What’s up survivors, is Hellion treating you alright? Today we bring you the first part of the “Craftwork” update preview. This blog will focus on improvements coming to Life Support system, airlock mechanics and security.
Ok, so lets start with the Life Support system. As you all know, life support is responsible for maintaining normal breathing conditions on board your ships and stations. In order to work properly it requires power and a supply of refined resources (oxygen and nitrogen). So far life support worked with little or no input from the players leaving them with very few options when it came to base management, usually boiling down to: leave it ON, or turn it OFF.
We’ve put a lot of thought into redesigning and changing the way LS works and have done a complete overhaul of the life support UI to bring it in line with the recent changes to the power supply interface.
One major improvement to the LS mechanics is the way game handles air itself. Instead of being a magical substance inside your modules that you have very limited control over, air is now treated as an entirely new resource. Once you turn on the Air Generator it will start mixing oxygen and nitrogen to create breathable air and safely store it inside the life support’s “air tank”. Since this tank is accessible from the cargo screen, you can freely transfer air between different air tanks and cargo holds. In case you want the resources back, you can use the refinery to have it broken down into nitrogen and oxygen once again. While different air tanks store air individually, LS interface will show the combined air tank value for all connected LS systems, in the same way multiple capacitors are handled.
Second important thing is how much information and control players have over the atmosphere in their stations. The new LS interface now displays all relevant information for each system and module connected to the base. This information includes output, information about parts, power and resource consumption, as well as volume information, pressure and air quality per room.
Another big change is that pressurization is no longer an automatic process tied to the Air Generator sub-system. In order to pressurize a room, players have to simply click the Pressurize option for each room from the UI. So, no more wasting precious nitrogen on that cargo bay just because you forgot to turn off the air generator. And before some of you start raging about manually pressurizing individual rooms, you can click on multiple rooms and let the LS do its task while you deal with other things.
In addition to the “pressurize” option, players can now also choose to “depressurize” and “vent” individual rooms. Note that depressurizing the room will return the air back into the air tank. So in case you don’t have enough resources to pressurize an entire station you can depressurize any module you do not find necessary and pressurize those that you visit frequently. Or use the life support module as a makeshift airlock.
Airlock changes
Speaking of airlocks we’ve also done a number on how they work and more importantly how fast they work. Airlocks now require a functional life support system and access to the life support air tank in order to work. Once you choose to depressurize an airlock, the air will be returned to the main life support air tank. In addition, all airlocks have received a considerable boost to their air cycling speed, reducing the waiting time considerably when moving in and out.
Part of this change is the removal of the infamous “elevator airlock” that caused much grief to our players. The elevator is now just that: an elevator. All airlock functions have been delegated to the cargo airlock that now works considerably faster than before.
Security improvements
With the improvements to the Power Supply system, a number of problems related to base security came to light and changing the way security works became necessary. First major change we implemented was to tie all interface panels to the central security system.
With this simple change any unauthorized personnel will be blocked from accessing your base or ship systems. Keep in mind that this works only for systems that are actually linked to the security interface. If a module such as power supply or life support isn’t connected to the command module, anyone will be able to access it. If, however you run across an abandoned ship, or a command module that by default has a security interface, you will need to authorize yourself before gaining access to any system panels.
Another improvement was to change the command module into a proper nerve center of your base as its name implies. Once you have obtained a command module you will be able to access any of the connected systems from its command deck.
And last but not least we had decided to block outside access to all maintenance shafts in order to prevent intruders from simply bypassing all locked doors and going straight to the command module.
Finally, if all goes well during the testing phase you can expect the “Craftworks” update to hit live servers on March 1, 2018. That’s all for this blog, join us next week for the second part of the update preview when we go into the depths of the crafting system.
It’s been a while since our last post and we have a lot to share with you. Today we’ll talk about the work we’ve done over the past month and what you can expect in the next Hellion update.
Development
Let’s start with the important news first, migration to Unity 2017 version. Our developers have successfully resolved all the conflicts that are simply inevitable when updating the game engine. Now our team is fully focused on stability and optimization, which remain our main task.
Apart from the general gameplay and code optimization we are also working on optimizing the modules which will result in higher frame rates. This will also eliminate a lot of problems many players have been experiencing, since framerate drop is one of the major sources of most known bugs. Improvements to collision models, geometry and light setup are all part of this process. We have also put a lot of effort into the net code optimization in order to improve server-client communication which is expected to reduce or eliminate many of the desync issues.
There is a large list of resolved bugs. One of the most annoying, the “Elevator bug” was successfully sorted out, so no more “stuck in the middle of your ship”.
Most of these improvements will find their way into the next update which is expected to see the light of Hellion before the end of February. Those that are not included will require some additional testing time and will be implemented shortly after.
New Update
What to expect? First of all, a plethora of bug fixes and game improvements. We won’t go into details here, since they will all be listed in the patch notes.
We continue importing community made images for in-game customization. If you want to see your artwork in game, do not hesitate and send your art to community@zerogravitygames.com.
Since we’ve decided to focus on optimization, we had to slightly adjust our roadmap. In terms of new gameplay mechanics, we had made a decision to push Heat and Radiation further back in favor of a mechanic that many of you wanted from day one - crafting.
Define what you need for your station improvement, get in your ship and go on a salvage run. Find scrap materials and turn them into something useful. We are very excited about this one and expect crafting to become one of the backbone features in the future.
Next on the list are the improvements to the Life Support system. These changes are in line with the Power Supply rework and should round up base building and maintenance aspects of gameplay where you upgrade individual systems in order to improve the performance and functionality of your base as a whole.
This is just an overview of our latest activity which we wanted to share with you. If you are interested in more details, visit our roadmap and check the latest changes. During the following weeks we’ll go into details about all of the new game mechanics you can expect in the next update.
What’s up colonists? Are you feeling lost? Uncertain of what you should do or where to go? Are you worried about those debris fields? Whatever you do, just don’t panic! Our new Let’s Play Series is going to answer all of those questions and more!
This first video covers the basics and explains everything a new player needs to know once they wake up from a century long cryosleep! From basic controls and zero-g movement to warp maneuvers and custom orbits, we got you covered!
Welcome to Hellion colonist! This short guide will serve to help you get your bearings in the world of Hellion and extend your expected lifespan beyond the 15 minute mark.
What is known
You have been sleeping for over a century.
Initial colonization efforts proceeded as planned while you were asleep.
At a certain point in time prior to your awakening the Hellion colonization project (also known as the Expedition) came to an abrupt halt due to still unknown factors.
An armed conflict took place in the Hellion system.
The fate of early Expedition personnel and the “Daedalus” flagship is unknown.
Contact cannot be established with the UNE government or the corporate representatives of Altair Corporation, Skyline Defence Solutions and HADES Foundation.
It is unclear if the distress signal was ever sent back to Sol.
Odds of a rescue operation within the foreseeable future are close to zero.
It is unknown how many other Expedition survivors are currently stranded in the Hellion system.
Waking up from a cryosleep can be a disorienting experience for seasoned veterans and new colonist alike, so take a moment to familiarize yourself with the interior of your Crew Quarters Module. Depending on your circumstances you might have to weather an orbital debris storm or two and repair your outpost before you can fully access all of its systems.
What to pay attention to
Cryopod - always remember where you parked your character. Vacant cryopods in your base can be used by other survivors. Having a friend help you out is never a bad thing.
Survival gear - always take a suit, a helmet and a full jetpack with you.
Emergency equipment - fully loaded welder, fire extinguisher and a spare oxygen canister or two will greatly improve your odds of survival.
Environmental monitors - check them out as they show you the current pressure, air quality and any problems that the station might be experiencing.
Heads up Display - pay attention to your suits HUD at all times and watch out for hazards like fires, hull breaches and system malfunctions.
Pressure hazards - in case of a hull breach or loss of atmosphere doors will not open automatically. Use manual override to open doors and make sure to grab onto the walls to avoid being knocked down or blown away by decompression.
Main Systems - Power Supply, Life Support and Cargo are three main systems of any station.
Power Supply Interface - allows you to manage different systems and balance out the base’s power output and consumption.
Life Support Interface - provides air filtration and pressure regulation capabilities. All connected modules and their current status can be viewed from here.
Cargo Interface - allows you to refuel your equipment as well as refine and manage vital resources necessary for survival. All connected modules, their system tanks and cargo holds can be accessed from this interface.
Refinery - enables processing of raw materials into useful resources but consumes a lot of power while operational.
Parts - provide massive bonuses for systems they are attached to and can greatly reduce system operating costs. Keep an eye out for higher tier parts and don’t be afraid to swap out parts from one system to the other depending on the situation.
Priority for any Expedition survivor should be to restore full life support capabilities to their outpost by repairing any hull breaches and damaged systems. In case you have to go out into EVA (Extra Vehicular Activity) to repair any external hull breaches or malfunctioning solar panels you should remember the basics of navigation in zero gravity.
How to survive in the vacuum of space
Airlocks - are the only modules that can be used to enter or exit a space station without venting precious atmosphere. Docking an airlock to your outpost is paramount for conserving resources.
Decompression - occurs when atmosphere is vented into space. If you do not have access to a working airlock remember to use manual override to seal off corridors and sections of your base to minimize loss of atmosphere when going EVA.
Jetpack - is the most important piece of space gear as it allows you to maneuver in the vacuum of space. Without a working jetpack you slowly quickly drift away and suffocate. Jetpack also contains your suits oxygen, power and fuel supply.
Acceleration - occurs constantly while thrusting in any direction.
Inertia - countering is vital to effectively move in the hard vacuum of space as all motion is perpetual since there is no air friction to slow you down. If you thrust forward for 3 seconds you will need to thrust backwards for 3 seconds in order to stop your movement.
Fuel conservation - will help you survive for longer. Use inertia to your advantage when crossing large distances.
Collision - in space can be extremely dangerous depending on the relative speed of two objects. Pay attention to your directional speed indicators and avoid colliding with other objects when moving faster than 5 m/s.
Stabilize - your rotation by using jetpack or grab onto the hull of nearby modules to stop your motion.
By now you should have a solid grasp of your situation. Salvage what you can from the surrounding modules and start making preparations for moving your outpost from its current position as its orbit frequently passes through one of Bethyr’s debris fields. In order to accomplish this you will need to refine some resources, repair the ship outside of your outpost and learn the basics of ship navigation.
The ship functions much like your outpost having both the Power Supply and Life Support systems. In addition to two auxiliary solar panels the ship is also equipped with a small fusion reactor, powerful engines and a warp drive FTL (Faster Than Light) system. But before you access the pilot chair, make sure to authorize yourself as the ship’s captain using the security interface panel.
Due to immense distances between planets and moons most ships rely solely on FTL for travel between locations. While engines can be used to cross large distances they remain inferior to the warp drive.
Remember that your ship can only carry a single module at a time. In order to move your outpost to a safer location you will first need to detach individual modules by using docking levers inside the connecting corridors. Then grapple a detached module using the ships docking interface. Once a module is safely grappled by your ship you can start plotting a warp jump by using the NavMap.
Navigation and Scanning tips
NavMap - shows your current orbit and position in the Hellion system.
Ship scanner - is the only way to accurately locate distant objects. Scanner has a limited range so change your orbit and scan again from a different location.
Locations - of nearby scanned objects will show as points of interest on your map along with their orbital trails.
Derelicts - are ruined modules and an excellent source of equipment, parts and other gear.
Modules - are the building blocks of space stations. They can be towed with your ship and docked to your outpost.
Asteroids - can be mined for raw resources to replenish your fuel reserves, oxygen and other resources.
Debris Fields - are large orbital zones filled with deadly shrapnel and derelict modules. Try to avoid them whenever possible. If you decide to enter one of these fields on purpose make sure your ship is in good condition and that you have sufficient resources for emergency repairs.
Warp drive - maneuvers require warp cells and sufficient power in the ship’s capacitor to execute.
Distance - plays an important role in setting up a maneuver and directly affects warp cell fuel consumption.
Collision - with a planet or a moon will always be fatal so make sure the line connecting your current location and desired destination is clear of any planets/moons. You may need to adjust your departure and arrival times, or execute an additional warp maneuver to get clear.
Interplanetary travel - requires an improved warp core also known as a “Singularity Cell Detonator”. Better cores will allow you to use faster warp.
Planetary zones - all planets and moons belong to either Civilian, Industrial or Military zones. Each zone holds specific items, upgrades and modules.
After completing your first few warp maneuvers, mining some raw resources and looting a derelict or two you should be confident enough to deal with anything Hellion throws your way. Just remember to upgrade your systems with better parts when you find them and add additional modules to your outpost. The ship may have most of the systems to keep you alive but it will not allow you to refine raw resources. Same can be said about your starting outpost, although it has all of the systems necessary for survival they are inferior to specialized modules like a dedicated life support or a cargo bay refining system.
Finally never forget that you are not the only survivor out there. You will come across others. How you choose to interact with them is up to you but it never hurts to be armed appropriately or have a sentry or two to protect your station while you are away.
Hellion was always a dangerous place. With Kessler Update, it became deadlier than ever before. A massive orbital debris fields are out there, waiting for you and your crew. Read the patch notes here. and get ready for a new round of space survival.
After collecting data from numerous system scans and running multiple simulation models our scientists finally pieced together the fate of Expedition’s initial infrastructure. While some details remain unclear, one thing is certain, most of the original stations have been destroyed and now exist only as the orbital debris fields. Whether this was the result of a Kessler effect or deliberate sabotage is irrelevant at this point.
If you find yourself caught in one of these orbital storms keep your tools handy in case you have to do some emergency repairs and check out the Kessler Update patch notes!
Kessler update will be deployed on Thursday, December 21. Servers will be down from 2PM UTC/6AM PT until 3PM UTC/7AM PT. Servers will be wiped to ensure proper patch deployment.
For private servers:
Update your server and game client Delete save files
New Features
Debris Fields are large orbital zones filled with deadly shrapnel and derelict remains of ships and stations.
All ships, stations and EVA characters have a chance to take damage while inside a debris field. Damage and chance are affected by the strength of a debris field.
There are two major sources of damage inside a debris field, shrapnel and derelicts.
Shrapnels have a percent chance to damage all ships, modules and EVA characters. EVA characters can take cover behind modules and ships to avoid getting hit.
Derelicts spawn with a percent chance and will fly roughly in the direction of any ships and modules present inside a debris field.
Derelicts will deal normal collision damage on impact.
Ships can maneuver out of the way to avoid being hit.
Ship emblems - players can now select an emblem for their ship or a command module from the security interface.
Self Destruct - players can choose to activate self destruct sequence on their ships and stations from the security interface.
Solar power module - a new module with four solar panels power to your stations.
Second pass of localization - Czech, Danish, Dutch, Finnish, German, Greek, Hungarian, Japanese, Norwegian, Polish, Brazilian Portuguese, Romanian, Slovak, Slovenian, Swedish and Ukrainian languages have been added with the help of our community members on Hellion translation project.
Base power consumption - all modules/ships have a base power requirement in order to work. Power consuming systems and devices will not work if the module’s base power requirement is not met.
Base power requirement for all power consuming systems
Base power requirement for all panels
Base power requirement for turrets
Removed lights as subsystem (added to base consumption)
Systems no longer require parts in order to function. Parts now provide major bonuses to any system they are slotted in. To balance this and retain importance of parts throughout the game, basic values of all systems have been severely reduced.
- Part tiers implemented ranging from T1 (lowest) to T4 (highest) - Catalysts are now used inside solar panels rather than servo motors - Catalyst now improve power output - Servo motors now reduce system’s power consumption - Resource injectors reduce system’s resource consumption - Core Containment now increases maximum capacitor storage - CO2 Filters now eliminate O2 consumption of Air Filter - Number of Warp Cells no longer determines available warp type - Singularity Cell detonator now unlocks better warp types - Air Processor part removed from the game - EM Field Controller part removed from the game - High Energy Laser part removed from the game - Changed resource consumption of all systems to be fixed rather than dynamic - Refining raw resources now takes time and consumes power - Changed power consumption values of all modules and individual systems - Changed resource consumption values of all systems - Removed most parts from the starting scene
Warp Drive improvements - Warp Drive now consumes very little power when idle. Warping now requires a large amount of stored power from the ship’s Capacitor.
- Power supply interface changes and improvements - Refinery interface changes and improvements - Name-tags of players and ships on Helmet HUD - Debris field indicators on Helmet HUD and Environmental monitors - Players can see the orbits of ships and stations on which they have been authorized - meeting up with friends made a lot easier this way
Other Changes
- Degradation values reduced (x3) - Repair point prioritization (collision damages exterior points first) - Lower damage priority chance for offline systems - Added storage shelves to Cargo Bay Module central platform - Added turret slots to the interior and exterior of modules - Repositioned main deck turret in ship and added another slot in cargo bay - Cargo panel “Vent resources” function - Added chance for parts to take damage when a system suffers damage - Item tiers added to tooltip info - Increased starting hull integrity of outpost and ship in the starting scene
Bug Fixes
- Scan not working after warping to another planet (not moon) - Warping into objects - Items health persistence - Helmet radar target persists after destruction - Entering wrong password for server can stuck game menu - No effect when dying from 0 AQ - Scan not working after warping to another planet (not moon) - “Add crew” not working for online players on the same server - Cargo panel can't refill jetpack fully when its on 99% - Home station button on nav map is active after home base was destroyed - Targets of docked modules not merging - Refueling station tank naming is wrong - Server crash when modules are docked in a circle - Cannot re-pressurize cargo bay in ship - Stuck on loading when on doomed outpost - LSM Port B missing texture on geometry - CM hallway doesn't change gravity - Doomed Outpost items not spawning - NavMap authorized vessels not showing when player and authorized vessel are not in the orbit of the same parent planet - Decal missing in warp drive box - Inventory can be opened on death screen after dead
How’s Hellion treating you? Having trouble surviving? Don’t you worry, the Kessler Update is just around the corner and it’ll bring even more disasters your way.
Weather forecast looks a bit grim these days as we can clearly see a massive debris storm approaching, that is why we plan to observe what is happening from fortified SDS bunkers. Those of you who are not so lucky might just have to watch out once you see a debris field warning sign on your HUD. But remember, brave warriors, even under the shower of deadly scrap, one thing will be seen from the distance - symbols and signs on your ships which clearly distinguish wreckages left by brave knights from those of others.
Zero Gravity thanks you all for participating in Hellion community art contest. It’s a pleasure to have such a creative and dedicated community. We’ve chosen some of the most interesting art pieces which and they will be making their way into Hellion with the Kessler update. Here they are:
Choose your “coat of arms” on the Security Panel and it will immediately appear on dedicated places inside and outside of your ship or Command Module.
Once again, thank you for taking part in the making of Hellion together with us. All of you who are still interesting in sharing your art pieces with us, we’ll have community@zerogravitygames.com open for your applications, so we can add your creations in one of the future Hellion updates.
Your ships are coming close to the Kessler Update. Be sure to take the necessary precautions since you’ll be entering the debris field on December 21.
We’ve decided to take one more week for additional testing to ensure a stable release. It is our goal to stir things up and bring a lot of excitement to the world of Hellion. Kessler will also introduce the improved Power Supply system which should make base planning and building more interesting.
We also want to say a few words regarding bug fixing, server improvements and optimization as these still remain one of the top priorities for our development team. In this regard our goal hasn’t changed since launch. We want to deliver a smooth and enjoyable experience for all colonists in the Hellion system.
Optimization on its own is a huge task which is at the moment being executed on a special dev branch because of the sheer complexity and repercussions that can affect every aspect of the game. Needless to say this is a no small task that cannot be completed within a short timeframe.
Community art contest ends today and we are looking forward to seeing your creations in Hellion. Thank you once more for taking part in this event and making the game together with us.
Finally, before we get back into our spaceships, we’d like to share these two hilarious videos which we’ve recently discovered. They are provided by courtesy of Nu Level Nerds.
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!
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