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


Greetings, Spacefarer!
The 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.

Note Regarding Older Saved Games And Custom Games
Note that since the Research Tree has been modified old Alpha 12 saved games will have a few facilities locked, which should not be locked. You can research them again to unlock them.

Also, if you like to start new games using your own custom difficulty settings: It is best to create a new custom game from one of the default difficulties. As the old settings might not be completely compatible with the new changes.

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.

We've also implemented a research queue, so you can queue up many different research modules all at once. The system tries to utilize both the Research Lab and the Research Workbench at optimal capacity, so the different facilities are able to work on all the modules in the queue as needed.

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.

A New Start Scenario, Difficulty Level And Customizable Challenge Settings
The new start scenario allows the player to jump in and start playing with a small hyperspace capable spaceship.

We've added a new start scenario to the game, aimed to give you a quick start without having to build your own ship from scratch. Pick this scenario if you want to jump right in on the exploration phase of the game!

As things were getting desperate on Earth you remembered your old friend, now a rich baron. You convinced them to spare you one of their older ships and some essential supplies. You've been given a small hope, but you have to build up from there and give yourself a chance to survive.

The "Brutal" Difficulty Level
We've added a new difficulty level, a brutal difficulty aimed to give a challenge for experienced players. We aim to keep the "Harsh" and "Brutal" difficulty levels as the harder ones and look to modify these and all other difficulty levels according to player feedback.

The Interstellar Travel Threat
We've also implemented adverse side effects for crew members from making interstellar travels (Between star system clusters) without a hypersleep chamber. These effects are minor for the peaceful, builder and medium difficulty levels and have more of an impact on Harsh and Brutal difficulty levels.

We've made it possible to turn this feature off completely if you so desire, so remember to check the game difficulty customization menu when starting a new game.

Difficulty Customizations

  • Randomness setting - We implemented a tweak to the random number generator, which aims to eliminate streaks of bad luck and instead distribute the intended value more evenly.
  • Interstellar travel threat - We added a way to customize the severity of the interstellar travel sickness condition in the game customization menu.
  • Dismantling returns all resources - We added a new setting to the game customization menu related to dismantling facilities. When enabled: Dismantling a facility on your own ship will return all building blocks used. Accidents may still break a part in the process. If disabled: Dismantling will return scrap instead, although moving a facility is still possible. Dismantling facilities will return all building blocks on peaceful to normal difficulties, while Harsh and Brutal will return scrap. This can be customized by the player in the game customization menu.

NPC Additions
All NPC factions have gotten a new ship addition to their fleet. These small ships will greet you on your space adventures!

We've added new small ships for the NPC factions. These ships will be present early on in the game and will generally be without ship-to-ship combat weaponry. Instead, they will try to board your ships if they plan to attack.

Expanding on available services
Medical service will come handy when you don't have medical beds of your own.

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.

Cover Objects and AI Combat Behavior
You can now build cover objects to create good defense positions against enemy intruders

We've added cover objects to the game, which can be used to create good defense positions against enemy intruders. The AI also uses these cover objects to defend their own ships from enemy intruders.

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.


Hey! These look new. We got some new lamps, nice!

We also reworked the looks of the standard standing lamps. They got a new look and look less like a street 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! =)

Space Haven Alpha 13 - Full Patch Notes
A new Research System
  • A new Research System with a new structure for the research tree.
  • Multi-Staged Research modules - Exploration, examinations, experiments and spending time at the classic research lab can all be tied together.
  • Improved Research User Interface - 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.
  • A Research Station - You will be able to order basic research as a service to aid your efforts to unlock new technology.
A more Elaborate Accidents System
  • A more elaborate Accidents System - More possibilities, and also a range of conditions they may lead to in crew members.
New Aliens related Stuff
  • Alien data sheets - You can now gain more information about the various alien entities through research.
  • You can find a new crew member trapped in an alien wall cocoon aboard a derelict ship.
  • Alien infections - Crew members trapped in alien bases may be at risk of carrying alien infections. If your own crew members become wall plastered in an alien base they are also at risk of being infected.
  • Alien hives have a chance of having a wall-cocooned crew member from another faction. This crew member can be saved by the player and added to the crew.
A New Start Scenario and Modifications
  • A new Start Scenario: The new start scenario allows the player to jump in and start playing with a small hyperspace capable spaceship. This scenario is intended for player wanting a quick start into the exploration phase of the game.
  • The Abandoned Mining Station start now has some resource rules set from the beginning on the industry facilities in the industry area.
New Services offered by NPC Factions
  • New Service: Research service available at the research station.
  • New Service: Medical service available, the civilians often offer aid regarding health issues.
  • New Service: Food service, let your crew dine on the farming station for a fee.
New Facilities and Objects
  • New Facility: The Body Storage - The body storage is a facility used for the storage of human and alien corpses awaiting to be further processed.
  • New Facility: The Robot Storage - The robot storage is a facility used for the storage of robot and android corpses awaiting to be further processed.
  • New Facility: The Robot Workbench - 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.
  • New Facility: The Research Workbench - The Research workbench is used for reverse engineering purposes, supporting research efforts to discover new technologies.
  • Added cover objects, which can be used to create fortifications and defense positions against boarding parties.
New Character Conditions
  • New Character Condition: Messing up - A general bummer type of feeling from screwing up some process. Impacts mood for a time period.
  • New Character Condition: A general Injury - Impacts health, safety, mood as well as workspeed and accuracy.
  • New Character Condition: 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.
  • New Character Condition: 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.
  • New Character Condition: Vision loss - Partial vision loss. Impacts mood, workspeed and accuracy for a time period.
  • New Character Condition: Inhaling toxic fumes - Impacts mood, health and prevents the crew member from sleeping for a time period.
  • New Character Condition: Exposure to loud noise - Impacts mood and health for a time period.
  • New Character Condition: Chronic Wounds - These types of wounds will accumulate with time as crew members get battle wounds. Needs a medical bed to recover.
  • New Character Condition: Knocked Unconscious - An accident may knock your crew member unconscious for a while.
New Character Backstories
  • New Character Backstory: Game Developer - Generally pretty good in research and operations.
  • New Character Backstory: Astronaut - Generally quite good in piloting, research and chemistry. Immune to traits: Clumsiness, wimp and lazy.
  • New Character Backstory: Psychologist - Generally good intelligence and perception. Immune to traits: Antisocial, nyctophilia, neurotic and neediness.
  • New Character Backstory: Comedian - Their wits mean they are often quite intelligent and have good perception. Immune to the antisocial trait.
  • New Character Backstory: Brewmaster - Fair intelligence and good minimum skills in farming.
  • New Character Backstory: Electrician - Good intelligence and perception. Good minimum skills in research and industry.
  • New Character Backstory: Prizefighter - Brave and high in zest (energy). Fair minimum skills in weapons. Immune to traits: Wimp, suicidal and peaceloving.
  • New Character Backstory: Athlete - High in zest (energy) and good minimum skill in logistics. Immune to the trait lazy.
A New Difficulty Level And Customizable Challenge Settings
  • Added a new difficulty level, a brutal difficulty aimed to give a challenge for experienced players. (Currently in the A Small Hope start scenario, coming later to others)
  • Implemented adverse side effects for crew members from making interstellar travels (Between star system clusters) without a hypersleep chamber.
  • Added a way to customize the severity of the interstellar travel sickness condition in the game customization menu.
  • Added a new setting to the game customization menu related to dismantling facilities. When enabled: Dismantling a facility on your own ship will return all building blocks used. Accidents may still break a part in the process. If disabled: Dismantling will return scrap instead, although moving a facility is still possible. Dismantling facilities will return all building blocks on peaceful to normal difficulties, while Harsh and Brutal will return scrap. This can be customized by the player in the game customization menu.
Balancing
  • Balancing: Implemented a random variance balancer, which eliminates edge cases related to how resources and other elements spawn in the game.
  • Balancing: Hypersleep chambers consume less energy rods than before.
  • Balancing: Rebalanced all character backstory minimum attributes.
  • Balancing: Infra scrap yield from derelict ships has been way too high. The yield of infra scrap from derelict ships has been more than halved. Combined with a modification to make salvaging 25% faster than the normal dismantle, this will speeden up stripping a derelict as the process will be faster and the number of crates to burden logistics will be much smaller.
NPC Additions
  • Added new mini ships for each NPC faction, these ships are generally without ship-to-ship combat weaponry and will resort to boarding when attacking.
  • Edited all NPC ships to have some fortification and defense positions for boarding situations.
  • AI: Crew members on NPC spaceships seek out fortifications to try to guard against boarding parties.
Miscellaneous Additions and Fixes
  • Implemented a way to breach/dismantle doors in combat situations.
  • Implemented a quick inventory for characters, which will allow the player to quickly change between the primary and secondary weapons.
  • Added a brightness setting to the game options.
  • Added the statistics button to the Data logs menu.
  • Added a search bar in the build menu. You can now simply type the name of the facility you want to build!
  • Improved the scenario guide messages. You can now simply click on the mentioned menu path to automatically open the right category to find the facility/tool.
  • Fixed a rounding error bug with weapon and monster bite damages. These damages have been altered slightly.
  • Added new translations.
  • Fixed bugs.
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/

Enjoy the new update, Spacefarer! =) We will continue on to develop the next big update for Space Haven, stay tuned for more news!