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Update! New Event, Major Bugfixes, and More!

I've pushed out an awesome update. For those of you who own the game, you'll have likely already downloaded it by the time you read this.

Don't worry, this update won't break any saves.

Let's go over what's new and different. I'll skip a few minor fixes and changes to keep it short.

New Stuff

I've added the [fated] tag to event options. This tag means there's only one possible result from an option. That can happen whenever there's always only one result, or also when the other possibilities are somehow eliminated because of your crew, ship, or resources. Additionally, [fated] options will skip minigames.

I've added FIVE new songs from Kim, bringing the total to 17! They're awesome, and I feel they'll really flesh out the whole experience. Yes, these songs are included in the official soundtrack, but they hadn't made it into the game until now.

There's a new event! It may trigger when oxygen levels are high... be wary.

A few new sound effects made their way in, particularly in the minigame. Hopefully, the minigame feels more responsive and immersive. Let me know how it goes!

Changes

The "Use" alert works indefinitely! Turn it on and watch the crew slave away. I did drop its priority so they'll remember to eat and sleep. Still, be sure to turn it off when you're done needing a system prioritized. Note: it will also turn itself off when the comms turns off.

The minigame instructions now explain the yellow arrows better, so you can figure out what's going on.

The minigame is harder. Penalties for messing up have increased, more walls have been added, and times have been shortened. I want to encourage studious, skilled play, rather than the haphazard zipping about that was so common with the lighter penalties. Let me know how it feels.

Rare events are now more likely. They didn't need to be that rare, especially when there aren't enough events to go around (yet).

Events now have their own song based on type. They also interrupt your travel music, which should add to the atmosphere.

Events are less likely to stack on each other, one after another. This still happens occasionally, though, and I'll probably be improving it further in the next update.

The "Sickness" event isn't as punishing on success. Sorry for killing everyone all the time.

Electrolysers now spend less energy. Hopefully this makes them more viable, if still pretty niche. I'm playing with ship builds that focus on the Electrolyser. I may put one into the game down the line.

Major Fixes

My favorite fix: memorials now remember dead crew members that are no longer floating around the ship (i.e., spaced, stuffed in boxes, cannibalized...).

The "Spoiled Food" event now has real options.

And the big one: failing events now works as intended: you won't randomly get better results (holy crap how did this one slip through the cracks so long?!). Better sharpen up your mine-dodging game.

Aaand, that's basically it for this update. Be sure to hit up the Steam forums with any feedback, tell your friends about the game, and (if you're enjoying the game so far) give it a glowing review!

-Pat

Next Update

In addition to the laundry list of quality of life improvements I didn't get to yet:

• I'm writing a new helpful event involving an overlooked crate of emergency supplies. It's almost done, and I think you'll like it.
• I'm also working on a new ship system design... Hopefully it will be ready in time.

See you then.