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Project Sol›Events›Weekly Update
In-game event

Weekly Update

Project Sol · published 37 days ago

All eventsPlayers around this dateRead on Steam

Hello everyone, and Happy Sunday! I’ve had a super productive week; tons of bug fixes, graphics changes, and general tweaking. I also completely reworked a few older systems to be more easily scaled. Check below for a full Dev Log!Added Features:

  • Reworked Solar Satellite mesh and materials.

  • Created a new system to manage loading resources on Satellites.

  • All Save Systems are no longer hard-coding their worker counts.

  • Solar Satellites are now linked to the Alarm system.

  • Updated a Reflection based health saving system. Makes saving Health and ID data much more efficient.

  • Created a Load Health system. Uses Reflection to dynamically load health and ID data back onto Satellites.

  • Updated all Save Systems to use both the Save and Load methods for resources stored on Satellites.

  • Production progress on each manufacturing Satellite is now saved and loaded.

  • Refactored the entire Foundry Satellite. Made it more like other production Satellites.

  • Economy Graph has been refactored. Is more easily scaled now.

  • All production Satellites now add their resources to their respective totals upon loading.

Bug Fixes:

  • Habitats save their resources using the correct index.

  • Manufactories load Carbon Nano Tubes to the proper index.

  • Workshop resources were not loading correctly.

  • All Satellites now reincorporate the Health Save/Load system.

  • Habitats now save which solar system they belong to.

  • All other Satellites were checked for proper assignment of Solar System ID, and fixed too.

  • Granaries also were not saving which system they belonged to.

  • Mines and Farms are now correctly marked as ‘loaded’ when loaded from a Save File.

  • Re-imported the mesh for Transport Hangars. Fixes missing materials.

  • Upgrades are now loaded correctly.

  • Fixed an issue when a Solar Satellite is destroyed.

  • Materials in Transit are now saved/loaded correctly. Rebuilt the system surrounding this issue.

  • Emperor Power/ Devotion no longer goes negative in value.

  • Deposit Energy function now plugs the correct values into the Economy Graph.

  • Satellite Upgrades no longer require Control as a cost.

Balancing:

  • Control Nodes and Space Stations no longer save which Satellites they control. This is handled randomly. Updates to the overall Save System did not implement this correctly anyway.

  • Health is now measured in floats instead of integers. This allows higher details, and cross-loading/saving data.

  • Several Tax Timers were modified. Control Nodes cost more per cycle. Other taxes were applied to various Satellites.

  • Significantly reduced Devotion/Happiness effects when a Citizen dies from starvation.

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In-game event8 Sep 2026Weekly UpdateSeveral new additions to the game, which brings us a lot closer to releasing a Demo for everyone to try! Take a look below at some of the newest additions: New Features: · Added a Munitions Factory Satellite type. It will build bullets, missiles, and other ammunition that Satellites and Ships use. · Added a Devotion Site Satellite type. Players can assign workers here to pray, which increases t…In-game event1 Sep 2026Big Weekly UpdateHey there everyone! This week has been a flurry of activity! After last weeks tiny update, I felt like I really needed to focus on the little things. I went through all the notes in my code, and fixed everything that I could. This is a huge QOL improvement, that gets us one giant leap toward getting that long-awaited Demo up! More and more Trailer work too, that'll be coming up soon! New Featur…In-game event24 Aug 2026Weekly UpdateHello everyone, and happy Dev Day! This week has mostly been spent staying focused on play-testing and Trailer development. This update is pretty small. consequently, and mostly addresses UI problems. This next week will be more of the same, but hopefully with a lot more features! This weeks goal was to eliminate any game-crashing bugs, and the good news is, i found none! Here's the part you've…