HELLION - ZG_Smorty
What’s up space survivors? The next update is almost upon us and with it a bunch of new stuff that we want to share with you. New hazards, improved systems mechanics, refining rework, better loot distribution mechanics, etc.



So, where do we start? Well let’s hit it off with the most prominent (“secret”) feature of the Kessler update - debris fields.

Debris Fields

All of you who’ve had a chance to watch the movie “Gravity” should be familiar with the dangers of space collisions. Due to the very high speeds at which these impacts occur (usually in excess of 10km/s), colliding objects are often completely destroyed in the process leaving behind an expanding cloud of smaller fragments. These fragments continue on their orbits and can potentially impact other objects, creating even more high speed shrapnel. This effect is particularly devastating in densely populated orbits where a chain reaction is guaranteed to happen. This is known as the “Kessler Effect” or “Collisional Cascading”, first proposed by NASA scientist Donald J. Kessler.



So how does that translate into the game world of Hellion? Well, Hellion was the site of mankind’s first interstellar colonization effort. So, what exactly happened to the orbital infrastructure, habitats and shipyards? At least construction sites had to exist at some point in time, right? Answers to these questions can be found all over the Hellion system in the form of massive debris fields that now pollute the orbits of many planets. Scrap metal, derelict modules and broken corridors are all that remains of a once proud infrastructure meant to transform Hellion into a new home of mankind.



These fields pose a considerable hazard for any ship, station or player unlucky enough to get caught inside. While the reinforced hull of ships and modules can shrug off smaller impacts it cannot completely protect the vessel. Eventually, a hit will get through, or you might find yourself staring at a derelict module rushing towards you. Ships can avoid major collisions by moving out of the way and players can avoid damage by hiding behind modules and ships. To make things a bit more interesting (and challenging) all debris fields have varying strength and many of the best items can only be found inside the most dangerous of debris fields.



To compensate for this new hazard all degradation values have been severely reduced extending the time it takes for a fully repaired module to decay to four weeks.

System improvements, part tiers and refining changes

As we’ve stated in our earlier post all systems and parts have been changed to make them a bit more interesting to manage and maintain. All modules now consume power and have a base power requirement that must be met before their systems can be brought online. In addition power consumption of all systems was adjusted to differentiate between “passive and active” systems.

You can expect passive systems to work similar to how they are now (flip them on and that’s it), while the active systems like the warp drive, air generator or refinery will consume massive amounts of energy relying mostly on capacitor instead of direct power output. Also here’s a preview of a small new module that should somewhat alleviate those increased power needs.



Refining was also changed and is no longer instantaneous. Converting raw resources into usable ones will take a certain amount of time based on the properties of the refinery being used (small starting refinery will work considerably slower compared to the one found inside a Cargo Bay Module). Since refining now consumes a lot of power, players can improve this process by upgrading their refinery with better parts. Players will also have the option to refine resources on some of the premade stations (as they come with fully equipped cargo bays) if they so choose.

Parts are no longer necessary for systems to work, but provide considerable bonuses when slotted. The bonuses parts provide are directly tied to their tier ranging from T1 (lowest) to T4 (highest). Of course, finding the best parts will be a bit tricky and will require players to visit dangerous locations.

Turrets and premade stations

Speaking of dangerous locations, turrets have also been changed. First and foremost their effective range has been increased to 50 meters, but they now also have a power requirement in order to work (tied to the base module consumption). This means that turrets in most modules that you will come across will be offline and safe to pick up. Exception to this are modules that can generate their own power (like the PSM).

This means that one of the main places where players are expected to run into active turrets is on premade stations, as they come with their own power supply. To justify the risks involved in visiting some of these stations their loot tables have been considerably improved.

Also, did we forget to mention that turrets can now be placed on the hull as well as the interior of all modules? Yup, all modules, from corridors to cargo bays. So, now you are free to plan your base without worrying if it will have sufficient number of defences.

The concept of doomed outpost was improved. Instead of spawning randomly on various orbits, doomed outposts will now exclusively spawn on collision trajectories, making them easier to identify from the Navmap. Their course will often take them through a debris field on their way down, so timing will play an important role in approaching them.They will also function similar to other premade stations and will have their own power supply systems and turrets.

Community art and decals

We want to use this opportunity to say that we are very pleased with the response we’ve received so far regarding community based artworks. Many players have already sent their work that you can check out below. The contest is open until December 12th and we encourage you all to send us even more images, regardless of whether you doubt your drawing skills or not, as our team of artists stands ready to make unfinished concepts into proper customization options.



Finally, a big thank you to everyone from the testing squad for all the hard work you’re putting in. If all goes well you can expect the Kessler update to land as early as December 14th or, if further testing is required, a week later.

Until then, fly safe and keep your ships and stations repaired. You never know when a stray shrapnel might come your way!
HELLION - ZG_Smorty
Another week, another devblog, right? Well not today! This time we have something special in store for you guys, an artwork contest!



As we’ve stated in one of our previous blogs we would like to add community designed artworks to the world of Hellion. These images would be implemented as customization options for player owned ships and stations and would work in a similar way as the special art seen on ships during the Halloween event.

Our artists are already working on adding multiple lore based insignias, flags and coats of arms that you can use to make your ships and stations feel unique. These new options will be accessible from the security panels found in ships and command modules. Commanding officers will be able to change these options at will.

Of course, none of this would be as fun, without proper community engagement! We invite all of you to send us your own artwork so our artists can pick the most interesting designs and add them to the game so you can use them to further customize your assets.

Contest will be open until 12th of December.

Rules for the artwork:

- Please use only original artwork
- Square image format: 1024x1024
- Send your creations to community@zerogravitygames.com
- Please leave your Steam name so we can announce the best designs along with the authors

Until next time, fly safe!
Zero Gravity Team
HELLION - ZG_Smorty
Welcome back to another devblog survivors. As the heading implies we will be talking in detail about changes coming to the degradation mechanic as well as various improvements to the systems, parts and their impact on gameplay.



Systems and base module consumption

First step in improving the system mechanic was adjusting power production and consumption values. In addition, all power consumers can now be divided into two categories: passive and active systems.

Passive systems (lights, air filter, etc.) are devices that are meant to work non-stop and as such consume power constantly. They have a relatively low power drain and can usually run on just basic power supply. Active systems (engine, warp drive, refinery, etc.) are devices that are activated to perform a specific task like execute a warp maneuver or refine a certain quantity of resources. Since they often work for very short periods of time their power requirements often exceed the maximum output of even a fully upgraded fusion reactor.

This is where capacitors come into play. They charge using excess energy from the power supply systems and prevent other systems from shutting down when consumption temporarily exceeds the total power production. Since most active systems have large power needs they will primarily rely on capacitors to keep them running.

In addition to these changes all modules and ships will have a “base power consumption” that must be met in order to activate or “online” a module. Base power consumption counts as a passive system and represents the minimum amount of power a module needs to properly function (lights, doors, power distribution, etc). Any specialized system like the life support or refinery will automatically go offline if their module is deactivated. The same holds true for turrets, if the module is deactivated all connected turrets will be offline.

All of these changes are accompanied by a complete overhaul of the systems UI that will provide players with all the necessary information and eliminate any confusion as to how a certain system works or how much resources it consumes.



Degradation

The new degradation mechanics has been the focus of numerous debates. While some topics focused on discussing its immersiveness and mechanic improvements, others focused on the current rate of decay and pointed out several gameplay issues. One of the more problematic is the fact that breaches can occur rather quickly, regardless of the module’s overall hull integrity. This can lead to a complete atmosphere loss that the player is unable to prevent or counter in any way. One of the first changes we are introducing is the prioritisation of repair points.

Collision damage will now primarily cause external damage. As breaches are tied to external repair points they have the highest chance of activating in case of a collision. Chance of a breach triggering is directly tied to the amount of collision damage received.

Degradation on the other hand is primarily focused on causing internal damage and system malfunctions. Degradation will eventually start causing external damage that can lead to a breach, but this will only happen once module’s overall hull integrity drops extremely low.

System damage and fires can still occur from both degradation and collision damage as well as nearby exploding grenades. Additionally if a system completely malfunctions it will short-circuit and possibly fry some or all of its parts (more on this mechanic below).

Finally, at the moment we are testing several ways to make degradation less punishing for players that simply cannot spend hours upon hours in game each week. We want degradation to slow down the player’s progress not annihilate it completely.

Parts

Following the implementation of damage and repair, as well as improvements to the system mechanic we realized that parts had to be adjusted in order to better fit with the new features. Probably the most drastic change is that systems no longer require parts in order to function. Considering that systems can now malfunction as a direct result of taking damage, having more ways for systems to “break down” felt like overkill. So we had decided to change parts from “something that is only there to break down” into “upgrades”.

Instead of providing penalties, all parts now provide bonuses to the systems they are attached to. These bonuses include reduced power consumption, increased output, better capacity, reduced resource consumption, etc. They also come in several tiers, with each tier being better and much harder to find than the last. Some parts like the CO2 filter fall outside of this pattern and provide unique benefits to their respective systems.

As mentioned above, once a system fails completely as a result of damage, its connected parts have a chance to short-circuit and fry. Parts can also be destroyed by direct damage from weapons or melee attacks. So if you plan on raiding someone’s base, watch out when throwing grenades, as high tier parts are scarce and difficult to come by.


That’s all for today folks and in case you are wondering about that “secret feature” that we’ve mentioned, here’s a hint: you might need a very sturdy umbrella…

Until next time, fly safe!
ZeroGravityTeam
HELLION - ZG_Rick
Welcome back colonists! Autumn is slowly coming to an end, and what better way to send it off than a sale. If you haven’t had a chance to grab Hellion yet, you can use this opportunity to do so at a 25% discount during the Steam Autumn Sale.



We want to use this opportunity to thank you all for your feedback on Hellion’s latest update. One of the most discussed topics was, as was expected, the new degradation mechanics. The Don’t Panic! Update, saw the first installation of this feature and we were eager to to hear your opinions after spending some time in this new environment. What we can say is that we had gathered your comments, discussed various options at length and finally decided to make some much requested improvements.

Also, Halloween special art influenced many of the comments which made us think that maybe Hellion’s community would be interested in expressing its creativity in Hellion. So, here’s our question: How would you like to have your own graphic design imported into the game so it can be used by all players to make their ships and stations look special? If you are interested, let us know in the comments below.

One more thing. A secret game feature for the next update (0.2.6) is being tested as we write this. If all goes well, it will be revealed in our next devblog.

Aaand...don’t forget to nominate Hellion for a Steam award!

So stay tuned for future updates and, as always, fly safe,

Zero Gravity team
HELLION - ZG_Smorty
What’s up survivors, it’s been awhile! We sure hope the latest update is treating you well and that you will continue to voice your concerns, critique, and suggestions (praise is also welcomed).



During the past few weeks we’ve been collecting and analyzing community feedback and working on Hellion’s next update. We believe it will bring several much wanted improvements, address a number of gameplay issues pointed out so far and further expand the gameplay introduced in the Don’t Panic update.

Today’s dev blog will outline various changes coming in the next update that is expected to land mid December. Next installation of our blog will bring a detailed preview of the update.

Systems

One of our objectives with the next update is to rework and rebalance the way systems work in Hellion. At the moment systems are something that players activate and then forget about. We aim to change that in a way that makes systems, and in turn base-building, essential to player survival and one of the key factors when making decisions.

In this regard Power Supply system is our main focus, as we want to completely change the current balance of resources, output and power requirements between ships, stations and individual modules.

Our second goal is to rework the Life Support system and rebalance O2 and Nitrogen consumptions to bring them in line with changes to the power supply system. Also important to note is that we want to make a clear distinction between using a jetpack and having a fully operational environmental control system, with the other being far superior in terms of resource consumption.

UI improvements

Next on the list is a series of improvements to the user interface as one of the often voiced complaints was that many of the UIs, especially power supply and life support were unclear, confusing or simply inadequate for proper station management.

The new interface is designed to be simple, clear and intuitive and should make station management (regardless of the number of modules) faster and more enjoyable. We expect it to solve most if not all of the issues players have with system management while also providing sufficient information regarding consumption, production and power requirements to make it easier for new players to learn and understand.

Parts

Don’t Panic update introduced system damage and malfunctions without touching the way parts currently work. One key feature of the next update will be a full rework of the way parts work and interact with different systems.

Contrary to the current mechanics, where players collect a bunch of different parts just to have spares in case they break down, we want each part to be important with rare “higher tier” parts providing a considerable bonus to systems they are attached to.



Localization

We want to use this opportunity to thank everyone for their efforts in community-based localization process as the level of dedication and attention to detail far exceeded our expectations in this regard. Eighty people gave their best during the weekend to make this possible. Join them in our continuous effort to make Hellion available all over the galaxy. Starting from today, a new set of languages will be imported into the game, ready to be approved by community. If you have any translation suggestions or you want to have Hellion localized in your native language you can visit our localization project.

Discord integration

We are also proud to announce that our work on Hellion’s rich presence for Discord is also nearing completion. We are looking forward to letting you try it out as soon as it’s finished.

Roadmap

Also, we have updated our roadmap so you can keep track of the development process.


That’s all for today folks! Stay tuned for future dev blogs when we will talk in-depth about all of the changes outlined so far, as well as some new features that haven’t been announced yet!

Until next time, fly safe and mind your oxygen level!
Zero Gravity Team
Nov 10, 2017
HELLION - ZG_Rick
Scientists from H.A.D.E.S Labs are currently scouring the Hellion system in order to pinpoint the origin of a mysterious signal recently caught by the Expedition’s Askatar Observatory. So far their efforts have been unsuccessful as the signal is heavily encrypted by a very intelligent algorithm...



Dear players, for the last couple of months, we’ve been working on a localization of Hellion. We wanted Hellion to be available in as many languages as possible, so people from all around the world could enjoy space adventures in their native languages. What we’ve found is that the task which we thought would be a simple matter for any experienced translator, actually proved far more difficult than we had expected. Hellion is a special game in many ways. It’s a hard-core game meant to be played and enjoyed by real sci-fi fans, often requiring at least basic understanding of physics and space exploration. Any professional translator, regardless of their skill, must also fit within this sci-fi niche to do the job properly. Statistically, that is a very unlikely scenario.

On the other hand, some players took action and made translations on their own. They wanted to have Hellion localized so their friends could play it in a local language. And they did a great job! Thanks to Mulbity, =V=Heromant and AAAlexander we have Hellion in Chinese, Russian and Italian respectively. Now we are absolutely sure that we need your help in order to localize Hellion properly.

That’s why we decided to put the Hellion localization project to the Crowdin platform. If you like the game, and you want to help translate it into your native language, please visit our project page here: https://crowdin.com/project/hellion-zero-gravity
If you have any questions please send an email to support@zerogravitygames.com

Thank you very much for the amazing support! Next week, we’ll be announcing a new stuff coming in the next update.


Until then, fly safe.

Zero Gravity team
Oct 26, 2017
HELLION - ZG_Smorty
Welcome back survivors! This weekend you can expect a slightly different experience, as Halloween is coming to Hellion! There was always something scary about Burner, but the latest readings are just weird…



Until November 1st, Hellion will be a part of Steam Halloween sale and you can get it at 25% discount!

Also, we bring you a mini update which, aside from adding several scary things, also addresses few issues affecting server stability and NavMap object grouping.

"This update does not require a server wipe"

Changelog

Temporary Halloween candies
Server stability improvement
NavMap object grouping problem

Bug Fixes

Excessive vessel explosion blast radius
Turret max. health stuck at 100 HP

Ohh and next time you enter someone’s base, make sure to say “Trick or treat!”

Fly safe,
Zero Gravity Team
HELLION - ZG_Smorty
Hello survivors!

Time to put on your helmets and double check your suit seals, Hellion’s Don’t Panic! update just went live! Get ready for a completely new experience as you fight fires, breaches, malfunctions and more! Just remember, whatever happens, keep calm and Don’t Panic!



If you haven’t got Hellion yet, you can grab it now at 25% off! Steam discount will last until 10 AM (Pacific time), October 23.

This is the first multi-language version of Hellion. We have localized the game into eight languages: Chinese, French, Italian, Portuguese, Russian, Serbian, Spanish and Turkish. And it’s just a start.

What to expect in the Don’t Panic! update:

Degradation damage - all ships, stations and individual modules now take degradation damage over time and must be maintained in order to avoid destruction. All ships and modules have a number of “repair points” that will become active once objects take enough damage. The more damage a module accumulates the more pronounced damage effects become and more repair points activate.


Collisions - all modules can be destroyed by collisions, the amount of damage depends on the mass of colliding objects and their relative velocity.

Destruction - once a module is destroyed it will explode and damage nearby objects and players. Explosion damage is based on mass of the module and increases in radius and intensity if the object had an active engine, reactor or warp drive.


Onboard hazards - as damage accumulates it can cause various problems like: system malfunctions, fires and breaches. . System malfunction will cause the affected system to shut down until repaired. Fires will damage nearby players and drain air quality from the room until extinguished or if air quality and pressure drop too low. Breaches will rapidly vent air into the vacuum of space until sealed.



Repair - two new items are introduced: a welding tool and a fire extinguisher. Welder is the main repair tool and uses Hydrogen as fuel (temporarily). It can be used to fix any damaged repair point. In case of fire, players can use the extinguisher to put it out before safely repairing the damage.

Grenade changes - radius of all grenades has been increased to make them easier to use. AP grenades will now cause damage to module’s interior and will detonate other nearby grenades, potentially causing spectacular results!

New visual effects - all modules will now dynamically change in appearance based on their health. Completely decayed modules will look considerably worse compared to their fully repaired counterparts.



Module spawn changes - all modules now spawn at low hull integrity, no pressure and will continue to decay over time. As a result most modules that players can find will require extensive repairs before they can be used, as well as additional Oxygen and Nitrogen to pressurize.

Starting scene - major changes to the starting scene, including resources items and hull integrity of all objects. Ship in particular will require a number of repairs before it is fully operational. Overall players can expect a more dynamic starting experience.

Balancing - cargo and system tanks of all modules, as well as contained resources were adjusted to be in line with the new mechanics. Mining speed was also considerably increased. As a result mining is now a viable alternative to looting.


Finally, we want to thank everyone from the Hellion community for their support and feedback, as this update would not have been possible without them. We sincerely hope that you will have as much fun playing it, as the team had making it.

And again, remember… Whatever you do, just Don’t Panic!

Zero Gravity team
HELLION - ZG_Smorty
For a while now our technicians were puzzled by strange readings coming from the Hellion system. With our long range probes in place we are finally able to pinpoint the exact source of the disturbance.



It would appear that a large collection of accumulated orbital debris was blocking our scans. This has at long last confirmed our suspicions… that a century of neglect and hostile environment started to take a toll on the derelict remnants of Hellion’s initial colonization infrastructure. All over the Hellion system, the long forgotten ships and modules are finally starting to break down.

For all those still stranded in the system, all we can say is: “Keep calm and check the Don’t Panic! update patch notes!”

Don’t Panic! update will be deployed on Thursday, October 19. Servers will be down from 4PM UTC/9AM PT until 5PM UTC/10AM PT. Servers will be wiped to ensure proper update deployment.

For private servers:
- Update your server and game client.
- Delete server save files.

Major changes:

Damage and repair mechanics
  • Damage - all modules and ships now have health and will take damage from various sources
  • Collision - does damage to colliding objects based on mass and relative velocity
  • Degradation - all modules and ships slowly lose health over time. If left unchecked, all modules will fully decay after 7-9 days
  • Destruction explosion - all modules will explode once their health reaches 0, regardless of the source of damage. Explosion deals damage to surrounding objects and players based on mass and active systems (warp drive, reactor, engine)
  • Grenades - AP grenades now do damage to the interior of ships and modules, they will not do any damage if thrown on the hull. They will also detonate other grenades caught in their blast radius
  • Onboard hazards - damage can cause system failure, fire and breach
  • Repair - all modules and hazards can now be repaired using a welding tool on the damaged surface. Fires can be put out by using a fire extinguisher tool
  • Module spawn changes - all modules now spawn at very low health and will require repairs and repressurization before they can be activated
  • Starting scene - major changes to the starting scene including resources, items and health value of all modules

First pass of localization

Players can now change the language settings from the options menu. At the moment players can choose between English, Chinese, French, Italian, Portuguese, Russian, Serbian, Spanish and Turkish language. This is only the first iteration of localization. We’d like to continue this effort in cooperation with Hellion community in order to make it an awesome game in as many languages as possible!

Special thanks to Chinese team "Mulbity" for chinese translation


UI rework - first phase

All interface panels reworked for easier understanding and set standards for the elements of each UI. At the moment, all buttons and functions on UI panels share the default design. Further polishing is underway and will replace the default design with lore friendly visuals and animations for each interface. Following panels were redesigned:

- Cryo pod panel
- Security panel
- Life Support Panel
- Power Supply Panel
- AirLock Panel
- Pilot Panel
- Environmental panel
- Cargo Panel

Tweaks and improvements:
  • Loot distribution settings tweaked to account for new items
  • Cargo of all system and storage tanks rebalanced to be in line with the new mechanics
  • Mining speed increased to make it a viable alternative to looting
  • Increased AoE of all grenades to make them easier to use
  • Turret HP increased from 100 to 300 to make them more of a threat and viable for base defense
  • Added storage slots for new items
  • Added new glossary descriptions

Bug fixes:
  • Loss of air from airlock tanks when docking/undocking
  • Locked in Airlock after undock when pressure is not equalized to the outside pressure
  • Hacking tool not working on some doors
  • N2 & O2 loss on station when player is offline
  • AQ and Pressure gets reverted to 100% and 1 on undock
  • Airlock tank empty after leaving the game for longer time
  • Button for hidden storage in CQM should be always visible
  • CM power charger not working on premade stations
  • CQM picture frame sun reflection
  • Changing parts on systems not updating output values of that system until refreshed by turning off/on
  • Containment Field Generator in PSM on Predefined station can be taken from the slot
  • Damage of turret is lowered when player has no suit equipped
  • Docking ports not glowing sometimes
  • Drawers in derelicts cannot be opened
  • Holding F can pick up items and they are stuck in hands
  • Ia missing spawn rules
  • Locker animation problem - remove them from all scenes
  • Missing chest in CQM secret room, sometimes only 3 are there
  • Opening inventory and pressing ESC doesn't close inventory
  • Overlapping interaction texts on outpost cargo panel
  • Picture frame in CQM does not open on button press
  • Refinery in CBM module not working on main panel
  • Report in ESC menu for private servers
  • Respawning only 1 vessel per cluster
  • Ship cargo stimpack cannot be picked up from shelf after placing
  • Ship grapple not working with IC
  • Turret on a station behavior problem when there's a ship docked
  • Player loads before scene is loaded (relog in ship results with player space)
  • Stuck on connecting to main server
  • Turret shoots through hull, collision problem
  • Keyboard settings - change keyboard settings works only while client is running, default settings are reverted when you restart client
  • Server crash when modules are docked circular

Zero Gravity Team
(finally Steam let us upload the image)
HELLION - ZG_Smorty
Dear colonists, on October 19th, be prepared for potentially hazardous situations on your stations. Don’t panic! We know you got it covered! Whether it’s a fire, a breach or a busted life support, you already know what to do thanks to the emergency response training you received back at Sol. Right? Ladies and gentlemen, welcome to the Don’t Panic Update preview!



As promised, this post will go into details about the added features you can expect in the upcoming Hellion update. These are damage, degradation and repair. They are all coming together with the next patch in order to create a more immersive and dynamic gameplay environment. So, let’s get started!

Health

With the Don’t Panic Update all modules will have health that goes down once they are damaged. Once a module’s health drops too low it is destroyed. We will have two major damage sources: collision and degradation.

Collision


Bob? Did you just ram my station?

Collision is rather straightforward and uses mass and relative velocity of objects. A slight bump during docking will cause a bit of damage but won’t be enough to destroy anything, unless objects were already at very low health. However, if you deliberately ram a ship into a module at high speed you can be certain that the results will be pretty spectacular. The impact will likely destroy both objects, cause a certain amount of damage to nearby objects (potentially causing a chain reaction) and knock the station out of its current orbit. What this means in practice is that suicide ramming a station will destroy a ship as well as a module or two but won’t destroy an entire station. This means that suicide runs can at best “annoy and inconvenience” a proud owner of a large station but will not ruin all the progress they’ve made so far. Unless of course the collision takes out a critical junction in which case the station owner might have to do a lot of chasing.


Nope, Jim… I most definitely didn’t. Jim? You ok? Jim!

Degradation

The other source of damage is degradation. It represents a slow decay of objects due to exposure to extreme space conditions. As you all know, Hellion is a red giant star, an atypical one, but a red giant nonetheless. Take into account that most modules you can find have been left drifting in space for over 60 years and you can safely assume that their protective layers are mostly gone by now. The most important factor here is the temperature difference between light and shadow. Based on the distance from the star this can go from 100 degrees all the way up to 5000. Now, add into the mix the amount of radiation emitted by a red giant and impacts from micro-meteors and you get a fairly decent idea of what your modules are facing on everyday basis.

What all of this means in game terms? First, degradation will completely replace the old “despawn” mechanic and, secondly, it will regularly “clean” the server of junk and clutter. As a result, modules will re-spawn more frequently and be somewhat easier to find. Finally, the more modules you add to your station the more maintenance you will have to do as all modules will approximately decay completely after a week.

Damage effects

Taking damage will be accompanied by various visual effects based on the source of damage and its intensity. All modules will visually decay over time and you will notice large holes appearing on the hull often followed by thick smoke and sparks. In addition, damage will also cause several different effects that are more than just cosmetic. These effects include system malfunctions, hull breaches and fires.

Damage to subsystems will eventually cause a malfunction and require players to fully repair the damage before the system is operational again. In case of a module, damage will disable its primary system (power supply, life support, etc.). For ships, damage will disable a specific system based on its location so expect that collisions will cause any number of problems from broken RCS and FTL to disabled life support.


I’m sure it’s fine… Right?

External hull damage will eventually lead to a breach that will vent precious atmosphere into the vacuum of space until the breach is fully repaired. The more holes there are the faster the atmosphere will deplete. Needless to say, you can only repair an external breach in EVA.


Bob, I think we have a problem!

System damage can also cause fires that will do damage to nearby players and rapidly deplete oxygen inside the room, requiring you to put them out before you can safely repair the damage. Of course you can always choose to vent all oxygen from the room rather than use a fire extinguisher.


Erm… Make that two problems… Ehh, three, four...

Last but not least, all modules explode once their health drops low enough. Explosion damage and radius are based on a number of factors, like maximum health and whether or not the module/ship has a fusion reactor, engine or FTL drive.

With all of these effects you can rest assured that a severely damaged module will look considerably different and quite “unsafe” compared to a fully repaired one.


Tell me you remember where we put the EVA suit?

Repair

In order for players to restore modules and systems to full functionality they will require three things: repair tool, fire extinguisher and resources. Repair tool is a small pistol sized device that works similar to a welder. Just pick it up, point it at the problem and watch it go away. As we’ve mentioned before, you might have to use a fire extinguisher to put out fire or put on your space suit to go outside and fix external problems. Repair tool and extinguisher can be found at the start of the game along with a small amount of resources they use, hydrogen for the repair tool and nitrogen for the extinguisher. Keep in mind that these resources are temporary place holders until new resources are introduced. In case you lose any of the new tools or just want a spare in case of an emergency, they can be looted from various industrial zones throughout the Hellion system.


Bob, next time you use that thing and I’m not on fire...

Gameplay changes

All of this will inevitably cause a number of changes to the general gameplay. Most notably to base building and how players approach salvaging. Small repairs on modules and derelicts might be necessary unless you are willing to risk being trapped inside an exploding module. Towing a very low health module back to base might also prove risky, especially if you accidentally bump it during docking. Repairing modules to full health is also necessary once you bring them home to reactivate malfunctioning systems. Also, due to breach and fire mechanics the interior of most modules that you come across will be in complete vacuum requiring additional oxygen and nitrogen to pressurize.

We expect these changes will make the world of Hellion feel more dynamic while increasing the value of basic resources and mining.

Localization

We are proud to announce that our work on localization is nearing completion. So far Hellion’s been translated into Turkish, Spanish, Russian, Portuguese, Italian, French, Serbian and Chinese languages. More languages are still on the way and will be added in the next few updates. Localization changes cover every aspect of the game except for Glossary information. As before we will be relying on community support and assistance regarding issues and future localization plans.


I think we’re having some communication problems...

Community

We want to thank the community for all the feedback we’ve received so far especially to the tireless crew of the Testing Squad as these changes would not be possible without an open communication between players and developers. So, feel free to share your ideas with us and leave a comment below. We take each and every one into account when deciding which way to go. Hellion is an ambitious project and it would not be possible without your continued support!

Join us on Discord and Reddit!

Zero Gravity Team
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