Thanksgiving Update

It’s Thanksgiving weekend here, so Happy Thanksgiving to all of you who celebrate it! And thanks from me to everyone who has supported Starcom game development over the years, and especially to the playtesters who have put in so much time suggesting improvements for the game.

I’m considering the current version in playtesters’ hands (Betelgeuse 10805) to be the Release Candidate. This is the version that will be available to players at the start of Early Access (barring any last-minute discoveries of serious issues).

There’s a lot of non-dev work that I have to do between now and then, but things have been ahead of schedule (a rare event in gamedev), so between other tasks I’ve started working on the first post-launch update. This will initially be available as an opt-in beta. Currently, I’m working on some QoL and minor gameplay changes:

  • Improved controller support
  • Revert, undo, redo in the Shipyard
  • “Tactical slicing”: if there is a module-specific drop, targeted removal increases the drop probability. E.g., if you need a missile component, shooting off the enemy’s missile launcher before the ship ‘asplodes increases the likelihood of that drop.
Undo/Redo: Simple in my head, a bunch of details I hadn’t thought of in implementation.

Thanks for reading, until next update!

– Kevin