Dec 21, 2014
Celestial Command - Romenics
We got many feedbacks after version 0.57, so there is quick update mainly based on your recent suggestions.
Rotation during building changed again, now it should be more convenience.
One additional frame for more interesting ship designs and several bug fixes.

Change log

Major improvements and gameplay changes
  • Added new module: Frame 2:1 adapter

Minor improvements
  • Added buttons to switch on next \ previous ship
  • 45 degrees step during module rotation is returned back, but with the Left Shift the step will be 90 degrees. Control keys changed to A \ D.

Bug fixes
  • Green preview modules no longer highlights as selected object, actually, ability to select something is disabled during build mode
  • Sometimes user can accidentally disconnect modules joints during building process, now it impossible
  • Not sure, but rare issue when you cannot build anything should be solved
  • Collider of new corner frames is fixed, now it does not flickers when you try to build it to each other
  • Solved an issue when you got two preview modules under cursor, weapon and other module
  • Module preview does not fly away when you hover cursor over interface element
  • Parabola \ Hyperbola trajectory stops simulation when hit into planet or star surface
Dec 21, 2014
Celestial Command - Romenics
We got many feedbacks after version 0.57, so there is quick update mainly based on your recent suggestions.
Rotation during building changed again, now it should be more convenience.
One additional frame for more interesting ship designs and several bug fixes.

Change log

Major improvements and gameplay changes
  • Added new module: Frame 2:1 adapter

Minor improvements
  • Added buttons to switch on next \ previous ship
  • 45 degrees step during module rotation is returned back, but with the Left Shift the step will be 90 degrees. Control keys changed to A \ D.

Bug fixes
  • Green preview modules no longer highlights as selected object, actually, ability to select something is disabled during build mode
  • Sometimes user can accidentally disconnect modules joints during building process, now it impossible
  • Not sure, but rare issue when you cannot build anything should be solved
  • Collider of new corner frames is fixed, now it does not flickers when you try to build it to each other
  • Solved an issue when you got two preview modules under cursor, weapon and other module
  • Module preview does not fly away when you hover cursor over interface element
  • Parabola \ Hyperbola trajectory stops simulation when hit into planet or star surface
Dec 20, 2014
Celestial Command - Artaani
Hello!

Seems like save load from previous 0.56 version does not works on any system except Windows 64 bit, sorry for that. It was very strange bug, we still not sure why exactly it happens, but now it should works.

We prepare to implement a multiplayer, (cant wait for it!). And it will takes some time, maybe a week. :) So we want to solve some bugs and makes some minor improvements.

So, we added couple of new parts with diagonal joints, which allows to build more interesting ship designs.

And also we added the Warp Drive! No interstellar traveling through, but this is a fast way to travel inside star system.

We plan to make it not very expensive and make it as a main way for navigation around the system, instead of orbital maneuvering. But orbital mechanics still there and pilots should remember about it when they want to setup a satellite or just park their ship.

It slightly similar with some open-world RPG's, you can use "fast travel" between the cities, or you can walk between them, for slower, but more atmospheric experience. But in case of Celestial Command "fast travel" will require special, massive device and decent amount of energy. And actually this "fast travel" does not breaks the game rules.

Also, Mass of the star decreased almost 35 times, that means that planets moving much slower and does not take very important participation in navigation on the system. But you still can feel their moving, The orbital period of planets now somewhere between 20 and 90 minutes, so after some play time you can note that planets changed their positions. We think it should be pretty interesting game element when we implement a trade between planets.

Unfortunately, previous save files will not works in new version, so you should delete it. Since save load don't worked for many people in previous version, it should not be a problem. We used this opportunity to make a save system more flexible in order to minimize this situation in the future.


Change log

Major improvements and gameplay changes
  • Added the Warp Drive
  • Added 2 new not-rectangular modules with diagonal joints. Corner Frame and Long Corner Frame (mirroring still not added, but it will be available soon)
  • Now module preview rotates smoothly, instead of fixed 90 degree step, hotkeys of rotation is changed to Q \ E
  • Mass of the star decreased almost in 35 times, now planet movement is much slower

Minor improvements
  • Radar and mining drill now requires a power in order to works
  • Options window is slightly redesigned

Bug fixes
  • Save load now should works more correctly
  • Bug with displaying Windows font on Linux systems now should be fixed
  • Fixed an issue with zoom on the Mac
  • Solved a problem with collider of large turret platform, now you can place a modules from left and right from it
Dec 20, 2014
Celestial Command - Riya Makary
Hello!

Seems like save load from previous 0.56 version does not works on any system except Windows 64 bit, sorry for that. It was very strange bug, we still not sure why exactly it happens, but now it should works.

We prepare to implement a multiplayer, (cant wait for it!). And it will takes some time, maybe a week. :) So we want to solve some bugs and makes some minor improvements.

So, we added couple of new parts with diagonal joints, which allows to build more interesting ship designs.

And also we added the Warp Drive! No interstellar traveling through, but this is a fast way to travel inside star system.

We plan to make it not very expensive and make it as a main way for navigation around the system, instead of orbital maneuvering. But orbital mechanics still there and pilots should remember about it when they want to setup a satellite or just park their ship.

It slightly similar with some open-world RPG's, you can use "fast travel" between the cities, or you can walk between them, for slower, but more atmospheric experience. But in case of Celestial Command "fast travel" will require special, massive device and decent amount of energy. And actually this "fast travel" does not breaks the game rules.

Also, Mass of the star decreased almost 35 times, that means that planets moving much slower and does not take very important participation in navigation on the system. But you still can feel their moving, The orbital period of planets now somewhere between 20 and 90 minutes, so after some play time you can note that planets changed their positions. We think it should be pretty interesting game element when we implement a trade between planets.

Unfortunately, previous save files will not works in new version, so you should delete it. Since save load don't worked for many people in previous version, it should not be a problem. We used this opportunity to make a save system more flexible in order to minimize this situation in the future.


Change log

Major improvements and gameplay changes
  • Added the Warp Drive
  • Added 2 new not-rectangular modules with diagonal joints. Corner Frame and Long Corner Frame (mirroring still not added, but it will be available soon)
  • Now module preview rotates smoothly, instead of fixed 90 degree step, hotkeys of rotation is changed to Q \ E
  • Mass of the star decreased almost in 35 times, now planet movement is much slower

Minor improvements
  • Radar and mining drill now requires a power in order to works
  • Options window is slightly redesigned

Bug fixes
  • Save load now should works more correctly
  • Bug with displaying Windows font on Linux systems now should be fixed
  • Fixed an issue with zoom on the Mac
  • Solved a problem with collider of large turret platform, now you can place a modules from left and right from it
Celestial Command - Artaani
Hello dear followers!
This update took 6 days but now the save \ load is finally implemented!

We are accustomed to perceive save\load feature as something usual, but this feature is pretty hard to implement. And now it finally here.

We should note that the system is not perfect, for now it does not save projectiles and some parameters such as camera zoom, selected module or currently active ship. We'll improve it later.

Also we hopes that our system is good enough to avoid reset of the saved games in the future. But since the game is still in the active development and can be changed dramatically, it is possible. Anyway, we will inform you in advance if it will happen.

Also Steam API is temporary disabled, so when you pressing "Visit development blog" in the main menu, it will opens new page in your browser, instead of Steam overlay. We will return Steam API in the next month.

Change log

Major improvements
  • Save Load

Minor improvements
  • Now you can enable FPS counter in the options
  • Markers of the ships is redesigned

Upd: Oops. We was so tired that we forgot to test the Steam build. Loading is not worked but we already fixed it in 20-30 minutes. Sorry for everyone who already played in first 20-30 minutes after update.
Celestial Command - Romenics
Hello dear followers!
This update took 6 days but now the save \ load is finally implemented!

We are accustomed to perceive save\load feature as something usual, but this feature is pretty hard to implement. And now it finally here.

We should note that the system is not perfect, for now it does not save projectiles and some parameters such as camera zoom, selected module or currently active ship. We'll improve it later.

Also we hopes that our system is good enough to avoid reset of the saved games in the future. But since the game is still in the active development and can be changed dramatically, it is possible. Anyway, we will inform you in advance if it will happen.

Also Steam API is temporary disabled, so when you pressing "Visit development blog" in the main menu, it will opens new page in your browser, instead of Steam overlay. We will return Steam API in the next month.

Change log

Major improvements
  • Save Load

Minor improvements
  • Now you can enable FPS counter in the options
  • Markers of the ships is redesigned

Upd: Oops. We was so tired that we forgot to test the Steam build. Loading is not worked but we already fixed it in 20-30 minutes. Sorry for everyone who already played in first 20-30 minutes after update.
Dec 13, 2014
Celestial Command - Riya Makary
So, there is our development plan.
The plan is not fully correct and it can be changed, but for now it describes the priorities of various features, from highest to lowest.

  • Save Load
  • Non-rectangular modules which allows to build more interesting designs
  • Multiplayer
  • Production, Salvaging, Ammo
  • Warp drive, tractor beam, energy shields, torpedos, harpoons
  • Crew
  • Advanced AI
  • Trade
  • Random generated missions
  • Resource extraction from planets

Also, bugfixes and various minor improvements have a maximum priority in most cases.
Dec 13, 2014
Celestial Command - Riya Makary
So, there is our development plan.
The plan is not fully correct and it can be changed, but for now it describes the priorities of various features, from highest to lowest.

  • Save Load
  • Non-rectangular modules which allows to build more interesting designs
  • Multiplayer
  • Production, Salvaging, Ammo
  • Warp drive, tractor beam, energy shields, torpedos, harpoons
  • Crew
  • Advanced AI
  • Trade
  • Random generated missions
  • Resource extraction from planets

Also, bugfixes and various minor improvements have a maximum priority in most cases.
Dec 9, 2014
Celestial Command - Romenics
Hello! Another quick update here. Until save\load still not implemented, we decided to add several creative tools, so now you can refill your fuel tanks for free, and enjoy by watching battle between two fleets.

Now you can create a copy of your active ship and give it under control for ally or enemy. Warring faction will automatically shoot at each other with all available weapons. Until there is no advanced AI, make sure that you connect your lasers to the power source before creating copy of the ship.

Besides, this is not a simple update for us. After we launched Celestial Command 19 days ago, we got many offers from various reviewers and writers of various game portals for free keys, but we decide to wait for some time to improve the game a bit. And now we finally ready to show the game for wider society.

Also we want to thank all who already now help us by creating video, streams and publish information on various web-sites.

So, the next update will takes several days. Now we'll be fully focused on the save\load system and we plan to please you with it in next update.

Change log

Major improvements and gameplay changes
  • Added several creative tools which allows to made some fun with AI and got a free fuel

Minor improvements
  • Asteroids now rotates (actually it rotates since 0.542, but now they are don't stops after a minute)
  • Info panel for sector of the asteroid is slightly redesigned
  • Added more descriptions for various interface elements
  • Interface elements slightly rearranged
  • Added button for reset camera pan to default state
  • New center of mass button icon

Bug fixes
  • Drones can be selected when they are above modules
Dec 9, 2014
Celestial Command - Romenics
Hello! Another quick update here. Until save\load still not implemented, we decided to add several creative tools, so now you can refill your fuel tanks for free, and enjoy by watching battle between two fleets.

Now you can create a copy of your active ship and give it under control for ally or enemy. Warring faction will automatically shoot at each other with all available weapons. Until there is no advanced AI, make sure that you connect your lasers to the power source before creating copy of the ship.

Besides, this is not a simple update for us. After we launched Celestial Command 19 days ago, we got many offers from various reviewers and writers of various game portals for free keys, but we decide to wait for some time to improve the game a bit. And now we finally ready to show the game for wider society.

Also we want to thank all who already now help us by creating video, streams and publish information on various web-sites.

So, the next update will takes several days. Now we'll be fully focused on the save\load system and we plan to please you with it in next update.

Change log

Major improvements and gameplay changes
  • Added several creative tools which allows to made some fun with AI and got a free fuel

Minor improvements
  • Asteroids now rotates (actually it rotates since 0.542, but now they are don't stops after a minute)
  • Info panel for sector of the asteroid is slightly redesigned
  • Added more descriptions for various interface elements
  • Interface elements slightly rearranged
  • Added button for reset camera pan to default state
  • New center of mass button icon

Bug fixes
  • Drones can be selected when they are above modules
...