... the raiding and combat felt very simplistic. It was like X-com Apocalypse real time but without any of the cool stuff. You can't go prone, take cover etc, your dudes just stand there and shoots.
You actually can go prone. If you right click on your crew members when they are drafted, there are options like drawing your weapon, or going prone. Although I don't know how much that affects your accuracy, if at all.
Do you get to customise the crew or is just a grab bag of neuroses?
By the way, is there a way to get any graphs on power usage, food etc? I'm having a hard time telling how much power etc I got.
Also rather important in my opinion is the possibility of having more than one deck/tile layer per ship, and systems and structures that span or occupy multiple decks. Being limited to flat planes, while perhaps understandable for gameplay purposes, is already restrictive enough. Further limitation to just the one flat plane borders on ridiculous.
Agree. For the generators, when you click them you can see how much is produced/consumed in their info window. Efficiency you can work out from the build panel. From what I remember the small and medium have same efficiency, while the big one is slightly more effective per energy rod consumed, but takes more space than two mediums.And MORE INFO ON THE UI, I want numbers, how much food is my crew consuming, how much energy rods are my generators consuming (and is it really just more efficient to build the bigger one?)
Space Haven Alpha 10 - Now Released!
Spacefarers!
We have arrived, the Alpha 10 update has been released! Alpha 10 is one of the biggest and most exciting updates to Space Haven so far, and it is now available for you to experience. Alpha 10 brings in a lot of new features and additions, and many tweaks and modifications to existing ones. Let's take a look into all the new features and what Alpha 10 has to offer.
Some of the most exciting additions include:
- A new modified starmap with a new layer showing star system clusters and faction presence
- Space Stations and derelict space stations have been added to the game
- Crew combat can now take place on asteroids in addition to spaceships and stations
- A Research Tree has been implemented along with a research lab facility
- IRS Mary Shelley (The alien base) and a pirate hideout base have been added to the game
- The Food System got an overhaul and crew members are now affected by what they eat
Let's go over all of the new additions in more detail below.
A New Modified Starmap
We wanted to venture out and try something new with the starmap, something that would give you more meaningful choices when planning your route.
The new starmap combines a set of star systems into clusters, and gives you some information of what type of cluster it is. This will give you an idea of what type of faction presence you will encounter in a specific cluster.
Our idea is to present a choice between paths that are riskier but which could result in more bountiful treasures and paths that are safer but already scavenged by other factions to some degree. The starmap keeps evolving as we keep implementing more. We're eager to have you try it out!
Space Stations
You will now also encounter various space stations in addition to spaceships on your journey towards Eden, various specialized space stations will be scattered throughout the galaxy awaiting you.
The stations can be general outposts or specialized in some way. Some examples:
- Farming stations - Stations specialized in farming and guaranteed to have a good amount of various foods for trade.
- Repair stations - Stations specialized in repairs, giving you the opportunity to purchase a hull expansion service (Expanding the hull with drones) with credits.
- Faction bases - Fight your way through the pirates and destroy their hideout base to deal a killing blow to the pirate presence in a part of the galaxy.
- Mining stations - Stations specialized in mining and offering a good variety of various ore for trade.
- Trading outposts - Stations specialized in general trade, offering a wide variety of resources for trade.
- And more!
A pirate hideout base buried deep within the cluster of pirate systems.
A station specialized in farming built on top of an asteroid somewhere in the galaxy.
A station specialized in repairs, capable of helping you on your travels!
Derelict Space Stations
Enter the darkness with your crew and explore old abandoned derelict stations. This addition gives some nice variety to exploring derelicts. Derelict stations can be salvaged just like derelict ships with one main difference, derelict stations generally give out less hull scrap since hull can only be salvaged where the asteroid itself is not blocking mining pods from salvaging the station hull.
A New Way to Acquire New Crew Members
Leisure stations offer a place for visitors to rest and have a relaxing time. This is also a good place to seek out and see if someone would be willing to join your crew!
Someone might catch your interest when walking around at the leisure station. An interactable NPC is often present, this time it is Valentino. Someone's chasing Valentino it seems, and they would be willing to join your crew for 5000. Couldn't afford it this time, dang!
Engage in Crew Combat on Asteroids
Crew combat can now take place on asteroids. Seek out the pirate hideout base and engage in fierce crew combat, remember to bring your spacesuits. This gives an entirely new setting for crew combat compared to the cramped up spaces in spaceships and stations.
IRS Mary Shelley
IRS Mary Shelley (The alien base) has been added to the game. This independent research ship ventured out into the galaxy to find alien life forms, but something bad happened and the ship was never heard from again...
Throughout the game you will find data logs on board derelict ships, giving clues as to what happened to IRS Mary Shelley. Now the ship itself is in the game, and you can go find out for yourself! =)
Research
We have worked on research and the research tree and implemented the needed tech for it to allow us to create the first version of the tech tree and add new in-game tech items in the future. A Research skill as well as a research lab facility has been added to the mix and crew members can research new tech by spending some time sitting at the research lab.
We decided to go with a visual presentation seen in the screenshot, a research tree from left to right with various branches taking their own paths in the tree. The modules currently require certain amounts of research points, classed into three different tiers. These research point tiers represent how hard it is to unlock a research item, these are tied to a character research skill.
Improved and deeper food system
While working on the research tree and thinking about modules related to botany we found a good opportunity to dive deeper into the food system and make some further implementations to take nutrients into account and have consequences related to them.
The Kitchen
The Kitchen has received an overhaul to enable more freedom for you to create your own specialized meals for your crew members. The kitchen now allows you to mix various crates of food together, and even specifying the amount of some ingredient crate to use.
Now you can spice up your fruit and root vegetable mix with some monster meat, just enough so that your crew members won't notice any really bad side effects. How about some monster meat and human meat with peanuts on the side? No problem! Coming right up. Put all of that food into good use.
You are what you eat
Up until now your crew members have not cared much about what they eat, or more specifically what kind of nutrients they are actually putting in their system. The crew members are now affected by what kind of nutrients they consume on a long-term basis. Proteins, Carbs, Fat and vitamins are all important. A fifth are toxins, which have a negative effect if consumed too much too fast.
A balanced diet with enough proteins, carbs, fat and vitamins keep your crew members working at an optimal level. Deficiencies can result in a lower recovery rate, learning rate, health, mood and so on.
Throwing up
Your crew members can now get nausea from consuming too many toxins, this in turn will lead to them throwing up and losing their stomach contents on the spaceship floor. There goes my lunch, what a bummer!
Throwing up essentially means the nutrients from the stomach are lost, so be careful with giving too much monster meat to crew members all at once.
The Algae Dispenser
Nobody likes eating algae, but it's marginally better than starving to death. It keeps the crew alive but can affect their health and mood due to an unpleasant texture and sub-optimal nutrient levels.
We are introducing a new facility called the algae dispenser. This facility is intended to be a basic food source, using bio matter and water to grow algae, which are then scooped for some delicious (Or not) green porridge type of food. It will keep your crew alive but if this is the only food eaten it will cause nutrient deficiencies and even nausea.
Hyperium Hyperdrive and Energium Power Generator
The hyperium hyperdrive is less efficient than more advanced hyperdrives but can use hyperium as fuel directly without having to refine it.
The energium power generator is less efficient than more advanced power generators but can use energium as an energy source directly without having to refine it.
We have added these two new facilities to help power up your ship and jump to hyperspace. These facilities will be basic technology facilities, with the ability to use raw resources directly as an energy resource and fuel.
As these facilities use raw resources instead of refined resources they are not quite as efficient, but on the other hand it is a bit easier to supply them as they can use raw resources directly.
Introducing new NPC ships
This new civilian ship will join the civilian fleet and meet you on your adventures!
Military Alliance receives a new addition to their fleet, you'll meet this ship in your future adventures in space.
Cult of New Haven gets a new ship added to their fleet, you'll meet this ship on your future adventures.
Androids also receive a new ship to their fleet. You will meet this ship on your space adventures.
If you want a chance to get your own ship in the updates post them in our Discord server #screenshots-and-videos channel, or here on Steam! =)
Space Haven Alpha 10 - Full Patch Notes
- Saved games are not supported from previous Alpha versions.
- A new modified starmap, with a new layer showing star system clusters as jump destinations.
- Space Stations added to the game - You can now visit various farming stations, repair stations, faction bases and more.
- Derelict stations have been added to the game - Enter the darkness with your crew and explore old abandoned derelict stations.
- A service tab has been added, which is now available at the repair station. The service tab can be used to purchase services (Like hull construction) with credits.
- You can recruit new crew members by visiting a leisure station and seeing if someone would be willing to join your crew, for a fee of course.
- Crew combat can now take place on asteroids - Seek out the pirate hideout base and engage in fierce crew combat, remember to bring your spacesuits.
- IRS Mary Shelley (The alien base) has been added to the game. This independent research ship ventured out into the galaxy to find alien life forms, but something bad happened and the ship was never heard from again...
- A Research Tree has been implemented along with a research lab facility - Build a Research Lab and start researching new technology.
- A New character skill has been added: Research.
- A New turret added to the research tree: Missile turret. The missile turret is capable of creating new holes for crew members to enter in derelict ships.
- Many of the facilities in the game have been moved to the research tree, while basic and critical facilities remain open from the beginning.
- Added research start technology settings to game customization - You can modify research modules to be open from the start if you want.
- Lowered research points requirements for research modules in the research tree by 10-20%.
Character backstories and occupations now affect the likelyhood of having a higher research skill.
- New special technology: The Targeting Jammer - An electronic countermeasure that confuses all turret targeting systems within its range of effect. So long as the jammer is online, the ship can neither be targeted by hostiles, nor target them in turn.
- The Food System got an overhaul, crew members are now affected by what they eat and require a balanced diet for optimal performance in the long run.
- Added a new system for the Kitchen to allow players to create their own meal compositions of various raw ingredients.
- Modified the plant growth rates and outputs to balance the change with the Kitchen requiring less overall resources to create meals.
- Created an Algae dispenser facility for producing basic nutrient.
- Added a nausious condition, which can be caused by toxins accumulating in the body from foods.
- Concussions and other conditions might also cause nausea.
- Micrometeroids and solar flares have been changed to be hidden events, their severity in terms of negative effects have also been lowered.
- New basic facilities: Hyperium Hyperdrive and Energium Power Generator - This basic hyperdrive and power generator can use raw resources mined from asteroids, but are less effective than their more advanced versions.
- New AI behavior: Another friendly faction can now help and rescue your cocooned crew members if their ship is in the same sector.
- Improved UI: Added a mechanism to see which sectors have been visited by the player in the starmap.
- Factions with a neutral or allied stance towards the player now have more of their crew movements visible to the player.
- Electronic fabricator and cell fuser facilities have been removed from the game. Electronic components can now be created with the metal refinery and energy cells with optronics fabricator.
- Rebalanced start scenarios.
- Modified scenario hints to support the new changes.
- Rebalanced resource trading values.
- Shotgun and SMG have been nerfed slightly.
- Hauler alien has received a slight buff to damage.
- Modified some space hazards to be a step lower in frequency on harsh difficulty.
- Added an increased risk for accidents for industry facilities, which are damaged. The risk is increased with the amount of damage.
- Created new NPC ships for many of the factions you meet on your adventures.
Modified also many of the old NPC ship designs.
- Created new resource crate graphics for a set of resources.
- Improved various graphics assets.
- Improved graphics indicators on some facilities.
- Moved Music and Sound volume settings to gameplay tab in options.
- A new music track has been added to the game.
- Fixed problem with some uppercase letters missing in some locales.
- Added a note with information when trying to load an outdated alpha version save.
- Fixed bugs.
Join Space Haven Discord: http://discord.gg/spacehaven
Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/
Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
Technical Support: https://steamcommunity.com/app/979110/discussions/1/
It is time to experience Alpha 10 for yourself, Spacefarers! Do join some of our channels above and come chat with us and give us feedback. If something needs tweaking rest assured we will modify as needed =)
Upcoming Update
Now for the fun part. A report on what we've been working on for the past month for the upcoming update! We've been working on a bigger update, which will expand on your interactions with factions and also introduces slaves as a mechanic related to the Slaver's Guild faction. We shall see what other additions make it into the upcoming update, but read on below to see what we have coming so far.
Slaves
Mark and Cooper are slaves, not amused by their Algae Dispenser as their only nutrition.
You will be able to enslave crew members you capture from other factions, but you can also choose to be a force of good and seek out to rid the universe of slavery. The choice is yours.
Slaves are kept obedient with a slave collar, giving a slave an electric shock each time they try to wiggle themselves free of it. If you choose to you will be able to produce slave collars, once you have researched the tech. The slave collars will be charged with energy cells.
The surrender rate of a character will affect how often a slave will try to test the collar, and thus how much energy is used will depend on if the slave is an obedient personality (Like a Wimp) or someone who would rather try escaping (Like a Hero).
A base for the Slaver's Guild
A Slaver's Guild base, with special chambers to keep their slaves in order.
The Slaver's Guild is getting their own base, buried deep in the galaxy in an area controlled by the Slaver's Guild. Perhaps you aren't keen with the whole idea of slaves, and want to rid the universe of it. Seek out and enter this base, clear it out of any resistance you meet. Find the special chambers made to hold slaves captive and free them of their perilous fate... You will have their undying gratitude!
Faction Interactions
The Military Alliance is happy to see you have some Pirate Coalition crew members as prisoners.
We've implemented some new features, which expands and opens up some new possibilities on how your actions affect your relationship with various factions. We've also expanded the factions in a way where they have a bit more meaningful relationships between each other.
Some examples of these new interactions include:
- A faction finding out you are sheltering their enemies, keeping their allies captive or the Military Alliance finding out you have slaves.
- Faction spaceships/stations may contact you and ask for help if they run out of some resource they need.
- Factions now get frustrated if you keep bailing on paying settlements.
- You'll be able to claim bounties for certain captives factions are interested in. The Military Alliance is keen to get their hands on Pirate Coalition crew members.
- Refugees can now be forced into prisoners, but they will fight you for it.
Scanning
Fingers crossed the Military Alliance doesn't scan our room full of slaves and prisoners!
We've implemented a new UI element for scanning, which will show information on the scanning procedure done by a faction, and what you are at risk to be exposed for. Scanning can now produce more interesting results.
For example, the Military Alliance is meant to be a faction upholding the law, or whatever law there is left. The Military Alliance will now often scan your ships as a part of their routine inspection, looking for illegal activities, such as having slaves or contraband.
Another example: If a faction is allied with another faction, and they scan your ship and find out you have enslaved or taken their allied faction crew members captive, they will react negatively towards you.
Bounties
You can now claim a bounty by bringing prisoners back to the faction these captives belong to. This means you can find crew members imprisoned by the Military Alliance, and instead of making them part of your crew you can decide to ship them to a Military Alliance ship and claim a bounty for them.
Double doors
Sometimes two doors is better than one!
We're adding a double door (2 tile wide door) to appease your symmetry needs. =)
More? And when?
We will keep working more on this upcoming update after the holidays! We will see what more we can add to the package, as always we look forward to be able to bring you a solid update package once again. Stay tuned for more news early next year!
Space Haven Alpha 12 - The Anniversary Update - Now Released!
Greetings, Spacefarer!
May 2021 marks two very big milestones for us and Space Haven.
1 Year in Early Access and 5 Years Since the Start of Development.
To celebrate this event we have assembled a big package of some of the most requested features by you, our players.
We want to make this event special, and celebrate together with you. Thank you for being with us on this journey with Space Haven!
New Major Features
Bigger Ships
The Widowmaker is a 2x3 ship inspired by a ship created by one of our players, Lord H Vetinari. You will also be able to create these bigger ships in Alpha 12!
We are adding two types of larger ship canvases for you to build on, the 2x3 and the 3x2, with 24 system points in store for you to assemble your ship attack and defense systems.
To build on one of these bigger canvases you need to swap out the default 2x2 ship canvas in the abandoned mining station start scenario.
Note!
You need a large enough crew and/or logistics bot to have a ship this big run efficiently.
Distances start to become big and it takes lots of time for crew members to carry out their tasks.
Don't go too big too fast =)
Swap out the default canvas and build a bigger ship! (But don't build too big too fast or you run out of resources =) )
You can swap out the default ship canvas by clicking on the "+" button at the top left part of the user interface.
Note that you have 8 ship points in total and each grid on the canvas takes 1 point. So the 2x3 and the 3x2 will take 6 ship points.
Robots
Logistics Robots
Logistics overwhelmed!
That has really been a theme with Space Haven.
If one grabs everything there's bound to be a lot of crates, and while that should be the case (pun intended) it would be good to have some tools to try to ease it up a bit, too.
Logistics bots have certainly been one of the most wished for feature, and we're happy to announce we are including them for Alpha 12!
Logistics Robots need to be researched to be unlocked, and you'll get to build a logistics robot home station, which is capable of building such a robot. The logistics robot uses the home station to repair and recharge itself at.
Salvage Robots
Well, why stop at one robot!
We are also introducing the Salvage Robot, a hovering type of robot capable of venturing out into derelict ships and stations, dismantling facilities and hauling crates with the help of its two robotic arms.
The salvage robots also need to be researched and come with a home station, which they use to repair and recharge themselves at.
Windows
I had a dream that we found a habitable planet to live on. I don't think that planet is it...
Windows have been one of the most requested features by you, our players. There's just something about windows it seems!
Well, it is finally happening. We have windows available in Alpha 12, both for the ship hull and inside walls.
There's a few different widths to choose from, and you will be able to build windows side by side to have lots of light come in!
Windows are not only cosmetic, they will help light up the rooms to a degree.
Better Roofs and a Hull Paint Generator
Visible roofs and improved roof graphics
This pirate ship now travels the galaxy in more colors.
Roofs are now visible by default on ships, which have not yet been visited or explored by the player.
It always frustrated us a bit that ships would often just be black blobs in the sector, unless the player specifically presses a button to see the roofs.
Ships and stations actually look like such when the roofs are up,
so we created a system to allow roofs to be shown more, while keeping the needed visibility when exploring ships with your crew members.
Hull Paint Generator
Close up of the new roof styling and some hull paint.
We have also created a hull paint generator, which creates paint patterns on spaceship and station hulls.
We want to have some distinction between the various factions spaceships, to make it easier for you to see who you are dealing with. It also makes the visual aspects of spaceships more varied.
Tool to paint your own patterns
The fearsome Stickman clan ship on its way to cause havoc in the galaxy.
You can access the hull painter by going to the build menu, then edit and then roof.
We are including a tool to paint your very own patterns on the roofs and hull walls on your ships.
Let your imagination run free and make your ships look truly unique with your own patterns.
Statistical Graphs
We've created a menu for tracking production and consumption over time for all the resources in the game.
This is a tool, which has been long on our minds.
This tool will be very useful for things like water, energium, food and other resources
-
Displaying how much of the resources are consumed and produced on average over time so you can identify inefficiencies in your production.
No longer do you have to guess if your food production is keeping up with the consumption.
Let some time run and check the graphs! =)
How to Open the Statistical Menu
We're still planning to add an UI button for it, but there is a keybind for it in the game settings.
Bind a key for it and you will be able to access the menu!
Immersion - More Sounds
Oh, you guys make some real noise now. Neat!
Last of the new Major features, but certainly not least! More sounds have been another much requested feature.
We've added more sounds and we also modified the overall sound space to not be as quiet as before.
We have added more sounds to most facilities of the game
, such as consoles, industry facilities, power generators, power nodes and thermal regulators, and to many other facilities like the Kitchen and Arcade Machine.
We have also added some sounds to characters, which you can hear when you are zoomed in close enough.
The sound volume of various elements is dynamic, it is based on the current zoom level. We want to aim to avoid overwhelming the sound space with too many sounds all at once.
More Sounds Still to Come
There are still sounds missing from the game,
we look to add more with time as we keep developing the game towards an indie gem. So do not worry, they are on their way into the game. =)
Alpha 12 - The Anniversary Update - Is Now Released!
So go play already! =)
We hope you enjoy this major update for Space Haven, and we are still looking to implement some patches for Alpha 12 based on your feedback.
Join Space Haven Discord:
http://discord.gg/spacehaven
Space Haven subreddit:
https://www.reddit.com/r/SpaceHaven/
Report bugs here:
https://steamcommunity.com/app/979110/discussions/4/
Discuss Space Haven here:
https://steamcommunity.com/app/979110/discussions/0/
Technical Support:
https://steamcommunity.com/app/979110/discussions/1/
Full Patch Notes
- 2x3 and 3x2 grid sized ship canvases added to the game. You can start building on these bigger canvases by clicking the build new ship and switching out the default canvas.
- Logistics robots and a logistics robot station implemented.
- Salvage robots and a salvage robot station implemented.
- You can now build windows! These can be placed both on the ship hull and on walls inside your ship.
- Windows come in different variations, from 2 tile wide to 4 tile wide.
- Windows work as a source of light.
- Modified NPC ships, stations and derelict ships to have windows.
- Roofs are now visible by default on ships, which have not yet been visited or explored by the player.
- Created a hull paint generator, which creates color patterns on spaceships and station hulls.
- Created various tools for the hull painter to create your own color patterns on your ships.
- Added tile decorations to the roofs of ships and stations.
- Modified the sound space to not be as quiet as before. Note that the sound volume of elements is dynamic, it is based on the current zoom level.
- Added more sounds to the game: Industry facilities, power generators, power nodes and thermal regulators, Hyperdrives.
- Added some sounds for characters too, when they walk (zoom in to hear it), when they take a hit from an enemy, idle whistle and more. Some sounds are only played when
zoomed in close enough, to not overwhelm the sound space with too many sounds all at once.
- User interface sounds and game sounds now have their own separate volume setting in the game options.
- Added a resource prioritization option to airlocks. You can use this to specify to which airlock certain resources should be transported.
- Added some history graphs to the various view modes, tracking values over a period of time and shows them in a graph.
- The vents view mode has two new buttons. One for opening all vents on a ship, and one for closing all of them.
- Implemented a statistics menu, with various graphs containing historical data on how one or more resources have been produced and consumed over a span of time.
- Added also miscellaneous data, like the average mood of crew members over time, or the amount of prisoners over time.
- Thrusters for shuttles, mining pods and crew members have been modified and improved visually, to better fit their respective graphics and to reflect the
movement correctly.
- Improved and added more features to the user interface when using drafted shuttles to dock to ships/stations.
- Modified the link type UI section in the power view mode. Added an expert mode button to reveal the advanced link types. Added a new special type of link,
which allows you to create a link, which only moves power when capacity is over a threshold.
- Added a tooltip showing what type of resources are in crates visible on the floor. This will make it easier to see what's actually in the crate piles on derelict ships for example.
- Created a new wide styled ship for: Android Collective, Civilians.
- Modified and improved in-game icons.
- Improved various graphics.
- Balancing: Increased the CO2 need for plants and decreased the CO2 generation of crew members, with the aim to make the CO2 producer actually needed for optimal plant growth.
- Balancing: Chemicals costs more raw chemicals to produce.
- Added prison areas for all Military NPC ships.
- Added nuts and seeds as an option in the composter facility.
- Fixed bugs.