Weekly Update: January 26, 2024

I’ve continued to make progress on the Jupiter build. I’ve whittled down most of the items I planned for it. There are a lot of things I wanted to do for Jupiter that I didn’t get to. I was considering pushing it out a few more weeks, but instead I’ve decided to not expand the … Read more

Weekly Update: January 19, 2024

Last weekend I finished my full playthrough of Jupiter and noted 195 things that I wanted to fix or add for the next opt-in build. Many were fairly minor things like wording or timing changes. A few I decided I was okay with deferring and added them to the large “eventual to do” pile. Since … Read more

Weekly Update: January 12, 2024

I spent last weekend updating the automated test system/mission. I’ve discussed the mission system before: it handles not only player missions, but all “ad hoc” logic like tutorials, scripted events, random void events, etc. It is also how I run automated tests of key missions: basically a series of missions try to “speed run” the game … Read more

Weekly Update: January 5, 2024

First update of 2024! I’ve been hard at work this week. Over the past month I’ve been working on a first pass version of the game’s ending. I finally stitched it together to the point where the game now has a path from start to finish. Or I should say, would have a path if they were … Read more

Weekly Update: December 29, 2023

Another quick update this week. The week before Christmas was one of the more productive weeks I’ve had in a while, getting a lot of tasks done. This week was a bit less so because I only worked half of Christmas Eve and took Christmas day off entirely, but still making some good progress. Specific … Read more

Weekly Update: December 22, 2023

A quick update this week. I spent most of this past week continuing to work on late-game content, specifically working on one feature for a new enemy. This is a pretty common pattern: I conceive of a new feature/attack/mechanic/etc, and then spend a half a day implementing an initial version of it to verify that … Read more

One Year in Early Access Update

It’s been a full year since Starcom: Unknown Space entered Early Access, so instead of the regular weekly update, I decided this was a good time to do another progress update. First, overall I feel very good about the state of the game. While Betelgeuse (the first Early Access release) was solid, there were a number of … Read more

Weekly Update: December 8, 2023

I took an off-line work vacation this week, taking a break from the Internet, but still working. One of the larger tasks was something subtle that I’d wanted to implement for a while: adding “soundscapes” to anomalies. Now, anomalies will have one or two layered atmospheric soundscapes to help accentuate their environment. E.g., some light … Read more

Weekly Update: December 1, 2023

I’ve spent most of the last week working on new, late-game content. I’ll avoid going into more detail to avoid spoilers. I’ve also spent a good chunk of time interacting with new players, some of whom have reported areas where they’ve run into issues. One of the design challenges with an open world exploration game … Read more

Weekly Update: November 24, 2023

It’s Thanksgiving week here in the US, so if you celebrate, Happy Thanksgiving! As I mentioned last week, there’s been an influx of new players on Icarus and I encouraged players who find themselves stuck to submit their saves and post in the discussion forums so I can see examples of locations where players need … Read more