July was a good month for sports; bad month to be a bug! Lot’s of work under the hood identifying and fixing issues, as well as visual and mechanical updates.
Updates
Lots of work went into aligning lighting and aspects on existing building assets, as well as creating new ones to fill out our *potential* economic engines. Some samples below. Generally speaking we want to have “basic” and “advanced” versions of buildings/modules be visually distinct on the navigation screen.
From a gameplay perspective, we’re tweaking the maths behind combat as well as experimenting with heavily specialized ships. For example, one ship now has a cargo capacity of 150 units, but 100 of those are only for carrying ore. We think this is one interesting way to quickly jumpstart new economies with a purpose-built ship that’s easily accessible.
Additionally, we increased resource regeneration. Even in our testing group with a few buildings we were able to detrimentally reduce available resources, so we want to make sure that we don’t take a colloquial arrow to the knee when we really start the engines of industry.
Bugs + Testing
We’d like to extend a very hearty thank you to our first alpha testing team. We’ve identified and squashed many issues and generally made many Quality of Life updates across the board. For example, you can now track the *cumulative* cost of your building upgrades in screen, to help you better understand your investment and when to choose a rebuild.
Rumor has it that we’ll be opening up for an additional group of testers towards the end of August; join our Discord to stay in the know!