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Space Haven

Created by Bugbyte

A spaceship colony sim placing you in charge of a ragtag civilian crew in search of a new Earth, designed by and for fans of RimWorld. Embark on a space voyage with your ragtag crew of civilians in search of a new home. Build spaceships tile by tile, create optimal gas conditions, manage the needs and moods of their crew, encounter other space-faring groups, and explore the universe in this spaceship colony sim for Windows, Mac, Linux. Order now and get access to the current Alpha within 24 hours as a digital download. Includes all upcoming updates to the game.

Latest Updates from Our Project:

Alpha 12 - The Anniversary Update - Now Released!
almost 3 years ago – Sat, May 15, 2021 at 01:15:12 PM

Greetings, Spacefarer!

May 2021 marks two very big milestones for us and Space Haven. 1 Year in Early Access and 5 Years Since the Start of Development.

To celebrate this event we have assembled a big package of some of the most requested features by you, our players. We want to make this event special, and celebrate together with you. Thank you for being with us on this journey with Space Haven!

New Major Features

Bigger Ships

 The Widowmaker is a 2x3 ship inspired by a ship created by one of our players, Lord H Vetinari. You will also be able to create these bigger ships in Alpha 12!

We are adding two types of larger ship canvases for you to build on, the 2x3 and the 3x2, with 24 system points in store for you to assemble your ship attack and defense systems. To build on one of these bigger canvases you need to swap out the default 2x2 ship canvas in the abandoned mining station start scenario.

Note! You need a large enough crew and/or logistics bot to have a ship this big run efficiently. Distances start to become big and it takes lots of time for crew members to carry out their tasks. Don't go too big too fast =)

Swap out the default canvas and build a bigger ship! (But don't build too big too fast or you run out of resources =) )

You can swap out the default ship canvas by clicking on the "+" button at the top left part of the user interface. Note that you have 8 ship points in total and each grid on the canvas takes 1 point. So the 2x3 and the 3x2 will take 6 ship points.

Robots


Logistics Robots

Logistics overwhelmed! That has really been a theme with Space Haven. If one grabs everything there's bound to be a lot of crates, and while that should be the case (pun intended) it would be good to have some tools to try to ease it up a bit, too.

Logistics bots have certainly been one of the most wished for feature, and we're happy to announce we are including them for Alpha 12! Logistics Robots need to be researched to be unlocked, and you'll get to build a logistics robot home station, which is capable of building such a robot. The logistics robot uses the home station to repair and recharge itself at.

Salvage Robots

Well, why stop at one robot! We are also introducing the Salvage Robot, a hovering type of robot capable of venturing out into derelict ships and stations, dismantling facilities and hauling crates with the help of its two robotic arms.

The salvage robots also need to be researched and come with a home station, which they use to repair and recharge themselves at.

Windows

I had a dream that we found a habitable planet to live on. I don't think that planet is it...

Windows have been one of the most requested features by you, our players. There's just something about windows it seems! Well, it is finally happening. We have windows available in Alpha 12, both for the ship hull and inside walls.

There's a few different widths to choose from, and you will be able to build windows side by side to have lots of light come in! Windows are not only cosmetic, they will help light up the rooms to a degree.

Better Roofs and a Hull Paint Generator

Visible roofs and improved roof graphics

This pirate ship now travels the galaxy in more colors.

Roofs are now visible by default on ships, which have not yet been visited or explored by the player. It always frustrated us a bit that ships would often just be black blobs in the sector, unless the player specifically presses a button to see the roofs.

Ships and stations actually look like such when the roofs are up, so we created a system to allow roofs to be shown more, while keeping the needed visibility when exploring ships with your crew members.

Hull Paint Generator

Close up of the new roof styling and some hull paint.

We have also created a hull paint generator, which creates paint patterns on spaceship and station hulls. We want to have some distinction between the various factions spaceships, to make it easier for you to see who you are dealing with. It also makes the visual aspects of spaceships more varied.

Tool to paint your own patterns

The fearsome Stickman clan ship on its way to cause havoc in the galaxy.

You can access the hull painter by going to the build menu, then edit and then roof.

We are including a tool to paint your very own patterns on the roofs and hull walls on your ships. Let your imagination run free and make your ships look truly unique with your own patterns.

Statistical Graphs

We've created a menu for tracking production and consumption over time for all the resources in the game. This is a tool, which has been long on our minds.

This tool will be very useful for things like water, energium, food and other resources - Displaying how much of the resources are consumed and produced on average over time so you can identify inefficiencies in your production.

No longer do you have to guess if your food production is keeping up with the consumption. Let some time run and check the graphs! =)

How to Open the Statistical Menu

We're still planning to add an UI button for it, but there is a keybind for it in the game settings. Bind a key for it and you will be able to access the menu!

Immersion - More Sounds

Oh, you guys make some real noise now. Neat!

Last of the new Major features, but certainly not least! More sounds have been another much requested feature. We've added more sounds and we also modified the overall sound space to not be as quiet as before.

We have added more sounds to most facilities of the game, such as consoles, industry facilities, power generators, power nodes and thermal regulators, and to many other facilities like the Kitchen and Arcade Machine.

We have also added some sounds to characters, which you can hear when you are zoomed in close enough. The sound volume of various elements is dynamic, it is based on the current zoom level. We want to aim to avoid overwhelming the sound space with too many sounds all at once.

More Sounds Still to Come

There are still sounds missing from the game, we look to add more with time as we keep developing the game towards an indie gem. So do not worry, they are on their way into the game. =)

Alpha 12 - The Anniversary Update - Is Now Released!

So go play already! =) We hope you enjoy this major update for Space Haven, and we are still looking to implement some patches for Alpha 12 based on your feedback.

  •  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/

Full Patch Notes

  • 2x3 and 3x2 grid sized ship canvases added to the game. You can start building on these bigger canvases by clicking the build new ship and switching out the default canvas.
  • Logistics robots and a logistics robot station implemented.
  • Salvage robots and a salvage robot station implemented.
  • You can now build windows! These can be placed both on the ship hull and on walls inside your ship.
  • Windows come in different variations, from 2 tile wide to 4 tile wide.
  • Windows work as a source of light.
  • Modified NPC ships, stations and derelict ships to have windows.
  • Roofs are now visible by default on ships, which have not yet been visited or explored by the player.
  • Created a hull paint generator, which creates color patterns on spaceships and station hulls.
  • Created various tools for the hull painter to create your own color patterns on your ships.
  • Added tile decorations to the roofs of ships and stations.
  • Modified the sound space to not be as quiet as before. Note that the sound volume of elements is dynamic, it is based on the current zoom level.
  • Added more sounds to the game: Industry facilities, power generators, power nodes and thermal regulators, Hyperdrives.
  • Added some sounds for characters too, when they walk (zoom in to hear it), when they take a hit from an enemy, idle whistle and more. Some sounds are only played when zoomed in close enough, to not overwhelm the sound space with too many sounds all at once.
  • User interface sounds and game sounds now have their own separate volume setting in the game options.
  • Added a resource prioritization option to airlocks. You can use this to specify to which airlock certain resources should be transported.
  • Added some history graphs to the various view modes, tracking values over a period of time and shows them in a graph.
  • The vents view mode has two new buttons. One for opening all vents on a ship, and one for closing all of them.
  • Implemented a statistics menu, with various graphs containing historical data on how one or more resources have been produced and consumed over a span of time.
  • Added also miscellaneous data, like the average mood of crew members over time, or the amount of prisoners over time.
  • Thrusters for shuttles, mining pods and crew members have been modified and improved visually, to better fit their respective graphics and to reflect the movement correctly.
  • Improved and added more features to the user interface when using drafted shuttles to dock to ships/stations.
  • Modified the link type UI section in the power view mode. Added an expert mode button to reveal the advanced link types. Added a new special type of link, which allows you to create a link, which only moves power when capacity is over a threshold.
  • Added a tooltip showing what type of resources are in crates visible on the floor. This will make it easier to see what's actually in the crate piles on derelict ships for example.
  • Created a new wide styled ship for: Android Collective, Civilians.
  • Modified and improved in-game icons.
  • Improved various graphics.
  • Balancing: Increased the CO2 need for plants and decreased the CO2 generation of crew members, with the aim to make the CO2 producer actually needed for optimal plant growth.
  • Balancing: Chemicals costs more raw chemicals to produce.
  • Added prison areas for all Military NPC ships.
  • Added nuts and seeds as an option in the composter facility.
  • Fixed bugs.

Thank you once again to all of you, our backers! Enjoy the update, Spacefarer. Stay tuned for more news! =)

Space Haven Alpha 11 - Now Released!
about 3 years ago – Thu, Feb 11, 2021 at 01:30:29 AM

Alpha 11 - The Slaver's Guild, the Military Alliance and More

Greetings, Spacefarer! We've been working on a big update for a few months now, which will expand on your interactions with factions and also introduces slaves as a mechanic related to the Slaver's Guild faction.

There's lots of new interesting features added. All of these should make your space adventures more interesting and open up some new possibilities.

The Slaver's Guild and Slaves

Mark and Cooper are slaves, not amused by their Algae Dispenser as their only nutrition.

 
You will be able to enslave crew members you capture from other factions, but you can also choose to be a force of good and seek out to rid the universe of slavery. The choice is yours.

The Enslavement Facility

A poor prisoner being turned into a slave in the Enslavement Facility

 
The Slaver's Guild use enslavement facilities to enslave people. The enslavement facility is used both for inserting a slave collar on a slave, but also for recharging the slave collar.

You can also be a slaver yourself, by researching the enslavement facility and turning prisoners into slaves using the enslave button located next to the recruit button in the character information window. Slaves can work as normal crew members, and their schedules can be changed. However, slaves cannot operate the system related jobs, like navigation, gunner, shield and operations. They cannot be drafted and manually controlled either.

 
The slave collar gives electric shocks to the wearer, if it is touched or otherwise tampered with. This prevents the wearer from trying to escape, at least to some degree. Escaping can happen though, and how frequently escapes are tried is tied to the character surrender rate. A hero will try to escape more often than a wimp.

A slave collar needs to be charged with energy cells, otherwise a slave may escape. The wearer will automatically be reminded to recharge the slave collar themselves at the enslavement facility. When slaves try to escape they will aim to form their own group among each other, and work together to flee towards freedom.

Slaves Escaping

 
Slaves dream of escaping one day, and if they get a chance they will aim to form a group of their own and take their chance at freedom. If a slave is able to wiggle free of their slave collar, they may set others free to and look for a way to escape together.

How they do this will be left as a mystery for now. Perhaps you will witness it yourself in the game. =)

A base for the Slaver's Guild

A Slaver's Guild base, with special chambers to keep their slaves in order.

The Slaver's Guild is getting their own base, buried deep in the galaxy in an area controlled by the Slaver's Guild. Perhaps you aren't keen with the whole idea of slaves, and want to rid the universe of it. Seek out and enter this base, clear it out of any resistance you meet. Find the special chambers made to hold slaves captive and free them of their perilous fate... You will have their undying gratitude!

Faction Interactions

The Military Alliance is happy to see you have some Pirate Coalition crew members as prisoners.

We've implemented some new features, which expands and opens up some new possibilities on how your actions affect your relationship with various factions. We've also expanded the factions in a way where they have a bit more meaningful relationships between each other.

Some examples of these new interactions include:

  • A faction finding out you are sheltering their enemies, keeping their allies captive or the Military Alliance finding out you have slaves.
  • Faction spaceships/stations may contact you and ask for help if they run out of some resource they need.
  • Factions now get frustrated if you keep bailing on paying settlements.
  • You'll be able to claim bounties for certain captives factions are interested in. The Military Alliance is keen to get their hands on Pirate Coalition crew members.
  • Refugees can now be forced into prisoners, but they will fight you for it.

Under Inspection

We've implemented a new feature, where factions may want to inspect your ship either by scanning or by visiting your ship and having a look. This can happen if the faction has become suspicious of your activities for various reasons.
 

Fingers crossed the Military Alliance doesn't scan our room full of contraband!

When you are being inspected by a faction the user interface above will show the progress. It lists the various items you are at risk to be discovered for, and the consequences. This feature gives a reason for factions to visit your ships, and adds to the tension as you watch it happen.


If a faction is allied with another faction, and they scan your ship and find out you have enslaved or taken their allied faction crew members captive, they will react negatively towards you.

Francesco is getting questioned by Darin from the Military Alliance. Hopefully Francesco can keep his cool!

The Military Alliance tries to uphold whatever law is left in this wild west of space, they will sometimes do inspections to see if you are engaging in illegal activity, or have contraband hidden somewhere.

While the Military Alliance searches your ship they will also carry out some interrogations on your crew members. Your crew member might spill the beans, or hold their cool and lie successfully. This gives a bit more depth to the characters, as you may find out that it is Shifty Hal spilling the beans every time he is interrogated.

Military Alliance prison stations

The Military Alliance now has prison stations scattered around the galaxy. Here they hold their enemy faction members as prisoners, for breaking the space law. These are usually members from the Pirate Coalition and the Slaver's Guild. You can sell your own prisoners to them, as long as they are members of the factions who are enemies with the Military Alliance.

Bounties

You can now claim a bounty by bringing prisoners back to the faction these captives belong to. This means you can find crew members imprisoned by the Military Alliance, and instead of making them part of your crew you can decide to ship them to a Military Alliance ship and claim a bounty for them.

Double doors

Sometimes two doors is better than one!

We're adding a double door (2 tile wide door) to appease your symmetry needs. =)

The hyperdrives now have nice looking roof graphics!

With each update, we're also putting some time into making the game look better. Our graphics artist has been working on some roof decoration graphics, and you can see the hyperdrive roof graphics in the image above.

We've also spent time polishing the NPC ships, slightly modifying their looks and adding some more variation to the floor tiles of their different rooms.

Space Haven Alpha 11 - Full Patch Notes

  • Expanded on the Slaver's Guild faction and added slaves to the game.
  • Added an Enslavement facility to the game, which the Slaver's Guild use to enslave crew members. The player can also build this facility.
  • Slaves can now be purchased from the Slaver's Guild but also sold to them.
  • Added a Slaver's Guild base to the starmap.
  • Created a slave collar, which gives shocks to slaves for insubordination.
  • A slave collar needs to be charged with energy cells, otherwise a slave may escape. The wearer will automatically be reminded to recharge the slave collar themselves at the enslavement facility.
  • Slaves with lower surrender rates (Hero, Iron will, etc...) will use up more charges from a slave collar, as they try to escape more often.
  • Slaves can escape and may try to free other slaves on the same ship. After this they will seek out to flee the ship if they can.
  • Faction interactions - Factions now react to finding out you have prisoners, refugees or slaves belonging to them but also their enemies or allies. These reactions depend on the relationships between various factions.
  • Factions can now inspect your ships by: Scanning your ships, boarding your ships, hacking your ships consoles and probing your crafts.
  • Under Inspection - Implemented a new user interface window to show the results and consequences of another faction spaceship/station inspecting your ship.
  • Examples of faction inspection interactions include: A faction finding out you are sheltering their enemies, keeping their allies captive or the Military Alliance finding out you have slaves.
  • Factions may carry out inspections by scanning but also by boarding your ships and having a look around your ship.
  • Added support for contraband items, with related information in the resource/item information tooltip. What is contraband to some factions might not be contraband to others.
  • Routine inspections - The Military Alliance will board your ships and search for illegal activity and contraband, they will also interrogate your crew members. Some of your crew members might be blabbermouths, while others are better at keeping their mouth shut.
  • Convincing and bribing - You can try convincing or bribing the Military Alliance when being in a dialogue with them, to avoid an inspection at the time.
  • Faction spaceships/stations may contact you and ask for help if they run out of some resource they need.
  • The Military Alliance now has prison bases. You can sell them your prisoners, who are of an enemy faction to the Military Alliance.
  • Factions now get frustrated if you keep bailing on paying settlements owed to them.
  • Bounties - You can now claim bounties for prisoners belonging to another faction, if you choose to bring them back to the faction who imprisoned them.
  • Refugees can now be forced into prisoners, but they will fight you for it.
  • Trading UI has been modified to be more intuitive. NOTE that the resources shown for you and the trading partner are now flipped compared to the old 
  • UI. 2-tile wide door (Double door) added to the game.
  • Improved the interior appearance of the NPC factions stations and ships.
  • Implemented an under attack UI message, which slows game speed and auto-drafts a crew member when they are being attacked.
  • Fixed some of the issues with having refugees but their faction spaceship not being able to take more of them onboard.
  • Added roof decoration graphics to the hyperdrive and the airlock. Check the roof view!
  • Added comfort values to many objects, which had them missing.
  • Direct food consumption toggle in storages is now false by default. If you want crew members to eat directly from storages then select a storage and go to the overview tab.
  • Fixed bugs.

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/

Thank you for reading, Spacefarer. Have fun playing Alpha 11.

Nominate Space Haven for a Steam Award.
over 3 years ago – Fri, Nov 27, 2020 at 06:35:36 PM

Spacefarers. I come to you with a dream. A dream of balloons, some beer and a Steam Award! Together we can do it! Hear my speech, Spacefarers.

Aye, fight for it and we may be disappointed. Dying in our beds many years from now, would you be willing to trade all the beers from this day to that for one chance, just one chance to come back here and tell our enemies that they may take our beers and balloons, but they will never take our passion!

I can hear you shout in unison! "You have my beer! You have my balloon! We will vote Space Haven for the Best Soundtrack category and make this dream come true!"

Spacefarers, vote now here:
https://steamcommunity.com/games/979110/announcements/detail/2901969490055253275

If you feel like Space Haven could possibly be nominated in other categories too, that's great! However, if we focus our efforts we are more likely to achieve an award and the soundtrack has been highly praised!

How Space Haven and Paul Zimmermann found each other

Many space moons ago I sought out to search for a composer for our upcoming game. I posted a thread on Reddit, stating that we were looking for a composer for our spaceship colony sim called Space Haven.

We had some ideas regarding the music, and we needed someone to execute on them and bring it all to life. I did not know exactly how the music should sound, but I was confident that I would feel it and know once I hear it.

Paul emailed me with drafts. Many times. At first it wasn't something that fit the game play, but there was a part of his first draft I liked. I let him know to try to expand from there. He kept emailing me, asking if the track was evolving for the better. We kept going back and forth for a good while.

And then... He sent me a final track, I started the game and played the music alongside and I could feel myself be in the world of Space Haven. I was immersed, and I was enjoying the music. Paul had created something great.

During this time there was another composer, who stated they would withdraw to a cabin and spend a good amount of time on producing a demo track for us. When I heard back from him a week later he had produced something I instantly felt was great as well.

And so, in the end there were two. A track from Paul and a track from the composer who withdrew to a cabin, both with great tracks produced I felt. And I didn't quite know which way it would go. I liked them both. I pondered for a while, knowing that these guys probably both want to work on the game and would have a passion for it.

It struck me. Since we've always developed our game as a team, I knew a good way to settle this would be to present the two tracks to my two other team members, and have their first impressions decide which way it goes. I played both of the tracks to them, and asked which one they thought was more fitting for the game.

They both stated they felt Pauls track was a better fit.

I felt both some relief and some sadness. I knew I would bring great news to one composer, but saddening news to the other.

In the end, I was not only looking for a great composer. I was looking for someone who we could work with, co-operate with. Someone who could listen to our wishes, use their awesome talents to bring it all to life. In the end the process between us and Paul evolved to be exactly the same as how we develop our game, an iterative process where Paul would bring music to life with our feedback guiding the way.

After a few tracks were produced I knew we had made the right choice, I knew we had found someone who we could rely on to produce the kind of music Space Haven deserved, and would make the Space Haven experience more immersive and enjoyable.

One of the things I love about game development is the fact that I get to work alongside people with such talent and passion for what they do. Space Haven would never be the game it is without all of us putting our own visions together, and leaving our own mark on it.

You, our players, are part of it too. And I hope whatever we've managed to accomplish so far is an indication of that. We can't always fulfill every wish, but we are trying our best to make Space Haven the best it can be!

- Aksel from Bugbyte

Spacefarers, please cast your vote on Steam: https://steamcommunity.com/games/979110/announcements/detail/2901969490055253275


Thank you for reading and see you again in the next update! =)

Space Haven Alpha 10 - Now Released!
over 3 years ago – Fri, Oct 23, 2020 at 11:51:28 PM

Spacefarers!

We have arrived, the Alpha 10 update has been released! Alpha 10 is one of the biggest and most exciting updates to Space Haven so far, and it is now available for you to experience.  Alpha 10 brings in a lot of new features and additions, and many tweaks and modifications to existing ones. Let's take a look into all the new features and what Alpha 10 has to offer.

Some of the most exciting additions include:

  1. A new modified starmap with a new layer showing star system clusters and faction presence
  2. Space Stations and derelict space stations have been added to the game
  3. Crew combat can now take place on asteroids in addition to spaceships and stations
  4. A Research Tree has been implemented along with a research lab facility
  5. IRS Mary Shelley (The alien base) and a pirate hideout base have been added to the game
  6. The Food System got an overhaul and crew members are now affected by what they eat

Let's go over all of the new additions in more detail below.


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 faction presence you will encounter in a specific cluster.


Our idea is to present a choice between paths that are riskier but which could result in more bountiful treasures and paths that are safer but already scavenged by other factions to some degree. The starmap keeps evolving as we keep implementing more. We're eager to have you try it out!

Space Stations

You will now also encounter various space stations in addition to spaceships on your journey towards Eden, various specialized space stations will be scattered throughout the galaxy awaiting you.

The stations can be general outposts or specialized in some way. Some examples:

  • Farming stations - Stations specialized in farming and guaranteed to have a good amount of various foods for trade.
  • Repair stations - Stations specialized in repairs, giving you the opportunity to purchase a hull expansion service (Expanding the hull with drones) with credits.
  • Faction bases - Fight your way through the pirates and destroy their hideout base to deal a killing blow to the pirate presence in a part of the galaxy.
  • Mining stations - Stations specialized in mining and offering a good variety of various ore for trade.
  • Trading outposts - Stations specialized in general trade, offering a wide variety of resources for trade.
  • And more!
A pirate hideout base buried deep within the cluster of pirate systems.
A station specialized in farming built on top of an asteroid somewhere in the galaxy.
A station specialized in repairs, capable of helping you on your travels!

Derelict Space Stations

Enter the darkness with your crew and explore old abandoned derelict stations. This addition gives some nice variety to exploring derelicts. Derelict stations can be salvaged just like derelict ships with one main difference, derelict stations generally give out less hull scrap since hull can only be salvaged where the asteroid itself is not blocking mining pods from salvaging the station hull.

A New Way to Acquire New Crew Members

Leisure stations offer a place for visitors to rest and have a relaxing time. This is also a good place to seek out and see if someone would be willing to join your crew!

Someone might catch your interest when walking around at the leisure station. An interactable NPC is often present, this time it is Valentino. Someone's chasing Valentino it seems, and they would be willing to join your crew for 5000. Couldn't afford it this time, dang!

Engage in Crew Combat on Asteroids

Crew combat can now take place on asteroids. Seek out the pirate hideout base and engage in fierce crew combat, remember to bring your spacesuits. This gives an entirely new setting for crew combat compared to the cramped up spaces in spaceships and stations.

IRS Mary Shelley

IRS Mary Shelley (The alien base) has been added to the game. This independent research ship ventured out into the galaxy to find alien life forms, but something bad happened and the ship was never heard from again...
Throughout the game you will find data logs on board derelict ships, giving clues as to what happened to IRS Mary Shelley. Now the ship itself is in the game, and you can go find out for yourself! =)

Research

We have worked on research and the research tree and implemented the needed tech for it to allow us to create the first version of the tech tree and add new in-game tech items in the future. A Research skill as well as a research lab facility has been added to the mix and crew members can research new tech by spending some time sitting at the research lab.

We decided to go with a visual presentation seen in the screenshot, a research tree from left to right with various branches taking their own paths in the tree. The modules currently require certain amounts of research points, classed into three different tiers. These research point tiers represent how hard it is to unlock a research item, these are tied to a character research skill.

Improved and deeper food system

While working on the research tree and thinking about modules related to botany we found a good opportunity to dive deeper into the food system and make some further implementations to take nutrients into account and have consequences related to them.

The Kitchen

The Kitchen has received an overhaul to enable more freedom for you to create your own specialized meals for your crew members. The kitchen now allows you to mix various crates of food together, and even specifying the amount of some ingredient crate to use.


Now you can spice up your fruit and root vegetable mix with some monster meat, just enough so that your crew members won't notice any really bad side effects. How about some monster meat and human meat with peanuts on the side? No problem! Coming right up. Put all of that food into good use.


You are what you eat

Up until now your crew members have not cared much about what they eat, or more specifically what kind of nutrients they are actually putting in their system. The crew members are now affected by what kind of nutrients they consume on a long-term basis. Proteins, Carbs, Fat and vitamins are all important. A fifth are toxins, which have a negative effect if consumed too much too fast.


A balanced diet with enough proteins, carbs, fat and vitamins keep your crew members working at an optimal level. Deficiencies can result in a lower recovery rate, learning rate, health, mood and so on.


Throwing up

Your crew members can now get nausea from consuming too many toxins, this in turn will lead to them throwing up and losing their stomach contents on the spaceship floor. There goes my lunch, what a bummer! Throwing up essentially means the nutrients from the stomach are lost, so be careful with giving too much monster meat to crew members all at once.

The Algae Dispenser

Nobody likes eating algae, but it's marginally better than starving to death. It keeps the crew alive but can affect their health and mood due to an unpleasant texture and sub-optimal nutrient levels.

We are introducing a new facility called the algae dispenser. This facility is intended to be a basic food source, using bio matter and water to grow algae, which are then scooped for some delicious (Or not) green porridge type of food. It will keep your crew alive but if this is the only food eaten it will cause nutrient deficiencies and even nausea.

Hyperium Hyperdrive and Energium Power Generator

The hyperium hyperdrive is less efficient than more advanced hyperdrives but can use hyperium as fuel directly without having to refine it.
The energium power generator is less efficient than more advanced power generators but can use energium as an energy source directly without having to refine it.

We have added these two new facilities to help power up your ship and jump to hyperspace. These facilities will be basic technology facilities, with the ability to use raw resources directly as an energy resource and fuel.


As these facilities use raw resources instead of refined resources they are not quite as efficient, but on the other hand it is a bit easier to supply them as they can use raw resources directly.


Introducing new NPC ships

This new civilian ship will join the civilian fleet and meet you on your adventures!
Military Alliance receives a new addition to their fleet, you'll meet this ship in your future adventures in space.
Cult of New Haven gets a new ship added to their fleet, you'll meet this ship on your future adventures.
Androids also receive a new ship to their fleet. You will meet this ship on your space adventures.

Space Haven Alpha 10 - Full Patch Notes

  • Saved games are not supported from previous Alpha versions.
  • A new modified starmap, with a new layer showing star system clusters as jump destinations.
  • Space Stations added to the game - You can now visit various farming stations, repair stations, faction bases and more.
  • Derelict stations have been added to the game - Enter the darkness with your crew and explore old abandoned derelict stations.
  • A service tab has been added, which is now available at the repair station. The service tab can be used to purchase services (Like hull construction) with credits.
  • You can recruit new crew members by visiting a leisure station and seeing if someone would be willing to join your crew, for a fee of course.
  • Crew combat can now take place on asteroids - Seek out the pirate hideout base and engage in fierce crew combat, remember to bring your spacesuits.
  • IRS Mary Shelley (The alien base) has been added to the game. This independent research ship ventured out into the galaxy to find alien life forms, but something bad happened and the ship was never heard from again...
  • A Research Tree has been implemented along with a research lab facility - Build a Research Lab and start researching new technology.
  • A New character skill has been added: Research.
  • A New turret added to the research tree: Missile turret. The missile turret is capable of creating new holes for crew members to enter in derelict ships.
  • Many of the facilities in the game have been moved to the research tree, while basic and critical facilities remain open from the beginning.
  • Added research start technology settings to game customization - You can modify research modules to be open from the start if you want.
  • Lowered research points requirements for research modules in the research tree by 10-20%.
              Character backstories and occupations now affect the likelyhood of having a higher research skill.
  • New special technology: The Targeting Jammer - An electronic countermeasure that confuses all turret targeting systems within its range of effect. So long as the jammer is online, the ship can neither be targeted by hostiles, nor target them in turn.
  • The Food System got an overhaul, crew members are now affected by what they eat and require a balanced diet for optimal performance in the long run.
  • Added a new system for the Kitchen to allow players to create their own meal compositions of various raw ingredients.
  • Modified the plant growth rates and outputs to balance the change with the Kitchen requiring less overall resources to create meals.
  • Created an Algae dispenser facility for producing basic nutrient.
  • Added a nausious condition, which can be caused by toxins accumulating in the body from foods.
  • Concussions and other conditions might also cause nausea.
  • Micrometeroids and solar flares have been changed to be hidden events, their severity in terms of negative effects have also been lowered.
  • New basic facilities: Hyperium Hyperdrive and Energium Power Generator - This basic hyperdrive and power generator can use raw resources mined from asteroids, but are less effective than their more advanced versions.
  • New AI behavior: Another friendly faction can now help and rescue your cocooned crew members if their ship is in the same sector.
  • Improved UI: Added a mechanism to see which sectors have been visited by the player in the starmap.
  • Factions with a neutral or allied stance towards the player now have more of their crew movements visible to the player.
  • Electronic fabricator and cell fuser facilities have been removed from the game. Electronic components can now be created with the metal refinery and energy cells with optronics fabricator.
  • Rebalanced start scenarios.
  • Modified scenario hints to support the new changes.
  • Rebalanced resource trading values.
  • Shotgun and SMG have been nerfed slightly.
  • Hauler alien has received a slight buff to damage.
  • Modified some space hazards to be a step lower in frequency on harsh difficulty.
  • Added an increased risk for accidents for industry facilities, which are damaged. The risk is increased with the amount of damage.
  • Created new NPC ships for many of the factions you meet on your adventures.
              Modified also many of the old NPC ship designs.
  • Created new resource crate graphics for a set of resources.
  • Improved various graphics assets.
  • Improved graphics indicators on some facilities.
  • Moved Music and Sound volume settings to gameplay tab in options.
  • A new music track has been added to the game.
  • Fixed problem with some uppercase letters missing in some locales.
  • Added a note with information when trying to load an outdated alpha version save.
  • Fixed bugs.

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/

We've worked hard on this update and are so excited to finally be able to release it. We will keep updating with smaller fixes and additions in the coming weeks =)

This would be a good time to show the world how Space Haven is developing, get Youtubers and Streamers to give the game a try once again. So if you have a favorite one give them a poke and let them know Space Haven just got a huge update. Tell them to send us an email at [email protected] :) 

We hope you enjoy this update and keep giving us feedback, through you this game will become the best it can be!

Space Haven Alpha 10 - Progress Report #02. A New Starmap, Space Stations, Research and More!
over 3 years ago – Fri, Oct 02, 2020 at 02:06:54 AM

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 faction presence you will encounter in a specific cluster.

Our current idea is to present a choice between paths that are riskier but which could result in more bountiful treasures and paths that are safer but already scavenged by other factions to some degree. The starmap still keeps evolving as we keep implementing more. We're eager to have you try it out once we get to the experimental stage!


Space Stations

No longer will you only encounter space ships on your space voyage in search of Eden, various specialized space stations will be scattered throughout the galaxy awaiting you.

The stations can be general outposts or specialized in some way. Some examples:
 

  • Farming stations - Stations specialized in farming and guaranteed to have a good amount of various foods for trade.
  • Repair stations - Stations specialized in repairs, giving you the opportunity to purchase a hull expansion service (Expanding the hull with drones) with credits.
  • Faction bases - Fight your way through the pirates and destroy their hideout base to deal a killing blow to the pirate presence in a part of the galaxy.
  • Mining stations - Stations specialized in mining and offering a good variety of various ore for trade.
  • Trading outposts - Stations specialized in general trade, offering a wide variety of resources for trade.
  • And more!
A pirate hideout base buried deep within the cluster of pirate systems.
A station specialized in farming built on top of an asteroid somewhere in the galaxy.
A station specialized in repairs, capable of helping you on your travels!


Research

We have worked on research and the research tree and implemented the needed tech for it to allow us to create new in-game tech items in the future. A Research skill as well as a research lab facility has been added to the mix and crew members can research new tech by spending some time sitting at the research lab.


We decided to go with a visual presentation seen in the screenshot, a research tree from left to right with various branches taking their own paths in the tree. The modules currently require certain amounts of research points, classed into three different tiers. These research point tiers represent how hard it is to unlock a research item, and these will be tied to a character research skill.
 

Improved and deeper food system


While working on the research tree and thinking about modules related to botany we found a good opportunity to dive deeper into the food system and make some further implementations to take nutrients into account and have consequences related to them.
 

The Kitchen


The Kitchen has received an overhaul to enable more freedom for you to create your own specialized meals for your crew members. The kitchen now allows you to mix various boxes of food together, and even specifying the amount of some ingredient box to use.

Now you can spice up your fruit and root vegetable mix with some monster meat, just enough so that your crew members won't notice any really bad side effects. How about some monster meat and human meat with peanuts on the side? No problem! Coming right up. Put all of that food into good use.

You are what you eat

Up until now your crew members have not cared much about what they eat, or more specifically what kind of nutrients they are actually putting in their system.
 

The crew members are now affected by what kind of nutrients they consume on a long-term basis. Proteins, Carbs, Fat and vitamins are all important. A fifth are toxins, which have a negative effect if consumed too much too fast.

A balanced diet with enough proteins, carbs, fat and vitamins keep your crew members working at an optimal level. Deficiencies can result in a lower recovery rate, learning rate, health, mood and so on.

Throwing up

Your crew members can now get nausea from consuming too many toxins, this in turn will lead to them throwing up and losing their stomach contents on the spaceship floor. There goes my lunch, what a bummer!

Throwing up essentially means the nutrients from the stomach are lost, so be careful with giving too much monster meat to crew members all at once.
 

The Algae Farm

Nobody likes eating algae, but it's marginally better than starving to death. It keeps the crew alive but can affect their health and mood due to an unpleasant texture and sub-optimal nutrient levels.


We are introducing a new facility called the algae farm. This facility is intended to be a basic food source, using bio matter and water to grow algae, which are then scooped for some delicious (Or not) green porridge type of food. It will keep your crew alive but if this is the only food eaten it will cause nutrient deficiencies and even nausea.
 

Hyperium Hyperdrive and Energium Power Generator

The hyperium hyperdrive is less efficient than more advanced hyperdrives but can use hyperium as fuel directly without having to refine it.
The energium power generator is less efficient than more advanced power generators but can use energium as an energy source directly without having to refine it.


We have added these two new facilities to help power up your ship and jump to hyperspace. These facilities will be basic technology facilities, with the ability to use raw resources directly as an energy resource and fuel.

As these facilities use raw resources instead of refined resources they are not quite as efficient, but on the other hand it is a bit easier to supply them as they can use raw resources mined directly from asteroids.
 

Introducing new NPC ships

This new civilian ship will join the civilian fleet and meet you on your adventures!
Military Alliance receives a new addition to their fleet, you'll meet this ship in your future adventures in space.
Cult of New Haven gets a new ship added to their fleet, you'll meet this ship on your future adventures.
Androids also receive a new ship to their fleet. You will meet this ship on your space adventures.

If you want a chance to get your own ship in the updates post them in our Discord server #screenshots-and-videos channel! =)



Big update in the works, Spacefarers! Do join some of our channels above and come chat with us. Thanks for reading and see you in the next update! =)