Space Haven - aksel_bugbyte
Alpha 12 - The Anniversary Update - Now Released!



Greetings, Spacefarer!

May 2021 marks two very big milestones for us and Space Haven. 1 Year in Early Access and 5 Years Since the Start of Development.



To celebrate this event we have assembled a big package of some of the most requested features by you, our players. We want to make this event special, and celebrate together with you. Thank you for being with us on this journey with Space Haven!

New Major Features

Bigger Ships


The Widowmaker is a 2x3 ship inspired by a ship created by one of our players, Lord H Vetinari. You will also be able to create these bigger ships in Alpha 12!

We are adding two types of larger ship canvases for you to build on, the 2x3 and the 3x2, with 24 system points in store for you to assemble your ship attack and defense systems. To build on one of these bigger canvases you need to swap out the default 2x2 ship canvas in the abandoned mining station start scenario.

Note! You need a large enough crew and/or logistics bot to have a ship this big run efficiently. Distances start to become big and it takes lots of time for crew members to carry out their tasks. Don't go too big too fast =)


Swap out the default canvas and build a bigger ship! (But don't build too big too fast or you run out of resources =) )

You can swap out the default ship canvas by clicking on the "+" button at the top left part of the user interface. Note that you have 8 ship points in total and each grid on the canvas takes 1 point. So the 2x3 and the 3x2 will take 6 ship points.

Robots



Logistics Robots

Logistics overwhelmed! That has really been a theme with Space Haven. If one grabs everything there's bound to be a lot of crates, and while that should be the case (pun intended) it would be good to have some tools to try to ease it up a bit, too.

Logistics bots have certainly been one of the most wished for feature, and we're happy to announce we are including them for Alpha 12! Logistics Robots need to be researched to be unlocked, and you'll get to build a logistics robot home station, which is capable of building such a robot. The logistics robot uses the home station to repair and recharge itself at.

Salvage Robots

Well, why stop at one robot! We are also introducing the Salvage Robot, a hovering type of robot capable of venturing out into derelict ships and stations, dismantling facilities and hauling crates with the help of its two robotic arms.

The salvage robots also need to be researched and come with a home station, which they use to repair and recharge themselves at.

Windows


I had a dream that we found a habitable planet to live on. I don't think that planet is it...



Windows have been one of the most requested features by you, our players. There's just something about windows it seems! Well, it is finally happening. We have windows available in Alpha 12, both for the ship hull and inside walls.

There's a few different widths to choose from, and you will be able to build windows side by side to have lots of light come in! Windows are not only cosmetic, they will help light up the rooms to a degree.

Better Roofs and a Hull Paint Generator

Visible roofs and improved roof graphics


This pirate ship now travels the galaxy in more colors.

Roofs are now visible by default on ships, which have not yet been visited or explored by the player. It always frustrated us a bit that ships would often just be black blobs in the sector, unless the player specifically presses a button to see the roofs.

Ships and stations actually look like such when the roofs are up, so we created a system to allow roofs to be shown more, while keeping the needed visibility when exploring ships with your crew members.

Hull Paint Generator


Close up of the new roof styling and some hull paint.

We have also created a hull paint generator, which creates paint patterns on spaceship and station hulls. We want to have some distinction between the various factions spaceships, to make it easier for you to see who you are dealing with. It also makes the visual aspects of spaceships more varied.

Tool to paint your own patterns


The fearsome Stickman clan ship on its way to cause havoc in the galaxy.


You can access the hull painter by going to the build menu, then edit and then roof.

We are including a tool to paint your very own patterns on the roofs and hull walls on your ships. Let your imagination run free and make your ships look truly unique with your own patterns.

Statistical Graphs



We've created a menu for tracking production and consumption over time for all the resources in the game. This is a tool, which has been long on our minds.

This tool will be very useful for things like water, energium, food and other resources - Displaying how much of the resources are consumed and produced on average over time so you can identify inefficiencies in your production.

No longer do you have to guess if your food production is keeping up with the consumption. Let some time run and check the graphs! =)

How to Open the Statistical Menu

We're still planning to add an UI button for it, but there is a keybind for it in the game settings. Bind a key for it and you will be able to access the menu!

Immersion - More Sounds


Oh, you guys make some real noise now. Neat!

Last of the new Major features, but certainly not least! More sounds have been another much requested feature. We've added more sounds and we also modified the overall sound space to not be as quiet as before.

We have added more sounds to most facilities of the game, such as consoles, industry facilities, power generators, power nodes and thermal regulators, and to many other facilities like the Kitchen and Arcade Machine.

We have also added some sounds to characters, which you can hear when you are zoomed in close enough. The sound volume of various elements is dynamic, it is based on the current zoom level. We want to aim to avoid overwhelming the sound space with too many sounds all at once.

More Sounds Still to Come

There are still sounds missing from the game, we look to add more with time as we keep developing the game towards an indie gem. So do not worry, they are on their way into the game. =)

Alpha 12 - The Anniversary Update - Is Now Released!

So go play already! =) We hope you enjoy this major update for Space Haven, and we are still looking to implement some patches for Alpha 12 based on your feedback.

Join Space Haven Discord: http://discord.gg/spacehaven
Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
Technical Support: https://steamcommunity.com/app/979110/discussions/1/

Full Patch Notes

  • 2x3 and 3x2 grid sized ship canvases added to the game. You can start building on these bigger canvases by clicking the build new ship and switching out the default canvas.
  • Logistics robots and a logistics robot station implemented.
  • Salvage robots and a salvage robot station implemented.
  • You can now build windows! These can be placed both on the ship hull and on walls inside your ship.
  • Windows come in different variations, from 2 tile wide to 4 tile wide.
  • Windows work as a source of light.
  • Modified NPC ships, stations and derelict ships to have windows.
  • Roofs are now visible by default on ships, which have not yet been visited or explored by the player.
  • Created a hull paint generator, which creates color patterns on spaceships and station hulls.
  • Created various tools for the hull painter to create your own color patterns on your ships.
  • Added tile decorations to the roofs of ships and stations.
  • Modified the sound space to not be as quiet as before. Note that the sound volume of elements is dynamic, it is based on the current zoom level.
  • Added more sounds to the game: Industry facilities, power generators, power nodes and thermal regulators, Hyperdrives.
  • Added some sounds for characters too, when they walk (zoom in to hear it), when they take a hit from an enemy, idle whistle and more. Some sounds are only played when
    zoomed in close enough, to not overwhelm the sound space with too many sounds all at once.
  • User interface sounds and game sounds now have their own separate volume setting in the game options.
  • Added a resource prioritization option to airlocks. You can use this to specify to which airlock certain resources should be transported.
  • Added some history graphs to the various view modes, tracking values over a period of time and shows them in a graph.
  • The vents view mode has two new buttons. One for opening all vents on a ship, and one for closing all of them.
  • Implemented a statistics menu, with various graphs containing historical data on how one or more resources have been produced and consumed over a span of time.
  • Added also miscellaneous data, like the average mood of crew members over time, or the amount of prisoners over time.
  • Thrusters for shuttles, mining pods and crew members have been modified and improved visually, to better fit their respective graphics and to reflect the
    movement correctly.
  • Improved and added more features to the user interface when using drafted shuttles to dock to ships/stations.
  • Modified the link type UI section in the power view mode. Added an expert mode button to reveal the advanced link types. Added a new special type of link,
    which allows you to create a link, which only moves power when capacity is over a threshold.
  • Added a tooltip showing what type of resources are in crates visible on the floor. This will make it easier to see what's actually in the crate piles on derelict ships for example.
  • Created a new wide styled ship for: Android Collective, Civilians.
  • Modified and improved in-game icons.
  • Improved various graphics.
  • Balancing: Increased the CO2 need for plants and decreased the CO2 generation of crew members, with the aim to make the CO2 producer actually needed for optimal plant growth.
  • Balancing: Chemicals costs more raw chemicals to produce.
  • Added prison areas for all Military NPC ships.
  • Added nuts and seeds as an option in the composter facility.
  • Fixed bugs.
Enjoy the update, Spacefarer. Stay tuned for more news! =)
Space Haven - aksel_bugbyte


Greetings, Spacefarer!

Space Haven Alpha 12 is now available to play in the experimental branch. As a reminder, the update process is as follows:
  1. A new Update is first available in the Experimental Branch.
  2. Players, who do not mind playing a more unstable version, will first want to test the new update.
  3. Once the experimental game build looks solid and stable enough we will push it out officially to all players!
NOTE! Joining experimental is completely optional, and you should only do it if you are willing to risk that some new bugs are introduced, which could affect your game play and potentially break your save.

Please do not join the experimental branch if you don't want to risk breaking your save or have the game break on you in midst of play! If you want to play a more stable version please wait for the official release of the update.

Note! We believe old Alpha 11 saves will work, but cannot guarantee it to 100%. A lot of new things have been added to the game. We will know better once many of you have tested it. =)

Here is how you join The Experimental Starfarer crew:

  1. Open Steam Library
  2. Right click Space Haven
  3. Select Properties
  4. Go to tab 'Betas' at the top.
  5. Select 'Experimental' in the drop-down.
To see what has been added, check the in-game patch notes.

Giving Feedback



Please give your feedback in the experimental branch forum. Link below:

https://steamcommunity.com/app/979110/discussions/5/

Let us know what you think of the new features and if something should be altered or tweaked in your mind. Perhaps something makes the game too hard or something is too annoying, let us know so we can get a feel for how the new features feel! =)

Feedback on Sounds

Please give your feedback in the experimental branch forum. Link below:

https://steamcommunity.com/app/979110/discussions/5/

Let us know how the new sound space feels in the game, which facilities work well and which do not. Perhaps some facilities have too much volume in their sound? Remember to try the new separated sound volume settings in the game options, where you can tweak Sound Effects and User Interface sounds separately.

Please give your feedback in the forum mentioned above, as it is easiest to collect it all in one place! =)

Statistics Menu

The statistics menu does not have a button for it yet, but you can bind a key to open the menu in the game options -> keybindings. Try it out and let us know how it works. =)

Space Haven Alpha 12 Experimental Branch Patch Notes

You can read up on many of the new features in more detail in the previous post:
https://steamcommunity.com/games/979110/announcements/detail/5437509496111344022

  • 2x3 and 3x2 grid sized ship canvases added to the game. You can start building on these bigger canvases by clicking the build new ship and switching out the default canvas.
  • Logistics robots and a logistics robot station implemented.
  • Salvage robots and a salvage robot station implemented.
  • You can now build windows! These can be placed both on the ship hull and on walls inside your ship.
  • Windows come in different variations, from 2 tile wide to 4 tile wide.
  • Windows work as a source of light.
  • Modified NPC ships, stations and derelict ships to have windows.
  • Roofs are now visible by default on ships, which have not yet been visited or explored by the player.
  • Created a hull paint generator, which creates color patterns on spaceships and station hulls.
  • Created various tools for the hull painter to create your own color patterns on your ships.
  • Added tile decorations to the roofs of ships and stations.
  • Modified the sound space to not be as quiet as before. Note that the sound volume of elements is dynamic, it is based on the current zoom level.
  • Added more sounds to the game: Industry facilities, power generators, power nodes and thermal regulators, Hyperdrives.
  • Added some sounds for characters too, when they walk (zoom in to hear it), when they take a hit from an enemy, idle whistle and more. Some sounds are only played when
    zoomed in close enough, to not overwhelm the sound space with too many sounds all at once.
  • User interface sounds and game sounds now have their own separate volume setting in the game options.
  • Added a resource prioritization option to airlocks. You can use this to specify to which airlock certain resources should be transported.
  • Added some history graphs to the various view modes, tracking values over a period of time and shows them in a graph.
  • The vents view mode has two new buttons. One for opening all vents on a ship, and one for closing all of them.
  • Implemented a statistics menu, with various graphs containing historical data on how one or more resources have been produced and consumed over a span of time.
  • Added also miscellaneous data, like the average mood of crew members over time, or the amount of prisoners over time.
  • Thrusters for shuttles, mining pods and crew members have been modified and improved visually, to better fit their respective graphics and to reflect the
    movement correctly.
  • Improved and added more features to the user interface when using drafted shuttles to dock to ships/stations.
  • Modified the link type UI section in the power view mode. Added an expert mode button to reveal the advanced link types. Added a new special type of link,
    which allows you to create a link, which only moves power when capacity is over a threshold.
  • Added a tooltip showing what type of resources are in crates visible on the floor. This will make it easier to see what's actually in the crate piles on derelict ships for example.
  • Created a new wide styled ship for: Android Collective, Civilians.
  • Modified and improved in-game icons.
  • Improved various graphics.
  • Balancing: Increased the CO2 need for plants and decreased the CO2 generation of crew members, with the aim to make the CO2 producer actually needed for optimal plant growth.
  • Balancing: Chemicals costs more raw chemicals to produce.
  • Added prison areas for all Military NPC ships.
  • Added nuts and seeds as an option in the composter facility.
  • Fixed bugs.
Please give your feedback in the experimental branch forum. Link below:

https://steamcommunity.com/app/979110/discussions/5/

Join Space Haven Discord: http://discord.gg/spacehaven
Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

We will gather feedback for Alpha 12 in the experimental branch and tweak as needed. Once everything is looking solid enough we will publish the update to the main branch.

Thanks for reading and see you again in the next update!
Space Haven - aksel_bugbyte
Alpha 12 - The Anniversary Update (Coming Soon)



Greetings, Spacefarer!

May 2021 marks two very big milestones for us and Space Haven. 1 Year in Early Access and 5 Years Since the Start of Development.



To celebrate this event we have assembled a big package of some of the most requested features by you, our players. We want to make this event special, and celebrate together with you. Thank you for being with us on this journey with Space Haven!

New Major Features

Bigger Ships


The Widowmaker is a 2x3 ship inspired by a ship created by one of our players, Lord H Vetinari. You will also be able to create these bigger ships in Alpha 12!

We are adding two types of larger ship canvases for you to build on, the 2x3 and the 3x2, with 24 system points in store for you to assemble your ship attack and defense systems. To build on one of these bigger canvases you need to swap out the default 2x2 ship canvas in the abandoned mining station start scenario.

Note! You need a large enough crew and/or logistics bot to have a ship this big run efficiently. Distances start to become big and it takes lots of time for crew members to carry out their tasks. Don't go too big too fast =)


Swap out the default canvas and build a bigger ship! (But don't build too big too fast or you run out of resources =) )

You can swap out the default ship canvas by clicking on the "+" button at the top left part of the user interface. Note that you have 8 ship points in total and each grid on the canvas takes 1 point. So the 2x3 and the 3x2 will take 6 ship points.

Robots



Logistics Robots

Logistics overwhelmed! That has really been a theme with Space Haven. If one grabs everything there's bound to be a lot of crates, and while that should be the case (pun intended) it would be good to have some tools to try to ease it up a bit, too.

Logistics bots have certainly been one of the most wished for feature, and we're happy to announce we are including them for Alpha 12! Logistics Robots need to be researched to be unlocked, and you'll get to build a logistics robot home station, which is capable of building such a robot. The logistics robot uses the home station to repair and recharge itself at.

Salvage Robots

Well, why stop at one robot! We are also introducing the Salvage Robot, a hovering type of robot capable of venturing out into derelict ships and stations, dismantling facilities and hauling crates with the help of its two robotic arms.

The salvage robots also need to be researched and come with a home station, which they use to repair and recharge themselves at.

Windows


I had a dream that we found a habitable planet to live on. I don't think that planet is it...



Windows have been one of the most requested features by you, our players. There's just something about windows it seems! Well, it is finally happening. We have windows available in Alpha 12, both for the ship hull and inside walls.

There's a few different widths to choose from, and you will be able to build windows side by side to have lots of light come in! Windows are not only cosmetic, they will help light up the rooms to a degree.

Better Roofs and a Hull Paint Generator

Visible roofs and improved roof graphics


This pirate ship now travels the galaxy in more colors.

Roofs are now visible by default on ships, which have not yet been visited or explored by the player. It always frustrated us a bit that ships would often just be black blobs in the sector, unless the player specifically presses a button to see the roofs.

Ships and stations actually look like such when the roofs are up, so we created a system to allow roofs to be shown more, while keeping the needed visibility when exploring ships with your crew members.

Hull Paint Generator


Close up of the new roof styling and some hull paint.

We have also created a hull paint generator, which creates paint patterns on spaceship and station hulls. We want to have some distinction between the various factions spaceships, to make it easier for you to see who you are dealing with. It also makes the visual aspects of spaceships more varied.

Tool to paint your own patterns


The fearsome Stickman clan ship on its way to cause havoc in the galaxy.

We are including a tool to paint your very own patterns on the roofs and hull walls on your ships. Let your imagination run free and make your ships look truly unique with your own patterns.

Statistical Graphs



We've created a menu for tracking production and consumption over time for all the resources in the game. This is a tool, which has been long on our minds.

This tool will be very useful for things like water, energium, food and other resources - Displaying how much of the resources are consumed and produced on average over time so you can identify inefficiencies in your production.

No longer do you have to guess if your food production is keeping up with the consumption. Let some time run and check the graphs! =)

Immersion - More Sounds


Oh, you guys make some real noise now. Neat!

Last of the new Major features, but certainly not least! More sounds have been another much requested feature. We've added more sounds and we also modified the overall sound space to not be as quiet as before.

We have added more sounds to most facilities of the game, such as consoles, industry facilities, power generators, power nodes and thermal regulators, and to many other facilities like the Kitchen and Arcade Machine.

We have also added some sounds to characters, which you can hear when you are zoomed in close enough. The sound volume of various elements is dynamic, it is based on the current zoom level. We want to aim to avoid overwhelming the sound space with too many sounds all at once.

When will Alpha 12 - The Anniversary Update be released?

Our goal is sometime in May. We are looking to move into the experimental phase very soon and will post news on that in the near future. Once Alpha 12 looks good in the experimental phase we are ready to release it as an official update.

Join Space Haven Discord: http://discord.gg/spacehaven
Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
Technical Support: https://steamcommunity.com/app/979110/discussions/1/

Exciting times ahead, Spacefarer. Stay tuned for more news soon! =)
Space Haven - aksel_bugbyte


Greetings, Spacefarer!

It's a pleasure to return to you with another progress report. This time we take a look at what's upcoming in Alpha 12! Alpha 12 will be a very special milestone, for the reasons mentioned below.



2 Milestones: 1 Year in Early Access - 5 Years Since the Start of Development

Alpha 12 will mark a big milestone, two big milestones actually. We are closing in on not only 1 year since the Early Access release, but also 5 years since the start of development. 5 years! Just a month or two and we're there!

Upcoming in Alpha 12 - Some of the Most Requested Features

We've decided to make this event special. Alpha 12 will be an anniversary update, celebrating both of these big milestones. We've decided to focus on features, which have been some of the most requested features by you, our players. We hope you like what you see upcoming in Alpha 12. =)

Logistics bots


Work in Progress - Logistics bots helping you in your logistics needs! Final form may differ from the presented one.

Logistics overwhelmed! That has really been a theme with Space Haven. If one grabs everything there's bound to be a lot of crates, and while that should be the case (pun intended) it would be good to have some tools to try to ease it up a bit, too.

Logistics bots have certainly been one of the most wished for feature, and we're happy to announce we are working on them for Alpha 12! We will be able to give more details on how they function once we have fully implemented them and been able to test them in action.

Windows

I had a dream that we found a habitable planet to live on. I don't think that planet is it...



Windows have been one of the most requested features by you, our players. There's just something about windows it seems! Well, it is finally happening. We have windows coming up in Alpha 12, both for the ship hull and inside walls. There's a few different widths to choose from, and you will be able to build windows side by side to have lots of light come in!

Windows are not only cosmetic, they will help light up the rooms to a degree.

Roofs and a Hull Paint Generator


Work in Progress - Roof paint pattern generation. The pirates could have red patterns on their ships.

Roofs are now visible by default on ships, which have not yet been visited or explored by the player. It always frustrated us a bit that ships would often just be black blobs in the sector, unless the player specifically presses a button to see the roofs.

Ships and stations actually look like such when the roofs are up, so we created a system to allow roofs to be shown more, while keeping the needed visibility when exploring ships with your crew members.


Work in Progress - A close up of the hull with some paint on it.

We have also created a hull paint generator, which creates paint patterns on spaceship and station hulls. We want to have some distinction between the various factions spaceships, to make it easier for you to see who you are dealing with. It also makes the visual aspects of spaceships more varied.

More Sounds - Less Quiet


Oh, you guys make some real noise now. Neat!

More sounds have been another much requested feature. We've started adding more sounds and we also modified the overall sound space to not be as quiet as before. We added more sounds to many facilities of the game, such as consoles, industry facilities, power generators, power nodes and thermal regulators, and hyperdrives (Although not the hyperjump sequence itself, not yet at least).

Note that the sound volume of various elements is dynamic, it is based on the current zoom level.

Work In Progress

Note that we will still need time to finish these features, so Alpha 12 is still very much a work in progress. Time will tell if we will have time to work on other features besides these for Alpha 12.

When will Alpha 12 be released?

As always we cannot say an exact date, but we want to try to pair the update somewhat close with the anniversary, which is in mid May. It could be a bit before, or a bit later. Let's see how it goes!

Join Space Haven Discord: http://discord.gg/spacehaven
Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
Technical Support: https://steamcommunity.com/app/979110/discussions/1/

We will continue our development of Alpha 12 and let you know when we have more news.

Stay tuned for more news. =)
Space Haven - aksel_bugbyte


Greetings, Spacefarers!

We have an update for Alpha 11, which includes lots of bug fixes, some improved graphics and a few new ships added to the NPC fleets.

New wide styled ships have been added for the Pirate Coalition, the Merchant Federation, the Slaver's Guild and the Military Alliance. You may meet them on your space voyage towards Eden.


The Pirate Coalition wide styled ship.


The Military Alliance wide styled ship.


The Merchant Federation wide styled ship.


The Slaver's Guild wide styled ship.

Patch Notes

Space Haven Alpha 11 - Version 0.11.2

  • Added a new wide style ship for the Merchant Federation.
  • Added a new wide style ship for the Military Alliance.
  • Added a new wide style ship for the Slavers Guild.
  • Polished storage graphics.
  • Created new graphics for some crates.
  • Fixed many bugs.

Join Space Haven Discord: http://discord.gg/spacehaven
Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
Technical Support: https://steamcommunity.com/app/979110/discussions/1/

Enjoy the update and let us know if something is wrong in the forums! We are looking to continue on to development of Alpha 12.

Stay tuned for more news! =)
Space Haven - aksel_bugbyte


Greetings, Spacefarers!

We have a small patch for you today. When the roof graphics were updated for the hyperdrives an uneccessary restriction was introduced, preventing you from stacking hyperdrives close to each other.

We wanted to fix that as soon as possible to make let you have more space at the back. =)

We also had time to create a new wide styled ship to be added for the Pirate Coalition fleet. The ship design is inspired by what other players had created before! Hope you like it.

Patch Notes

[version] 0.11.1

  • A new wide style pirate ship added to the Pirate Coalition fleet.
  • Hyperdrives should stack closer to each other once again.
  • Fixed bugs.

Join Space Haven Discord: http://discord.gg/spacehaven
Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
Technical Support: https://steamcommunity.com/app/979110/discussions/1/

Enjoy the update and let us know if something is wrong in the forums! We are still continuing our work on Alpha 11, stay tuned for more news.
Space Haven - aksel_bugbyte


Alpha 11 - The Slaver's Guild, the Military Alliance and More

Greetings, Spacefarer! We've been working on a big update for a few months now, which will expand on your interactions with factions and also introduces slaves as a mechanic related to the Slaver's Guild faction.

There's lots of new interesting features added. All of these should make your space adventures more interesting and open up some new possibilities.

The Slaver's Guild and Slaves


Mark and Cooper are slaves, not amused by their Algae Dispenser as their only nutrition.

You will be able to enslave crew members you capture from other factions, but you can also choose to be a force of good and seek out to rid the universe of slavery. The choice is yours.

The Enslavement Facility


A poor prisoner being turned into a slave in the Enslavement Facility

The Slaver's Guild use enslavement facilities to enslave people. The enslavement facility is used both for inserting a slave collar on a slave, but also for recharging the slave collar.

You can also be a slaver yourself, by researching the enslavement facility and turning prisoners into slaves using the enslave button located next to the recruit button in the character information window. Slaves can work as normal crew members, and their schedules can be changed. However, slaves cannot operate the system related jobs, like navigation, gunner, shield and operations. They cannot be drafted and manually controlled either.



The slave collar gives electric shocks to the wearer, if it is touched or otherwise tampered with. This prevents the wearer from trying to escape, at least to some degree. Escaping can happen though, and how frequently escapes are tried is tied to the character surrender rate. A hero will try to escape more often than a wimp.

A slave collar needs to be charged with energy cells, otherwise a slave may escape. The wearer will automatically be reminded to recharge the slave collar themselves at the enslavement facility. When slaves try to escape they will aim to form their own group among each other, and work together to flee towards freedom.

Slaves Escaping



Slaves dream of escaping one day, and if they get a chance they will aim to form a group of their own and take their chance at freedom. If a slave is able to wiggle free of their slave collar, they may set others free to and look for a way to escape together.

How they do this will be left as a mystery for now. Perhaps you will witness it yourself in the game. =)

A base for the Slaver's Guild


A Slaver's Guild base, with special chambers to keep their slaves in order.

The Slaver's Guild is getting their own base, buried deep in the galaxy in an area controlled by the Slaver's Guild. Perhaps you aren't keen with the whole idea of slaves, and want to rid the universe of it. Seek out and enter this base, clear it out of any resistance you meet. Find the special chambers made to hold slaves captive and free them of their perilous fate... You will have their undying gratitude!

Faction Interactions


The Military Alliance is happy to see you have some Pirate Coalition crew members as prisoners.

We've implemented some new features, which expands and opens up some new possibilities on how your actions affect your relationship with various factions. We've also expanded the factions in a way where they have a bit more meaningful relationships between each other.

Some examples of these new interactions include:
  • A faction finding out you are sheltering their enemies, keeping their allies captive or the Military Alliance finding out you have slaves.
  • Faction spaceships/stations may contact you and ask for help if they run out of some resource they need.
  • Factions now get frustrated if you keep bailing on paying settlements.
  • You'll be able to claim bounties for certain captives factions are interested in. The Military Alliance is keen to get their hands on Pirate Coalition crew members.
  • Refugees can now be forced into prisoners, but they will fight you for it.
Under Inspection

We've implemented a new feature, where factions may want to inspect your ship either by scanning or by visiting your ship and having a look. This can happen if the faction has become suspicious of your activities for various reasons.


Fingers crossed the Military Alliance doesn't scan our room full of contraband!

When you are being inspected by a faction the user interface above will show the progress. It lists the various items you are at risk to be discovered for, and the consequences. This feature gives a reason for factions to visit your ships, and adds to the tension as you watch it happen.

If a faction is allied with another faction, and they scan your ship and find out you have enslaved or taken their allied faction crew members captive, they will react negatively towards you.


Francesco is getting questioned by Darin from the Military Alliance. Hopefully Francesco can keep his cool!

The Military Alliance tries to uphold whatever law is left in this wild west of space, they will sometimes do inspections to see if you are engaging in illegal activity, or have contraband hidden somewhere.

While the Military Alliance searches your ship they will also carry out some interrogations on your crew members. Your crew member might spill the beans, or hold their cool and lie successfully. This gives a bit more depth to the characters, as you may find out that it is Shifty Hal spilling the beans every time he is interrogated.

Military Alliance prison stations



The Military Alliance now has prison stations scattered around the galaxy. Here they hold their enemy faction members as prisoners, for breaking the space law. These are usually members from the Pirate Coalition and the Slaver's Guild. You can sell your own prisoners to them, as long as they are members of the factions who are enemies with the Military Alliance.

Bounties

You can now claim a bounty by bringing prisoners back to the faction these captives belong to. This means you can find crew members imprisoned by the Military Alliance, and instead of making them part of your crew you can decide to ship them to a Military Alliance ship and claim a bounty for them.

Double doors


Sometimes two doors is better than one!

We're adding a double door (2 tile wide door) to appease your symmetry needs. =)


The hyperdrives now have nice looking roof graphics!

With each update, we're also putting some time into making the game look better. Our graphics artist has been working on some roof decoration graphics, and you can see the hyperdrive roof graphics in the image above.

We've also spent time polishing the NPC ships, slightly modifying their looks and adding some more variation to the floor tiles of their different rooms.

Space Haven Alpha 11 - Full Patch Notes

  • Expanded on the Slaver's Guild faction and added slaves to the game.
  • Added an Enslavement facility to the game, which the Slaver's Guild use to enslave crew members. The player can also build this facility.
  • Slaves can now be purchased from the Slaver's Guild but also sold to them.
  • Added a Slaver's Guild base to the starmap.
  • Created a slave collar, which gives shocks to slaves for insubordination.
  • A slave collar needs to be charged with energy cells, otherwise a slave may escape. The wearer will automatically be reminded to recharge the slave collar themselves at the enslavement facility.
  • Slaves with lower surrender rates (Hero, Iron will, etc...) will use up more charges from a slave collar, as they try to escape more often.
  • Slaves can escape and may try to free other slaves on the same ship. After this they will seek out to flee the ship if they can.

  • Faction interactions - Factions now react to finding out you have prisoners, refugees or slaves belonging to them but also their enemies or allies. These reactions depend on the relationships between various factions.
  • Factions can now inspect your ships by: Scanning your ships, boarding your ships, hacking your ships consoles and probing your crafts.
  • Under Inspection - Implemented a new user interface window to show the results and consequences of another faction spaceship/station inspecting your ship.
  • Examples of faction inspection interactions include: A faction finding out you are sheltering their enemies, keeping their allies captive or the Military Alliance finding out you have slaves.
  • Factions may carry out inspections by scanning but also by boarding your ships and having a look around your ship.

  • Added support for contraband items, with related information in the resource/item information tooltip. What is contraband to some factions might not be contraband to others.
  • Routine inspections - The Military Alliance will board your ships and search for illegal activity and contraband, they will also interrogate your crew members. Some of your crew members might be blabbermouths, while others are better at keeping their mouth shut.
  • Convincing and bribing - You can try convincing or bribing the Military Alliance when being in a dialogue with them, to avoid an inspection at the time.
  • Faction spaceships/stations may contact you and ask for help if they run out of some resource they need.

  • The Military Alliance now has prison bases. You can sell them your prisoners, who are of an enemy faction to the Military Alliance.
  • Factions now get frustrated if you keep bailing on paying settlements owed to them.
  • Bounties - You can now claim bounties for prisoners belonging to another faction, if you choose to bring them back to the faction who imprisoned them.
  • Refugees can now be forced into prisoners, but they will fight you for it.

  • Trading UI has been modified to be more intuitive. NOTE that the resources shown for you and the trading partner are now flipped compared to the old UI.
    2-tile wide door (Double door) added to the game.
  • Improved the interior appearance of the NPC factions stations and ships.
  • Implemented an under attack UI message, which slows game speed and auto-drafts a crew member when they are being attacked.
  • Fixed some of the issues with having refugees but their faction spaceship not being able to take more of them onboard.
  • Added roof decoration graphics to the hyperdrive and the airlock. Check the roof view!
  • Added comfort values to many objects, which had them missing.
  • Direct food consumption toggle in storages is now false by default. If you want crew members to eat directly from storages then select a storage and go to the overview tab.
  • Fixed bugs.

Join Space Haven Discord: http://discord.gg/spacehaven
Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
Technical Support: https://steamcommunity.com/app/979110/discussions/1/

Thank you for reading, Spacefarer. Have fun playing Alpha 11 and let us know in the forums if there are any issues!
Space Haven - aksel_bugbyte


Greetings, Spacefarer!

Space Haven Alpha 11 is now available to play in the experimental branch. As a reminder, the update process is as follows:
  1. A new Update is first available in the Experimental Branch.
  2. Players, who do not mind playing a more unstable version, will first want to test the new update.
  3. Once the experimental game build looks solid and stable enough we will push it out officially to all players!
NOTE! Joining experimental is completely optional, and you should only do it if you are willing to risk that some new bugs are introduced, which could affect your game play and potentially break your save.

Please do not join the experimental branch if you don't want to risk breaking your save or have the game break on you in midst of play! If you want to play a more stable version please wait for the official release of the update.

Note! We believe old Alpha 10 saves will work, but cannot guarantee it to 100%. A lot of new things have been added to the game. We will know better once many of you have tested it. =)

Here is how you join The Experimental Starfarer crew:

  1. Open Steam Library
  2. Right click Space Haven
  3. Select Properties
  4. Go to tab 'Betas' at the top.
  5. Select 'Experimental' in the drop-down.
To see what has been added, check the in-game patch notes.

Giving Feedback



Please give your feedback in the experimental branch forum. Link below:

https://steamcommunity.com/app/979110/discussions/5/

Let us know what you think of the new features and if something should be altered or tweaked in your mind. Perhaps something makes the game too hard or something is too annoying, let us know so we can get a feel for how the new features feel! =)

Space Haven Alpha 11 Experimental Branch Patch Notes

You can read up on many of the new features in more detail in the previous post:
https://steamcommunity.com/games/979110/announcements/detail/3040460250852032969

  • Expanded on the Slaver's Guild faction and added slaves to the game.
  • Added an Enslavement facility to the game, which the Slaver's Guild use to enslave crew members. The player can also build this facility.
  • Slaves can now be purchased from the Slaver's Guild but also sold to them.
  • Added a Slaver's Guild base to the starmap.
  • Created a slave collar, which gives shocks to slaves for insubordination.
  • A slave collar needs to be charged with energy cells, otherwise a slave may escape. The wearer will automatically be reminded to recharge the slave collar themselves at the enslavement facility.
  • Slaves with lower surrender rates (Hero, Iron will, etc...) will use up more charges from a slave collar, as they try to escape more often.
  • Slaves can escape and may try to free other slaves on the same ship. After this they will seek out to flee the ship if they can.

  • Faction interactions - Factions now react to finding out you have prisoners, refugees or slaves belonging to them but also their enemies or allies. These reactions depend on the relationships between various factions.
  • Factions can now inspect your ships by: Scanning your ships, boarding your ships, hacking your ships consoles and probing your crafts.
  • Under Inspection - Implemented a new user interface window to show the results and consequences of another faction spaceship/station inspecting your ship.
  • Examples of faction inspection interactions include: A faction finding out you are sheltering their enemies, keeping their allies captive or the Military Alliance finding out you have slaves.
  • Factions may carry out inspections by scanning but also by boarding your ships and having a look around your ship.

  • Added support for contraband items, with related information in the resource/item information tooltip. What is contraband to some factions might not be contraband to others.
  • Routine inspections - The Military Alliance will board your ships and search for illegal activity and contraband, they will also interrogate your crew members. Some of your crew members might be blabbermouths, while others are better at keeping their mouth shut.
  • Convincing and bribing - You can try convincing or bribing the Military Alliance when being in a dialogue with them, to avoid an inspection at the time.
  • Faction spaceships/stations may contact you and ask for help if they run out of some resource they need.

  • The Military Alliance now has prison bases. You can sell them your prisoners, who are of an enemy faction to the Military Alliance.
  • Factions now get frustrated if you keep bailing on paying settlements owed to them.
  • Bounties - You can now claim bounties for prisoners belonging to another faction, if you choose to bring them back to the faction who imprisoned them.
  • Refugees can now be forced into prisoners, but they will fight you for it.

  • Trading UI has been modified to be more intuitive. NOTE that the resources shown for you and the trading partner are now flipped compared to the old UI.
  • 2-tile wide door (Double door) added to the game.
  • Improved the interior appearance of the NPC factions stations and ships.
  • Implemented an under attack UI message, which slows game speed and auto-drafts a crew member when they are being attacked.
  • Fixed some of the issues with having refugees but their faction spaceship not being able to take more of them onboard.
  • Added roof decoration graphics to the hyperdrive and the airlock. Check the roof view!
  • Added comfort values to many objects, which had them missing.
  • Fixed bugs.

Please give your feedback in the experimental branch forum. Link below:

https://steamcommunity.com/app/979110/discussions/5/

Join Space Haven Discord: http://discord.gg/spacehaven
Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

We will gather feedback for Alpha 11 in the experimental branch and tweak as needed. Once everything is looking solid enough we will publish the update to the main branch.

Thanks for reading and see you again in the next update!
Space Haven - aksel_bugbyte
Alpha 11 - The Slaver's Guild, the Military Alliance and More

Greetings, Spacefarer! We've been working on a big update for a few months now, which will expand on your interactions with factions and also introduces slaves as a mechanic related to the Slaver's Guild faction.

There's lots of new interesting features added. All of these should make your space adventures more interesting and open up some new possibilities.

The Slaver's Guild and Slaves


Mark and Cooper are slaves, not amused by their Algae Dispenser as their only nutrition.

You will be able to enslave crew members you capture from other factions, but you can also choose to be a force of good and seek out to rid the universe of slavery. The choice is yours.

The Enslavement Facility


A poor prisoner being turned into a slave in the Enslavement Facility

The Slaver's Guild use enslavement facilities to enslave people. The enslavement facility is used both for inserting a slave collar on a slave, but also for recharging the slave collar.

You can also be a slaver yourself, by researching the enslavement facility and turning prisoners into slaves using the enslave button located next to the recruit button in the character information window. Slaves can work as normal crew members, and their schedules can be changed. However, slaves cannot operate the system related jobs, like navigation, gunner, shield and operations. They cannot be drafted and manually controlled either.



The slave collar gives electric shocks to the wearer, if it is touched or otherwise tampered with. This prevents the wearer from trying to escape, at least to some degree. Escaping can happen though, and how frequently escapes are tried is tied to the character surrender rate. A hero will try to escape more often than a wimp.

A slave collar needs to be charged with energy cells, otherwise a slave may escape. The wearer will automatically be reminded to recharge the slave collar themselves at the enslavement facility. When slaves try to escape they will aim to form their own group among each other, and work together to flee towards freedom.

Slaves Escaping



Slaves dream of escaping one day, and if they get a chance they will aim to form a group of their own and take their chance at freedom. If a slave is able to wiggle free of their slave collar, they may set others free to and look for a way to escape together.

How they do this will be left as a mystery for now. Perhaps you will witness it yourself in the game. =)

A base for the Slaver's Guild


A Slaver's Guild base, with special chambers to keep their slaves in order.

The Slaver's Guild is getting their own base, buried deep in the galaxy in an area controlled by the Slaver's Guild. Perhaps you aren't keen with the whole idea of slaves, and want to rid the universe of it. Seek out and enter this base, clear it out of any resistance you meet. Find the special chambers made to hold slaves captive and free them of their perilous fate... You will have their undying gratitude!

Faction Interactions


The Military Alliance is happy to see you have some Pirate Coalition crew members as prisoners.

We've implemented some new features, which expands and opens up some new possibilities on how your actions affect your relationship with various factions. We've also expanded the factions in a way where they have a bit more meaningful relationships between each other.

Some examples of these new interactions include:
  • A faction finding out you are sheltering their enemies, keeping their allies captive or the Military Alliance finding out you have slaves.
  • Faction spaceships/stations may contact you and ask for help if they run out of some resource they need.
  • Factions now get frustrated if you keep bailing on paying settlements.
  • You'll be able to claim bounties for certain captives factions are interested in. The Military Alliance is keen to get their hands on Pirate Coalition crew members.
  • Refugees can now be forced into prisoners, but they will fight you for it.
Under Inspection

We've implemented a new feature, where factions may want to inspect your ship either by scanning or by visiting your ship and having a look. This can happen if the faction has become suspicious of your activities for various reasons.


Fingers crossed the Military Alliance doesn't scan our room full of contraband!

When you are being inspected by a faction the user interface above will show the progress. It lists the various items you are at risk to be discovered for, and the consequences. This feature gives a reason for factions to visit your ships, and adds to the tension as you watch it happen.

If a faction is allied with another faction, and they scan your ship and find out you have enslaved or taken their allied faction crew members captive, they will react negatively towards you.


Francesco is getting questioned by Darin from the Military Alliance. Hopefully Francesco can keep his cool!

The Military Alliance tries to uphold whatever law is left in this wild west of space, they will sometimes do inspections to see if you are engaging in illegal activity, or have contraband hidden somewhere.

While the Military Alliance searches your ship they will also carry out some interrogations on your crew members. Your crew member might spill the beans, or hold their cool and lie successfully. This gives a bit more depth to the characters, as you may find out that it is Shifty Hal spilling the beans every time he is interrogated.

Military Alliance prison stations



The Military Alliance now has prison stations scattered around the galaxy. Here they hold their enemy faction members as prisoners, for breaking the space law. These are usually members from the Pirate Coalition and the Slaver's Guild. You can sell your own prisoners to them, as long as they are members of the factions who are enemies with the Military Alliance.

Bounties

You can now claim a bounty by bringing prisoners back to the faction these captives belong to. This means you can find crew members imprisoned by the Military Alliance, and instead of making them part of your crew you can decide to ship them to a Military Alliance ship and claim a bounty for them.

Double doors


Sometimes two doors is better than one!

We're adding a double door (2 tile wide door) to appease your symmetry needs. =)


The hyperdrives now have nice looking roof graphics!

With each update, we're also putting some time into making the game look better. Our graphics artist has been working on some roof decoration graphics, and you can see the hyperdrive roof graphics in the image above.

We've also spent time polishing the NPC ships, slightly modifying their looks and adding some more variation to the floor tiles of their different rooms.

Timeline - When is Alpha 11 Update Available?

We don't have an exact date, but we're getting close and we're working on the final additions to Alpha 11. After this we will publish the new update to the experimental branch and iron out any issues. The process is as follows:

  • We push a new Update to the Experimental Branch - Where you can test new experimental patches before the game is officially updated. (We will announce when Alpha 11 is available in the experimental branch)
  • Once the experimental game build looks solid and stable we will push it out officially to all players!

Join Space Haven Discord: http://discord.gg/spacehaven
Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
Technical Support: https://steamcommunity.com/app/979110/discussions/1/

Thank you for reading, Spacefarer. Stay tuned for upcoming news on Alpha 11 and hope 2021 has started well for you!
Space Haven - Aksel


Season's Greetings, Spacefarer!

And thank you for this year. This year has been truly eventful and special. After 4 years of hard work our small 3 developer indie team was finally able to launch Space Haven into Early Access, but we never imagined it would be in such turbulent times. It has been quite the journey and we're extremely grateful for how it all has gone and excited to keep working on the game.

We wish you happy holidays, and hope every one of you get at least a moment to relax. It has been a special year for us here at Bugbyte, and we're looking forward to 2021 with new exciting updates to come. =)

Upcoming Update

Now for the fun part. A report on what we've been working on for the past month for the upcoming update! We've been working on a bigger update, which will expand on your interactions with factions and also introduces slaves as a mechanic related to the Slaver's Guild faction. We shall see what other additions make it into the upcoming update, but read on below to see what we have coming so far.

Slaves


Mark and Cooper are slaves, not amused by their Algae Dispenser as their only nutrition.

You will be able to enslave crew members you capture from other factions, but you can also choose to be a force of good and seek out to rid the universe of slavery. The choice is yours.

Slaves are kept obedient with a slave collar, giving a slave an electric shock each time they try to wiggle themselves free of it. If you choose to you will be able to produce slave collars, once you have researched the tech. The slave collars will be charged with energy cells.

The surrender rate of a character will affect how often a slave will try to test the collar, and thus how much energy is used will depend on if the slave is an obedient personality (Like a Wimp) or someone who would rather try escaping (Like a Hero).

A base for the Slaver's Guild


A Slaver's Guild base, with special chambers to keep their slaves in order.

The Slaver's Guild is getting their own base, buried deep in the galaxy in an area controlled by the Slaver's Guild. Perhaps you aren't keen with the whole idea of slaves, and want to rid the universe of it. Seek out and enter this base, clear it out of any resistance you meet. Find the special chambers made to hold slaves captive and free them of their perilous fate... You will have their undying gratitude!

Faction Interactions


The Military Alliance is happy to see you have some Pirate Coalition crew members as prisoners.

We've implemented some new features, which expands and opens up some new possibilities on how your actions affect your relationship with various factions. We've also expanded the factions in a way where they have a bit more meaningful relationships between each other.

Some examples of these new interactions include:
  • A faction finding out you are sheltering their enemies, keeping their allies captive or the Military Alliance finding out you have slaves.
  • Faction spaceships/stations may contact you and ask for help if they run out of some resource they need.
  • Factions now get frustrated if you keep bailing on paying settlements.
  • You'll be able to claim bounties for certain captives factions are interested in. The Military Alliance is keen to get their hands on Pirate Coalition crew members.
  • Refugees can now be forced into prisoners, but they will fight you for it.
Scanning


Fingers crossed the Military Alliance doesn't scan our room full of slaves and prisoners!

We've implemented a new UI element for scanning, which will show information on the scanning procedure done by a faction, and what you are at risk to be exposed for. Scanning can now produce more interesting results.

For example, the Military Alliance is meant to be a faction upholding the law, or whatever law there is left. The Military Alliance will now often scan your ships as a part of their routine inspection, looking for illegal activities, such as having slaves or contraband.

Another example: If a faction is allied with another faction, and they scan your ship and find out you have enslaved or taken their allied faction crew members captive, they will react negatively towards you.

Bounties

You can now claim a bounty by bringing prisoners back to the faction these captives belong to. This means you can find crew members imprisoned by the Military Alliance, and instead of making them part of your crew you can decide to ship them to a Military Alliance ship and claim a bounty for them.

Double doors


Sometimes two doors is better than one!

We're adding a double door (2 tile wide door) to appease your symmetry needs. =)

More? And when?

We will keep working more on this upcoming update after the holidays! We will see what more we can add to the package, as always we look forward to be able to bring you a solid update package once again. Stay tuned for more news early next year!

Fan Art



Many of you often wonder why the Kitchen is on fire so often. Well, the above comic should explain it all. =) What a great comic by TheLittlestTeapot once again! In all seriousness, setting the Kitchen on fire depends on the accident rate a crew member has. Keeping them happy and content (Comfort) helps, lights are also important, as the crew members need to see what they are doing.



Another great comic by nudefireninja. It's awesome to see these pop up, thank you so much for your work!

Join Space Haven Discord: http://discord.gg/spacehaven
Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
Technical Support: https://steamcommunity.com/app/979110/discussions/1/

Thank you for reading, Spacefarer. We wish you a merry end of the year and we are looking forward to seeing you again in 2021. =)
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