- Dev Blog #021 - 17 March 2025
New 3D Models The new 3d models are now starting to make their way into the game, the first being the Regional Capital building. As soon as more buildings are ready I will add them, the next on the list is the Area Capital building and then the standard Outpost. Once these main buildings are done all the Aux buildings will be getting replaced with shiny new models. iOS Beta Release The beta is now available for iPhone/iPad! Along with this release I have updated the way you sign up for the betas, there is now a page on the website: https://www.aq2expanse.com/account/mobilebeta Here you can see your sign up requests and their status. Like the Google Play beta, when you sign up for the iOS beta it can take a few days to activate, as it's a manual process for me to review and add everyone. Updates I am back working on AQ2 full time now, so more updates will be inbound soon. I will be worki…
- Dev Blog #019 - 21 August 2024
Senate The Senate is a great way to make your corporation stand out as one of the most powerful in the Aquila system. The Senate is made up of all corporations that control at least 1 sector. Each region has its own member list made of all the corporations in that region. The future features of the senate will include voting on system wide policies that will have positive and negative impacts on things like trade, security, and resource availability. Market Rates Dynamic market pricing has been added and is now enabled, you will see prices rise and fall based on real player trades. Sectors that have an increased supply of resources will see their prices drop, while sectors that have a lower supply will increase their prices. Prices are updated every few minutes, any time a price is updated while you're viewing the market, there will be a notification. This new system means that deliveri…
- Dev Blog #018 - 9 July 2024
Trade enabled The Corporation building and trade systems have undergone a lot of changes since the last development blog. The trading system now uses your Corporation bank account and will freely use any funds to purchase required products and deposit any profits back. It will also take sector wages, so making sure you have a decent flow of trade setup is key. The trade system will prioritize trade with your own sectors before trading with anyone else, making sure that any required resources are shipped around before selling any. After trade between your owned sectors is complete, allied sectors are traded with, ensuring you ship any required products to allies before anyone else. The final step of the trade system will be to export any resources left over to other sectors, as long as you are not at war with their owners. New Modifications I've added over 300 new weapon modifications to…
- Dev Blog #016 - Closed Beta - 7 May 2024
Sorry I've been slow getting this announcement out, as soon as I launched the beta I was full speed fixing bugs for a week. I've been working as fast as I can on fixes and updates coming out daily, so expect a few bits of downtime here and there, usually only a few minutes long. You can download the client at https://www.aq2expanse.com/account I've had a few reports that some browsers do not like the download. I am working on fixing this using something called "code signing", basically signing the exe file with a certificate saying it's from Seven Point Red. To do this I just need to wait for a hardware token to be delivered to me, I should get that by the end of next week so after that hopefully everything will be good. Please remember this is Beta release #001 and the game has bugs, as well as a lot of features disabled. This version is just to test the core game works, you can fly ar…
- Dev Blog #015 - 25 March 2024
Hey everyone, I hope you are all well. I have big news today, the Beta release date has been set for April! You will be able to download the beta through the website (not steam just yet). I've been working on all my outstanding issues and bugs over the couple of months and I've got through most of my list so I'm happy with the core of the game and all the technical bits. This development blog should help outline the beta process and what to expect. New Roadmap There is a new roadmap on the website that contains progress on all parts of the game, this gives an overview of what is left to do before and during the beta. You can expect lots of updates through the beta with fixes, improvements and new features. I will keep this updated as I progress, along with more development blogs and patch notes. I will be enabling major features in stages, this will allow me to focus and get feedback on…
- Dev Blog #014 - 22 November 2023
Hey everyone, time for another development update! I've been spending a lot of time playing the game as a new player and interacting with all the features I have developed so far. One of the core features I was not happy with was the Corporation building element, although it was a lot better than AQ1 I still felt it could be improved. So I went back to the drawing board on it... Industry 2.0 I have been updating the industry system in AQ2, this is another major leap forward. The new system has a fully dynamic supply chain system, for example: Asteroid mines will produce Ore, Ore is traded with Refineries that will produce Metals, Metals are traded to Construction Centers and so on. You will need to provide food and power to all outposts, you can create these yourself or import them from other sectors. This is also linked into the Corporation alliance system, allowing you to form trade a…
- Dev Blog #013 - 17 September 2023
Hey everyone, another development blog. I've recently been working on a lot of the core gameplay elements and corporation features. I have been really bad at putting out blogs again, sorry it's been a while. Weapon ammo and ranges I have been doing updates to how weapons work, previously they would fire whenever you activated them, even if the target was outside of the max range. This not only wasted ammo/energy but also felt really strange. Now turrets will wait and only fire when a target is inside their maximum range, this allows them to conserve ammo and energy as well as giving you the ability to activate them before moving into range. EMP Missile, Siege weapons I have added some new EMP missiles as a new turret, these missiles have a mix of explosive and energy damage and are a good medium range option for missiles. I've also been working on much larger weapons, siege weapons, thi…
- Dev Blog #012 - 6 July 2023
Hey everyone, I can finally give you all some info on the new corporation building system in this blog. Missions Previously there were two types of missions, primary missions and secondary missions. Primary missions were not repeatable, they were used for the campaign missions and a few other unique missions. Secondary missions are repeatable after a set amount of time, these were things like distress calls, requests to clear pirates and other "smaller" missions. After reviewing this I've now added in a new mission type "Campaign", this seems obvious and a small change but it's actually been a bit of work as they are handled differently to other missions, however it was worth it. I’ve also made adjustments to allow for multiple campaigns to run alongside each other. With this new mission type I’ve now got better separation between repeatable small missions, unrepeatable important “one-o…
- Dev Blog #011 - 24 May 2023
Hey everyone, work is progressing well and I have a load of new things for this blog. Improved Missions I've almost completed the updates to the mission system. I now have a bunch of mission types that are "repeatable" as well as custom hand made ones. This is the final part of the mission system as I am happy with it now, it should give me everything I need to make a whole bunch of missions as well as enough customisation to add new ones in the future. AI updates AI is getting more updates, ships now deploy drones or fighters and activate/deactivate any modules they need during combat. As well as better control over their modules they also now prioritize targets depending on the target distance, shield/armor, ship class and threat level. The AI will also now work with their wingmates more, allowing them to share targeting information and keep each other in range. Minefields Mines! I've…