Before new versions go live, they will be up in the ‘beta’ track on steam or GoG. If you feel comfortable using potentially quite-unstable testing builds, you are welcome to use them - the password is ‘betainspace688’.
Before new versions go live, they will be up in the ‘beta’ track on steam or GoG. If you feel comfortable using potentially quite-unstable testing builds, you are welcome to use them - the password is ‘betainspace688’.
Before new versions go live, they will be up in the ‘beta’ track on steam or GoG. If you feel comfortable using potentially quite-unstable testing builds, you are welcome to use them - the password is ‘betainspace688’.
Hi all!
We've been working very hard to address the bugs and feature requests you've been sending us with Objects in Space, spending almost all of our time tackling the emails in to our objectsbeta@gmail.com address.
We want to thank you all very much for your patience and feedback as we sort through some absolute humdingers and fascinating bugs we'd never seen before. We've been reading through that inbox as our number one priority and aim to reply to everyone who's sent us their feedback and crash logs!
We hope that your game is much more stable now than it was when we launched a week and a half ago, but we'll continue to prioritise anything stopping progress or causing a crash over anything else.
That said, we wanted to provide some guidance as to what you can expect from Early Access. We haven't had time to properly sit down and create an exhaustive list of exactly what we're hoping to add, so please don't consider this final or immutable, but here we go:
Key features:
Linux Version
Sandbox Mode - the core game but with selectable starting positions and no story content
Scenarios - all kinds of strategic challenges for those who want to test themselves against the game's stealth mechanic
Multiplayer Scenarios - similar to the single player combat scenarios but with variations to make them work with multiple players (TBC but at least 4). We'll start with LAN only and go from there...
More Narrative Content - Expect an extra 35 stories and another 9 weeks of news (which will have impact on the game world itself unlike currently where big news items don't impact the economy or the Ai behaviours)
General improvements:
On top of the above, we've been consolidating your feedback to figure out which areas of the game people are having the most frustrations with so we can add general improvements to those areas (outside of general stability concerns). Key among those are the AI systems (both for enemies and your own pathfinding systems), engineering, economic balancing and the power room accommodating ships with more than 12 modules.
Very near future:
As you've seen from the first 10 days we've been out, our team is working to provide small updates every day or two which address the most pressing issues. We'll be continuing to do that until as many of the stability issues as possible have been dealt with, and adding new scenarios as we go.
Again, we want to thank you all very much for your patience, dedication, the amazing stuff we're seeing people make at home (whether it's been Arduino setups, fan art or PDF manuals) and for the messages of encouragement we've been receiving! It's a weird and overwhelming time for such a small team to finally release a game after working on it for so many years, but it really helps keep us going to hear how many people are loving the game.
Once the objectsbeta@gmail.com email inbox has died down, we'll start being more active in replying to threads on forums.
Sincerely - the Flat Earth team (and I feel it's necessary to state that we thought the name sounded cool in 2011 and are indeed aware of the round nature of our planet :p)
Premature Evaluation is the weekly column in which we explore the wilds of early access. This week, Fraser s hauling cargo across pirate-infested star systems in space sandbox Objects in Space. >
It s so quiet I can hear the dog breathing as he naps in the hallway. I ve turned the in-game music player off, killed the power to every component on the ship and I m hurtling through space. I m completely blind, so I m relying on dumb luck to get me to the space station. There s no viewscreen, no HUD, just a bunch of dead monitors and me, waiting to see if I ll be hit by a torpedo.
I can t wait any longer. I pull the lever, the ship shudders and the monitors flicker to life. The torpedo-packing pirate is still close, but safe harbour is closer. I push the engine as far as it can go, and the ship lurches forward. A few seconds later, I see the alert: I ve run out of power, and systems are shutting down all over the ship. Piece by piece, she s dying. I m so close, though. If I can avoid blowing up for a few more seconds, I ll make it. Momentum alone gets me to sanctuary.