Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Station CommandNewsDev Diary #1 - Upgrades
Community

Dev Diary #1 - Upgrades

Station Command · published 15 May 2026, 17:00 UTC

All newsPlayers around this dateRead on Steam

Hi everyone, I'm Daniel. I'm the Studio Lead here at Respite Games. Welcome to the first of our bi-weekly Dev Diaries!

Before we get started, I want to thank everyone who has played the demo so far. It's been an absolute joy seeing people really connect with both the gameplay and story. If you want to participate more in discussion around the game, we have a discord server. You'll find the link below.

Now let's talk about upgrades

Upgrades have gone through a lot of iterations since we started working on Station Command. Initially they were planned to be a more traditional talent tree system, but we quickly found that restricted what we could do with them. A talent tree felt artificial, overloaded the player with information right up front, and set expectations that we really didn't like. Instead, having each upgrade be something your crew or an ally is proposing felt extremely thematic. It also let us work in costs of time and money into them that felt right. Having to spend money to click a talent point that increases your fleet size feels wrong, but having to pay for the materials for the hangar repair makes a lot of sense.

Still, we feel we can do much more with them. At the core of our design for Station Command is to make sure you feel like your choices have impact. Repairing the hangar or rebuilding a ship has impact, but right now they feel more like checkboxes instead of any real choice. They also happen suddenly with (usually) no interaction with the character proposing them. So, let's change that:

Each upgrade will have a small scene with the proposing character explaining the upgrade a little more. Some of these will be only a line or two clarifying what's happening. Others will give you a chance to learn a little more about the character and build those critical relationships.

More importantly, each upgrade is now a set of choices. What type of fleet layout do you want? What sort of tactics should you learn? What ship do you want Niamh to rebuild? Which bribe gift from Weybourne would you like? Now, each upgrade will let you customize your story and strategy to whatever best fits you. Even more excitingly, this lets us build upgrade trees so choosing an aggressive fleet loadout will lead you down a very different path than picking something more defensive.

Speaking of customization, there's two buttons in the hangar that don't currently unlock in the demo. We should probably talk about those next time.

Don't forget to join our Discord!

https://discord.gg/KVNHDkgYNf

More from Station Command

Other announcements

All news
Community11 Sep 2026Early Access RoadmapWith Station Command releasing into Early Access on Tuesday, we're excited to show you what we plan to bring to you over the next few months. Time Let's start with the big one: months, not years. The game is in very good shape, and the remaining content is very far along. Releasing in Early Access gives us a chance to hear early feedback and make any pivots we need to, but outside of something…Community9 Sep 2026Dev Diary #5 - CombatCombat is the core of our game. Whether you're fighting pirates, a corrupt manager, rival mining corps, <REDACTED>, or even <REDACTED>, most of our gameplay is combat. If you've played our demo, you've seen how our combat works at a basic level. The mix of turn based strategy and auto-battler we think is pretty unique, but it's also relatively simple. And that's a good thing! That's an intentio…Community31 Jul 2026Dev Diary #4 - ChoicesLet's talk about choices. As better designers than me have pointed out , they're the core of what makes up any game. We've already talked about a lot of mechanical choices you'll be making in previous diaries. Today I want to focus on the narrative choices you'll be making. Some of these are what you would expect. Characters offer you a clear choice, you pick one. Good and bad things happen bas…