Space Haven Alpha 14 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!It is strongly recommended to start a new game.There are a lot of new big changes and it is not known how well older saves work.
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! =)
Space Haven Alpha 14 Experimental Branch Patch Notes
Modified crew member max skill levels from 3 to 10
Added a skill potential bonus to some traits, these traits give a bonus point to some max skill level.
Implemented a way to customize start crew attributes and skills.
Implemented a way to customize if one can customize crew members, in the game customization menu. =)
Crew Member Related Modifications
Modified the default crew member priority system to take the learning potential into account, as we often want someone who can learn up to a high skill level to execute certain tasks.
Modified the crew management menu priority section to show both the current skill level and how many levels the crew member can learn.
Added minimum skill requirements to production tasks and other tasks.
The general Working speed value no longer has an effect on the console tasks. Instead, the bonus effect comes from the relevant skill tied to the task (Navigation, Gunner, Operations and Shielding).
Added a new condition, which can be triggered by long term low comfort. Crew members can rebell and refuse to work for some hours to show that they are displeased.
Balanced the need to fight trigger to make it less possible for a crew member to get stuck in a need to fight mood.
Comfort Map Reworked
Divided the comfort map into three categories: Work, Leisure and Sleep.
Added comfort categories for objects to allow determining comfort values from a category instead of values from individual objects. All tables are now in the tables category, and all beds in the beds category. There are many other categories such as gaming and music. This prevents the need to build multiple different objects of the same type to optimize comfort.
Modified bonus comfort to not have a radius fall-off. This prevents the need to build multiple objects next to each other to optimize comfort. Negative comfort still has a fall-off.
Rebalanced comfort values for objects.
Power System Reworked
Reworked the power network to be divided into two. One network being the integral basic power network, which is low capacity power distributed into the hull.
This network is capable of keeping basic facilities with low power needs functional. The other network is the advanced power network, which is needed for facilities with higher power needs such as industry facilities, ship turrets and shields.
The first network will be easy to manage and can keep the ship alive, while the other network will be more resource intensive and is needed for production and ship-to-ship combat.
Added power control sliders, which will allow the player to redirect power to ship-to-ship combat systems, like the turrets, shields or the hyperdrives.
Hull Stabilizers and System Points
Tied system points to the Hull Stabilizer, and added a minimum distance radius to the Hull Stabilizer. Two Hull Stabilizers must be a certain distance from each other.
Generators, Hyperdrives and Power Capacity nodes now use system points.
Power Capacity Nodes (Batteries) make power boosting possible, which means more than 100% power can be directed towards some ship system in the power control menu.
Shield Modifications
Shields now take the size of the ship into account. When the size of the ship grows the strength of the shield is reduced to a degree, as the shield needs to cover a larger area compared to a smaller ship.
When shields are depleted to 0 they will need to be charged with a few hit points before coming online again. This will cause some intervals where shields are down, presenting opportunities for specialized turrets to strike in ship-to-ship combat.
Ship-to-Ship Combat Modifications
The Autoturret and Small Shield generator have been added to the game. These are researched and found in the same research modules as the weapon console and shields console.
Hyperdrives can now be targeted in ship-to-ship combat and it is possible to stop a ship from escaping.
Turrets and their projectiles can have a chance at penetrating the shields. This penetration rate depends on multiple factors, the strength of the shield, the skill of the defending shield operator, the skill of the enemy ship gunner and the penetration chance of the turrets themselves.
Improved the AI behavior in ship-to-ship combat and made it take the set difficulty into account. The AI will be more lenient with targeting on easier difficulties while trying to disable and destroy more effectively on higher difficulties.
Battlestations
Implemented Battlestations - A new mode for crew members where they seek out their assigned battlestation post in ship-to-ship combat situations. This can be assigned manually or let the crew members do it automatically.
Hyperdrives
Hyperdrives only consumed hyperfuel based on the need of 1 hyperdrive. This has been fixed.
Hyperjumps are now possible to execute within a range of the mass capacity needed, but there is a cost in hyperfuel spent and the possibility of the ship/hyperdrives taking damage.
Implemented user interface improvements to the prepare for a hyperjump menu.
Robots
Logistics robots and salvage robot docks now consume a bit less power than before.
Logistics robots and salvage robots consume a bit less energy cells than before.
The Solar panel produces basic power and costs less in building resources.
Plants and Food
Plants now have a higher growth rate penalty if left untended.
Increased the consumption of fat, carbs, protein and vitamins for crew members. Goal is to increase the chance of a deficiency if some food component is missing.
Modified the default meal recipe in the Kitchen settings.
Balanced plants to need more tending. Previously, 1 crew member was able to tend to 10-12 of the largest (5 crop) grow pods alone. Now, 2 crew members are needed for such an amount.
Starmap and Factions
The negative effects of Siren Worlds have been nerfed in an earlier update, and now they are also hidden in the starmap.
When NPC ships asks for a resource they will now offer to pay a higher price for the goods and also a relationship bonus in return.
Crew members for hire at a leisure station now ask for a smaller price at a maximum to join the player crew.
The chance for the Military Alliance to carry out an inspection of your ship has been increased.
Created new random derelict spaceships.
Polished and added more details to derelict ships rooms.
Lore Related
The HSS Call Me Crazy spaceship featured in one of the data log series has been added to the game as a derelict ship the player can find. A character from the story can be found on the ship in a hypersleep chamber, as well as an additional data log to give more information on what happened to HSS Call Me Crazy.
Fixes and Modifications
Energy cells now take less energy rods to produce.
Modified the large tooltips for facilities, which can be seen in the build menu and the research tree menu.
Fixed hyperdrive placement on many NPC ships.
Fixed bugs.
Please give your feedback in the experimental branch forum. Link below:
We will gather feedback for Alpha 14 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!
The upcoming Alpha 14 features a mix of features wished by you, our players, and improvements and additions to the existing systems in the game. Let's take a look at all the new upcoming goodies!
Crew Members Leveling Up in Skills
Crew members now have skills ranging from 0 to 10. You can also customize the attributes and skills of your starting crew!
We've modified the crew member max skill levels from 3 to 10 and implemented crew members leveling up in skills. We also added a skill potential bonus to some traits, these traits give a bonus point to some max skill level. Many of the traits were simply mostly negative, this gives a new way to add something extra to them. The idea was a suggestion by one of our players:
"Something that makes certain characters worth the investment because they have a higher skill ceiling. It would be an interesting game decision to weigh a crew members long term strengths versus short term inadequacy."
Preserving Uniqueness
Our thought is that crew members should still have their strengths and weaknesses, otherwise they will all be the same and be good at everything. Nobody would be unique and this would detract from the joy of finding someone great in the medical or weapons skill, as it would no longer carry a meaning if everyone is great at everything.
Crew members will have a natural ability to become great in one or a few skills, but they will also have their limitations. While the crew member you find on your journey will be random in their skills and ability to learn, you will be able to customize these for your start crew if you so desire.
Ability to Customize Your Start Crew
Another highly requested feature was the ability to customize start crew attributes and skills. This will now be possible for the start crew members, while the crew members you find on your journey will still be their own individuals and cannot be customized.
We often also include more settings to our own game customization screen. So we implemented a way to customize if one can customize crew members, in the game customization menu. =)
The default settings in the crew member priority system takes the learning potential into account, as we often want someone who can learn up to a high skill level to execute certain tasks.
Based on the changes mentioned above we have modified the default crew member priority system to take the learning potential into account, as we often want someone who can learn up to a high skill level to execute certain tasks. Graphically, we modified the crew management menu priority section to show both the current skill level and how many levels the crew member can learn. We also added some minimum skill requirements to production tasks and other tasks, this will help make individuals matter and have value.
Reworked the Comfort System
The comfort map has now been divided into three different categories: Work, Leisure and Sleep. All facilites have their own values in all three categories.
We have divided the comfort map into three categories: Work, Leisure and Sleep. All of these now have their own view modes, which can be accessed from the same comfort menu as before.
We felt there was a need to separate these, to allow more possibilities to customize how different facilities impact a crew member and their mood. A facility can be great in terms of having fun on leisure time, but still affect sleep negatively, such as the noise from an Arcade Machine.
Furthermore, we added comfort categories for objects to allow determining comfort values from a category instead of values from individual objects. All tables are now in the tables category, and all beds in the beds category. There are many other categories such as gaming and music. This eliminates the need to build multiple different tables close to each other to optimize comfort. Each table is still a table, and now they all belong to the same category and the comfort value will be based on the category instead of individual objects.
We also modified bonus comfort to not have a radius fall-off. This prevents the need to build multiple objects next to each other to optimize comfort. Negative comfort still has a fall-off. We also rebalanced comfort values for some objects.
Reworked the Power System
The power network has been separated into two different networks, the Basic and the Advanced power networks. Additionally, the needs for links have been removed.
The power system has been a bit hard to understand. We wanted to make it more clear and straight-forward, and also solve the problem of being completely dead in the water when energium is depleted.
Our next iteration is to divide the power network into two separate networks. One network being the integral basic power network, which is low capacity power distributed into the hull. This network is capable of keeping basic facilities with low power needs functional. The other network is the advanced power network, which is needed for facilities with higher power needs such as industry facilities, ship turrets and shields.
The first network will be easy to manage and can keep the ship alive, while the other network will be more resource intensive and is needed for production and ship-to-ship combat.
The need for links is also removed as the hull is seen capable to distribute the basic integral power. However, power nodes are still needed to expand/distribute advanced power. We are reworking the power nodes to make all the new changes possible.
Power Distribution Controls
The power control sliders gives you the possibility to redirect power according to need, possibly giving a boost to turrets, shields or the hyperdrives.
We're looking into making it possible to redirect power according to need, hoping to bring some more strategy in ship-to-ship combat also from managing power. The new power system supports this, as the wireless Advanced Power can easily be redirected to certain facilities, like turrets, shields or the hyperdrives.
We're also exploring the ability to give a power boost to ship-to-ship combat facilities using the power control sliders, and have them gain a bonus from it but with a possible down side, like the risk of parts breaking. Our goal is to also have power play a role in ship-to-ship combat. Overall, we're making new changes and additions to expand on ship-to-ship combat.
More Strategy in Ship-to-Ship Combat
The hyperdrives of the enemy ship can now be targeted to prevent the ship from escaping.
We've spent some time making changes and balancing ship-to-ship combat. Hyperdrives can now be targeted in ship-to-ship combat and it is possible to stop a ship from escaping. Additionally, we plan to have new smaller versions of a turret and shield, as well as making some changes to the existing ones.
Turret Modifications
Turrets are getting new modifications to make ship-to-ship combat more strategic.
Turrets and their projectiles can have a chance at penetrating the shields. This penetration rate depends on multiple factors, the strength of the shield, the skill of the defending shield operator, the skill of the ship gunner and the penetration chance of the turrets themselves.
A New Smaller Turret
A new 1 System Point Turret is being added to the turret collection.
We're adding a smaller turret, which will be good for continuous fire and chipping away the enemy shields and hull, while giving larger turrets good moments to strike once the shields on the enemy ship are down.
A New Smaller Shield
A new 1 System Point Shield is being added to the Shield collection.
We're adding a new smaller version shield unit to the collection of shields in the game. This shield can be placed for only 1 System Point and gives some protection against enemy fire and micrometeoroids.
Modified the Behavior of Shields
Shields now take the size of the ship into account. When the size of the ship grows the strength of the shield is reduced to a degree, as the shield needs to cover a larger area compared to a smaller ship.
Hull Stabilizers Now Give System Points
Hull Stabilizers now give System Points, instead of the points being tied to the ship canvas size. However, there is a limitation on Hull Stabilizers and thus also on System Points. We also have a thought of making them smaller, to make them easier to fit in the design.
We have tied system points to the Hull Stabilizer, and added a minimum distance radius to the Hull Stabilizer, meaning two Hull Stabilizers must be a certain distance from each other.
The goal of this change was to remove the System Points from being tied to the ship canvas, and instead make System Points tied to the actual ship size. As two Hull Stabilizers must be a certain distance from each others it means System Points are added as the ship grows in size.
Improved AI
We have improved the AI behavior in ship-to-ship combat and made it take the set difficulty into account. The AI will be more lenient with targeting on easier difficulties while trying to disable and destroy more effectively on higher difficulties.
Battlestations
Crew members can be assigned to a battlestation, which is essentially an area the crew member manages in ship-to-ship combat situations.
We've implemented a new mode for crew members where they seek out their assigned battlestation post in ship-to-ship combat situations. This can be assigned manually or let the crew members do it automatically.
Facilities need to be repaired and restocked during ship-to-ship combat situations, battlestations gives the player a tool to make sure that an area has a worker nearby when it is needed.
When Will the Alpha 14 Update be Released?
Our goal is in the early months of 2022. Meanwhile, come chat with us and others playing Space Haven:
Fixed Research Workbench bug allocating too many resources towards experiments.
Fixed bugs.
There was a bug with the Research Workbench allocating too many resources related to experiments. This should now be fixed and hopefully all is working well. The newest version is now 0.13.4.
We will soon begin developing the next big update for Space Haven, and there will be a longer pause. We will keep you updated by posting progress reports along the way! =)
The Alpha 13 Update takes inspiration from Apollo 13, where accidents happen and research is imperative to survival! In the spirit of Apollo 13 we wanted to invest more time into the Research System and incentivize exploration by creating research bonuses from dismantling facilities on board other spaceships and stations.
We also wanted to tie Research with examining alien life forms and experimentation with resources, where some research modules will require the crew to carry out experiments on resources to discover new technologies.
To add to the emergent storytelling component of the game we have expanded upon the accidents system, and tied it together with research experiments and other crew member activities. We have created some new facilities to make all of this possible.
Note Regarding Older Saved Games And Custom Games
Note that since the Research Tree has been modified old Alpha 12 saved games will have a few facilities locked, which should not be locked. You can research them again to unlock them.
Also, if you like to start new games using your own custom difficulty settings: It is best to create a new custom game from one of the default difficulties. As the old settings might not be completely compatible with the new changes.
A New Research System
A New Structure for the Research Tree
The new research tree organizes research modules into their own categories.
We've decided to do some modifications to the research tree. The new structure for the Research Tree removes a lot of the complexity seen in the first research tree, and places research modules in their own categories. Some crossover connections are possible but less used than before.
Let's see how the research tree shapes with time. We are ready to iterate more on it until it feels good.
Multi-Staged Research
Research might now require experimenting with resources, dissecting bodies or disassembling items.
The new research system features multi-staged research modules, where exploration, examinations, experiments and spending time at the classic research lab can all be tied together. We can now create research modules that may require dissecting alien bodies, disassembling items or experimenting with a resource to discover a new technology.
Many players were also wishing for a way to acquire some type of bonus to research when high-tech facilities are found and dismantled aboard other spaceships and stations. The new research system supports this, we will see how the balance between each element of research is weighted with time.
All in all the multi-staged research is intended to allow us to come up with many ways on how to incentivize exploring derelict spaceships and stations, as well as other possible things like gathering resources.
Improved Research User Interface
We've added the same style of tooltips as seen in the build menu, with detailed information about the facility or item you are about to unlock. This was lacking in the Research tree and made it a bit hard to see what the unlocked facility does.
We've also implemented a research queue, so you can queue up many different research modules all at once. The system tries to utilize both the Research Lab and the Research Workbench at optimal capacity, so the different facilities are able to work on all the modules in the queue as needed.
A Research Station
You encounter a research station in a distant part of the galaxy...
We are adding a research station to the galaxy of Space Haven. You will be able to order basic research as a service to aid your efforts to unlock new technology.
A New Start Scenario, Difficulty Level And Customizable Challenge Settings
The new start scenario allows the player to jump in and start playing with a small hyperspace capable spaceship.
We've added a new start scenario to the game, aimed to give you a quick start without having to build your own ship from scratch. Pick this scenario if you want to jump right in on the exploration phase of the game!
As things were getting desperate on Earth you remembered your old friend, now a rich baron. You convinced them to spare you one of their older ships and some essential supplies. You've been given a small hope, but you have to build up from there and give yourself a chance to survive.
The "Brutal" Difficulty Level
We've added a new difficulty level, a brutal difficulty aimed to give a challenge for experienced players. We aim to keep the "Harsh" and "Brutal" difficulty levels as the harder ones and look to modify these and all other difficulty levels according to player feedback.
The Interstellar Travel Threat
We've also implemented adverse side effects for crew members from making interstellar travels (Between star system clusters) without a hypersleep chamber. These effects are minor for the peaceful, builder and medium difficulty levels and have more of an impact on Harsh and Brutal difficulty levels.
We've made it possible to turn this feature off completely if you so desire, so remember to check the game difficulty customization menu when starting a new game.
Difficulty Customizations
Randomness setting - We implemented a tweak to the random number generator, which aims to eliminate streaks of bad luck and instead distribute the intended value more evenly.
Interstellar travel threat - We added a way to customize the severity of the interstellar travel sickness condition in the game customization menu.
Dismantling returns all resources - We added a new setting to the game customization menu related to dismantling facilities. When enabled: Dismantling a facility on your own ship will return all building blocks used. Accidents may still break a part in the process. If disabled: Dismantling will return scrap instead, although moving a facility is still possible. Dismantling facilities will return all building blocks on peaceful to normal difficulties, while Harsh and Brutal will return scrap. This can be customized by the player in the game customization menu.
NPC Additions
All NPC factions have gotten a new ship addition to their fleet. These small ships will greet you on your space adventures!
We've added new small ships for the NPC factions. These ships will be present early on in the game and will generally be without ship-to-ship combat weaponry. Instead, they will try to board your ships if they plan to attack.
Expanding on available services
Medical service will come handy when you don't have medical beds of your own.
We're adding and expanding on available services in addition to the research service available at the research station mentioned above.
One of these will be the medical service, where you can ask other factions for help if they happen to have medical beds and a doctor. This service will work similarly to the build/repair hull service available at the repair station.
A more elaborate Accidents System
Haleigh doing some experiments with Energium. Turns out this stuff is pretty volatile!
The new expanded Accidents system works well with the new Research system. Research Experiments may go wrong at times and cause interesting situations. Accidents have been present before, but only ever lead to a broken part or a fire. Now there are more possibilities, and also a range of conditions they may lead to in crew members.
The goal is to create more opportunities for interesting events and emergent storytelling, where a cascade of random events may have the player witness something new and interesting.
Alien Data Sheets, Cocoons & Infections
Alien Wall Cocoons may now come with a Crew Member
We've added a feature, where you can find a new crew member trapped in an alien wall cocoon aboard a derelict ship. You can free them, but they may be hiding a unpleasant surprise within...
A new crew member is valuable, so you might want to take the risk. However, there might be a risk that the crew member is carrying an alien infection, which can with some bad luck spread among your crew members with time.
Alien Infections
Hey Jeslyn! You alright there? Was it something you ate!? What is this weird stuff happening here!
Alien infections may spread among your crew, especially if you are unlucky to have an unfortunate crew member have a special type of seizure right in the kitchen. This is bound to spoil the meal and then some!
Alien Data Sheets
The Crawler now has its own data sheet, cute!
Inspired by the X-COM series UFOpaedia we wanted to create something similar for the aliens encountered in Space Haven. You can now gain more information about the various alien entities through research.
Cover Objects and AI Combat Behavior
You can now build cover objects to create good defense positions against enemy intruders
We've added cover objects to the game, which can be used to create good defense positions against enemy intruders. The AI also uses these cover objects to defend their own ships from enemy intruders.
New Facilities
Body Storage
Store your human and alien bodies here.
The body storage is a facility used for the storage of human and alien corpses awaiting to be further processed.
Robot Storage
Store your robot and android remains here.
The robot storage is a facility used for the storage of robot and android corpses awaiting to be further processed.
Robot workbench
The robot workbench where your crew member can disassemble robots and androids. Food tray shows the spot where the robot/android remains are placed.
The robot workbench is a facility used to pick apart robot and android remains, and scrap them for any usable resources that can be found.
Research workbench
The Research workbench allows your crew members to experiment with resources, dissect bodies and disassemble items. For science! Food tray shows where the item is placed.
The Research workbench is used for reverse engineering purposes, supporting research efforts to discover new technologies. Crew members can disassemble mechanical items, dissect biological entities and experiment with various resources to find out valuable information.
Some research modules require a research workbench to be unlocked.
New Character Conditions
Oops! Karl being a bit clumsy once again, burned his hands in the process!
Messing up - A general bummer type of feeling from screwing up some process. Impacts mood for a time period.
A general Injury - Impacts health, safety, mood as well as workspeed and accuracy.
Broken arm - Prevents the crew member from working for a time period, but still allows them to fire a weapon if it is absolutely needed, although with a great penalty to accuracy.
Burned hands - Ouwie! Accidents may cause a crew member to burn their hands, causing issues like not being able to work for a time period.
Vision loss - Partial vision loss. Impacts mood, workspeed and accuracy for a time period.
Inhaling toxic fumes - Impacts mood, health and prevents the crew member from sleeping for a time period.
Exposure to loud noise - Impacts mood and health for a time period.
Chronic Wounds - These types of wounds will accumulate with time as crew members get battle wounds. Needs a medical bed to recover.
Knocked Unconscious - An accident may knock your crew member unconscious for a while.
New Character Backstories
Aksel is a hard working game developer!
Game Developer - Generally pretty good in research and operations.
Astronaut - Generally quite good in piloting, research and chemistry. Immune to traits: Clumsiness, wimp and lazy.
Psychologist - Generally good intelligence and perception. Immune to traits: Antisocial, nyctophilia, neurotic and neediness.
Comedian - Their wits mean they are often quite intelligent and have good perception. Immune to the antisocial trait.
Brewmaster - Fair intelligence and good minimum skills in farming.
Electrician - Good intelligence and perception. Good minimum skills in research and industry.
Prizefighter - Brave and high in zest (energy). Fair minimum skills in weapons. Immune to traits: Wimp, suicidal and peaceloving.
Athlete - High in zest (energy) and good minimum skill in logistics. Immune to the trait lazy.
In-Floor Lights
Our kitchen looks a bit brighter today!
We're adding a new type of light to the Space Haven lights arsenal! You will be able to build in-floor lights in addition to the existing wall light and lamp.
Hey! These look new. We got some new lamps, nice!
We also reworked the looks of the standard standing lamps. They got a new look and look less like a street lamp. =)
A Search Mechanism for the Build Menu
You can now write something in the search bar to search for a facility!
We have added a highly advanced feature to the Build Menu, which allows you to search for facilities to build simply by writing their name! =)
Space Haven Alpha 13 - Full Patch Notes
A new Research System
A new Research System with a new structure for the research tree.
Multi-Staged Research modules - Exploration, examinations, experiments and spending time at the classic research lab can all be tied together.
Improved Research User Interface - Added the same style of tooltips as seen in the build menu, with detailed information about the facility or item you are about to unlock.
A Research Station - You will be able to order basic research as a service to aid your efforts to unlock new technology.
A more Elaborate Accidents System
A more elaborate Accidents System - More possibilities, and also a range of conditions they may lead to in crew members.
New Aliens related Stuff
Alien data sheets - You can now gain more information about the various alien entities through research.
You can find a new crew member trapped in an alien wall cocoon aboard a derelict ship.
Alien infections - Crew members trapped in alien bases may be at risk of carrying alien infections. If your own crew members become wall plastered in an alien base they are also at risk of being infected.
Alien hives have a chance of having a wall-cocooned crew member from another faction. This crew member can be saved by the player and added to the crew.
A New Start Scenario and Modifications
A new Start Scenario: The new start scenario allows the player to jump in and start playing with a small hyperspace capable spaceship. This scenario is intended for player wanting a quick start into the exploration phase of the game.
The Abandoned Mining Station start now has some resource rules set from the beginning on the industry facilities in the industry area.
New Services offered by NPC Factions
New Service: Research service available at the research station.
New Service: Medical service available, the civilians often offer aid regarding health issues.
New Service: Food service, let your crew dine on the farming station for a fee.
New Facilities and Objects
New Facility: The Body Storage - The body storage is a facility used for the storage of human and alien corpses awaiting to be further processed.
New Facility: The Robot Storage - The robot storage is a facility used for the storage of robot and android corpses awaiting to be further processed.
New Facility: The Robot Workbench - The robot workbench is a facility used to pick apart robot and android remains, and scrap them for any usable resources that can be found.
New Facility: The Research Workbench - The Research workbench is used for reverse engineering purposes, supporting research efforts to discover new technologies.
Added cover objects, which can be used to create fortifications and defense positions against boarding parties.
New Character Conditions
New Character Condition: Messing up - A general bummer type of feeling from screwing up some process. Impacts mood for a time period.
New Character Condition: A general Injury - Impacts health, safety, mood as well as workspeed and accuracy.
New Character Condition: Broken arm - Prevents the crew member from working for a time period, but still allows them to fire a weapon if it is absolutely needed, although with a great penalty to accuracy.
New Character Condition: Burned hands - Ouwie! Accidents may cause a crew member to burn their hands, causing issues like not being able to work for a time period.
New Character Condition: Vision loss - Partial vision loss. Impacts mood, workspeed and accuracy for a time period.
New Character Condition: Inhaling toxic fumes - Impacts mood, health and prevents the crew member from sleeping for a time period.
New Character Condition: Exposure to loud noise - Impacts mood and health for a time period.
New Character Condition: Chronic Wounds - These types of wounds will accumulate with time as crew members get battle wounds. Needs a medical bed to recover.
New Character Condition: Knocked Unconscious - An accident may knock your crew member unconscious for a while.
New Character Backstories
New Character Backstory: Game Developer - Generally pretty good in research and operations.
New Character Backstory: Astronaut - Generally quite good in piloting, research and chemistry. Immune to traits: Clumsiness, wimp and lazy.
New Character Backstory: Psychologist - Generally good intelligence and perception. Immune to traits: Antisocial, nyctophilia, neurotic and neediness.
New Character Backstory: Comedian - Their wits mean they are often quite intelligent and have good perception. Immune to the antisocial trait.
New Character Backstory: Brewmaster - Fair intelligence and good minimum skills in farming.
New Character Backstory: Electrician - Good intelligence and perception. Good minimum skills in research and industry.
New Character Backstory: Prizefighter - Brave and high in zest (energy). Fair minimum skills in weapons. Immune to traits: Wimp, suicidal and peaceloving.
New Character Backstory: Athlete - High in zest (energy) and good minimum skill in logistics. Immune to the trait lazy.
A New Difficulty Level And Customizable Challenge Settings
Added a new difficulty level, a brutal difficulty aimed to give a challenge for experienced players. (Currently in the A Small Hope start scenario, coming later to others)
Implemented adverse side effects for crew members from making interstellar travels (Between star system clusters) without a hypersleep chamber.
Added a way to customize the severity of the interstellar travel sickness condition in the game customization menu.
Added a new setting to the game customization menu related to dismantling facilities. When enabled: Dismantling a facility on your own ship will return all building blocks used. Accidents may still break a part in the process. If disabled: Dismantling will return scrap instead, although moving a facility is still possible. Dismantling facilities will return all building blocks on peaceful to normal difficulties, while Harsh and Brutal will return scrap. This can be customized by the player in the game customization menu.
Balancing
Balancing: Implemented a random variance balancer, which eliminates edge cases related to how resources and other elements spawn in the game.
Balancing: Hypersleep chambers consume less energy rods than before.
Balancing: Rebalanced all character backstory minimum attributes.
Balancing: Infra scrap yield from derelict ships has been way too high. The yield of infra scrap from derelict ships has been more than halved. Combined with a modification to make salvaging 25% faster than the normal dismantle, this will speeden up stripping a derelict as the process will be faster and the number of crates to burden logistics will be much smaller.
NPC Additions
Added new mini ships for each NPC faction, these ships are generally without ship-to-ship combat weaponry and will resort to boarding when attacking.
Edited all NPC ships to have some fortification and defense positions for boarding situations.
AI: Crew members on NPC spaceships seek out fortifications to try to guard against boarding parties.
Miscellaneous Additions and Fixes
Implemented a way to breach/dismantle doors in combat situations.
Implemented a quick inventory for characters, which will allow the player to quickly change between the primary and secondary weapons.
Added a brightness setting to the game options.
Added the statistics button to the Data logs menu.
Added a search bar in the build menu. You can now simply type the name of the facility you want to build!
Improved the scenario guide messages. You can now simply click on the mentioned menu path to automatically open the right category to find the facility/tool.
Fixed a rounding error bug with weapon and monster bite damages. These damages have been altered slightly.
Added new translations.
Fixed bugs.
Join our social channels to chat with us and others playing Space Haven:
Space Haven Alpha 13 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!Old Alpha 12 saves should work.However, since the Research Tree has been changed a few technologies that should be unlocked will not be unlocked, you will need to research them. Also, a few new features might be set to not be in use, like the Interstellar Travel Threat setting.
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! =)
Space Haven Alpha 13 Experimental Branch Patch Notes
A new Research System with a new structure for the research tree.
Multi-Staged Research modules - Exploration, examinations, experiments and spending time at the classic research lab can all be tied together.
Improved Research User Interface - Added the same style of tooltips as seen in the build menu, with detailed information about the facility or item you are about to unlock.
A Research Station - You will be able to order basic research as a service to aid your efforts to unlock new technology.
A more Elaborate Accidents System
A more elaborate Accidents System - More possibilities, and also a range of conditions they may lead to in crew members.
New Aliens related Stuff
Alien data sheets - You can now gain more information about the various alien entities through research.
You can find a new crew member trapped in an alien wall cocoon aboard a derelict ship.
Alien infections - Crew members trapped in alien bases may be at risk of carrying alien infections. If your own crew members become wall plastered in an alien base they are also at risk of being infected.
Alien hives have a chance of having a wall-cocooned crew member from another faction. This crew member can be saved by the player and added to the crew.
A New Start Scenario and Modifications
A new Start Scenario: The new start scenario allows the player to jump in and start playing with a small hyperspace capable spaceship. This scenario is intended for player wanting a quick start into the exploration phase of the game.
The Abandoned Mining Station start now has some resource rules set from the beginning on the industry facilities in the industry area.
New Services offered by NPC Factions
New Service: Research service available at the research station.
New Service: Medical service available, the civilians often offer aid regarding health issues.
New Service: Food service, let your crew dine on the farming station for a fee.
New Facilities and Objects
New Facility: The Body Storage - The body storage is a facility used for the storage of human and alien corpses awaiting to be further processed.
New Facility: The Robot Storage - The robot storage is a facility used for the storage of robot and android corpses awaiting to be further processed.
New Facility: The Robot Workbench - The robot workbench is a facility used to pick apart robot and android remains, and scrap them for any usable resources that can be found.
New Facility: The Research Workbench - The Research workbench is used for reverse engineering purposes, supporting research efforts to discover new technologies.
Added cover objects, which can be used to create fortifications and defense positions against boarding parties.
New Character Conditions
New Character Condition: Messing up - A general bummer type of feeling from screwing up some process. Impacts mood for a time period.
New Character Condition: A general Injury - Impacts health, safety, mood as well as workspeed and accuracy.
New Character Condition: Broken arm - Prevents the crew member from working for a time period, but still allows them to fire a weapon if it is absolutely needed, although with a great penalty to accuracy.
New Character Condition: Burned hands - Ouwie! Accidents may cause a crew member to burn their hands, causing issues like not being able to work for a time period.
New Character Condition: Vision loss - Partial vision loss. Impacts mood, workspeed and accuracy for a time period.
New Character Condition: Inhaling toxic fumes - Impacts mood, health and prevents the crew member from sleeping for a time period.
New Character Condition: Exposure to loud noise - Impacts mood and health for a time period.
New Character Condition: Chronic Wounds - These types of wounds will accumulate with time as crew members get battle wounds. Needs a medical bed to recover.
New Character Condition: Knocked Unconscious - An accident may knock your crew member unconscious for a while.
New Character Backstories
New Character Backstory: Game Developer - Generally pretty good in research and operations.
New Character Backstory: Astronaut - Generally quite good in piloting, research and chemistry. Immune to traits: Clumsiness, wimp and lazy.
New Character Backstory: Psychologist - Generally good intelligence and perception. Immune to traits: Antisocial, nyctophilia, neurotic and neediness.
New Character Backstory: Comedian - Their wits mean they are often quite intelligent and have good perception. Immune to the antisocial trait.
New Character Backstory: Brewmaster - Fair intelligence and good minimum skills in farming.
New Character Backstory: Electrician - Good intelligence and perception. Good minimum skills in research and industry.
New Character Backstory: Prizefighter - Brave and high in zest (energy). Fair minimum skills in weapons. Immune to traits: Wimp, suicidal and peaceloving.
New Character Backstory: Athlete - High in zest (energy) and good minimum skill in logistics. Immune to the trait lazy.
A New Difficulty Level And Customizable Challenge Settings
Added a new difficulty level, a brutal difficulty aimed to give a challenge for experienced players. (Currently in the A Small Hope start scenario, coming later to others)
Implemented adverse side effects for crew members from making interstellar travels (Between star system clusters) without a hypersleep chamber.
Added a way to customize the severity of the interstellar travel sickness condition in the game customization menu.
Added a new setting to the game customization menu related to dismantling facilities. When enabled: Dismantling a facility on your own ship will return all building blocks used. Accidents may still break a part in the process. If disabled: Dismantling will return scrap instead, although moving a facility is still possible. Dismantling facilities will return all building blocks on peaceful to normal difficulties, while Harsh and Brutal will return scrap. This can be customized by the player in the game customization menu.
Balancing
Balancing: Implemented a random variance balancer, which eliminates edge cases related to how resources and other elements spawn in the game.
Balancing: Hypersleep chambers consume less energy rods than before.
Balancing: Rebalanced all character backstory minimum attributes.
Balancing: Infra scrap yield from derelict ships has been way too high. The yield of infra scrap from derelict ships has been more than halved. Combined with a modification to make salvaging 25% faster than the normal dismantle, this will speeden up stripping a derelict as the process will be faster and the number of crates to burden logistics will be much smaller.
NPC Additions
Added new mini ships for each NPC faction, these ships are generally without ship-to-ship combat weaponry and will resort to boarding when attacking.
Edited all NPC ships to have some fortification and defense positions for boarding situations.
AI: Crew members on NPC spaceships seek out fortifications to try to guard against boarding parties.
Miscellaneous Additions and Fixes
Implemented a way to breach/dismantle doors in combat situations.
Implemented a quick inventory for characters, which will allow the player to quickly change between the primary and secondary weapons.
Added a brightness setting to the game options.
Added the statistics button to the Data logs menu.
Added a search bar in the build menu. You can now simply type the name of the facility you want to build!
Improved the scenario guide messages. You can now simply click on the mentioned menu path to automatically open the right category to find the facility/tool.
Fixed a rounding error bug with weapon and monster bite damages. These damages have been altered slightly.
Added new translations.
Fixed bugs.
Please give your feedback in the experimental branch forum. Link below:
We will gather feedback for Alpha 13 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!
The Upcoming Alpha 13 Update takes inspiration from Apollo 13, where accidents happen and research is imperative to survival! In the spirit of Apollo 13 we wanted to invest more time into the Research System and incentivize exploration by creating research bonuses from dismantling facilities on board other spaceships and stations.
We also wanted to tie Research with examining alien life forms and experimentation with resources, where some research modules will require the crew to carry out experiments on resources to discover new technologies.
To add to the emergent storytelling component of the game we have expanded upon the accidents system, and tied it together with research experiments and other crew member activities. We have created some new facilities to make all of this possible.
A New Research System
A New Structure for the Research Tree
The new research tree organizes research modules into their own categories.
We've decided to do some modifications to the research tree. The new structure for the Research Tree removes a lot of the complexity seen in the first research tree, and places research modules in their own categories. Some crossover connections are possible but less used than before.
Let's see how the research tree shapes with time. We are ready to iterate more on it until it feels good.
Multi-Staged Research
Research might now require experimenting with resources, dissecting bodies or disassembling items.
The new research system features multi-staged research modules, where exploration, examinations, experiments and spending time at the classic research lab can all be tied together. We can now create research modules that may require dissecting alien bodies, disassembling items or experimenting with a resource to discover a new technology.
Many players were also wishing for a way to acquire some type of bonus to research when high-tech facilities are found and dismantled aboard other spaceships and stations. The new research system supports this, we will see how the balance between each element of research is weighted with time.
All in all the multi-staged research is intended to allow us to come up with many ways on how to incentivize exploring derelict spaceships and stations, as well as other possible things like gathering resources.
Improved Research User Interface
We've added the same style of tooltips as seen in the build menu, with detailed information about the facility or item you are about to unlock. This was lacking in the Research tree and made it a bit hard to see what the unlocked facility does.
A Research Station
You encounter a research station in a distant part of the galaxy...
We are adding a research station to the galaxy of Space Haven. You will be able to order basic research as a service to aid your efforts to unlock new technology.
Expanding on available services
Enjoy the placeholder description text for the medical service offered by some kind Civilians!
We're adding and expanding on available services in addition to the research service available at the research station mentioned above.
One of these will be the medical service, where you can ask other factions for help if they happen to have medical beds and a doctor. This service will work similarly to the build/repair hull service available at the repair station.
A more elaborate Accidents System
Haleigh doing some experiments with Energium. Turns out this stuff is pretty volatile!
The new expanded Accidents system works well with the new Research system. Research Experiments may go wrong at times and cause interesting situations. Accidents have been present before, but only ever lead to a broken part or a fire. Now there are more possibilities, and also a range of conditions they may lead to in crew members.
The goal is to create more opportunities for interesting events and emergent storytelling, where a cascade of random events may have the player witness something new and interesting.
Alien Data Sheets, Cocoons & Infections
Alien Wall Cocoons may now come with a Crew Member
We've added a feature, where you can find a new crew member trapped in an alien wall cocoon aboard a derelict ship. You can free them, but they may be hiding a unpleasant surprise within...
A new crew member is valuable, so you might want to take the risk. However, there might be a risk that the crew member is carrying an alien infection, which can with some bad luck spread among your crew members with time.
Alien Infections
Hey Jeslyn! You alright there? Was it something you ate!? What is this weird stuff happening here!
Alien infections may spread among your crew, especially if you are unlucky to have an unfortunate crew member have a special type of seizure right in the kitchen. This is bound to spoil the meal and then some!
Alien Data Sheets
The Crawler now has its own data sheet, cute!
Inspired by the X-COM series UFOpaedia we wanted to create something similar for the aliens encountered in Space Haven. You can now gain more information about the various alien entities through research.
New Facilities
Body Storage
Store your human and alien bodies here.
The body storage is a facility used for the storage of human and alien corpses awaiting to be further processed.
Robot Storage
Store your robot and android remains here.
The robot storage is a facility used for the storage of robot and android corpses awaiting to be further processed.
Robot workbench
The robot workbench where your crew member can disassemble robots and androids. Food tray shows the spot where the robot/android remains are placed.
The robot workbench is a facility used to pick apart robot and android remains, and scrap them for any usable resources that can be found.
Research workbench
The Research workbench allows your crew members to experiment with resources, dissect bodies and disassemble items. For science! Food tray shows where the item is placed.
The Research workbench is used for reverse engineering purposes, supporting research efforts to discover new technologies. Crew members can disassemble mechanical items, dissect biological entities and experiment with various resources to find out valuable information.
Some research modules require a research workbench to be unlocked.
New Character Conditions
Oops! Karl being a bit clumsy once again, burned his hands in the process!
Messing up - A general bummer type of feeling from screwing up some process. Impacts mood for a time period.
A general Injury - Impacts health, safety, mood as well as workspeed and accuracy.
Broken arm - Prevents the crew member from working for a time period, but still allows them to fire a weapon if it is absolutely needed, although with a great penalty to accuracy.
Burned hands - Ouwie! Accidents may cause a crew member to burn their hands, causing issues like not being able to work for a time period.
Vision loss - Partial vision loss. Impacts mood, workspeed and accuracy for a time period.
Inhaling toxic fumes - Impacts mood, health and prevents the crew member from sleeping for a time period.
Exposure to loud noise - Impacts mood and health for a time period.
Chronic Wounds - These types of wounds will accumulate with time as crew members get battle wounds. Needs a medical bed to recover.
Knocked Unconscious - An accident may knock your crew member unconscious for a while.
New Character Backstories
Aksel is a hard working game developer!
Game Developer - Generally pretty good in research and operations.
Astronaut - Generally quite good in piloting, research and chemistry. Immune to traits: Clumsiness, wimp and lazy.
Psychologist - Generally good intelligence and perception. Immune to traits: Antisocial, nyctophilia, neurotic and neediness.
Comedian - Their wits mean they are often quite intelligent and have good perception. Immune to the antisocial trait.
Brewmaster - Fair intelligence and good minimum skills in farming.
Electrician - Good intelligence and perception. Good minimum skills in research and industry.
Prizefighter - Brave and high in zest (energy). Fair minimum skills in weapons. Immune to traits: Wimp, suicidal and peaceloving.
Athlete - High in zest (energy) and good minimum skill in logistics. Immune to the trait lazy.
In-Floor Lights
Our kitchen looks a bit brighter today!
We're adding a new type of light to the Space Haven lights arsenal! You will be able to build in-floor lights in addition to the existing wall light and lamp.
A Search Mechanism for the Build Menu
You can now write something in the search bar to search for a facility!
We have added a highly advanced feature to the Build Menu, which allows you to search for facilities to build simply by writing their name! =)
When will the Alpha 13 Update be released?
We don't have a specific date yet. As always we will first push the new update to the Experimental Branch. We will post news when the time has come!
Meanwhile, join our social channels to chat with us and others playing Space Haven:
Added an option to change the audio output device in the game settings.
Added new translations of in-game texts.
Changed the power view mode generating information to a combination of the current output per second and how much it is of the maximum in a percentage.
Fixed bugs.
We have another patch for Alpha 12! We added a way to change the audio output device in the game options, this was missing from the settings earlier and had to be done in the operating system.
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.