Hello! After an intensive month and a half of work, today we're releasing the latest update of Space Station Designer (version 0.5.25)! As always, it includes a series of improvements, fixes, and additions. Please read on for the highlights and, if you're interested in the full changelog, you can review our live document here: [Public] Space Station Designer - Release Notes.
New Propulsion Mechanics: 'Orbit Control' and 'Attitude Control'
Up until this version, Space Station Designer featured a relatively simplistic propulsion model, where the only requirement was to install enough propulsion to support the station's mass. As part of version 0.5.25, we're introducing a completely new model that is both more challenging and realistic. This model features two new concepts: 'orbit control' and 'attitude control'.
'Orbit control' is what keeps the station orbiting at the right altitude. It's measured by a percentage value that goes from 0% to over 100%, depending on: (1) the amount of propulsion modules installed, (2) their thrust, (3) their location in the station and the torque they generate, and (4) their alignment to the station's orbit direction. All this information is clearly displayed in the 'Spacecraft Filters' screen:
Failure to attain an 'orbit control' score of 100% will result in the progressive decay of the station's orbit, which will eventually incinerate in the Earth's atmosphere.
'Attitude control' is what keeps the station in the right orientation, which becomes particularly important when it encounters orbital debris and needs to be maneuvered away from danger. The 'attitude control' score depends on several factors, such as (1) the amount of thrusters pods installed, (2) their maximum thrust, and (3) their distance to the station's center of mass.
Don't worry, all these concepts are covered in great detail in the new tutorial "Orbit Control And Attitude Control (Phase I)".
Thrusters relocation
As the station evolves and grows, what used to be an optimal location for a propulsion module or a thruster pod may not longer be the case. To resolve this, we've added a new 'Module Relocation' mechanic, that only works for modules with propulsion capabilities:
Note that each relocation consumes fuel and, thus, it decreases the module's service life, so use it sparingly!
Improvements to the 'Spacecraft Filters' screen
We've added a few nice QoL improvements to the 'Spacecraft Filters' screen, including a draggable panel with key information for each filter type:
Since the information when reviewing propulsion-related stats can become quite overwhelming, there's a mechanism to hide the modules and keep the propulsion data only:
Improvements to the information panel in the module installation screen
The extra information is not limited to the 'Spacecraft Filters' screen. We've also heavily modified the installation panel so that, before you make the installation effective, you can have a clear view on the impact the module will have across all stats:
Revamped Debris Avoidance Maneouvre (DAM)
The mechanics behind the 'Debris Avoidance Maneouvre' (DAM) have been changed accordingly in order to reflect all the newly introduced changes to the propulsion mechanics.
The dialog itself looks relatively similar than in the previous version, but there's been some changes to the rules. More specifically:
Individual thrusters can now be throttled from 50% to 120%.
The average thrust of all thrusters will determine the number of modules that can potentially be affected by debris during the DAM.
Increasing the thrust of each individual thruster will decrease their service life, in order to account for fuel consumption. In addition to this, setting the thrust above 100% introduces a chance of them breaking up after the DAM.
The 'attitude control' score determines the chances of those modules potentially affected by debris to effectively suffer damage. This score cannot be changed as part of the DAM, and that's why it's important to keep a healthy 'attitude control' score at all times, as we never know when orbital debris will show up.
As of this version, there's no tutorial for the DAM, but we've added plenty of information via the tooltips.
Closing thoughts
In addition to the changes discussed above, we've included several bug fixes and minor QoL improvements. We hope you enjoy this new version of the game! If you have any questions or feedback, please donβt hesitate to contact us via the forums.
Added 49 new achievements. Fixed a bug where the detailed information of skills was not displayed correctly in the shop. Fixed a bug where earthquakes were occurring in the shop.
Each level has a unique combination of ambiance/weather effects, based around the level's characteristics and the accompanying soundscape
Sunrays shine down on your landscape as you progress, with an intensity that scales based on your performance
Celebratory fireworks are set off at the end of a level, with an intensity that scales based on your performance
Reworked the UI rendering pipeline, resulting in significant performance improvements
Unlocking one of the hidden achievements now leads to the Catpocalypse
Added a visual effect to the Score Slider when a new Pool or Draft score-level is achieved
Tutorials can now be skipped entirely at the press of a button
Tutorial is automatically skipped when restarting a tutorial level in progress via the escape menu. Naturally you can still revisit the tutorial by starting the level from the map selection screen
Expanded the tutorial for level 1 to include undo & camera explanations
If you click to continue/restart a map that has a savegame available, but subsequently change your mind, you can now escape out of the "continue or restart" screen
Added an option to the escape menu to exit a level without autosaving your progress (this does not remove previously existing savedata)
Various other bug fixes and performance improvements
We have the release of our anniversary v0.10 build of WANDERER: Broken Bed. That means we're even one step closer to an early access version on STEAM π₯ As promised, we're doing the REMASTERED version in several stages, and this is the first of them - a complete prologue! The game is currently in beta testing to get even better for you β€οΈ
We had a WIP build coming out recently, so some things might seem familiar. As this was just a small demonstration of these changes, we'll explain the basics using v0.9 Christmas Gift as an example. The biggest and most important thing is that the code had been written from scratch for the new versions.
General changelog of v0.10 REMASTERED - Part I: - New UX/UI interface - New potioncraft lesson with recipes - New quest "Dungeons and Swords" with a quest dungeon and book mini-game - New quiz - 11 quests of prologue: 4 main quests, 3 side quests ΠΈ 4 character quests - Hints at each stage of the quest - Mini-games with simple rewards
Read more details below π
π Quests The new version contains 11 prologue quests, including quests with lessons and dungeon. There are less of them, but thereβs a QoL improvement in the form of a hint about the current stage of the quest.
βοΈ Mini-games There are now no schedules or infinite mini-games - they now only appear during quests.
π Dungeon Completely redrawn dungeon hub, more colorful and detailed. Also made the interface for potions and runes (will be added in the next build).
βοΈ Fighting Completely redesigned battles, with rebalancing of enemies and maps. New and improved visuals - the interface and code of the dungeon has become simpler and more readable.
π° Locations Small changes in the locations - updated the details and flooring on courtyard locations, as well as rearranged some quest items.
π₯οΈ Interface Looking at any of the screenshots of the new build, you can clearly see that the interface has been completely redesigned in a more minimalistic style, and the UX has been improved.
Support us the usual way by adding WANDERER: Broken Bed to your wishlists π Join our Discord channel for more news, we share more details about the current testing there
Yet Another Fantasy Title (YAFT) - Atomic Wolf Games
Three days to launch! The last few days have been an incredibly intense period. Trying to get everything buttoned up and making sure we haven't missed anything. Above all, though, we can't wait for the moment when we can invite you to explore this new adventure we've prepared in our game!
Compared to the demo version, we've made several significant changes related to controls, especially concerning gamepad handling. Thanks to your valuable suggestions, we've completely rebuilt the magic usage mechanics and expanded the mapping settings, allowing for the assignment of magic usage to additional mouse buttons. Moreover, the aim assist system has been significantly improved, which should further enhance gameplay comfort.
Two weeks ago, we also had the pleasure of participating in PAX EAST in Boston. We'd like to extend our heartfelt thanks to everyone who visited our booth and shared their impressions of the game. Your feedback is incredibly valuable to us and has contributed to the refinement of our product.
See you in 3 days! Be ready for an unforgettable adventure!
Discord is live!
Remember to join YAFT Discord if you're not with us there yet!