
If you don't want spoilers, go and play Demo v2, which is now available on Steam! Otherwise, check out all these notes!
The crafting system has been reworked! This includes new raw items:
And some new intermediate crafting items:
These changes put a lot more focus on the workbench. To support this, there is a new onboarding sequence, which involves having to install the Workbench yourself (since I suspect a lot of people may not have even noticed its existence!)
The mass of every item has been reconsidered, generally resulting in an increase (don't worry, your inventory capacity has also increased). Additionally, almost every recipe has been recreated with the new crafting items and mass balancing taken into consideration.
An existing feature I've decided to unlock! With this comes two new items:
With this new supported feature, I've also reworked the HOME page in the EVA Suit Terminal, since this is where this feature primarily resides.
I didn't really love how Demo v1 progressed - it felt forced and uninteresting at times, and the ending felt unjustified. So, I've added a new critical step in progressing the game: Booster Repairs. These are essential repairs required to perform orbital transfers and complete the game.
Tech progression feels a little different now: credits are generated at a higher rate and tech nodes are more expensive. This means you are forced to make more nuanced decisions regarding what to unlock next. (I've also made it so the "credit earned" alarm doesn't loop anymore. You're welcome...)
There is a new early game passive lab: the Telemetry Processor. But the Fluid Lab is still here, don't worry! It's just a later game unlock, and is much more powerful.
You are now limited in the number of labs of each type you can build. This is in preparation for Station Networks, a feature coming soon, but also to encourage diversity since there are now two kinds of labs at play. The Science Hub UI has been redesigned to support this.
With all of this new tech and balancing, the tech tree has been redesigned. It is now larger, with an extra tier to unlock.
To help you be aware of what you've earned while away, there is a popup in the Science Hub to report on passive earnings. ALSO your labs will generate data overnight now! This makes it very beneficial to build batteries to keep them working while you sleep.
I've decided to temporarily move the cupola-style Observatory module into the demo progression (it is typically later in the game). It allows you to add a bit of flair to your stations!
Well, that was a lot! I hope you enjoy the update. If you come across any bugs or have any feedback of any kind, feel free to drop them here in the forums, in the feedback form (linked in game) or pop into the Discord.
I hope you have a lovely day <3
Luna