The Earlygame update


Hello everyone!

As had been planned for quite a while, the time arrived to work on and release a new update. It switched direction quite a bit from what was initially in the works, but includes most of the initial visual work and furthermore improves extensively upon the early game aspects overall in many ways to make it a more enjoyable experience overall.

There has been a lot of bugfixing, simplifying, streamlining, clarity added for the player, and new systems such as Research and a Tech tree! The new visual lighting, shadowing, as well as some of the new objects and clarity elements for oxygen displays can be seen in the following screenshot:


The floor is colored to display the amount of oxygen present, while vents and doors will show the effect they're having on adjusting it. Additional balancing and clarity has also been added to the needs of your crew, giving clearer indicators of what's necessary to build, and how your crew is feeling.


These thought bubbles include three stages, and will start off appearing more calm, gradually getting more intense as the crews needs aren't fulfilled. Minor nifty improvements like showing their job-related skills directly in the roster screen is also a much-needed improvement.


Tooltips will now show the applicable skill levels, and the color-coded checkboxes will give an easy indicator for who to pick for a job at just a quick glance. The economy should also flow better overall, a majority of bugs that may interfere at any point have been squashed, and the new tech tree allows more advanced objects, while also adding simpler versions to start out with.


Relatively simple for now, but it locks some of the more functionally complex objects away, so the early game feels a lot smoother, and still giving a goal for the player to reach for, and improvements in economy gathering. Icons show the objects that can be researched, and these can be hovered over to display the same info about an object as the build menu otherwise would. Speaking of economy, maintenance has also been added!


Objects will require maintenance over time, and so a part of your economy has to not only provide food, or mine resources, but also be assigned as mechanics to keep objects running and working smoothly.

Other improvements also follow. You can no longer run out of metals with the Simple Refiner. Tools have also been functionally stripped from the game, but they remain visually and audibly, which was ultimately their only purpose so far. So, you can still enjoy their animations without all the clutter of them laying around. And there's plenty other improvements, most of it listed in the changelog, or to be enjoyed in the game!

Full changelog:

+ Improved visuals
    + Added lighting system
    + Added edge shadows on walls and objects
    + Added subtle line of sight effect
+ Researcher job & Tech tree
+ Added objects
    + Research Console
    + Food Synthesizer
    + Simple Refiner
+ Oxygen system improved
    + Higher amounts of humans will require extra oxygen tanks
    + Oxygen will prefer increasing to match, if possible avoiding siphoning
    + Visuals for oxygen
        + Stripes indicate oxygen level can't sustain humans
        + Vents and airlocks display how they influence oxygen
        + Visuals show connectivity of oxygen tanks and vents
        + Added a different view mode for building oxygen-related objects
        + Humans visually complain if lacking oxygen
        * Made gas visuals more distinct when filling/siphoning
        * Toned down vent visuals on minor oxygen adjustments
    * Oxygen distribution remade to mirror a future electricity system
    * Many related bugfixes listed at the bottom of the changelog
+ Humans will visually complain if they have unmet needs
+ Objects degrade and require repair by mechanics
+ Roster displays the crews job-related skills and includes tooltips
+ Hovering animation for items and entities in oxygenless environments
+ Objects can cost different materials, specifically the new Simple Refiner costs Ore
* Heavily streamlined amount of objects
* Removed tools and seeds as independent items, now being purely visual
* Increased ore refining time from 5s to 60s
* Jetpack thruster visual redone
* Remade wall construction visuals
* Minor rebalancing of some need deterioration rates
* Advice popups blink more
* Inactive roster jobs darkened further
* Improved symbols in tooltips and fixed any inconsistencies
* More detailed saving/loading of object construction
* Fixed multiple hydroponic trays not working
* Fixed objects not being able to output if another item is in the way
* Fixed various visual helmet bugs
* Oxygen-related bugfixing
    * Fixed crew repeatedly draining rooms in seek of oxygen
    * Fixed one instance of crew standing in a doorway siphoning oxygen
    * Fixed vent-related bugs
    * Fixed bugs where airlocks would get stuck</align=center>

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