Before we move on to develop the next big Alpha update (Alpha 13) we wanted to spend some time to implement improvements, which could have a big impact on game play. Our priority is to always leave the current Alpha in a solid state before moving on to a longer period of development time on a new Alpha iteration.
Tooltips for Character skills and attributes have been requested by many and we're happy to include them in this new update along with many tweaks to their effects! Read on to see what's new in this update.
Tooltips for Character Skills and Attributes
We were able to spend time implementing the much requested tooltips for Character Skills, Attributes and other information. In conjunction with this we tweaked the character skills and attributes to have a more meaningful impact on the jobs they are related to.
We also gave hand guns their own accuracy values. The Shotgun is less accurate than the Assault Rifle for example. All these factors make accuracy a cocktail of different things.
Things affecting accuracy:
The Weapons skill
The Perception attribute
The accuracy of the weapon itself
Various character conditions
This makes accuracy a variable, which can change depending on the conditions the character may find themselves in and the weapon they are using.
Modified Character Info Boxes
We added some new indicators to the character info boxes, giving information on the current whereabouts of the character. We also made the boxes themselves change color based on the whereabouts of the character.
All of this should make it a bit more clear to know who is where simply by looking at the info boxes. =)
Cage Mouse Selector in Drafted Mode
The isometric view takes some time to get used to. It is not always easy to know where the cursor is actually positioned. To make this easier, we created a tile-sized cage as a mouse selector in drafted mode.
This will hopefully make it easier to navigate derelict ships and stations and to target those crawling aliens.
New Transfer Menu
We also modified the transfer menu when transferring resources between ships. We noticed players would often select all resources but never give the command to actually transfer them. So we rearranged the transfer menu to hopefully make it more clear that the transfer command should also be given using the +- buttons or the arrow buttons.
Improved Tooltips for Resources
Tooltips for Resources now have some additional information on how to produce more or acquire more of them. Remember that besides production there is always a chance to find resources on derelict ships and stations, and you can also acquire more by trading for them.
New Scenario Hints
We spent time rewriting many of the more complex scenario hints. We made them more detailed and tried to make them easier to read, by having clear steps where needed. User on-boarding is something we want to improve with time as we find opportunities to do so.
We hope new players will find these helpful beginning their Spacefarer journeys! =)
New Sounds
We added a sound for hyperspace jumps. The sound will be played as an ambient type of sound, both when player ships and NPC ships jump into sectors. This will also give a hint to a ship entering or leaving the sector even if the player is focused on tasks elsewhere.
We also added a sound for the Jukebox, which now plays a short tune when characters turn it on. Beep boop! More sounds will come in the future.
Patch Notes for Version 0.12.5
Created a tile-sized cage as a mouse selector in drafted mode to make it more clear where the selector is in the isometric world.
Added tooltips for character skills, attributes and rates.
Modified the user interface for the transfer tab, when transferring resources between ships.
Added a sound for hyperspace jumps. The sound will be played as an ambient type of sound, both when player ships and NPC ships jump into sectors.
Added a sound for the jukebox when set to play by a crew member.
Lowered volume on the character whistle sound.
Lowered volume on the Arcade Machine sound slightly.
Tweaked the power node drainage information in the power view mode.
Added indicators to the character info boxes, giving information on the current whereabouts of the character.
Increased the comfort value of the single bed, to make it more comfortable than bunk beds.
Modified the scenario guide step related to building a navigation console and two hyperium hyperdrives.
Balancing: Halved energy usage of industry facilities, doubled the default production time and modified industry skill levels to have a more significant effect on production speed.
Balancing: Reworked the weapons skill to have more impact on accuracy, in combination with the perception attribute.
Balancing: Buffed Assault Rifle in terms of cooldown and damage.
Balancing: Buffed SMG in terms of cooldown.
Balancing: Different type of weapons also affect accuracy. The Accuracy rate tooltip will list all effects.
Balancing: Worked on many other skills to have more impact on tasks they are linked to.
Fixed translation UI issues.
Fixed bugs.
We have also worked on fixing bugs you are reporting to us. Keep the feedback flowing. Thank you for reporting and enjoy the new version. =)
Remember! If you need help with technical issues (Game not working) please create a thread in the Help/Technical forum mentioned above. We will help you as soon as possible.
Improved and made the scenario hints (Blue Objectives) texts more detailed.
Translations for the new scenario hints texts implemented.
Added more informational text to the overview section for some facilities.
Improved the behavior of salvage robots at derelicts, utilizing access points to a higher degree than before.
Fixed bugs.
We have another patch for Alpha 12!
We've worked hard to improve the blue objective notifications (Guiding towards a hyperspace capable ship and teaching some other basics), to help new players understand the game. This patch introduces new improved texts for them as well as all translations for supported languages.
We have also worked on fixing bugs you are reporting to us.Keep the feedback flowing. Thank you for reporting and enjoy the new version. =)
Remember! If you need help with technical issues (Game not working) please create a thread in the Help/Technical forum mentioned above. We will help you as soon as possible.
Added text translations for new scenario hints (Blue Objectives).
Fixed bugs.
We have another patch for Alpha 12!
We are working hard to improve the blue objective notifications, to help new players understand the game. We are also working on fixing bugs you are reporting to us. We will be in this phase and update frequently until Alpha 12 is in a solid state.
Thank you for reporting and enjoy the new version. =)
Added more information to the robot stations facility tooltips in the build menu.
Added more information to the enslavement facility tooltip in the build menu.
Improved scenario hints (Blue Objectives) texts.
Fixed bugs.
We have another patch for Alpha 12! We've been improving the blue objective notifications, which guide the player towards a hyperspace capable ship and learning the basics.
We still have translations on the way for these new texts and will update the game in the near future. We've also been busy fixing the bugs you have found so far, thank you for reporting and enjoy the new version. =)
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.
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 Alpha 12 is now available to play in the experimental branch. As a reminder, the update process is as follows:
A new Update is first available in the Experimental Branch.
Players, who do not mind playing a more unstable version, will first want to test the new update.
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:
Open Steam Library
Right click Space Haven
Select Properties
Go to tab 'Betas' at the top.
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:
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:
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
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:
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!
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.
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!
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.