This is the biggest single update shipped to the public demo!
Old savegames will still load, but it's recommended starting a new game. Almost every system you touched in the previous demo build has been rebuilt, rebalanced, or replaced!
Level Ups and Perks: new progression system for the machines
Machine overhauls: Haulers, Probe, Beacon, Harvesters, Extractors...
Quality of life improvements across the board
In-game guide overhaul
Modules and recipes overhaul (slower, and more of them)
Research overhaul (new interface, slower, and more of it)
Haulers can now carry machines - depending on Hauler size, 1-5 of machines. Plus all the railguns you attach.
Pioneer, Container, and some others can now attach logistic railguns.
Attach them to Haulers - when you haul mined goods to your base, the Hub will start unloading your cargo with the railguns.
Core of the update. Nearly every panel, menu and overlay has been rebuilt. Problems with scaling and excess information has been balanced and fixed according to the feedback and original plans.
Scaling
New Visuals
Inventory Grid, Recipe Grid, Modules Grid..
Logistic Settings and more
Less and more: Quality of life improvements for you to help manage your factory
Options issues fixed + new options
Simpler and more helpful, the new tech tree shows you what you can research right now and show more data in a more clear manner. See how much you've progressed your current branch, how much is to go - and see all known machine details.
The new system allows for Level Ups and thus achieving new Perks.
Perks make machines faster, more efficient and more versatile. This is the first iteration of Perks, and future will bring a lot more.
Logistic core has been overhauled. The new system offers foundation for complex logistic systems. Try out Large Artillery Railgun and Relay module - the new logistical data layers and UI allow much more versatile, modular systems that are easier to use.
All of the update content are related closely to future modding support. Modules and their interfaces, for example, are fully modular - perks can be used to make modules more efficient and versatile.
New module - Relay - is an old module but refurbished: use it literally as a resource relay. Level Up the container so its payload survives longer and can travel longer distances.
All machines have been reviewed for perks and functionality.
Probes can be shot with Pioneer's manual railgun - just load Intel Parts as payloads, and start firing but beware - they're machines so if you hit your own machines, that is a collision..
Harvesters and Extractors have now more clear pros and cons - see Guide for more details on where to build, which types.
Build a Rogue and explore, as Probes have a limited lifetime.
Beacons produce Focus from background radiation, making managing gravity wells easier.
Research and production durations and recipes have been reviewed and updated.
Enemies have been largely disabled for this update. They'll return in a more polished form in a future update, to both the Demo and Test branch.
Old saves will load, but due to largely reworked systems, it is recommended to start a new game.
Let us know what you think! Bug reports, balance feedback, and general impressions are all more than welcome!
Join us in the Discord or in the Steam discussions.