





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
Hello everyone!
The holidays are fast approaching and the end of 2022 is not far beyond. Stuffie and I are hard at work on BETA 12, and we wanted to share a bit about what that will include.
For a long while now we have been talking about updating missions in Space Impossible as we go through our iterative passes on developing the game. One of the issues with missions was they were pretty generic and not always obvious what was going on. We wanted them to be more important when in a star system, and equally valuable whether playing alone or with others, all the while having maintaining the influence from scifi tv shows and movies we've been inspired by. There were also some technical costs which made things tedious and bloated when creating factioned versions of a mission.
That desire lead to the creation of "Star System Problems". These problems will affect the whole star system, and will be multi stepped issues that can be addressed by one or more players and it will be quite apparent what the current issue is. Each step's issue will have a clearly define goal, ranging from simple "blow up targets" to "disabling ships" to "deploy object to a location". Each step will have a reward upon completion, and when the entire problem is resolved, the system will receive some boons similar to the end of a conflict.
Speaking of goals, we have added more capabilities for the AI and game to recognize. Things like "disable a ships engines (blow them up) and the ship will surrender" is now possible. Or the "deploy object" capability, where, for example, a station will be able to spawn a specific platform, where the player then has to maneuver, to a specific location out in space.
Not all systems will have a problem all the time. It will be influenced by a variety of factors, some of which we're still working on. There will be faction specific ones, so they only appear when a system has a specific owner.
We'll probably be releasing a limited set of problems to test from start to finish as an experimental build in the first or second week of January. A full release sometime after that as we add the rest of the initial problems.
Merry Christmas and Happy Holidays
Space Impossible BETA 11 has landed. Conflicts are back! You can discuss BETA 11 and let us know your thoughts on Discord or as usual on the Steam Discussion Topic
Space Impossible BETA 11 Pre-Release has arrived. Conflicts are back! Star systems can now be in conflict between two factions and are a great way to gain standing with those factions. When a conflict is finished, the system experiences a period of regeneration, with better prices and rare traders becoming available. Conflicts can occur between the current system owner, and the faction of a neighboring system (neighbors via jumpgates count too). Once the conflict begins, special battle fleets will spawn, and battles will erupt throughout the system. These look similar to distress calls, but have a pair of crossed swords (forming an X) in the middle. As distress calls, battles and just general mayhem happen, a faction will gain conflict points. Whichever faction reaches the goal first, wins. A battle finishes once all the ships of a faction are destroyed (all bridges) and if the player captain participated, they can earn extra faction and special faction reinforcement beacons. Or just sit there out of range and let them fight, and steal their wreckage, that works too. There are unique distress calls, either asking for parts or for a ride related to the conflict that will spawn too. Systems must be level 3 (bonivium) or above to be eligible for conflicts. Other changes include some significant dynamic region re-working, where regions (fleets, stations, asteroid fields) can now merge and separate depending on the actions within the regions. If you would like to check out this pre-release build all the usual things apply, it will have problems (some of which we know about) and universes created may not be compatible with the final release. Let us know your thoughts via the forums or on our discord. If you still wish to give it a try check out all the changes and details here : https://steamcommunity.com/app/416240/discussions/29/3391798007034329347/ and how to access it here: https://steamcommunity.com/app/416240/discussions/29/3391798007034327156/
BETA 10 is here. With it brings some further improvements to the recently added universe generation, some general fixes, balance changes and most importantly of all (to some at least), the ability to assign the same weapon to multiple weapon groups. You can discuss BETA 10 and let us know your thoughts on Discord or as usual on the Steam Discussion Topic
Hello again! Space Impossible's BETA 10 pre-release is here, and in usual form, here is the overview of what has changed or improved. Following, BETA 8 and 9's new player feedback and internal impressions, a number of improvements to universe generation have been made. You can now control more discrete elements about universe generation, including most importantly, the starting state of jumpgates, ranging from every gate locked to every gate starting unlocked. We have also tweaked star system cluster size and distribution to better ensure there's always something to do, and ensured universes offer alternate choices in advancement. We have also done a number of behind-the-scenes tweaking on things like orbits to ensure better and more consistent region placement throughout. Also a long requested player feature is now an option: weapons can belong to multiple weapon groups. Finally, larger mining particle cannons have returned, with updated balance to match current standards. They cannot be manufactured, so be sure to check mining outposts. As usual with a Pre-Release, the final BETA 10 build will be released once we're happy the state of the game is bug free, sometime probably next week. If you would like to check out this pre-release build all the usual things apply, it will have problems (some of which we know about) and universes created may not be compatible with the final release. Let us know your thoughts via the forums or on our discord. If you still wish to give it a try check out all the changes and details here : https://steamcommunity.com/app/416240/discussions/28/3412055301122084621/ and how to access it here: https://steamcommunity.com/app/416240/discussions/28/3412055301122082145/
BETA 9.1 is here. As a .1 release, it is a bit smaller than the usual full version release, but the changes are still significant enough we felt that they couldn't wait for BETA 10. There are an assortment of improvements and bug fixes, ranging from UI elements to jumpgate travel. You can discuss BETA 9.1 and let us know your thoughts on Discord or as usual on the Steam Discussion Topic
BETA 9.1 unveils some improvements based on recent feedback from BETA 8 and BETA 9 as well as a few bug and balance fixes. With the way the universe now works, sometimes getting somewhere took too long. So we are changing that to allow you to travel to any previously unlocked and visited jumpgate when entering a jumpgate. That means if you travel from System 1 via Gate A to System 2 via Gate B, all the way to System 26, you could now travel all the way back to System 1 in one transversal. Additionally, we have made a few map improvements for panning and zooming to make the things a bit easier to control. We have also heard your thoughts on hailing, and we have done a bit of pruning. General messages will usually appear once per region, but repeat visits will usually not produce hails. Vessels and stations of the same faction will better coordinate now, and not bombard you with hails either. Exceptions include doing things that anger them, or hails considered critical like distress calls. Trading also gets a bit streamlined with a new, optional "Open Trade" button available on the Inspection screen, same area as the Manufacturing or Construction buttons. There are a few AI improvements, with them better understanding relationship between the a player and the player's vessel, and some other player actions that were previously misunderstood. Finally, a few changes to the Independent Trader trade tables have been made, making it far less lucrative to trade from a Trader's Drift station to another. Independent Trader trade ships and other faction's trade tables are unaffected. If you would like to check out this pre-release build all the usual things apply, it will have problems (some of which we know about) and universes created may not be compatible with the final release. Let us know your thoughts via the forums or on our discord. If you still wish to give it a try check out all the changes and details here : https://steamcommunity.com/app/416240/discussions/27/3270186971441446774/ and how to access it here: https://steamcommunity.com/app/416240/discussions/27/3274688023485017382/
BETA 9 is now ready to go. This is a smaller, more technically focused update, with the main improvements being centered around ease of multiplayer sessions. You can discuss BETA 9 and let us know your thoughts on Discord or as usual on the Steam Discussion Topic
Hello everybody! We are still gathering and listening and processing feedback from BETA 8's huge release. Overall, people seem to like the changes and improvements. That's good and makes us happy. Well, we have another improvement almost ready to go in the form of BETA 9. For a long time, in order to play Space Impossible with your friends, you needed to do some port forwarding and/or worry about your firewall. It worked, but for some it was too much. The game's underlying networking related systems are now stable and tested long enough that we are adding Steam Networking as an option. What this means is: when starting and playing a multiplayer game, your friends can now connect to you via Steam, and using Steam's networking backbone. No extra configuration needed. To use, all you have to do is be online on Steam, and start a multiplayer game. Your friend can now either join directly from Steam's Friends list, or in-game choose "Join via Steam" from the Multiplayer menu. This should make it possible for the many players who have said in the past "I just want to play with my one friend, but we can't get connected." Singleplayer and player run Dedicated servers will still use the existing networking, and function as before. Additionally, something for everyone, we are adjusting background object placement (moon, planets, stars, etc) and rendering. It is something Stuffie has been messing around with since late BETA 7, but just did not fit in time-wise, and now is a good time. In addition to minor tweaking of the lighting these objects receive, this change should improve background object placement to still be visually interesting and distinct, while less likely to hog the center of your screen and interfere with gameplay. If you would like to check out this pre-release build all the usual things apply, it will have problems (some of which we know about) and universes created may not be compatible with the final release. Let us know your thoughts via the forums or on our discord. If you still wish to give it a try check out all the changes and details here : https://steamcommunity.com/app/416240/discussions/27/3274688023485025509/ and how to access it here: https://steamcommunity.com/app/416240/discussions/27/3274688023485017382/
[previewyoutube=75k0PmVeWAM;full][/previewyoutube] BETA 8 has finally arrived! A long update in the making, this is one of Space Impossible's biggest updates yet. We have taken all that we have learned over the last few updates and applied it across the board to make it the best it has yet been. This ranges from universe generation and layout, combat balance, content balancing and embellishment, AI interaction and awareness, making faction matter more, manufacturing streamlining, construction improvements out the wazoo, performance improvements, rare bug fixing and more. It has been through a number of Experimental builds, which were a new thing for the game, but proved to be exceptionally useful, both to gather player feedback as well as try out things without the need to fully commit to them, and give them more time to get the bugs rattled out. For those who don't want to read the whole changelog, here's the TL;DR;
We have just pushed a Pre-Release for BETA 8 to the test branch. Some big changes have finally arrived for Space Impossible. It has been a long time in the making and alters Space Impossible in a number of key ways. We have improved nearly every system in game, from universe generation, to core gameplay progress, to component access, to adding trade items and supply and demand, to component balancing, to AI weapon handling and pathing improvements, to fabrication of items and components, to adding component salvaging, to moving around the universe and much more. These changes have all been done in order to make the game more focused while still retaining the key Space Impossible spirit. It is the biggest update yet. You should recognize and feel familiar with all the controls, but what will be noticeably different is how advancement is made, especially if you are use to low-effort/low-risking it. You will have to leave the first star system much sooner than you could previously linger. Money is more integrated into activities now. You will find more places to spend it, as well as more ways to make it. Money will be more difficult to earn just via piracy--though it can be still lucrative. Factions and standing matter more now than ever before. There is far too much to go into detail here, but it's out there, and it's all a better play. Here is a brief summary of some of the changes:
Hi everyone,
Hope December and the end of 2021 is finding everyone well. Space Impossible is making progress at our typical "never quite fast enough" rate. BETA 8 has been in the works for a long time, and incase you aren't on the Discord or keeping an otherwise close eye, nearing completion.
We are being a bit more cautious with BETA 8 release, since it is the biggest change to the game since probably ALPHA 4->5. The universe is changing, how you move around the universe is changing, the pacing and progress for how you advance through the universe is changing, nearly every region and object templates have been updated/changed, weapons and other components all rebalanced, trade items introduced and emphasis added (for those so inclined). It is huge. And with huge comes bugs. As usual, we try not to release until we are confident in little-to-none significant bugs.
To meet that standard, we have been releasing Experimental builds. You won't see news posts about these, but they are there (can find more info on Discord or the Steam Forums). We had a few at the start of BETA 8 development as we tested out specific system changes, but now we are also using them as we find and fix bugs found by us and some devoted players. We expect one Experimental build a week, give or take, through January, with the Pre-Release and full Release around the end of January or start of February.
Once BETA 8 is finally done and released, we will talk in 2022 about what's coming for BETA 9 and BETA 10. We do not expect these to take as long as BETA 8.
That's it for now, feast your eyes on some screenshots from BETA 8 if you haven't seen them yet. Hope everyone has a Merry Christmas and Happy New Year and see you (and BETA 8) in 2022.
RexSpaceman and Stuffie
[table noborder=1 equalcells=1]
[tr]
[td]
[/td]
[td]
[/td]
[/tr]
[tr]
[td]
[/td]
[td]
[/td]
[/tr]
[tr]
[td]
[/td]
[td]
[/td]
[/tr]
[tr]
[td]
[/td]
[td]
[/td]
[/tr]
[/table]
BETA 8 Update! The last few weeks has been a bit on the quiet side. Summer stuff going on and just the usual challenges. Here is what we've done since the last news post.
Hello. Hope everyone's summer off to a good start. We're still making good progress on BETA 8.
Another week, another BETA 8 Dev Progress Post. We're making progress, and the Experimental builds seem to be doing what we had hoped for. The next build is coming out along with this post with the recent changes, Manufacturing.
The first release is now available on the new Experimental Branch on Steam.
Happy February to everyone. We're a few weeks into BETA 8 development, and this one is shaping up to be a bit longer than BETA 6 and 7. We are going to share what's going on in a dev blog or two, and what to expect out of BETA 8 when it does arrive.
(note the construction drones are picking tiles up from space)
Construction is getting a good looking over. We've heard the complaints (and have the design related headaches to prove it) concerning inventory storage juggling while building, and have decided to modify how inventory sourcing (where items come from) will work while building your vessel. You will now be able to pick where your tiles/components come from or get stored while constructing. Possible options are: Your current controlled ship, Current target (if editing other vessel), Assembler's inventory (if cargo access is available) and best of all: Local Space. That's right, items can now sit in space around the vessel and be used for construction. You will be able to swap out the source on the fly, and this should be a great aid for all ship architects out there.
Universe and star system generation is getting an overhaul. It's been a while since we've looked at these, and we've come to the conclusion that bigger isn't always better. What's the point in thousands/tens of thousands of systems when most players visit about 20 on average, 100 at most. Even then, most of those visited are just taking up space, on the way to another destination. We want to make the areas you do visit better and make traveling more worthwhile so we're adding a better generation model that will produce better, higher quality layouts. Don't fret though, while it will be smaller on an absolute scale, there will still be hundreds of potential systems to visit and explore if you wish. Eventually you'll be able to pick a number of options, like size and shape at universe creation.
We are also simplifying levels to a 1-10 scale. Truth be told, there wasn't much difference between a level 51 and a 59 star system, and what there was, it was basically impossible to tell while playing an average game. So let's make each level matter more.
In addition to all that, we're going to be experimenting with a new Experimental testing branch. This branch will be less tested/less finished than Pre-Release, but should allow players who want to try the latest changes nearly immediately. It will be less consistently updated than Pre-Release, as it will probably see several builds over a short period, then none for weeks. We're going to try it out and see how it goes. First one will probably be early next week with the new construction changes.
That's it for now. We'll have another post coming in a week or two for some changes to faction, manufacturing and travel as we confirm the specific details.
BETA 7 is here, and it brings a big overhaul to the Distress Calls and by extension dialogues. Distress Calls can now come in a variety of flavors: wrecks, derelicts, and ships actually in a distress situation. You can discuss BETA 7 and let us know your thoughts on Discord or as usual on the Steam Discussion Topic
We have just pushed a Pre-Release for BETA 7 to the test branch. BETA 7 brings some major improvements to Distress Calls.
Hi everyone. We were hoping to release the B7 Pre-Release today, but it's still a bit too buggy. The rest of the week will be the Christmas holidays, and work will have to wait until after Boxing Day. But, what we can do is talk a bit about what is coming in BETA 7 and what's been done so far.
As a prelude to revamping missions, we first decided to tackle Distress Calls. These are one of the most obvious things in game, especially while at warp, and yet to date one of the weakest pieces of game content. We are hoping to change that.
BETA 7 sees a number of changes to Distress Calls. Building off some work done in B6, Distress Calls will now not be immediately hostile. You may find a ship in genuine distress for any number of reasons. It could be missing its engines, reactors or more. It may ask for some assistance in the form of items, or it may ask for a tow to a near starbase or several other ways that you can render aid.
Upon successfully helping the vessel, you will typically receive some faction and possibly some currency for your trouble.
Like before, you will still have the chance of finding a wreck, but now the wreck may be littered with debris. There is now the chance of finding a ship's log, a small text log possibly giving some insight into how the ship or station ultimately met its fate.
Of course in keeping with the Space Impossible spirit, you can always be a giant jerk and just blast and loot the vessel, the choice is yours.
That's all for now, we're still aiming for a Pre-Release before or on Dec 31st, nearly reaching our stated goal. Have a Merry Christmas and Happy New Year.
BETA 6 is focused on general playing experience, for both new and existing players. Along with the usual smaller tweaks and additions this release adds Statistics, a new Tutorial system as well as the Codex, an in game reference manual. You can discuss BETA 6 and let us know your thoughts on Discord or as usual on the Steam Discussion Topic
We have just made a Pre-Release build for BETA 6 available. This BETA has taken a little more time than expected we had to add some critical systems as well as being sidelined by a Windows update which has forced us to update the underlying engine for the game. We hope everyone, whether brand new or experienced, will learn something new or helpful from the additions added in BETA 6.
BETA 5.1 introduces some significant changes to projectiles as well as several community driven quality of life additions and fixes for bugs found in BETA 5. You can discuss BETA 5.1 and let us know your thoughts on Discord or as usual on the Steam Discussion Topic
A Pre-Release build for BETA 5.1 is now available on the test branch. BETA 5.1 extends some features we laid the ground work for in BETA 5 but missed the release along with some long awaited quality of life additions and several fixes for bugs found by the community in BETA 5.
BETA 5 is an update that takes another pass at combat. Combat is a key part of Space Impossible, and while not the only point of the game, it needs to be as great as possible. To that end, BETA 5 adds two new elements to combat: new weapon types and a faction leader with unique components.
You can discuss BETA 5 and let us know your thoughts on Discord or as usual on the Steam Discussion Topic
For all willing testers out there a Pre-Release build for BETA 5 is now available on the test branch. BETA 5 takes another look at combat as well as adding a new face to the universe.
Hi everyone. We hope everyone is having a nice summer so far despite all the craziness shaping up this year. BETA 5 development is well under way, but will be taking longer than BETA 4, so we're putting together this news post. Here's what's being worked on:
BETA 4 is now ready to download. This update is mainly a clean up and house keeping patch containing a large amount of bug fixes and quality of life changes to get us ready for content focused updates coming with the following BETAs.
One of the more significant changes is the addition of a new quick scanning ability (pictured below), this enables you to peek at components without requiring inventory to be open.
You can discuss BETA 4 and let us know your thoughts on Discord or as usual on the Steam Discussion Topic
A Pre-Release build for BETA 4 is now available on the test branch. This latest BETA adds a new quick scanning ability along with the most bug fixes yet and many small quality of life changes.
BETA 3 has arrived, with a focus on improving the star system. We have added a number of new features as well as some polish to existing ones.
You can discuss BETA 3 on Discord or as usual on the Steam Discussion Topic
The first Pre-Release build for BETA 3 is now available. BETA 3 features a number of star system level improvements and polish.
BETA 2.1 is a small hotfix patch that addresses some issues discovered by players as well as some other more technical problems.
BETA 2 is now available. The latest BETA brings several new improvements to Space Impossible. The long overlooked Ownership and Access aspect of the game has been overhauled. Ticeroy and Druminence factions see their return, now balanced and further fleshed out to meet new BETA level of content. Additionally, some new components have been added and tweaking of existing engines has taken place.
You can discuss BETA 2 on Discord or as usual on the Steam Discussion Topic
BETA 2 pre-release 2 is now available. Thanks to some sharp eyed testers we have identified and fixed a critical bug preventing new constructions. If you would like to check out this pre-release build all the usual things apply, it will have problems (some of which we know about) and it may break your universe. If you still wish to give it a try check out all the changes and details here : https://steamcommunity.com/app/416240/discussions/19/1864993626715535433/ and how to access it here: https://steamcommunity.com/app/416240/discussions/19/1864993626712138019/
The first BETA 2 pre-release is now available. BETA 2 sees the return of Ticeroy and Druminence factions with all new ships, stations and we've also thrown in some new components just for them. Along with the return of these beloved (or hated) factions is a complete overhaul to how access works. The new Ownership and Access system gives new control over systems like inventory, components, manufacturing and more. We hope this is a welcome change especially for those venturing out with others. Thanks to all those bug hunters out there in the community this release should fix several bugs (more fixes to come). As always for those that do check out the build please let us know your thoughts via the forums or on our discord If you would like to check out this pre-release build all the usual things apply, it will have problems (some of which we know about) and it may break your universe. If you still wish to give it a try check out all the changes and details here : https://steamcommunity.com/app/416240/discussions/19/1864993626712139837/ and how to access it here: https://steamcommunity.com/app/416240/discussions/19/1864993626712138019/
BETA 1.1 contains fixes for several bugs located by the community in BETA 1.
It's finally arrived. Beta 1. The game has come a far way from the first Prototype version (still available on GameJolt btw) and many of you have been with us for the full journey. Thank you. For those who are just joining us, welcome and hope you enjoy the Beta. Brew a cup of coffee, or pop open your favorite energy drink or soda, because there is a whole bunch of stuff to go over. For those who won't bother reading the detailed forum post here are the main features :
Thank you everyone for the exceptional feedback and bug-catching we have received so far during the pre-release of BETA1. This is expected to be the last pre-release before BETA full release. If you would like to check out this pre-release build all the usual things apply, it will have problems (some of which we know about) and it may break your universe. If you still wish to give it a try check out all the changes and details here : https://steamcommunity.com/app/416240/discussions/18/1744517965165521670/ and how to access it here: https://steamcommunity.com/app/416240/discussions/18/1738886352894871571/
This pre-release build contains various fixes and balance changes from pre-release 1. Thank you to all that have played, given feedback or reported bugs. Please continue to let us know what you think and report any bugs to us here on the Steam forums or on our Discord. If you would like to check out this pre-release build all the usual things apply, it will have problems (some of which we know about) and it may break your universe. If you still wish to give it a try check out all the changes and details here : https://steamcommunity.com/app/416240/discussions/18/3311769660772591988/ and how to access it here: https://steamcommunity.com/app/416240/discussions/18/1738886352894871571/
It has been a long while coming but we are glad to announce that the BETA 1 release is now just over the horizon. We are now in the final stretch which for those willing means it is time for the first pre-release. This pre-release contains most of the features and content of BETA1, balance is nearly complete and there are sure to be a number of bugs due to the significant changes this update brings. For those that do check out the build please let us know your thoughts via the forums or on our discord If you would like to check out this pre-release build all the usual things apply, it will have problems (some of which we know about) and it may break your universe. If you still wish to give it a try check out all the changes and details here : https://steamcommunity.com/app/416240/discussions/18/1738886352894911981/ and how to access it here: https://steamcommunity.com/app/416240/discussions/18/1738886352894871571/
Hi Everyone.
Just checking in with the latest development update. We know it's been a while. We know people have been waiting, as have we. Things are still moving along. We're still going over every piece of content from start to finish, but we're approaching the end.
Just this week we've been going over missions and dialogue as well as a number of technical performance improvements with AI pathfinding. We know soon is taking a while, but it'll be coming.
While you wait, check out the screenshot, which shows off a portion of the new ships and stations that will be included in Beta 1.
Oh boy, time flies. Hope everyone is having a nice summer so far. BETA 1 is taking longer than expected, and it's entirely on the content at this point. There were a few minor "can't forget about this part" moments, summer time stuff, and just the fact it's shaping up to be lots of work. But we've got our eyes on the BETA 1 Pre-Release, and are at the point where everyday we say "is this ready yet?". So, soon(tm).
With that out of the way, because of the delay, we've (well mostly Stuffie) has been cooking some good stuff. Over the last year we've accumulated a whole bunch of feedback as well as cultivated our own opinions on things, including UI. That's why BETA 1 will see some fairly significant UI improvements. Among these changes are the inventory layout. This panel will be a bit wider, making better use of available space, as well as how the individual cargo bays are viewed. Quality of Life stuff like sorting (with several sort types) has also been added.
We've taken another look at Manufacturing. The last time it was significantly changed was Alpha 5 (I believe?), so it's been a while. We're changing how the labs are selected, and how the recipes are displayed. Recipes will also now be able to include multiple outputs (in part to support the material changes mentioned in the last new post). We think this will be a better use of space than the existing layout, and also be a bit more straight forward in useage.
Finally, the other addition to mention in this news post is: item mass. Items now have mass. They affect the mass of the object carrying them. Cargo bays will have a mass reduction modifier. This means you can still carry whatever you want, but it will probably affect your flight characteristics. It also means AI ships will often fly differently depending on what they're carrying as well. To prevent the player from being accidentally bogged down with weight, item pickup will now be an activated action. No more physically ramming items, instead, be within a certain radius, press the "pick up items" key, and they will flow into your inventory. In the situation when two or more players try to pick up the same item, whoever presses the key first wins--assuming everyone is within range.
That's it for now. We'll have that Pre-Release and resulting BETA 1 in your hands as soon as possible.
Hi everyone. BETA 1 development is well underway. The dedicated server is ready, with all the initial bells and whistles (options for ban list, admin list, white list, steam id integration, etc), and under going internal testing. Content is being planned and organized through release. That is currently what is taking up our time, as we are making sure things are as well organized as possible with an update roadmap we can and will be able to stick to. This includes everything, but the initial focus is individual components, vessel building, manufacturing, universe generation, starting a game (with faction picking included), and new player experience specifically in mind. No tutorial yet, but we are putting in some behind-the-scenes work for it. Some of the things that are being changed and improved: One of the main changes between Alpha and Beta is how materials are gathered and processed. We're intending for the changes to streamline resource gathering a bit, with less dependency on low level materials later in the game. We'll cover that more indepth near the release of BETA 1. Another large change we'll be making involves how building with and without Assemblers is done. Mounts will no longer require an item, but still have an integrity cost. Players in their space suits will be able place very cheap and weak, but still valid tiles. Vessels with an Assembler on board will be able to self-edit, but only under certain conditions and with restrictions. We have gone through all made some error handling improvements while we're revisiting all content. Stripping out all the content should handle much better now for both game reliability and when needed error handling and logging, for future modding. Finally, the price will be increasing with the release of Beta from the current 9.99 USD to 12.49 USD. Actual price depends on region, but we follow Steam's price suggestions for all markets. Once Beta is done, the price will increase one last time to the final Release price. Just a bit of information for those price conscience shoppers. A Pre-Release build should be ready in the next week or two.
ALPHA 18.1 adds a new projectile and some significant performance optimizations as well as fixing some more bugs.
For a full list of fixes please check out the forum post here forum post
ALPHA 18 is finally here. Focusing on combat, ALPHA 18 includes several new weapons and weapon types including everything from mines and seeker missiles to shield penetrating guns and energy sapping cannons.
To control all those new toys this update also sees the inclusion of Control Groups, allowing captains to fire only the weapons they want to when they want. Another aspect of control we have added is lock-on targeting, both for whole vessels as well as individual tiles (no more struggling to keep the cursor over that one crucial tile).
Sorry the update has taken longer than usual, one reason being Rex's PC was fried by a recent lightning strike.
For a full list of all the additions, changes and bug fixes as well as how they all work please check out the forum post here forum post
ALPHA 18 Pre-Release 2 is now available. This Pre-Release Build adds some more new weapons as well as fixes for a number of bugs and other issues. This is a pre-release build so all the usual things apply, it will have problems (some of which we know about) and it may break your universe. If you still wish to give it a try check out all the changes and details here : https://steamcommunity.com/app/416240/discussions/17/1681441347879213087/ and how to access it here: https://steamcommunity.com/app/416240/discussions/17/1814296907961057935/
ALPHA 18 is almost here. We know it has been a while but it is not quite ready for final release yet. However for those who are willing to endure some bugs and glitches we have just released ALPHA 18 Pre-Release Build 1.
This pre-release contains at least one variant of each of the new weapon types to try out along with the targetting and control group additions mentioned in previous blog posts. Please check the change log for some known issues and as always let us know what you think of the new additions.
If you would like to check out this pre-release build all the usual things apply, it will have problems (some of which we know about) and it may break your universe.
If you still wish to give it a try check out all the changes and details here : https://steamcommunity.com/app/416240/discussions/17/1814296907961062854/ and how to access it here: https://steamcommunity.com/app/416240/discussions/17/1814296907961057935/
Hi everyone. We are still working on ALPHA 18, and while taking a bit longer than we had initially hoped, we think it has been worth doing it all together in this one update. Here is what we've been working on since the last dev post.
Projectiles and Physics
We have been re-examining some of the existing physics effects in the game, and how that affects combat. We have also been tweaking networking of player vessels (mostly affecting multiplayer). We have also been looking at projectiles.
What we have now is the ability to more easily move vessels via physical forces, whether that's caused by environmental or weapon effects. Players will now be able to push each other more easily than before, and similarly be able to group up and push larger objects together. Also explosions (reactors, torpedoes, etc) now will affect ANY object within a radius and can cause damage.
Projectiles have been improved a number of ways, with different effects being data driven via the templates and very customizable. This now means things like projectiles that track & seek targets and projectiles that "glom" on and slow the target down like a giant anchor are possible. It also allows the introduction of mines--stationary, eternal projectiles that can be saved across game sessions--that can cause all sorts of mischief and headaches for players and AI alike.
Energy
Finally, we have been working on energy draining, so now it will be possible to reduce or cause temporary deactivation of components. Why destroy a tile, when you can just drain its energy and then steal its cargo? This should open up a number of new possibilities for game play.
We have also added a number of performance improvements in regards to logging, namely item and template loading. These changes should improve logging from anywhere between 200-350% faster.
We're still working towards that Pre-Release build, and once we have something ready to test, we want to get it out there for initial feedback. All I will say is it will "as soon as possible".
Hi everyone. Another dev post!
We are revealing some of the other new features for ALPHA 18. Since the focus of the update is combat improvements, we have been working on ways to either expand combat capabilities, or improve the combat experience.
First off, in the "improve combat experience" section, we have added the "Lock On Target Window". This is a small, resizeable window that can be toggled on and off (and is completely optional) that will give you a view of whoever you have selected. This should allow you to have a better idea of the condition of your target, and help with aiming as the window can be clicked on, which brings us to the second new feature: tile lock-on targeting.
(Explorer Union intelligence provided an image enhancement from a recent covert scouting mission)
You can now right click and select a specific tile to target. Once done, you now focus on flying and navigating, while the aiming computers do the rest. It is still possible to manually fire weapons if you wish, so the freedom and flexibility for even more clever trick shots remains.
The next new feature is based off community response. You have asked for it, and now the time for it has arrived. Control groups. You now have up to 10 control groups to assign weapons to, for selective firing. It is also possible to fire all groups if desired. Sadly, moving individual items to the action bar is now lost, but our data suggested hardly anyone utilized it, and items are still usable from inventory as they previously were.
Last but not least, the new weapon type: Pulse Cannons. These weapons require a charge up phase, and expend massive amounts of energy at a specific location. They prove to be inaccurate against fast and nimble targets, though that can be compensated for with masterful targeting. They have an "aiming phase" where the weapon can be aimed, an "armed phase" where the target position is locked and charge up begins, and a "firing phase" where the weapon discharges. These series of weapons also feature a new form of splash damage, linear splash damage (as opposed to radial splash already seen in reactor explosions or torpedo hits), where damage will now propagate in the direction of aiming.
We have also decided against putting drones into the game. We did some initial testing, and felt it was not right for the game, in the scope we were aiming for. We feel that with the target window and tile lock-on we accomplish similar outcomes. We will also be looking at making certain mining lasers be able to automatically pick up ore, rock and crystals.
We have a few more things we want to work on adding, as well as making the AI somewhat compatible with the new weapon types, so it will be a few more weeks at a minimum. But we may put the first Pre-Release test build out as soon as next week for players to try out the new weapons, help us test for bugs, and give initial feedback. Have a good weekend!
Hi everyone! We're in the midst of ALPHA 18 development, but it's time for a news post.
Part of the new combat update, and the first of two new weapon types, we're happy to introduce: The Gattling Gun.
It's a weapon that is fast firing, short to medium range, and with a fairly wide spread. Unlike the beam laser, it will always fire it's maximum distance, so you'll need to be careful with collateral damage. In its current form, it requires energy, so no separate ammo to worry about. We may ultimately add a subtype of gattling gun that does require ammo, but we haven't made a final decision yet.
We've got another weapon type we're working on at this moment, and should be ready to reveal it next week.
So far ALPHA 18 is shaping up to really enhance the combat portion of the game, both in terms of weapon choices as well as other features we haven't revealed yet. We're both quite excited.
ALPHA 17 brings Hangars to your arsenal. Hangars allow you to dock vessels within vessels. Great for bringing along your small nimble mining ship along with your large high warp carrier. This ALPHA also contains a number of performance improvements and bug fixes.
For a full list of all the additions and changes as well as how they all work please check out the forum post here forum post
ALPHA 17 is all about Hangars. Hangars add the ability to dock vessels and other objects inside your ships and will travel wherever the host ship travels.
If you would like to check out this pre-release build all the usual things apply, it will have problems (some of which we know about) and it may break your universe.
If you still wish to give it a try check out all the changes and details here : https://steamcommunity.com/app/416240/discussions/16/1743358239842340350/ and how to access it here: https://steamcommunity.com/app/416240/discussions/16/1743358239842337793/
I've posted a forum post detailing some of the immediate, and not so immediate milestones and general development goals for the new year. Forum Post - 2019 Roadmap and milestones. Check it out if you want to know a bit more about what the start of 2019 will bring for Space Impossible.
ALPHA 16.1 fixes a few issues found with the initial ALPHA 16 release. For a full list of fixes please check out the forum post here forum post
Christmas has come early for Space Impossible. ALPHA 16 is a big update, mainly focused on improving AI performance and capabilities. There's also a new change to how vessel building is handled, and some quality of life improvements. We hope you enjoy all the changes and improvements ALPHA 16 brings and as always we welcome any feedback.
We'll be back in the new year with more ALPHAs, our current next goal being Hangars with ALPHA 17.
For a full list of all the additions and changes as well as how they all work please check out the forum post here forum post
ALPHA 16 Pre-Release 3 is now available. In this Pre-Release Build we've added some significant features including reinforcements, a new integrity system and the return of collision sounds! This is a pre-release build so all the usual things apply, it will have problems (some of which we know about) and it may break your universe. If you still wish to give it a try check out all the changes and details here : https://steamcommunity.com/app/416240/discussions/14/3374780959388663359/ and how to access it here: https://steamcommunity.com/app/416240/discussions/14/1735468061766868200/
ALPHA 16 Pre-Release 2 is now available. In this Pre-Release Build we've added some new features, polish and bug fixes from Pre-Release 1. This is a pre-release build so all the usual things apply, it will have problems (some of which we know about) and it may break your universe. If you still wish to give it a try check out all the changes and details here : https://steamcommunity.com/app/416240/discussions/14/1736595227859162843/ and how to access it here: https://steamcommunity.com/app/416240/discussions/14/1735468061766868200/
Hi everyone. It's been about six weeks since our last news post, and we're well on our way into ALPHA 16. The focus on this update is improving AI in combat as well as fleshing out some of the AI capabilities. Over the last few weeks we've been working first on AI combat.
We've focused on AI targeting, they can now engage other AI ships/vessels that belong to factions they don't like. Targets can be dropped if they're hidden from sight, or get too far away. However, if you're the only other enemy in the area, you still unlikely to be ignored. Many AI ships can now engage in idle behaviors, where they will go on patrol around the area, looking out for enemies. We've also improved AI weapon useage and improved their behavior in attempting to get their weapons on target.
Another behavior we are planning to include in this update is for the possibility of AI fleeing (if they feel the battle is not in their best interest). In the future this will lay the ground for more sophisticated behavior like repairing or possibly even mining.
Once that is done, we'll be focusing on AI/player interaction. Now that the hailing system is in and working to our satisfaction, we'll be adding the capability for AI to hail you. This can be expected in situations where you are not wanted (like entering a hostile region) or a very friendly area.
Finally, we've got plans for actually distress calls. One where the AI may call in reinforcements if you can't disable them fast enough.
On the other side of things, we've taken the time to flesh out and polish a few features. When a hostile AI ship targets you, the navradar will now reflect that. We've also revisited the Manufacturing UI, and improved some elements, including queue flow and how enhancements are affecting your manufacturing.
We're still some weeks away from the full update release, but we're releasing a Pre-Release build today. The usual business applies--it's optional etc, but please give it a try and let us know what you think of the changed AI behavior. We'll do atleast one more Pre-Release, and possibly more as things get nailed down.
Head over to the changelog to see whats in the Update so far.
To try the Pre-Release out, follow these instructions
ALPHA 15 is now available. This release now gives you something to slot into those long-time empty bridge mounts, Bridge Components! Bridge components come with a number of effects and abilities we call "Enhancements". Enhancements can improve existing components or add new features to your vessels such as "Cloak" which allows you to sneak up on AI and other players.
As per usual this ALPHA also contains fixes for a number of bugs and some small secondary features.
For a full list of all the additions and changes as well as how they all work please check out the forum post here forum post
ALPHA 15 finally adds Bridge Components. While Bridge mounts have been present for a long time now, the Bright Components are now available, and bring some special abilities to the vessels where equipped.
If you would like to check out this pre-release build all the usual things apply, it will have problems (some of which we know about) and it may break your universe.
If you still wish to give it a try check out all the changes and details here : https://steamcommunity.com/app/416240/discussions/13/1743346190281899981/ and how to access it here: https://steamcommunity.com/app/416240/discussions/13/1743346190281884851/
Hi everyone! ALPHA 15 is well under way. We are proud to finally be bringing Bridge components to the helms of every ship. Bridges will feature stats and abilities that make your other components shine. All bridges will have "enhancements". Enhancements are bonuses, penalties and other unique abilities that alter the characteristics of your vessel or the components that are mounted within. Additionally there will be "enhancement sets" that have some rules associated with them. Example:
These enhancement sets all have a "under
Originally we had planned to release workshop support as part of ALPHA 15 but have decided to release it early as Alpha 14.1. This is just the first step in Steam integration and therefore only supports Ship/Vessel templates and languages for now.
If you would like to upload your own items to the workshop we have made a guide here: https://steamcommunity.com/sharedfiles/filedetails/?id=1461693416
For more information about this release and how it all works please see the change notes here : forum post
ALPHA 14 is now available. For ALPHA 14 we have finally re-introduced trading, one of the last key features from early alphas and this time we think we have done a much better job. There is still a ways to go to fully realize and integrate trading with the rest of the game but we hope you like it.
Throughout systems you will now find stations willing to trade as well as traders traversing "Trade Lanes". Starting trade is simply a matter of hailing a trader and then interacting with them in a manner very similar to regular inventory. Construction now requires trading/money when using other factions stations.
Alongside all of the modifications associated with trade we have as usual fixed a number of bugs and added some small secondary features.
For a full list of all the additions and changes as well as how they all work please check out the forum post here forum post
ALPHA 14 Pre-Release 2 is now available. Along with fixing several from Pre-Release 1 we have now added trading within construction and more populated trade lanes. This is a pre-release build so all the usual things apply, it will have problems (some of which we know about) and it may break your universe. If you still wish to give it a try check out all the changes and details here : https://steamcommunity.com/app/416240/discussions/12/2572003428664633947/ and how to access it here: https://steamcommunity.com/app/416240/discussions/12/1729828401713048191/
ALPHA 14 sees the (re)-introduction of trading. Stations and ships through out the universe will be now buying and selling items. We haven't completed all of the features we want for this release and already plan to do a pre-release build 2 but for now we would like any feedback on what is currently in from those who are willing to try this pre-release build.
If you would like to check out this pre-release build all the usual things apply, it will have problems (some of which we know about) and it may break your universe.
If you still wish to give it a try check out all the changes and details here : https://steamcommunity.com/app/416240/discussions/12/1729828401713053803/ and how to access it here: https://steamcommunity.com/app/416240/discussions/12/1729828401713048191/
Hi everyone!
We hope all of your summers are off to a good start. Stuffie and I have been working on ALPHA 14, and it is coming along well. We are working on adding (or re-adding if you want to be technical) trading. So far we have got the UI and the interaction process done, and now are working on the behind the scenes stuff that really drives Space Impossible, things like: data templates, appropriate trader generation depending on things like faction and location, as well as trader maintenance and some trader items.
The way trading works we hope will be pretty intuitive, but also powerful. You will have to hail a vessel, and if it is a trader, you will have the choice of starting a trade session. Trading takes place directly from inventory, and you will be buying and selling based on your and the other's stacks. Traders will be limited to what they have available, and will only be able to buy what they have room and currency for. Same for yourself, so keep an eye on what you have present. Traders will have pricing variation based on a number of factors including item type, their faction's opinion of you, and location. We are still hashing out the consequences for attacking traders and stealing their stuff, but we're aiming for it to be both a valid way of conducting yourself, but not something so lucrative that it is "the best way".
There will not be player owned traders. Sorry, but it is just a giant pile of problems at this time. It is also something we feel would have limited use and be an extreme burden to set up and maintain. You will however be able to trade directly player to player (in multiplayer) as well as buy stuff from traders that the trader had previously purchased from another player.
Currency is added, in the form of SpaceBucks. This will be used to buy and sell, and can be rewarded from missions too. SpaceBucks will not an item, so you will not be able to drop it like you can with inventory.
We have had a real design challenge in how to keep traders stocked in both money and items. What we have decided to go with is a refresh timer. Unlike strictly single player games where you can often "rest" or otherwise accelerate time, that is not an option in Space Impossible. We are instead going with a flat time period (probably 20 min by default) after which traders will restock and resupply their piggy banks. This will be something that can be changed in the config files if desired. You will still be able to buy back stuff you have sold previously or accidentally, or even buy stuff that other players may have unloaded, but those traders (especially stations) will actually be able to continue to serve a purpose.
Also being worked on are "Trade Lanes". These will be areas in a star system that you will be more likely to find trader vessels (and possibly pirates or escorts) so if you want to get some trade action, or looking for a fight, you will have areas to gravitate towards. We will be attempting to make these logical, e.g. a path between a region with a mining station to a region with a refinery.
We have also have received some reports of beacon problems, and we are looking into those. A Pre-Release Build will be out A.S.A.P. for ALPHA 14, as soon as mid next week if things continue on pace.
Alpha 13.1 is now available. Alpha 13.1 continues the transit point (wormholes/jumpgates) development from ALPHA 13. The main feature of this release is the new ability to create and link your own jumpgates allowing you to create your own personalized transit networks.
Alongside the usual bug fixes bug fixes as well as improvements to the universe map, ALPHA 13.1 also includes a new way to share templates using simple text strings. Below is the string for the ship in the gif, so try it out!
eNq1m9tuozAQht+F6+zKB/Ah9/sEe7nqhZPQBIlABERtVPXd1yGuyq4CNv7hqiWxv/6e8YzHxv1IKnPOk21Cf/2gySY5FO2lNLd/PzTX7lQ39vl3d319LXL7UWeObbL987JJzub9rTh0p2TLaf90yovjqXs8dkWZt3tTWthH8p5s6U+ySW79z0/3raV89L9d6rboirr6apr1LRl1DbvbJb8WB/sJ0ZtkX5d10z8K22ASwDwArTwA7gMIDyD1AaQHkEUPQT/MzaMVUBTgFPhsQInwSAAITkOGWiEeoAIBo0NgKMApEKiCeIBEARwFiEDAaDilKECjQ6AowCmQ0UOgKEAFAnwzUaIzUaIzUaIzUaIzMR7gFChUgUIVaFSBBhUw4isxyLQCACDQIidFAQKtklIUINAqKUUBAi30UhQgUQBfSEG8GzkKkOhU5ihAouHMUYBEUxpHATIwrfvWRoVWqvELC0MBKsyI425kKEAFTiQ6rQAAqLBg8nkBAKjAhOKpEwGA236LaDc6AFqlAQpSFCDQI4gUBcgwgDcrZ2BW9hcYvrUxRWOBo9HI0Z2rijYiRQE6MKlSjwINJlWaosdA8IGgAjeeDN14AgAZlpG8wSTQ+oCj9QFHq7QMPcHI0CotRevEeABBT7IIeihL0GgkYfNg4mTaEVg0QS8EoCiAxPrx0V/HOuHRXWHdJTh6gc4AGJChgPjXKwyNZIZGMkMjmcGRzOBIZnQpAoUJ0cHsANHR7PorsL9E/ShQQIYCUtSJcEqJnwUOoFEFCnxhCwhgKIAvA3hmAk9NR+Z3obO7yNk9xIweEjWenG8KOd8UcraL5GzjKdQUGgQwsgwAWFTQbCBnT8As7Ph0dHeD3rtRoMnCZo2ne/QpA2Ooxxmm3/VXYBkT4r/7Fbj6WnXtvatp2/y8K/PGXY7bNcXh6O649a3s3xm539V//Yiku6hnrQfvOQNai+etraq9aY71ztzGdQ1uF3z3tTZtO9N0RXXc1+dLXeVfX0xLgDGDWzcLqAnGWEvl1bGoJvw3OMsa2Ng9NHVnHo2ZJPeLj8//EB/Ty8PgOoY9OAZcXngaBo8SPlil/3Hif2yqJuDUAycrwtWKbLkiW6zC5quz5YpstSJ7pUnIVwyfwcZ1+ZwSxo5JKYMN+1qyM0i2XYdKs3MVRZObfVc33pKCha1yo7783kADFD0PYofXnoq8PIyPjj9bw2lsokcxg38QCMLYAb7lxn40PkD1DDnb8MPXvQhm8MoVwdCZmJfPz785uZve
For a full list of all the additions and changes as well as how they all work please check out the forum post here forum post
On another note for all those who are interested and haven't checked the forums we have setup a discord to hang out, chat about the game and find others to play multiplayer with here: https://discord.gg/4ayjymM
Alpha 13.1 is now available. This update completes ALPHA 13 by adding the ability for players to make their own jumpgates and link them together. We have also added the ability to import and export building templates via string. For a full list of all the additions and changes as well as how they all work please check out the forum post here forum post. We also for this build have made a discussion for sharing/testing out the new template sharing system here.
Alpha 13 is now available. This ALPHA sees the addition of Jump gates and Wormholes, regions you can now rarely find that allow for near instantaneous travel across vast distances between systems.
Alongside the addition of these transit points we have added the ability for star systems to be thrown into conflict. System conflicts can be started with new "Chaos" missions allowing the player to start a war with another faction inside a system, once started the system will alter and "conflict" missions will be available. Once enough conflict missions for either side have been completed the system will be handed over to the victor and regions will slowly be taken over.
For a full list of all the additions and changes as well as how they all work please check out the forum post here forum post
ALPHA 13 Pre-Release 2 is now available. This release adds some more conflict missions, improves some existing ones as well as several fixes. This is a pre-release build so all the usual things apply, it will have problems (some of which we know about) and it may break your universe. If you still wish to give it a try check out all the changes and details here: https://steamcommunity.com/app/416240/discussions/11/2828702373000948309/ and how to access it here: http://steamcommunity.com/app/416240/discussions/10/1693788384146678594/
ALPHA 13 sees the expansion of the star system, with an addition of Star System Conflicts, and the wholly new addition of Transit Points aka Wormholes and Jumpgates. We have also fixed and otherwise improved a number of elements of Star System generation. As always things will be a bit rough around the edges but we appreciate any feedback from players who are willing to try the early build.
If you would like to check out this pre-release build all the usual things apply, it will have problems (some of which we know about) and it may break your universe.
If you still wish to give it a try check out all the changes and details here : https://steamcommunity.com/app/416240/discussions/11/1696046342860301704/ and how to access it here: https://steamcommunity.com/app/416240/discussions/11/1696046342860298814/
Hi everybody! Here's what we're working on for ALPHA 13!
As part of the ongoing push to finish off major technical features, we're adding in "transits points". These will take the form of wormholes and jumpgates that will be strewn around the universe, making for quick travel over long distances. They won't (naturally) be very common. Each transit point can be linked to one other point of the same type. A region can contain one transit point, and will often, at least in the case of wormholes, be their own special regions within a star system. They are big and difficult to miss. Jumpgates are the artificial forms, and eventually players will be able to construct them and place them throughout their journeys. We're still sorting out some of the details, so things like manufacturing cost is still to be determined.
Also in ALPHA 13 will be the unveiling of Star System Conflicts. This is something we wanted to do when missions were first added, but weren't able to finish in time. The core premise of this system will allow player(s) to change the faction that controls the star system through a set of missions. These are good ways to gain (or lose) faction, and make use of the recently released dialogue and mission systems. The way it works: Systems will have "chaos missions" that exist to edge the system towards conflict. When that mission is completed, the player who completed the mission can choose which faction they wish to represent. Once enough chaos points are gained by a specific faction, the system goes into conflict.
The conflict will be between the current owners of the system and whichever faction had the points. Existing missions will be cleared, and conflict specific missions and content will be available. Conflict continues until one faction gains enough mission completions to be declared victor. The recently conflicted system will then experience a shift in it's regions' contents over the next few minutes to reflect the outcome of the conflict.
Both of these two new major systems are in-game and working, though there's a few minor mechanics we're still hashing out, mostly in form of interface/interaction. A Pre-Release Build may be ready as soon as the last week of April.
Alpha 12.1 is now available. This minor update adds some additional functionality to building, a fix for linux users with multi-displays and a fullscreen resolution option. For a full list of all the additions and changes as well as how they all work please check out the forum post here forum post
Alpha 12 is now available. This update adds several new features to aid navigation around the universe. These include a new system map, an overhauled discovery system, the ability to place beacons to mark and find locations and a new "active" and "passive" scanner ability to help you find resources and vessels within regions.
For a full list of all the additions and changes as well as how they all work please check out the forum post here forum post
ALPHA 12 Pre-Release 2 is now available. This release includes some fixes and UI improvements from build 1. This is a pre-release build so all the usual things apply, it will have problems (some of which we know about) and it may break your universe. If you still wish to give it a try check out all the changes and details here: http://steamcommunity.com/app/416240/discussions/10/1696040635928289247/ and how to access it here: http://steamcommunity.com/app/416240/discussions/10/1693788384146678594/
ALPHA 12 contains many changes we hope will improve navigation overall. Changes include the addition of a new "scanner", a system map and beacons to find your way to and/or back to interesting locations. All of these systems require some polish and a little more fleshing out before a full release but we would like input from those willing to try.
If you would like to check out this pre-release build all the usual things apply, it will have problems (some of which we know about) and it may break your universe.
If you still wish to give it a try check out all the changes and details here : http://steamcommunity.com/app/416240/discussions/10/1693788384146689586/and how to access it here: http://steamcommunity.com/app/416240/discussions/10/1693788384146678594/
Hi everybody! ALPHA 12 development is well under way. We're working on navigation this time, and here's what's involved:
We're replacing region navarrows with a new passive and active scanning system. Objects are evaluated based on their components (especially activated ones). These will show up on the passive scan. There is now an active scan ability which will show all objects in the region, based on direction and mass. This will fade with time and will require a refresh when wanted. At the moment scanning is a set ability, but will be adjustable in the future when bridge components are added.
Inventory and components will be accessible while in warp. There will be some restrictions--like no dropping of items. But now you can swap stuff around without having to leave warp, making for a smoother experience.
Beacons are also going to make their first appearance ingame. These are objects that can appear in a region or a star system, and can be used to signify things of interest. They won't have collision, so you need not worry about destroying them. They will have a customizable name and icon. We hope these prove useful for marking things of interest for later visits. In the future "world" beacons will start showing up.
We've added a "discovery" system (different from ALPHA 4's discovery), which affects visibility of things when at warp within the star system. Areas can now range from completely undiscovered to completely known, and various steps in between. This will tie into things like faction as well, where a standing with a faction will reveal some information that otherwise wouldn't be available unless in the immediate vicinity of the area.
Finally, we're introducing a proper star system map. This will utilize the information available from visibility based on the "discovery data", certain radius from your ship (that will be changeable in the future). Some of the data will be clustered together when they're in close proximity (like the moons of a planet), but we hope it will provide enough information to be useful for exploration, navigation and other related tasks, while not too revealing.
We expect a test build to be ready in the next 7-10 days, and the actual ALPHA 12 build sometime not long after.
Alpha 11 is now available. The main feature of this alpha is the addition of a mission system along with changes to how the various factions interact with you. Missions can be accessed via the current Star Systems Mission Board (Default Key J).
We know this update has taken quite some time but we hope you enjoy the changes and that they go some way to our goal of adding more "purpose" to the universe.
For a full list of all the additions and changes as well as how they all work please check out the forum post here : forum post
ALPHA 11 Pre-Release 3 is now available. This release adds many more missions as well as improved rewards and some bug fixes. NOTE: Due to fixes to mission save data, universes made in ALPHA 11 Pre-Release 1 will NOT load and will cause and error. Please make a new universe or try loading one from ALPHA 10 instead. This is a pre-release build so all the usual things apply, it will have problems (some of which we know about) and it may break your universe. If you still wish to give it a try check out all the changes and details here: http://steamcommunity.com/app/416240/discussions/9/1693785035807229810/ and how to access it here: http://steamcommunity.com/app/416240/discussions/9/2906376154318539530/
ALPHA 11 Pre-Release 2 is now available. This release adds some small interaction improvments as well as fixing several problems including mission loading and phantom mounts. NOTE: Due to fixes to mission save data, universes made in ALPHA 11 Pre-Release 1 will NOT load and will cause and error. Please make a new universe or try loading one from ALPHA 10 instead. This is a pre-release build so all the usual things apply, it will have problems (some of which we know about) and it may break your universe. If you still wish to give it a try check out all the changes and details here: http://steamcommunity.com/app/416240/discussions/9/1621726179566161721/ and how to access it here: http://steamcommunity.com/app/416240/discussions/9/2906376154318539530/
Hey everyone! Rex and I hope everyone is having a happy December, with a happy hanukkah and merry christmas to come. ALPHA 11 is still under development. It's a whopper of work, so it's taking a bit longer than we had hoped. It won't be ready before Jan 1st, and with some holiday travels coming up, we wanted to get something out before the new year. We are happy that a Pre-Release build is ready for players to take a crack at the new missions and enhanced faction systems. There's still some bugs present and only a small selection of missions but we're confident that all missions can be completed and give out some rewards.
We're very interested in hearing any initial feedback. We've also received some bug reports for ALPHA 10, that we're investigating, and we hope to have some fixes for included when ALPHA 11 is ready. Whether or not you are able to play the test build we both wish you all a Merry Christmas and a Happy Holidays.
If you would like to check out this pre-release build all the usual things apply, it will have problems (some of which we know about) and it may break your universe.
If you still wish to give it a try check out all the changes and details here : http://steamcommunity.com/app/416240/discussions/9/2906376154318564589/ and how to access it here: http://steamcommunity.com/app/416240/discussions/9/2906376154318539530/
Hey everyone. Alpha 11 is going to see the addition of the mission system to Space Impossible. This news post is a bit late in the Alpha development cycle, as it's taking a bit longer than the last few Alpha Updates.
Missions are based on the star system and will consist of five types: Combat Target, Combat Clearing, Trading, Exploration and Collecting.
Combat Target - One, or several, specific targets must be destroyed. The target(s) may be in one region or in several. Ex: Destroy Captain Duncan.
Combat Clearing - A number of generally defined targets must be destroyed. These will almost always require visiting several regions. Ex: Destroy five Ticeroy vessels/stations.
Trading - You'll encounter people and places that are looking for certain items. Provide this specific item for a reward. Ex: A trader is stranded and wants a new engine.
Exploration - These missions will require visiting certain regions and doing something within the region. (NOT INCLUDED IN ALPHA 11).
Collecting - These missions will require the player to mine and/or collect a certain number of tiles. (NOT INCLUDED IN ALPHA 11).
Missions will be available to everyone in the star system, and may be used to gain and/or lose faction, gain currency and/or items. They won't have to be accepted, rather are open to multiple people who can all contribute to completing that mission. Missions can fail, especially Combat Target, if the target becomes unavailable. One mission may be tracked by each player.
Additionally we're trying out the addition of a star system map. This will let you see neighboring star systems, including the predominant faction.
As part of the mission system, AI will now respond better to a player's faction, so not everyone will try to kill you out right. You'll be able to see your standing with each faction as well from a new menu screen.
The real exciting thing about this update is that we're laying and expanding on the groundwork for your actions to have real meaning in the space around you. It also means re-adding Trading (buying/selling) is also one step closer (A12 or A13 depending), and now with real differences between factions.
As always we thank you for your patience. We think it'll be worth the wait!
ALPHA 10 is now available. This alpha overhauls how energy works, replacing the existing energy pools with a tile and reactor-pattern based system. ALPHA 10 also adds multi-tile mounts, medium and above mounts now cover multiple tiles. To go along with these changes we have added a number of new components including some experimental lasers with much longer reach.
For a full list of all the addtions and changes as well as how they all work please check out the forum post here : forum post
ALPHA 10 Pre-Release 1 is now available. This release completely revamps how energy works as well as adding multi tile mounts.
This is a pre-release build so all the usual things apply, it will have problems (some of which we know about) and it may break your universe.
If you still wish to give it a try check out all the changes and details here : http://steamcommunity.com/app/416240/discussions/8/1520386297684900880/ and how to access it here: http://steamcommunity.com/app/416240/discussions/8/1520386297684903463/
Hi everyone,
Last news post we announced the changes to the energy system in Space Impossible. As part of ALPHA 10 (A10), we're also introducing an additional change to mounts and components: Multi-Tile Mounts.
What that basically means is different mount sizes will take up a different number of physical tiles. We decided to do this as part of A10 because we need to rebalance every component anyways due to the energy changes, and by doing multi-tile mounts at the same time, it should ease the impact in broken designs that otherwise would've popped up. We, Stuffie and I, feel Multi-tile Mounts will offer a number of new choices in vessel design:
Hi everyone,
We're in the second week of ALPHA 10 development and things are far enough along to introduce what's going on.
Basic paperdoll look with energy states
Energy is getting a significant change. Previously, reactors would increase a total energy pool, and generate a certain amount of power at a specific refresh rate. The problem that system was it wasn't very rewarding. Having an energy problem? Slap in more reactors. There wasn't enough control over how energy was used, and as other systems were tied to energy (like shields and engines) issues with controlling use of the energy started to rise. We didn't want to add further controls just for energy, so we sat down and did some thinking.
Mousing over a reactor reveals the energy grid. Black is 0 energy
What we've come up with is a more passive, but at the same time an indepth solution. The way energy and reactors work now is: Energy is now tile based. Reactors produce energy in a pre-determined pattern. Every tile that the pattern overlaps gains (or loses) energy. Most components require energy to be enabled. If their tile doesn't have enough energy, the component is disabled (or severally crippled).
This gives the following benefits: Building is far more indepth. You can just slap stuff on, but there's far more room for really thoughtful ship design. It encourages reactors to be spread out to give adequate coverage for components. No more slapping reactors in the middle of your ship. Ships and stations will now have better vulnerabilities, and it should promote different design philosophies. Finally, it makes reactors far more interesting. There'll be far greater possibilities in reactor design and choices.
In addition, reactors will be capable of being rotated, with a 90 degree snap.
Example of how the energy grid looks on large ships, pre-rebalance
The biggest challenge at the moment is making the UI give you all the information you need, without overwhelming you with that info. Stuffie's doing a great job on it, and we're sure you're all going to like it too.
ALPHA 9 is now available. This alpha sees the re-introduction of Torpedoes and multi tile damage.
Alongside Torpedoes there are a number of re-addtions (such as Kelbuim and more advanced lasers), new addtions (a new laser type and completely revamped ship wrecks) as well as the usual slew of bug fixes and optimizations.
For a full list of all the addtions and changes as well as how they all work please check out the forum post here : forum post
ALPHA 9 Pre-Release 2 is now available. This releases fixes some problems related to building including other things found in Pre-Release 1. This is a pre-release build so all the usual things apply, it will have problems (some of which we know about) and it may break your universe. If you still wish to give it a try check out all the changes and details here : http://steamcommunity.com/app/416240/discussions/6/1471967615873306628/and how to access it here: http://steamcommunity.com/app/416240/discussions/6/1471967615865078115/
ALPHA 9 Pre-Release 1 is now available. This release re-introduces torpedoes and multi-tile damage, so watch out as reactors now expode when their tile is destroyed!
This is a pre-release build so all the usual things apply, it will have problems (some of which we know about) and it may break your universe.
If you still wish to give it a try check out all the changes and details here : http://steamcommunity.com/app/416240/discussions/6/1471967615865093528/ and how to access it here: http://steamcommunity.com/app/416240/discussions/6/1471967615865078115/
Just letting everyone know that Rex and I will be live on the SpaceGameJunkie Podcast (www.twitch.tv/spacegamejunkie & https://gaming.youtube.com/spacegamejunkie/live ) on August 1st 2017 6:00 AM PT US/8:00 AM CT US/1:00 PM GMT
ALPHA 8 is now available. This alpha sees the addition of the EVA Suit which allows captains to exit thier vessel, move around space, repair tiles as well as build new vessels from scratch. Beware however as in an EVA suit you are very vunerable !
For a full list of all the additions and fixes aswell as how they all work please check out the forum post here : forum post
ALPHA 8 Pre-Release 1 is now available. This release adds the ability to now leave your vessel as an EVA suit, allowing you to repair the outside of your vessel as well as create new vessels from scratch. This is a pre-release build so all the usual things apply, it will have problems (some of which we know about) and it may break your universe, If you still wish to give it a try check out all of the changes and details here : http://steamcommunity.com/app/416240/discussions/5/1457328392100793532/ and how to access it here : http://steamcommunity.com/app/416240/discussions/5/1457328392100789955/
ALPHA 8 development is well under way. This update will see the addition of EVA suits which will allow you to leave your vessel, make repairs, move from ship to ship as well as finally enable you to create new vessels (or other objects) from scratch when working with an Assembler.
Here we see Stuffie and I testing out repairing some damage done to the side of my Venture. Due to the nature of this update, it will take a bit longer than ALPHA 6 and ALPHA 7, but we hope to see a Pre-Release test build very soon.
ALPHA 7 is now available to play and brings the return of Tractor Beams allowing Captains to push and pull things through normal space as well as drag objects through warp. Alongside the return of tractor beams is the return of some other pre-alpha 5 content such as Comblastors, Salvageborers and Bonivium.
For a full list of all the additions and fixes aswell as how they all work please check out the forum post here : http://steamcommunity.com/app/416240/discussions/0/1291817837620270574/
ALPHA 7 Pre-Release 2 is now available. This release fixes a number of visual issues with the previous build as well as shield interactions and handling what happens with tractored objects when you leave the game. This is a pre-release build so all the usual things apply, it will have problems (some of which we know about) and it may break your universe, If you still wish to give it a try check out all of the changes and details here : http://steamcommunity.com/app/416240/discussions/4/1291817208492121798/ and how to access it here : http://steamcommunity.com/app/416240/discussions/4/1291816880503436581/
ALPHA 7 is almost ready but there are still a number of things missing and plenty of bugs to be found and fixed. This alpha introduces Tractor Beams which allow other vessels and objects to be pulled alongside as well as through warp to other regions. This is a pre-release build so all the usual things apply, it will have problems (some of which we know about) and it may break your universe, If you still wish to give it a try check out all of the changes and details here : http://steamcommunity.com/app/416240/discussions/4/1291816880503441606/ and how to access it here : http://steamcommunity.com/app/416240/discussions/4/1291816880503436581/
ALPHA 6 is here! We have made several changes, bug fixes and new addtions including:
Alpha 6 isn't quite done just yet but for the brave among you we have just released what we have so far, bugs and all on the pre-release test branch.
This is a pre-release build so all the usual things apply, it will have problems (some of which we know about) and it may break your universe,
If you still wish to give it a try check out all of the changes and details here : http://steamcommunity.com/app/416240/discussions/3/1319962417043675712/and how to access it here : http://steamcommunity.com/app/416240/discussions/3/1319962417043696650/
It's been a number of months since Alpha 4. We apologize for the delay, but we think it's been worth the wait. We've listened to feedback and we hope everyone is as excited about the improvements as we are.
As promised today we just released Alpha 5 Pre-Release Build 5 on the "publictest" branch. The latest update now has AI enabled as well as balancing and bug fixes but for all the nitty gritty details you can check out the forum post: http://steamcommunity.com/app/416240/discussions/2/135511757695185173/
Hi everyone. Alpha 5 is feature locked and going through final bug passes. We were hoping for a release this week, however we're working on eliminating some bugs, so it's not quite ready yet. Instead we're expecting to release Pre-Release Build 5 on Wednesday or Thursday. That's it. No images, no long announcements. Got to get back to it.
We have just pushed the latest Alpha 5 test build to the test branch, this includes many changes with the main addition being the ability to now save and load your universes.
It is still unstable but if you wish to try it out you can find details of how to access the test branch here : http://steamcommunity.com/app/416240/discussions/0/154644045365782822/ and check out the latest changelog here : http://steamcommunity.com/app/416240/discussions/2/135509124606398542/ for all the details.
Hey Everyone! Just posting to say that Alpha 5 is closer than ever to release. We just pushed a pre-release build 3 on the test branch of Space Impossible, and if you're interested you should check the forum post on whats new how to try it out (https://steamcommunity.com/app/416240/discussions/0/154644045365782822).
We're really excited about what Alpha 5 will mean for the game, as we're adding more stuff than ever. We've added:
Hey Everyone! The Pre Release build for Alpha 5 is ready as promised for the full information please check out the forum post http://steamcommunity.com/app/416240/discussions/0/154644045365782822/.
Reminder : This is a pre release test build and contains many bugs and unfinished items.
Hope everyone has a happy holidays and we will see you after the new years!
Things have been a bit on the quiet side lately. Between end of the year stuff and some personal stuff (Rex is doing much better, thanks for all the well wishes) Alpha 5 has taken longer than hoped.
It still won't be quite ready before the end of the year. We could maybe rush it out, but we won't be able to support it properly over the week surrounding Christmas and it won't be up to our own internal expectations, so we aren't going to do that.
But don't fret just yet. By the end of the day on December 20th, we will be posting a public test branch here on Steam for adventurous players to test out. There will be bugs, there will be issues, you are promised that. However it should be fairly playable and we hope that over the winter holiday players may give it a few minutes and take a moment to either leave feedback or just allay their fears that the development has halted. We're 100% on board and focused.
We will then hit the ground running in January 2017 and wrap up Alpha 5 with a proper release, while also updating the public test build every few days until the release. We think that'll work pretty well. We then hope that Alpha 6 will be back to a 4-6 week turn around as undoubtedly some things from Alpha 5 will need additional balancing or polish.
Though things are taking longer than expected Alpha 5 is well under way and as you can see in the image above we have been working on a new paperdoll and inventory UI.
We're putting the paperdolls directly on your ship/vessel (and inspection target) and anchoring the inventory to the left and right of the screen. This should make things a lot easier to see what your ship is doing while the inventory is open. Don't worry though, it'll operate same as before, and only be visible when you want it to (you either click on your vessel, hit "I" or the inventory button next to the action bar). That's a screenshot of it actually in game as of October 24th, not a mockup in Photoshop. So it's currently missing a few additional elements, like a "TAKE CONTROL" or the "ABANDON OWNERSHIP" buttons which will be added in the next few days.
As we continue to make graphical improvements to the game to make things nicer looking, we hope to still maintain a consistent art style. If you think something goes too far, let us know. In general, we're eager to hear what you think of the changes, now and when you're finally able to get your hands on the game.
For more information and an in depth description of why things are taking so long please check out the full post on our blog : http://spaceimpossible.tumblr.com/post/152296737616/new-paperdoll-update
link to gifv version
Here it is, the much waited for star system to region gif we promised. In it, we’re streaking at high speeds before entering the orbit around a planet with two moons (each moon is a region as well).
In development news we’ve got engines working again, and we’re fast towards getting weapons and the rest of the components up and running. We don’t have an ETA yet but we are expecting a publictest branch on Steam to give people plenty of time to try it out and help us find issues before it’s officially pushed as Alpha 5.
Back to work!
Last blog post I mentioned there were some things in the works we weren’t quite ready to announce, well that time has passed. Pleased to introduce the new star system gameplay.
When in warp, a player will now be able to move about the star system with full control. You’ll be able to fly to destinations and enter back into normal gameplay mode (with combat, mining, etc) but you’ll now be able to transition to a new star system as well. No more hunting for warp gates as you move freely about the universe. Less time spent staring at map UI too.
We still have a few weeks to go on it, as we need to finish off a few technical features before it’s ready to start being filled with more dynamic content – ship convoys to overtake, hostile ships to avoid, alien spacestations to encounter – but we’re expecting it to be far more fulfilling for explorers while maintaining the existing sense of tactics that fighters have been enjoying so far. Hopefully next blog post will be mid-next week and we’ll actually have some gifs to show off.
It’s been two weeks since we unveiled the new ship editor, and it’s still improving every day. We’ve been changing a whole bunch of data structures to facilitate how it works, switching from a custom text format to a JSON based format for templates. We’ve got mirrored tile placement, tile painting (only tiles like Hull Plating will be paintable), mounts and components. We’re getting rid of thrusters as a unique component type and merging them with engines.
Mounts - Specifically “Component Mounts” are something completely new. They have two major considerations, type, and size. Type will determine what kind of component (weapon, engine, bridge, etc) can be placed in the mount. Size is a qualifier that will also affect what component can be placed. Cheap, low powered engines might be “small” (or even “micro”) and perfect for a ship like the Venture, while the bigger cruisers (like a Trailblazer) might need “large” or “gigantic” engines to move their mass, and in relation their mounts will need to support those sizes.
Additionally you’ll be much more free to mix and match tile types. You’ll be able to swap out incrementally from Tritanium to Magnesite to Bonivium or even replace some tiles with Rock (or more exotic materials) if you really want. We’re really aiming to open up creativity and choice for construction. The same rules apply as before, tiles must share an edge (so no diagonals) in order to be considered joined.
We’ve got some other stuff in the works but they’re not quite ready to be talked about. We’re still discussing it, but we’re leaning towards releasing the ship editor as a standalone test, to allow players to try it out sooner and give feedback. We should know in the next two weeks.
We've been toiling over the hot coals of Space Impossible since the last update putting together the most requested feature: the Ship Editor. It will still be weeks until its ready, but in the meantime we're happy to release the first gif of it in action.
If you pay attention closely to what's going on, you may notice some things that are different than the current game. Well, we're not yet ready to talk about those yet, but that time will be coming soon.
We have just pushed 4.1 which tweaks some AI difficulty and fixes some bugs, for more details check the release notes below. Also, if you haven't seen it yet, yesterday's devblog discusses some big changes for Alpha 5, including the shift in focus towards an in-game ship editor. For more details, visit the blog post.
Alpha 4 is now live with the new trading system along with several new ships and bug fixes. For more details on the patch check the notes below and for insight into what's next check out the latest post on the Space Impossible Blog
We’re two weeks into dev on Alpha 4. We’re currently working on adding in initial trading mechanics. There will be AI traders, that will buy and sell items from players. Their available items will be based off of faction and region level. Some items will be limited by quantity.
[url=http://i.imgur.com/HsvEg8x.png]
We’ve got all of the new file formats in, the network messaging 98% done and the UI 99% done. We still need to do multiplayer testing, generate and propagate item data and implement procedural spawning.
We’ve planned for and left areas for faction influence to affect things like pricing and availability.
We’ve just pushed Alpha 3 for Space Impossible live. It’s a smaller update than Alpha 2 was, in part because Alpha 2 took so long. We’ve added a major feature request from players that allows you to tractor certain things through warp when moving about the star system.
If you want to hear more about this and the next update plans please check out the latest entry over on the Space Impossible Dev Blog or check the note below for exact release details.
Alpha 2 is finally out, check below for all the changes, NOTE: DUE TO FILE FORMAT CHANGES, UNIVERSES MADE IN ALPHA 1 ARE NOT COMPATIBLE WITH ALPHA 2.
As of Tuesday the 19th, Alpha is feature locked. That means whatever feature is ingame that’s going to be released is in in some form. A bunch of bugs to sort out, balancing to be done.
Warp Gates
Region Network
Depending on the next few days, we hope starting next week we’ll have a public branch on Steam for players to try out Alpha 2 early and give feedback and help us track down bugs prior to the actual release. It’ll be optional, and probably fairly buggy the first few days so please remember that when the time comes.
Star System generation has been tweaked, so while visually some things are a bit tighter packed, there should no longer be any overlap. Moon regions should no longer interfere with other moons and planets. Asteroid regions should no longer overlap with any other regions either.
We’ll cover more of the changes when the public branch is made and when Alpha 2 is finally released.
Abandon all hope to ye who reads past this line. There be a wall o’ text coming! /pirate
Glorious teaser vanity pic
We’re about a month since Early Access launch, and we’ve learned a whole bunch of things about the game that we didn’t know before. Some people really love mining, others hate the mining and think it’s a grind. Some people only play alone, others only play with friends. The AI is stupider than we thought. Some players have no idea what to do--even for a sandbox. Some people really want mouse control and/or gamepad control. There’s some bugs that we never would’ve found without the communities help. Space Impossible is also getting more attention in Alpha than we expected. Most people seem to enjoy the game, and are excited to see what comes next. And that makes us excited too!
So we’re deviating a bit from the roadmap for Alpha 2 (Update 1 is now known as Alpha 2). Instead of adding more regions with more mining, we’re shifting the focus towards:
We have been busying away over the past week and have just pushed out Alpha-1.2.2646 (Steam BuildID 1018931). The main change this week has been the addtion of a custom keybinding menu as well as numerous bug fixes and tweaks based on all your feedback. Please check out the changelog below for all the details.
[ 5653 ]
[ 1481 ]
[ 4227 ]