- Patch 0.4.0: NPC Villagers, Random Events, and Performance Improvements - 12 March 2025
Sorry for the radio silence, I've been going through a divorce and it's quite stressful. Anyway, here's a new patch that really fills out the core gameplay and sets the stages for end-game goals (aimed for next patch) Overview NPC colonists (villagers) can now spawn in dungeons and as stowaways. Villagers are regular colonists, except they don't work and you can't control them. If you kill them and return their head to your core, you can keep them forever. Added random events, such as stowaway, solar flare, and core o2 malfunction. Added many new types of slimes. Noticeable performance improvents. Far fewer instances of intermittent "stutters" Important Changes Added villagers that can spawn in dungeons. Harvest their heads and return it to your core in order to keep these humans forever. You can also keep them as a pet or meat source. Villagers can spawn with a variety of diseases and…
- Patch 0.3.1 - The Sounds of the Void - 28 June 2024
0.3.1 - The Sounds of the Void Added so many sounds. Warping is now performed in real-time in the void. Greatly improved the Job Matrix, use it for all your job needs. Increased starting colonist cap to 7. Added a free-time need, and many free-time objects. Changes - Warp travel time is no longer instant. Instead, you enter a warp field where your crew can enjoy some much needed down-time. - Warpdrive must now be charged before you can travel. - Solar Panels and Radar Dishes do not work in the void - Nomads (pirates, space whales) now have a chance to spawn when you travel to a system. - Added many many many sounds. - Added free-time need. Colonists have a unique free-time preference and must perform an activity of their favorite type: - Athletic: Uses Target Dummy and Treadmill - Spiritual: Uses your core, Dragon Tree, and Shrines - Entertainment: Uses TV, Jukebox, Arcade Machine, etc…
- Patch 0.3.0: The Pirate Incursion Update - 13 March 2024
Added pirates and mutiny You can now change many gameplay settings when starting a new game, including: permadeath, colonist speed, and damage multipliers. You can also change these settings at any time while playing the game (from the escape menu) Added a Job Matrix, so that you can view and assign jobs to all colonists at the same time. Added Handguns. Weapons are now visually equipped/used. Added support for changing languages (but no new language files yet). Changes Added prison posters to the prison dungeon. Added "change language" button on the main menu. Press it to change the languages (we did not add any translations. This specifically is the ability to change language by the user at runtime) Added fallback fonts to support a variety of character sets: Chinese, Cyrillic, Arabic, Korean, Japanese. Language files should be placed in your install directory in StarData/Text. (searc…
- Patch 0.2.20: The Into Breach Update - 24 January 2024
Many objectives in the tutorial now have a video showing you exactly what to do. Airlocks in derelict stations are now locked, and must be breached with a security guard. Heads, in Jar and Corpses can now be stored wherever items are stored. Added a new Prison Ship dungeon, and drug rework (more details below). Many many many dungeon objects are now purchasable and placeable as "decorations", so that anything you find can be replicated in your own base. Also fixed many bugs Changes Added videos to many spots in the tutorial Added more arrows throughout the tutorial. You can no longer turn npc objects offline/online. Added Bypass Module. Crafted at the programming terminal. Has 10 uses. Colonists with this item acquire a new context option, "hack", that deals 50 damage to bots. Many doors are now locked in derelict stations, and require a guard to breach them. Breaching requires a Bypass…
- Hotfix for 0.2.18 (crafting fix) - 18 December 2023
Quick hotfix Fixes Fixed a bug where colonists wouldn't craft at machines when they should have Fixed a bug where colonists would attempt to craft at machines when they should not have Colonists will no longer "see" themselves puke Added a log message when items explode from heat Have a nice holiday! Continue to submit bug reports and we'll fix em! - Tyler
- Patch 0.2.19: The Tutorial - 15 December 2023
When colonist morale is low, they now have a chance to "snap". Added a tutorial. Kat is back! Water now decays into dirty water, and dirty water emits germs. Added the flammable item attribute (this is a big deal, so be careful). Improved lockdown behavior so that colonists now return to base much quicker. Changes Colonists now have a chance to "snap" when their morale is low. This chance increases the lower that their morale is. When colonists snap, they acquire a random perk, such as graffti artist. Every extra snap increases the chance that the colonists will get an extra bad perk, such as pyromaniac, saboteur, and maniac. Every few hours, colonists gain +1 morale as "catharsis", capping at +15. Colonists "snap out of it" when their morale returns to positive. Snap count is reset to 0 upon: death, therapy booth use, memory wipe from memory pen. Snap count is reduced by 1 every 10 day…
- Patch 0.2.18: A Polish Patch - 29 November 2023
This is just a small polish patch. Good performance improvements in this one. We also added a radar dish, chainable explosives, searching items by name, new star systems, and more. Chainable Explosives Searching For Items Job Descriptions in tooltip Changes Reduced many instances of "stuttering". 3x speed is now more playable. Colonists will now talk with many lifeforms (but the lifeforms don't talk back) Those same lifeforms will now randomly display speech bubbles Corpses now emit germs, and they're ugly Added memory when colonists sleep in a noisy room Eyeball portal now stores 10k power, and is removed when all power is drained Chloropods now get aggressive when they see trees being chopped down. Added a text search filter in the item selection window. Added descriptions for all jobs in their tooltip. Added destroyed star system. It's a star system with only scrap, and destroyed pla…
- Devblog #4/5: Galaxy Map (0.2.16) & Warp Fields (0.2.17) - 10 November 2023
(I moved houses during the last patch, so I combined the previous patch and the current patch together into one post) The Warp Field Update is live! In this patch, we added construction materials, security task, gear crafting station (with shiv), and currency display in the HUD. Also added a new permission UI for controlling colonists. The arbitrary "square" base boundary has been removed, and you can now build in any direction you want. Asteroids and stations can now spawn very close to your base. Asteroids are now slightly bigger. You can also claim any part of a map that you want, and keep it forever, later, unclaim it and warp to remove it (you could keep an abyssal eye portal forever). Full Patch notes (0.2.16): Patch Notes Full Patch Notes (0.2.17): Patch Notes Devblog: Devblog Link Stream (every Friday): Stream I also recorded a video that covers similar topics (reading for nerds…
- Patch 0.2.17: The Warp Field Update - 25 October 2023
Added construction materials, security task, gear crafting station (with shiv), and currency display in the HUD. Also added a new permission UI for controlling colonists. Part of the intent with these balancing changes is to make the game a bit more challenging by removing your god-like ability to always control your colonists. The arbitrary "square" base boundary has been removed, and you can now build in any direction you want. Asteroids and stations can now spawn very close to your base. Asteroids are now slightly bigger. You can also claim any part of a map that you want, and keep it forever, later, unclaim it and warp to remove it (you could keep an abyssal eye portal forever). Changes Added construction materials: Scrap, Metal, Electronics, Wooden (plant fiber), and Pigments (used to build cosmetics). Crystals are now used only as a tradeable currency. Ship upgrades now cost a con…
- Hotfix for players that think it's fun to warp and not be stuck forever - 1 September 2023
- Fixed a bug where players loading an old save couldn't warp anywhere. rip
- Patch 0.2.16: The Galaxy Map Update - 30 August 2023
Added galaxy map, traders, and space whales. Going forward, more "life" will continue to be added to the galaxy map. In order to travel, you need "Starfuel", click on the local star in the starmap to create a "star fuel station". Traders sell a bit of everything: Changes Added galaxy map. Warp around using starfuel. Hauler now starts unlocked. Construct star fuel stations at stars (in the starmap) for starfuel (powers the warpdrive). Stars now light the map based on their color. Colonists no longer spawn alive on the map, and instead spawn in a crashed lifepod with a control module, a corpse, and some random items Added trade ships. They sometimes spawn in star systems. The loading bar while warping is now incremented at more intervals and has text updates. Bioshroom now creates 3 biomass when harvested. Added Space Whales. Harvest their tasty meat with C4. (more missions of this type t…
- Devblog #3: The Jetpack Update (0.2.15) - 9 August 2023
Patch 0.2.15 is live! (and has been for 2 weeks) This patch adds Jetpacks, Loadouts, The Undead Plague, and more. For full patch notes: Patch Notes Here's the devblog, on our website: Devblog Link LInk to Stream (every Friday): Stream I also recorded a video that covers similar topics (reading for nerds) Thanks! - Tyler
- Patch 0.2.15: The Jetpack Update - 27 July 2023
Added jetpacks. Colonists and a few lifeforms can fly around the map now. Added actual diseases when Slimes, Zombies, and Cuddlers infect colonists. Crops now require light. Added starting Bioshroom crop (doesn't require light). You can now set "loadouts" for colonists. They'll automatically store whatever items you set during their free-time. Changes Added "Zombie Disease". Colonists infected are bald (so that you never trust bald people). Zombies will not instigate fights against any colonist with a zombie infection (they'll still defend themselves if attacked. ZLM). Added "Slime Disease". Colonists infected become gingers and poop out goo. The "Upset Stomach" perk no longer goes away automatically. Purple Slimes won't instigate fights against colonists with a slime infection. Added "Cuddler Disease". Colonists infected become Albino. Cuddlers won't instigate fights againts colonists…
- Devblog #2: A Polish Update (0.2.14) - 12 July 2023
Patch 0.2.14 is live! (and has been for 2 weeks) This patch focused on quality of life fixes, but we also added conditional crafting, pride decorations, an intro cutscene, and more For full patch notes: Patch Notes Here's the devblog, on our website: Devblog Link LInk to Stream (every Friday): Stream I also recorded a video that covers similar topics (reading for nerds) Thanks! - Tyler
- Patch 0.2.14: A Polish Update - 29 June 2023
0.2.14: A Polish Update (and Bug Fixes) Fixing bugs and quality-of-life improvements. You can now "maintain X amount" (of stock) at any crafting station. Added a "new game" cutscene. Changes Increased starting colonist inventory size from 2 to 4 (so that farmer and early-game item transportation is less painful) Colonists will now only poop on the floor if their urinate need is under 25% (and they'll queue the Urinate state at 75%, previously they queued this state at 60%) Added pride decorations Decreased mission durations and increased exp earned per mission. Changed "hive detection" to "Hostile Lifeform Detection". Also increased delay after warping before lifeforms starts to spawn around your base Combined "clean blood" and "clean floor" into single "Clean Station" task. Combined "Fix Object" and "Object Maintenance" into a single "Fix Object" task. Pilot now defaults to assigned. C…
- Devblog #1: The Return of the Starship (and beyond) - 15 June 2023
The Starship Update is live! It’s been a long time since our last “formal” blog post. These posts take a long time to create. We’ve been very busy working on Starmancer. It’s just the two of us, so for a post like this to be created, one of us has to stop working on Starmancer and instead do these sorts of things. I’d really like to get back to writing these and we fully intend to. For full patch notes: Patch Notes Here's the devblog, on our website: Devblog Link LInk to Stream (every Friday): Stream I also recorded a video that covers similar topics (reading for nerds) Thanks! - Tyler
- The Starship Update - 31 May 2023
0.2.13 - The Starship Update Return of the ship The ship, missions, and the starmap have returned. We've made the ship a lot smaller, to fit the new base sizes and missions have been re-balanced a bit to fit the new gameplay introduced in The Wilderness. https://images.squarespace-cdn.com/content/v1/596512f58419c2321fd7e8c5/1685552558087-D6XW9E7G6B24W3UI02A5/Small%2BHauler%2BWIP2.gif Upgrade modules Upgrade modules have also returned. You can earn them from contracts and use them to upgrade the ship as well as machines and crafting stations. New Grill We added a grill, for cooking food early-game. There are a recipes for making grilled biomass, slinker bacon as well as something called 'regular' beef steak.. https://images.squarespace-cdn.com/content/v1/596512f58419c2321fd7e8c5/1685552762663-PVTT71COODZCBKYY798G/Grill+WIP2.gif New Supply station We also added a Supply Station, for early…
- Patch 0.2.12 (Core Customization!) - 24 April 2023
0.2.12 Starmancer core customization has returned! Find new cores in dungeons and change your core appearance (and name) at any time! We're also improving colonist behavior so that they'll try to solve their own problems (hilarity ensues?) Changes Added Starmancer core customization and "collectables" to unlock more variants in stations Added a memory when context eating a dead body Added a quick tutorial message. This is temporary until we create a better, in-game tutorial Biomass is now a -1 food memory Colonists now heal automatically. They'll first try to use a medkit, if none are available, they'll eat any food. Colonists now flee from monsters when undrafted and under 50% health. Colonists now flee when taking damage from any source if it brings them under 50%. Buffed many virus symptoms Puke and slimes now generate more germs Added a basic "aggro" system for monsters. If they don…
- Patch 0.2.11 - Performance Update - 3 April 2023
Performance Update. Improved colonist performance, allowing us to raise the max cap from 7 to 15 (doubling the amount of colonists you can grow) Changes - Increased max colonist cap from 7 to 15 - Improved performance of finding nearby floors (for fog-of-war purposes) - Improved performance of calculating player item counts - Improved performance of noise and comfort calculations - Improved performance of obstruction checking during pathfinding - Colonists now automatically take off their helmets if they're in a liveable atmosphere - Added memories when colonists sees friend, best friend, enemy, and "best enemy" Fixes - Fixed a bug where sentry didn't attack robots - Fixed a bug where colonist inventory UI got weird when colonist capacity was over 10 - Adjusted research card tooltip (to make better space for the skill requirements) What's Next - Core customization, with collectables tha…
- Patch 0.2.10 - Exploring and cheating - 28 March 2023
Minor changes after The Wilderness release. We're continuing to monitor reports and feedback from Discord, Steam Forums, the in-game reporting tool and our weekly dev stream. Big changes in this patch are the "explore" job task, C4 is now craftable at the Chem Station, increased moonshine spawn, and new cheats for spawning colonists, leveling up colonists, and spawning monsters. Changes - Added "explore" job task. Colonists with this task will walk to the nearest fog-of-war floor until all floors have been explored - Chem table can now craft C4 - C4 will now destroy any resource nodes in its blast radius. (use them for mining) - Added cheats to spawn all monsters - Added cheat to spawn colonist - Added cheat option to "right click to level up colonist skills" (right click a skill in the skill window to immediately level up that skill) - Increased seed drop chance from farming to 1% - In…