Space Haven

Space Haven Dev Tracker




30 Sep

Post
A New Starmap, Space Stations, Research and More!


We've got some very exciting news to share! To celebrate the 10th big Alpha iteration for Space Haven we have decided to expand our plans with Alpha 10 and implement some modifications to the starmap, along with some new elements added to the mix, like space stations!

A New Modified Starmap


We wanted to venture out and try something new with the starmap, something that would give you more meaningful choices when planning your route.

The new starmap combines a set of star systems into clusters, and gives you some information of what type of cluster it is. This will give you an idea of what type of fac... Read more

24 Sep

Comment

Looking good!


23 Sep

Comment

Hi!

This gets asked a lot indeed =) The answer below still applies:

Will the game have Z-Levels? Due to how the game has been designed, and the possible can of worms regarding technical problems, overall game play and user awareness; we opted to stick with a single plane to build on.


11 Sep

Comment

Originally posted by Underbarauffe

First of all, thank you for this wonderful game! It’s already a blast to play and it got so much potential for being greater! Keep up the good work!

I saw a comment about robots. I think it would be awesome to build something like a “logistic robot” who just moves stuff around.

I would also love to see a sketch for object. Or a pause. This way you can plan better.

You're welcome and yeah we will see how robots pan out ;)


09 Sep

Comment

Originally posted by thirdsin

Understanding things will change: I was hoping the research tree would be for newer stuff, not existing stuff.
I can see how this will require lots of bandwidth on the devs part.
Just think of all the knock-on effects!?
If you don't research a shield generator, you honestly can't ninja mine systems with meteors.
If you do research it, you've burned through more fuel rods(time) and food (water) and do you even have water reclamation tech researched to stop your ship from running out of water for all the food you have to produce for the days (turns) spent idling just researching shields!?

I'm sure it won't be as bad as I think. But this game already has hurry up and wait mechanics like salvaging that take lots of time and are not very interesting or engaging after doing them a few times as a new player. I don't want research to be the same here.

There's many sides to all of it, right now there's a ton of facilities open right from the start, which makes it a bit overwhelming for a new player starting to play. The game already has a ton of facilities in the industry category for example, it doesn't really need much more, it's on the brink of being unnecessarily complex.

It will help new players when some of the now existing stuff is locked from the start.

We don't want to forget players who have played the game for some time already. Our thoughts is to make a research tree, which is a mix of existing stuff locked and new stuff as we have time to create them. Hopefully we get some new exciting stuff for this next update too.

As always, it's a delicate balance of so many things. Wanting to ease new players in to the game better, not forgetting old players yearning for new exciting stuff and then our small team with limited resources =)

Knock-on effects are a valid concern. Those can be worked a...

Read more

08 Sep

Comment

Originally posted by Sheepherder_666

I loved the game, and I have been playing it for many hours! thank you for the game and update

Any chance of animals being implemented? I would love to be a space farmer

Robots are easier, due to the animation part with the graphic style we have. Animals would require quite a bit of work animation wise, unless you want them stiff like stuffed animals. =)

Comment

Originally posted by Azorico

Thank you for the update.

You are very welcome! =)

Post


Greetings, Spacefarers!

How are you all doing? Darkness falls upon Finland, it's raining every other day and it's getting colder and colder. It's starting to resemble space over here. This means it's great to sit inside and develop Space Haven further and implement new features! August was our month off, and we spent it recharging our batteries. It was much needed after a very hectic time.



You are all probably very eager to hear what we've decided to implement for Alpha 10. We have started planning and implementing a research tree, something we want to expand on with time. Last week was spent planning the research tree, it's structure and visual present... Read more

03 Sep

Comment

Originally posted by seanddowling

i just wanna say, dear 'secret user'.... i love your game. i love it so much. i have so much fun with it. There are so many things i would love to see happen in it/with it... but the fact is, if you never released another update i would still be happy. i think i have only once had something happen that could be described as a 'crash'... yes there are quirks in it... but i am coming up on 100 hours (second start from scratch now in second galaxy)... and i think about all the magnificent things that have happened in those hundred hours... the blistering highs and the crushing lows... You have made something magnificent. I really hope you are proud of what you did.

Thank you so much for the lovely feedback! =) It has indeed been a lot of hard work up to this point, and we're eager to continue working on the game. Comments like yours surely help us a lot, great to see someone enjoy the game!


02 Sep

Comment

Hi there!

We're back from our summer vacation and we started working on Alpha 10 this week. We'll be posting an update here in the near future of some of the stuff we have coming. It's still early days so cannot say much about a timeline. Looking at the history new Alpha version iterations have been around 6-8 weeks of development time. =)


09 Aug

Post


Bugbyte and Space Haven are taking part in the first ever Tiny Teams Indie Festival, shining a spotlight on games from indie micro-studios, one to three-person indie development teams. The Yogscast Tiny Teams Festival runs from August 9th to August 15th and will be broadcast live here on Steam and twitch.tv/yogscast.

As you may or may not know we here at Bugbyte are three developers strong, making us a micro-studio of indie devs! We've taken upon us a great challenge with a game like Space Haven, but we've come very far and we're determined to go all the way and keep building upon what we have currently. There's much more to come =)

We're excited to take part in this Tiny Teams Indie Festival and ... Read more

07 Aug

Comment

Thank you, so glad you like the game and thanks for the great feedback! =)


05 Aug

GOD

Comment

Awesome, glad you like the game =) To whomever wants to write stories we would love to read them as well. Feel free to write stories here in this subreddit as much as you please!


04 Aug

Comment

Originally posted by BufferingHistory

I really like the addition of these space hazards, they add an interesting dimension to decision making. Do I focus on turrets for anti-pirate work, or shields and scanners to better survive solar flares and meteorites? Do I risk going into a nebula and meteorite combo system to mine a critical resource? How long do I want to risk staying in a solar flare system to grab resources from a derelict?

My first exposure to a solar flare system was rough. I destroyed a pirate ship and stuck around to capture the crew and loot the ship. I was about half way through looting when the first flare hit. It wasn't too bad so I continued looting as there was some good stuff over there. Got hit a second time and this time was bad. Finally got the ship patched up enough to leave and a third flare hit even worse than the second. Had to vent most of the ship to stop the fires and smoke. The crew had to work overtime to get the minimum repairs done as quick as possible so we could escape. I w...

Read more

Awesome, just the type of effect one would want to see from the new feature, affecting many areas of decision making and creating interesting choices regarding designing ships as well.