over 2 years ago - /u/ - Direct link
A lil somethin somethin: You can find the details for this event on the announcement page here.
over 2 years ago - aksel_bugbyte - Direct link


Greetings, Spacefarer!
The Upcoming Alpha 13 Update takes inspiration from Apollo 13, where accidents happen and research is imperative to survival! In the spirit of Apollo 13 we wanted to invest more time into the Research System and incentivize exploration by creating research bonuses from dismantling facilities on board other spaceships and stations.

We also wanted to tie Research with examining alien life forms and experimentation with resources, where some research modules will require the crew to carry out experiments on resources to discover new technologies.

To add to the emergent storytelling component of the game we have expanded upon the accidents system, and tied it together with research experiments and other crew member activities. We have created some new facilities to make all of this possible.

A New Research System
A New Structure for the Research Tree

The new research tree organizes research modules into their own categories.

We've decided to do some modifications to the research tree. The new structure for the Research Tree removes a lot of the complexity seen in the first research tree, and places research modules in their own categories. Some crossover connections are possible but less used than before.

Let's see how the research tree shapes with time. We are ready to iterate more on it until it feels good.

Multi-Staged Research
Research might now require experimenting with resources, dissecting bodies or disassembling items.

The new research system features multi-staged research modules, where exploration, examinations, experiments and spending time at the classic research lab can all be tied together. We can now create research modules that may require dissecting alien bodies, disassembling items or experimenting with a resource to discover a new technology.

Many players were also wishing for a way to acquire some type of bonus to research when high-tech facilities are found and dismantled aboard other spaceships and stations. The new research system supports this, we will see how the balance between each element of research is weighted with time.

All in all the multi-staged research is intended to allow us to come up with many ways on how to incentivize exploring derelict spaceships and stations, as well as other possible things like gathering resources.

Improved Research User Interface
We've added the same style of tooltips as seen in the build menu, with detailed information about the facility or item you are about to unlock. This was lacking in the Research tree and made it a bit hard to see what the unlocked facility does.

A Research Station
You encounter a research station in a distant part of the galaxy...

We are adding a research station to the galaxy of Space Haven. You will be able to order basic research as a service to aid your efforts to unlock new technology.

Expanding on available services
Enjoy the placeholder description text for the medical service offered by some kind Civilians!

We're adding and expanding on available services in addition to the research service available at the research station mentioned above.

One of these will be the medical service, where you can ask other factions for help if they happen to have medical beds and a doctor. This service will work similarly to the build/repair hull service available at the repair station.

A more elaborate Accidents System
Haleigh doing some experiments with Energium. Turns out this stuff is pretty volatile!

The new expanded Accidents system works well with the new Research system. Research Experiments may go wrong at times and cause interesting situations. Accidents have been present before, but only ever lead to a broken part or a fire. Now there are more possibilities, and also a range of conditions they may lead to in crew members.

The goal is to create more opportunities for interesting events and emergent storytelling, where a cascade of random events may have the player witness something new and interesting.

Alien Data Sheets, Cocoons & Infections
Alien Wall Cocoons may now come with a Crew Member


We've added a feature, where you can find a new crew member trapped in an alien wall cocoon aboard a derelict ship. You can free them, but they may be hiding a unpleasant surprise within...

A new crew member is valuable, so you might want to take the risk. However, there might be a risk that the crew member is carrying an alien infection, which can with some bad luck spread among your crew members with time.

Alien Infections
Hey Jeslyn! You alright there? Was it something you ate!? What is this weird stuff happening here!

Alien infections may spread among your crew, especially if you are unlucky to have an unfortunate crew member have a special type of seizure right in the kitchen. This is bound to spoil the meal and then some!

Alien Data Sheets
The Crawler now has its own data sheet, cute!

Inspired by the X-COM series UFOpaedia we wanted to create something similar for the aliens encountered in Space Haven. You can now gain more information about the various alien entities through research.

New Facilities
Body Storage
Store your human and alien bodies here.

The body storage is a facility used for the storage of human and alien corpses awaiting to be further processed.

Robot Storage
Store your robot and android remains here.

The robot storage is a facility used for the storage of robot and android corpses awaiting to be further processed.

Robot workbench
The robot workbench where your crew member can disassemble robots and androids. Food tray shows the spot where the robot/android remains are placed.

The robot workbench is a facility used to pick apart robot and android remains, and scrap them for any usable resources that can be found.

Research workbench
The Research workbench allows your crew members to experiment with resources, dissect bodies and disassemble items. For science! Food tray shows where the item is placed.

The Research workbench is used for reverse engineering purposes, supporting research efforts to discover new technologies. Crew members can disassemble mechanical items, dissect biological entities and experiment with various resources to find out valuable information.

Some research modules require a research workbench to be unlocked.

New Character Conditions
Oops! Karl being a bit clumsy once again, burned his hands in the process!

  • Messing up - A general bummer type of feeling from screwing up some process. Impacts mood for a time period.
  • A general Injury - Impacts health, safety, mood as well as workspeed and accuracy.
  • Broken arm - Prevents the crew member from working for a time period, but still allows them to fire a weapon if it is absolutely needed, although with a great penalty to accuracy.
  • Burned hands - Ouwie! Accidents may cause a crew member to burn their hands, causing issues like not being able to work for a time period.
  • Vision loss - Partial vision loss. Impacts mood, workspeed and accuracy for a time period.
  • Inhaling toxic fumes - Impacts mood, health and prevents the crew member from sleeping for a time period.
  • Exposure to loud noise - Impacts mood and health for a time period.
  • Chronic Wounds - These types of wounds will accumulate with time as crew members get battle wounds. Needs a medical bed to recover.
  • Knocked Unconscious - An accident may knock your crew member unconscious for a while.

New Character Backstories
Aksel is a hard working game developer!

  • Game Developer - Generally pretty good in research and operations.
  • Astronaut - Generally quite good in piloting, research and chemistry. Immune to traits: Clumsiness, wimp and lazy.
  • Psychologist - Generally good intelligence and perception. Immune to traits: Antisocial, nyctophilia, neurotic and neediness.
  • Comedian - Their wits mean they are often quite intelligent and have good perception. Immune to the antisocial trait.
  • Brewmaster - Fair intelligence and good minimum skills in farming.
  • Electrician - Good intelligence and perception. Good minimum skills in research and industry.
  • Prizefighter - Brave and high in zest (energy). Fair minimum skills in weapons. Immune to traits: Wimp, suicidal and peaceloving.
  • Athlete - High in zest (energy) and good minimum skill in logistics. Immune to the trait lazy.
In-Floor Lights
Our kitchen looks a bit brighter today!

We're adding a new type of light to the Space Haven lights arsenal! You will be able to build in-floor lights in addition to the existing wall light and lamp.

A Search Mechanism for the Build Menu
You can now write something in the search bar to search for a facility!

We have added a highly advanced feature to the Build Menu, which allows you to search for facilities to build simply by writing their name! =)

When will the Alpha 13 Update be released?
We don't have a specific date yet. As always we will first push the new update to the Experimental Branch. We will post news when the time has come!

Meanwhile, join our social channels to chat with us and others playing Space Haven:

Join Space Haven Discord: http://discord.gg/spacehaven
Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
Technical Support: https://steamcommunity.com/app/979110/discussions/1/

Exciting times ahead, Spacefarer. Stay tuned for more news soon! =)