This update fixes a bug which would cause the Kinetigen Sparkifier upgrades to be significantly more powerful than intended on computers using some Continental European languages. This update also fixes issues related to Kinetigen Sparks being tied to framerate, and adds addition
This update fixes a bug which would cause the Kinetigen Sparkifier upgrades to be significantly more powerful than intended on computers using some Continental European languages.
This update also fixes issues related to Kinetigen Sparks being tied to framerate, and adds additional bits to make future debugging easier including a UI to export and send me your save if it fails to load. The UI also allows you to delete your save.
This update is Windows-only. macOS is expected tomorrow.
Thank you to Frankenstein and Barao in the Steam Forums for sending me their save files so that I could debug this doosie.
With the new major Remaster Update to SPACEPLAN, Logan added 5 new tracks to his lovely OST . We're calling it Side B, and it's available at no additional cost to anybody who owns the soundtrack. Side B is also available on Bandcamp , as is the Original Soundtrack ... while we're
With the new major Remaster Update to SPACEPLAN, Logan added 5 new tracks to his lovely OST. We're calling it Side B, and it's available at no additional cost to anybody who owns the soundtrack.
This update contains some small fixes and a rebalance of the Sparkifier & Item costs. Fixes: - New Spudalite VFX as the previous ones caused an Android crash (thanks for help debugging Benjamin & Darren!) - Planet Orbit corrector—in some cases if the game lagged significa
This update contains some small fixes and a rebalance of the Sparkifier & Item costs.
Fixes:
- New Spudalite VFX as the previous ones caused an Android crash (thanks for help debugging Benjamin & Darren!) - Planet Orbit corrector—in some cases if the game lagged significantly planets would get flung away. If this happens, a script catches them and resets their orbits. - Kinetigen & Spark Audio—fixed an issue where the Kinetigen’s sound wouldn’t blend into a gentle hum as you click more. Also reduced these sounds significantly, as well as Word Outputted sounds.
Rebalance
In the 2017 version of Spaceplan I switch to a different UI animation as the sparks become too intense. In the remaster I keep the same animation as it’s built more efficiently now.
(1) In the 2017 version the Sparkifier actually broke when you switched to this animation, capping the Sparkifier Multiplier at 1.9x.
(2) In the 2017 version it would also appear that the 2nd and 3rd Sparkifier upgrade don’t actually do anything, when they should have made the Sparkifier 2x & 3x more powerful.
(3) Finally, in the 2017 version I had some code to reduce the Item Cost Scaling as it got too high, to make exponential price increases sting a little less. This code also didn’t work, leaving the price increases to be exponential.
I fixed all of these issues in the Remaster without realising that they didn’t work in the 2017 version. This means that due to (1) the Sparkifier isn’t capped at 1.9x and quickly goes beyond it. Due to (2) the Sparkifier also becomes 2x & 3x more powerful, and due to (3) Solar Panels cost far, far less. Buying Solar Panels makes the Sparkifier more powerful.
All of these changes meant that players could easily get multipliers in the thousands rather than the 2017 version’s 1.9x.
Oops.
I’ve put some temporary changes in place to calm this down at least a bit. They will affect new saves, but ongoing saves will only see some of these changes and continue to be a little OP.
1. Spark Effectiveness Curve—any sparks beyond around 80% of where the 1.9x cap would have been now begin to drop in effectiveness, down to a minimum of 10% of what they usually do. I didn’t want to introduce a hard cap as I do feel that more Solar Panels should always improve the Sparkifier at least a little. This change will affect all saves.
2. Sparkifier Upgrade Changes—previously you would get a 1% boost per spark, and the upgrades were broken. Now you get a 0.75% boost on the first upgrade, 1% boost on the second upgrade, and 1.25% boost on the third. This might mean slightly less effective Sparkifier at first, and ultimately a slightly more powerful one. On existing saves this won’t affect any Sparkifier Upgrades you’ve already bought, but will affect ones you’re yet to buy.
3. Item Cost Scaling—I’ve removed the reduction on item cost scaling entirely, so that it behaves like the original. This will affect all saves, but it won’t affect the current price on your save—only the increase that you’ll see on that cost after purchasing.
With these changes the Sparkifier will still be more powerful than in the 2017 version, but much less so than they are right now. I’d appreciate thoughts on how this feels (on fresh saves only please!). I’d like to get changes into a future update which will appropriately change existing Saves with those changes above, and I’d like to tweak balance further to bring it closer to the 2017 version. Didn’t want to rush out changes more significant than what I’ve already done here however.
You can see other known issues here: https://steamcommunity.com/app/616110/discussions/0/3809533595065731389/
Update 2.0.1 fixes a bug where buying an idea (such as the Kinetigen Sparkifier) would fail to go through, leaving a duplicate in the Idea List. On reloading the game, the save file would fail to load. This fix should force Ideas to hide when bought, and fix any saves that were s
Update 2.0.1 fixes a bug where buying an idea (such as the Kinetigen Sparkifier) would fail to go through, leaving a duplicate in the Idea List. On reloading the game, the save file would fail to load.
This fix should force Ideas to hide when bought, and fix any saves that were stuck as a result of this.
If you run into any issues, please submit bugs via: https://steamcommunity.com/app/616110/discussions/0/3809533595065486642/
This new version of SPACEPLAN is a rebuild of the entire game from the ground up to bring it in line with current design standards and make maintenance easier to better future proof it for future devices. Key changes are— * Facelift across UI design and art style to bring the gam
This new version of SPACEPLAN is a rebuild of the entire game from the ground up to bring it in line with current design standards and make maintenance easier to better future proof it for future devices. Key changes are—
* Facelift across UI design and art style to bring the game more in line with the original vision, while maintaining the feel of the original release. * A more efficient physics system to better handle more gravitational bodies at a lower cost, meaning better performance as gameplay progresses. * Broadly improved systems to make the game’s UI feel more responsive. * New music to further flesh out the much-loved OST by Logan Gabriel.
Devolver Digital 2017 Yearbook Sale, up to 66% Off
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Product Release
Now Available on Steam - SPACEPLAN
SPACEPLAN is Now Available on Steam! SPACEPLAN is an experimental piece of interaction based partly on a total misunderstanding of Stephen Hawking ™s A Brief History of Time.
SPACEPLAN is Now Available on Steam!
SPACEPLAN is an experimental piece of interaction based partly on a total misunderstanding of Stephen Hawking ™s A Brief History of Time.
The Thing Maker on the left tallies your current potato devices while the Idea Lister on the right lists available spud upgrades. Spaceplan is the newest in the lineage of clicker games featuring food . Like a grade-school science project gone very wrong, Spaceplan finds you stuc
The Thing Maker on the left tallies your current potato devices while the Idea Lister on the right lists available spud upgrades.
Spaceplan is the newest in the lineage of clicker games featuring food. Like a grade-school science project gone very wrong, Spaceplan finds you stuck in orbit around an unknown planet on a ship whose only power source is potatoes. You’re accompanied through the game by the ship’s Word Outputter, which, in current AI companion fashion, is full of snark while being more or less ambivalent to your survival.
The abstract objective of Spaceplan is to accumulate potato power, which you then use to create more starch-based generators and initiate upgrades for your current space spuds. With a similar lack of gravity, your ship’s sophisticated tools are labeled Thing Maker, Word Outputter, and Idea Lister. You know, standard scientific equipment. The Word Outputter is just the game’s way of communicating with you via text, while the Thing Maker and Idea Outputter list clickable items for creating sources of potato power and potato upgrades respectively. It even has a Scientifically Accurate Mode, whose only difference is switching the unit of measurement from watts to joules, with assurance from the settings menu itself that everything else is “totally accurate, trust me.”
I definitely went to a concert that looked like this once.
Even though it’s a one-button-does-it-all clicker, I never felt like I was waiting around for hours to reach the next threshold. Progress was steady so long as I faithfully invested in power sources, which increase your power gain while idle and when clicking, though I admit that’s partly thanks to a key macro I setup to save myself from carpal tunnel. My first major goal was amassing enough power to create the escape pod in my Idea Lister. With it, I was able to propel myself down to the surface of the mysterious red planet like a prodigal potato farmer.
By the time I reached the multi-billion joules of power mark, the planet had begun to look like something I could have rolled up in Katamari Damacy, surrounded by an EDM concert worth of strobe lights.
It was right around that time that I ran into a nasty bug: I toggled fullscreen mode on the application’s window and my game reloaded itself, somehow reverting me to the game state from when I opened it that morning eight hours earlier. Nevertheless, I powered through (pun bitterly intended) that setback and carried on raising my space potatoes with renewed vigor. Determined to catch back up, I temporarily changed my key macro to a toggle that could click faster than humanly possible, allowing me to reach the point of planetary contact in an hour. Although Spaceplan will continue generating power for a short time when you turn it off, a perk that can be extended via the Idea Lister, I wasn’t about to gamble with losing my progress again.
Potato party
After finally landing, my Word Outputter regaled me with its thoughts on where we were and how to survive. Apparently, the Word Outputter enjoys light reading on the subject of space-time and has formed an amateur theory based on Stephen Hawking’s work. I won’t spoil it, but it involves a lot of potatoes. Conveniently, potatoes don’t spoil easily. Before long I was dropping Tater Towers, Spud Guns, and all other manner of play-on-potato equipment on and around the planet. By the time I reached the multi-billion joules of power mark, the planet had begun to look like something I could have rolled up in Katamari Damacy, surrounded by an EDM concert worth of strobe lights. Things only get stranger from there, as if potato-fueled space exploration weren’t outlandish enough.
The potatoes with faces marked the exact moment where things got a lot weirder.
My other constant companion, aside from the Word Outputter, is the game’s soundtrack. Typically in a game with ambient, repeated music, I’d have muted it by the second hour and turned on my own playlist. Many hours of idling later, I still haven’t given Spaceplan that treatment. It lists a “banging soundtrack” as a main feature on its Steam page, which I’d initially taken as a goofy overstatement. It isn’t. Spaceplan’s alternating chill and dance-y electronic beats have yet to get on my nerves.
I managed to complete Spaceplan with thirty hours total logged, about five of which were spent actively managing the game. It has more narrative than I’d expected from a clicker game, but not so much that it warrants being compared to games outside its genre. The irreverent, self-aware Word Outputter’s running commentary on my progress was easily the most amusing part of the game, along with the names for each new piece of potato technology that I discovered. While its tone isn’t unique in satirical sci-fi, it is quite novel for a clicker game. When the core task at hand is switching between clicking a button and ignoring the game altogether, a decent chuckle over a spud joke here and there is about the level of engagement I had anticipated.
Although I’m not sure how much competition there is in the oddly specific category of “narrative sci-fi clicker games”, Spaceplan certainly makes an argument for a new niche genre. Spaceplan didn’t didn't totally consume my life, and if I’d been playing casually, I may have spread it out over the course of a week, taking a short click-venture through space and time all thanks to a colossal misunderstanding of Stephen Hawking’s “A Brief History of Time”.