I’ve combined devblog #4 and #5 together. I moved houses last month, so I didn’t have time to create a post for the previous patch.
This update really changes the feel of the game, and it paves the way for future content expansion
This is a great time to check out Starmancer.
In 0.2.16, explore using the brand-new galaxy map—powered by star fuel—, engage with enterprising traders, marvel at space whales, and enjoy the many quality-of-life changes
In 0.2.17, objects are built using construction materials rather than crystals, colonists have assignable permissions, the base border is removed, colonists must once-again eat at tables, and craft helmets, jetpacks, and shivs at the new gear crafting station.
Video Devlog
Here’s a video where I cover the changes made in 0.2.16 and 0.2.17
Galaxy Map
Choose your destination and engage warp.
Harness Star Fuel, sourced directly from local stars, to power your warp drive.
Each star system randomly generates asteroids and abandoned stations. These locales are then populated by a diverse set of lifeforms:
Bots
Slimes
Undead
Worms
Stay tuned! We're expanding our lifeform roster, with plans to introduce 'leviathan' entities, paving the way for majestic space whales."
Traders
Certain systems occasionally host traders, which can be spotted before you warp in.
Every trader boasts a unique inventory, with fluctuating buy/sell prices for items. A savvy trader's mantra: buy low, sell high.
Here's a peek at some traders:
Starshade Syndicate: Offers affordable space rocks and colonists.
Remote Clinic: Specializes in medicine.
Mining Guild: Trades ores at a steal, but marks up space rocks and alcohol (sell space rock to them and become rich).
Farming Collective: Your go-to for raw foods and seeds.
Space Factory: Deals in processed goods, from Nutrition Bricks to Metal
The Darkness
(You ever play the 2007 game “The Darkness”? It’s actually really fun)
Stars now illuminate the local map according to their color, and dark zones are now slightly darker
This introduces greater diversity to the star systems.
Space (wreck) Colonists
You might now stumble upon deceased colonists on the map occasionally. Retrieve their heads to recruit them to your team.
These colonists are found amid the wreckage of a lifepod, accompanied by a control module, their remains, and a few miscellaneous items.
While they typically possess advanced skills, these colonists come with some quirky perks
Loading Bar Improvements
The warp loading bar now updates more frequently and includes text progress indicators.
While it's a subtle change, it enhances the user experience – a nod to the unsung efforts of our programmer (me).
Space Whales
Welcome the majestic Space Whales! Harvest their succulent meat using C4. More similar missions are on the horizon.
In an upcoming update (likely 0.2.18), we're rolling out a rudimentary faction system. Beware, hunting space whales will displease most factions—except for the Starshade Syndicate—and result in trading embargoes.
Also, brace yourselves for more 'leviathan' entities—gigantic beasts that grace the skybox
Construction Materials
Objects are now built with “construction material” instead of crystals.
This is a very big gameplay change
Scrap: For the most basic objects, like a bedroll.
Metal Framework: For more advanced objects, such as a Thermal Exchanger. Created at the Ore Refinery
Electronics: For the most advanced objects, like a Solar Panel. Created at the Programming Terminal
Wood Material: For wooden objects
Pigments: Used to construct decorations
Crystals are still used as the currency for traders.
Dining Area
Colonists must once again eat at a table, with big morale boosts from using a table with a chair next to it.
Colonists eat on floors if there are no tables, chairs, or toilets available.
Healing items, such as Anti-virals, are consumed instantly and are not eaten at a table.
Security Task
Colonists assigned the “security” task will automatically find and eliminate any lifeforms marked for “terminate”. Keeping your station safe
You can also mark your own colonists for termination.
Assign Medkits to your security guards to keep them alive.
Colonist Permissions
Colonists now have assignable permissions, such as:
Fight
Drink Alcohol
Leave Base
Use permissions to prevent your colonists from getting into trouble.
Colonists with negative morale ignore all permissions and do whatever they want.
Gear Crafting
Helmets and Jetpacks are now gear, and must be crafted at the “Gear Crafting Station”.
Helmets are crafted using “leather”, which is dropped by Zombies. Silkworms drop silk. Combine 3 silk to create 1 leather.
Jetpacks require a “servomotor”, dropped by bots (Mang0, Bouncer Bot, etc)
You currently start the game with 3 jetpacks and 6 helmets.
Warp Field
The square base boundary has been removed and replaced with “warp tokens”. You start with 500 “warp tokens”, but more can easily be acquired by building and powering a Warp Field Extender. Every powered extender increases the amount of warp tokens by 200.
You cannot warp if you have negative warp tokens.
Literally anything on the map can be “claimed” and kept forever
You can now build in any direction you want—it’s awesome
Mining Dungeon
We added a brand new dungeon, the “Mining Cavern”. It adds sulfur—a new resource—used to craft C4.
We aim to release a new dungeon every big patch. An in-game station editor is coming, allowing you to create your own dungeons and starting stations
Up Next
The next update is small and quick. With a big big focus on performance improvements. We’ll also be adding a few quality-of-life changes.
After that, we’re adding control-of-starting, throwable items (for combat), a “win” objective, and more.
So Long
Thanks for taking the time to read this. Don’t forget to check out the weekly dev stream, every Friday at 11:00 gmt-5 (same time zone as New York City).
And leave a review please!
- Tyler