Dev Build: Difference between revisions
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{{Current version | {{Current version | ||
| Label = Latest Build: | | Label = Latest Build: | ||
| Version = <onlyinclude>Development Build 0. | | Version = <onlyinclude>Development Build 0.227.0.7</onlyinclude>}} | ||
'''Development Builds''' (often shortened to '''Dev Builds''') are work-in-progress versions of ''[[Starship Simulator]]''. They are periodically released by [[Fleetyard Studios]] to project supporters and testers. These builds contain the latest features, fixes, and experimental changes being actively developed, often significantly ahead of updates to the public versions of the Tech Demo or the eventual Early Access release. | '''Development Builds''' (often shortened to '''Dev Builds''') are work-in-progress versions of ''[[Starship Simulator]]''. They are periodically released by [[Fleetyard Studios]] to project supporters and testers. These builds contain the latest features, fixes, and experimental changes being actively developed, often significantly ahead of updates to the public versions of the Tech Demo or the eventual Early Access release. | ||
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<div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; margin: auto;"> | <div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; margin: auto;"> | ||
<div style="text-align: center; font-weight: bold; padding: 5px; border: 1px solid #aaa;">V0.226 Development Build History: Build for [[Tech Demo | <div style="text-align: center; font-weight: bold; padding: 5px; border: 1px solid #aaa;">V0.226 Development Build History: Build for [[Tech Demo 4]] (Click to Expand/Collapse)<span style="color: green; font-weight: bold; margin-left: 0.5em;">(Complete)</span></div> | ||
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*Moved the Planetary Nebula spawning code to the galaxy-gen itself, which means they are now multi-lightyear sized objects can can be seen from up to 150ly away. | *Moved the Planetary Nebula spawning code to the galaxy-gen itself, which means they are now multi-lightyear sized objects can can be seen from up to 150ly away. | ||
|- | |- | ||
| '''2025-09-07 | | '''2025-09-07''' | ||
! Development Build 0.226.0.6 || <div class="toccolours mw-collapsible mw-collapsed"> <div class="mw-collapsible-content"> | ! Development Build 0.226.0.6 || <div class="toccolours mw-collapsible mw-collapsed"> <div class="mw-collapsible-content"> | ||
* Designed a new more angular ceiling panel for the corridor ceilings around F/G Decks. | * Designed a new more angular ceiling panel for the corridor ceilings around F/G Decks. | ||
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Right now there are waaaay too many White Dwarfs with nebulae around them, so that will be refined and tuned as we polish this patch. | Right now there are waaaay too many White Dwarfs with nebulae around them, so that will be refined and tuned as we polish this patch. | ||
|- | |- | ||
| '''2025-09-15 | | '''2025-09-15''' | ||
! Development Build 0.226.0.7 || <div class="toccolours mw-collapsible mw-collapsed"> <div class="mw-collapsible-content"> | ! Development Build 0.226.0.7 || <div class="toccolours mw-collapsible mw-collapsed"> <div class="mw-collapsible-content"> | ||
*Greatly simplified the ceiling lights optimisation. It now only uses current-deck checks rather than constantly looping player-distance checks. | *Greatly simplified the ceiling lights optimisation. It now only uses current-deck checks rather than constantly looping player-distance checks. | ||
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*I've still got a few more ceiling panels to sort out, but this week I'll mostly be focusing on updating the Settings menu to support all the new quality switches, which means Lumen will become a simple on/off toggle in the graphics options on the default build. | *I've still got a few more ceiling panels to sort out, but this week I'll mostly be focusing on updating the Settings menu to support all the new quality switches, which means Lumen will become a simple on/off toggle in the graphics options on the default build. | ||
|- | |||
| '''2025-09-25''' | |||
! Development Build 0.226.0.8 || <div class="toccolours mw-collapsible mw-collapsed"> <div class="mw-collapsible-content"> | |||
*Added partial controller navigation support to the Main Menu and its sub pages., | |||
*Added partial keyboard navigation support to the Main Menu and its sub pages., | |||
*Added partial controller navigation support to the Settings Menu., | |||
*Added partial keyboard navigation support to the Settings Menu., | |||
*Improved how the game menus track the current page., | |||
*Added some quality of life improvements to controller/keyboard menu navigation., | |||
*Replaced the corrupted images on the ship selection screen with simple faded question marks., | |||
*Fixed multiplayer not working properly in UE 5.6., | |||
*Added a Witches Hat to the character customisation in time for Halloween. More hats will be added over time. Now that we have that functionality we'll also add backer-specific uniform hats at some point, in addition to the uniform patches., | |||
*Added the ability to turn shipwide lighting shadows on/off now that we have MegaLights enabled., | |||
*Fixed a number of lighting panels across D/E decks that were failing lighting optimisation checks. | |||
|- | |||
| '''2025-10-05''' | |||
! Development Build 0.226.0.9 || <div class="toccolours mw-collapsible mw-collapsed"> <div class="mw-collapsible-content"> | |||
*Overhauled the Settings UI to make it more consistent with the UNOS look and feel. | |||
*Split the Graphics Options into clearer categories. | |||
*Render Scale now goes all the way up to 200% if you want to end your GPU's life early. | |||
*Anti-aliasing now provides options for FXAA and None for anyone who hates the temporal ghosting from TAA/TSR. | |||
*Volumetric Fog now has 4 quality levels, with surprisingly substantial GPU impact. | |||
*Lighting Quality now goes from "no lights at all" (also known as potato mode) all the way up to every light casting shadows. Be aware that the "Max" setting has a massive GPU impact, because it substantially increases the number of ray tracing samples for internal lighting shadows. | |||
*Global Illumination now allows you to enable Screen Space or Lumen global illumination, in addition to None. | |||
*Star Shadow Quality now allows you to control the impact of VSM shadows cast by stars. | |||
*Added various lighting quality profiles to ship lighting and stars, to enable seamless graphics setting changes. | |||
*Added Low, Medium, High and Max graphical preset buttons to the Graphics settings. | |||
*Fixed the "save" button not being clickable on the various settings pages. | |||
*Thanks to Claire, we now have a lot more in the way of Halloween decorations around the ship. | |||
**I have been heavily profiling and refining the new graphics settings, to the point where our minimum spec PC (1050ti) is now easily achieving 40-50 fps with everything set to Low and running at 75% render scale. With ship and star lighting enabled it's getting around 25-30fps, so we definitely still need to optimise the lighting some more for lower spec machines. By way of comparison, my 4090 is getting 100fps with everything maxed and Lumen enabled (Lighting Quality set to "High", because "Max" is unnecessarily heavy). | |||
**Next up I'll be deep-diving the Reflections and Post Processing CVars in an effort to further extract the most performance from the engine. | |||
**<span style="color: red>'''Important'''</span> - If you start up the game and it's a garbled mess, you'll need to navigate to the graphics options and restore the render scale to 100%. This is due to the scale being extended to 200%. I have added a bit of code to try and detect and fix legacy settings automatically, but I have no way of verifying it's working. | |||
|- | |||
| '''2025-10-17''' | |||
! Development Build 0.226.0.10 || <div class="toccolours mw-collapsible mw-collapsed"> <div class="mw-collapsible-content"> | |||
*Improved the White Dwarf system code so that planets do not generate within the radius of the star's Red Giant phase of life. *We're not modelling inward migration yet, so generally White Dwarf systems won't have planets closer than 1-2 AU of the star., | |||
*Improved the Radius to Mass determination code for White Dwarfs, so that it properly takes electron degeneracy pressure into account and uses the Nauenberg zero-temperature mass–radius relation., | |||
*Improved the Kelvin to Age determination code for cooling White Dwarfs, which is now modelled using a power law matched to real world observations., | |||
*Continued updating the D/E/F Deck ceiling panels., | |||
*Significantly changed the layout of the VIP Quarters on B Deck., | |||
*Added two missing doorframes behind the main stairwell on F Deck., | |||
*Fixed the player character being a ghost in potato lighting mode., | |||
*Progressed the VIP Quarters interior, including some new fire effects., | |||
*Fixed the missing textures for the spline Pipes & Railings around Engineering., | |||
*Tweaked the tonemapper that was causing Niagara flames to turn pink. The game's colours should generally be more accurate and slightly more vibrant now. | |||
|- | |||
| '''2025-11-15''' | |||
! Development Build 0.226.0.11 || <div class="toccolours mw-collapsible mw-collapsed"> <div class="mw-collapsible-content"> | |||
Optimised the distance-culling values of practically every wall, floor and ceiling panel (several thousand)., | |||
*Finished off the ceiling panels on Decks C through F., | |||
*Finished off the B Deck main stairwell ceiling panels., | |||
*Continued conducting A/B testing on various graphics settings to scrape out every last frame of performance., | |||
*Added a new function for automatically setting the distance culling values on lights. Lights now cull aggressively as soon as they are out of view., | |||
*Added a new function for properly culling actors with Nanite geometry based on their Max Draw Distance., | |||
*Fixed the stair lights in the VIP Lounge turning off half way up., | |||
*Added the ability to start new games using the Caravella Class WIP ship. It will overwrite the current savegame until multiple saves are implemented, and access will need to be granted via SteamID for Admiral level backers., | |||
*Fixed bug 2238 - Stair-light not working on one step on deck D, | |||
*Fixed bug 2258 - Invisible wall on stairs between decks B and C, | |||
*Fixed bug 2266 - stuck in elevator shaft, | |||
*Fixed bug 2284/2243 - Clipped through the lift going from B Deck to F Deck, | |||
*Added WIP shuttle functionality., | |||
*Improved NPC logic and expanded NPC crew to cover C Deck., | |||
*Numerous small tweaks here and there. | |||
|- | |||
| '''2025-11-16''' | |||
! Development Build 0.226.0.12 || <div class="toccolours mw-collapsible mw-collapsed"> <div class="mw-collapsible-content"> | |||
*Fixed bug 2296 - Sitting at helm causes the Holo-Display Command Interface to appear behind you | |||
*Fixed bug 2294 - Sitting at helm causes the screen to jitter and makes navigating very difficult | |||
*Fixed bug 2293 - Clicking on Continue Mission results in being returned to the main menu. | |||
*Fixed bug 2292 - Camera Fighting at Helm Station/Nav pathing not focusing on target | |||
*Fixed bug 2304 - While at the helm, the ship is stationary in Earth vicinity, despite full FTL Engaged. Ship appears to be glitching, lurching forward. | |||
*Fixed bug 2237 - Cold start tutorial is starting on A Deck | |||
*Fixed bug 2291 - Inner ring door panels on E-Deck have no bolts | |||
*Fixed bug 2281 - Spot lights on A Deck are connected to the wrong breaker | |||
*Fixed the teleport locations for the shuttle teleporter in the A Deck bathroom, and the shuttle itself. | |||
*Added a visible background to the shuttle teleporter in the A Deck bathroom. | |||
*Fixed the proxy mesh for the Magellan not showing up when you're in the shuttle. | |||
''Just as a reminder, the shuttle exists purely as a test of multiple-ship independent location capability. The shuttle will remain in orbit around Earth, while the Magellan can travel the galaxy as normal. Every time you teleport to the shuttle, you are teleporting your character to the Sol system.'' | |||
|- | |||
| '''2025-11-17''' | |||
! Development Build 0.226.0.13 || <div class="toccolours mw-collapsible mw-collapsed"> <div class="mw-collapsible-content"> | |||
*Fixed bug 2306 - Loading Cold and Dark Tutorial Results in Fatal Error. | |||
*Fixed the torch not coming on automatically during the Cold and Dark tutorial. | |||
*Reduced the delay between each step on the loading screen. | |||
*Made the electrical system steps more granular on the loading screen. | |||
*Fixed the fade-to-black transition after the loading screen completes. | |||
|- | |||
| '''2025-11-18''' | |||
! Development Build 0.226.0.14 || <div class="toccolours mw-collapsible mw-collapsed"> <div class="mw-collapsible-content"> | |||
*Fixed bugs 2310/2313/2312/2311 - Start in the carpet in the conference room & cannot sit in chairs. | |||
*Fixed bug 2238 - Stair-light not working on one step on deck D | |||
*Fixed bug 2176 - Panel BP-104-R has a second label hovering a little off the wall that says BP-104-L1 | |||
*Fixed bug 2289 - Panels BP-103-L are incorrect | |||
*Fixed bug 2297 - Stewards go to the C deck bathroom to print food | |||
*Fixed bug 2264 - Pumpkins on the bridge are named "PROP NAME" on mouseover. | |||
*Fixed bug 2272 - Nametag NPC cant be turned off despite it is off | |||
*Fixed bug 1934 - NPC Nametags flicker "on" briefly as the NPC walks around. | |||
*Fixed bug 2167 - Jonesy's nametag doesn't obey NPC names visibility. | |||
*Fixed bug 2115 - Typo in Scanning & Navigation tutorial. | |||
*Fixed bug 2035 - Maintenance access door blocked. | |||
*Fixed Props not showing labels when looked at. | |||
*Fixed some NPC pathing issues. | |||
|- | |||
| '''2025-11-22''' | |||
! Development Build 0.226.0.15 || <div class="toccolours mw-collapsible mw-collapsed"> <div class="mw-collapsible-content"> | |||
*Fixed bugs 2298/2314 - Yellow Highlights Not Alligned in Cold and Dark Tutorial | |||
*Fixed the Startup Distributor UI screen being the wrong size. | |||
*Fixed bug 2262 - Pressed F to get up from VIP lounge chair and avatar stuck. | |||
*Fixed bug 2269 - Prop Highlights - Bridge seat highlight sometimes stuck. | |||
*Updated the Prop/Chair highlighting system to be properly occluded by walls or other objects. | |||
*Added 132 NPC crew members around the ship to test their impact on performance. | |||
*Improved and optimised how NPC crewmembers process points of interest and general decision making. | |||
*Fixed the ceiling geometry in the VIP Quarters so that it's not protruding through the roof of B Deck. | |||
*Fixed the nav mesh around B Deck so the NPC crew are able to use the doorways properly. | |||
*Added a test system for changing Watch/Shift aboard the ship. The B Deck NPCs will go on/off shift every 5 minutes. | |||
*Fixed the ship starting at Sol when continuing a saved game. | |||
*Updated the player spawning code to support brigged players in Multiplayer. | |||
|- | |||
| '''2025-12-11''' | |||
! Development Build 0.226.0.16 || <div class="toccolours mw-collapsible mw-collapsed"> <div class="mw-collapsible-content"> | |||
*Fixed the YouTube player in the Conference Room. It's now using a whole new system, which so far has been more reliable. | |||
*Fixed bug 2325 - Ship Customisation - Incorrect Floor | |||
*Fixed bug 2321 - Bridge seat names can persist when not looking at it | |||
*Fixed bug 2262 - VIP Lounge chairs will eject the player into the table at certain angles. | |||
*Fixed the server host being able to see clients highlighting objects. | |||
*Fixed the player torso not casting shadows. | |||
*Fixed clients in multiplayer getting chucked outside the ship when getting out of a chair. | |||
*Fixed the multiplayer menu starting on the wrong tab. | |||
*Added Forward/Left/Right/Aft camera views to the camera rotation, and also made it usable at any time, not just at the Helm. | |||
*Fixed chairs showing floating Hair/Boots for clients when joining an active game. | |||
*Fixed the player character being visible on the bridge ceiling when sitting in chairs. | |||
*Fixed the player character getting stuck on the bridge ceiling when quitting a game. | |||
*Fixed water worlds not generating a surface texture. | |||
*Fixed bug 2333 - Stair lighting is not showing its custom colour. | |||
*Added the first experimental version of (very basic) planetary landings. | |||
*Added galactic-location knowledge to planetary surfaces for accurate sky rendering. | |||
*Added teleport locomotion to the VR controllers (Upper button on most controllers). | |||
*Added "Nanite Tessellation On/Off" to the Graphics settings. | |||
*Fixed some of the settings defaults, and changed the default FPS cap to 60 instead of Unlimited. | |||
*Improved NPC performance. | |||
The new planetary landings system will spawn planetary terrain when you are within 1,000,000km of a solid planet. A temporary portal will appear in the A Deck bathroom (on the left hand side) when valid terrain exists. Right now it's extremely basic, but the terrain will change depending on the planet type, and the sky should be accurate to the planet's location in the galaxy. To exit the surface just hit Alt+1 to teleport back to the bridge. | |||
|- | |||
| '''2025-12-15''' | |||
! Development Build 0.226.0.17 || <div class="toccolours mw-collapsible mw-collapsed"> <div class="mw-collapsible-content"> | |||
*Planetary surfaces for Terrestrial and Atmospheric Terrestrial planets now properly inherit the surface colour that's visible from orbit. | |||
*The colour of grass on atmospheric planetary surfaces is now consistently driven by a planet's seed. | |||
*Fixed collisions and foliage spawning on planetary surfaces breaking if you stray too far from where you landed. | |||
*Fixed bug 2345 - Distributer and Aggregator UI panels misalligned. | |||
*Fixed bug 2155 - Star Age isn't being calculated properly beyond the galactic disc. | |||
*Updated the Star Age calculations to properly apply increasing age as you get further above the galactic plane. | |||
*Tweaked the density of White Dwarfs in the galactic halo. | |||
*Fixed bug 2320 - Multiplayer - Loading screen light from joining players is synced in MP | |||
*Fixed clients getting a black screen when joining multiplayer games. | |||
It's worth noting again that planetary surfaces are still very much a work in progress, and everything you see right now is purely for testing purposes. The final release-ready surface environments will be far more polished and diverse, but we won't be adding them to the demo until they are much closer to release quality. | |||
|- | |||
| '''2025-12-19''' | |||
! Development Build 0.226.0.18 || <div class="toccolours mw-collapsible mw-collapsed"> <div class="mw-collapsible-content"> | |||
*Fixed Earth being 0.19au away from where it should have been. | |||
*Improved the default starting position around Earth for better visuals. | |||
*Fixed the shuttle and ship proxies having incorrect transform offsets. They are now perfectly aligned and work in multiplayer. | |||
*Replaced the old Magellan proxy mesh with a new one matching the new ringed hull shape. | |||
*Fixed bug 2344 - Cold and Dark Start no longer cold and dark start. | |||
*Fixed bug 1989 - Multiplayer - Cant sit in chairs. | |||
*Fixed bug 2349 - Earth broken/gone! | |||
*Built a new system for registering and displaying error messages in the game. I'll make this an optional thing in the preferences. | |||
|- | |||
| '''2025-12-30''' | |||
! Development Build 0.226.0.19 || <div class="toccolours mw-collapsible mw-collapsed"> <div class="mw-collapsible-content"> | |||
*Fixed bug 2363 - Chairs - Can't dismiss the Engineering and Stewards NPCs, | |||
*Fixed bug 2359 - Tutorial - cold start training spawns you half in the ground, | |||
*Fixed bug 2319 - Multiplayer - Player is joining without their customisation, | |||
*Added the first implementation of sublight thrusters, which have been installed on the Caravella for testing. We won't roll this out to the Magellan until it's polished., | |||
*Added a new system for generating content at sublight scales, like small asteroids and derelict vessels. The system isn't ready to be fully integrated yet, so it's currently disabled until we have subflight flight fully working., | |||
*Updated the two alcoves on the bridge to include WIP geometry for the final 4 bridge stations., | |||
*Added some placeholder screens to the 4 new bridge stations., | |||
*Moved the bridge window polarisation controls to the Environmental Controls station., | |||
*Updated the chairs to always spawn with an active NPC if they are flagged for it., | |||
*Added Neutron stars to the game. They still need their proper math implemented for mass etc., | |||
*Added Rogue Planets to the game. They don't have full descriptions/data on the sensors UI yet., | |||
*Built a new system for issuing and managing shipwide objectives., | |||
*Built new systems to manage crew task generation for each of the 7 ship departments., | |||
*Added the ability to command the NPC bridge crew (via the holo display) to autonomously explore a target system. NPC's need to be seated in the Helm and Sensors stations for this to work., | |||
*Added some basic voice dialogue to the bridge NPC's for when they are performing an automated system scan., | |||
This update adds our first implementation of shipwide objectives, and the ability to assign tasks to individual crewmembers. Right now there is just a single "explore this system" ship objective, but it's generating individual tasks via departmental task managers that are being assigned to NPC crewmembers. In the future these will viewable on in-game screens and on player HUD's. | |||
Once you issue an "explore this system" command from the long range holo display mode (make sure the display range is <20ly), the NPC crew will travel to, and short-range scan every planet in a system. This will result in the system being 100% explored, while you go off and grab some drinks at the bar. Right now you can't stop the process once it's started, but we'll add order cancellation once we have better UI coverage of what's going on. | |||
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=== Development Build HistoryV0.227 — Taking Command === | === Development Build HistoryV0.227 — Taking Command === | ||
<div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; margin: auto;"> | <div class="toccolours mw-collapsible mw-collapsed" style="width: 100%; margin: auto;"> | ||
<div style="text-align: center; font-weight: bold; padding: 5px; border: 1px solid #aaa;">V0.227 Development Build History: Build for [[Tech Demo | <div style="text-align: center; font-weight: bold; padding: 5px; border: 1px solid #aaa;">V0.227 Development Build History: Build for [[Tech Demo 4]] (Click to Expand/Collapse)<span style="color: orange; font-weight: bold; margin-left: 0.5em;">(In Progress)</span></div> | ||
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! style="width: 7%; | Date (YYYY-MM-DD) !! style="width: 23%; | Development Build Number & Title !! style="width: 70%; | Updates | ! style="width: 7%; | Date (YYYY-MM-DD) !! style="width: 23%; | Development Build Number & Title !! style="width: 70%; | Updates | ||
|- | |- | ||
| ''' | | '''2026-01-02''' | ||
! Development Build 0.227.0.1 || <div class="toccolours mw-collapsible mw-collapsed"> <div class="mw-collapsible-content"> | |||
'''New / Changes''' | |||
* Added placeholder UI's for the Comms, Weapons and Defence stations., | |||
* Removed audio occlusion from the bridge NPC dialogue, because some things on the bridge are incorrectly blocking the speech., | |||
---- | |||
'''Not Yet Implemented''' | |||
* Did a bit more work on the 1:1 scale volumetric galaxy rendering. Still a few more things to iron out before we add it into the game, | |||
* Started building a Task Manager for NPC tasks around the ship., | |||
* Started building the Jobs Board UI's to display active/pending tasks., | |||
---- | |||
'''Optimisations''' | |||
* Made a new global optimisation macro for handling UI screen optimisation., | |||
* Updated the Bridge Window UI to collapse to 1x1 pixels when not in view., | |||
* Updated the three Helm UI's to collapse to 1x1 pixels when not in view., | |||
* Updated the Sensors UI to collapse to 1x1 pixels when not in view., | |||
* Updated the Window Controls UI to collapse to 1x1 pixels when not in view., | |||
* Updated the Door Controls UI to collapse to 1x1 pixels when not in view., | |||
* Updated the Holo Display mode UI to collapse to 1x1 pixels when not in view., | |||
* Updated the Alert Panel UI to collapse to 1x1 pixels when not in view., | |||
* Updated the Distributor UI's to collapse to 1x1 pixels when not in view., | |||
* Updated the new placeholder bridge screen UI's to collapse to 1x1 pixels when not in view., | |||
* Updated the Wall Map Screen UI's to collapse to 1x1 pixels when not in view., | |||
* Updated the Battery UI's to collapse to 1x1 pixels when not in view., | |||
* Updated the Reactor UI to collapse to 1x1 pixels when not in view., | |||
---- | |||
'''Fixes''' | |||
*Bypassed a "run on background thread" plugin because it was generating crashes., | |||
---- | |||
'''Misc''' | |||
*Created a new beta branch called "previous _build", so that we can always compare backwards by one version for A/B testing., | |||
---- | |||
'''Notes''' | |||
<br> | |||
All of these UI optimisations are designed to reduce the amount of VRAM the game is using in general, but most specifically on startup. This, in addition to switching entirely to Virtual Textures, is pretty much all we can do to limit the game's VRAM footprint. Our 4GB 1050ti test machine is maxing out at around 3.7GB VRAM used. | |||
From this build onwards we'll move to the 227 patch numbering. We've already got ~75% of 227 implemented, so when we go live on the public demo (as soon as possible) we'll release it as 0.227.1.0. | |||
|- | |||
| '''2026-01-14''' | |||
! Development Build 0.227.0.2 || <div class="toccolours mw-collapsible mw-collapsed"> <div class="mw-collapsible-content"> | |||
'''New / Changes''' | |||
* Further refined the sublight flight controls on the Caravella class. | |||
* Further refined the Begin Play and Possession code for player characters and chair actors. | |||
---- | |||
'''Not Yet Implemented''' | |||
* Added sublight control inputs to the Caravella's Helm station. | |||
* Created visible test RCS thrusters for the Caravella, which are tied to active Helm inputs. | |||
* Improved the way electrical cables connect/communicate with one another, which we're testing out on the Caravella. | |||
* Added Health/Damage values to electrical cables and some basic time-based degredation. | |||
* Added the ability for electrical cables to generate fault tickets when they reach certain health values. | |||
* Added the ability for NPC crewmembers to assign themselves a task, and clear that task upon completion. | |||
* Added the ability for NPC crewmembers to pick up props and move them autonomously between locations. | |||
---- | |||
'''Optimisations''' | |||
* None | |||
---- | |||
'''Fixes''' | |||
* Fixed bug 2379 - Character Customisation - Client appears naked | |||
* Fixed bug 1855 - Ship Customisation - The settings for flooring change to default when you change tabs | |||
* Fixed bug 2353 - Ship Customisation - Ship name customisation is not saving. | |||
* Fixed the ship name not replicating to clients in multiplayer. | |||
* Fixed bug 2405 - VR - Does not get past loading screen | |||
* Fixed the Sun Flare VFX not working per-eye in VR properly. | |||
* Fixed the Sun Flare VFX rotating weirdly when you turn your head in VR. | |||
* Fixed bug 2381 - Bridge - Mission Timer isn't counting up | |||
* Fixed bug 2352 - Continuing Mission - no longer continuing | |||
* Fixed various issues with pressing escape and the F1 through F6 menus. Escape now closes any menu, in addition to whatever key opened said menu. | |||
---- | |||
'''Misc''' | |||
* Removed the 4 temporary camera view modes that we added for the streaming show. | |||
---- | |||
'''Notes''' | |||
<br> | |||
''Note #1'' - I've had to make a change to how player settings are applied. Previously they were being applied by the Settings UI itself when it was loaded in the background, but in hindsight this was a suboptimal way of doing things. Settings are now loaded directly from disk by whatever needs them, instead of waiting for a global broadcast event, so if a setting isn't being loaded/applied somewhere please let me know. I probably missed a couple. | |||
''Note #2'' - I've updated the debug teleports to be vessel specific, so you'll now need to use the "Stuck" teleport or Alt+8 to teleport back from a planet surface. | |||
''Note #3'' - If you are testing in VR, please be sure to go into the Settings from the main menu and set your graphics to Medium to begin with. It's heavy in VR, so start low and work up. You might also want to disable "Motion Smoothing" in SteamVR is remove wobbly UI's under your fingertips. I will be adding a separate VR settings save in the next build to make this easier to manage, so you can switch from VR to First Person without needing to change the settings each time. | |||
|- | |||
| '''2026-01-21''' | |||
! Development Build 0.227.0.3 || <div class="toccolours mw-collapsible mw-collapsed"> <div class="mw-collapsible-content"> | |||
'''New / Changes''' | |||
* Added a couple of base classes for a new MetaHuman based player character. I've already set it up to work in parallel with our CC4 based character, so we can now switch between the two by simply spawning one instead of the other. This is the first * step in ditching the ALS animation system and moving towards something a lot more sophisticated, with support for things like variable gravity direction and floating about in zero-g. | |||
* Added a subtle red glow to the FTL ring heatsinks, which will cool down and fade over time after the FTL drive is shut down. | |||
* Added a less subtle blue glow to the FTL coils themselves, which glow more brightly as you gain speed. | |||
* Created some basic WIP storage units for the C Deck lab storage rooms. | |||
* Moved the C Deck lab storage room door from the corridor to the lab itself. | |||
* Finalised the look and feel of the two Bridge Alcoves on the Magellan Class. | |||
---- | |||
'''Not Yet Implemented''' | |||
*Started building a WIP Comms panel for the Bridge, with the ability to list nearby comms signals. | |||
*Added "celestial object" radio signatures to the Comms Console. | |||
*Added a test of incoming hails from the UNSF Admiralty to the Comms Console. | |||
*Added more cabling and working battery arrays on the Caravella, with an improved approach to how we will physically represent battery arrays in the game. | |||
---- | |||
'''Optimisations''' | |||
* None | |||
---- | |||
'''Fixes''' | |||
* Fixed the Holo-Display pop-up UI not working properly for issuing shipwide commands. | |||
* Fixed bug 2254 - Multiplayer - Holo-Display pop-up UI's not usable by clients | |||
* Fixed bug 2418 - UI - Mission timer not there | |||
* Fixed bug 2387 - Character Customisation - Can't change hair | |||
* Fixed bug 2389 - Despite Selecting an Empty Ship NPCs are automatically populated on the bridge | |||
* Fixed bug 2053 - Sensors - Got to Sag A black hole Ran sensors now nothing is showing within 50LY of the black hole | |||
* Fixed bug 2087 - YouTube - Youtube player is all kinds of broken. | |||
* Fixed bug 2052 - Chairs - Mouse does not function while seated, with character customisation open | |||
* Fixed bug 2428 - Summoned NCP break bridge tutorial | |||
* Fixed bug 2343 - Character - Ejected outside the ship when leaving Helm-chair | |||
* Fixed bug 1990 - Lighting - After turning off the disco lights, they still give off the rainbow light | |||
* Fixed the FTL coil glow incorrectly lighting up the whole ship. It was waaay too bight and confusing Lumen. | |||
---- | |||
'''Misc''' | |||
* None | |||
---- | |||
'''Notes''' | |||
<br> | |||
It turns out the YouTube plugin we were using relies upon a third party site (rapidapi.com) to handle the API stuff, and the API key used by the plugin author has ran out of credit. I've now signed up our own account with our own API key, so we'll see how the usage goes. It's $18.75 per month for 300,000 API requests, $56 for 900k requests, and $126 for 2.1m requests | |||
|- | |||
| '''2026-01-27''' | |||
! Development Build 0.227.0.4 || <div class="toccolours mw-collapsible mw-collapsed"> <div class="mw-collapsible-content"> | |||
'''New / Changes''' | |||
* Updated the Bridge geometry to meet current standards, and progressed the WIP alcove consoles some more. | |||
* Added the pop-up dialogue box back to the main menu in preparation for the demo update. | |||
* Added a new VR settings save, which is independent of the FPS settings save (it's automatic, you don't need to select anything). You can now switch from FPS to VR and back without needing to change the graphics options each time. | |||
---- | |||
'''Not Yet Implemented''' | |||
* Began implementing the ability for the sensors NPC to autonomously scan for certain criteria, like "Tech Signatures" or "Earthlike Candidates". | |||
* Cabled up the Bridge and Holo-Display on the Caravella for live electrics. | |||
---- | |||
'''Optimisations''' | |||
* Optimised the skeletal meshes in the bridge chairs as much as I can. | |||
* Created a new macro for "Get Closest Player" in multiplayer, so we can use it to optimise NPC tickrates. | |||
* Updated the NPC optimisation code on the Cat, Chicken and Crewmembers. (Claire gained around 17fps, I gained pretty much none) | |||
---- | |||
'''Fixes''' | |||
* Fixed Water Worlds not generating a surface texture. | |||
* Fixed the red tutorial notifications blob on the main menu appearing when it shouldn't do. | |||
* Fixed bug 2439 - Selecting Explore This System Command Results in Sensor Station Stuck in short range scan infinite loop | |||
* Fixed bug 2426 - FTL drive stuck after power loss. Cannot travel. | |||
* Stopped the blue FTL coil glow from injecting into Lumen, because it keeps lighting up the ship when it shouldn't. | |||
* Fixed the YouTube player not sharing the URL properly in multiplayer. | |||
* Fixed the glass on the Bridge and in the VIP lounge not rendering correctly under Lumen lighting. | |||
---- | |||
'''Misc''' | |||
* Removed the NPC's on D/E Decks for now because they are costing CPU time needlessly. | |||
* Removed the planetary landings test system (will be added back straight after the demo update). | |||
* Removed the shuttles test system (will be added back straight after the demo update). | |||
* Removed the System Creator option from the main menu (will be added back when it's working). | |||
---- | |||
'''Notes''' | |||
<br> | |||
None | |||
|- | |||
| '''2026-02-07''' | |||
! Development Build 0.227.0.5 || <div class="toccolours mw-collapsible mw-collapsed"> <div class="mw-collapsible-content"> | |||
'''New / Changes''' | |||
* Created v0.01 of the Probe system, which currently can only find pumpkins., | |||
* Updated the Probe Facility with new exit/entry airlocks and a scattering of test probe models., | |||
* Updated the player character so that it does not go to ragdoll when falling. It will do an impact roll instead., | |||
* Updated the popup when starting the game to only show when first opening the game., | |||
* Updated the science labs on C Deck with improved entrances and the addition of per-lab airlocks for health and safety., | |||
---- | |||
'''Not Yet Implemented''' | |||
* Improved the NPC cargo handling system, so that NPC crewmembers can now move cargo from probes and put it on shelves., | |||
* Built a new global Task Manager, which can track and manage tasks across all ship departments., | |||
* Added a new Jobs Board master component that can display tasks for any given department., | |||
* Tasks can now be raised for all 7 departments, plus the Bridge which is now its own department in terms of task management., | |||
* Added a WIP bridge layout to the Caravella., | |||
* Starting building the code for an NPC Captain, along with the ability to manage shipwide orders in the new Task Manager system., | |||
---- | |||
'''Optimisations''' | |||
* Improved the startup sequence for the game, so that it's now properly gated and actively waiting for criteria to be met before proceeding. This ultimately smooths out the loading screen and character spawning experience, and reduces the chance for ship systems to start incorrectly under low FPS conditions., | |||
---- | |||
'''Fixes''' | |||
* Fixed the broken patchwork meshes around the Magellan's FTL ring., | |||
* Fixed the lag that occurs immediately after the player character is spawned in., | |||
* Fixed the NPC crewmembers rolling and ragdolling when trying to navigate staircases., | |||
* Fixed bug 2469 - Multiplayer - Host controls usable by clients, | |||
* Fixed F3 (Ship Customisation) being usable by clients in multiplayer., | |||
* Fixed the chairs teleporting the player above or below the chair's deck when exiting. Absolutely, positively, definitely this time., | |||
* Fixed bug 2473 - Continue Save Game in Multiplayer reset the ship back to Sol, | |||
* Fixed bug 2425 - FTL power keys for + & - too sensitive, | |||
* Fixed bug 2480 - FTL ring glow not fully turning off, | |||
* Fixed bug 2460 - Cold start szenario bridge lighting button not highlighted, | |||
* Fixed bug 2421 - Cryopod Pump Title "Pump Name", | |||
* Fixed bug 2468 - Autopilot - Throttle drops to 70-80% right before entering a star system., | |||
* Fixed the Chillers on G Deck shutting down randomly when starting a game., | |||
* Fixed the Autopilot setting the throttle to the wrong speed when trying to navigate to distant stars., | |||
---- | |||
'''Misc''' | |||
<br> | |||
None, | |||
---- | |||
'''Notes''' | |||
* Given that the game is now using an entirely new process for its initial loading sequence, there may be some weirdness with some game systems. We need to go through it all and make sure everything is loading in the right order and at the appropriate time. | |||
|- | |||
| '''2026-02-16''' | |||
! Development Build 0.227.0.6 || <div class="toccolours mw-collapsible mw-collapsed"> <div class="mw-collapsible-content"> | |||
'''New / Changes''' | |||
* Updated the probes so that they actually leave the ship and come back with some test cargo. Just press the launch button on the probe body. | |||
* Improved the Icy Body planet rendering so that edges perpendicular to the star's light are properly shadowed. | |||
* Updated the Holo-Display so that it can be used in any location, on any ship. This was needed for the Caravella, and also for the future Astrometry Lab and Engineering Control Room. | |||
---- | |||
'''Not Yet Implemented''' | |||
<br> | |||
None | |||
---- | |||
'''Optimisations''' | |||
* Optimised the Orrery Map on the Holo-Display so that it doesn't render anything that's beyond the zoom range, or so small that you can't see it anyway. | |||
* The autosave will no longer save the game if the ship is in the middle of engaging or disengaging the FTL, to prevent it loading in a stuck state. | |||
---- | |||
'''Fixes''' | |||
* Fixed bug 2488: cold and dark tutorial stuck loading | |||
* Fixed the NPC pop-up menu on the Sensors not generating the sub-options for each sensor mode. | |||
* Fixed bug 2491: Invisible Wall in Biology Door frame | |||
* Fixed bug 2490: Pathfinding on C-deck | |||
* Fixed bug 2487: Mis-labelled Panel | |||
* Fixed bug 2467: Interaction - Holding E allows you to bypass the range check on chairs | |||
* Fixed bug 2486: Issues Joining MP sessions | |||
* Fixed bug 2468: Autopilot - Throttle drops to 70-80% right before entering a star system. | |||
* Fixed the character getting stuck with a black screen in VR mode. | |||
* Fixed bug 2505: Loading Screen Lights not being removed for clients | |||
* Fixed bug 2492: NPC can't change sensor modes | |||
* Fixed bug 2373: Sensors - NPC Command options | |||
* Fixed bug 2489: Sensors UI resets exploration data | |||
* Fixed bug 2498: No Main Reverse Engines | |||
* Fixed bug 2372: Sensors - Auto explore is going inside some rogue planets | |||
* Fixed bug 2346: Lighting - Alien virus ceiling lights have stopped flashing | |||
* Fixed bug 2213: Reactor - Reactor does not shut down when vacuum pump goes offline | |||
* Fixed bug 2496: Blank Character Information | |||
---- | |||
'''Misc''' | |||
<br> | |||
None | |||
---- | |||
'''Notes''' | |||
* You'll notice there is now some debug spam that appears at the top of the screen. I'll be adding a switch for this in the game settings, but for now it's on by default. We'll add a lot more of this debugging info over time, and probably have multiple categories to show/hide as well. This all helps to optimise and bugfix the game. | |||
|- | |- | ||
| '''2026-02-16''' | |||
! Development Build 0.227.0.7 || <div class="toccolours mw-collapsible mw-collapsed"> <div class="mw-collapsible-content"> | |||
'''Optimisations''' | |||
* Removed an unreliable initialisation step during the game's loading sequence and replaced it with a "Save Data Loaded" check instead., | |||
---- | |||
'''Fixes''' | |||
* Fixed bug 2514: MultiPlayer - Stuck in Earth orbit while at warp., | |||
---- | |||
'''Notes''' | |||
*Clients joining multiplayer games were incorrectly triggering an Init chain of events on the server which was resetting the game back to Earth. I've now changed the loading process slightly to avoid this happening in the future, but it might have caused a knock-on effect, so keep an eye open for any other client-on-join or general loading weirdness. | |||
|} | |} | ||
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<div style="text-align: center; font-weight: bold; padding: 5px; border: 1px solid #aaa;">V0.228 Development Build History: Build for | <div style="text-align: center; font-weight: bold; padding: 5px; border: 1px solid #aaa;">V0.228 Development Build History: Build for an untitled version (Click to Expand/Collapse)<span style="color: red; font-weight: bold; margin-left: 0.5em;">(Planned)</span></div> | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
Latest revision as of 17:48, 16 February 2026
NOTICE: This page is a Work in Progress as much of the lore/Development for the game is yet to be established.
Latest Build: Development Build 0.227.0.7
Development Builds (often shortened to Dev Builds) are work-in-progress versions of Starship Simulator. They are periodically released by Fleetyard Studios to project supporters and testers. These builds contain the latest features, fixes, and experimental changes being actively developed, often significantly ahead of updates to the public versions of the Tech Demo or the eventual Early Access release.
Purpose
Dev Builds serve several key purposes for the development process:
- Allow dedicated supporters and testers early access to preview and experiment with new content and features.
- Provide Fleetyard Studios with crucial feedback on stability, bugs, and gameplay mechanics from a wider testing pool.
- Offer a transparent view into the ongoing development progress between major public updates.
Content & Stability
As active development versions, Dev Builds often contain features that are incomplete, unbalanced, or may have significant bugs (WIP Post-it's are often used to mark such areas in-game). They represent the cutting edge of development but are not intended to be as stable or polished as public demo releases or the final Early Access version. Specific changes implemented in each build are logged on the Dev Build Update History page.
Access
Access to the Dev Builds is managed by Fleetyard Studios and distributed via unique Steam Keys. Historically, access has been granted through methods such as:
- Pledging at specific tiers during the official Kickstarter Campaign (which is now closed).
- Supporting the project via the official [Simulator Ko-fi page] at qualifying supporter tiers.
- Winning access through occasional giveaways or raffles, such as those sometimes held during the first Developer Live Stream of a month (entry often organized via Discord).
Access methods and supporter tiers may change over time; refer to official Fleetyard Studios communications for current details.
Updates and Communication
Detailed patch notes, discussions, bug reporting instructions, and feedback channels specifically for the Dev Builds are typically located within private channels on the official Starship Simulator Discord server, restricted to users who have been granted Dev Build access.
Dev Build History
The following are a list of development build updates made to Starship Simulator, detailing changes made between major public releases.
Development Build HistoryV0.225 — The Drake Equation
| Date (YYYY-MM-DD) | Development Build Number & Title | Updates |
|---|---|---|
| 2024-05-04 | Development Build 0.225.0.10 |
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| 2024-05-05 | Development Build 0.225.0.11 |
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| 2024-05-11 | Development Build 0.225.0.12 |
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| 2024-05-18 | Development Build 0.225.0.13 |
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| 2024-05-20 | Development Build 0.225.0.14 |
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| 2024-05-20 | Development Build 0.255.0.15 - Hotfix... | ...It fixes the rogue wall panel jumping out at people on B Deck. |
| 2024-05-23 | Development Build 0.225.0.16 - Another midweek build!... | ...In this build we have a much refined galaxy code, fixes for the real world star locations in sector -258,0,0, and a new volumetric Sag A!
|
| 2024-05-26 | Development Build 0.225.0.17 - It's time for the not-Friday dev build! | ...I've been doing a lot of optimisation work on the galaxy side of things, and I've also implemented a YouTube player for the conference room. I need to investigate YouTube API compliance some more before we can call that feature permanent, but it's fun to play with for now at least
|
| 2024-05-30 | Development Build 0.225.0.18 - It's the first post-stream build!... | ...Rather than putting out new builds on Fridays, I am going to instead put out a new build every Wednesday and Sunday after the regular dev streams.
|
| 2024-06-03 | Development Build 0.225.0.19 - Time for another post-stream build! |
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| 2024-06-06 | Development Build 0.225.0.20 - In this build we have a new fun little feature... | ...Hotfix. It fixes the rogue wall panel jumping out at people on B Deck.
|
| 2024-06-10 | Development Build 0.225.0.21 - In this build we've increased... | ...our real world data range to 2000ly, which is over ~17,600,000 real stars! Just to put that into perspective, with a 2000ly radius, and the ship's top speed being 300ly/h, that means it will take nearly 7 hours of constant flight to reach the edge of the real stars zone from Earth.
|
| 2024-06-10 | Development Build 0.225.0.22 |
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| 2024-06-17 | Development Build 0.225.0.23 - There's not a lot of new stuff... | ... in this build as I've been on holiday all week, but here's what's new:
|
| 2024-06-21 | Development Build 0.225.0.24 - This is actually Wednesday's post-stream build... | but unexpected desk-sleeping and then some bugs that needed fixing induced a bit of a delay!
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| 2024-06-24 | Development Build 0.225.0.25 - We're now rocking L, T and Y Class stars! |
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| 2024-06-28 | Development Build 0.225.0.26 - A few fixes and a bunch of new framework |
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| 2024-07-01 | Development Build 0.225.0.27 Updated Real Stars list... | ...and the new D/E Deck layout roughed in.
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| 2024-07-05 | Development Build 0.225.0.28 Updated the greybox layout on D/E Decks... | ...and started exploring the connection to F Deck
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| 2024-07-11 | Development Build 0.225.0.29 More D/E Deck layout refinements... | ...and all Star/Planet types are now viewable on the short range sensors
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| 2024-07-19 | Development Build 0.225.0.30 - Piles of galaxy/star system data updates |
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| 2024-07-26 | Development Build 0.225.0.31 - Fundamentally changed... | ...and improved how star systems are generated. This actually went live last night, I'm just getting around to finishing up the notes
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| 2024-07-31 | Development Build 0.225.0.32 - Further improved planet generation... | ...with a more organic process and additional data points.
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| 2024-08-08 | Development Build 0.225.0.33 - Mostly modelling work and some tidying up. |
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| 2024-08-12 | Development Build 0.225.0.34 - Some accessibility improvements. |
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| 2024-08-15 | Development Build 0.225.0.35 - New crosshair options and some work on B Deck. |
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| 2024-08-19 | Development Build 0.225.0.36 - New wall panels on B Deck. |
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| 2024-08-20 | Development Build 0.225.0.37 - Hotfix for F/G Deck wall panels. |
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| 2024-08-22 | Development Build 0.225.0.38 - New Security Desk on B Deck. |
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| 2024-08-27 | Development Build 0.225.0.39 - Backer systems v0.1! |
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| 2024-08-29 | Development Build 0.225.0.40 - Now featuring dirty carpets |
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| 2024-09-02 | Development Build 0.225.0.41 - Bunch o' wall panels |
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| 2024-09-05 | Development Build 0.225.0.42 - An uplifting experience |
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| 2024-09-13 | Development Build 0.225.0.43 - I broke stuff, and then fixed it again, but better! |
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| 2024-09-17 | Development Build 0.225.0.44 - Now with added cat hair |
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| 2024-09-27 | Development Build 0.225.0.45 - Sensors Improvement |
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| 2024-09-27 | Development Build 0.225.0.45 - SQL Stellar Catalogues Hotfix |
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| 2024-10-06 | Development Build 0.225.0.46 - Time to start scanning |
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| 2024-10-07 | Development Build 0.225.0.47 - Unleash your inner honk! |
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| 2024-10-10 | Development Build 0.225.0.48 - Surface Maps |
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| 2024-10-14 | Development Build 0.225.0.49 - More sensor polish |
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| 2024-10-17 | Development Build 0.225.0.50 - New Long Range Orrery Map |
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| 2024-10-21 | Development Build 0.225.0.51 - More feature completeness |
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| 2024-10-25 | Development Build 0.225.0.52 - New surface scan overlays |
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| 2024-10-29 | Development Build 0.225.0.53 - Follow the orange dotted road |
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| 2024-10-31 | Development Build 0.225.0.54 - Scan everything! |
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| 2024-11-04 | Development Build 0.225.0.55 - AVA appears to be from Bristol. |
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| 2024-11-07 | Development Build 0.225.0.56 - Back to the construction yard |
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| 2024-11-12 | Development Build 0.225.0.57 - Time to mash that F1 key and report everything! |
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| 2024-11-21 | Development Build 0.225.0.58 - Mmm, that new flooring smell. |
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| 2024-11-25 | Development Build 0.225.0.59 - The network just cannae handle it cap'n! |
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| 2024-11-29 | Development Build 0.225.0.60 - Replicate everything! |
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| 2024-11-30 | Development Build 0.225.0.61 - Bunch O' Fixes |
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| 2024-12-03 | Development Build 0.225.0.62 - Moar Fixes |
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| 2024-12-12 | Development Build 0.225.0.63 "Aliens!" |
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| 2024-12-16 | Development Build 0.225.0.64 - Now with added fluff |
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| 2025-01-02 | Development Build 0.225.0.66 - All about the data. |
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| 2025-01-06 | Development Build 0.225.0.67 - Now with added Kuiper Belts! |
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| 2025-01-06 | Development Build 0.225.0.68 - Sol Data Hotfix |
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| 2025-01-09 | Development Build 0.225.0.69 - Moar Data! |
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| 2025-01-13 | Development Build 0.225.0.70 - Nearly done with the sensors! |
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| 2025-01-13 | Development Build 0.225.0.71 - Hotfix |
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| 2025-01-23 | Development Build 0.225.0.72 - Now with lumpier planets. |
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| 2025-01-24 | Development Build 0.225.0.73 - Engine upgrade? What engine upgrade? |
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| 2025-01-24 | Development Build 0.225.0.74 - Bug Fixorama |
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| 2025-01-26 | Development Build 0.225.0.75 Engines to full! |
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| 2025-01-26 | Development Build 0.225.0.76 |
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| 2025-01-26 | Development Build 0.225.0.77 |
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| 2025-01-27 | Development Build 0.225.0.78 Showing some Backer love |
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| 2025-02-02 | Development Build 0.225.0.79 Now with some modding support! |
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| 2025-02-07 | Development Build 0.225.0.80 |
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| 2025-02-10 | Development Build 0.225.0.81 |
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| 2025-03-13 | Development Build 0.225.0.82 Getting back to business! |
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| 2025-03-17 | Development Build 0.225.0.83 - So many wall panels |
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| 2025-03-20 | Development Build 0.225.0.84 - Even more wall panels |
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| 2025-03-24 | Development Build 0.225.0.85 - All the things |
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| 2025-03-31 | Development Build 0.225.0.86 - Everyone loves deck plans! |
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| 2025-04-07 | Development Build 0.225.0.87 - Another step closer |
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| 2025-04-10 | Development Build 0.225.0.88 |
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| 2025-04-12 | Development Build 0.225.0.89 |
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| 2025-04-17 | Development Build 0.225.0.90 |
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| 2025-04-18 | Development Build 0.225.0.91 |
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| 2025-04-19 | Development Build 0.225.0.92 - Take that, bugs! |
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| 2025-04-24 | Development Build 0.225.0.93 - No bug is safe! |
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| 2025-05-05 | Development Build 0.225.0.94 |
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| 2025-05-08 | Development Build 0.225.0.95 |
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| 2025-05-12 | Development Build 0.225.0.96 - OMG it's public now! |
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| 2025-05-13 | Development Build 0.225.0.97 - Many fixes |
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| 2025-05-14 | Development Build 0.225.0.98 |
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| 2025-05-15 | Development Build 0.225.0.99 |
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| 2025-05-17 | Development Build 0.225.0.100 |
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| 2025-05-19 | Development Build 0.225.0.101 |
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| 2025-05-22 | Development Build 0.225.0.102 |
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| 2025-05-30 | Development & Demo Pre-Release Build 0.225.0.103 |
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| 2025-06-01 | Development & Demo Pre-Release Build 0.225.0.104 |
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| 2025-06-04 | Development & Demo Pre-Release Build 0.225.0.105 |
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| 2025-06-12 | Development & Demo Pre-Release Build 0.225.0.106 |
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| 2025-06-16 | Development & Demo Pre-Release Build 0.225.0.107 |
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| 2025-06-20 | Development & Demo Pre-Release Build 0.225.0.108 |
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| 2025-06-24 | Development & Demo Pre-Release Build 0.225.0.109 |
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| 2025-06-25 | Development & Demo Pre-Release Build 0.225.0.110 |
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| 2025-06-26 | Development & Demo Pre-Release Build 0.225.0.111 |
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| 2025-07-02 | Development & Demo Pre-Release Build 0.225.0.112 |
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| 2025-07-03 | Development & Demo Pre-Release Build 0.225.0.113 |
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| 2025-07-03 | Development & Demo Pre-Release Build 0.225.0.114 |
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| 2025-07-04 | Development & Demo Pre-Release Build 0.225.0.115 |
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| 2025-07-04 | Development & Demo Pre-Release Build 0.225.0.116 |
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| 2025-07-04 | Development & Demo Build 0.225.0.117 - OMG it's live now. |
|
Development Build HistoryV0.226 — VR
| Date (YYYY-MM-DD) | Development Build Number & Title | Updates |
|---|---|---|
| 2025-07-23 | Development Build 0.226.0.1 - Not for sufferers of megalophobia |
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| 2025-08-04 | Development Build 0.226.0.2 |
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| 2025-08-14 | Development Build 0.226.0.3 |
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| 2025-08-21 | Development Build 0.226.0.4 |
Two caveats for this build. Firstly, there are ceiling panels out of place all over the ship, which will be fixed over the next couple of builds. And secondly, the White Dwarf implementation is by no means finished, there's still a bunch of tweaking that needs to be done. |
| 2025-08-26 | Development Build 0.226.0.5 |
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| 2025-09-07 | Development Build 0.226.0.6 |
When the new settings menu is finished these will all be rolled into the default build, with a hybrid configuration being possible. I'm very interested to know what sort of FPS you are getting on your given GPU for these different build, so please report back 🙂 Right now there are waaaay too many White Dwarfs with nebulae around them, so that will be refined and tuned as we polish this patch. |
| 2025-09-15 | Development Build 0.226.0.7 |
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| 2025-09-25 | Development Build 0.226.0.8 |
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| 2025-10-05 | Development Build 0.226.0.9 |
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| 2025-10-17 | Development Build 0.226.0.10 |
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| 2025-11-15 | Development Build 0.226.0.11 | Optimised the distance-culling values of practically every wall, floor and ceiling panel (several thousand).,
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| 2025-11-16 | Development Build 0.226.0.12 |
Just as a reminder, the shuttle exists purely as a test of multiple-ship independent location capability. The shuttle will remain in orbit around Earth, while the Magellan can travel the galaxy as normal. Every time you teleport to the shuttle, you are teleporting your character to the Sol system. |
| 2025-11-17 | Development Build 0.226.0.13 |
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| 2025-11-18 | Development Build 0.226.0.14 |
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| 2025-11-22 | Development Build 0.226.0.15 |
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| 2025-12-11 | Development Build 0.226.0.16 |
The new planetary landings system will spawn planetary terrain when you are within 1,000,000km of a solid planet. A temporary portal will appear in the A Deck bathroom (on the left hand side) when valid terrain exists. Right now it's extremely basic, but the terrain will change depending on the planet type, and the sky should be accurate to the planet's location in the galaxy. To exit the surface just hit Alt+1 to teleport back to the bridge. |
| 2025-12-15 | Development Build 0.226.0.17 |
It's worth noting again that planetary surfaces are still very much a work in progress, and everything you see right now is purely for testing purposes. The final release-ready surface environments will be far more polished and diverse, but we won't be adding them to the demo until they are much closer to release quality. |
| 2025-12-19 | Development Build 0.226.0.18 |
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| 2025-12-30 | Development Build 0.226.0.19 |
This update adds our first implementation of shipwide objectives, and the ability to assign tasks to individual crewmembers. Right now there is just a single "explore this system" ship objective, but it's generating individual tasks via departmental task managers that are being assigned to NPC crewmembers. In the future these will viewable on in-game screens and on player HUD's. Once you issue an "explore this system" command from the long range holo display mode (make sure the display range is <20ly), the NPC crew will travel to, and short-range scan every planet in a system. This will result in the system being 100% explored, while you go off and grab some drinks at the bar. Right now you can't stop the process once it's started, but we'll add order cancellation once we have better UI coverage of what's going on. |
Development Build HistoryV0.227 — Taking Command
| Date (YYYY-MM-DD) | Development Build Number & Title | Updates |
|---|---|---|
| 2026-01-02 | Development Build 0.227.0.1 | New / Changes
Not Yet Implemented
Optimisations
Fixes
Misc
Notes
From this build onwards we'll move to the 227 patch numbering. We've already got ~75% of 227 implemented, so when we go live on the public demo (as soon as possible) we'll release it as 0.227.1.0. |
| 2026-01-14 | Development Build 0.227.0.2 | New / Changes
Not Yet Implemented
Optimisations
Fixes
Misc
Notes
Note #2 - I've updated the debug teleports to be vessel specific, so you'll now need to use the "Stuck" teleport or Alt+8 to teleport back from a planet surface. Note #3 - If you are testing in VR, please be sure to go into the Settings from the main menu and set your graphics to Medium to begin with. It's heavy in VR, so start low and work up. You might also want to disable "Motion Smoothing" in SteamVR is remove wobbly UI's under your fingertips. I will be adding a separate VR settings save in the next build to make this easier to manage, so you can switch from VR to First Person without needing to change the settings each time. |
| 2026-01-21 | Development Build 0.227.0.3 | New / Changes
Not Yet Implemented
Optimisations
Fixes
Misc
Notes
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| 2026-01-27 | Development Build 0.227.0.4 | New / Changes
Not Yet Implemented
Optimisations
Fixes
Misc
Notes
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| 2026-02-07 | Development Build 0.227.0.5 | New / Changes
Not Yet Implemented
Optimisations
Fixes
Misc
Notes
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| 2026-02-16 | Development Build 0.227.0.6 | New / Changes
Not Yet Implemented
Optimisations
Fixes
Misc
Notes
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| 2026-02-16 | Development Build 0.227.0.7 | Optimisations
Fixes
Notes
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Development Build HistoryV0.228 — Sublight Engines
| Date (YYYY-MM-DD) | Development Build Number & Title | Updates |
|---|---|---|
| date here | Development Build Number |