#19 - Demo v0.7


Hello!

It's been a while (about 2 months actually!) since I've put out an update for the demo, making it v0.7! I've been working mostly on content that comes after the demo ends but I realised there are still quite a few tweaks and bug fixes that the demo can benefit from too. There are even some bigger things in there too, like the intro cutscene, and some new upgrades.

Here's a video of the intro cutscene:

Here's the full list of changes you can see in Demo v0.7! And you if you like what you read here, check out the game on Steam!

General
- Intro cutscene!
- Activator tool now shows more informative text
- Drones will beep and complain when damaged
- Drones can now be deactivated/activated
- Reduced attractor beam length and width, and added upgrades to increase these
- Added lateral control (strafe) upgrade
- Added refurbished explosive charge
- Crystals now create particles when colliding
- Added background signal noise modifiers so that using different tools creates some interference with the scanner
- Entities like drones, containers, etc. now give off a pulsing signal
- Moved some unnecessary stuff out of the save file, which should help avoid breaking changes in the future
- Entities attached to asteroids now leave a slightly larger hole when they're detached
- Small change to how red crystals determine which direction to move in
- Better scrap placement on randomised levels
- Some small changes to story text
- Improvements to NPC pathing code, more performant in most cases and more precise overall
- Lowered damage required to open containers
- Tweaks to tutorial so that scanner functionality is better explained and the explanation is visible while you're actually meant to be scanning
- Added hint on day 2 about being able to push asteroids safely
- Containers will now always gently push their contents out (previously they only did it for a short period and things could stay hidden in there)
- Added message when finally paying off debt
- Changed "Civilian Capital" to "Civilian Resources"
- Archived mail is now sorted properly and displays date in the list
- Tweaked positioning of crystals on charge training day so that they're easier to get with a second charge
- Job times and permits are sorted now, and the selection with the most amount of time is selected first
- Red crystal shards value now add up to the value of a full shard
- Added confirmation popup when restarting a job
- Added rounded corners to some physics objects to make them easier to handle and less likely to get stuck when trying to pick them up
- Charge launcher build up SFX now uses tweaked volume and pitch
- SFX now plays when entities detach from asteroids
- Tweak to tool usage colour on tools page

Fixes
- Fix for message sometimes flickering on and off once when starting a new job
- Upgrades are now removed from the market after installing them from the market page
- Fixed some cases where entities are trying to interact with the physics objects of entities that were removed on that update
- Fixed some maths utilities bugs that were resulting in NaNs and then causing physics to behave in strange ways or be ignored altogether
- Can no longer pause while extracting, dying, or dead
- Gameover and pause menu buttons now wrap from top to bottom
- Fix for laser effect remaining visible after extraction
- Fix for rough transition to new game state when that game state took a while to load
- Fix for TOOL_NONE status notification not clearing when installing a tool directly after purchasing it on the market page

And if you read all of that, here's a peak at the mining laser I've added (only available in the finished game)!


Files

Deep Space Exploitation - x32 - v0.7.zip 122 MB
52 days ago
Deep Space Exploitation - x64 - v0.7.zip 125 MB
52 days ago

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