Hello everyone, it came to my attention that EarthX crashes on startup. After a quick investigation, it seems the issue is caused by the Discord SDK. If Discord is running in the background, the game may crash on startup. This issue wasn’t caused by any recent changes to the game
Hello everyone,
it came to my attention that EarthX crashes on startup. After a quick investigation, it seems the issue is caused by the Discord SDK. If Discord is running in the background, the game may crash on startup.
This issue wasn’t caused by any recent changes to the game, as nothing has been updated on my end in months. I’ll wait a few days to see if Discord resolves it, and if not, I’ll release a patch to fix the problem.
Hey everyone, After two long years, we’re super excited to finally announce EarthX 2! :D Please consider adding EarthX 2 to your wishlist (the algorithms are unforgiving :/) Why a Sequel and Not Just an Update? I started making EarthX when I was 17, basically learning game dev on
Hey everyone,
After two long years, we’re super excited to finally announce EarthX 2! :D
Please consider adding EarthX 2 to your wishlist (the algorithms are unforgiving :/)
https://store.steampowered.com/app/1486940
Why a Sequel and Not Just an Update?
I started making EarthX when I was 17, basically learning game dev on the fly. While I somehow managed to create a nice gameplay loop with a lot of cool features, the code became a giant spaghetti mess. This made updates and fixes harder and harder to implement, which limited the creativity in the long run. EarthX is still awesome, but it could be even more awesome—hence EarthX 2! By starting fresh, we could create a cleaner codebase and project structure and go *totally wild* with new ideas.
How is the Sequel Different?
I rebuilt the entire game from the ground up while Lucas overhauled the graphics. It took thousands of hours, but now we can finally include second stages, custom space stations, mini-games, new planets, a completely new and fresh UI, more unique rockets & spacecraft, and all those little features we’ve always wanted to add.
EarthX 2 feels far more refined than EarthX 1—though you’ll have to see for yourself later this year!
We’re super hyped to hear what you think, and we really can’t wait to release EarthX 2 and start rolling out new updates together with you all, so please make our dream come true and consider adding EarthX 2 to your wishlist! <3
Have an amazing month ~and see you soon! Denis & Lucas
Hey, We're excited to share the news that after four long years, EarthX is finally emerging from Early Access on July 12th! You can get the game via Steam and GOG, and thanks to the efforts of Pineapple Works, it will also be available on the Nintendo Switch! It has been a long j
Hey,
We're excited to share the news that after four long years, EarthX is finally emerging from Early Access on July 12th! You can get the game via Steam and GOG, and thanks to the efforts of Pineapple Works, it will also be available on the Nintendo Switch!
It has been a long journey. Exactly 4 years ago, on July 12, 2019, we launched EarthX in Early Access here on Steam. It was a pretty tough decision - I felt like this game wasn't nearly as good as other games, and I was scared of all the reactions the game would get. Looking back now, I realize that if we hadn't taken that leap, we wouldn't be here today, and EarthX might have faded away.
It's you who have given me all the motivation I needed to keep going, all the updates and hard work wouldn't be possible without you, so I'd like to say a big thank you from here!
While EarthX may not be a flawless masterpiece, it's important to note that imperfection doesn't equate to a bad game. Personally, I believe EarthX is a fantastic game that offers a lot of enjoyment to many players. I'm immensely proud of what my team and I have achieved over the years, and ultimately, it's the shared moments we've experienced together that truly matter.
I'm also grateful to Pineapple Works for the work they put into the Nintendo Switch port - it wasn't easy, there were a lot of obstacles, and the game basically had to be rewritten to run on Switch and not just Switch. I think they did an excellent job!
Next week, on July 12th, EarthX will become a legitimate game. I feel similar excitement and anxiety as I did 4 years ago, and that's okay :D
Earlier this year, we worked on some fun merch designs that I will be releasing this weekend - hope you like them! And then there's another surprise later this year, but shhh :)
Hi, Don't ask me how, but for some reason the previous patch exported without the music and tutorial audio files. I'm very sorry about that. I discovered the problem yesterday and immediately reverted the version back to 0.9.2 (in case anyone asks why the game was updated yesterd
Hi,
Don't ask me how, but for some reason the previous patch exported without the music and tutorial audio files. I'm very sorry about that.
I discovered the problem yesterday and immediately reverted the version back to 0.9.2 (in case anyone asks why the game was updated yesterday and again today).
PS: Thanks to Rami for helping me discover this big mistake.
Hey all! This extremely small patch fixes a bug I found today. If you launched a rocket while another rocket was launching, you could launch it from the exact same launch pad. This would cause the rocket to get stuck. I can't see how 0.9.0/0.9.1/0.9.2 could have introduced this b
Hey all!
This extremely small patch fixes a bug I found today.
If you launched a rocket while another rocket was launching, you could launch it from the exact same launch pad. This would cause the rocket to get stuck. I can't see how 0.9.0/0.9.1/0.9.2 could have introduced this bug, so it must have been in the game for a long time. Sorry I didn't catch it sooner :<
Feel free to tell me if there's anything else I can fix/improve. I can't promise to fix/improve your find, as I can't afford to edit the game weeks before full release (too much risk), but it's good to know about issues and fix them later ^^
All in all, I hope you have a great week and see you soon <3
P.S: How do you like the new Steam graphics? I have changed the game cover as well as the banners. Let me know :)
Happy May! EarthX went through two years of active development, during which we released exciting updates that generated a lot of hype among our community. As the game evolved, I started producing trailers for each update, which proved to be a time-consuming and energy-draining t
Happy May!
EarthX went through two years of active development, during which we released exciting updates that generated a lot of hype among our community. As the game evolved, I started producing trailers for each update, which proved to be a time-consuming and energy-draining task.
Today, I would like to highlight all the major updates and some of the best trailers - I hope you enjoy them!
Before we start, I'd like to remind you that there is a final trailer available for you to watch and share. A lot of work has gone into it and I am very proud of it. Tell me what you think!
Back in 2019, on New Year's Eve, I was home sick from high school with nothing to do. So, I opened up Unity and decided to make a simple animation of a rocket launch to post on social media. To my surprise, it got about 500 likes and tons of positive feedback, even though it wasn't that great. That's when I was motivated to create a little demo game, just for fun, during my two-week break from school.
Back then, EarthX looked like this: https://www.youtube.com/watch?v=RWJ-38Eg06M
After the release of the 0.1.15 update, something exciting and unexpected happened that motivated me to continue working on EarthX. These updates were crucial to the overall development of the game, as I used them to learn proper game mechanics.
Although most of the features I added during this time are now long gone, they were still significant, including contracts, rocket explosions, the simple building system, clouds and loans. This was also the time when Adrian started helping me with marketing, but I'll talk more about that in another post :D
Back then, EarthX looked like this: https://www.youtube.com/watch?v=agJKldGZMqw
In the 0.2.5 update, I mainly focused on bug fixing and creating a launch trailer (many thanks to Roman for his help! Check out his game - DevLife).
I also added a Flat Earth mode where every rocket you launched would explode on the dome. While some players understood that it was a joke, others gave me negative reviews because their rockets kept exploding. So I removed it in a patch.
As soon as I clicked the "Release in Early Access" button, I realised that the default game language was set to Polish. I quickly worked on a hotfix, and it was so stressful!
Despite this mishap, I enjoyed the Early Access launch and got a much better response than I expected. It gave me even more motivation to keep working on the game.
First real trailer of EarthX: https://www.youtube.com/watch?v=_0k0-Sz8hZo
After releasing EarthX on Steam in Early Access, I faced many challenges. There were numerous bugs and limited content, and I felt immense pressure from reviews and videos on YouTube. I knew that the current graphics and UI wouldn't support expansion of the game, so I focused on overhauling the UI in the 0.2.6 update. From there, I wanted to improve the game's economy and research systems with the 0.2.7 update. However, I also wanted to address concerns that the game was boring, so I added AI and improved Earth's visuals.
Although these updates were crucial to the future of EarthX, I admit that my execution was not perfect and my inexperience was evident.
Back then, EarthX looked like this: https://youtu.be/3LzVIgdm-WY
Two key factors have been instrumental in making EarthX the game it is today. The first was the fact that the team had a lot more time to work on the game in 2020 due to the pandemic, which allowed us to release several significant updates.
The second was rykllan and SPATE. rykllan's contributions, including vehicle models, buildings and even CEO characters, were crucial to the development of the game, and her support in decision making was extremely valuable at the time.
SPATE's spacey music for the trailers was also an important addition and helped build the community we have today. This allowed us to stay motivated and rework the game so that it actually made sense and was somewhat enjoyable.
Trailer and Teaser, both using music by SPATE: https://youtu.be/DeKT6F0B-VY https://youtu.be/Ppy9Wfr1Gso
BONUS: There is an unreleased version of this trailer. I loved the idea so much that I decided to scrap it at the time. I wasn't skilled enough to do it the way I wanted. But the idea came back for the final trailer!
The Mars update was highly anticipated. Players could now land on Mars, set up colonies and even terraform the planet! We also introduced new Mars buildings such as Hotels, Greenhouses, Resource Factories and Solar Panels. Terraforming Mars became the endgame goal of EarthX, and the update also included new ships, payloads and missions.
I also added LinkLink, inspired by Starlink in real life. I was going to call it Earthlink or Netlink, but Tygoo, one of our community members, came up with the name LinkLink and we all loved it! It's fun, easy to remember and fits the vibe we were going for.
Trailer and Teaser, both using music by SPATE: https://www.youtube.com/watch?v=3SyWpOoUuaw https://youtu.be/CcMjd4Mch_M
The Boca Chica update overhauled research and added new prototyping mechanics, as well as droneships, an overhauled refurbishment system and vehicle finance data.
The Dust update added new features such as Sandstorms, LinkLinks on Mars, Refuelling on Mars, new Mars buildings, and improvements to Static Fire, Milestones, game end screen, multi-window camera system, and Mars Nuke improvements.
Trailer and Teaser, both using music by SPATE: https://www.youtube.com/watch?v=Zunpc4mEs5w https://www.youtube.com/watch?v=GnA17pFXDn0
The Kalm update brought long-awaited improvements such as an improved contract system, automation and the addition of managers. Launchpads were revamped, allowing players to build their own, and new rocket models and recognisable missions were added.
The Moon Update was the final content update before the full release of the game, introducing the ability to visit and build on the Moon, new spaceship and Mega Launchpad models, and a revamped special offer system.
As EarthX approached the final stages of development, progress on the models slowed considerably due to rykllan's personal circumstances. I was lucky enough to have Lucas step in and help me finish the game with his good modelling skills. He created important models for the 0.9.0 update, as well as some for the 0.3.3 update. I am very grateful for his contributions.
Trailer and Teaser, both using music by SPATE: https://www.youtube.com/watch?v=kGIZqRpQm-M https://www.youtube.com/watch?v=6fqpulQpnR0
Unfortunately, I had to stop working on EarthX after the 0.9.0 update due to personal reasons. I was so close to releasing the full version of the game in August last year, but some unexpected events came up that required my attention.
One last thing - 2 years ago I made a music video showing all the progress of EarthX from the very beginning to the 0.3.2 update. It's a very interesting watch IMO!
We would like to thank each and every one of you who supported us during the Early Access period. It was truly an unforgettable experience, all the updates and stories. <3
Warning: This article contains spoilers. If you want to discover the content all by yourself, stop reading! Happy May! EarthX has been a huge part of our lives for the past years. I started the project on New Year's Eve 2018, mainly out of boredom. This game becoming what it is t
Warning: This article contains spoilers. If you want to discover the content all by yourself, stop reading!
Happy May!
EarthX has been a huge part of our lives for the past years. I started the project on New Year's Eve 2018, mainly out of boredom. This game becoming what it is today was kind of an accident, but we'll save that story for another post.
Today, let's focus on some of the statistics of the game, which I've turned into cool infographics. I hope you enjoy them!
Let's start with the vehicles. There are 11 of them: rockets, capsules, spaceships, and even spaceship prototypes "inspired ;)" by what is happening in Boca Chica.
Spaceships allow you to visit other planets. EarthX has 3 planets: Earth, Mars, and the Moon. Of which the Earth and Mars are the main ones.
In addition to yeeting rockets to other planets or launching random payloads, EarthX lets you launch 122 unique payloads that you may have heard of in your life. Not to mention the 85 hand-written articles.
Milestones highlight your company's progress and show what you can achieve in the game. Fundraisers are here to help you financially.
But let's be real, the most exciting feature in EarthX is nuking Mars. (even though it might not be scientifically accurate)
Once you do it, Mars will become green, and you know what you can do on green planets? Build buildings! There are a lot of them in EarthX!
Last but not least, there are dozens of characters you can choose from to be the face of your company. Some of them will even help you run it!
But making a game is more than just adding content
There's a lot of stuff that goes into a game that you might not notice at first glance.
One of those things is renders. EarthX uses renders to make missions, articles, milestones, and more interesting. But let me tell you, it's a lot of work to create them.
And that does not even compare to all the animation clips that we made. I had a ton of issues trying to get the right rocket animation to play at the right time and keep the rocket in the right place.
But by far, the hardest task was actually coding the game. When I started on EarthX I did not know how to code at all and I had no long-term plans for what EarthX would be. Because of this the code of EarthX went through countless rewrites and is quite the mess now. The game has 32 thousand code lines spread across 158 scripts.
So as you can see. EarthX is a pretty big game, even if it doesn't look like it at first. And now you know why we love this game so much!
Stay tuned for more articles coming this month leading up to the full release of the game.
Hey, it feels like I didn't really publish anything since forever. I was busy with my new real-life job and had no time to work on anything except weekends. Stuff sadly isn't going according to plan most of the time. Adrian finally delivered the freshly recorded tutorial to me an
Hey,
it feels like I didn't really publish anything since forever. I was busy with my new real-life job and had no time to work on anything except weekends. Stuff sadly isn't going according to plan most of the time.
Adrian finally delivered the freshly recorded tutorial to me and I've been working on it in January. And today I'm releasing that patch.
I've also adjusted the prototype explosion rate, it SHOULD be lower now. Feel free to inform me whether it's better or not.
Soo hey! I said that the tutorial patch would be the game's last patch and that it would be a full release shortly after?
Well. Yes. I could release the game even now. But I can't and I have two reasons for it:
1) Pineapple Works is *almost* done with the EarthX port to Nintendo Switch. They have been working hard on improving the game's performance. They basically had to rewrite a big part of the code and optimize all the models. They work hard and this is kinda my fault, as when I was doing EarthX, I was inexperienced with game development. Performance and optimization were words that I didn't know the meaning of.
2) I have no free time nowadays. And this will continue for a few more weeks. I am able to work only during weekends, as after-hours I'm basically too tired.
Before EarthX's full release, I'd love to make some fun T-Shirt designs and open a small merch shop. I have cool ideas, but again, time.
And since I don't want to crunch their developers and don't want to release a half-baked game on consoles, we've decided to push the release to later in Q1 of 2023.
I'm sorry if this decision disappoints anyone, my options are just limited.
-
Oh yeah and happy new year! I hope all of you have spent a good time with your friends and family!
Hey, Before we start: This patch does not require you to create a new save. However, if you use an older save and play on 0.9.1, you might encounter a bug where you can't launch a payload when launching it from the contracts window. To solve this, either build a completely new bo
Hey,
Before we start: This patch does not require you to create a new save. However, if you use an older save and play on 0.9.1, you might encounter a bug where you can't launch a payload when launching it from the contracts window. To solve this, either build a completely new booster with 0 flights or launch the payload by first selecting the vehicle in Vehicles Window. This bug does not happen on new saves. :>
While we wait for new tutorial voice-over files, I decided to release all improvements and bug fixes I have so far. The biggest visible difference for you is improved graphics and better performance, as well as a refreshed main menu (moved a few buttons here and there). Lucas added 4 new CEO drawings, including Starman who you may know from crewed payloads.
We will continue to monitor the situation around bugs until and after full release and release fixes as needed.
If you haven't seen our previous post, EarthX Final Trailer is premiering this Friday at 6 pm CEST ;D
Hey, as we get closer to full release, it's time to finally release the long-awaited EarthX Final Trailer this Friday at 6 pm CEST on our YouTube channel. We are incredibly excited to see your reactions and opinions, a lot of work was spent on it! :D The trailer is a little over
Hey,
as we get closer to full release, it's time to finally release the long-awaited EarthX Final Trailer this Friday at 6 pm CEST on our YouTube channel.
We are incredibly excited to see your reactions and opinions, a lot of work was spent on it! :D
The trailer is a little over 2 mins long and it's both cinematic and gameplay. You can watch it here and click the "Notify me" button:
Hey, I haven't published any posts since my birthday in February. The reason for that is that there's not much to talk about. Some people might see me answering in the forums or replying under reviews. The 0.9.0 update in November last year was the final content update I have rel
Hey,
I haven't published any posts since my birthday in February. The reason for that is that there's not much to talk about. Some people might see me answering in the forums or replying under reviews.
The 0.9.0 update in November last year was the final content update I have released for this game. The next update we want to publish is the final version (1.0) that will bring some bug fixes, translation improvements, a few new CEO characters, and a refreshed tutorial - of course.
You might ask - why haven't we just done it in January and just fully released the game? The answer is quite simple. EarthX will not be published just on Steam. We are working with our friends at Pineapple Works on bringing EarthX on the Nintendo Switch platform. Adrian and I have been also planning on releasing the game on other PC game stores, but more on that later!
That being said, lots of things have been happening behind the scenes that go beyond coding the actual game.
It was promised that EarthX would be fully released in early summer. We will have to push this timeline a little further, now aiming for August to September. Everything depends on how long the certifications will take.
We haven't had a chance to talk about the Russian invasion of Ukraine yet. We fully support Ukraine and the Ukrainian people, stay strong - the world is with you. EarthX has participated in a bundle organized by Humble Bundle, where 100% of income was transferred to Ukraine. During that time, we generated nearly 400k keys that were given to the bundle creators. Over 200k keys were already activated on Steam by people who bought the bundle. We are really happy to see so many people supporting the case! <3
We've also made a commitment to removing the "Dmitry Rogozin" CEO character from the game. We've announced that after Rogozin's harsh comments on his Twitter account. This final decision is personal, as we just don't want to keep such a toxic guy in the game that is somewhat friendly.
The purpose of this post is to remind you that we're still alive :D We are closer to wrapping up this project than we ever were.
Hey, in 2020/2021 we did 18% and 19% discounts for my 18th and 19th birthdays. A lot of you liked that, myself included, that's why let's repeat this for this year as well! EarthX will be discounted by 20% starting this Friday. Btw. Some of you have asked what's happening with th
Hey,
in 2020/2021 we did 18% and 19% discounts for my 18th and 19th birthdays. A lot of you liked that, myself included, that's why let's repeat this for this year as well!
EarthX will be discounted by 20% starting this Friday.
Btw. Some of you have asked what's happening with the game, and since I didn't really talk about it since November (0.9.0 Update), let's reiterate our plans:
The game is basically done, there will be no more content updates, as the Moon Update was the last one (which was clearly told for 1 year beforehand). There's still no full release yet, as we are cooperating with our partner 'Pineapple Works' on a Nintendo Switch port. Remaking this game to a different platform will take some more time, but our optimistic heads want to fully release EarthX in early summer.
In March, I will sit down on patches. The tutorial needs to be re-recorded and improved (as it sucks currently), and some bugs need to be fixed. The English/Polish languages will also be improved and streamlined. We will make new steam descriptions and graphics, too.
Meanwhile, I was working on a different project since December and it's shaping up very well. I literally can't wait to start showing it to everyone, but first, we need to sort things with EarthX out.
Again, thank you for being patient, and thank you for 3+ years of continuous support and trust. I went through different phases of my life while making this one project, so it's very valuable to me. I did meet a lot of great people through it, too!
Hey, I'm a little sick now (again), but I thought I would release this medium-sized update today, as promised. This update is special because it's the last content update for EarthX before we will be fully releasing the game next year. Before we go to this update's changelog, let
Hey,
I'm a little sick now (again), but I thought I would release this medium-sized update today, as promised.
This update is special because it's the last content update for EarthX before we will be fully releasing the game next year. Before we go to this update's changelog, let's see what's next for the game.
1) I do not plan to add any new features to the game. This update should be the last content update.
2) Improvements and bug fixes will still be released as needed.
3) I noticed that the in-game tutorial needs a little rework. This will be done before full release. I will also add a few new achievements to the game.
4) This update doesn't have a trailer, instead, I will spend more time on the full release trailer.
5) The full release will take next year as we iron out the rest of the bugs and Pineapple Work makes the Nintendo Switch port.
That's it for now, the team is excited as f**k to release our first game!!!
What's new in 0.9.0?
Moon
The most noticeable change is being able to visit the Moon and build on it. The Moon gameplay is driven by Artemis contracts and only Moonship can be used to get there.
You can build 3 types of buildings on the Moon: Solar panels, Landing zones, and Habitats. Sending humans to the Moon is needed to unlock the Crew Spaceship. Sending Cargo Spaceships to Mars is still allowed without going to the Moon. Let me know if I should change anything about this.
New Spaceship Models
Just like the other rockets in previous updates, rykllan worked on refreshed models for the spaceship. All rockets have now been brought to the same level of detail.
New Mega LaunchPad Model
With new Spaceship models, we had to rework the LaunchPad and its animation to reflect the current one at Starbase. Lucas worked on the LaunchPad model and the catching arm and I did a nice little catching animation.
New Special Missions
A lot of new special missions have been added. Adrian worked hard on writing news articles for some of them.
Reworked Special Missions
When adding new special missions I thought that they spawned too randomly and with far too many at once. To change this, I distributed all of them across the gameplay. This means that you will now gradually get them as you play.
Some of the existing and new special missions got new educational descriptions and payload banners.
Launch Profiles when building LaunchPads
When placing a LaunchPad, you will now see in which direction the rocket will launch.
Added Satellite Models to Fairings
In 0.3.3 I removed satellite models because the models were not near the current level of detail. After rykllan and lucas created a few, I added them back. Lucas also made a nice Roadster model with Raptor engine attached to it, because why not xD.
New Droneship/Plane Models
And finally, the last major changes; a new Droneship and Plane model have been added, both made by rykllan.
Improvements
Some contracts now spawn instantly
Added Mars resources net change statistic to Mars details panel
Display more detailed Mars resources stat only in a tooltip
Improved Assistant and Scrap Engineer managers
Get full building cost if its destroyed right after its placed
Allow removing default landing zone on Mars and Moon if there is a different landing zone
Added confirmation before canceling a contract
Added a setting for mission reports
Allow canceling special offers (except gameplay-depending ones)
Deactivate building panels when you can't buy them
Remade Spaceship renders
Added "Requires new booster" indicator to payload list
Made Large Rocket be able to send payloads to Moon Orbit
Added "First Moon Landing" milestone
Remove building construction time from sandbox mode
Replaced landing upgrade icons with grid fin icons
Replaced capsule support icons with parachute icons
Allow free building repair on sandbox
Remove building tracker from solar farm
Rebalanced Managers Unlock requirements
Rebalanced Mars buildings
Added "Saving game..." in the corner instead of a notification
Changed save file naming scheme
Upped booster landing failure rate
Reordered milestones for them to actually make sense
Added Roadster Payload model
Added different sounds for money income and expenses
Added "Without Interest" achievement back
Decreased sandstorms amount
Improved currently built vehicles amount color
Improved random company names list
Changed "Earth-like planet" to "Unlimited"
Recalibrated Spaceship landing sphere
Up contract spawning amount
Add pictures to credits
Removed Earth to Earth feature
Removed Managers Speed Setting
Removed some incomplete languages
Updated SPATE logo
Added Dimosha to credits
Added eastereggs...
Bugfixes
BUG: Main Menu buttons weren't centered... :c
BUG: The camera sometimes froze
BUG: Sandstorms appeared when loading a game with terraformed Mars
BUG: You could refurbish non-reusable rockets when saving the game during its flight and then loading it again
BUG: Payloads that require a new booster could be invisibly launched on a capsule or spaceship using an already flown booster
BUG: Managers sometimes didn't launch player's own payloads
BUG: "Own" payloads check box didn't work
BUG: Spaceship landed on Mars after delivering its payload to Mars Orbit. It now parks on Parking Orbit and returns to Earth
BUG: When deleting a launchpad, it still appeared as an option in the Mission Setup window
BUG: News duplicated themselves
BUG: Assistant Manager sometimes didn't work
BUG: You couldn't remove a landing zone after a Spaceship that landed on it was scrapped
BUG: You could cancel the time cooldown of the Droneships after landing if you start another flight and abort it
BUG: Rockets were launched in the wrong direction when launching from Medium LaunchPad
BUG: Parking Orbit tracker on Mars was offset
BUG: Farm Field didn't have its own building banner
BUG: Special news didn't appear when accepting or declining a contract/offer
BUG: Right shift didn't work when holding it down to build multiple buildings or to take action without confirmation
BUG: "Fairing lost" showed when you launch a capsule or a spaceship
BUG: Tutorial is English in the Polish language
BUG: Typo "Buisness"
That's it for now, have fun playing, and thank you for a nice journey that took 3 years :)
Hey, this week I worked on snapshot 2 of EarthX 0.9.0. I fixed a bunch of bugs, completed the missions, and even added a few improvements to QOL :) Thank you to everyone who tested and reported any bugs. This is probably the last snapshot before the official release next weekend.
Hey,
this week I worked on snapshot 2 of EarthX 0.9.0. I fixed a bunch of bugs, completed the missions, and even added a few improvements to QOL :)
Thank you to everyone who tested and reported any bugs. This is probably the last snapshot before the official release next weekend.
Hey, I promised you to write a small post when the snapshot releases, so I do it now. There are probably some annoying bugs and I will be happy if you report them if you find one :D How to play the snapshot? Simply go into EarthX's preferences on Steam, then BETAs tab, and select
Hey,
I promised you to write a small post when the snapshot releases, so I do it now.
There are probably some annoying bugs and I will be happy if you report them if you find one :D
How to play the snapshot? Simply go into EarthX's preferences on Steam, then BETAs tab, and select "Snapshots" from the list. The game should then start updating itself.
I will upload new snapshots starting early next week, fixing bugs etc.
Also, Snapshot 1 has new missions and payloads, however, they don't have their translated names yet nor icons. You will see a white box and "MISSING: payload_name" pretty often haha
Hey, it's been a while since the September devlog, so time to update you on everything. I've been in hospital at the end of September for several days, so I did another break from the projects for about 2 weeks to gain power and focus. The update itself is currently at ~85-90% co
Hey,
it's been a while since the September devlog, so time to update you on everything. I've been in hospital at the end of September for several days, so I did another break from the projects for about 2 weeks to gain power and focus.
The update itself is currently at ~85-90% completion level. I've completed all main Moon mechanics, added all planned buildings, replaced Starship models, added Superheavy catching animations, and did some other polishing work.
What's left is pretty much only bug fixing and additional missions. I will work on them this week as Adrian sends me new in-game news for new payloads. Once I add new missions, I will do some private testing and then upload an experimental build for everyone to test (if you want to help). I will let you know in an additional Steam post once it's up (and on my Discord server ofc).
Preview into Work-In-Progress Stuff
Firstly, and probably most importantly for me, we've finally replaced the old plane model. Like literally, I did it in like 1 min about 3 years ago "only for testing". It ended up being used in the game for pretty much its entire existence. The plane was currently the oldest model in the game, it was added even before EarthX was released on itch.io;
Lucas also made some new Moon buildings and they were implemented in the game this month. Here's an example of a Moon base you can build.
In October we've finally agreed with the team on how Moon will work in EarthX.
Originally, about 2 years ago, we had plans to add Mars and Moon in one update. We wanted to make a much more complicated game back then. When we've worked on Mars, it turned out to be way more difficult to make and balance than we thought. rykllan spent many days creating all of the Mars buildings, while I tried to make a cool gameplay concept. It partially worked since Mars seems to be playable, maybe not "as cool" as the rest of the game, but it's good enough IMO.
Then we decided to add Moon "later" in the development, and it eventually turned out to be the last EarthX update.
Then, "why don't you make Moon like Mars", you would ask?
Well, the answer is pretty simple and I hope you understand. If we make Moon gameplay like the Mars gameplay, what's the point of flying to Mars after you've conquered the Moon? If the gameplay design/models look and work similar on both planets, it would get repetitive even more than it's now.
We want to avoid that since Mars terraformation is the endgame of EarthX and most of the players would simply stop playing after reaching Moon.
So what's our plan then?
Well, we just make the Moon be a teaser of Mars. Even better, you will still be able to start sending stuff to Mars and build some buildings there before you build a base on the Moon. However, only after you build a base on the Moon and send a few people there, you will be able to unlock Crew Starship.
The Moon Materials and Moon Crew will come from both Artemis 1 and Artemis 2 contracts you will get when playing the game.
We think this is the best way we can do it. If you have any suggestions, we are pretty open to hearing them, but I will probably not rewrite everything (again hehe).
Full release informations
The full release is close. The hype within our team is enormous and I'm personally pretty excited since this will be the first project that's years old I will actually finish (it's beautiful!).
Let's just keep it short here.
When? I want to release it on my birthday that's on 11th February, but plans might change. It will be early next year for sure!
Will there be bugfix updates? Yes, as long as players find some bugs, I will try to recreate them and release a bugfix patch as soon as possible. There will be a few months period between the 0.9.0 release and the full release, so we hope to iron out most of the bugs in that time :D
Cool, but what about content updates? Sorry to tell you that, but 0.9.0 will be the last content update for EarthX. We might add new missions etc. but that will be probably very rare xD The reason we're deciding that way is that we just want to move forward. EarthX's code is made mostly by a dumb teenager (hi that's me) and it's very hard to add new content or even extend the current one. We want to focus our forces and new skill on our next project - EarthX 2. (what an amazingly original name btw!)
Oh no, that's sad, but can I at least have some physical items? Yes and No. Yes because we actually want to make a few interesting T-Shirt designs and No because we are lazy to do them. However, I hope I will find some time and motivation to make at least two lol
Nice, but when I have an EarthX T-Shirt, I might go show it off to friends or something, can I take EartthX with me? :3 What an amazing question, the short answer is yes, we are in talks with Pineapple Works studio and they are willing to take the challenge of understanding and editing the bad teenager's code and make a Nintendo Switch port out of it. I will personally support them as much as I can :)
Cool, now I have to buy Nintendo Switch... Will I have some moneys left to buy EarthX on full release? For many months I talk about increasing EarthX price to 17.99€, I think that will change. I might leave EarthX below 15€. The current price is 14.69€ and I just might increase it to 14.99€ and call it a day. It's only for the Steam version btw. I have absolutely no idea how much EarthX will cost on Nintendo Switch.
The end
Yes, this is the end. The end of all ends. This year was hard for me, and probably hard for many people as the world goes back to normal and many of you had work or exams or other responsibilities. All I can do from my position is to wish you a good life and thank you for supporting this project.
Hey, Today we will talk about Update 0.9.0 and the stuff that we did in the past 2 weeks. I will also introduce you to the planned Moon gameplay (how it all will work), and mention EarthX 2 at the end too. To the Moon! Update 0.9.0 As you know, the latest update was 0.3.3; So why
Hey,
Today we will talk about Update 0.9.0 and the stuff that we did in the past 2 weeks. I will also introduce you to the planned Moon gameplay (how it all will work), and mention EarthX 2 at the end too.
To the Moon! Update 0.9.0
As you know, the latest update was 0.3.3; So why not make 0.3.4 now? That's because 0.9.0 will be the last content update before we fully release the game on Steam. But don't worry! There will still be bug fixes from time to time as needed.
I told you that 0.9.0 would release in late 2021, but the plans did change. I had a lot of time and motivation in the past two weeks, and I also got pretty much all models from rykllan and Lucas. That allowed me to work on EarthX almost every day since the last teaser.
The update now aims to release in October or November.
After 0.9.0, we plan to release a series of regular patches that improve the game and fix the bugs. In one of them, I will rework the tutorial a little (add subtitles, etc.) and record it again with Karolina. This time, amateurs like Adrian and me will not touch the files anymore trying to improve the quality in Audacity. We will handle the job to professionalist SPATE, who knows sound mixing from the bottom to top very well.
Do you have any more of them... update progress?
Of course, I have.
rykllan worked very hard on his new Superheavy and Starship models. They look great and now all vehicles in the game are in similar detail/style (Medium Poly).
As you can see, there's a new LaunchPad with Mechazilla (catching arms) on the tower. It's made by Lucas and he did a great job!
The Superheavy and Tower of course got their new catching animation. It's not possible to upload videos on Steam, that's why you will be able to find a WIP catching demo on Streamable under this link: https://streamable.com/ctazn0
To my surprise, rykllan also made two new Droneship models. Refreshed OCISLY and ASOG. ASOG will not be added to EarthX because I don't want to rewrite Droneship scripts to support more types, but I did replace the current Droneship model.
(new vs old)
I also re-added Fairing payloads.
Moon
I'm writing this here because I saw some players expecting Moon gameplay to look like Mars gameplay (colony/terraforming). I want to lower your expectations, because if I do Moon like Mars, then Mars would get boring. EarthX has been always about Mars and I will let it be that way.
The Moon gameplay will be relatively simple. You will be able to fly to the Moon and build buildings on it (Solar/Small Habitats/Landing Zones only). The Moonbase size will be limited, as you will not be able to produce Moon Materials by yourself. The plan is to add an Artemis-like contract, that will give you a dozen Moon Material payloads that you can launch to the Moon.
Landing humans on the Moon will be required to unlock Crew Spaceship, however, you can completely ignore Moon-gameplay if you want to build a non-human city on Mars. I don't know yet if that's a good idea, but I will validate it during testing.
All of this means that on the Moon, only Moon Materials will matter. You will not have to worry about Oxygen or Water, as these features are reserved for Mars as I mentioned earlier.
That's it for EarthX progress so far. I still need to design & script a few features, but I'm starting to finish and polish everything.
EarthX 2
I have got a few questions about this project and I want to answer some of them.
EarthX 2 is currently during the very early planning phase and we're just taking notes of what works and what could work. We didn't start any work on it yet, except low-quality concept arts that were made for fun.
The game is set to release in 2024+ without early Early Access as we did with EarthX. There will be Early Access about 3 months prior to game release.
But don't worry, we will not be silent for 3 years. The development of this game will be fairly open. We will post monthly devlogs on Steam and do closed tests from time to time to gather some feedback.
I got some questions about what EarthX 2 will be about. I don't want to talk about it yet, but I will say stuff I said on our Discord server:
It will be pretty much like EarthX, but with deeper mechanics and more content. For example, there will be individual countries, the scale will be 1:1, and the time will be calendar-based.
While EarthX is only about SpaceX, the sequel will also include Tesla.
Mod support wasn't quite possible in EarthX because the game wasn't built for that. EarthX 2 will be made with mod support in mind from the ground up. You will be happy.
That's it for now, I will talk more about this project after EarthX's Steam Full Release. Can't wait!
Hey, I have been silent for most of the summer. I completed and passed the exams and then visited my grandma/pa in Poland after 2 years of not seeing them :D Haven't really had any time to work on EarthX or be active in EarthX socials. But now I would like to introduce the Moon U
Hey,
I have been silent for most of the summer. I completed and passed the exams and then visited my grandma/pa in Poland after 2 years of not seeing them :D Haven't really had any time to work on EarthX or be active in EarthX socials.
But now I would like to introduce the Moon Update to you. It will be the last update for EarthX before exiting Early Access. The update size will be rather small/medium since I will only replace a few models, add some buildings to the Moon, and maybe new missions that are related.
During my break, I was thinking about the E2E feature. I don't really like it because it's "too simple", and making it more complex doesn't really work, since there are no countries/licenses or any different logic that would fit it. I think the best way is just to remove it, but I'm happy to hear your feedback.
That being said, if you have ideas for the EarthX 0.9.0 Moon Update, let me know in the comments! I always read them! :)