- Devlog #009: Scripting System Progress Report - 1 June 2026
IntroductionAfter the previous devlog, I decided to take a break from developing Solar Lander to work on my other two projects. Solar Lander's development is being juggled between those other two projects. This break was about 3 months in length. And afterwards, I got back to working on Solar Lander again.Just like before the break, I was initially stuck on a specific issue pertaining to mod validation. Actually, several issues. One of which was with edge cases surrounding Json files including other Json files. Another case was with included Json files sometimes not being read when instantiating spacecraft. A third was validating Lua scripts (more on that later). And the fourth issue being how I was going to properly sandbox the Lua environment.The Mod Loading ProcessSolar Lander will start by populating a list of every mod it can find, as well as a list of dependencies for each mod. It…
- Devlog #008: Craft Modding Implemented - 1 January 2026
I took about a one-month break from game development, then returned a couple weeks ago and was able to basically knock-out the rest of what I needed to make fully-custom spacecraft entirely possible. So here is the basic process, as it currently stands, for making a fully-custom spacecraft.ModelingI used gmax to make the 2D craft models, following the original sprites as closely as possible to create some nice 2D vector graphics to replace the sprite graphics. The 2D vector graphics are essentially flat planes layered on top of each other. Then I used max2msh to export the model to an Orbiter mesh file (making sure that "Rotate 90 degrees" was turned off).Here are a couple of screenshots of the new, 2D vector graphics.3D vector graphics are theoretically supported, but I haven't made any 3D models for the game yet.For the colliders, I created a text file using the msh file as inspiratio…
- v0.2.15: Lateral Translation Thruster Torque Fix - 25 December 2025
Bug Fixes: Fixed phantom torque on lateral translation thrusters.
- Devlog #007: A Roadmap to Release - 2 November 2025
After taking far longer than I had intended, I finally have a good plan for ending Early Access. And it involves having 1 or 2 more updates in Early Access. If there's just one more update left within Early Access, then it's going to be the Modding Update (v0.3.x) followed by the Release (v1.0.x). If there will be two more updates within Early Access, then the first of these updates will be the Modding Update (v0.3.x) followed by the Multiplayer Update (v0.4.x) before finally getting to the Release (v1.0.x).Modding Update (v0.3.x)Currently, I'm working on the Modding Update. This update will give an official means for users to add their own content and game modes to the game, without changing the vanilla experience. And I am very close to having a solution for Solar Lander to load mods and make them playable. I will leave the details to future devlogs though. But here's what to expect i…
- Unity Security Patch - 19 October 2025
In light of recent news of a security exploit in Unity, I have rebuilt the latest version of the Physics Update (v0.2.14) with an updated version of the Unity Editor that I'm using for this project. The demo version has also been updated. Note that I am not able to apply updates to the "physics-update-playerprefs" or "pre-physics-update" branches. If you want to play on those historical branches of Solar Lander, then you should apply the patch that Unity has provided. But "physics-update" (non-playerprefs version), "beta-build", and "default" branches have been updated with a clean build of the game.
- Devlog #006: Craft Mod Structure Plans - 1 October 2025
In a previous Devlog, I gave a few details about how mods will work in the upcoming Modding Update (v0.3.x). In this Devlog, I'll go into a bit more detail, since I now have more details worked-out. Specifically, I've been working out details for mods that add spacecraft to the game.The mod_info.ini FileThe mod_info.ini file will contain a list of spacecraft files used by the mod. This will save on processing power by not requiring the game to have to figure out what each file is used for. There will be a "CraftCount" (or similar) field, possibly in a "Content" section of the file (not final yet), followed by a "Craft_X" field (where "X" is a number starting a zero) for each craft file in the mod. Each craft file will be its own .ini file, with Craft_X having the name of the file without the extension.It will probably be the case that one does not have to list every craft in the "Craft_…
- Devlog #005: Control Profiles - 1 July 2025
One of the goals I've always had for the Modding Update was for players to be able to load a controller profile without affecting their other settings. And I'm finally working on making that goal a reality. Before the Physics Update, you had to assign axis controls in a dialog box that popped-up before the game started. This was before I discovered a way to do this from scripts. For the Physics Update, I decided to just get rid of the dialog box and find some way to integrate axis assignments into the in-game settings screen. Originally, I was going to continue using Unity's legacy Input Manager for this. But I didn't like the way I would have to implement that with the legacy Input Manager. So I went with the new Input System instead. Later, I decided I wanted to implement a control profile system, like what rFactor 1 has. But I also decided not to try implementing it in the Physics Up…
- Devlog #004: Structuring Mods - 1 June 2025
I wasn't able to get a devlog out for May, but at least the gap between the previous devlog (#003) and this one is smaller than the gap between Devlog #002 and Devlog #003. And we got another unexpected patch to the Physics Update. Plus, a little something extra which I'll save for last. Let's quickly address the most recent patch first. What happened is while I was using the Physics Update as a reference for the Modding Update, I happened to trigger a null reference exception while testing something out. Judging by the log, it looks like it didn't affect anything. And I only caught it because the test was done in the editor, which I have set to stop execution upon encountering an error. When checking how it affects the game, I noticed that (a) the error only happens once instead of say, every frame, and (b) nothing happens within the game that would give any indication that there even…
- v0.2.14: Fixed Invisible Bug - 27 May 2025
Bug Fixes: Fixed a null reference exception (that has zero impact to the user) triggered by moving axis response sliders when no axis is assigned to the control. Additions: Added the "physics-update" branch to list of betas which will contain the latest build of the Physics Update. Added the "pre-physics-update" branch to the list of betas which contains the last build before the Physics Update. Note: You must move "steam_api64.dll" from "SolarLander_Data/Plugins" to "SolarLander_Data/Plugins/x86_64" for this build to run properly.
- Devlog #003: Project Status Report - 17 March 2025
It's been a while since the last devlog. And it's also been a while without any work being done on this game. I haven't forgotten about the game, but it was necessary to put the development of this game on pause for a while. While the development of this game has been paused for the vast majority of the time between posts, there have been brief periods of time that I have spent developing this game, which we'll discuss later on in this post. Also, just a heads-up: I do not intend to make a Devlog post for April, but I do intend to make one for May. The original intent behind these posts is to publish them on the 1st of each month unless it lands on a Saturday, then it'll be published on the 2nd of that month. I intend to get back to that schedule. What Happened? In short, life has forced me to put the development of this game on hold for a while. This is obviously beyond my control. For…
- v0.2.13: Stranding Detection Bug Fix - 13 August 2024
Bug Fixes Disabling both Command Module RCS blocks now gives a game over screen.
- v0.2.12: Bug Fixes and Demo Update - 2 August 2024
Changes/Bug Fixes Removed the old restriction preventing portrait layout from being used in-game. Audio and chunk size settings are now properly saved and loaded. You will need to re-adjust these settings for them to take effect. Changed the minimum selectable screen resolution to 1024 x 768. Demo Changes Adjusted the planets featured in the demo to force the use of the upgrade system.
- Devlog #002: Bigger Than Expected Update - 1 August 2024
Remember back to the previous Devlog where I said I wanted to do a number of things over several, small, incremental updates? Well, that didn't quite go as planned. First off, I started working on the updates about 2-3 weeks late. And of course there was a lot of time debugging when things didn't work as intended. But here's what I originally intended to do as individual updates. Update base screen resolution to 1024 x 768. Migrate settings storage out of PlayerPrefs and into a Settings.INI file. Separate button and axis assignments and give another visual guide on axis interpretation. Improve how the game handles Unity's axis reporting. Add version and edition labels to the main menu. Of course, some of these items were going to be combined. For example, adding the version and edition labels to the main menu (which auto-updates every time the version changes) were supposed to be in the…
- v0.2.11 - Settings and Controls Update - 29 July 2024
This is going to be among the last of the v0.2.x updates to help smooth things over for the upcoming Modding (v0.3.x) Update. This first one is sort of designed as a preview of the control system that it coming to Solar Lander in the Modding Update. The control assignment table and how controls assignments are handled have been heavily modified. Here's what the new assignment system looks like, which includes a ton of changes behind the scenes as well. Changes to the Demo The changes made to the game warrant an update to the free demo version. The demo version now uses the same Progression system as the full version, but with only 3 levels. As a result of using the full version's Progression system, you may now play with it's upgrade systems. Changes in v0.2.11 The base resolution of the UI has been increased from 800 x 600 to 1024 x 768. In-game settings have been moved away from Unity…
- Devlog #001: Starting the Devlog Series - 1 July 2024
New Devlog Series? I figure I may try something new: A devlog on the first of every month (assuming I remember to do it) to keep players informed about the development progress I'm making for this game. Now, if the first falls on a Saturday, then the devlog will be posted on the second or the third of that month. Again, if I remember to do so. No promises. Also, I simply can't do once a week. Also, assuming that I continue this series, what should I name it? General Progress Report So, you may have noticed in a previous announcement that I intend to dump the Unity Engine for the v0.3.x Modding Update. So here's what I have done since making that announcement: Create a graphics library for use in my own game engine. Create a GUI library for use in my own game engine. Update my input library for use in my own game engine. Create the game engine core. Create a "simple" test app to make sur…
- Change of Plans for Modding Update Development - 14 September 2023
Unity recently changed their pricing model so that any developer that makes $200,000/year or more, AND has 200,000 or more total app installs that use the Unity runtime will have to pay $0.20 per install. This means that once I meet the new criteria, I have to pay Unity $40,000 for my work. This includes game demos, re-installs, installs on multiple devices, and pirated installs. Fortunately, I don't make that much money per year so I don't have to worry about this extra payment yet. But it does mean that I'm taking Solar Lander off of the Unity engine before I qualify for those fees. Plus, it also means that Unity is essentially forcing their own, proprietary, tracking software into a game that I have decided long ago will NOT have any such software in it. And I wouldn't trust their tracking software anyways. Here are a list of things I've been working on to put the Modding Update in t…
- Accidentally Published Demo Version - 20 March 2023
I accidentally published the Demo Version of Solar Lander rather than the Full Version. This update fixes that error. Sorry about the inconvenience. I do have some ideas on how to prevent such mistakes from happening in the future, so this should (in theory) be the last time this happens.
- v0.2.10 - Cursor Size Fix - 30 January 2023
The cursor size should now be the same across all platforms that Solar Lander is available on.
- Linux Version Should Now Be Available - 14 December 2022
This game does have builds for Linux, but they couldn't be accessed until now. Sorry to all the Linux users who tried to play Solar Lander. I had known about the problem for a couple of months and tried unsuccessfully to search for a solution (couldn't find the right page in Steamworks). Finally, I contacted Steam support which pointed me to the correct page and I was able to implement the fixes in about 1 minute. Sorry it took me so long to fix the issue.
- v0.2.9 - Progression Save Fixes - 31 July 2022
It has been brought to my attention via the forums that there are some issues when saving files. This build fixes these issues. Here's the full change log. Fixed a bug where progression wouldn't save if there was a save file already present. Fixed a bug where the save button wasn't greyed-out after landing. Save files are no longer auto-deleted upon loading the game. To save while playing progression, press escape on any level (except the first level) before you land and click "Save". Your level, score, attempts, and lander stats will be saved. To load this save, start a new progression game, and at any time during any level, press escape and click "Load". You will immediately start at the beginning of the level that you saved on.