- Combat stats and abilities - 23 October 2025
Floaty damage numbersBecause armor, shields, and hull can take such different amounts of damage, and because increased bullet damage is a stat that you can collect, I wanted to be able to see how effective my shots were during combat, so I made a proper system for floating combat text. It adds up all the changes to pixel values from a bullet instance, color codes the number based on what you hit so there are different color numbers for hull, armor, shield, and critical hits, it also tells you when a dodge occurs. The numbers are even sticky and animated to look nice.You can of course toggle these on and off in the settings if you are an aesthetics purist and RPG style combat text ruins your immersion.Defensive stat changesI've done a lot of fiddling with combat stats and RPG elements. First thing I changed was to consolidate some defensive stats and make them more balanced. For instance…
- Development update - 18 August 2025
I got really distracted by a series of projects and didn't make a blog post about new upcoming features. I plan more of those in the future because I'm not done talking about new things that are already in the engine. However, the projects that have kept me very distracted for the last few weeks are worthy of their own discussion so here's a breakdown of everything I've been doing recently. It all started with......So I got an art asset for the hangar bay.Remapped every stationIt's nice and big and looks like where you would land your ship in order to have it packed into an item so that you might go and do some shopping. That means I got to spend a good deal of time remapping EVERY SINGLE STATION IN THE ENTIRE GAME. Which was loads of fun. Also created some new stations while I was in there.I've now got all the stations that need to be placed by world generation ready to go. That includ…
- Crafting professions - 19 July 2025
In the previous update that came out a long time ago at this point I added affixes to turrets and allowed them to drop as loot. The idea was to increase the amount of cool stuff that could drop as loot, while also broadening the surface for ship customizations. I also added module components and introduced some new tuning kits, all to accomplish the same.Well I've been playing around with crafting for a while, and with the creation of world engine I realized I could do some pretty cool stuff with it. I wanted a system with a lot of depth where maxxing out a trade skill was really worthwhile, and I also wanted to extend the list of cool things I could drop as loot in order to continue the trend of more ship stat customization and more cool stuff to find.How it worksTrade skills are named professions, and you have a level representing your skill at crafting in that trade skill. You level…
- Status of the Frontier - 11 July 2025
When I released the last update, I got some direct feedback which was honestly the feedback I was already expecting because I have known this was a problem with the game for a long time and wasn't sure how I wanted to resolve it. The game world was designed from the beginning to lean pretty heavily on procedural generation because I always knew we would have a small team, however I had not initially anticipated it would just be me working on this alone, and the game world doesn't feel sufficiently alive.I want the world to have that "alive and busy" feeling of a space full of neat stuff that is going on all around the player. Without that feeling, exploration isn't interesting and players are trapped in a barren desert of fiddling with ship designs and not experiencing an infinite wayward terran frontier. I have always considered a number of different solutions for the problem, but they…
- 0.9.4.02 bugfix patch - 24 August 2024
fixed a bug with abandoning quests from the map screen that wasn't fully removing the quest fixed a bug where the gauntlet could recover from lost data by recreating the gauntlet but it wouldn't re-add all of its locations so it would be inaccessible the gauntlet will now generate a crash log if it fails to load correctly so I can hunt down the source of data corruption making gauntlets recover themselves world saving was made more robust with each individual stage being capable of logging exceptions and attempting to move on to the next stage, hopefully allowing me to catch sources of save game data corruption in the future added an extra safety check to world database finalization to make sure any async data items received after a shutdown was called can be collected and written before the database declares itself final and ready to close. fixed a bug with procedural quests that cause…
- 0.9.4.01 bugfix patch - 16 August 2024
fixed a bug when loading quests that could cause a crash when loading the game fixed a bug with the crew team that would allow any crew member to join the team widget and accept orders from the player friendly crew will no longer attempt to join the player's team if they are passengers passengers added by the manifest are added with the isPassive flag set to true so they behave like passengers and not crew upgraded procedural quests to include a "pick up" stage as the first stage so if you depart the source station with insufficient cargo/beds you can still return to the station later and complete the quest fixed a bug that was preventing failed procedural missions from being removed from the mission list potentially causing them to lag the game by constantly trying to complete fixed a bug that was causing economic nodes that consume resources over time to load their saved data wrong ca…
- 0.9.4.00 detailed patch notes - 11 August 2024
fixed many instances of the word yield being misspelled fixed a bug where picking up the item most recently placed into the trash slot would duplicate the item sped up world generation by skipping many noise samples in black empty space fixed rotation groups for tier 3 hallways tier 3 hallways are now structure adding modules. They add more structure than the default tile replaced when you place them, so they make your ship stronger when added removed duplicate entries for shield emitters in the design screen added a tier 3 shield emitter fixed turret offsets for T3 energy turrets fixed an extra pixel that was sticking out of the side of a T3 engine module tweaked the stats on some pulse beam weapons added many tier 3 bridge modules added missing visual power connection points to the largest size T3 energy turret fixed a bug that would cause AI ships to send repair drones to repair thei…
- Zero Falls - a huge overhaul - 10 August 2024
Single Player is receiving a huge overhaul. Big design overhaul The intent was always to make a sandbox game where you could collect cool ships and customize them with deep and interesting ship design features. To that end, we built a dynamic economy with shops and shipyards and venders and trade etc, however we seriously missed the mark because the game's story didn't encourage you to interact with that aspect of the world, and the ship design elements made your interactions with it shallow and in many cases unnecessary. Furthermore, the loop of unlocking hulls and modules so that you could dig deeper into the ship designer and make progressively better ships didn't work at all for the early game. That should have been more of a late game feature, while the early game should have tried to play more like a standard sandbox space RPG. So we are changing all that. So what I'm doing is rew…
- patch 0.9.3.05 - 16 August 2023
fixed a couple of screens that were responding to mouse wheel scrolling that had happened on other screens increased the number of system slots on many bridge modules so you can activate more things refactored a context variable in all ship active abilities to make it easier to debug in the future and so that I can make new stuff more easily fixed a bug with calculating the cursor position on the universe map where the outcome of the calculation depended on which quadrant of the map you were in fixed a possible crash related to the chat widget opening fixed a possible crash related to hitting the craft button when no crafting recipe is selected the respawn script has been rewritten to handle the situation where something triggers a screen transition after it sends you to the respawn screen and keys have been excluded from the list of valid keys that can be used in keybinds because some…
- patch 0.9.3.04 - 1 August 2023
Working on some big things behind the scenes. Hopefully announcement soon. In the meantime here is a bugfix patch that includes a lot of small changes accumulated over a long period. your crew will no longer follow you on the in-station fast transport network if they are set to hold position fixed a bug where logistics rooms would not rotate their animation to match the module animation you can no longer collide with asteroids while in travel drive. Realism be damned, I've never seen a new player pick up the game without immediately killing themselves in travel drive somehow. you can now use the scroll wheel to change mini-map scale in ship exterior view added tooltip description for tractor field modules tooltip base elements made to scale properly with UI scale tooltip resource mode made to scale properly with UI scale tooltip small stats made to scale properly with UI scale tooltip r…
- Finally found the invisible monster bug - 27 December 2022
Sorry for the rapid series of bug filled updates. Here's what happened: I for the life of me could not figure out why the monsters would sometimes go invisible. So I wrote code that would try really hard to render them even if their animation was in a corrupted state. The new code immediately produced crashes without crash logs in version 0.9.3.01 and so in 0.9.3.02 I updated the code to catch those crashes with a proper crash log and also improved my rendering without art code....which immediately crashed again. Turns out I was looking in the wrong place because the issue wasn't with the artwork or the animations of monsters at all, but with their pathfinding. A very well hidden bug with monster pathfinding was attempting to normalize a zero vector (an impossible mathematical operation) and the result was that monster position data was becoming corrupted with a NaN value (not a number)…
- Error exceptions for rendering crashes - 27 December 2022
had a few rendering based crashes, so i've fixed the crashes that came up and also added crash logging for those exceptions so it will be easier to find them in the future
- Bugfix patch 0.9.3.01 - 26 December 2022
turrets now remember how much ammo was in them when they are saved and loaded from a save or stored in a packed ship fixed the tooltip for ammo boxes which nobody even uses so who cares? Well they are fixed now, so that's nice. made mod loading more durable so as to prevent the client crashing when attempting to load a mod that is missing files on loading a save game, missing factions which failed to save due to a crash will attempt to re-add themselves to the world identified and fixed a threading issue that could allow the database thread to try and access faction info (for saving) while that data was being modified potentially resulting in data corruption. fixed storage nook rotation mirroring not sure the exact situation that is causing monsters to sometimes be invisible, but I cleaned up their artwork code a lot to get rid of a lot of unknown edge cases that MIGHT be causing that a…
- 0.9.3.00 Module components - 30 October 2022
Added a new feature as well as some bug fixes with this one. Module components are an item that you can find and with the new tool you can use them to upgrade existing modules inside of a ship to have better performance. fixed a bug with some new modules in the design screen where their tooltip would display resource costs multiple times. The resource cost was correct only the tooltips were broken fixed a bug where anti-missile lightning charges from tuning kits in the gauntlet would target your own repair drones because repair drones are technically missiles which target your ship while repairing fixed a bug with scrapping ships at your home base where any item inside the ship was placed into storage inside your home station instead of the tabbed storage that you can access by going into the storage inside your home station. This made those items inaccessable to you. The items will now…
- 0.9.2.03 - 26 August 2022
fixed the resource cost of some new modules that were added assigned a default resource cost to modules that we have overlooked so that every module at least costs something to construct updated the ship design screen to support the new module types in the power connection overlay station interiors no longer build air maps. the maps are not needed because stations don't update air and the map takes a long time to build fixed magnetic ramscoop not being flagged as active. the module worked but you couldn't open storage to access its contents fixed an issue with some of the new quests not saving and loading correctly added the cargo capcity of ramscoops and algae tanks to cosm data so that their contents would not be lost when leaving and re-entering a ship
- 0.9.2.02 bugfixes - 24 August 2022
0.9.2.01 fixed a broken link in one of the new dialogues that caused it to loop 0.9.2.02 fixed module repair allowing tiles to be repaired in empty space upgraded quest diagnostics to at least try to output the name of quests that fail to load and also to produce a crash report when it happens
- 0.9.2.00 patch - 22 August 2022
Note: This update changed some late-game quests. It should be compatible with most existing save game files unless you are currently on one of the affected quests. If you happen to be half finished with the changed quests the most likely outcome is that one or more of the new dialogues or quests triggers will not activate for you. In all other cases existing save files should be fine. fixed a bug where the image portion of the tooltip for a packed ship could get unloaded and fail to display rewrote the interior air simulation to use precomputed room geometry. This will slow down significantly the speed of spawning ships, but drastically increase the speed of simulating interior atmosphere which is one of the biggest factors causing large ship interiors to lag the game. Ships no longer reset their airlocks when performing a ship break update that splits the ship into multiple smaller sha…
- 0.9.1.02 - 28 February 2022
the game now remembers the last ship you have spawned and allows you to scrap that ship for a 100% return fixed a bug where shield emitters would be created with zero energy in them fixed a bug with AI where ships with beam weapons would fire their beam weapons but they didn't know they had them and so would not attempt any beam based tactics fixed module rotations for bulwark and restorer shields so that they can be mirrored horizontally in the design screen fixed a crash when destroying a reactor that doesn't have its explosion type configured correctly or which uses an explosion that doesn't exist added explosion configuration for some T3 reactors which were missing fixed a bug where gunnery consoles could crash the game instead of logging an error and shutting down AI like navigations consoles do (when encountering an ai bug) nerfed grey goo's ability to repair so that you use grey…
- 0.9.1.01 - 23 January 2022
fixed: no longer change the faction of stations when entering them via an airlock. (found another method that was doing this) it is now possible to right click your home station in logistics removed the option to tractor your home station to dock fixed a crash in ship AI caused by a crew team being null zoey agent now correctly references her portrait artwork added a line that was missing from the dialogue code for both new agents fixed some T3 hallway modules which had overlapping module ids and were thus not working
- 0.9.1.00 Big bugfixes and some QOL - 12 January 2022
For this one we have cannibalized the community bugfix patch made by the genius mod makers on our discord (especially one in particular thanks blacktea) in order to make mainstream the fixes that the mod community has enjoyed for a while now. You can visit the modding section of our discord and thank them for their hard work finding issues in my code if you like: https://discord.gg/7N6JR9SaNJ This bug fix patch should open up some new questing content that wasn't available before. I've also done a few changes for quality of life such as making it easier to get experience and level up from activities such as mining and trade. Notable new features in this patch: adopt 3 crew members that you couldn't adopt before 3 new quests that might even work correctly Full list of changes: scrapping a ship now once again stores all items in that ships cargo. The method had to be rewritten to account…