Bay 12 Games Forum

Other Projects => Other Games => Topic started by: AdmiralGeezer on October 05, 2016, 06:37:17 am

Title: Space Haven - RimWorld inspired spaceship colony sim.
Post by: AdmiralGeezer on October 05, 2016, 06:37:17 am
(https://i.imgur.com/o9btHGi.jpg)

(https://i.imgur.com/V47RrN2.jpg)

(https://i.imgur.com/zBZyFpk.jpg)

(https://i.imgur.com/gkl6T9h.jpg)

About Space Haven

Space Haven is a spaceship colony sim throwing you in charge of leading a patched-together crew of civilians in search of a new home. It’s a base building game where players must build spaceships from the ground up tile by tile, create optimal gas conditions, manage the needs and moods of their crew, encounter other space-faring groups, and explore the universe in a self-built haven among the stars.

After cataclysmic events leave Earth descending into chaos, what remains of humanity will have to vacate or perish on a planet they once called their home. Only the privileged ones, those with access to a spaceship or capable of building one, have a chance at survival. These spaceships, temporary havens, are the new Eden for humans venturing out to survive. Lead your crew and explore the universe as you search for a new place to call home.

Space Haven is inspired by games like RimWorld, Spacebase Df-9, Oxygen Not Included and Dwarf Fortress.

--- Things have come a long way! Kickstarter trailer below: ---
https://www.youtube.com/watch?v=va7XjJk-05o

A magical number of 7777 backers and $260k raised on Kickstarter!

We've arrived at the finish line! This past month has been amazing and your support has been incredibly validating. We have been crafting Space Haven with love for almost three years now, and we are extremely grateful that we get to continue developing it further. You have made it possible, thank you!

Wishlist and follow Space Haven on Steam: https://store.steampowered.com/app/979110/Space_Haven/ (https://store.steampowered.com/app/979110/Space_Haven/)

Follow Space Haven either by joining our mailing list or following on one of your favorite channels:


If you want to know more of the game check out the Steam Store Page or visit: http://bugbyte.fi/spacehaven/

(https://i.imgur.com/9orwV6x.png)

You can hop in on Alpha right now! We have late backing available through our own store, and Alpha Access is sent within 24 hours:

http://bugbyte.fi/store (http://bugbyte.fi/store)
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Tiruin on October 05, 2016, 07:04:32 am
WOO, it's finally here :D
I got the update by email but then accidentally deleted it before I could click on the link and Eeeeee-(*squee'ing noise*)

Personally, from experience in seeing other people--cosmetics can be laid as an aside for characters as an idea, but their basic details (like, the ability to customize at least 1 character, from gender to otherwise) is important (especially if there is a sense of focus on the station crew). I'd also like to categorize items based on their details--so that there won't be image overlap like as in the pictures (there's some kind of turret that overlaps the others, and may be difficult to put as-is as a display picture unless categorized). Maybe a textual bar can help there--with the names in the list being like:
Quote from: Probable Concept
Quote from: Weapons
Laser1
Laser2
Cannon1
Cannon2
...And a mouse-over shows the details and image of the finished part? (Also the gray bit there is more of 'you don't have access to/research on this, so you can't use it yet', but still with the mouse-over).

There's also the notion of the gamer who likes battle, versus the gamer who likes the universe--those who experiment and explore every bit they can reach--that in regards (for both groups), the depth of content is pretty much as important as how variable the content is. :D (as in, what can one do with content).

But the primary factor here is developer feedback; knowing you dudes, you are pretty much going well there :) Hearing from the developer with concerns from the players is always a nice touch--and though it's not that much focused in games and job analysis for those, a developer's attitude is foremost a quality in their games; people also talk about the devs and them as a person too.

OH, and if it's possible, if you plan to use scripts or such--can you add subtitles or warnings if there are any garish lights and such? (The usual sound/music options or lighting options can help too), because some of us have hearing difficulties or are light-sensitive and such? It's a small order for the gaming community, but inclusivity is a star in my book :) There are few games with that niche filled out.

Edit: For the reader--AdmiralGeezer is also the developer of several Battlestation games (like the roguelike-like Battlestation: Harbinger); this isn't their/their team(?)'s first game, and given the updates on it.

...I think it got renamed though, unsure on that part. I remember there was talk on that though.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: martinuzz on October 05, 2016, 07:23:35 am
Looks interesting! Spaceship management is still a niche with room for a good game. PTW
Spoiler (click to show/hide)
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Tiruin on October 05, 2016, 07:27:08 am
Looks interesting! Spaceship management is still a niche with room for a good game. PTW
Spoiler (click to show/hide)
I'm unsure if spoilers help :< resizing just makes them appear smaller. It's the original uploading site size that affects the bandwidth (but not by much given its merely pictures); you can disable signatures/avatars to help your bandwidth though! :3

To resize pics:
Code: [Select]
[img height=x]image code here[/img]
[img width=x]image code here[/img]
[img height=x width=y]image code here[/img]
You can use any of the above--putting only one as the input will automatically scale the other. The last gives specific dimensions for those who want the image resized to their customizations. The "x" or "y" pertain to pixel values.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on October 05, 2016, 07:30:43 am
Looks interesting! Spaceship management is still a niche with room for a good game. PTW
Spoiler (click to show/hide)

Hi! They are .jpg and take 600kb in total. Hope that is not too bad?
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on October 05, 2016, 07:35:12 am
WOO, it's finally here :D
I got the update by email but then accidentally deleted it before I could click on the link and Eeeeee-(*squee'ing noise*)

Personally, from experience in seeing other people--cosmetics can be laid as an aside for characters as an idea, but their basic details (like, the ability to customize at least 1 character, from gender to otherwise) is important (especially if there is a sense of focus on the station crew).

There's also the notion of the gamer who likes battle, versus the gamer who likes the universe--those who experiment and explore every bit they can reach--that in regards (for both groups), the depth of content is pretty much as important as how variable the content is. :D (as in, what can one do with content)

But the primary factor here is developer feedback; knowing you dudes, you are pretty much going well there :) Hearing from the developer with concerns from the players is always a nice touch--and though it's not that much focused in games and job analysis for those, a developer's attitude is foremost a quality in their games; people also talk about the devs and them as a person too.

OH, and if it's possible, if you plan to use scripts or such--can you add subtitles or warnings if there are any garish lights and such? (The usual sound/music options or lighting options can help too), because some of us have hearing difficulties or are light-sensitive and such? It's a small order for the gaming community, but inclusivity is a star in my book :) There are few games with that niche filled out.

Edit: For the reader--AdmiralGeezer is also the developer of several Battlestation games (like the roguelike-like Battlestation: Harbinger); this isn't their/their team(?)'s first game, and given the updates on it.

...I think it got renamed though, unsure on that part. I remember there was talk on that though.

Yes, that is correct. Our previous game is named Battlevoid: Harbinger now :) A giant huffed and puffed and we had to change the name. It's alright though, it was definitely our fault as well. Let's just say we did not choose the name for the series very well. It's behind us though, and all is good. It made us do some extensive research on this name so perhaps that's a very good thing!

Sound and music options will definitely be there, what would Totalbiscuit say it they weren't? :) We'll keep the lights in our minds! Try to not make them too shocking.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: martinuzz on October 05, 2016, 07:40:16 am
TBH, I have decent Dutch internets, so there's no bandwidth issues for me at all. I've been taught though that it's general polite forum etiquette to spoiler large pictures to help with bandwidth, and the OP starting with a (very nice looking, don't get me wrong) wall of pics might put off some folks from actually taking a look at the whole post, which would be a shame.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Tiruin on October 05, 2016, 07:55:24 am
TBH, I have decent Dutch internets, so there's no bandwidth issues for me at all. I've been taught though that it's general polite forum etiquette to spoiler large pictures to help with bandwidth, and the OP starting with a (very nice looking, don't get me wrong) wall of pics might put off some folks from actually taking a look at the whole post, which would be a shame.
I think the best answer to that is resizing then, rather than the bandwidth issue. :P
But on that note, it is etiquette like that here, given people usually browse from either their phones or from personal devices. ^ ^ The .jpg file however does not make it load unless able (it loads per line), so that's a point for resizing.

ON the note of suggestions--I do hope radiators and convectors are part of the external design (because SOOOO many spaceships somehow LACK these in games!), or are parts themselves which will aid internal things like temperature or maybe even fires (if the technology level has risen quite much)
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: x2yzh9 on October 05, 2016, 08:42:11 am
PTW
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Anvilfolk on October 05, 2016, 08:56:59 am
Oooooh, looks interesting. I kinda always wanted a Space Station 13 game where you'd build something that complex from scratch, with it slowly becoming self-sufficient. Looks like this won't be as complex, but might start scratching that itch :)
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: forsaken1111 on October 05, 2016, 09:53:05 am
gonna ptw this, looks promising
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Rilder on October 05, 2016, 09:58:22 am
Looks interesting! Spaceship management is still a niche with room for a good game. PTW
Spoiler (click to show/hide)

I'm 90% sure the images are still downloaded if spoilered, par experience in the past with a slow connection

So anyways, is this what I'm imagining, a sort of Rimworld style game but in a Starship wandering about the universe?  I always contemplate such a game whenever I play Rimworld. (abit with rimworld style graphics) Will definitely try to keep an eye on this.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Shadowlord on October 05, 2016, 10:32:38 am
Looks interesting! Spaceship management is still a niche with room for a good game. PTW
Spoiler (click to show/hide)

I'm 90% sure the images are still downloaded if spoilered, par experience in the past with a slow connection

Yeah. They aren't displayed, though, which can matter if they're yuuuge and the user is on mobile. That said, I had no problem when I viewed this thread on my weak windows phone an hour ago. (Whereas animated gifs tend to lock it up for several seconds, but that's probably just the browser being poorly written)

P.S. I should mention that this game does sound interesting to me.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Sirus on October 05, 2016, 10:42:09 am
PTW

I'd add more but my break's over.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Gabeux on October 05, 2016, 01:37:15 pm
Looks good, sounds good, great influences. PTW
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Iceblaster on October 05, 2016, 03:02:19 pm
Sounds like a fun game, as others have said. Whenever a demo or something pops up, I will definitely give it a go.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Vilanat on October 05, 2016, 03:22:08 pm
Yeah, very intriguing.

i wonder how ship to ship combat will be handled. it could be very discouraging to get parts of your designed ship gets blown to pieces every once in a while.
i am also assuming there'd be ship boarding?
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Iceblaster on October 05, 2016, 06:37:06 pm
Honestly, I wouldn't mind it assuming it was basically designing a sort of blueprint of the ship that, when damaged, just needs to be reparied back to the blueprint instead of being gone forever.

Assuming you have the supplies, of course :P

Honestly, my main interest is mod support. Because having mods sounds sun. With things like the inevitable star trek mod.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Greiger on October 05, 2016, 09:12:47 pm
Watching to post.....  Er To Post Watching..... Washington Post

:D   Anyway looks good.  I like spaceship design games, but more when the interior of the ship has actual form and function I need to design around.  So this looks like it would scratch an itch.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: jocan2003 on October 06, 2016, 01:27:29 am
When i saw the pics, first thing that came to mind.

http://www.starcommandgame.com/media.html

Funny thing, they are like 3 year overdue now? And still a buggy piece of ... Unplayable. I really do hope they succeed because inspiration are all game i loved and wished to would be mashed up.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Majestic7 on October 06, 2016, 02:07:23 am
The concept is interesting, but it will succeed or fail depending on the execution. I hope it will capture the charm of the compared games, but have things of its own as well. Good luck.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on October 06, 2016, 02:43:42 am
Yeah, very intriguing.

i wonder how ship to ship combat will be handled. it could be very discouraging to get parts of your designed ship gets blown to pieces every once in a while.
i am also assuming there'd be ship boarding?

Ship to ship combat is still very open. Our thoughts right now are around boarding and fighters fighting it out. We will see what we come up with once we focus more on planning the combat!
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on October 06, 2016, 02:50:47 am
The concept is interesting, but it will succeed or fail depending on the execution. I hope it will capture the charm of the compared games, but have things of its own as well. Good luck.

You couldn't be more right about that :) Fortunately we do have some experience, from both PC and mobile games. That will help immensely. That said we believe the community can guide us the
most, make the game the best it can be. So that's why I am here!
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: sambojin on October 06, 2016, 04:13:29 am
I hope you throw in a "vent the oxygen" feature to help repel boarders/invaders. Even if it doesn't make a hell of a lot of sense (surely they've got space suits), it was always fun in FTL and promoted a certain amount of evil cackling.

Maybe acid and poison spray options as well, for the better equipped/suited or more resilient attackers, with cleanup costs or deterioration of the room that you just filled full of evil afterwards.


Even if it was just an air venting option, it would be nice if there was some risk involved. Rather than an entire door-system level that was 100% reliable and ship/colony-wide, have individual bulkheads as components. Some with high resistance to melee/breeching, some to venting procedures, some to chemical attack, and some all-rounders. That way, when you do vent a room, there's a chance of the surrounding bulkheads buckling or being compromised by toxins, potentially creating a catastrophic chain reaction of accidentally venting/flooding half of your ship/colony when you only wanted to do one room. If repairs were necessary to seal air/toxin breaches during/after this, it would make you really think about if you wanted to simply fight them or just suffocate them. It would also give another dimension to ship/colony and room design with the consummate parts required for the different types of doors and the venting/flooding procedures available to you, giving a bit of a DF "trap room" feel to some parts of the colony. As well as varying hazmat suits available as equipment options for some crew members as another "job type" for them to do, to deal with the (un)intended catastrophes resulting from this.

If you do add a bit of a temperature/radiation system on top of that, you'd have a very satisfying system for setting up defenses that didn't require guns, but with pitfalls, costs and risks involved to it. Set a reactor to sub-critical-overload to flood a room or five with radiation? Even if it'll tick up to "over-critical mega-death-explosion" if you do, and you've got no radiation hazmat suits to deal with it? Sure! If the threat is big enough. You'll still have to send someone in there to fix it anyway, and as they say, "The needs of the many outweigh the needs of the few, and we ran out of redshirts two sectors ago......"


The bulkheads could be pretty reliable (65-98%), depending on the venting/contamination that they're securing, but we all know how often you can fail 2/3rd chance rolls in a row sometimes. Maybe even just have a "standard" door level ship/colony-wide, but with upgraded individual doors available to set up things like this. Depends on how you want to do progression and itemization in the game. Some rooms could even have decontamination bonuses, so door breaches are harder or can lower the damage around them by a large percent. Bio-lab near/in a toxin trap room? No biggy, that's half the reason you've got toxin traps in the first place :)

You could even fill a room full of acid spray to eat through their suits/armour, wait a bit, *then* vent some rooms, ensuring suffocation to the well equipped/suited intruders invading your ship. While hoping the acid doesn't start to eat through your science lab next door, during or after the attack. At worst, you've made their armour crappy and caused a few little (big?) problems and costs for yourself. At best, you've got a maniacal grin on your face due to your evil genius in ship/colony planning while you watch your enemies die in agony. It might have cost you some of your acid spray, and putting a crappy non-combat hazmat suit on someone, but it's priceless.


Of course, it goes the other way too:
"Sorry Cap! We killed all the invaders, but now half the colony is full of poison gas. I told ya the doors needed upgrading!"
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: sambojin on October 06, 2016, 06:47:36 am
I guess what I'm saying is, keep it internal on ship/base design. It's space. What's outside can most certainly kill you. That doesn't mean you need complicated systems, simply ways that those systems can be compromised by problems, rather than a simulationist outlook. That's where events and enemies and game progression comes into play. Far easier to code for, and provides just as many challenges and ways of approaching them.

If it's about spaceship/colony management, with super-future-tech, damn well make sure that what's inside the ship can kill the player as well, but conditionally and often player-drivenly so. So it's your thing to use and design, not entirely environmentally driven. DF colony design vs Rimworld problem management, with exterior events being coded for, not simply a hassle to deal with like it is in both those titles. FTL style events, but a tiny bit deeper. With mega-FTW-style-weapon designs optional, but as a standard gameplay feature.

That's what I'd love out of this.

Upsides and downsides, with nice little "all-rounder" standard tech. Tyranid sector? Better have some toxin resist, and your poison deathtrap probably won't work on them either. Cybermen? Thank god for the acid-mist rooms and hacker crewmen. Wow, I even managed to "Spock" someone for the achievement in the last human sector, while wiping them out :)

This is just thoughts on ship boarding/colony invasions and ship/room design. I have no idea what you've got planned for ship combat yet.

But telling stories that aren't essentially busy-work isn't hard, it's just hard to do well. Player driven is easier than environmentally driven though, especially if you want it to be satisfying.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: ragnar119 on October 06, 2016, 11:13:42 am
Really liked Battlevoid: Harbinger, so keeping a eye on this one. Hope it will be able to run on older PCs
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Mephansteras on October 06, 2016, 12:59:40 pm
Looks interesting. I'll keep my eye on it.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Tiruin on October 07, 2016, 12:04:11 am
Yeah, very intriguing.

i wonder how ship to ship combat will be handled. it could be very discouraging to get parts of your designed ship gets blown to pieces every once in a while.
i am also assuming there'd be ship boarding?

Ship to ship combat is still very open. Our thoughts right now are around boarding and fighters fighting it out. We will see what we come up with once we focus more on planning the combat!
Tiny poke on this part--I usually visualize ship to ship combat in terms of 'pretty much like our modern technology scale of battles', which can be easily translated by distance in *larger than visual range* measurement units. Those thoughts pretty much work out :3 What I can recall in mind is how FTL did it--either by "split" screen battles where the distance is assumed (and you can just launch those boarding craft or tiny fighters at each other), or by a tiny indicator with distance in said measurement units.
I may be nitpicking though >_< but I like the pseudo-realism//sci-fi style of realism.

Really liked Battlevoid: Harbinger, so keeping a eye on this one. Hope it will be able to run on older PCs
*high-five*!

Also as far as early beta may go--keeping things simple in design with potential for modding or further improvements can help a lot more than going for all the concerns being sent your way early on. :D
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on October 07, 2016, 03:31:07 am
I hope you throw in a "vent the oxygen" feature to help repel boarders/invaders. Even if it doesn't make a hell of a lot of sense (surely they've got space suits), it was always fun in FTL and promoted a certain amount of evil cackling.

Maybe acid and poison spray options as well, for the better equipped/suited or more resilient attackers, with cleanup costs or deterioration of the room that you just filled full of evil afterwards.


Even if it was just an air venting option, it would be nice if there was some risk involved. Rather than an entire door-system level that was 100% reliable and ship/colony-wide, have individual bulkheads as components. Some with high resistance to melee/breeching, some to venting procedures, some to chemical attack, and some all-rounders. That way, when you do vent a room, there's a chance of the surrounding bulkheads buckling or being compromised by toxins, potentially creating a catastrophic chain reaction of accidentally venting/flooding half of your ship/colony when you only wanted to do one room. If repairs were necessary to seal air/toxin breaches during/after this, it would make you really think about if you wanted to simply fight them or just suffocate them. It would also give another dimension to ship/colony and room design with the consummate parts required for the different types of doors and the venting/flooding procedures available to you, giving a bit of a DF "trap room" feel to some parts of the colony. As well as varying hazmat suits available as equipment options for some crew members as another "job type" for them to do, to deal with the (un)intended catastrophes resulting from this.

If you do add a bit of a temperature/radiation system on top of that, you'd have a very satisfying system for setting up defenses that didn't require guns, but with pitfalls, costs and risks involved to it. Set a reactor to sub-critical-overload to flood a room or five with radiation? Even if it'll tick up to "over-critical mega-death-explosion" if you do, and you've got no radiation hazmat suits to deal with it? Sure! If the threat is big enough. You'll still have to send someone in there to fix it anyway, and as they say, "The needs of the many outweigh the needs of the few, and we ran out of redshirts two sectors ago......"


The bulkheads could be pretty reliable (65-98%), depending on the venting/contamination that they're securing, but we all know how often you can fail 2/3rd chance rolls in a row sometimes. Maybe even just have a "standard" door level ship/colony-wide, but with upgraded individual doors available to set up things like this. Depends on how you want to do progression and itemization in the game. Some rooms could even have decontamination bonuses, so door breaches are harder or can lower the damage around them by a large percent. Bio-lab near/in a toxin trap room? No biggy, that's half the reason you've got toxin traps in the first place :)

You could even fill a room full of acid spray to eat through their suits/armour, wait a bit, *then* vent some rooms, ensuring suffocation to the well equipped/suited intruders invading your ship. While hoping the acid doesn't start to eat through your science lab next door, during or after the attack. At worst, you've made their armour crappy and caused a few little (big?) problems and costs for yourself. At best, you've got a maniacal grin on your face due to your evil genius in ship/colony planning while you watch your enemies die in agony. It might have cost you some of your acid spray, and putting a crappy non-combat hazmat suit on someone, but it's priceless.


Of course, it goes the other way too:
"Sorry Cap! We killed all the invaders, but now half the colony is full of poison gas. I told ya the doors needed upgrading!"

Great ideas!

We have a tile-based gas flow system already in the game. It's very cool :) We have oxygen, CO2, smoke, and temperature. We have different view modes that show the levels of these gasses in the ship. Different facilities generate a different amount of heat and so on.  We can make more, it all depends which of these are going to create fun game mechanics. You are right that utilizing this system will probably make for lots of fun interacting with the characters on the ship.

We are going to look into how we could utilize this system to the fullest, still keeping things simple. This system could easily become a bit complicated coding wise, but I really like the idea about the doors having certain qualities regarding gasses. That would allow for more depth when you build the insides of the ship, and plan your defenses against boarding using unconventional ways, gassing the shit out of them :)

Keep the ideas coming! Especially "cool little things", like the FTL style air venting to kill an enemy. Evil cackle things, and whatever comes to your mind.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on October 07, 2016, 03:56:55 am
Created a subreddit, for the redditors interested to subscribe there!

https://www.reddit.com/r/spacehaven (https://www.reddit.com/r/spacehaven)
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: SharpKris on October 07, 2016, 07:22:37 am
PTW great mesh of inspirations

what i really liked about x-com is the ability to appropriate technology so that's what i'm leaning hard towards but ship to ship combat does not spark
my excitement to be honest (to each their own), setting of the game is immensely important for me, is it a ship? a station? are we Firefly or Cowboybepbop?   
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Urist McScoopbeard on October 07, 2016, 12:59:15 pm
So... Do we get to "build" the spaceships? The layouts we see; are they pre-made, procedurally generated, or user-defined???
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: sambojin on October 07, 2016, 04:04:11 pm
Well, if you've already got the systems in place, shouldn't be too hard too add a few extra types of stuff to it. The crew AI in reacting to them would be the hard part. And enemy AI.

Which leads us to grenades, or more specifically, gas grenades. Toss one in to a room, wait for the enemy to come running out, straight into your pre-planned ambush.

Grenades were a bit weird in Xcom, either being uber powerful or mostly useless, depending on the terrain. But in the always enclosed environment of ships, they might work great. You mostly wouldn't want to use really heavy explosives (in case you all suddenly ended up outside the ship through the hole you made in it), but smoke/poison/acid mist would dovetail in nicely with the gas and door containment system mentioned. More-or-less a "bring your own little portable gas trap", rather than a kaboom.


Sort of like those opening scenes of Starwars, where they smoke the corridor and Darth Vader comes storming in,  and the Rebels just pretty much decide that they're screwed. Sure, Darth had a part to play in this, but Rebels with smoke-induced Stormtrooper aim would have surrendered to an etiquette droid at that point. Might make for some interesting strategies and crew make-up decisions, offensively or defensively. As well as making things like going directly for control rooms and air management rooms just as vital as hitting the weapons or shields in some scenarios. On attack or defense.

But it'd be a bugger to program the enemy AI to take advantage of it, rather than just have them break those control rooms entirely. Running away from contamination is easy, but having the AI proactively open a door, chuck in a grenade, and then seal the room (with you in it) is hard. Maybe just rely on it being an immergent scenario, where the player's reactions make the AI seem way smarter than it is. So they probably will gas themselves sometimes, which is silly, but hilarious.


Is there going to be a hacker/engineer style class or set of items?
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on October 10, 2016, 04:13:57 am
So... Do we get to "build" the spaceships? The layouts we see; are they pre-made, procedurally generated, or user-defined???

Yep! Our plan is that you get to build the space ships. It's a bit open how much will be pre-made, to make sure it still kind of looks like a space ship and has
the engines in the right direction for example.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on October 10, 2016, 04:14:52 am
Well, if you've already got the systems in place, shouldn't be too hard too add a few extra types of stuff to it. The crew AI in reacting to them would be the hard part. And enemy AI.

Which leads us to grenades, or more specifically, gas grenades. Toss one in to a room, wait for the enemy to come running out, straight into your pre-planned ambush.

Grenades were a bit weird in Xcom, either being uber powerful or mostly useless, depending on the terrain. But in the always enclosed environment of ships, they might work great. You mostly wouldn't want to use really heavy explosives (in case you all suddenly ended up outside the ship through the hole you made in it), but smoke/poison/acid mist would dovetail in nicely with the gas and door containment system mentioned. More-or-less a "bring your own little portable gas trap", rather than a kaboom.


Sort of like those opening scenes of Starwars, where they smoke the corridor and Darth Vader comes storming in,  and the Rebels just pretty much decide that they're screwed. Sure, Darth had a part to play in this, but Rebels with smoke-induced Stormtrooper aim would have surrendered to an etiquette droid at that point. Might make for some interesting strategies and crew make-up decisions, offensively or defensively. As well as making things like going directly for control rooms and air management rooms just as vital as hitting the weapons or shields in some scenarios. On attack or defense.

But it'd be a bugger to program the enemy AI to take advantage of it, rather than just have them break those control rooms entirely. Running away from contamination is easy, but having the AI proactively open a door, chuck in a grenade, and then seal the room (with you in it) is hard. Maybe just rely on it being an immergent scenario, where the player's reactions make the AI seem way smarter than it is. So they probably will gas themselves sometimes, which is silly, but hilarious.


Is there going to be a hacker/engineer style class or set of items?

Hacking is also a neat idea! Going to write that one up.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: sambojin on October 10, 2016, 05:09:07 am
The bloke from Dead Space could apparently fix anything, and he was an engineer. Actually, I'm not even sure if people realize that engineers can't fix, jerry-rig, or fuck up anything they want, even if it's computer-hackery skills required. Coz dey'z gots dem skillz.

Whatever. They get paid the big bucks. Engineer class it is :)

------
"Scotty! Windows is updating again! Its causing..... My start-bar icons...... to Move around.....!!!"

"......Far from their..... original..... Position!... This was not.. what..I....intended with this update!"

"Scotty!...... Do you read me?"
------

"Captain! Seriously, for fooks sake, talk to fooking Sulu or someone. I've got me own bloody problems to deal with down here...."
------

:)
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Aseaheru on October 10, 2016, 02:47:34 pm
 Posting to watch.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: LoSboccacc on October 10, 2016, 03:47:37 pm
ptw
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Neonivek on October 11, 2016, 01:54:41 am
Man this looks interesting but for the life of me I cannot fathom how the game plays.

There is a SPECIFIC game I am hoping it takes inspiration from that isn't part of the title... It was a BAD game (well an ok game) but that had interesting concepts (breaches in the ship could drag your crew into space where they die)
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on October 11, 2016, 03:39:44 am
Man this looks interesting but for the life of me I cannot fathom how the game plays.

There is a SPECIFIC game I am hoping it takes inspiration from that isn't part of the title... It was a BAD game (well an ok game) but that had interesting concepts (breaches in the ship could drag your crew into space where they die)

Haha, that's understandable. We are creating the base for the game now, but everything points towards a direction where the game is about managing the crew, managing the fleet (If you have many ships), building the space ships trying to optimize their functionality in regards for the crew to survive, building the ships in a way where you can defend your crew against enemies. Deciding what components you build, and how many you build of them. They will affect the temperature of the ship, oxygen levels and different gas levels on the ship.

You traverse the galaxy trying to find asteroids to mine from, to build more facilities and better ships. You encounter different dangers, like other groups who may be friendly or not. You decide if you want to investigate that wrecked space ship you encounter.

What we are hoping for is to create a game where each play through is a bit of a story in itself. Perhaps some character did a stupid thing, perhaps one of your characters was a bad ass and killed every invader trying to board your ship. Maybe you had to leave Johnny behind because otherwise your whole crew would have died. Poor Johnny! He was one of the best miners.

This is what we are building towards and we look forward to seeing how it evolves. Will post some more material soon to show what we have been working on lately!
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Broseph Stalin on October 11, 2016, 04:55:08 am
Sounds good but I don't get excited about anything that I can't play.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: forsaken1111 on October 11, 2016, 05:43:24 am
Sounds good but I don't get excited about anything that I can't play.
An excellent policy, and one I share.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Zsinj on October 11, 2016, 05:47:40 am
Just joining in to say it looks awesome, good luck! Following for updates on Twitter :)
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Tiruin on October 11, 2016, 05:49:04 am
Sounds good but I don't get excited about anything that I can't play.
An excellent policy, and one I share.
Adding to this too. Of my knowledge of AG, he/they have play-test builds being sent to others for feedback or at least as far as I recall. Though this is a new team(?) but either way, well wishes to all these. :3
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on October 12, 2016, 02:55:47 am
Sounds good but I don't get excited about anything that I can't play.
An excellent policy, and one I share.
Adding to this too. Of my knowledge of AG, he/they have play-test builds being sent to others for feedback or at least as far as I recall. Though this is a new team(?) but either way, well wishes to all these. :3

Oh, we are not testing it yet. We are building it. The reason I started early here is because I know members here come up with great ideas for features and such, it will help us steer the game on the right path early on.

I can't promise anything but we are working hard to have it playable next year at some point. We still need to decide on how we want to approach the first release, but it's probably going to be early access. Remains to be seen if it is directly on Steam or through our own home pages.

And the team is not exactly new. We have been to hell and back again in our soon 5 years together now. We've sat beside each other for 5 years, through winter and summer. Hammering on every day. We're getting better all the time and I am confident Space Haven is going to be the best one from us yet. With so many false promises lately you are right not to take my word for it, so stay tuned and decide when you know more / have seen some feedback from players!

(http://bugbyte.fi/wp-content/uploads/2016/10/ACoolShip.jpg)

Looking at our game at its current state I have to say I'm damn excited, just the way it looks. I personally love the isometric view and our graphics guy is doing a great job with it. All of this said I know very well that if we don't succeed in creating a good game around all of this it is going to mean nothing. There is a bit of pressure there, but I'm doing my best to keep us on a good course.

We have been working on developing mining pods the past week. A couple of gfycats to show what they look like:
https://gfycat.com/FailingEuphoricElephant (https://gfycat.com/FailingEuphoricElephant)
https://gfycat.com/MediocreBlaringKoalabear (https://gfycat.com/MediocreBlaringKoalabear)

Time to create a jet pack for the space floating characters ;)
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Talvara on October 12, 2016, 04:50:03 pm
Seeing those manoeuvring thrusters do their thing on the mining pods is just mesmerising. Great work. I've been working on a spaceship game with interior spaces as well, though progress is slow (I've got a somewhat neglected thread hidden away in the Creative projects section of the forum ;) ). Still great to see an actual team going at something at least a little similar.

Keep up the great work!
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: ollobrains on October 12, 2016, 07:28:12 pm
are the devs going for an eventual steam early release
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Mephansteras on October 12, 2016, 10:35:55 pm
Much as I like that you can have a crazy asymmetrical ship (really, I do), I hope it's also easy enough to create a symmetrical one.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Tiruin on October 13, 2016, 04:49:11 am
Windoooooows @_@
Maybe me being a bit biased given reading up on physics and spacetravel in theoretical notes (and Alien movies :V) but considering the context of windows on a battleship or spacefaring ship--either that glass is as strong in most physical properties [but see-through] like the outer and inner armoring, or there's a camera-like system in place to view the outside to project it on internal screens instead.

It just frightens me in a good or bad way, seeing those windows there. :P The worry goes 'what if that part is hit! Decompression!'
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on October 13, 2016, 05:36:02 am
Seeing those manoeuvring thrusters do their thing on the mining pods is just mesmerising. Great work. I've been working on a spaceship game with interior spaces as well, though progress is slow (I've got a somewhat neglected thread hidden away in the Creative projects section of the forum ;) ). Still great to see an actual team going at something at least a little similar.

Keep up the great work!

They were surprisingly tough to create using this view! Took about 2 days :) Thank you!
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on October 13, 2016, 05:36:56 am
Windoooooows @_@
Maybe me being a bit biased given reading up on physics and spacetravel in theoretical notes (and Alien movies :V) but considering the context of windows on a battleship or spacefaring ship--either that glass is as strong in most physical properties [but see-through] like the outer and inner armoring, or there's a camera-like system in place to view the outside to project it on internal screens instead.

It just frightens me in a good or bad way, seeing those windows there. :P The worry goes 'what if that part is hit! Decompression!'

I have a feeling this game will have a lot of decompression going on whether there are windows or not in a wall  ;D
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on October 13, 2016, 05:39:41 am
Much as I like that you can have a crazy asymmetrical ship (really, I do), I hope it's also easy enough to create a symmetrical one.

The best thing is to keep the freedom for the player to create his own creations, as much as possible, right?
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Mephansteras on October 13, 2016, 09:13:01 am
Indeed!
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on October 25, 2016, 04:16:35 am
(http://i.imgur.com/WyVRECB.jpg)

Hold on Rupert, let me calibrate the trajectory before you venture out.

We have been working on some character animations, mining pods and carrying dead bodies lately. Well, it's possible to toss the dead bodies out into space right now, a pretty cruel and cold way to go. Characters can now venture out from the ship by going through air locks, or use a mining pod or transports to fly around. We have been working on lighting as well and it's starting to look good!

There are a couple of short videos here if you feel like checking out the looks of it right now:
http://bugbyte.fi/forums/showthread.php?tid=264 (http://bugbyte.fi/forums/showthread.php?tid=264)
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Drakale on October 25, 2016, 11:01:58 am
This is looking awesome, props to the artist it all look very good. I feel I should scold you for filming the screen, but I'll let it slide just this once.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Tiruin on October 26, 2016, 12:01:53 am
[...]
There are a couple of short videos here if you feel like checking out the looks of it right now:
http://bugbyte.fi/forums/showthread.php?tid=264 (http://bugbyte.fi/forums/showthread.php?tid=264)
That gives me an idea.
Space Funerals--sending people off in coffins instead of throwing them out the airlock just like that! :P Possibly connect that to any kind of morale system or such, because you WILL have people doing things just for aesthetics or culture (I mean, yeah, technically, basically, and stripped-down as an idea, you can just throw them out the airlock and 'eh', but wow is that...harsh).

Also idea: Floor Material!
Possibly affects movement speed on a powered ship (due to gravity, unless it is free-rotating or something that provides its own pull or cling?) due to people having to move on it as if on terrain. Maybe include magnetic boots and such to help people walk on the surface of the ship, for repairs and other minor things that the ship/AI/robots can't do or perform.

...And then an image hits me of one episode in Star Wars (the Clone Wars cartoon) of soldiers hot dropping on an enemy ship and attaching themselves to the outer hull, boring in and capturing the ship. Hah. :P Idealism!

E: I really like those boosters on the tiny capsules there and that split-second timing. :D Cheers for all of you in the works!

Also question about the link in that link: I've already an account on the forum and I think my email is already known :O Do I have to enter my email again specifically for that game or...?
Spoiler (click to show/hide)
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: The13thRonin on October 26, 2016, 01:03:37 am
I WANT IT I WANT IT I WANT IT I WANT IT I WANT IT...

I want everything about it.

*Inserts money into CD-Drive*
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Darkmere on October 26, 2016, 01:45:26 am
I remember one of the earliest pitches for this game, I think on a different forum. Still interested, still watching.

Artwork does look good, though. I approve.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on October 26, 2016, 04:14:07 am
This is looking awesome, props to the artist it all look very good. I feel I should scold you for filming the screen, but I'll let it slide just this once.

Haha, the camera allows me to grab footage from my brothers screen when he is testing what he has coded. Usually creates good scenes to grab and
show the progress of the game right from the programmers screen. Hope you can bare it! :)
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on October 26, 2016, 04:16:13 am
[...]
There are a couple of short videos here if you feel like checking out the looks of it right now:
http://bugbyte.fi/forums/showthread.php?tid=264 (http://bugbyte.fi/forums/showthread.php?tid=264)
That gives me an idea.
Space Funerals--sending people off in coffins instead of throwing them out the airlock just like that! :P Possibly connect that to any kind of morale system or such, because you WILL have people doing things just for aesthetics or culture (I mean, yeah, technically, basically, and stripped-down as an idea, you can just throw them out the airlock and 'eh', but wow is that...harsh).

Also idea: Floor Material!
Possibly affects movement speed on a powered ship (due to gravity, unless it is free-rotating or something that provides its own pull or cling?) due to people having to move on it as if on terrain. Maybe include magnetic boots and such to help people walk on the surface of the ship, for repairs and other minor things that the ship/AI/robots can't do or perform.

...And then an image hits me of one episode in Star Wars (the Clone Wars cartoon) of soldiers hot dropping on an enemy ship and attaching themselves to the outer hull, boring in and capturing the ship. Hah. :P Idealism!

E: I really like those boosters on the tiny capsules there and that split-second timing. :D Cheers for all of you in the works!

Also question about the link in that link: I've already an account on the forum and I think my email is already known :O Do I have to enter my email again specifically for that game or...?
Spoiler (click to show/hide)

You can quick subscribe just in case, but if you have been getting some mails from us then you surely are on the list. It doesn't hurt to subscribe multiple times, we have a system that removes duplicates so it shouldn't spam. We only send a mail once a month or so, more if there is something big happening.

Space funerals is something I would want, with that coffin and mates saluting their fallen comrade :)
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Ygdrad on October 26, 2016, 04:59:39 am
The look of the game has a major Star Command Galaxies (http://store.steampowered.com/app/402160/) vibe to it.

ptw
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on October 28, 2016, 03:52:27 am
(https://i.imgur.com/ZiZpjL8.jpg)
(https://i.imgur.com/oAoMh8X.jpg)

We've been working on creating a hyperspace jump the past few days. Showing you the first versions of it here with some screenshots. We really feel that many interesting and never before seen things could happen in hyperspace, so we would like to get your ideas on what could happen there!

I don't recall hyperspace being used too much in space games, so we're going to try to implement hyperspace traveling as something more than just jumping from one destination to another. Babylon 5 comes to mind :)

Also, if you are hungry to see some video footage head on over here:
http://bugbyte.fi/forums/showthread.php?tid=268 (http://bugbyte.fi/forums/showthread.php?tid=268)

If some ideas spring into your mind let us know!
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Tiruin on October 28, 2016, 04:12:58 am
If some ideas spring into your mind let us know!
Tiny technical request :O
A...way to dim or remove the background lighting because of sensitivity to flashy lights ._. While I get that this can be a representation of all the light we're passing by in really-quick-speed, it can also be replaced by a simple 'contrast bubble'. Or, like, graphics manipulation to make the background seem a bit brighter or 'gray'.
I fail in words to describe what I'm thinking, but it goes around the idea of 'an option in the options to choose whether there is fancy graphics or simple ones' x_x

Also if we're poking hyperspace engines--that part of the ship should REALLY be a critical area (including its construction...if we're even able to modify the composition of an item, because I'm under the impression that whatever is capable of inducing that effect of the whole ship should really be made durable--and any damage, unsupervised or such, can lead to special encounters within hyperspace...or damage at the end of the ride, or a sliding scale of mostly-bad-encounters but one good upside [as in, many of the results can be either damage to the ship, to longer time spent compared to a normal jump, with the 'good' effect being the time being shortened but damage to the system, due to damage to that one ship component] as a possibility list)
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Scoops Novel on December 09, 2016, 03:26:51 pm
I'mma lay out your competition. (Multiple discovery huh).

Space death (http://www.spacedeathgame.com/) seems to be the simulationist, Alien/2001 inspired version of this game with (so far) less of a focus on comedy and possibly character.

The Long Journey Home (http://tljhgame.com/) has a smaller, scripted cast of characters to choose from, and is about exactly the opposite of your game. Colorful, focused, with hands-on piloting and a emphasis on choice.

What do you think? How are ya going to stand out?
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on December 22, 2016, 12:06:02 pm
I'mma lay out your competition. (Multiple discovery huh).

Space death (http://www.spacedeathgame.com/) seems to be the simulationist, Alien/2001 inspired version of this game with (so far) less of a focus on comedy and possibly character.

The Long Journey Home (http://tljhgame.com/) has a smaller, scripted cast of characters to choose from, and is about exactly the opposite of your game. Colorful, focused, with hands-on piloting and a emphasis on choice.

What do you think? How are ya going to stand out?

They both look interesting and gives me a "has potential" feeling. I hope they succeed well. The thing is, we are just concentrating on our own game now and I truly believe that if we are able to execute our vision there will be no reason to worry, because it will be good enough to create interest and make players want to buy.

Everything is looking really good at the moment, it's up to us to execute and keep focus on what is important: Create a great game.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on December 22, 2016, 12:08:05 pm
(http://i.imgur.com/CFRK4CJ.jpg)
Greetings, Commanders! Sorry for being so quiet for a little while but we've been working super hard to get the game forward here before Christmas. And boy! It has gone forward quite a lot. One of the things we have made the past month or so is a character creation system, that allows us now to have different looking male and female characters. Once I saw these for the first time it immediately brought me back to those old-school Indiana Jones pixel art games, I love them and our graphic artist is one hell of an artist.
(http://i.imgur.com/pM4U32e.jpg)
We have more facilities now, here is how a ready built ship is looking at the moment.
(http://i.imgur.com/NcjTjqz.jpg)
Grow beds! Perfect conditions to grow potatoes in these. We are becoming more and more excited each day we see the game come alive.

If everything goes well we should have the game ready to be played towards the end of next year, but please don't be mad if we can't make it. We try our best and we want to create a game that truly outshine everything we have made so far, we want it to be in a fairly good shape once you get your hands on it!

Have some ideas of features pop into your mind when you look at the screenshots? Let us know in the comments below!

Answering some questions from you:

Will there be any RPG elements?

Yes, we will aim to create a game where the characters have their own skills and special traits. We really want to tell the story much through what the characters do, and what happens to them!

Planets to explore ?

A galaxy to explore, space ship wrecks, asteroid fields, and more. Making planets as in that you would be able to land on a planet and do something requires much more time, but that is something that could happen if the game takes off.

Or open world ?

Randomly generated world. Random encounters with other groups, which may or may not help / try to kill you. You can hail them and negotiate, trade, board their ship, try to capture their ship :)

Either way this looks so cool. What exactly is the game ? Adventure ?

Space Haven is a space ship colony building game, where the individual characters, the random encounters and space exploration tell a unique story each time you play a new game. The game is inspired by such greats as Rimworld, Faster Than Light, and the original X-COM. We will focus on creating a game that makes you laugh, wonder, and live the story together with the space ship crew escaping Earth.

Think Battlestar Galactica where you get to build those ships to a pretty nice degree.

Maybe an advanced race of civilized aliens could try an hijack your ship, but right before that, you have irritable bowel syndrom an run to the toilet. That way you have two suprise attacks!

The game has a toilet that you can build. The toilet functions as a module that creates fertilizer from the waste of your crew. You need that to grow great potatoes in the grow beds :) It's all about recycling in space!

Tile-based gas system

This is something I want to give a special mention to. We have it in the game and it's quite fun to look at! It's a tile-based gas system that simulates oxygen, CO2, smoke, heat levels and more aboard the space ship.

You have to build the right modules to keep these gasses in check. Building an ore smelter will cause a lot of heat. So that heat has to be removed somehow.

Can't wait to get working hard again beginning of next year :) Now it's time for a short Christmas vacation. Merry Christmas and if you haven't signed up be sure to do so below the screenshots in the forums!
http://bugbyte.fi/forums/showthread.php?tid=281 (http://"http://bugbyte.fi/forums/showthread.php?tid=281")
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Malus on December 22, 2016, 12:22:29 pm
Nice, this looks amazing. Are you guys going to be launching on Early Access?
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on December 22, 2016, 12:26:36 pm
Nice, this looks amazing. Are you guys going to be launching on Early Access?

Most likely yes! This game has such a big scope that early access is the way to go. The game will become the best it can be by letting players at it and listening to their desires.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Mephansteras on December 22, 2016, 12:52:51 pm
Looking good!
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Scoops Novel on December 22, 2016, 02:01:50 pm
Thanks for the reply. It's going to be fun unpicking the differences :)
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: forsaken1111 on December 22, 2016, 04:08:09 pm
When can I get in as a tester? :)
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: ventuswings on December 22, 2016, 04:34:14 pm
Really love the aesthetic!
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Gabeux on December 22, 2016, 04:50:32 pm
Looking really good. I love the looks (probably said this already), reminds me of Spacebase DF-9 but much better.
I really do hope you guys go for a more.."persistant" and solid experience than, say, FTL. FTL is one of my favorite games of all time, but the experience feels too fleeting, quick, and lacks meaning.
This has the potential to be really damn great.

A question, will we be able to board enemy ships? Because it seems like you'll end up building the ship to be more of an habitat/colony/civilian ship, so it would be cool to use assault pods or similar.
I guess what I don't want is to put my whole civilian crew in danger just to dock and spread some brains in hi-tech displays.  ::)  :D
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on December 22, 2016, 06:21:23 pm
When can I get in as a tester? :)

You can subscribe our mailing list below the screenshots here:
http://bugbyte.fi/forums/showthread.php?tid=281  (http://bugbyte.fi/forums/showthread.php?tid=281)

That way you will stay tuned!
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on December 22, 2016, 06:26:08 pm
Looking really good. I love the looks (probably said this already), reminds me of Spacebase DF-9 but much better.
I really do hope you guys go for a more.."persistant" and solid experience than, say, FTL. FTL is one of my favorite games of all time, but the experience feels too fleeting, quick, and lacks meaning.
This has the potential to be really damn great.

A question, will we be able to board enemy ships? Because it seems like you'll end up building the ship to be more of an habitat/colony/civilian ship, so it would be cool to use assault pods or similar.
I guess what I don't want is to put my whole civilian crew in danger just to dock and spread some brains in hi-tech displays.  ::)  :D

Well exactly that, we played SpaceBase DF9 and saw the potential it had, and how the community was disappointed. For a very good reason. We are taking the game idea in a little bit of a different direction, with having a fleet and exploring the galaxy.

There will be boarding, absolutely :) You will encounter different groups, negotiate, trade, help or fight them. It will be up to you! Being a fan of Fallout 1 and 2 we want a little bit of that same feel with characters and groups to the game.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Sirus on December 22, 2016, 06:37:22 pm
I'm sure this has been answered somewhere before, but I must ask:

Will there be intelligent aliens to interact with? If so, can they join (or even start in) your crew? That was one of the great parts in FTL, having so many alien races to contend with and how each had their own strengths, weaknesses, and character.

Also, I have a sneaking suspicion that at least one of your team is a fan of The Martian :P
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Tiruin on December 23, 2016, 03:38:12 am
When can I get in as a tester? :)
My first thought when I saw this thread, and then I learned I was already subscribed to the mailing list x3

*reads back*
I was about to mention Spacebase DF-9 too :O although only seeing it very recently on my steam exploration queue. And following up Gabeux' post--really wishing you developers well :) Like the games you've done before, hope this one goes great too!
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: deadreckoning on December 23, 2016, 05:56:22 pm
Subscribed, this looks very cool. All the inspirations are games I love and I'm pretty much always interested in new takes on the, uh, "DF-esque" genre.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on January 02, 2017, 02:55:15 am
I'm sure this has been answered somewhere before, but I must ask:

Will there be intelligent aliens to interact with? If so, can they join (or even start in) your crew? That was one of the great parts in FTL, having so many alien races to contend with and how each had their own strengths, weaknesses, and character.

Also, I have a sneaking suspicion that at least one of your team is a fan of The Martian :P

We will start by creating other groups of humans that have fled Earth as well. So you will encounter them and be able to trade, negotiate, board their ships, have them board yours, and recruit a member of their crew. Start with this and then later on I can imagine that some alien races will be asked for a lot, so hopefully we can deliver once the game has come out as an early access for example!

We are back in business now from our Christmas vacation and we will start to piece together the game with fury :)
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Kot on January 02, 2017, 07:49:11 am
Make it SS13 management game and you are set.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Scoops Novel on January 03, 2017, 07:13:15 am
I'm sure this has been answered somewhere before, but I must ask:

Will there be intelligent aliens to interact with? If so, can they join (or even start in) your crew? That was one of the great parts in FTL, having so many alien races to contend with and how each had their own strengths, weaknesses, and character.

Also, I have a sneaking suspicion that at least one of your team is a fan of The Martian :P

We will start by creating other groups of humans that have fled Earth as well. So you will encounter them and be able to trade, negotiate, board their ships, have them board yours, and recruit a member of their crew.

That's actually genius. I didn't realize you were going for the space post-apocalypse! So many good plots could come out of this.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Tiruin on January 05, 2017, 04:42:33 am
I'm sure this has been answered somewhere before, but I must ask:

Will there be intelligent aliens to interact with? If so, can they join (or even start in) your crew? That was one of the great parts in FTL, having so many alien races to contend with and how each had their own strengths, weaknesses, and character.

Also, I have a sneaking suspicion that at least one of your team is a fan of The Martian :P

We will start by creating other groups of humans that have fled Earth as well. So you will encounter them and be able to trade, negotiate, board their ships, have them board yours, and recruit a member of their crew.

That's actually genius. I didn't realize you were going for the space post-apocalypse! So many good plots could come out of this.
Now I've got imagery of a ship going to board directly with yours, moving parallel to the airlock, and then a really armored space-person kicks down the door (it doesn't depressurize the area thanks to safety measures) and delivers a speech that nobody expects--they're a merchant who offers to pay for the repairs, and also requests to recruit a member of your crew alongside providing trade.

Turns out that they're a militant merchant, and the rest is quest-history. :P

But yeah, high hopes for this game given the trustworthy dev team. Happy New Year there to you folks! :D
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: LoSboccacc on January 05, 2017, 04:57:54 am

a really armored space-person


I think the term you're looking for is vacuum seamen?
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: sambojin on January 05, 2017, 04:44:31 pm
Grabbed a copy of Battlevoid: Harbinger on my phone as a way of helping the development costs of this. Be sure to keep us informed when early access or even alpha testing can have money thrown towards it. Looks to be shaping up well.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Kot on January 05, 2017, 11:02:46 pm

a really armored space-person


I think the term you're looking for is vacuum seamen?
Inb4 Battlemallet Fort Kay mod.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: LoSboccacc on January 06, 2017, 02:24:21 am
Grabbed a copy of Battlevoid: Harbinger on my phone as a way of helping the development costs of this. Be sure to keep us informed when early access or even alpha testing can have money thrown towards it. Looks to be shaping up well.

Did that too and can't stop playing. I only wish the bse trademark hadn't such lame and out of place shape because I use that all the time :(
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on January 06, 2017, 03:17:27 am
Grabbed a copy of Battlevoid: Harbinger on my phone as a way of helping the development costs of this. Be sure to keep us informed when early access or even alpha testing can have money thrown towards it. Looks to be shaping up well.

Thank you! And LoSboccacc.

We will definitely keep you fellas posted!
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: ollobrains on January 06, 2017, 07:52:16 am
if u need ideas take a look at stellar tactics its in pre alpha but its shaping up to be a sleeping giant
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Scoops Novel on January 07, 2017, 06:04:29 am
Got any group interactions planned?

This
(http://i.imgur.com/B9t5PH2.jpg]) is a key moment.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: sambojin on January 07, 2017, 05:51:18 pm
Recreation rooms should certainly be a thing. I don't know what way it should be though. A nice little morale booster (or dropper if people don't like each other), a necessary part of life (ala Dwarf Fortress), or a useful area to hit the crazy button where you know there'll be hilarious consequences (Einsteinian Roulette RTD).

It could be all three. For some reason people get attached to their drinking establishments and eating areas, which makes it a great place for disasters to happen.  They're kind of pre-invested in it (unlike FTL's oxygen and engine rooms, where it really didn't seem like too big of a problem when it got blasted a lot of the time. It probably should have been a bit more serious considering).

Whereas the pub..... People will defend that out of principle, even if it's not life threatening for it to be temporarily destroyed. Plus, there'll often be some crew in there for the bad things to happen to. Great for random problems/encounters/crew quirks to emerge from, with it being easily explainable that they're drunk in spaaaaccccceeee! Quests ahoy! Pity the navigator now hates everyone......

Could even be a "policies" or character creation thing. A tea-totaller captain wouldn't allow grog in the Rec room (or onboard at all) so there'd less disasters happening, but the morale/friendship bonuses would be far less as well.

Recreation rooms and eating areas make a game feel far more "alive", because people automatically comprehend and relate to them. It makes your characters feel more like little people, rather than just tools to be used. Not sure how well it'd fit into Space Haven, but it really is a simple way of taking people "off their station" for encounters, etc. There's no perfect defense when hunger (or sleep) is involved. Except maybe robots, but they cost a lot and aren't that good at stuff (especially combat, for skynet reasons), and this gives them a reason to exist in the first place. You can actually characterize many species (or humans from different planets or sectors) by their eating, social and sleeping requirements, which makes it feel like "that's the reason you hired them" or "that's who they are" instead of someone else with other bonuses to stuff.

You tend to think of Star Trek species due to their social habits more-so than if they're really good with engines or something (Klingons are just arseholes to be around, they're not necessarily that much better at fighting, they just like to do it a lot. Braver, not likely to give into pain or injury, but not really better at fighting on average than most other trained fighters, and more likely to start fights for no reason. They get better at fighting because they're like this, not the other way around. They may get a bit of a "cultural boost" to melee, but mostly they'll get good because you'll be front-lining them on soft stats, not hard fighting stats. Yeah, that's probably trek-racist :) )

Someone from "Hellworld IV" (or sector) might not sleep or eat much, but they might be pretty cranky all the time. They may "need" a good recreation room, regardless of how good the sleeping quarters are, just so they get some happiness in their lives (while pissing everyone else off while they're there). Not all slackers from "Jimminy IIb" are social butterflies, but considering how much time they spend in the rec room, you'd better pick one who is. They don't care if it's a nice room, they'll still be there. Pros and cons to both. Chummy crews work well together, but they tend to care a bit too much sometimes, always smiling until the blood is flying everywhere, then they panic, and it's not even their own blood......

Sure, you can "hard-stat" races/species/worlds for "what they're good at", but it's these little soft-stats that makes them feel entirely different from each other, and gives reasons for things. Hats for species, but complicated ones. Eat, drink, sleep, talk, and does other stuff too. You could divide eating and recreation if you want, but it's more hilarious if heaps of crew-needs all go kaboom at once. Some crew won't need great stuff, but it's hard to draw in new crew to a hovel.

Can be everything from a quest hub (call the crew together for a meeting, I want to do other stuff. No, that shit doesn't happen on the bridge. That's where the captain lives, not engine-flunky-2. The captain just wants to know if ef2 or anyone else has anything interesting they've heard to share with everyone, so has deigned to eat alongside them. And shouted the booze for everyone), to a random event/encounter/crew interaction point, to a basic ship stat, to another few crew-stats to take into consideration, to a fully realized realtime simulation at every moment.

Rec rooms are kind of world building, back-story, characterization, relatability, and game mechanics/encounters all wrapped up in one single room. They're really good from a game developer's standpoint for all these reasons, and they can be as abstracted or as simulated as you want them to be.

Anyway, just some thoughts......
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Scoops Novel on January 08, 2017, 06:16:41 am
(http://i.imgur.com/DD95cZ4.gif)
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: ufo on January 08, 2017, 03:38:35 pm
uhmmm the game is too similar to ftl wich is more complete
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: lordcooper on January 08, 2017, 04:03:38 pm
Finished game is more complete than work in progress game.

Fantastic feedback.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: forsaken1111 on January 08, 2017, 04:10:09 pm
I want to believe he's kidding but he's probably serious and it's just sad.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Tiruin on January 09, 2017, 03:19:57 am
I want to believe he's kidding but he's probably serious and it's just sad.
It lacks specifics but it seems more like a jest in humor. Unsure, post is lacking punctuation.

Because there's a lot that's missing despite the mistaken equivalence...of being space people in space. :P [also an inspiration anyway, but maybe the title was missed]
Not something to overly dwell on. Better to just ask him if curious.

-snip-
After playing with you on mythweavers (please don't let it die), I like how you use easily-loadable gifs and stuff to fill or express your ideas. :P

Back onto the thread: I remember a note about windows (http://www.bay12forums.com/smf/index.php?topic=160960.msg7215121;topicseen#msg7215121), is it possible to make an upgrade or something to make those windows...solar panels in a way?
So it's like a two-way mirror-panel? So to reuse graphics assets and give it some extra use. (Although imaginative me pictures those streamlined power conduits lighting up occasionally like in the power graphics in Dungeon of the Endless)
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Scoops Novel on January 09, 2017, 05:03:21 pm
(please don't let it die)

Thanks for the reminder.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on January 10, 2017, 03:48:07 am
(http://i.imgur.com/5KgTCbN.gif)
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Tiruin on January 10, 2017, 04:12:16 am
I love you guys and your humor. :P

E: That reminds me!
Since you mentioned in the past about decompression issues...will there be an option (like on the ship's bridge or by some facility) to have an internal atmospheric control area? To...prevent all the air getting sucked out if some section of the ship somehow blows up?
Also how will pressure be treated anyway? It would be really, really nice to see pixelated physics happening, but out of curiosity of the mechanics of the game, I hope it won't be too taxing to implement.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on January 10, 2017, 08:35:21 am
I love you guys and your humor. :P

E: That reminds me!
Since you mentioned in the past about decompression issues...will there be an option (like on the ship's bridge or by some facility) to have an internal atmospheric control area? To...prevent all the air getting sucked out if some section of the ship somehow blows up?
Also how will pressure be treated anyway? It would be really, really nice to see pixelated physics happening, but out of curiosity of the mechanics of the game, I hope it won't be too taxing to implement.

It's a bit open still regarding the decompression, but if we can we could make it so that building walls and rooms will essentially prevent the decompression to that room. It opens up possibilities to have special doors that can keep air and others that cannot.

Having things fly around and such is another matter, we will have to see what we cook up in the end :)
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: LoSboccacc on January 10, 2017, 09:59:31 am
sub commander did decompression and compartments pressurization right, check it out:

http://www.subsim.com/radioroom/showthread.php?t=202304
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on February 09, 2017, 09:56:09 am
(http://i.imgur.com/Rvy8vnx.jpg)
It was a particularly calm evening. We had traveled long and far, into unknown territories. I stood in front of the window looking out into the space. Gregory was sleeping and Leonora was just done peeing in the engine room toilet.
(http://i.imgur.com/V7jF3se.jpg)
Our scanners suddenly spotted an unknown vessel right in front of us. We tried to hail but to no avail. We were running low on food and precious metals, this vessel could give us what we needed to survive. I made the decision, we would head out and explore the ship.
(http://i.imgur.com/vsirfX8.jpg)
I gathered my crew and we prepared the transport pod. There was tension in the air, what would be waiting for us at the other ship? Would the ship be intact with oxygen and other gas levels in check? There was no time hesitate.
(http://i.imgur.com/jtQQ9qo.jpg)
We arrived. We checked the gas levels immediately upon arriving and found them to be in order. There was a damp smell in the air, however. We took careful steps with all the confidence we could muster, opening each door ready to defend ourselves.
(http://i.imgur.com/4Qn4ssC.jpg)
All clear! No threat this time. The core of the ship was a bit damaged though. Luckily Jalen managed to fix it, we could essentially take this ship with us now!
(http://i.imgur.com/BTkTvQV.jpg)
We decided to leave it behind though. The ship would need many crew members to operate and we just don't have enough to space. We left Jalen behind to carry all the disposable resources to our transport pod. We had to make many trips to get everything with us.
(http://i.imgur.com/ux2l5QP.jpg)
Birds eye view of us transporting resources to our main ship.
(http://i.imgur.com/2x1B5TC.jpg)
Before leaving for another sector, we noticed some odd readings regarding our hull. We decided to head out in space suits and investigate.
(http://i.imgur.com/kvdUUvr.jpg)
The hull looks intact Gregory, but I have a terrible itch down there. Yeah, you know where. I'm unable to scratch it. I'm dying here, can we go back inside?
(http://i.imgur.com/dqJtS1D.jpg)
As a bonus picture, here is our electricity system. Electricity is distributed to the whole ship using electricity nodes, transferring electricity from the ship core.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on February 09, 2017, 11:46:14 am
If you're interested to see some short clips of game play:

http://bugbyte.fi/forums/showthread.php?tid=287 (http://bugbyte.fi/forums/showthread.php?tid=287)
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: forsaken1111 on February 09, 2017, 12:32:17 pm
This game is coming together nicely it seems. I'm still wondering when I can throw some money at the screen and obtain a copy.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on February 10, 2017, 04:40:34 am
This game is coming together nicely it seems. I'm still wondering when I can throw some money at the screen and obtain a copy.

We don't have anything set in stone yet, but we are trying to have a releasable towards the end of this year!
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: forsaken1111 on February 10, 2017, 06:36:40 am
I am excite.

Also if you need a tester at any point between now and then I'd be happy to help. I am generally good at breaking games and submitting coherent bug reports and my own background in game dev means I can sometimes tell what is going wrong.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Tiruin on February 10, 2017, 07:16:37 am
I am excite.

Also if you need a tester at any point between now and then I'd be happy to help. I am generally good at breaking games and submitting coherent bug reports and my own background in game dev means I can sometimes tell what is going wrong.
/me points at emailing list.
That's what you should go for :3 (I love playtesting too, in that sense!)
I'm already wondering if you can 'scrap' components from devices since probably it may not be going for the ol' RPG/Game 'material deconstruction' way as those devices look too...detailed to scrap like that :P

Or maybe I just love pixel art a lot.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on February 10, 2017, 07:32:47 am
I am excite.

Also if you need a tester at any point between now and then I'd be happy to help. I am generally good at breaking games and submitting coherent bug reports and my own background in game dev means I can sometimes tell what is going wrong.
/me points at emailing list.
That's what you should go for :3 (I love playtesting too, in that sense!)
I'm already wondering if you can 'scrap' components from devices since probably it may not be going for the ol' RPG/Game 'material deconstruction' way as those devices look too...detailed to scrap like that :P

Or maybe I just love pixel art a lot.

The way it is now is that you can build and scrap devices. Each device is built by having a x number of boxes, parts of a specific device. So once you have enough boxes you can build the device.
When you scrap, the device is packed back into boxes. You can then move the device or toss the boxes into a scrapper to get resources back.

Though, the scrapper is something we are not sure about, it might not stay in the game :) It's a bit open still if it is needed and of how much use it will be.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: sambojin on February 12, 2017, 01:21:21 pm
Subscribed. I'll be happy to help out with bug checking and balance testing where I can when the time comes for that. It's looking good Admiral.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on April 03, 2017, 10:32:54 am
It's been a while! But fear not, silence means we are busy being hard at work.  :) We've been working on a random ship generation system. It was quite a large task since we had to determine rules for how we want ships to generally look like and have some logic to it all. Things like crew rooms being their own section, instead of scattered around all over the ship. Engine room should obviously be in the back of the ship, not in the middle. Command center looks good at the front of the ship, but can be put at other sections of the ship as well.

This system will give you the opportunity to explore a refreshing amount of randomly generated ship wrecks, and face other groups fleeing from Earth with their own ships.

The system will not only allow for how the content could be shuffled within a ship, but also the structure of the ship itself. With it being larger or smaller depending on the seed.

In addition to the random ship generation system we have worked on the lighting system and made it better. Enjoy these new screenshots, which shows how the game is looking currently.

(http://i.imgur.com/bXZIvK6.jpg)
Grabbed this shot from our programmers screen. Lighting is starting to be on point!
(http://i.imgur.com/vz2mTaK.jpg)
Lone crew member feels lonely.
(http://i.imgur.com/J0Oy5DF.jpg)
In-game screenshot from the current Alpha version.
(http://i.imgur.com/rrzkAEE.jpg)
Crew about to board a wrecked ship and investigate what's going on.

If you want to check out a gif of some random ship content generation head on over here:
http://bugbyte.fi/forums/showthread.php?tid=295 (http://bugbyte.fi/forums/showthread.php?tid=295)
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Mephansteras on April 03, 2017, 11:48:42 am
Nice! I always enjoy procedurally generated stuff like that. Makes things more interesting, since otherwise you end up with a lot of 'Ok, so this is design A. That means I need to do X, Y, then Z. Like always.'

Not always a bad thing, but in games like this I feel it removes a lot of the exploration feel that you'd want in a space game. So kudos on going the harder route.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Tiruin on April 03, 2017, 11:38:48 pm
[...]
This system will give you the opportunity to explore a refreshing amount of randomly generated ship wrecks, and face other groups fleeing from Earth with their own ships.

The system will not only allow for how the content could be shuffled within a ship, but also the structure of the ship itself. With it being larger or smaller depending on the seed.

In addition to the random ship generation system we have worked on the lighting system and made it better. Enjoy these new screenshots, which shows how the game is looking currently.[...]
My urge to RP a salvage and rescue ship is rising to very high imagination levels with these descriptions. :3
That, and I love the consistent work going about--cheers to you and your team there! :))

Quote
Not always a bad thing, but in games like this I feel it removes a lot of the exploration feel that you'd want in a space game. So kudos on going the harder route.
The 'harder' but otherwise more quality/contentwise ideas, that people connect to better rather than the 'feel that vanishes once familiarity is established'. A bit of flexible familiarity takes place instead.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Gabeux on April 04, 2017, 01:57:50 am
Game's looking so good I wanna lick it. And I loved that last status update!

Already said that it reminds me of Spacebase DF9, but DF9 made me feel bad/weird as the proportions/scale of pretty much everything was weird. Maybe it was the astronauts that looked twice bigger than everything else (especially the airlocks).
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: SalmonGod on April 04, 2017, 08:04:01 am
PTW
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Xinvoker on April 06, 2017, 08:19:13 am
yummy
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Retropunch on April 06, 2017, 09:26:49 am
This looks to be coming along great - just a few questions:

- How much non-fighting stuff will there be? These games tend to focus on the conflict side of things and whilst that's great fun, it'd be nice if there were other things to do.

- From the screenshots/writing it looks like you might be able to have more than one ship with you at a time!? Will there be ship to ship combat? That'd be...insane.

Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on April 09, 2017, 02:58:06 pm
This looks to be coming along great - just a few questions:

- How much non-fighting stuff will there be? These games tend to focus on the conflict side of things and whilst that's great fun, it'd be nice if there were other things to do.

- From the screenshots/writing it looks like you might be able to have more than one ship with you at a time!? Will there be ship to ship combat? That'd be...insane.

We are trying to develop the game in the direction of "Player chooses". So ultimately we would like it to be the choice of the player to fight or not, with other options like negotiate and trade to resolve conflicts. We will see how well we succeed, but it is our goal!

And yes, our goal is also to let the player have more than one ship. Heck, grab a ship from the enemy if the conditions are right :) Working on crew combat and ship to ship combat as I write this. Those will be in there :)
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on May 09, 2017, 09:15:14 am
Hi there! We've been hard at work creating effects for the game the past month. As a result of this we're able to show you some very cool explosions and general mayhem! The ships in the game are pretty much fully destructible, but in regards to what the limits will be in the end is still open. It's really cool to destroy the whole ship though!

When the hull gets breached there is an leakage of oxygen and other gases, creating all kinds of trouble aboard the ship. The speed of the leakage is not really realistic, but could provide for a nice game play feature.

Screenshots:

(http://i.imgur.com/lTcoA8w.jpg)
Hull breached!
(http://i.imgur.com/vAV8ipd.jpg)
Engine room explosion.
(http://i.imgur.com/niXDD8R.jpg)
Total mayhem aboard a ship.
(http://i.imgur.com/KFSZ7yt.jpg)
Close up of an explosion on ship.

We have three awesome gifs of explosions at our forums here: http://bugbyte.fi/forums/showthread.php?tid=298 (http://"http://bugbyte.fi/forums/showthread.php?tid=298")
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Darkmere on May 09, 2017, 12:20:28 pm
Our hull has been breached, and the science is leaking out!
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Tiruin on May 09, 2017, 09:53:29 pm
Our hull has been breached, and the science is leaking out!
I'm now thinking of the matter of dousing that room by 'hull clamps' or other temporary measures, and an internal atmospheric control center or at least a station that does that :3 A simple mix to adjust the oxygen and otherwise...for reasons.

But goodness does effects take a lot of work--hooray for you dudes in doing that very well c:
Hopefully there may be an option in the future to...um, aid the UI? Because in a perspective viewpoint (my words are messy x.x) the fire may block the tile behind it, especially in a raging fire. Which makes sense! But I do hope it doesn't overload computers and all ._.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on December 21, 2017, 11:17:52 am
(https://i.imgur.com/WnMURtH.jpg)

Sorry for not posting in a long time, I coded my own game and devoted myself so much to it that I didn't have time to update on our main game at all. Super happy now to be able to show how the game looks now!

While Santa has been preparing for Christmas we have been churning away on Space Haven. Things are coming together, we are able to put more pieces together and start to experience the package as a game. There are still ways to go though, a lot of challenges have come up along the way but we are confident that we can overcome. I'm excited to show you the newest material of the game, I think the game is looking more gorgeous than ever but will leave it up to you to decide for yourself! Above is a ship designed for mining, a mining ship. 4 mining pods are able to launch from the pod hangars and go mine for resources.

(https://i.imgur.com/TIHijBB.jpg)
Two crew members put on their space suits and use jet packs to go claim a couple of mining pods left out in space. These should be useful for times to come!

(https://i.imgur.com/Fhza10O.jpg)
Team leader having a last debrief for the boarding party. We have encountered an unknown space ship and they are not responding to our hailing. Perhaps the ship is abandoned, could also be a trap!

(https://i.imgur.com/wTN5WND.jpg)
Life aboard a ship. There are plenty of tasks to take care of, keeping the crew members busy. Life is not bad right now, but we never know what tomorrow might bring. We need to be prepared.

(https://i.imgur.com/G1Lr63o.jpg)
No life forms on this ship. However, we found some very valuable resources in the central storage, we will grab them and leave.

(https://i.imgur.com/O0TRPQI.jpg)
Debriefing in the dining hall.

Quite interesting to look at my first post and see how the game looks now when compared. I think we have managed to take it in the right direction! :)

Video clips in the link below!
http://bugbyte.fi/forums/showthread.php?tid=417
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Mephansteras on December 21, 2017, 12:07:04 pm
Nice. Glad to see some progress on this!
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on January 26, 2018, 10:32:06 am
(https://i.imgur.com/UmtUJWx.jpg)

We've been working on furthering our building mechanisms this first month of 2018. As we have started to get a better feel for the different systems in our game we have also started to think more about the real core of the game. One thing we knew we wanted to have was the expansion of a ship, being able to expand your base and get more room for new buildings is essential for any good building game! We thought about different approaches to this, but in the end we wanted to try to have it as free as possible and let the player design his own ship from the hull up.

(https://i.imgur.com/1OVsNIf.jpg)

We ran into a pretty tricky problem since being in space means the hull walls should be kept intact when expanding, otherwise very important gases like oxygen and temperature will leak out and kill the crew! Also, in its current state our game differs from Spacebase DF-9 by not having the inner walls be the same as the outer hull walls. Because of this we had some issues but fortunately we managed to solve them. The screenshot above has a small "possible size of ship" - limit, so don't worry about that.

Take a look at videos posted here to see how it all plays out:
http://bugbyte.fi/forums/showthread.php?tid=451 (http://bugbyte.fi/forums/showthread.php?tid=451)
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on March 14, 2018, 04:50:46 am
(https://i.imgur.com/n8ppYsL.jpg)

Greetings!

We have spent the past couple of months progressing quite well with Space Haven. We started focusing on game play and right now we're improving the UI to look much better! We have made a lot of progression regarding the AI of characters, they are now acting self-preserving and trying to stay out of trouble as much as possible. This really improved game play a fair bit already!

Sorry it is taking so long, but we absolutely have to nail the game play or otherwise all work will be for nothing. There just isn't any room to give out a mediocre game. I know a lot of you must be yearning to know when the game comes out, but I do not have a definite answer yet. I can say that the game is starting to be playable now, we have played it for up to 1 hour already ourselves. It needs more content and more overall improvement though, but we're getting there! I will soon post new screenshots once we get the UI update ready, that will make the game look even better than before.

(https://i.imgur.com/4bx1FcS.gif)
Phyllis, the pilot of a mining pod, arrives to the air lock with resources to unload. Phyllis is going to grab a bite to eat before heading out again.
(https://i.imgur.com/iUJesOS.gif)
August, the engineer, loads the core module of a newly captured ship and powers up the ship. Lights flicker as power is distributed to different parts of the ship.
(https://i.imgur.com/Cqop3SL.gif)
Ronna goes spacewalking to fetch a mining pod, she then docks it at the spaceship hangar area.
(https://i.imgur.com/nQYy1Jp.gif)
Godfrey, the captain, looks busy at the bridge. He's not really busy though, he just wants to avoid heavy lifting at the docking area.


Meanwhile, we spent time to set up a dedicated home page for the game, and also social media channels. So definitely check them out and give your favorite channel a follow below!

https://www.reddit.com/r/SpaceHaven/
https://twitter.com/SpaceHavenGame
https://www.facebook.com/BugbyteGames

And last but not least, check out the cool home page we set up for Space Haven. It has a lot of info about the elements in the game:

http://bugbyte.fi/spacehaven/
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Shadowgandor on March 14, 2018, 05:45:43 am
Looking good! Keep up the good work :D
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: askovdk on March 14, 2018, 05:56:38 am
This looks very nice.  :)
One suggestion that I think would fit this game very well is to do ‘space hulk mining’ instead of asteroid mining.
(By space hulk I mean a huge lump of old spaceship derelicts being smashed together by gravity for a long time).

You start with a small scavenger ship/station, but pry of metal and basic resources from the hulk to expand. Inside the hulk you may then find functional parts that can be researched and integrated into the station. (See Scavenger SV-4 : http://www.bay12forums.com/smf/index.php?topic=169448.0 (http://www.bay12forums.com/smf/index.php?topic=169448.0) for an excellent 3-tier research design).
This should split the gameplay into a mostly safe base (unless you start serving unresearched biological samples in the canteen), and a mostly unsafe hulk where situations constantly arise.

It’s just an idea, but in this time where so many excellent games are made, then you will need something to make you special.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Mephansteras on March 14, 2018, 11:20:10 am
Shaping up quite nicely!
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Tiruin on March 15, 2018, 01:57:32 am
o_o

I'm telling all my friends again about this.
Shaping up quite nicely!
Indeed ♥ The pixels are lovely! The storytelling is lovely. The assumed competence of people (but they're being lazy in the tiny amount of time we're introduced to them) is lovely! :D
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Ai Shizuka on March 15, 2018, 03:56:51 am
This looks...incredibly promising.


Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Majestic7 on March 15, 2018, 10:21:23 am
Do crewmembers have distinct personalities? For example, a lazy guy taking more breaks or a meticulous dude working till he drops from exhaustion?
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Radsoc on March 15, 2018, 01:32:35 pm
Looks interesting, subscribed. No Steam release plans?
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on March 16, 2018, 05:04:36 am
Do crewmembers have distinct personalities? For example, a lazy guy taking more breaks or a meticulous dude working till he drops from exhaustion?

Yes, that is our goal. We want create some uniqueness to the characters and how they interact with other characters. Crew member have skills and traits, things they are good at and things they are bad at. We will also try to create some light relationship simulations like in Rimworld. Crew members wanting to go eat with someone they like, sleep with someone, stay away from Fred who is an asshole. Things like that!
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on March 16, 2018, 05:07:29 am
Looks interesting, subscribed. No Steam release plans?

Steam, of course! Still open how we will do the initial launch, it might be through a Kickstarter to gather testers that way, or a Steam early access. But our plan is to make some type of early adopters scenario, and get those first players to guide us further for a full release.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: jocan2003 on March 16, 2018, 04:50:02 pm
Looks interesting, subscribed. No Steam release plans?

Steam, of course! Still open how we will do the initial launch, it might be through a Kickstarter to gather testers that way, or a Steam early access. But our plan is to make some type of early adopters scenario, and get those first players to guide us further for a full release.
Since you now are here, you have to consider us as early early birds :)
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: smjjames on March 16, 2018, 05:24:16 pm
Definetly interested in this.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on March 19, 2018, 07:30:29 am
Looks interesting, subscribed. No Steam release plans?

Steam, of course! Still open how we will do the initial launch, it might be through a Kickstarter to gather testers that way, or a Steam early access. But our plan is to make some type of early adopters scenario, and get those first players to guide us further for a full release.
Since you now are here, you have to consider us as early early birds :)

If anyone is interested in testing and really likes games like Rimworld and such I'd encourage you to mail us at support@bugbyte.fi
We're going to need first testers. But please just do this if you are committed to give us feedback too, and you respect our wishes to keep the game under wraps until we are ready to show it in a broader way.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Aseaheru on March 19, 2018, 06:30:49 pm
Out of curiosity, are there any plans for potentially have multi-level spacecraft?
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on March 20, 2018, 07:42:36 am
Out of curiosity, are there any plans for potentially have multi-level spacecraft?

That's not in our current plans no, but we will see what the future brings! Been getting some e-mails to be as first testers. More are welcome!
Shoot a mail to support@bugbyte.fi if you're interested.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on April 11, 2018, 07:43:31 am
(https://i.imgur.com/YFbRjkv.jpg)

Time to give you an update on what we've been working on the past month. We put emphasis on improving the user interface, since many of the game play elements really started needing it. We're working hard towards a "first early version" of the game. Everything we do is with that goal in mind. We have been tackling one problem at a time, and one by one we are able to solve them.

Above is a screenshot of our new user interface, it's looking pretty slick we think! Hope you like it too and it makes you wanna click on things and watch things move. Like a real game!

(https://i.imgur.com/XQwDBba.gif)

We've had one bigger problem for a long time. Linking resource usage to hull expansion. Our resource system was initially based on building blocks, meaning all facilities, walls etc. usually needed 1 or more blocks to be built. When playing the game we realized we had made a mistake. It started to take a very long time for the characters to haul building blocks everywhere, too much time. We had to redo the system a bit, to allow us to set custom material costs for elements to be built.

The hull expansion was still a problem since we needed some way for 1 block to be transformed into many tiles of hull, otherwise the hauling would take much much longer than actually building something. Fortunately the mining pods was our answer, and it makes more sense for them to take care of expanding the ship hull. Mining pods can now be loaded with a building block and enables it to build some 10 tiles at a time before having to return to load up with more building materials.

(https://i.imgur.com/qcQgxWz.gif)

Since we were already working on the mining pods we decided to finish their build and mining animations. Really happy with the result! Look at them go, mining that asteroid for all that it has. Hey, we're really going to need all those resources so don't leave anything behind!

(https://i.imgur.com/F50HUaT.jpg)

We have also been working on a notification and objective system. These notes will pop up to help you get started in the game and will notify you when something is going wrong. Will be really important to guide the player to understand the game better!

(https://i.imgur.com/aS7EiMg.jpg)

Another screenshot of the user interface. Oh right, characters have their own inventory system. You can equip them with weapons or other items you find aboard ships!

(https://i.imgur.com/YJ4f6YV.jpg)

Above is a screenshot of the tile based gas system. You can see the different view modes down to the right, currently oxygen is selected. Apparently this ship has low oxygen in a small room, where the core is. It's recommended to build walls around the core and other refinery facilities. They heat up a lot and some produce hazardous gases. Seal them off and equip the room with a spacesuit door to allow crew members to work safely near it.

(https://i.imgur.com/HxYB0Q2.jpg)

The crew job management system. You can assign your crew members to take care of various things. This menu needs a little polish still but it's working well!

(https://i.imgur.com/5Fje0kz.gif)

Arnie has some lunch and his stomach starts to grumble. Straight off to the toilet he goes! Ever seen anybody do his business so fast? Didn't even pull down his pants!

When will the game be released?

The game is really coming together now! I hope you can see the progress and want to thank you for your patience. Some of you have been following development of Space Haven since the beginning, I believe that's some 2 years now since we started.

I can't say any exact dates yet, because we simply don't know when the game will be good enough. We want to do things right, and not rush out an incomplete package and have years of work go down the drain. The future of our company hangs on this game, if it fails we are in dire shape. Once again, heh!

Also, any type of release of a game is also much more complicated than simply releasing it once it is done. Things we need to consider:



As you can see, the best opportunities to release a game for indies are limited to certain times of a year. Best being around February - May and August - October.

To give you some kind of time frame my best guess would be towards the end of this year or early next year.

(https://i.imgur.com/vE65ngy.gif)

How can I help?

Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Mephansteras on April 11, 2018, 09:23:42 am
Shaping up really nice!
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: SharpKris on April 12, 2018, 09:38:09 am
PTW looks very promising
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on June 05, 2018, 06:23:32 am
(https://i.imgur.com/eE4bjOI.jpg)

Oh, hello! Long time no see. Sorry for being quiet for a bit longer stretch there. Sometimes when you develop a game a lot of the back-end stuff gets done, which means there isn't much visible to show. We have been working on many things, I have probably forgot some of them. I want to start by showing a really cool screenshot of an asteroid base. We want the universe to be filled with other groups and their ships, but also space stations built to support space exploration. We thought it would be cool if humans decided to build these stations at/on asteroids! Making for cool asteroid bases that you can visit.

(https://i.imgur.com/YgrbJJI.jpg)

We've been working on finalizing the user interface, testing that it looks OK on different screen sizes and resolutions. There is still some unpolished work, like polishing the button graphics and what not. However, the bulk of it is done! Above is a screenshot of the ship storage facility. You can build these wherever you like and optimize how you want them to store resources.

(https://i.imgur.com/JSdwhyL.jpg)

Above is a screenshot of a grow bed, allowing you to plant fruits, vegetables and more to help sustain your crew aboard the ship. Growing plants will require water and the right environment conditions. It will also require someone who knows what they're doing, otherwise there is a risk that the crop will die!

(https://i.imgur.com/gsNgQB0.jpg)

After finishing with the user interface (for now), we jumped into adding some character to our characters! No longer are they mere robots carrying out orders. We have made them much more human, which of course makes things a lot more interesting. We created a fully fledged mood system, which I have to admit is very similar to RimWorld. We like to try to be unique whenever we can, but we really didn't see a better way to do this. It is, however, tailored to Space Haven and has some features that separate it from RimWorld. Much of it is based on Maslow's hierarchy of needs. This mood system is what steers a lot of the game play and gives the player incentive to evolve and expand, to make the base better.

(https://i.imgur.com/zxyalbV.jpg)

Above is a screenshot of the skills and backstory of a character. We came up with the idea to develop some interesting backstory by linking occupation and traits to before and after everything went to hell. So the backstory will show what occupation the character had before the apocalypse, and which traits were revealed when the world collapsed. This combination can create interesting backstories like a character being a police officer but then revealing traits like being a wimp or psychopath after facing the apocalypse. The characters true nature shining through in dire times! Of course the police officer shown above is a very stereotypical police officer, lazy and likes to eat donuts!

(https://i.imgur.com/aWK6Pqp.gif)

And finally for some fun stuff! We have also created a speech system to the characters in the game. This will be the way characters interact and actually develop some relationships between each other! We decided to use icons and emoticons, because they will allow for a lot of imagination, while still giving enough of context to know what is going on between characters. Above is the new guy asking if he can join a couple of fellows at the dining table.

(https://i.imgur.com/fSKKya1.gif)

A heated discussion takes place when Neal walks up to the guys expressing his concern, Coby hates Neals guts so he immediately puts him in his place. Neal gets sad and Guy finds the whole ordeal very amusing.

How can I help?

Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: smjjames on June 05, 2018, 11:44:24 am
Looking awesome.

Also, will there be aliens? Can't have space stuff without aliens, right?
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Tiruin on June 05, 2018, 02:17:50 pm
Seeing that root vegetables description? I feel like I'm reading a running in-joke given how many times I've stumbled upon that line in previous other games :P :))

I was VERY excited when I received the email though :D It looks so awesome and brimming with potential!

Fun stuff though; the mood system isn't unique to Rimworld, as the notion has been present in other games before (the looks have been popularized by it, but the framework is pretty common and the uniqueness is how the people work with it).
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: forsaken1111 on June 05, 2018, 02:34:23 pm
Seeing that root vegetables description? I feel like I'm reading a running in-joke given how many times I've stumbled upon that line in previous other games :P :))
What line? The Lorem Ipsum thing?
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Darkmere on June 05, 2018, 03:48:59 pm
Seeing that root vegetables description? I feel like I'm reading a running in-joke given how many times I've stumbled upon that line in previous other games :P :))

"Lorem Ipsum (...)" is filler formatting placeholder text. The idea is the letters and spacing are all "average" and fill out a block reasonably well for demonstration purposes without having to write up all the real junk in case you need to change it later.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: forsaken1111 on June 05, 2018, 04:32:16 pm
yeah its pretty commonly used as placeholder text for websites, descriptions, etc to see how formatted text will look.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on June 06, 2018, 02:42:25 am
Looking awesome.

Also, will there be aliens? Can't have space stuff without aliens, right?

Yeah, there will be some aliens! We just have one placeholder right now but once we can focus on creating more aliens we will do that. Depends also on what players wish to be added to the game.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Tiruin on June 06, 2018, 05:25:10 am
yeah its pretty commonly used as placeholder text for websites, descriptions, etc to see how formatted text will look.
That is so cool to know, as someone who knows nothing on all that :))

Also I do like how this game on this forum, at least in my experience in the past years, loads every snapshot of their work and even animated work VERY WELL that it can load quickly and show the animation on my <50kb/s internet ♥.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Yoink on June 06, 2018, 05:40:59 am
Also I do like how this game on this forum, at least in my experience in the past years, loads every snapshot of their work and even animated work VERY WELL that it can load quickly and show the animation on my <50kb/s internet ♥.
Wow, according to the speedtest I just did that is even slower than mine... and this is probably the worst internet I've had. o_o
Although it is being unusually functional this evening. Half the time it just doesn't work, period.


Anyway, I'm getting more and more excited watching this develop! I'll probably shoot through a testing application sometime soon, although I'd probably have to make a trip to the library or something to download it if I did get in, haha.   
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on June 06, 2018, 09:44:51 am
Thanks guys! If you're interested to read more you can do so at the home page:
http://bugbyte.fi/spacehaven/

Also if someone has input on the text of the home page, grammar or something else let me know! Not a native English speaking fellow, so any help is appreciated.
There's also a sign up to our newsletter at the bottom to be notified of when the game is released!
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: smjjames on June 06, 2018, 11:40:46 am
Thanks guys! If you're interested to read more you can do so at the home page:
http://bugbyte.fi/spacehaven/

Also if someone has input on the text of the home page, grammar or something else let me know! Not a native English speaking fellow, so any help is appreciated.

Your english is pretty good really.

Gameplay and storyline: I usually see the words 'space faring' written as one word, but it can also be written with a hyphen (space-faring) and it works fine as two separate words, so, all three are probably correct anyhow.

freedom to design and build: "your are free to design your own," kind of looks like you started writing the contraction of 'you are' (which is you're) and changed your mind.

crew needs, moods, and relationships: "Every crew member have their own" 'has', not have. " develop relationships to each other," 'with each other', not 'to'.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on June 07, 2018, 03:03:56 am
Thanks guys! If you're interested to read more you can do so at the home page:
http://bugbyte.fi/spacehaven/

Also if someone has input on the text of the home page, grammar or something else let me know! Not a native English speaking fellow, so any help is appreciated.

Your english is pretty good really.

Gameplay and storyline: I usually see the words 'space faring' written as one word, but it can also be written with a hyphen (space-faring) and it works fine as two separate words, so, all three are probably correct anyhow.

freedom to design and build: "your are free to design your own," kind of looks like you started writing the contraction of 'you are' (which is you're) and changed your mind.

crew needs, moods, and relationships: "Every crew member have their own" 'has', not have. " develop relationships to each other," 'with each other', not 'to'.

Thank you! I made the changes, thanks for your help.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Tiruin on August 11, 2018, 01:20:53 am
Awesome updates coming :3 I'm of the idea that they'll be updating here in post, too, but they're progressing pretty awesomely with the game thus far! (http://bugbyte.fi/forums/showthread.php?tid=485)
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Caz on August 11, 2018, 09:15:10 am
This looks interesting. PTW
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: dennislp3 on August 11, 2018, 11:30:13 pm
PTW
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: KittyTac on August 12, 2018, 12:05:13 am
PTW.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on August 13, 2018, 04:16:31 am
(https://i.imgur.com/SXNAzPY.gif)

Greetings!

Over two years of full-time development with our 3-man indie team! The game is progressing and coming together. This is by far the most exciting and challenging game project we have worked on. From the isometric 2D view to modeling character AI and mood, this game has pushed us to the limit but we are determined to bring it alive.

Bugbyte now has a Discord server. Want to chat with us? Now you can!
(https://i.imgur.com/njRQNNi.jpg)
First, we have a Discord server up and running. Below is a step-by-step process to make that happen if you aren't familiar with Discord. Discord is fun, and it's a growing text and voice chat application. We post screenshots and gifs there often and you can ask us questions. We will try to pop in every week or even a few times a week to answer your questions and have a chat with you. Hopefully we will see you there!

Step-by-step process to join us on Discord:

Space Haven has a music and sound composer. Say welcome to Paul Zimmermann!

(https://i.imgur.com/DWDpRxC.gif)

Enjoy "Nebula Signals" by Paul Zimmermann below!
https://soundcloud.com/paulzimmermann/space-haven-nebula-signals

We decided it's time to start looking for a composer for Space Haven, we wanted to find someone who shares our passion to make Space Haven something great. So we posted an ad on Reddit and composers swarmed in ready to show their talent. The audition lasted for 2 weeks and after composers had made their demo tracks we were left with going through the submissions and choosing who could be the best fit for our team. The decision wasn't easy, there are many great composers out there, and it's not easy for them. So we wanted everyone to win, but we can only choose one.

In the end, a fellow by the name of Paul Zimmermann created this demo track for Space Haven and we like it the most (You can listen to the track a bit up under the hyperspace gif). Want to say welcome and chat with Paul? You can do that on the Discord server too! He can be found on the server by the name of "pzcomposer".

(https://paulzimmermann.weebly.com/uploads/3/9/2/9/39295663/published/paul-pic02.jpg?1525885366)

Follow Bugbyte creator page on Steam to be notified of Steam release!
(https://i.imgur.com/52h59pM.jpg)
Steam has now made creator pages available for developers. You can follow us there to be pinged every time we release a new game. That's pretty neat! You can follow the creator page by clicking the green "follow" button up top at the page:

Open Creator page directly in Steam:
steam://openurl/https://store.steampowered.com/developer/bugbyte (http://steam://openurl/https://store.steampowered.com/developer/bugbyte)

Open creator page in browser:
https://store.steampowered.com/developer/bugbyte

Aliens! Newest screenshots and gifs from Space Haven.

We've been working on various areas of the game during the summer. Perhaps one of the more exciting additions is an alien species. Of course there has to be aliens when we are in space! We took inspiration from the alien movies, since we find the concept thrilling. We wanted to make it possible for your characters to become captured by the aliens. You'll be able to do rescue missions to save those poor souls, or you might find a crew member of another ship captured by the aliens when you are exploring. Save him/her and get a new crew member!

(https://i.imgur.com/Alu38Zz.jpg)
Oh no! What happened to this poor man? And what is this unrecognizable growth that has taken over this ship. I also hear odd sounds in the vents, better fetch my flashlight and take a look.

(https://i.imgur.com/YU6zzf6.jpg)
Picture taken from our graphic artist Matti's screen. Here he is creating a 3D model of one of the alien entities.

(https://i.imgur.com/lZyHqeU.jpg)
They never stop spawning! We need reinforcements here. Aurelia and Kody fighting an alien infestation. Will they survive?

(https://i.imgur.com/NprTlVJ.gif)
And here you can see them fully implemented in-game in a never-ending gif, ready to attack your characters. Open fire!

(https://i.imgur.com/5Wq6GBR.jpg)
The crew has boarded this abandoned spaceship and found some food and resources they can use. Time to load the shuttle up and head on back home.

Follow Space Haven on your favorite social media channel.

Direct Newsletter sign-up to be notified of release:
http://eepurl.com/dntx_1
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Mephansteras on August 13, 2018, 09:00:37 am
Good stuff!
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: jocan2003 on August 13, 2018, 03:16:50 pm
gawd dammit cannot wait till it goes live.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Gabeux on August 14, 2018, 10:14:31 pm
Looking great indeed! Sounding great too, I'm interested in the future soundtrack.  :P
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Tiruin on August 15, 2018, 04:51:53 am
Woohoo :)) Just what I've read all up on! Wishing you devs well. I read a bit of anxiety in between the lines about the progress of this and the future; love the love written into this game here.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on October 02, 2018, 09:15:25 am
(https://i.imgur.com/xdhcODQ.gif)

Greetings! Here is a big update on what's happening at the Bugbyte headquarters.

We now have a goal to have some type of early access release in the early months of 2019. We are aiming at around February – April of 2019. Our plan is to develop the game to a very playable point by then, and then continue on developing the game with the help of backers / early access players.

Regarding the early access: We have plans for doing either a Kickstarter with a build available at the end for backers or Steam early access (Mobile early access depending on possibilities). Which plan we carry out at that time depends on if we see the game ready for a big release on Steam or not, if it needs more time in the oven still.

I really want to take some time to thank you all our followers for your patience and support. When we embarked on this project we did not plan for it to take 3 years from initial idea to early access! As time passed we realized it will take a lot of time, but we have decided we want to go all in with this one and hope it will be the game that keeps us afloat and allows us to keep developing on it for more years.

Now that we have that part out of the way let's jump into the fun stuff! Let's look at what we've been up to the latest month or two:

Latest improvements:


We now have these different simulated systems:


The different gas, temperature, power, oxygen and comfort simulation systems are vital parts of the game adding some really nice depth to how you build your spaceship. Now it will really matters how you decide to build and how you place objects. E.G. If you place a bed right next to the ship core the simulated systems will affect the crew member sleeping in that bed negatively.

Building life support facilities like oxygen producers and CO2 scrubbers are vital to keep your crew alive. You need to build these throughout the ship to keep levels in check. Similarly your crew will want ideal temperature levels, which can be regulated with heaters you build.

(https://i.imgur.com/Zc9W7jf.gif)

Power can be directed to certain parts of the ship as you wish, you as a player have full control over this. You can link and unlink nodes, this allows for cool possibilities regarding emergent game play. Where in a disaster situation you can decide to leave a part of the ship completely out of power to save it for something more important. These systems will make designing and building spaceships not only fun, but meaningful too and opens up many possibilities for various emergent game play mechanisms.

(https://i.imgur.com/xi3NvEa.gif)

Above you can see our newest addition to the simulations! This comfort system will give a lot of depth to how you design your spaceship, where you place beds and kitchen and where you decide to put engine room and hangar bays. Various facilities produce different amount of "discomfort", so facilities that are deemed loud for example are uncomfortable for crew members. On the other hand, objects like the jukebox, flipper game or such produce comfort for your crew members. So if you want to build a room, which is relaxing, put some fun objects in there for your crew members to enjoy!

(https://i.imgur.com/poJ2UPw.gif)

Here is the Space Haven inventory view for a character! We want to show our love for the old X-COM series in our design, hoping we can pay a proper homage to the legendary game. We now have a fully functioning draft system, where you can not only draft crew members, but shuttles too! This makes it easy for the player to pick crew members for an away mission, and steer the shuttle to a destination, where the crew members can be unloaded and venture in to explore a derelict ship.

(https://i.imgur.com/tDBM5Mw.gif)

Ok, guys! This is it, don't get scared now. Especially you Emmett, you always piss your pants. Our character trait system allows for creating a lot of different traits, which affect characters in various ways in different situations. Currently a character with the wimp trait will get scared when he is firing a gun, and could eventually panic and you lose control of him! You don't want this guy to be the last man standing and having the future of other crew members depend on him in a combat situation. This guy is the "Game over, man. Game over!" guy.

Yes, there are aliens! And we have cool things planned for the derelict ships. Aliens can capture your crew members and drag them to their base. You still have a chance at saving them!

We have also been working with our composer to create first in-game music and sounds. It's really something to experience the game come more alive with a new sensory mechanism like sounds. When you have been looking at the game for over 2 years, always without any sounds, it's really cool to suddenly hear sci-fi door opens and gun shots from the in-game events.

Stay tuned! And remember if you want to chat with us or follow us on other channels you can do so from the links below:


Direct Newsletter sign-up to be notified of release: http://eepurl.com/dntx_1
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Mephansteras on October 02, 2018, 10:04:24 am
Shaping up really nicely. Can't wait!
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Tiruin on October 02, 2018, 06:37:58 pm
Shaping up really nicely. Can't wait!
I've been watching this silently on discord, and it is SWEET :3
The community also has pretty nice and helpful fellows c: Very familiar (and different compared to some places) atmosphere like this forum.

I also was pretty happy when they considered my suggestion on discord for full character customization (i.e. a character in play can get their name, gender, and some physical characteristics changed and all)
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Senator Jim Death on October 02, 2018, 07:03:52 pm
Out of curiosity, what's this being developed in?
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on October 03, 2018, 04:39:56 am
Out of curiosity, what's this being developed in?

It's a smaller game engine by the name of LibGDX with our own editor and stuff built on top of it.
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: AdmiralGeezer on December 20, 2018, 11:46:29 am
(https://i.imgur.com/R0tbysG.jpg)

(https://i.imgur.com/o9btHGi.jpg)

(https://i.imgur.com/V47RrN2.jpg)

(https://i.imgur.com/zBZyFpk.jpg)

(https://i.imgur.com/gkl6T9h.jpg)


--- Things have come a long way! Announcement trailer below: ---
https://www.youtube.com/watch?v=O48Pr9TuuWI

Here is our plan:
   
The Kickstarter will be launched in either February or March of 2019 and backers of the Kickstarter will be able to play an early version of Space Haven after the Kickstarter has ended and they have sent us the backers list (Usually takes around 2 weeks). After the Kickstarter has ended backers will be able to help us with feedback, and we will iteratively develop the game further.

We hope you are with us and join the first testers of Space Haven through the Kickstarter campaign! Here's what you can do now to not miss the event:

Wishlist and follow Space Haven on Steam: https://store.steampowered.com/app/979110/Space_Haven/ (https://store.steampowered.com/app/979110/Space_Haven/)

Follow Space Haven either by joining our mailing list or following on one of your favorite channels:


If you want to know more of the game check out the Steam Store Page or visit: http://bugbyte.fi/spacehaven/
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: forsaken1111 on December 20, 2018, 11:52:42 am
Looks like the game has come a LONG way since early days. Can't wait to play
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: Mephansteras on December 20, 2018, 11:54:05 am
Yeah, looking forward to backing it!
Title: Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
Post by: dennislp3 on December 21, 2018, 04:51:41 am
Hrm this looks very nice now...
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: AdmiralGeezer on February 18, 2019, 06:01:55 am
Just here to shoot a quick update. Kickstarter for Space Haven starts February 27th, and alpha backers will be playing the first alpha of the game in April on PC/Mac/Linux!
Exciting times.

More info here:
http://bugbyte.fi/forums/showthread.php?tid=495

Best way to be notified is to join our mailing list:
Mailing list: http://eepurl.com/dntx_1
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: ragnar119 on February 18, 2019, 07:18:33 am
Looks really good. Has a lot of potential
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Gabeux on February 18, 2019, 05:52:15 pm
Sounds real good! Good luck with the KS!!
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Tiruin on February 27, 2019, 06:04:07 am
The Kickstarter is OUT! :))

https://www.kickstarter.com/projects/bugbyte-ludibooster/space-haven/description
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: LoSboccacc on February 27, 2019, 07:46:44 am
uhm, that's a little steep for me  :-\
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Mephansteras on February 27, 2019, 09:49:32 am
Backed!
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Tiruin on February 27, 2019, 01:49:17 pm
Just wanna post these here for more detail ok I'm also excited but really
https://imgur.com/gallery/VnDlCc2 Early images which support the details (I believe they're open to change obviously, but these give a gist)
https://imgur.com/gallery/qOv0NQQ "Our indie game is about to reach $10 000 in the first 10 hours of the Kickstarter" (It did as of a few several minutes ago, and in 9 hours; also featured on Kickstarter's "Projects we love". Sadly I know nothing about Kickstarter so I'm repeating stuff that happened!)
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Zangi on February 27, 2019, 02:30:15 pm
I'll probably throw some money at this one.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Greiger on February 28, 2019, 04:23:31 am
I threw my money at the screen a few times.  One of these days technology will catch up with us and we can just send money directly through the internet.  For now I guess I'll use debit.

I can now see myself in the far off future of 2020 playing Rimworld on one screen, Space Haven on another, Dwarf Fortress on a 3rd, and Starsector on a 4th, using 4 mice one in each limb, hoping they will somehow all merge into one game. 

At which point the dwarves will probably flood Rimworld with magma, My rimworld colony will probably use mortars to shell my Space Haven ship in low orbit in hopes of ship pieces to farm for components, while my space haven ship is boarding a Starsector Onslaught in desperate need for oxygen, and the onslaught is bombarding my dwarven fortress from orbit for being jerks.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: AdmiralGeezer on February 28, 2019, 12:15:46 pm
(https://i.imgur.com/4UQFQ6C.jpg)

Here to thank you all for already backing :) I finally have some time to come announce this myself! We are indeed live and the response has been amazing.

This really gives us a massive boost to development, as we were in the dark for a long time not knowing if anyone would like what we have created so far.

Looking forward to develop it further with you guys! Here's the link to the Kickstarter:

https://www.kickstarter.com/projects/bugbyte-ludibooster/space-haven
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Majestic7 on February 28, 2019, 12:27:14 pm
Glad you are receiving interest, hope you'll get much more. Good luck with the development.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: askovdk on February 28, 2019, 03:45:17 pm
Backed.  :)

One of my favorite YouTubers  'Randomise User' showed that there is already a lot of a game made.

https://www.youtube.com/watch?v=D1KSAuk5bsk (https://www.youtube.com/watch?v=D1KSAuk5bsk)
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Greiger on February 28, 2019, 09:21:44 pm
Just giving a quick update because I forgot I kept the page up in another tab.   Game is funded.  Grats AdmiralGeezer!
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Sirus on February 28, 2019, 09:30:04 pm
I'll probably back this when my next paycheck comes in!
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Tobel on March 06, 2019, 04:39:15 pm
Was able to play a bit from a preview/review copy; pretty enjoyable and I was surprised with the amount already in the game. Was hoping more Zlevels might be in the cards down the road, but unsure if that's on the menu. Congrats on the full funding.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Cyroth on March 07, 2019, 11:54:06 am
Any chance for alternate backing options for people who can't use Kickstarter?  :D
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Zangi on March 07, 2019, 12:10:09 pm
I believe kickstarter outfits usually set-up another way to take your monies after the kickstarter period is over.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: AdmiralGeezer on March 07, 2019, 12:14:13 pm
(https://i.imgur.com/UaIO8Eb.jpg)

If you are reading this I call upon you! Help us reach the Robots & Androids stretch goal! Less than $10k to it and we would hit $100k at the same time :)

(https://i.imgur.com/BzQv9HG.png)

It has been an amazing start for our Kickstarter. To all of you who has backed us through here I want to say a big thanks! It means a lot to us and we're eager to
make this game special.

Space Haven Kickstarter:
https://www.kickstarter.com/projects/bugbyte-ludibooster/space-haven (https://www.kickstarter.com/projects/bugbyte-ludibooster/space-haven)

@Cyroth. Sadly we do not have other options right now. :/
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Radsoc on March 07, 2019, 01:11:18 pm
I support what you're doing. Backed.
+ For Linux
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Sirus on March 07, 2019, 01:25:50 pm
Well, I backed it! Really hoping we can get those androids and robots, especially if they can join the crew.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Gabeux on March 07, 2019, 04:52:03 pm
Backed it! As someone currently helping out a project that may be making a Kickstarter soon, I look at you guys page and droll. I said this a bunch of times, but mad props to the artist. Looking forward to checking out alphas and dying horribly!
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: LoSboccacc on March 08, 2019, 04:57:24 pm
So I watched some YouTuber that guy the early demo and this really looks to have a lot to it already, but I'm unconvinced that the game loop is actually going to be engaging in the long run

Let me explain: I haven't seen much in the way of interesting decision points in the build system so far, you need just about a little of everything and the salvage system so far seems to provide more of the same resources you use for the normal activities.

The Kickstarter mentions multiple endings so maybe story mission could extend the game loop enough to keep it interesting, but it seems to lack some depth, unless it's hidden in the faction system to come.



Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Virtz on March 09, 2019, 09:51:30 am
I have a question. Will the health system take more complex bodily damage into account than just a health bar? Like with RimWorld there's whole bodypart system that adds a lot of depth to it. Is this going to have anything similar?
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Greiger on March 16, 2019, 03:02:49 pm
Something I forgot to ask earlier, how deep are you planning to have modding support if at all?  It's entirely possible I missed it discussed, but I'm curious.  Will it be possible to mod with changing files, but not really be built into the game?  Will there be a full modding menu like rimworld? Will it be breaking things with fancy dll injections and other such black magic to even change a sprite?  Custom races and aliens? Thermonuclear Catsplosions?

Just curious, while my actual modding fu is weak outside of Dwarf Fortress, I still like being able to customize the game a bit with other people's mod creations.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: AdmiralGeezer on March 20, 2019, 12:35:48 pm
I have a question. Will the health system take more complex bodily damage into account than just a health bar? Like with RimWorld there's whole bodypart system that adds a lot of depth to it. Is this going to have anything similar?

Yeah! The game has a conditions system that allows for a lot of things. Hurt leg, hurt arm, diseases, bullet wounds etc. We also want to have surgery and such part of it all.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: AdmiralGeezer on March 20, 2019, 12:38:34 pm
Something I forgot to ask earlier, how deep are you planning to have modding support if at all?  It's entirely possible I missed it discussed, but I'm curious.  Will it be possible to mod with changing files, but not really be built into the game?  Will there be a full modding menu like rimworld? Will it be breaking things with fancy dll injections and other such black magic to even change a sprite?  Custom races and aliens? Thermonuclear Catsplosions?

Just curious, while my actual modding fu is weak outside of Dwarf Fortress, I still like being able to customize the game a bit with other people's mod creations.

We will create a tool for mod support but we will see how extensive we can make it in the end. We would like it to be as extensive as possible of course, but moddable features will depend on how feasible it is to create support for them.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: AdmiralGeezer on March 20, 2019, 12:41:27 pm
(https://i.imgur.com/SWqjOxg.png)

Just a bit more and we will have unlocked the Space Hazards stretch goal! Really looking forward to announce our final two stretch goals tomorrow =)

Space Haven Kickstarter:
https://www.kickstarter.com/projects/bugbyte-ludibooster/space-haven
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Zangi on March 20, 2019, 12:57:09 pm
On a scale of 1-10 how annoying will it be to rebuild/fix everything destroyed/damaged by space hazards?
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: AdmiralGeezer on March 20, 2019, 01:00:24 pm
On a scale of 1-10 how annoying will it be to rebuild/fix everything destroyed/damaged by space hazards?

Heh, hard to say at this point. Depends a lot on the player feedback here in alpha stage when we develop the game further for an early access release. BUT! We will probably hit the next goal
after this, and part of it will be to be able to tweak the frequency of space hazards for example :)
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Mephansteras on March 20, 2019, 01:26:29 pm
Figured I'd put this here, since it's from a nice Bay 12 person (Sappho) and a good early look at the game.

First look video (https://www.youtube.com/watch?v=XUKP7YrFVOI)
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Majestic7 on March 21, 2019, 12:38:02 pm
It would be nice if the hazards were not only RNG fucking you but as well opportunities and choices. For example, that you could invest into a navigational/sensor system that warns you of them, letting you steer clear of them. Another example, you could choose to fly into a solar storm to change the tactical situation in combat when an enemy is chasing you. Third example, that you could choose to risk a hazard to investigate a derelict inside it or ignore the situation, thus avoiding the hazard.

It is fine if sometimes hazards just drop on you, but generally "haha, got you, rocks fall and everybody dies" is annoying.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Zangi on March 21, 2019, 12:44:35 pm
Hmm... yea, gotta agree, hazards are usually just random 'haha fuck you, now you gotta do tedious things to clean me up' events.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: LoSboccacc on March 21, 2019, 12:46:05 pm
having seen various let's play I'd say it's hard for hazard to actually be game ending events on their own, crew looked quite resilient and ship issues kill morale before people given you can suit crew up to survive temperature poison etc at the cost of an happiness penalty.

balance might change of course but it seems to be going in the right direction

the real annoyance would be to have the same hazard over and over again especially as the campaign looks quite long.

rimworlds gets away with it both by having a large variation in hazards and by having so many environment variations that influence how events actually play out (mountains change how raid defences play and deserts make blight extra dangerous, while rain can make a manhunter boomalope or a zzt a non issue). compare and contrast with faster than light, where a nebula or flares play more or less the same every time.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: AdmiralGeezer on March 25, 2019, 09:30:46 am
(https://i.imgur.com/WxHPWCS.jpg)

Only 6 days left of Kickstarter! Pledge for your copy today and get early access to the Alpha as soon as mid April. The alpha will be distributed through our own website, and you will get to give us feedback as we develop the game further towards Steam Early Access!

(https://i.imgur.com/M3NcuCg.png)

Another stretch goal unlocked. Tweak your playthrough with a multitude of settings; including galaxy size, pirate and space hazards frequency on the star map, resource abundance and difficulty progression. These and many more will be available for customization.

(https://i.imgur.com/Wk9QU8Z.png)

Only the last stretch goal remains, the big $200k! Choose to play as the Android Collective, Pirates Coalition, Slaver's Guild or Military Alliance among other possible factions. Learn their motivations and watch how their stories unfold. This really is our dream game and we want to make it something special. Go grab some wicked rewards for yourself!

Join the Kickstarter here: https://www.kickstarter.com/projects/bugbyte-ludibooster/space-haven/ (https://www.kickstarter.com/projects/bugbyte-ludibooster/space-haven/)
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Tiruin on March 28, 2019, 06:57:32 pm
Congrats on hitting 500% and all stretch goals there!
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Mephansteras on March 28, 2019, 08:42:51 pm
Well done! Looking forward to playing this. :)
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: forsaken1111 on March 29, 2019, 06:17:38 am
The kickstarter has been wild. Looking forward to this so much.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: jocan2003 on March 30, 2019, 02:59:10 pm
I want a way to have a twitch integration toolkit like that rimworld mod on the ludeon forum. Also got my GF pissed real mad but i backed them. Should start streaming he game soon
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Culise on March 30, 2019, 11:24:54 pm
Congratulations on a successful Kickstarter. Hope everything goes well with the new features.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Sirus on March 31, 2019, 03:35:08 pm
I'm vaguely sad that there wasn't one less backer. 7,778 backers just doesn't look as nice as a solid row of 7s.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: jocan2003 on March 31, 2019, 09:39:52 pm
email i received was 7777 backer.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Culise on March 31, 2019, 10:28:26 pm
That's because the e-mail worded it as "you and 7777 others," or 7778 in total, assuming both your e-mail and mine pulled properly from the same template.  The kickstarter page itself has the total number of 7778 as well.

Obviously, though, we should have aimed for 8888.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: jocan2003 on March 31, 2019, 10:58:59 pm
Good point. Didnt realise that.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Sirus on April 01, 2019, 04:10:19 pm
That's because the e-mail worded it as "you and 7777 others," or 7778 in total, assuming both your e-mail and mine pulled properly from the same template.  The kickstarter page itself has the total number of 7778 as well.

Obviously, though, we should have aimed for 8888.
Naturally. I'm not really wishing Space Haven had fewer backers, I just like it when the numbers line up in some way :P
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: ollobrains on April 01, 2019, 11:24:13 pm
the more the better I say
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: AdmiralGeezer on April 05, 2019, 04:44:57 am
(https://i.imgur.com/4g01K7j.png)

Thank you everyone for being there to support us! 7778 backers and $260k raised in the end. What a ride it was. Was really hard to know what would happen beforehand,
this kind of success was really amazing and we're excited that players find the game interesting and appealing.

https://www.kickstarter.com/projects/bugbyte-ludibooster/space-haven

Just gotta work and create a great game now :)

We have our own store now for those who missed the Kickstarter and want to jump in on the action. You can find it below:
http://bugbyte.fi/store

Looking forward to develop the game further!
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Retropunch on April 05, 2019, 09:26:31 am
(https://i.imgur.com/4g01K7j.png)

Thank you everyone for being there to support us! 7778 backers and $260k raised in the end. What a ride it was. Was really hard to know what would happen beforehand,
this kind of success was really amazing and we're excited that players find the game interesting and appealing.

https://www.kickstarter.com/projects/bugbyte-ludibooster/space-haven

Just gotta work and create a great game now :)

We have our own store now for those who missed the Kickstarter and want to jump in on the action. You can find it below:
http://bugbyte.fi/store

Looking forward to develop the game further!

So glad you made it!! Well done!
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: ollobrains on April 05, 2019, 10:11:11 pm
so whats next for space haven
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: mendonca on April 06, 2019, 02:56:16 am
Hey I missed this before - This looks super cool  8); posting to watch.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: AdmiralGeezer on April 09, 2019, 09:50:40 am
so whats next for space haven

We develop it further towards an official early access! :)
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Greiger on April 18, 2019, 08:29:15 pm
Check your emails Alpha backers, they released the early alpha!

So far the game is very playable, no bugs I've noticed so far.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Sirus on April 19, 2019, 02:45:11 pm
Double check your spam folder, too - that's where I found my backer email.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Radsoc on April 19, 2019, 03:30:35 pm
It says two copies, but I only backed one?
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Sirus on April 19, 2019, 03:52:11 pm
I probably missed this somewhere, but when will we get to submit captain names and other things of that nature?
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Mephansteras on April 19, 2019, 04:19:09 pm
It says two copies, but I only backed one?

Pretty sure one of the stretch goals was that all backers got two copies instead of one.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Greiger on April 19, 2019, 05:01:51 pm
I probably missed this somewhere, but when will we get to submit captain names and other things of that nature?

I had a survey to take and a link to a site that seemed to be gathering all that info with the email.  I only backed at 30 though, so they just asked me what name I wanted in the credits.  Maybe if it's not there it will come later.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: WillowLuman on April 19, 2019, 05:07:05 pm
A good friend went and gave me a spare copy, gonna go ahead and try this out later.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Sirus on April 19, 2019, 11:15:55 pm
I probably missed this somewhere, but when will we get to submit captain names and other things of that nature?

I had a survey to take and a link to a site that seemed to be gathering all that info with the email.  I only backed at 30 though, so they just asked me what name I wanted in the credits.  Maybe if it's not there it will come later.
Ahh, okay. I hadn't gone far enough into the system at the time of that previous post.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: AdmiralGeezer on June 05, 2019, 06:17:47 am
(https://i.imgur.com/NOYbLbV.jpg)

Space Haven Alpha 2 - The Fleet Update.

The more the merrier they say! Let's test out this theory. Space Haven now allows you to build multiple ships and form a fleet of spaceships. We've had to redesign and implement some new features to enable this.

The current implementation allows for a max of 2 very large 2x2 ship grid tile sized ships (Seen in scenario 2) or 8 small 1x1 ship grid tile sized ships. You can of course make a combination of these, and create various other sized spaceships such as 1x2 for example.

(https://i.imgur.com/kqyJiy0.gif)

You can see the user interface to create a new spaceship above. You will be able to select where you want to start building a new spaceship and also the new spaceship grid size. Once the position is chosen you will be able to start building the new spaceship hull.

(https://i.imgur.com/sYUPdVV.gif)

You can now select the placement of each ship in a sector when jumping out of hyperspace. The same grid system is used to allow you to be able to select where in a sector each spaceship of your fleet goes as you drop out of hyperspace. Setting positions is done with a drag&drop mechanism.

(https://i.imgur.com/OIjTr4b.jpg)

The prepare for hyperspace jump user interface has been redesigned to support multiple ships in form of a list. You'll be able to control preparations from this menu, and give orders to your ships individually. Really happy with the result.

(https://i.imgur.com/EMjYodv.gif)

You've given us a lot of feedback and some suggestions. Sketching was mentioned by many of you, so we decided to carry out your wish! Space Haven now features a spaceship sketch mechanism, which you can use to sketch out spaceships right from the start and build up the spaceship little by little. The sketch tools are:

We have seen that one of the most beloved features of Space Haven has been the building part of the game. We're super happy about this, because we thought long and hard of where to steer our focus when it came to core features and decided to focus a lot on the actual building part of the game.

(https://i.imgur.com/nuGDrtR.gif)

Salvage

We have redesigned how salvage works. You can now salvage almost everything from any spaceship, which has been cleared out of it's crew/enemies and is now derelict. The current implementation has three different scrap recources; Metal scrap, advanced metal scrap and electronic scrap. These might change with time as the game develops.

When you send out your crew to salvage, you won't know exactly how much will be received from each facility on the ship. This is slightly random, and could later on be tied to a skill, such as construction skill for example. You will, however, be able to choose what kind of scrap resources you want the crew to try to salvage from the derelict ship.

The scrap resources can be brought to the Scrapper facility, which is able to refine them back to usable resources.

(https://i.imgur.com/4pTiV6h.jpg)
Work-in-progress image of the Scrapper from our graphic artist screen.
(https://i.imgur.com/tgElGZg.jpg)
Scrapper completed.

The Scrapper

A new facility has been introduced to the game. The scrapper is tightly related to salvaging. Salvaging ships will generate various scrap resources, which can be brought to this scrapper facility. Strip a spaceship clean of almost everything and bring it all here to be transformed to usable resources once again!

One of our Alpha players wrote a story about their journey, you can read it below. We would like to see more of these screenshots/video + story combinations. They are really fun to read! =)

(https://i.imgur.com/0OBqrLA.jpg)

Captain Deacon:

"Thanks for coming everyone, I know you're all very busy doing... stuff; I just wanted to take a moment to thank you for your efforts in getting us here to the end of the galaxy. Your hard work has been very much appreciated and you've done whatever I've asked without any fuss or complaining (except that time you ran around the derelict crying like a little baby, Mariah, not your best moment).

We've built an amazing vessel together, which is a small miracle when you think about it, considering how much you all hate each other and me, in particular. But that's not all that surprising really when you see the kind of things you get up to: watching people in their sleep, following others into toilets, crapping yourselves whenever you like (looking at you Wiley) and generally being bitchy (no names mentioned,  Jessa) - Sometimes I wonder, I really do.

Anyway, we've drained the galaxy of all it's resources, mined everything and bought all the water. What we have now is all that's left. In a few days or weeks the power and the water will run out, which means the plants won't grow and we'll run out of food and then the heating will go off and we'll slowly starve and freeze to death. Don't worry though, long before then we'll run out of oxygen and suffocate. A much nicer way to go I'm told. So, once again, thanks for everything; over the time we've been together I've come to regard you all as... people... I.... met... good luck, I think we're going to need it."

The screenshot and hilarious story above was sent to us by one of our Alpha backers, Hrochnick.

(https://i.imgur.com/9orwV6x.png)

You can hop in on Alpha right now! We have late backing available through our own store, and Alpha Access is sent within 24 hours:

http://bugbyte.fi/store (http://bugbyte.fi/store)
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: LoSboccacc on June 05, 2019, 07:41:06 am
sketch tool need some simmetry setting
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: AdmiralGeezer on June 27, 2019, 07:24:30 am
(https://i.imgur.com/edsNSgz.jpg)
HSS Destiny Rising created by Anatarist.

The HSS Destiny Rising, a deep-space exploration and peacekeeping vessel. Crew complement of 10, extensive science and recreation facilities, full industrial capability including 6 mining pods, and dual shuttle bays for maximum effectiveness in ship-to-ship combat. - Anatarist

Greetings, Spacefarers.

We are heading out for a summer vacation here in Finland. We contemplated trying to squeeze in an update before the break but ultimately decided against it as it would have lead to a hasty update. We didn't want to shoot out an update in a hurry, cutting corners and risking things breaking badly and then being unable to fix them as our crew are heading out for a vacation.

You are probably wondering what we've been working on for the past few weeks. We have been working on an overhaul to the resource system in Space Haven. While the current one has been working to a degree, we felt the resource tree needed to be worked over a bit to bring some more depth to the game and make new resources/products possible. This upcoming update will introduce new resources and facilities to the game, and the resource tree will become more fleshed out.

(https://i.imgur.com/hvDZ9Vt.png)

Take a look at this sweet mock-up of the new resource tree! You can click and open up the image to give a closer look. Note that this is not final and might change, but we are aiming to have most of this implemented in the next update.

(https://i.imgur.com/V7Xiiy5.jpg)
HSS Orion and HSS Ophelia created by Hrochnick.

Welcome to the cruise ship HSS Orion: sixteen spacious space-view cabins encircling a lavish garden style open living area that fulfils your every wish. The Orion is ably supported by the humble and functional factory ship HSS Ophelia, which works tirelessly to supply the Orion with everything it needs, always. When the apocalypse comes, don't just survive - thrive! The Orion, your paradise in the stars. - Hrochnick

(https://i.imgur.com/34QYZB5.jpg)
Awesome looking ship created by Kenji.

Some cool new features, which will be available in the next update:



(https://i.imgur.com/ja4MfwE.jpg)
The HSS Star Helix created by Anatarist.

The HSS Star Helix, headed off in search of a new homeworld. Supports eight crew members in comfort and style along with all the industrial facilities they'll need to settle down when they get there. - Anatarist

(https://i.imgur.com/ExGWX2f.jpg)
Check out the cool colors of our office chairs =)

Above is a picture of our cool little office, notice the awesome office chairs with unique colors for each of us. Our graphic designer decided to pair up his chair and water bottle with the same color. Thanks for reading and we hope you are enjoying the summer wherever you are! We will be back at the grind soon enough and really looking forward to bring you this update.

Stay tuned,
Bugbyte Crew

(https://i.imgur.com/9orwV6x.png)

You can hop in on Alpha right now! We have late backing available through our own store, and Alpha Access is sent within 24 hours:

http://bugbyte.fi/store (http://bugbyte.fi/store)
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Majestic7 on June 27, 2019, 10:17:51 am
Does having multiple ships have any benefit as compared to having just one huge ship? Or is it mainly fluff?
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: jocan2003 on June 27, 2019, 10:29:43 am
Right now fluff, but fron what i saw there will be ship combat so having multiple ship might be better. While your industry focused ship retreat your main fight ship stays and clear them. I dont know when or if it will end up in final game but UI when preparing to jump now has shield and weapon you can turn on if you havr module installes. Wich are non existant yet.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: LoSboccacc on June 28, 2019, 01:01:13 am
weird development roadmap. why work that much on the resource tree now, they'll have to rework it again when they introduce ship to ship weaponry
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: AdmiralGeezer on June 28, 2019, 10:16:04 am
weird development roadmap. why work that much on the resource tree now, they'll have to rework it again when they introduce ship to ship weaponry

Hmm, don't see why that would be the case. We can add what's needed to support ship-to-ship combat. Doesn't have to be a total rework for that to be possible :)
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: AdmiralGeezer on August 23, 2019, 08:54:20 am
(https://imgur.com/wpFDjYn.jpg)

Greetings, Spacefarers.

How has your summer been? Ours has been a nice mix of hot and rainy. We enjoyed our 3 weeks of vacation immensely, and it brought us a whole lot of new energy to work more on Space Haven. We've been quietly working more on this next Alpha update for more than a few weeks already, wanting to announce our vacation ending and giving you a nice surprise in form of a new Alpha update at the same time =)

What is new? You might ask. Well, what is not new! Let's jump into it all, shall we.

(https://imgur.com/bYRutu8.jpg)
NOTE! Some of the new facilities are still lacking coloring and texturing.

New Facilities and Resources

We've added 7 new resource production facilities, and modified the functions of the existing ones a little bit. The purpose of this resource overhaul was to give us a better base to expand on, and make it easier to continue adding some more depth to the game in the future. The underlying resource tree will enable a wider array of various resources and both low and high tech facilities, as well as production chains that make sense.


In addition to these we also added a battery module to the game, essential for sudden bursts of power consumption or power grid failures.

(https://imgur.com/HKpE48k.jpg)
Added resources and new icons.

A resource overhaul wouldn't be an overhaul without new resources and of course new fantastic looking icons! Our graphics designer has been crafting the new facilities and icons for a long time.


(https://imgur.com/WgMmwMe.jpg)
You are now able to customize which resources you want to see in the top bar, and in which way.

This brings us to the next improvement. Ship settings now have a section where you can customize which resources you deem important and want to keep an extra eye on. You'll be able to customize the importance (in which order they are shown), if they are shown at all when you don't currently have any of the type and if you want to be notified if a certain resource is starting to run low.

(https://imgur.com/wEGGEig.gif)
You can now butcher aliens for meat and make a meal. If you hate one of your crew members...

Speaking of running low on resources. Malakai uses his butcher skills to make some nice monster meat out of an alien body. Become a notorious alien hunter and feed your crew with some greens (It's good for you! Or is it?). If one of the crew members vanishes and the others are having a nice meal filled with meat recipes, you might want to be a bit worried.

(https://imgur.com/IEDXApG.jpg)

Sandbox Scenario

Some type of sandbox mode has been asked for a lot, so we decided to create a start scenario where resources are abundant! And you start with a crew of 8. This scenario will let you focus more on building your fleet without worrying about running out of resources, great for when you want to see how a ship design you have in mind works when brought alive in the game.

(https://imgur.com/lhIEBiY.jpg)
'Mobile Platform' built by Kenji

Join Space Haven Alpha:
http://bugbyte.fi/store (http://bugbyte.fi/store)

How to Update

If you're an Alpha backer or higher you can now update the game either through the in-game update mechanism or through the Bugbyte redeem site:

We will most likely be Quick Patching the game in the coming days, so be sure to check out the in-game news section frequently.

If you're not an Alpha tier backer don't worry, we are once again one step closer to Steam Early Access, which is when we will send out access also to Crew Member backers!


(https://imgur.com/pXq1Uwr.jpg)

We love to hear from you guys so don't hesitate to come have a chat with us =) You can connect with us from through the channels below:


We also have our mailing list which is great for keeping up to date with important news: http://bugbyte.fi/register

Need help with something? Send us an e-mail and we'll help you at: support@bugbyte.fi

(https://imgur.com/tPG6QXm.jpg)

Wishlist on Steam!

Be sure to wishlist Space Haven on Steam (https://store.steampowered.com/app/979110/Space_Haven/) and GOG (https://www.gog.com/game/space_haven), to be notified of release =)

Full list of patch notes

Alpha 3 - New Features Implemented (NOTE! Saved games are not supported from Alpha 2.)

Alpha 3 - Smaller improvements and changes.


See you again in the next update.


- Bugbyte
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Gabeux on August 26, 2019, 02:21:01 am
Fun game, and I bumped into no bugs, after hours! Once more content and features is added, it will be great.
I tried it out right after the last update hit, so I could almost cook my crew with my Scrappers.  :D

I appreciate that the game reminds Spacebase DF-9, without all the horrid bugs, issues and balancing weirdness.

Currently it seems that the game is on the slow-pace side (sometimes feeling too slow), along with seeming easy. But I believe both will be easily corrected with future content and features. I do hope some sort of progression enable us to perform faster mining and salvaging, for example, since salvaging can cause a lot of downtime just to bring over some crap scrap.  :P

In any case, great work!
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Zangi on September 15, 2019, 08:33:53 am
Apparently I backed this.  From when?  I don't even remember.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Akura on September 15, 2019, 10:50:05 am
I'll probably throw some money at this one.

From here, perhaps?
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Zangi on September 16, 2019, 03:21:49 am
I am an old forgetful person.  Gave this thing a spin, is interesting, but I guess it is missing a ton of features.  Fuel is expensive and rare, at least for the first galaxy.  Built a way too big ship and it guzzled gas.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: AVE on September 16, 2019, 05:20:45 pm
So, I'm looking at all those huge ships filled with various machinery. Also all those different types of resources (which are of course not even complete yet?). Also I'm thinking about all those future complex production lines that convert (possibly multiple?) types of resources into more sophisticated ones.

And I'm starting to worry about one thing. Wouldn't be all those too complex for our current pretty casual players out there in the world? We here, at the bay12, can be hardcore DF fans and can easily keep in mind all those multiple strategies and production chains. But most players are not like us. They are pretty casual and can be easily frightened with all this overwhelming wave of information you throw at them. Did you ever think about that possibly? May be something like 'resource tiers' that are introduced into the game gradually while also increasing game difficulty? Or something similar?
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Tiruin on September 21, 2019, 10:54:50 pm
And I'm starting to worry about one thing. Wouldn't be all those too complex for our current pretty casual players out there in the world? We here, at the bay12, can be hardcore DF fans and can easily keep in mind all those multiple strategies and production chains. But most players are not like us. They are pretty casual and can be easily frightened with all this overwhelming wave of information you throw at them. Did you ever think about that possibly? May be something like 'resource tiers' that are introduced into the game gradually while also increasing game difficulty? Or something similar?
I've been watching the game develop (also it has a discord! Join in!) and this is pretty much open to feedback given the systems of feedback the game has :3 It's pretty good to send feedback if possible.

On that note, they did update the game recently. Now it has more ALIENS, organization, and interaction! :D
I'll likely leave them to post the whole thing here because it's very hard for me to translate an uploaded gif/short video on the clips of action being shown.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: AdmiralGeezer on October 11, 2019, 06:26:18 am
So, I'm looking at all those huge ships filled with various machinery. Also all those different types of resources (which are of course not even complete yet?). Also I'm thinking about all those future complex production lines that convert (possibly multiple?) types of resources into more sophisticated ones.

And I'm starting to worry about one thing. Wouldn't be all those too complex for our current pretty casual players out there in the world? We here, at the bay12, can be hardcore DF fans and can easily keep in mind all those multiple strategies and production chains. But most players are not like us. They are pretty casual and can be easily frightened with all this overwhelming wave of information you throw at them. Did you ever think about that possibly? May be something like 'resource tiers' that are introduced into the game gradually while also increasing game difficulty? Or something similar?

Yes, of course :) However, we're targeting fans of base-building games and management games. Can't really target everyone but indeed some base-building fans are more casual. It's true that it is on us devs to try to make the game as intuitive and understandable as possible. Something we will definitely try our best to achieve.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: AdmiralGeezer on October 11, 2019, 06:29:17 am
(https://imgur.com/rPFbAgX.jpg)
Girl. You walked into the wrong ship. Now show our Captain Pedro some respect or you gun' get it!

Greetings, Spacefarers.

Time flies when you are working on something cool and we believe this is the most exciting update for Space Haven so far! This big mixed bag of goodies update has it all, the biggest feature updates include:

(https://imgur.com/yFEPBgt.gif)
This new alien is capable of charging and knocking down your crew members. It also transforms incapacitated crew members to cocoons and drags them to the alien lair.

We added a new alien to the game. This specimen is capable of charging forward like a squid in water, by using it's tentacles to create a forward motion force. This allows it to quickly cover a lot of distance and even ram a crew member or other target.

(https://imgur.com/KhmowrP.gif)
The alien does its thing on a incapacitated crew member.

Once a crew member has been incapacitated this alien is capable of transforming them to an alien cocoon. This locks the crew member into a paralyzed state, optimal for the alien to transport them.

(https://imgur.com/TmqGH0J.gif)
Holy shit, those are some big eggs! They don't look like the kind you boil in the morning. We need to get the hell out of here.

The new alien will eventually drag the cocoon to the alien lair and plaster the poor captured crew member to a wall. It's up to you to decide if you want to try to rescue the poor souls.

(https://imgur.com/rqBAXhf.jpg)
You can now hail and communicate with other factions.

You can now hail and communicate with other factions. Communication is currently done from the bridge module, and once both parties are ready to receive each others transmissions a communications window will pop up to allow you to interact with the other party.

We've also implemented faction relationships, discussion mood, power balance between fleets, the ability to surrender, agree to cease fire and pay settlements. This same interaction system works also for interactions with characters you meet or capture.

(https://imgur.com/jDf7g9g.gif)

All factions are now capable of attacking not only you, but also each other. Pirates may attack you and take all your crew members captive, then demand a settlement for setting you free. You are able to do the same for any other faction group you meet. Pirates may also attack civilians or any other faction, and the factions can make their own settlements between each other.

A character may give up and surrender to the enemy in the heat of combat, the chance for this rises with every wound the character sustains. When a character has surrendered you can no longer draft or control them.

(https://imgur.com/GC3EPCa.gif)

We've created a new tool to enable you to create a prison of your own desire. Build a room or many rooms to be used as a prison with more or less comfort. Prisoners would probably appreciate a Kitchen and a toilet would be good too, but neither of these are requirements. It's up to you to decide how comfortable you want your prisoners to be, and if you want them to stay alive or not.

(https://imgur.com/SWShcoy.gif)
Medical beds are now functional and will help crew members heal from their wounds and Doctors can patch up more serious cases.

Inevitably, all this fighting causes wounds and injuries for your crew members. We've made medical beds functional and linked them to the Doctor skill. Medical beds use IV fluids to help patients heal and give the patient nutrients while resting, and Doctors will use medical supplies to operate on patients and patch up open wounds.

(https://imgur.com/BUeCWWD.jpg)
Laurie's open wound was patched up by a doctor. She's doing good but feeling a little lonely in the med bay all by herself.

The character conditions system allows us to create injuries, wounds and open wounds. An open wound might cause a crew member to bleed to death. It can heal by itself if the crew member is lucky, but bringing the individual to a medical bed and having a Doctor patch them up will close wound and thus prevent the character from bleeding to death.

(https://i.imgur.com/9orwV6x.png)

Jump aboard on the Alpha:
http://bugbyte.fi/store

(https://imgur.com/pXq1Uwr.jpg)

We love to hear from you guys so don't hesitate to come have a chat with us =) You can connect with us from through the channels below:


We also have our mailing list which is great for keeping up to date with important news: http://bugbyte.fi/register

(https://imgur.com/tPG6QXm.jpg)

Wishlist on Steam!

Be sure to wishlist Space Haven on Steam (https://store.steampowered.com/app/979110/Space_Haven/) and GOG (https://www.gog.com/game/space_haven), to be notified of release =)

Full list of patch notes

Alpha 4 - New Features Implemented (NOTE! Saved games are not supported from Alpha 3.)

Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: AdmiralGeezer on December 11, 2019, 05:29:45 am
Greetings, Spacefarers.

Christmas is closing in and so is the Yogscast Jingle Jam! We have decided to join the Jingle Jam Bundle this year, with one of our older games Battlevoid: Harbinger. All the proceeds of the bundle go to charity! We try to do something charitable every year, even if it something small. Part of the fun of having some success is the ability to give back! =)

Additionally, the Yogscast crew has promised to play Space Haven in their stream, and we're really excited to see that. This will be a great opportunity for you to see the current state of Space Haven, and do check out their Jingle Jam streams throughout the whole of December!

We've been working on improving the user-interface the past month, to support you on your journey through space. Step-by-step the UI is improving, making everything more intuitive and valuable information more accessible.

The Yogscast plan on covering Space Haven on the 14th sometime between 11am-2pm GMT, be sure to tune in and watch them play then!

(https://i.imgur.com/ylmfm5Q.jpg)

Moving things around, improving and adding some stuff and sprinkling it with some new features. Above is a screenshot of how the UI looks now. We've rearranged things a bit to allow for the possibility to show more resources in the top bar with a customizable window. Crew members are also shown at the top and how many are shown can be customized. We've added a development progress bar to the main menu, giving a very rough estimate of when a next update could arrive.

(https://i.imgur.com/4hLCJuh.jpg)

Customizable resource window in the top bar of the user interface. You can play with your own desired setting. If you want to see a lot of resources on the screen at all times you can keep the resource window large. If you don't, just keep it small =)

(https://i.imgur.com/nD05ZHv.jpg)

Crew members are now shown at the top part of the user interface. You can also customize how many crew members you want to see at a time with a drop-down list. Various elements, such as mineable asteroids, derelict ships and spaceships belonging to other factions are shown in their own part of the UI.

(https://i.imgur.com/UB8mhxI.gif)

Spaceships and stations now have roofs! And you can see them. This is the beginnings for being able to add cool stuff on the roof, like turrets, shields and solar panels.

Some other cool new UI features:

Furthermore, we added a log to the game, giving that nice little touch to creating a story. Want to know that Pete got the "shat pants" condition? No? Well, you will know anyway.

(https://i.imgur.com/DDhWG4G.gif)

We have also started working on ship-to-ship combat, which is also why the UI needed some redesigning to be able to support and show valuable information related to ship-to-ship battles. Christmas is closing in fast, we're not sure if we can manage a beginnings of ship-to-ship combat update before it but we will try. We will see how it goes =)

(https://i.imgur.com/9orwV6x.png)

Jump aboard on the Alpha:
http://bugbyte.fi/store

(https://imgur.com/pXq1Uwr.jpg)

We love to hear from you guys so don't hesitate to come have a chat with us =) You can connect with us from through the channels below:


We also have our mailing list which is great for keeping up to date with important news: http://bugbyte.fi/register

Need help with something? Send us an e-mail and we'll help you at: support@bugbyte.fi

(https://i.imgur.com/uH1okBW.png)

Wishlist on Steam!

Be sure to wishlist Space Haven on Steam (https://store.steampowered.com/app/979110/Space_Haven/) and GOG (https://www.gog.com/game/space_haven), to be notified of release =)

Full list of patch notes

Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: ollobrains on December 11, 2019, 06:12:18 pm
the game is shaping up well
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Khan Boyzitbig on December 12, 2019, 09:09:18 am
I've been meaning to keep an eye around here. Now I am.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Iduno on December 12, 2019, 09:10:07 am
Furthermore, we added a log to the game, giving that nice little touch to creating a story. Want to know that Pete got the "shat pants" condition? No? Well, you will know anyway.

Best dev logs.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Tobel on December 13, 2019, 06:20:59 pm
This seems like it's come a long way since I initially looked at it. Maybe time to see how things are progressing.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Tiruin on December 15, 2019, 08:44:14 am
This seems like it's come a long way since I initially looked at it. Maybe time to see how things are progressing.
It has come a long way since months prior :))
Next few updates are going to touch upon ship combat and turrets, yay to logistics! But also yay to the devs, bringing in bits and pieces, and adding new features to slowly shape the game up as is.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: AdmiralGeezer on December 18, 2019, 11:57:37 am
(https://i.imgur.com/UiBzEy2.jpg)

Yogscast streamed Space Haven today on the Jingle Jam stream. Was fun to watch them play and they seemed to have fun playing it too. Grabbed that screenshot when they were fighting aliens on a derelict ship. :)

The video of the stream is below:
https://www.twitch.tv/videos/523095593?t=0h21m9s
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: nautilu on December 20, 2019, 08:02:45 am
This looks fun. It will be the first game Ive bought in a loooong time when its done.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: AdmiralGeezer on February 13, 2020, 07:31:02 am
(https://i.imgur.com/40xFkCW.gif)

Is it a bird? Is it a plane? No! It is the thunderous roar from a spaceship turret. Space Haven Alpha 6 is the biggest update to date and brings ship-to-ship battles with it, along with a bunch of smaller feature additions, improvements and bug fixes.

(https://i.imgur.com/yu0Vf8a.gif)

Developing support for ship-to-ship battles was challenging design wise, but we're really happy with how it turned out and how it further supports the core of the game. The new additions enables you to build a proper bridge for your spaceship consisting of many console modules.

Note! There's only one turret at the moment, but our focus was to implement the base and make ship-to-ship battles fully functional. We will be adding more with time.

The Spaceship Bridge

(https://i.imgur.com/mrcbnEa.jpg)

It's now possible to build a proper bridge for your spaceship, with 3 new console modules introduced making the total amount of console modules 4. Each console is specialized in controlling a certain aspect of the defense and attack systems. The consoles are:

The Operations Console

(https://i.imgur.com/kmATT56.gif)

The operations console is used to hail other spaceships and communicate with their crew. It is also used to control scanner modules. Needs crew member to operate.

The Weapons Console

(https://i.imgur.com/jvIuC1d.gif)

The weapons console is used to control the various turrets of the spaceship. One console is capable of controlling all turrets in the spaceship, as long as a crew member is stationed at the console.

The Shields Console

(https://i.imgur.com/Xw6Paau.gif)

Shield modules form a continually regenerating protective energy shield around the ship, and use power to recharge. Shield generators are controlled by the shields console seen above.

The Navigations Console

(https://i.imgur.com/OXXiuQ4.gif)

This navigation console combined with a hyperdrive enables the spaceship to hyperjump between solar system areas. Needs a crew member to operate.

Ship-to-Ship Battle Mechanics

(https://i.imgur.com/lA3fjQ7.gif)

A ship's overall health is divided into hull stability and shield strength, which can be strengthened with hull stabilizers and shield modules respectively. Power will also play a part, as attack and defense systems will be more prone to consume larger amounts of power.

Various turrets will have their own specifications regarding hull stability damage and shield damage, in addition to these special properties can be added. Examples of special properties could be a turret with projectiles causing internal fires, another turret may act much like an EMP turret shutting down power within an area.

(https://i.imgur.com/EBvyumC.gif)
A Hull Stabilizer reinforces the spaceship's frame, strengthening it and generally improving structural integrity. Multiple Stabilizers can work in unison to bolster the hull far beyond its normal limits.

A ship's hull is not generally penetrated until the hull stability is lost, at which point the hull stabilizers will be overloaded and explode, along with other hull integrated elements like turrets, shield modules, hangars and more inevitably causing the whole ship to explode to a good degree. It's still possible to save the crew and the ship after this, but generally a scenario like this is devastating. Roof elements, like turrets shields and scanners, can be targeted and destroyed individually.

All so called system modules reserve system points when built, if you want to build a ship with more hull stability you will have to sacrifice on some other front, like fire power or shield strength. Larger ships will have more system points to spend on system modules. There will not be a wide selection of turrets in the beginning, but with time more turrets will be added to the game.

Scanning

(https://i.imgur.com/QthGaYM.gif)

Feeling curious and want to see what's going on in other faction spaceships currently in the sector? Build a scanner and you're able to peek in. The scanner will come in handy when trying to determine whether this is a crew you want to mess with, or where to direct your more powerful special turrets.

(https://i.imgur.com/WLU5MjD.gif)

"Seems Jemima and Lisette are playing Fatman Returns in co-operative mode. Others are probably sleeping. This is our chance to do a sneak attack and steal their space food."

New Music

We've kept Paul very busy and had him produce 4 new music tracks for the game for this update. You can listen to one of the new tracks above, this one is named "Memories".  The soundtrack has come a long way, now with 12 in-game main tracks plus some additional tracks for things like exploring derelict ships and crew combat. That's well over 30 minutes of excellent music!

Space Haven Official Wiki

We've been working on a wiki/guide for Space Haven, filling it up with information and tips. We hope it will be of help for new players to get answers if something is unclear. We will keep adding information with time as we find out which things are hard to understand. You can check out the wiki below:

http://bugbyte.fi/spacehaven/wiki (http://bugbyte.fi/spacehaven/wiki)

(https://i.imgur.com/9orwV6x.png)

Jump aboard on the Alpha:
http://bugbyte.fi/store

How to Update

If you're an Alpha backer or higher you can now update the game either through the in-game update mechanism or through the Bugbyte redeem site:


We will most likely be Quick Patching the game in the coming days, so be sure to check out the in-game news section frequently.

If you're not an Alpha tier backer don't worry, we are once again one step closer to Steam Early Access, which is when we will send out access also to Crew Member backers!

(https://imgur.com/pXq1Uwr.jpg)

We love to hear from you guys so don't hesitate to come have a chat with us =) You can connect with us from through the channels below:


We also have our mailing list which is great for keeping up to date with important news: http://bugbyte.fi/register

Need help with something? Send us an e-mail and we'll help you at: support@bugbyte.fi

(https://i.imgur.com/uH1okBW.png)

Wishlist on Steam!

Be sure to wishlist Space Haven on Steam (https://store.steampowered.com/app/979110/Space_Haven/) and GOG (https://www.gog.com/game/space_haven), to be notified of release =)

Full list of patch notes

Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Greenbane on February 13, 2020, 12:43:19 pm
This looks awesome. Looking forward to the Steam release!
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Tiruin on February 13, 2020, 10:22:25 pm
This looks awesome. Looking forward to the Steam release!
It does! I'm extra hyped c: All the pixel fun! Even the small details. Especially the attention to small details.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: AdmiralGeezer on April 10, 2020, 07:26:05 am
Space Haven Alpha 7 - Advanced Game Customization, Localization, Starmap improvements and more.

(https://i.imgur.com/A7P5tow.gif)

So, we find ourselves in midst of a pandemic. Never would we have believed that we and the world would find ourselves in such a situation as the Steam early access release of Space Haven closes in.

We truly hope you are safe out there. So far we have managed to continue on as before, our small 3 person indie team has not been infected. We've stayed healthy and focused our energy on Space Haven, and as a result there's lots of new features we want to show you. =)

Advanced Game Customization
(https://i.imgur.com/rr8f3tZ.jpg)
Many knobs and levers to emphasize your beloved features in the game.

We have created difficulty levels for the game,  and the possibility to customize your playthrough if you want to. It is a type of creative mode, where you get to specify what resources you start with, what kind of asteroids or derelict ships are found in the start sector and so on. This can be tweaked on a galaxy level too, meaning if you want a galaxy full of resources you can create that for yourself.

For players wanting to forget the challenge and just build in peace we added a sandbox mode, which will enable you to spawn resources at your will.

New features:


Crew Selection Screen and Customization
(https://i.imgur.com/r4Bwscu.jpg)
You can now customize the colors of your crew outfits.
(https://i.imgur.com/K33OgxX.jpg)
A crew selection menu has been added to the game!
Another new addition is the crew selection screen, where you will be able to decide who you will take with on your journey through space. Many want to leave Earth and hop on your crew, in hopes of finding a better place to live. You need to decide who you take with, and what kind of colors their shirt and pants have.

New features:


Starmap improvements
(https://i.imgur.com/yo8K9GN.jpg)

We've added a fog of war to the starmap, which reveals the next destinations but no further than that. This allows for some surprises with how the other faction spaceships move around in the starmap, it also adds to the feeling of exploration when traveling in the galaxy. We also had a little time to tweak some of the space backgrounds within sectors.

New features:


(https://i.imgur.com/vhFHViv.jpg)
Special derelict ships, so called claimable derelicts, can now be claimed and added to your fleet.

Claimable derelict ships - These are special derelict ships which can be claimed and added to your fleet. Go explore them and once all creatures lurking in the shadows have been cleared out this special derelict ship can be captured and added to your fleet. However, it might require a substantial amount of repairs and resources to make it capable of hyperspace travel.

Additionally, all the factions in the game now have some new ships in their fleet, so you will meet more than just the little scale spaceships later on in the galaxy.

New features:


Space Haven - Now available in 12 languages
(https://i.imgur.com/mg5FmSs.jpg)

We've spent a lot of time to make Space Haven available in other languages besides English. We hired a team of professional translators for the job, and they have just finished their initial translations of texts in the game.

Space Haven is localized to the following languages:


Steam Early Access

We're preparing for a Steam Early Access release, but we do not have a date yet. We want to release this year. However, times are very uncertain, and so many factors play into a successful official release. If one of us three becomes ill it could seriously affect any set release date we would have.

The game build needs to be ready, void of any game breaking bugs. The translations need to be checked and in good enough shape. Our current plan is to make a decision around a month before release, and once we have it clear to ourselves we will notify you =)

Thanks for reading and see you in the next update!
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: AdmiralGeezer on April 28, 2020, 10:41:18 am
(https://i.imgur.com/SlfUuNf.png)

Alpha 8 comes as a smaller update focused on the Build Menu. We've spent a few weeks improving it and making it easier to use, easier to find facilities and utilizing different resolutions in a better way.

For those who have been playing the Alpha for some time already it might take a little time to get accustomed to the new build menu, but once that happens you should notice it is much improved to the previous version =)

(https://i.imgur.com/SVzPyyF.png)

We've also worked hard on improving the translations, and hope to receive more feedback on them on our Discord server. We have set-up a channel for each language and there are instructions on how to report possible issues with the translations: https://discord.gg/zx2AN4F

(https://i.imgur.com/eDrz6P3.jpg)

STEAM/GOG Early Access Release

We are preparing for the official Early Access release. We do not have a date yet, as we need to sort out some tasks and find a good window for the release all things considered, it could be before summer but it might end up being after the summer in fall as well. Once we are certain of a date we will announce it, so stay tuned for news on that =)

Interview with the composer of Space Haven

https://www.youtube.com/watch?v=x4mmW0h4tlM (https://www.youtube.com/watch?v=x4mmW0h4tlM)

Solid Content sat down and did an interview with the music composer for Space Haven, watch some neat game play, listen to some music and hear some cool things about making music for Space Haven! Check it out above.

Patch Notes for Alpha 8:


Thanks for reading and stay tuned for more news to come!
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: IncompetentFortressMaker on April 28, 2020, 11:46:10 am
I'll be keeping an eye on this thread, methinks. Seems like an interesting possibility you've got going here. ???
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Glloyd on April 28, 2020, 04:01:28 pm
I've been following this game since this thread was started, looking forward to more info on the steam release!
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: martinuzz on May 21, 2020, 11:58:47 am
Congrats on the Early Access Steam release!
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: forsaken1111 on May 21, 2020, 12:46:33 pm
Yeah, I got my key the other day and plan to play a bit this weekend. Might even stream it to all of my zero followers.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Glloyd on May 21, 2020, 02:01:27 pm
For those who have the game, or have been playing the alphas, how is it so far? Worth buying yet?
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Majestic7 on May 22, 2020, 02:03:26 am
So I bought this from GoG and tried it out. Looting derelicts etc is strangely addictive. There is one infuriating thing though - you can't prioritise medical care so that the doctor will get up from sleep and treat someone bleeding to death. No matter what you do, the doc will choose to idle or sleep if they are tired enough, even if you change their schedule. The game badly needs MEDICAL CARE NOW -button in the same way you can force people to get up from bed and man turrets or the like.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: EuchreJack on May 22, 2020, 07:38:59 am
Sounds like I can customize things to basically play Red Dwarf.

Can you allow somebody else to be the doctor?  I mean, sure, I'd rather have someone who has actually done surgery treat the wounded, but maybe some clown can just patch up the wounds until the doctor wakes up?
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: BigD145 on May 22, 2020, 12:36:52 pm
Can't take over pirate ships and make them your own. How sad. They took some pot shots at me then went to the derelict ship in the area. I gathered my crew and said "Oh, a perfectly usable pirate ship with at least 3 fewer crew on it. Excellent." Went to their ship. Took down the crew that returned and the pirate ship turned into a derelict. Oh well. Mostly got a bunch of scrap to be turned back into usable 2nd and 3rd tier items with the input of a bunch of other materials I don't have in stock.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: EuchreJack on May 22, 2020, 03:40:16 pm
Can't take over pirate ships and make them your own. How sad. They took some pot shots at me then went to the derelict ship in the area. I gathered my crew and said "Oh, a perfectly usable pirate ship with at least 3 fewer crew on it. Excellent." Went to their ship. Took down the crew that returned and the pirate ship turned into a derelict. Oh well. Mostly got a bunch of scrap to be turned back into usable 2nd and 3rd tier items with the input of a bunch of other materials I don't have in stock.

I keep feeling like its possible, but I just don't know how to do it.

Anyone know how to patch up hull leaks?  My characters run around patching up the equipment, but seem to ignore the hull leaks themselves.  Or maybe they patch them up one square at a time, but they all just died before I could actually get one hole fully patched.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: BigD145 on May 22, 2020, 03:45:33 pm
Can't take over pirate ships and make them your own. How sad. They took some pot shots at me then went to the derelict ship in the area. I gathered my crew and said "Oh, a perfectly usable pirate ship with at least 3 fewer crew on it. Excellent." Went to their ship. Took down the crew that returned and the pirate ship turned into a derelict. Oh well. Mostly got a bunch of scrap to be turned back into usable 2nd and 3rd tier items with the input of a bunch of other materials I don't have in stock.

I keep feeling like its possible, but I just don't know how to do it.

Anyone know how to patch up hull leaks?  My characters run around patching up the equipment, but seem to ignore the hull leaks themselves.  Or maybe they patch them up one square at a time, but they all just died before I could actually get one hole fully patched.

I think I saw the dev mention something on steam discussion that you cannot capture pirate ships.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Greiger on May 22, 2020, 10:22:30 pm
Having fun so far, though I wish I could figure out how to extract items from a building. 

I had to go back to the starting mining base so I could fabricate things, and I'm short on food.  I see a ton of food in the mining base kitchen yet I don't know how to take it out so I can bring it to my ship before we leave again.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Tiruin on May 24, 2020, 11:23:25 am
Really happy at the progress thus far, especially with hopefully what would become a blooming community given several good attitudes in play--the development has been pretty thorough and versatile in the current early access (with not so many bugs as well).

Cheers there :D It's pretty great!
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: EuchreJack on May 26, 2020, 02:03:06 pm
Having fun so far, though I wish I could figure out how to extract items from a building. 

I had to go back to the starting mining base so I could fabricate things, and I'm short on food.  I see a ton of food in the mining base kitchen yet I don't know how to take it out so I can bring it to my ship before we leave again.

I think that if you deconstruct a building, then you get whatever resources are stored in it, although I had it not work with a CO2 scrubber.
EDIT: And you can't deconstruct anything in the mining base.

From what I've seen, the crew will eventually cook up excess food and store it.

Protip: You can deconstruct everything in the mining base before you leave.  Better build another large storage bay!
...I'm usually too impatient to do this, and can't recommend it if food, water, or power are scarce on your ship.  But its totally possible, and there are a ton of building materials being used for the various installations on the mining base.
nevermind, you can't
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: forsaken1111 on May 26, 2020, 02:25:40 pm
How did you deconstruct the stuff in the mining base? The button was grey for me, and I couldn't deconstruct anything at all in there
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: EuchreJack on May 26, 2020, 07:00:36 pm
How did you deconstruct the stuff in the mining base? The button was grey for me, and I couldn't deconstruct anything at all in there

You're right, my bad.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: amjh on May 28, 2020, 01:43:37 pm
If you disable an ingredient in the management for the building, will they take it out?
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: forsaken1111 on May 28, 2020, 06:48:40 pm
How did you deconstruct the stuff in the mining base? The button was grey for me, and I couldn't deconstruct anything at all in there

You're right, my bad.
Turns out you technically can salvage it. You have to FTL jump away and then back, then click it and choose abandon rather than claim. You only get scrap as salvage but better than nothing.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: EuchreJack on May 28, 2020, 09:29:52 pm
How did you deconstruct the stuff in the mining base? The button was grey for me, and I couldn't deconstruct anything at all in there

You're right, my bad.
Turns out you technically can salvage it. You have to FTL jump away and then back, then click it and choose abandon rather than claim. You only get scrap as salvage but better than nothing.

You mean it doesn't turn into a ship?!  Didn't know they fixed that!
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: LoSboccacc on August 02, 2020, 03:40:42 am
https://www.reddit.com/r/SpaceHaven/comments/i22ovl/i_wanted_to_pilot_my_very_own_millennium_falcon/


dude did a website to convert ship to grid
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Mephansteras on August 02, 2020, 09:43:53 am
Nice!
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: EuchreJack on January 23, 2021, 09:00:37 am
Game has got a lot harder.  All that juicy stuff from before is now locked behind a research tree, and you instead get garbage hyperdrives until you research the standard ones.  But they burn pure hyperium crystals.  It's not as efficient as hyper fuel, but one less step.

In my latest game, I found a claimable ship!  It's actually not that great, although it had a now-advanced energy cell power plant (the new default now burns Etherium crystals, you gotta research the one that uses energy rods), so I fixed it up and added it to my fleet.  Had to put in engines, O2 generator, heaters, and a nav computer.  No sure what else to put in, although my starter ship is pretty cramped.  Maybe with its deluxe energy generator I should use it as a factory ship?
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Zangi on January 23, 2021, 01:12:19 pm
How is the universal loot supply?
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: EuchreJack on January 23, 2021, 03:27:28 pm
How is the universal loot supply?

Not exactly sure what you mean, but the galaxy itself has gotten much bigger.  I haven't had as much luck looting individual derelicts, though.

The best strategy is to let pirates/slavers jump into a system with some other faction ship.  They'll fire on you, the other faction ship will fire on them, they'll eventually get spaced, and you can loot them after the survivors suffocate.  That strategy generally pays well.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Zangi on January 24, 2021, 12:10:23 am
I mean, back then, the galaxy had a hard limit on the actual amount of everything you can get your hands on.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: scriver on July 06, 2021, 08:32:21 am
So hey, they're releasing a new expansion along with another update. They look pretty interesting (https://ludeon.com/blog/2021/07/announcing-update-1-3-and-the-ideology-expansion/).
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: forsaken1111 on July 06, 2021, 09:15:23 am
So hey, they're releasing a new expansion along with another update. They look pretty interesting (https://ludeon.com/blog/2021/07/announcing-update-1-3-and-the-ideology-expansion/).
Wrong thread?
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: scriver on July 06, 2021, 10:10:00 am
Lol yeah, I guess the Rimworld in the topic subject blinded me :D
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: forsaken1111 on July 06, 2021, 10:30:47 am
Lol yeah, I guess the Rimworld in the topic subject blinded me :D
FWIW the expansion looks pretty exciting for rimworld. Some of the QoL features in 1.3 are literally mods ported into main game which is awesome.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Glloyd on July 06, 2021, 02:09:58 pm
While we're here though, how is this game coming along? I haven't really been following it since it went into early access.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: BigD145 on July 06, 2021, 05:48:08 pm
You can change your audio output device. Some extra tooltips. Logistics robots. Windows. Graphs of stuff.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: EuchreJack on July 08, 2021, 06:08:46 pm
Having fun with my Solo game.  I got jumped by two Pirates with one New Haven in system.  Realizing I was unarmed and screwed, I paid off the Pirates.  They wrecked the New Haven vessel, and I managed to grab looting rights before the Pirates.  So I'm busy looting and salvaging the New Haven vessel.
I actually liked the New Haven guys, but I'm more than made back the supplies I gave to the Pirates.  8)

With much soul searching, I've decided to recover the dead body of one of the New Haven crew.  There is a healthy market for human meat in space...

EDIT: Eventually, I ran out of Energium crystals and I had to risk salvaging a derelict.  My solo character, even armed with an Assault Rifle, was no match for the alien infestation.  I figured I was a goner, but then a Civilian Ship decided to rescue me!  They threw 11 crew at the problem, but they joined me in captivity.

But then the Android Collective arrived.  Unlike the Civilians, they were organized and professional.  They cleared out the derelict, and brought me back to their shuttle moments before I died from oxygen depletion.  They gave me a brief tour of their ship while I healed from my wounds, then sent me home to my own ship to sleep it off.  They also saved the civilians, who restored their ship from derelict status to working order.  I traded with both ships for Energium and set out to the task of salvaging the derelict.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: martinuzz on October 20, 2021, 10:22:12 am
Spoiler (click to show/hide)

Tearing down my 2x2 starting ship and cramming it into a 1x2 design, just so I can build a 3x2 big ship. Took forever, but it all fits, including 21 crew members!

The game needs more content though.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: EuchreJack on October 20, 2021, 11:05:05 pm
Beautiful layout!

The game locks a lot of content behind the research game, so the lack of content isn't as noticeable as it used to be.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: EuchreJack on May 25, 2022, 01:40:24 pm
New content, DAMN! (https://steamcommunity.com/games/979110/announcements/detail/3200382588910864517)

My thoughts (https://www.youtube.com/watch?v=E56gUGX0nKo)
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: Knave on May 25, 2022, 02:09:07 pm
Looks like a lot of fun extra bits. Glad this game is coming along steadily. I put it down shortly after launch content to see them develop it further before diving back in.
Title: Re: Space Haven - RimWorld inspired spaceship colony sim.
Post by: EuchreJack on June 14, 2022, 11:35:57 am
New update! (https://steamcommunity.com/games/979110/announcements/detail/4758627362745488331)