed to answering and considering all community questions, feedback, and inquiries. A big thank you to all the space cutters out there who have chosen to share their views and experiences at Lynx Corp with us!
Check out our 0.1.2 patch log below:
Languages and leaderboard
Added UI and Subtitle Localization (Spanish, Italian and Brazillian Portuguese). The game will automatically launch in the same language as your Steam OS.
Language selection is now available through Steam language preferences rather than in game options.
Made major improvements to UI scaling in support of non-1920x1080 resolutions including 4k and 21:9 ultra wide resolutions.
Numerous small quality of life improvements
Enabled secondary key functions for all right mouse button abilities
Added right and left mouse button functionality to cycle through scan modes
Made improvements to surround sound mix
Added touch transfer to waste disposal unit pipes
Improvements to clarify tutorial instructions
HUD now shows an object's individual mass alongside the total mass of everything to which it is attached.
Bugs
Stomped several nasty crashes
Squashed over 120 pesky bugs. Details below.
Please note that Class II Reactors now rely on the Coolant provided by the Environmental Control Unit (ECU). Trying to pull the Reactor while the ECU is still providing Coolant will cause a Coolant explosion at the base of the Reactor. Salvaging the ECU beforehand will give the Reactor more integrity, but will also begin the Reactor's meltdown sequence.
Text and localization fixes accross a couple screens.
Ensure TriggerableTutorialUIPopups never have AutoSelectLastSelectedButtonAfterHide enabled.
Add option to Doozy to Enable/Disable auto-selecting the last selected button when a UIPopup.Hide() is called.
Added new attenuation curve for atmosphere regulators to tighten the curve a bit.
Adjusted high end of the nacelle flush valves in pressurized space.
Remove highlight color on option entries.
Adding a note to complete the shift before certification reviews take place.
Remove obsolete AutoMouseLock config item.
Cursor fixes and overrides.
Control Scheme Localization Text Formatting.
Auto text resizing for localized languages.
Save Thruster Fuel to the profile so that it is not reset when purchasing a new ship.
Turn off durability loss in tutorial and freemode.
Don't move completed or failed objectives in the work order.
Set heat damage fx asset to trigger everytime the player receives fire damage.
Fix gameplay running in background of hab.
Add override to player damage fx to trigger every time.
Fix disabled continue button.
Updated English And Cyrillic Font Atlas to include all latin based accented characters for purposes of subtitles.
Spacing fixes for Tutorial Popups.
Turn off machine part emissives in scan mode.
Fix objects still having breakable joints after they have been dejointed by non-yanking.
Change system to not rely on structure groups being spawned by a ship.
Fixes various post mission screen text issues.
Hab touch up and text formatting accross multiple screens.
Localized the equipment select buttons.
Fixes GameOverScreen being all weird on last death.
Block push action when interaction prompts are on screen.
Fixing padding on hab narrative devices.
Updated Font Atlas to include the censored grapple upgrade text.
Design
Implementing double and tripple chair layouts for the Commercial Transport Gecko.
Chairs were too inconvenient to remove so all chairs are now easier to yank.
Corrected an issue where pink lights could spawn in the Mackerel.
Correcting structure parts on Gecko Nose rails.
Tuning the current airlock door LODs so they're MUCH less aggressive.
Reducing Rank 2 Quota Requirement from 8 Work Order Objectives to 4. This should ensure the player is rank 3 when they are asked to purchase the Tethers.
Removing all LODing whatsoever from the exterior cut points and chassis from the first tutorial ship.
Adding some screens to the cockpit of the Gecko.
The Waste Disposal Unit's fume chute no longer joints to the vent panel.
Adding a generic large audio material asset to SP_Mat_Static.
Made the Twin Nacelles in Tutorial Ship B spawn away from the ship.
Added carats to the Twin Nacelles.
Blocked Cutter use from the start of the Place Tether objective until the start of the Salvage Reactor and Nanocarbon objective during the Tutorial Ship B.
Added a tutorial tooltip to indicate the cutter has been disabled.
Blocked Interact after presurizzing the airlock until the start of the atmosphere regulator objective.
Corrected a very slight placement issue that could cause the vent plates of Waste Disposal Units to become stuck. It was technically correct in its original position, but the slightly adjusted position makes removal much easier.
Removed cut pins and modified the Structure parts / jointing types of the walkways in the Industrial Cargo Gecko. This was done after feedback that they clamps did nothing and cluttered the scanner. They did have a use, but didn't contribute meaningfully to gameplay, and looked a bit naff so they were removed. Now it takes 3 splitsaw cuts to free the walkway.
Moderate change for the cross beams at the top of the Mackerel. The beams are now more centered, save for when they spawn from a cargo ship, which has one beam that spawns in its old position.
Walkways are no longer sealing. This should (ideally) solve the problem of weird airlock interactions when cutting walkways in the Cargo Gecko.
The Kiosk now sells Utility Kits and is easily set up to sell Med Kits.
Corrected a minor issue where cut points on the rail gides of the Industrial Cargo Gecko would read as needing to go onto the barge. This was incorrect, and now they properly read as not going anywhere.
Corrected an issue where a small part of a rail guide spawn in the Industrial Cargo Gecko could spawn unjointed to the rest of the rail.
Pipe Junction boxes now joint to Panel Ext.
Corrected several outdated Mackerel Nacelle prefabs (the ones that housed the fuel canisters) that were using unlinked prefab instances. This would cause them to not recieve texture / gameplay updates other pipes would get.
Slight overhaul of the Mackerel Nacelle prefabs to now end in pipe junction boxes, so they can properly joint to the tail of the Mackerel.
Minor overhaul of all disabling functions for doors. There seemed to be situations which disconnected door handles could still be interacted with.
Some investigation into getting Power Junction boxes to stop electrocuting if they are no longer recieving power.
Several positioning fixes with Easy difficulty Nacelles (including the Tutorial Nacelles) to eliminate both clipping forward into vents, and not quite visuall connecting to cut points.
Adjusted the flow physics on the barge. Should fix an issue where objects that miss an occupied barge cube hit the barge and get smashed. It will not however, fix your aim. For that I would advise you git gud.
Audio
Added profile deletion SFX to FE.
Adjusted panning of the ship purchase sound.
Adjusted panning of the HAB decrypt sfx.
Lowered volume of metal grating when thrusters are broken.
Data drive audio now plays when Back/Work Order button is held.
Fixed bug where audio deletion audio would sometimes not play on subsequent attempts.
Fix for 7.1 audio crash.
Removed processor and furnace volume from prefab that is no longer using them. This was causing double audio for the processor.
Set up environmental audio on waste disposal pipes, wire railings, sensor towers.
Set up environmental audio on sensor array.
Specified what objects play thruster flushing sfx depending on the ship.
Added Fuel X environment audio to the Hard Mackerel reactor pipe.
Adjusted high end on scanner background noise.
Adjusted high end on scanner background noise.
Adjusted ducker_scanner level on radio music.
Removed room verb from all scanner sfx.
Added ducker_scanner rtpc to Contact_borne, Ambiences_AB, Physics_AB, and Player_Sounds.
Added UI sfx when using a controller to navigate the contract screen.
Muted the shift timer while in ANY other state than the level.
Adjusted bus assignment for pause menu UI sfx to prevent clicking.
Adjusted helmet impact sfx to be heard at 0 player Velocity.
Adjusted unpressurized door based decompression sfx to be distance limited and only 1 per asset.
Fix surround panning.
Fix resynth range on dejointing and vaporizations.
Hardspace: Shipbreaker has launched on Steam Early Access, with a tremendous response from press and players alike - thank you so much!
Equipped with cutting-edge salvaging tech, carve and slice spaceships to recover valuable materials. Upgrade your gear to take on more lucrative contracts and pay your billion credits debt to LYNX Corp.
For those looking for pointers on how to make their fortunes in zero-G, take a look at today’s Tips and Tricks Trailer.
https://www.youtube.com/watch?v=KjPF9_k2Lxc Today’s Tips and Tricks Trailer is a great first step towards entering the dangerous life of a Cutter. Whether you’re already a LYNX veteran or a total newcomer, Hardspace: Shipbreaker’s creative director, Trey Smith, takes you through the tools, tricks and techniques essential to the job. Pay close attention, and your billions in debt will be paid off in no time!
While we’re excited to see you fall in love with the innovative zero-G gameplay already, there’s still a lot to look forward to! Over the course of the Early Access period, the team is committed to releasing more spaceship classes, missions, game modes, leaderboards, modding support and much more with the help of the Steam Early Access community. Check out the Early Access roadmap on Steam.
What are we working on?
We would like to also thank our community once more for the precious feedback and suggestions received. Since launch, we’ve listened to what you’ve all had to say and as a result, here is what we are working on. You can expect an update this week bringing at least part of what's listed below:
Added Leaderboard data for campaign leaderboard
Added UI and Subtitle Localization (Spanish, Italian and Brazillian Portuguese)
Language selection is now available through Steam language preferences rather than in game options.
Made major improvements to UI scaling in support of non-1920x1080 resolutions including 4k and 21:9 ultra wide resolutions.
HUD now shows an object's individual mass alongside the total mass of everything to which it is attached.
Quality of Life
Enabled secondary key functions for all right mouse button abilities
Added right and left mouse button functionality to cycle through scan modes
Made improvements to surround sound mix
Added touch transfer to waste disposal unit pipes
Improvements to clarify tutorial instructions
Bug Fixes
Stomped several nasty crashes
Squashed over 120 pesky bugs
Numerous small quality of life improvements
Hardspace: Shipbreaker is now available in Steam Early Access, with a 20% discount to celebrate the launch. PlayStation 4 and Xbox One releases are planned at a later date.