Power of Ten · published
Hey folks! Here's the first large update since launch! I've been shipping a lot of smaller updates to try and fix up some of the critical issues as quickly as possible but I've been working on this chonky update at the same time.
On that note I just want to say I'm very sorry about all the bugs you may have encountered! I don't really have a good excuse other than to say that the end of Early Access there was maybe 2-3 people playing the game per day and very few people reporting critical bugs. When it goes from that level to nearly a thousand people playing per day it's going to highlight some things I missed myself. I'm disappointed in myself that I let so many go live and I'm hoping to improve my processes so that so many don't slip by in future releases.
I'm going to try and make sure big versions go up on a test branch for at least a week before I release it so that people have time to report bugs to me before I ship it. Hopefully this and more people playing the game will help me catch things earlier.
I've seen a lot of confusion about how weapons work so these two improvements are meant to help weapons be a bit more transparent. Health bars have options if you want to turn them off but at the base level they are will only come on if an enemy actively is taking damage to reduce clutter as much as possible.

I've seen a lot of frustration with the way the current system saves only at the beginning of the system. I've decided to bite the bullet and build out a save system that tries to keep up with the pace of the game. This was pretty difficult to do and may still have some small bugs here and there but I hope I've ironed out most of them. There's a pretty high chance your 1.0.7 version saved run will not work well with the 1.1.0 version so I'd highly advise finishing that run up before updating. I did everything I could think of to make sure it transfers over smoothly but I just want to warn as many people as possible.

Over the course of I added more difficulty levels so I gradually tuned down the base game to be more accessible for those that just want to enjoy the story. Problem was there was a certain play style: basically picking low # of inhabited planets, shielding the first planet immediately and then quickly shielding the second to avoid any attacks and then farming to full before the next system and doing it again. This playstyle side stepped a lot of the "good" parts of the game in my opinion. Additionally it lead to knock on effects where you could go through the entire region without fighting some of the most challenging enemies AND enemies wouldn't scale up very well so they felt very easy as you progressed in the run. Most of the balance changes address this play style in a variety of ways.
Wanted to help players feel like they have a bit more control over their ammo so I made a couple of items and a station that can help "redistribute" ammo you currently aren't using into ammo you can.
I've got some plans for the next update: rework all ship abilities. I really want to add a layer of depth to ship's abilities that currently doesn't exist. These will probably be taking the current ability and adding a way of "charging" the ability through skilled use (i.e. hitting enemies with your drones stacks charges that increase their power in fun ways but the stacks decay over time so you'll need to continually hit to keep up with the decay). I'd love to build in a lot of synergy between these enhanced abilities and upgrades that can be utilized and bring a lot more interesting choices to your builds.