I was ready to skip MicroProse's just-announced Deck & Conn , on the grounds of it being far too early in the week for games that consist entirely of dials and rangefinders, but then a scrambled communique from Sin Vega alerted me to the fact that it's the work of Elissa Blac
I was ready to skip MicroProse's just-announced Deck & Conn, on the grounds of it being far too early in the week for games that consist entirely of dials and rangefinders, but then a scrambled communique from Sin Vega alerted me to the fact that it's the work of Elissa Black, one of the peeps behind Objects In Space, which I think is one of my top five space games. So here we are.
At a glance, Deck & Conn is Objects In Space, but turn-based and minus Objects In Space's slightly distracting 3D background elements. That's to say, it's a testing strategickal simulation that seats you in front of a terrifying retro pixel display, and expects you to trace distress calls, manage your fretful crew, spin up torpedoes and so forth, all without bursting your puny monkey brain.
Hi everyone, Elissa and Leigh have posted an update about the current status of the game. You can see the original post and join the discussion at this link . Thank you all for playing Objects in Space. You commitment as a community has been incredible, and we're glad you've been
Hi everyone,
Elissa and Leigh have posted an update about the current status of the game.
You can see the original post and join the discussion at this link.
Thank you all for playing Objects in Space. You commitment as a community has been incredible, and we're glad you've been sharing this journey with us.
Version 1.0.7 Patch Notes Mac : Put a fix in to stop the game crashing on load on certain systems. Windows : Fixed an error causing mods to not load on some versions of windows. Linux : Fixed an error causing news and infopedia articlse to not load correctly. General : Re-wrote t
Version 1.0.7 Patch Notes
Mac:
Put a fix in to stop the game crashing on load on certain systems.
Windows:
Fixed an error causing mods to not load on some versions of windows.
Linux:
Fixed an error causing news and infopedia articlse to not load correctly.
General:
Re-wrote the docking routines to stop problems docking in auto-pilot using certain configurations of engine or RCS.
Fixed another bug causing Betty to spawn erroneously.
Version 1.0.6 Patch Notes Alterations : Added ability to bind any commands open to serial protocol through the config file. Added ability to bind keys to increase/decrease main drive power. Added a warning message when docking at higher than safe speeds. General : Fixed a crash w
Version 1.0.6 Patch Notes
Alterations:
Added ability to bind any commands open to serial protocol through the config file.
Added ability to bind keys to increase/decrease main drive power.
Added a warning message when docking at higher than safe speeds.
General:
Fixed a crash when jumping out of a sector using a jumpdrive with a torpedo inbound.
Stopped the ability to manually hail starbases or ships when comms are disabled - emergency or incoming only.
Fixed a bug where you could dock at high speeds.
Fixed a bug causing spawn issues in the story 'Bad News Betty'.
Fixed a typo when talking to Heather Price.
Fixed a bug where authority ships would sometimes engage each other when one was attacking a pirate.
Fixed a bug which allowed you to undock by typing 'burn off' on your ship's system terminal.
Fixed a bug where the player's name was not being displayed on the Mechanixx terminal after loading game.
Fixed a bug where Mona Al Ajwi would still attack you even after you paid her back.
Fixed a bug where ships would attack you in Maru for too long after you'd helped Casey Croma escape.
Fixed a bug which caused you to never be able to drop off Gursharan Cass if you'd never encountered the SS Platypus.
Removed a spot on the Narail Space Station where you could click on a wall near the mechanic and it'd take you back to your ship.
Corrected several news articles' which had duplicate names.
Added many additional news stories.
Fixed a bug where Sofia Lang would send you an email for having failed her mission prematurely.
Doubled the amount of time you're allowed to take to complete Scud de la Vinci's sand deal.
Added a conversation with Scud de la Vinci for when you've taken too long to complete his mission.
Moved an NPC on Port Dava Sobel which was blocking the use of the Wire terminal there.
Hello everyone, As some of you may have already noticed, the native Linux version of Objects in Space is now officially available for download on Steam and GOG. Some players reported that the game was still running on Proton despite the fact that the version is supposed to be nat
Hello everyone,
As some of you may have already noticed, the native Linux version of Objects in Space is now officially available for download on Steam and GOG.
Some players reported that the game was still running on Proton despite the fact that the version is supposed to be native: if this happens to you, please disable the Steam Play option in the Steam client settings and perform a clean installation of the game.
If you need help or have any question, please send an email to the devs at [email protected]
Have fun and thank you for playing Objects in Space!
Version 1.0.5 Patch Notes Alterations : Allowed mapping of backspace in the configuration screen. Allowed de-selecting of icons from trade terminals, power screen, engine room, etc, by clicking against on the selected tile/module. Flagged that buying a new ship would sell all you
Version 1.0.5 Patch Notes
Alterations:
Allowed mapping of backspace in the configuration screen.
Allowed de-selecting of icons from trade terminals, power screen, engine room, etc, by clicking against on the selected tile/module.
Flagged that buying a new ship would sell all your existing contents and cargo more clearly.
World map uncovering / knowleding now stays when you buy a new ship.
Arduino:
Fixed a crash when calling the CAN_TAKE_SHIP and CANNOT_TAKE_SHIP functions.
Linux:
Fixed a library error affecting some Linux distributions.
General:
Fixed a bug when sending emails to the player after they purchase a new ship.
Fixed a bug where RCS rotation speeds were inaccurately depicted on sales screens.
Fixed a bug which could cause a crash when destroyed with time compression active.
Fixed a bug which could cause a crash when general attrition was applied to an invalid module.
Fixed a bug which could cause a crash in the sound system if you are destroyed while listening to music.
Fixed a bug where autopilot would continue when the helm, RCS or main drive systems were disabled.
Version 1.0.4 Patch Notes Arduino : Now stripping CR characters from incoming lines so that libraries sending CRLF instead of LF should still be legible by the hardware interface. Added 'hardwarecrlf' option to use CRLF as the line delimeter. General : Fixed a bug causing bountie
Version 1.0.4 Patch Notes
Arduino:
Now stripping CR characters from incoming lines so that libraries sending CRLF instead of LF should still be legible by the hardware interface.
Added 'hardwarecrlf' option to use CRLF as the line delimeter.
General:
Fixed a bug causing bounties to commit suicide in asteroid fields.
Version 1.0.3 Patch Notes Alterations : Hitting escape when zoomed in on a monitor now simply takes you back to the main view, and does not bring up the tablet in case you press it again. Changed the repair functionality so if you repair any part of your ship's hull, any broken/d
Version 1.0.3 Patch Notes
Alterations:
Hitting escape when zoomed in on a monitor now simply takes you back to the main view, and does not bring up the tablet in case you press it again.
Changed the repair functionality so if you repair any part of your ship's hull, any broken/damaged monitors are also fixed, instead of only when you repair the bow.
Moved the emergency alert messages to the top third of screens.
Arduino:
Added TUBE_6_SELECTED, TUBE_7_SELECTED and TUBE_8_SELECTED
Windows:
Fixed a problem where the game would sometimes honour extremely low valid resolutions for the game.
Mac:
Removed 'tab' menu option which could crash the game.
Permanently hide dock and menu bar when fullscreen is selected from options.
General:
Fixed a bug where transitory star bases were appearing in the PDA map when they shouldn't be.
Fixed a crash when being hit by a torpedo with an empty / destroyed module in place.
Fixed a bug where an intercom message while using a station BBS could freeze up your comms terminal.
Fixed a bug where completing a contract would sometimes result in the wrong contract being completed instead.
Fixed a bug where you could crash the game by clicking repeatedly at the precise point your ship is destroyed.
Fixed a bug causing issues when you jumped out of a system while a torpedo was flying in the sector.
Fixed a bug where probing the moon of Alm wouldn't complete Mirza Susic's mission.
Fixed a bug where Betty would remain standing on the space station where you drop her off indefinitely.
Fixed a bug where Betty would remain on your ship indefinitely after you complete her mission.
Fixed the PDA Note in Betty's story so it gets removed properly when you take her out of the Union.
Moved the January Hernandez and Black Annie Bolan missions to take place later in the game so it syncs up with the Rolond Consortium being opened.
Fixed a bug which caused a crash whenever the player tried to interact with Mariska Howarth.
Fixed a bug causing some story ships to not appear more than once after dying.
Moved the SS Platypus to be more likely to intercept the player during Hilary Tempkin's mission.
Altered the game logic so players can deliver Gursharan Cass even if they never encounter the Platypus.
Fixed bugs in the interaction with the SS Platypus.
Decreased the difficulty of the mission to destroy the SS Hammerhead.
Allowed players to buy/use as many weapons as they want during the SS Hammerhead mission.
Changed position / orientation / hailing range of the SS Hammerhead to increase the likelihood that it'll interact with the player.
Fixed a bug where Qingqi Farr would sometimes congratulate you on a job well done before you'd completed his mission.
You can't do anything on one screen in Objects in Space. It's not a space game like Elite: Dangerous or Star Citizen, where you sit in a sleek cockpit with every control at your fingertips. In Objects in Space you have to get up and move around. The map is on one terminal, comms
You can't do anything on one screen in Objects in Space. It's not a space game like Elite: Dangerous or Star Citizen, where you sit in a sleek cockpit with every control at your fingertips. In Objects in Space you have to get up and move around. The map is on one terminal, comms on another, emails another, battery management another, repairs another... It's as if you're flying an old submarine, where there are different panels and buttons for everything. Only here, you do it all alone.
There's tactility because of it. You make repairs by unscrewing panels, lifting the lid, swapping components, closing the lid, rescrewing the panel and reconnecting the component to see if it works again. You hear the clack of a keyboard while arrowing through the news or emails, echoing the noise your own PC keyboard is making. And you press big dramatic buttons to do big dramatic things, like put your ship into EmCon (emissions control) mode to make yourself as space-invisible as craft and components allow - shutting off engines, comms, thrusters, anything which could emit a scannable trace in the void. Even your music player.
It looks as retro as it sounds. You never see outside space-action in 3D, the way other games show it. Here, it unfolds as small pixelated blobs flying around a 2D map. What the outside of your ship looks like you can only imagine; all you ever see are interiors, which you move through one screen at a time - either on your ship or on the space stations you dock at for cargo, repairs, passengers or supplies. The characters you do see are starkly polygonal, pulled from an early era of 3D, and all the conversations you have - almost all of your interactions with the game, really - are handled chunky via old-school text.
Between yesterday and today, two updates were pushed to the game. Here you can find the patch notes for both of them. The latest update should also fix the pirates-not-attacking bug that has been reported by some players. Should you find it still occuring in your game, please ref
Between yesterday and today, two updates were pushed to the game. Here you can find the patch notes for both of them.
The latest update should also fix the pirates-not-attacking bug that has been reported by some players. Should you find it still occuring in your game, please refer to this topic by Elissa to report it and let the team know it's still happening.
Version 1.0.2 Patch Notes
Windows:
Fixed a bug with mods.
Fixed a bug with the in-game InfoPedia.
General:
Fixed a bug where authority and pirate ships sometimes didn't respond to a player after loading game.
Fixed a bug which sometimes caused a crash when the player was threatened by a pirate.
Fixed a bug which caused a crash when moving your mouse over a weapons module when your ship is destroyed.
Fixed an issue causing changes to the ad shells on space stations to sometimes crash.
Fixed an issue where bounties wouldn't clear when going back to main menu.
Rolond Consortium can now be exited
Rolond Consortium no longer appears until it's narratively meant to during mid-November
Altered the welcome email from the Developers
Fixed a bug where you could accept the contract from Mahuika Ngata and it wouldn't appear on the Orai Contracts terminal.
Version 1.0.1 Patch Notes
Alterations:
Made the tablet-in key force the tablet to move back into position if you are mid-conversation.
Darkened the default conversation font colour.
General:
Fixed a bug causing a crash sometimes when you die in a scenario.
Fixed a lighting bug on the Remora-class shuttle from the tutorial.
Fixed a bug where the power draw/generation metres were not showing correctly on Remora or Enceladus class vessels.
Fixed a bug causing problems rendering ads on space stations periodically.
Fixed a bug where the delivery bonus for contracts were not shown correctly in the Notes section of the PDA.
Notes app on the tablet were incorrectly listing old contract features no longer relevant.
Fixed a bug where the EMCON and Main Engine lights on the Christmas Tree on the Proxima were reversed.
Fixed a bug where having an advanced new game pane open and selecting a save game did not show the correct scenario text.
Removed erroneous mention to VASIMR drives.
Fixed a bug where an SOS beacon and tow could drag you to a non-commercial station with no repair facilities.
Fixed a bug where number of the seconds taken after a scenario was sometimes incorrect.
Removed erroneous 'Time taken' text at the end of scenarios.
Mac:
Fixed an NPC rotation issue on Intel-GPU based macOS machines.
I've got a hold full of helium-3 canisters destined for a station in the Maru sector, but there's a question mark ping on the nav map. Whatever it is—drifting cargo or debris, a merchant or a pirate, or even just a sensor ghost—it's between me and the station. Between me and that
I've got a hold full of helium-3 canisters destined for a station in the Maru sector, but there's a question mark ping on the nav map. Whatever it is—drifting cargo or debris, a merchant or a pirate, or even just a sensor ghost—it's between me and the station. Between me and that mystery object is a gas cloud, and as I cross the border I get a notification about its density: 9%. Objects In Space is the kind of game that tells you the density of gas clouds expressed as a percentage.
My sensor wave suggests the ping is something with a reactor, which means a ship, and as I get closer the ship turns red on my display. That means they don't have an IFF active, the friendly handshake protocol that lets anyone passing know your intentions are pure. The dust cloud might be hiding me a little, but not enough, so I hit the EmCon (emission control) button and start running silent, everything lit up red like a submarine. The ship and I get closer and closer to each other, then pass by. It doesn't attack. Whether it didn't see me or was simply a random trade freighter with a malfunctioning IFF I'll never know.
All this happens on banks of monitors with a retrotech look a bit reminiscent of Alien. Developers Flat Earth Games call this look "modempunk," everything deliberately clunky and square-edged. Objects in Space is a game where you never see your ship silhouetted against the stars, never even sit in a cockpit. You move between computers, setting destinations and checking readings and pressing buttons and, if something breaks, unscrewing plates to replace parts.
Lead programmer Elissa Harris, a veteran of flight sims like Knights of the Sky and Chuck Yeager's Air Combat, wanted Objects in Space to feel physical. "We wanted that kind of emotional attachment," she says, "like, you knew when and where you bought that busted old ship, jump drive, weapons system or whatever. You repaired it while in the outer rim somewhere that time, too. So when you lose it or it gets damaged, we hope that the player gets to feel it more."
...we'd never release Objects until it was properly finished, no major cuts or compromises.
Leigh Harris
According to lead designer Leigh Harris, her brother, "I think for me it was more about getting to customise and tinker. To go to the engineering section and play around and really make it yours. That side of things always appealed to me in old games like Lightspeed, and I wanted to create that here."
The advantage of this approach is that it creates stories another game wouldn't. "Just yesterday I was testing a story mission where I had several torpedoes coming at me," says Leigh, "and one took out my main engine so I couldn't apply reverse thrust to stop myself at the jumpgate and safely escape the Cansa star system. I panicked, ran to engineering, gutted my comms module for a spare Hap Node and quickly shoved it into the main engine just in time to get it working again."
It makes me think of Han shouting at Chewie about where his tools have gone while he's pulling the Millennium Falcon's guts out, or any scene on an engineering deck with alarms flashing and sparks flying. As well as simulating what it's like to fly a rustbucket that's a cross between a submarine and a space truck, Objects in Space lets you dock at stations where you trade goods, buy parts, take contracts, and talk to shady characters who might have illegal work for you. Suddenly it's Wing Commander: Privateer, as well as Silent Hunter and also Euro Truck Simulator but, you know, in space.
Objects in Space is ambitious, especially for an indie project. Flat Earth Games has been working on it since 2013 and it was in Early Access until recently. As Leigh says, "we started it in late 2013, and at the end of 2014 made a handshake deal that we'd never release Objects until it was properly finished, no major cuts or compromises. Accordingly, we delayed it again and again and again and ran out of money four times during production."
As of March 1 it's finally out of Early Access, and with that launch Objects in Space gained multiplayer ("designed for co-op or head-to-head scenarios," Elissa says), mod support, and twice as much "narrative content." Its open world has bespoke story NPCs scattered across it who you can track down to follow their questlines, or you can just plot a course and keep yourself going by buying and selling.
Two things keep the scale manageable. One is that space is 2D, a flat surface like in Asteroids or Battlefleet Gothic; the other is that there's a hard three-month time limit on the campaign—after which you can replay it and make different decisions, of course. Even with these limits, it's still more than you'd expect from a studio made of two siblings.
...this had to feel tactile and mechanical, even if you were playing solely with a keyboard and mouse.
Elissa Harris
"We spoke about scaling it down," says Elissa, "but it still ended up massive. At the same time, there was no doubt ever for me that we would finish this by hook or by crook, even if it had to be finished on weekends over years. Which more or less happened at a few stages in development."
Objects in Space's specific timeframe means the world feels like it's in motion, independent of your actions. Type NEWS at one of your terminals and you can read up the latest events, whether terrorist bombings or pirate warnings or calls for traders on the outer rim. The people you meet are affected by those same events. "We really explored what non-linear could mean with this game," says Leigh. "There's no main quest line and time is always moving forwards, so we experimented with having NPC quest-givers only exist for periods of time in the game world which were narratively appropriate."
Some characters have jobs that depend on exploiting a war between rival space nations, and those jobs will only be available during the conflict. But there needed to be enough missions that players could find things to do no matter the time or place.
Leigh explains, "if they spend all their time in Galileo, for example, there has to be enough news, characters and situations in Galileo alone for players to have fun there. Although, having said that, players are meant to fly around and explore. We didn't want a hero's journey where you're the saviour of the universe or anything, but we did want the player to see through the in-fighting, the xenophobia and the regressive politics of the game world—to be unlike the NPCs they encounter who are mostly stationary and have lived in one place most of their lives."
It all comes back to the spaceship, the thing that marks the player out, that gives them the freedom to roam the stars and see the bigger picture. To make that ship even more real, there are blueprints on the website players can use to fabricate their own controller setup. Think custom Kerbal Space Program controllers, as an example. If you don't want to use mouse and keyboard you can construct your own consoles, pick up some Arduino microcontrollers and model a mini engineering deck on your desk. At conventions the Harris siblings demonstrate their own setup, complete with toggles and switches just like spaceships on TV. "I remember being really delighted first seeing peoples' eyes light up when they'd walk past us at a show floor, seeing all the blinking lights, rumbling sounds and alarms going off," says Elissa.
People liked playing it even more. "The first time people turned the key to boot up the spaceship obviously had a big impact," she says, "and so did flipping up the safety catch and mashing the fire button once they finally got a lock on an enemy in our demo scenarios. To be honest, while we always knew what we wanted to make with the game, for me personally seeing people react to the tactile experience helped solidify that even more—that this had to feel tactile and mechanical, even if you were playing solely with a keyboard and mouse."
Having played it that way myself, I can confirm that it does. Closing the airlock doors, smashing the EmCon button, dropping nav points around asteroid fields, it all makes me feel like Wash on Serenity, or Jet on the Bebop. Right now I have to go request permission to undock, then hit burn till I make cruising speed.
Objects in Space is unlike most space sims. It's a stellar sandbox that shares Elite Dangerous' predilection for trade and exploration, but actually flying a ship feels more like commanding a submarine in a game like Silent Hunter . You're crammed into your vessel where you'll st
Objects in Space is unlike most space sims. It's a stellar sandbox that shares Elite Dangerous' predilection for trade and exploration, but actually flying a ship feels more like commanding a submarine in a game like Silent Hunter. You're crammed into your vessel where you'll stare at a multitude of in-game monitors, your main window into the galaxy, and you'll probably spend a lot of time hiding from other ships. It's tense, claustrophobic and left Early Access today.
Frontier's space sim might let you sit back and enjoy the galaxy unfolding before you, but Objects in Space exchanges fancy space scenery for utilitarian rooms full of screens and machinery. Who has time to look at space when there's a strange ship on the sensors and you've got to turn off everything, from your engines to your music player, to avoid being noticed?
I avoided combat at all costs when I took the Early Access version for a test drive. I just wanted to earn a living ferrying stuff between stations, which is dangerous enough as it is. Ships require a very hands-on pilot, who also has to be the engineer, comms officer and whatever other roles need filling. There's a lot to manage and a lot of ways for things to go wrong, leaving you stranded in space. It's paradise.
Despite standing around in rooms without a good view, Objects in Space still manages to find ways to remind you when you're hurtling through the void, even if it's just the shuddering of the ship as the engines push it forward. It feels more like a real place than the cockpit of most space sims. You have to move around. If repairs need to be made in the engine room, you need to head there and get your hands dirty.
Now that it's hit 1.0, the devs are working on achievements and trading cards, along with a few new features. Procedurally-generated derelicts, merchants in uncharted systems, bounty hunters and more multiplayer scenarios are in the works.
Developer: Flat Earth Games Publisher: 505 Games Release: Out now On: Windows, Mac From: Steam , Humble Price: 15.49/$20/ 16.79 There are asteroids clanking against the hull. I can t see them because my spaceship s cockpit doesn t have a window. But I know they re out there. The
There are asteroids clanking against the hull. I can t see them because my spaceship s cockpit doesn t have a window. But I know they re out there. The radar says so. There goes another one. Clank. The computer bleeps at me sadly. Light hull damage, it says. Finally, the clanking stops and my jaws unclench. We ve cleared the asteroid field. Time to deliver some rare vids to a shady art dealer called Ezra, who’s waiting for me on a nearby space station. This is Objects In Space, the low-poly space sim that leaves early access today. I ve been a well-behaved pilot so far, delivering oxygen for pennies and taxi-ing passengers from station to station. But Ezra is about to make a scoundrel out of me. Because Ezra has a disgusting amount of money.
The game has finally reached 1.0! We want to thank everyone who played Objects in Space during its time in Early Access. When we think about the game on 21st June last year to the game on 1st March this year, there’s light years of difference, and in large part that’s thanks to p
The game has finally reached 1.0!
We want to thank everyone who played Objects in Space during its time in Early Access.
When we think about the game on 21st June last year to the game on 1st March this year, there’s light years of difference, and in large part that’s thanks to people jumping in early and taking a chance on a new and strange title.
We’re at 1.0 as of today, with all major features and content in the game.
That said, we don’t plan to stop there.
While we’re sure there will be many small housekeeping and quality-of-life fixes which will come to our attention as we launch, here’s a short list of the things we know we’re going to add ourselves in the coming weeks and months:
We’re going to release our wiki – The Objects in Space internal wiki is a massive sprawling history of the Apollo cluster, a vital tool for anyone looking to mod the game Achievements and Trading Cards – They’re already in progress. 😉 Construction guides for Arduino enthusiasts – For those wanting to build their own bridges at home Procedurally-generated derelicts – Ships adrift in space which can be raided for spare parts and leftover cargo Merchants in uncharted systems – Piracy is currently very hard to engage in, what with so many authority ships all over the place. This will ensure you can prey on merchants who are a little more off the beaten track Extra multiplayer stuff - we'll expand the existing scenarios and add new ones, possibly increasing the player count Components adrift in space – Loot which directly benefits your engineering room Bounty Hunters - so more devious players don't get a free ride, they'll now pay for their crimes Rebalancing effort – We want to add a much harder difficulty setting for those who want a real challenge
Yesterday version 0.9.9.1 went live! Here are the patch notes for the update (sorry for the delay): Version 0.9.9.1 Patch Notes Alterations : Attack logic altered to open the AI attack ranges a bit more. Attack logic altered to make AI attack patterns a bit more variable and inte
Yesterday version 0.9.9.1 went live!
Here are the patch notes for the update (sorry for the delay):
Version 0.9.9.1 Patch Notes
Alterations:
Attack logic altered to open the AI attack ranges a bit more.
Attack logic altered to make AI attack patterns a bit more variable and intelligently chosen.
AI vessels react better to being fired upon when they are stalking a target.
Characters turn to face you when you talk to them.
Nerfed the Ceres MkIII a tiny bit in its stock variation.
General:
Fixed a bug where optimised modules were cheaper than they should have been.
Fixed a bug where commodities would sell for 0c at the lowest rather than 1c.
Fixed a bug where having multiple modules of the same sort and disconnecting/reconnecting them could cause problems in the engine room.
Fixed an issue where the bearing to a target would flicker when close to 0 degrees.
Fixed a bug where airlocks would sometimes appear invisible.
Fixed a bug where sometimes the top few jump buttons did not appear when you had a working jump drive.
Corrected the colour of cones on green and blue tone navmaps to match the main display.
Fixed a bug which meant ads would always be fading in when you enter a room.
Fixed some text rendering bugs in the module sales screen.
Fixed a graphical glitch in the "Sell Module" button on the module sales screen.
Many clipping and graphical glitches with space station rooms fixed.
Hi everyone! The 0.9.9 version of the game went live on the beta branch a few hours ago! The two biggest additions that are included in 0.9.9 and are coming to the game as soon as they leave beta are Mod support and LAN multiplayer scenarios. It's a big update, so it will stay on
Hi everyone!
The 0.9.9 version of the game went live on the beta branch a few hours ago!
The two biggest additions that are included in 0.9.9 and are coming to the game as soon as they leave beta are Mod support and LAN multiplayer scenarios. It's a big update, so it will stay on the beta branch for some time for testing reasons.
If you can't wait to try the new features or want to help with testing, you can always jump on the beta branch and see a preview of how they'll look like: check out this topic by Elissa with further details on how to do so.
There also are two new pinned topics if you want to leave your thoughts and feedback about any of these two features specifically:
Hi everyone! In case you missed it, Elissa posted quite a big update on what's coming to the game in the next couple of weeks. You can read the full update in her pinned post in the Discussions section. Spoiler: it's about mod support, multiplayer, Linux and more! Also, another g
Hi everyone!
In case you missed it, Elissa posted quite a big update on what's coming to the game in the next couple of weeks.
Also, another good news: 1.0 release is coming on 1st March, as you might already know from the Objects in Space official Twitter account. You can expect a whole lot of new story content as well as the new features that will soon be added in the 0.9.9 patch.
Early Access is almost over and there's a lot to be excited about in the very near future of the game.
Version 0.9.8.4 Patch Notes Alterations : Stealth meter in ships is now more granular. New emails ready to be downloaded prompt an audio tone. Number of unread news articles displays on the messages/new screen on the bridge. General : Fixed a bug where removing ships that had bee
Version 0.9.8.4 Patch Notes
Alterations:
Stealth meter in ships is now more granular.
New emails ready to be downloaded prompt an audio tone.
Number of unread news articles displays on the messages/new screen on the bridge.
General:
Fixed a bug where removing ships that had been destroyed caused a crash under certain conditions.
Fixed a bug where either the player or an NPC pirating from another ship could sometimes cause a crash.
Fixed a bug which could cause a crash when getting hit by a certain type of torpedo.
Fixed a bug where a pirate could steal cargo you are moored to and cause a crash.
Fixed numerous bugs with invalid characters causing issues displaying certain news items.
Fixed similar issues with several conversation trees.
Version 0.9.8.3 Patch Notes Alterations : Commerce menu now highlights selections if they have items in them - for instance bounties, licenses, contracts... Set up factions so licenses can be bought for "narrative-only" trade factions while in sandbox mode. General : Fixed a bug
Version 0.9.8.3 Patch Notes
Alterations:
Commerce menu now highlights selections if they have items in them - for instance bounties, licenses, contracts...
Set up factions so licenses can be bought for "narrative-only" trade factions while in sandbox mode.
General:
Fixed a bug which caused sporadic crashes when a pirate vessel lost contact with its intended piracy targets.
Fixed a bug which sometimes made authority vessels not fire on a belligerant.
Fixed a bug where sometimes merchant or authority ships might run with their IFF off.
Fixed a bug where Authority vessel weapons would show as blue (player-launched).
Fixed a bug where the number of contracts for a given faction could be incorrectly calculated for a trading station.
Version 0.9.8.2 Patch Notes General : Fixed bug where ships would sometimes hail you in EMCON mode and carry out conversations as if you hailed them. Fixed a bug when attempting to moor with cargo pods using autopilot with very slow ship configurations. Version 0.9.8.1 Patch Note
Version 0.9.8.2 Patch Notes
General:
Fixed bug where ships would sometimes hail you in EMCON mode and carry out conversations as if you hailed them.
Fixed a bug when attempting to moor with cargo pods using autopilot with very slow ship configurations.
Version 0.9.8.1 Patch Notes
Alterations:
General speed-up of in-space private comms.
Added ability to look at buy prices when hailing space stations.
General:
Fixed a bug when loading player armanents.
Fixed a bug where selling an old module could sometimes erroneously disconnect a replacement you had previously bought for it.
Fixed a bug where final waypoint ETA was not being calculated correctly on the nav map.