Starmancer Progress Report, EGX London, and more
4 months ago
– Mon, Oct 07, 2019 at 11:58:11 PM
Since the release of Alpha we've added a ton of new content to the game.
We always post about each update on our devblog: Starmancer Devblog
There’s too much to go into detail here, but I'll summarize some of the most interesting bits.
- Colonist - Good, Bad and Crazy
Perks can modify a colonists behavior and/or what makes them happy or sad.
We've added perks like Gluttonous, Mute, Mean, Deaf, Friendly, Loner, etc. Colonists will start with a random mix of good and bad perks and may gain additional perks from low morale, including becoming a saboteur or maniac.
Colonists make friends and enemies. They will get mad and fight each other if their relationship turns sour.
- Solar system
The solar system is populated with planets, asteroids, stations and space anomalies.
Each stellar body is filled with various resources, waiting to be collected.
- Missions and Quests
You can now send your colonists out into the void.
Pick your ship and crew -- make sure to have at least one expendable “red shirt”.
Take on quests for different Factions and NPCs.
Answer distress calls and hope it's not a pirate trap.
- External Areas
Specific external floors are used to build external areas. To link the external and interior areas, airlocks are used in between. Colonist put on space helmets when going outside.
We've added Solar panels, Landing pads and Exploration probes, which are all placed outside the station using the external floor system.
Merchants will occasionally visit your station to trade wares. Their prices are randomized depending on faction, so if you want cheap ore, you should hold out for a Mining Faction merchant.
We also added our own currency called Zipher, or ZP for short.
- Starmancer Core Customization
You can now create the AI of your dreams.
Pick between different eyes, bodies, and color them.
Give them a cool name like MAL-8000, SlyNet or GLeeDOS.
- And much more
Space Drugs, Blood, Workbench for Crafting, New Crop Graphics, Fertilizer, More Food Dishes, Colonist Memories, UI Improvements, Doctors and Medicine, Biomass and Fuel Tanks, NPC Characters, Mining and Exploration Skills, A Cursed Painting that makes Colonist Go Crazy.
So where are we with the Roadmap?
We keep updating the progress on our website (somewhat frequently)
Last year we started overhauling the game engine to make it much more modular and support modding. Now we're benefiting from those upgrades, as adding new content is significantly quicker, sometimes barely not requiring any coding at all.
A completed milestone on the roadmap doesn't necessarily mean we're completely done with that part of the game. It means that the basic building blocks are in place, that it works, and that we can freely expand on it in the future.
That being said, the last few months we've completed milestones at an unprecedented pace, and now we're more than halfway to BETA! *yay!*
EGX - London 2019
We'll be attending EGX together with Chucklefish this month, along with an Alpha Demo of Starmancer.
This will be the first time that our entire two-man team meets face to face in real life, being on different continents and all. I think we’re both a bit nervous. What are we going to do when we first meet, do we hug, shake hands, bro fist? Does science have an answer?
We're also excited to meet the guys and girls from Chucklefish!
If you’re attending, make sure to stop by, have a chat and get some free stickers.
In case you missed it, we had a new Starmancer trailer shown during the PC gamer E3 Show.
We have a Steam Store page now, if anyone is interested. It would actually help us a lot if you wishlist the game, even if you've already backed us. :)
We know we’ve been silent here for a while, we try to limit Kickstarter updates to big news.
Future updates will be much more frequent!
As always, any questions, feedback and suggestions are welcome on our Discord.