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Project Sol›Events›Big Weekly Update
In-game event

Big Weekly Update

Project Sol · published 8 days ago

All eventsPlayers around this dateRead on Steam

Hey 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 Features:

  • New Nebula skybox.

  • Finished Colony Ship UI.

  • Player Ships can now Save and Load their combat Targets.

  • Colony Ships can now Save and Load the planet they were going to colonize.

  • Player Ships, (combat) now head towards their assigned destination after loading.

  • The Colonize button now says “Colonize” instead of “Button”.

  • Space Stations and Habitats make their citizens unhappy if they are damaged.

  • Colony Ships can now take damage.

  • Pirates will now fire back at the same target after loading a game.

  • Shipwright Satellite ties into the Production system.

  • Citizen Shuttles will kill their Citizens if the ship is destroyed.

  • Added a new Citizen Attribute, which will address overcrowding in their habitats.

  • Shipyards can now tame damage.

  • Space Stations and Habitats monitor their population sizes and now apply bonuses or debuffs depending on their capacity.

  • Emperor Power – Fill Resources now adds a random resource per power spent, instead of filling the first resource slot then the second, etc..

  • Citizen Happiness will now effect recruitment. Happier citizens will net the Player more recruits per recruitment event.

  • The currently selected Emperor Power is now highlighted green.

Bug Fixes:

  • Pirates list of Healable ships is now refreshed correctly.

  • Player Ship Shield controller now removes destroyed ships.

  • Construction Timer on Shipyard is now reset after canceling a Ship.

  • Player Shield Controller can no longer double-add Shields.

  • Space Stations now spawn in the correct Solar System.

  • Newly colonized Solar Systems immediately turn blue instead of needing to cycle the view.

  • Player Ships now load their Plum-bob positions. Previously would not show where/if the ship had a destination.

  • Colony Ships can now cancel colonization efforts while en-route to their target.

  • Citizen Shuttles will now try to find a new target if their source and/or target habitats are destroyed.

  • Emperor Power – Fill Resources now adds the correct number of resources.

  • All instances of finding distance via Square Magnitude had their math corrected.

  • The Resource Counts UI now updates more frequently.

  • Damage is not longer applied multiple times after being hit once.

  • Selection Box is now in the disabled state after loading a game.

  • Only one message is displayed when a Citizen dies now, instead of two.

  • Emperor Power distance checks uses a Vector 3 now, which correctly calculates the distance requirements.

  • The particle effects for Emperor Powers is now disabled correctly

  • Can no longer try to cast an Emperor Power if the mouse if over a UI element.

  • Emperor Power – Brain Wash now checks for applicable targets instead of assuming the first target is correct.

  • Emperor Power – Throw a Party now also searches for nearby applicable targets before casting.

Balancing:

  • Increased rendering distance of the Camera. Allows more objects in the Scene to be viewed at once.

Misc:

  • Parallax Nebula alpha has been reduced.

  • Removed old scripts for the outdated Combat system.

  • Removed old scripts for Developer Options.

  • All stats on Ships use the correct variable type that aligns with the Combat System.

  • Created a new Buffer System for all scripts that iterate through a modifiable list system. This saves a bunch of CPU and is less likely to cause errors downstream.

  • Changed a bunch of List data sets to Hash sets. Drastically reduces overhead for various calculations.

  • Added new Editor Only sections to scripts. Helps keep Developer stuff out of the final Builds.

  • Created a modular system to assign Unique ID’s that persist through save/load.

  • Pirate Ships now have a Unique ID. Helps Player Satellites and Ships find their targets.

  • Created a global value to store the mouse position. Helps with error prevention.

  • Moved a bunch of logic from the Job system that also existed elsewhere. Saves Memory and CPU cycles.

  • Emperor Power – Spawn Asteroids now only updates Mine Satellites when casting instead of ever Satellite. Saves a ton of overhead per cast.

More from Project Sol

Other announcements

All events
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 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…In-game event19 Aug 2026Weekly UpdateHey everyone! I'm a little late on the Weekly update, but wait till you see what got done! Last week I talked briefly about needing assets finished and bugs fixed before releasing a demo, and we are one step closer to that goal! I've got a few finishing touches to add, and some more bugs to hunt down, but we are super close now! I'm also still working on that trailer. I'm collecting and editing…