The Last Starship - Pre Alpha Update 1
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- Опубліковано 16 вер 2024
- Wishlist the game and join the free Playtest of The Last Starship here:
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In this video Mark and Chris fire up the port guns, arm the fore cannon and kick some space pirate ass in a combat deep dive. Tally Ho! (We also say sorry for robbing stuff IRL)
You guys have no idea how happy I am to have these update videos again, they were legit one of the best things about PA.
Bruh after PA and updates that lasted years with constant videos of upcoming changes and improvements i will go all in on this game. Introversion Software FTW :D
Yes!
@@owieczkacs PA was the best early access experience I had, beating Rimworld and Factorio which says a lot. So this is a day one "I support these devs" purchase for me.
@@luizkockanny7821 i was also surprised by Rimworld how good the game was and how much devs were updating the game in early access but i completely agree. PE was the best. I even had saves of my gameplay, maps for workshop in [Alpha34] with inmates waiting to be executed, i had milestones and shit damn good time :D
You are so correct! This is a great day!
10:18 When discussing if players want DIY hulls or pre-built: Why not both? Why not have a set of pre-built hulls, but you still have the ablity to create them from scratch/modify. You could even add workshop support so that people who like to make hulls can do that to their heart's content and then share them with the community.
+1
So say we all (brb building a Battlestar :) )
Ability to modify ships without limits can be fun, but for most games it just results in generic boxes and takes out a lot of progression out of the game. Having limits means that you have to put effort into getting better hulls instead of just changing your current one to fit new purpose or doubling it in size. Limits also mean that more planning is needed. If you can't add a cargo area on demand, you have to plan getting a cargo ship beforehand.
@@Rockjaw You build your battlestar. I'll build the ship from spaceballs. :)
@@AndreyKl0 Pretty sure there'll be an armor meta if it goes on the path they started. Broadside with heavy armor and habitation etc as you like
Hey, it's nice to have these videos back. This looks great.
A few requests:
1. Please let us build ships freely.
2. Please let us build more than 2 decks if we want.
3. Please never sell the game to Paradox.
I agree, i prefer to build my own ships.
don't sell this game unless you can no longer support it, but if you cannot support anyone 5 years down the line, you SHOULD sell it to a loving dev team that will take care of it.
(But if you sell it, sell it to Paradox. Thx)
@@miles_world No please don't, instead open it up for modders or something.
@@miles_world lol yes! DLC the fuck out of it if it gives it life
of course we want to design ships from scratch! it's the only way to fully appreciate all the ship systems working together
I would be 100% all about modifying every element of the ship, hull and all, to make unique vessels every time. It's honestly what I'm looking for in a ship building game.
if u havent look at cosmoteer, which looks quite similar and is focussed on ship customisation
Thanks for the update!
For building ships, I personally would prefer a mix: an ability to modify ship, but only within some limits. Like having a superstructure that you can not modify on existing ships but can add floor and armor within some distance and weight limit of the superstructure. And building a new ship doesn't have such limits, but must be done in one go.
guys just so you know I am 1000000% down for people building there own ships, having those templets would definitely be a good thing to still include though for those uninterested in createing there own ships, or wanting perhaps more of a challenge due to wall space being precious like you talked about (maybe some perpersly designed by you guys to be challenging too).
Its a long way down the road I know but perhaps one day having some sort of steam workshop feature to let people share and download each others ships would be really really cool too (though likely rather unbalanced lol so perhaps in a special sandbox like game mode only)
their*
10 minutes in and it already looks to have both progressed massively and be something I cant wait to play good job!
Its quill18 project porcupine!
Can’t wait to play test ! Ship customisation feel essential to me, hope you’ll keep it in the final version!
Don't know if you guys have heard of the game "Starship Theory", but it fizzled out before it could really take off despite the community really liking where it was going. You're already on your way to making a game 10X better than it was.
i cant wait to play this, it looks so good.
i feel like having both custom ship hulls and prebuilt ones would be nice.
gives those who want to build the option to and those who just want a ship a prebuilt hull that they can expand on if they want to, or just buy a bigger one.
you could probably do this by building in the system to buy prebuilt hulls and then having very small hulls that players can buy and expand on.
I love that opening jingle, please please never stop using it. o/~ the last starshiiiiip o/~
Hoping for a chance that the playtest version might be able to run on Steam Deck. Even if it's a janky experience I'd love to tinker with it if Proton will run it.
Also props to you guys for holding yourselves accountable at the end of the video. It's obvious you guys never intended harm but good on you for being willing to admit fault and learn.
This already looks incredible. The sound FX are already excellent, and the sheer amount of playability looks fantastic! Looking forward to future iterations of the game and these videos :)
The mark of a good Introversion game, when Chris and sometimes Mark get in trouble with the law for something befitting of the game they're making.
War crimes in prison architect and Piracy in the Last Starship
Really impressed with the humble mea culpa at the end, fellows. Great video, too. Cannot wait to try this game.
"Thats some tom paris shit right there" I love the ST references and I loved voyager. So happy to have these dev logs back.
So exciting! Love the work so far.
These are some things I was thinking about while watching:
-You shouldn't decelerate when your thrusters/engine turn off (noticed when you were trying to dock, but this may be intentional of course, I noticed you intentionally did not have braking thrusters)
-The gatling turrets would fire at asteroids that were "close" but clearly weren't going to hit your ship
-Can we possibly have emergency, dangeroud, unplotted FTL jumps that land us somewhere unknown? With risk of fatal collision or something, but a last resort gamble maybe?
I hope you guys read this comment. Since at the start you mentioned the BAAAANNNNNG sound at the intro of the old PA Aplha videos. I used to go to sleep with headphones on with youtube on so every now and then a PA video would start and that loud bang sound would wake me up terrified that my house was being bombarded or the sun just went supernova. Many times I woke up in a panic attack with palpitations. Thanks for that, mate. Anyway ususally I was put back to sleep shortly after by your random ramblings and the ocasional update, so no hard feelings. Good luck with the new game, cheers from Brazil.
Looks great, can't wait for the play test then alpha! Difficult to tell having not played but kind of feels like, once you've got multiple ships, being able to set waypoints and stage a sequence of manoeuvres for each ship in the tactical view would be useful - otherwise, even with the slow down, it's going to get hectic
maybe in addition to this. having some level of say. "programmable autopilot) like setting ships to "always broadside" or "always point towards" enemies. with maybe a prefered engagement distance aswell. so you could say tell your carrier to try and stay far away. and or your front mounted long range artillery ship to always point towards enemies.
when it comes to ship construction/modification i definitely lean more towards having heavy restrictions on it, e.g. you can only design a ship from scratch once, when it's initially built, otherwise you can only modify things like weapons, systems, internal bulkheads. it's far more interesting to have to work within a set of limitations than to have utter design freedom at all times. Give players too much freedom in that regard and you just get a bunch of boring perfectly optimized space bricks.
I think the best restriction would be cost of hull modifications. Full freedom in terms of what you theoretically can do, but expensive to the point that people, while having the freedom to change it, are still meaningfully limited by the preexisting design of their ship. (ie it's possible to make what you want, but you'll be strongly encouraged by the cost to make sure it's a way which minimises the amount of building work)
@@ccaagg Or maybe if you get too far from the original blueprint your ship will start to have weird issues. Like structural integrity problems, maintenance problems, power problems, reducing trade-in value. So if you really want an upgrade you'll have to buy another hull, but maybe modifications can tide you over or patch a flaw with the blueprint... or you can commission your own ship if you have big bucks. Free building can be powerful, so balancing it is going to be a nightmare I'm sure, but it'll also be super fun.
Looks nice so far, think you should move away from dollars $ to credits or something else I don't know how far in the future this game would take place but it seems kind of prison architecty and not so sci-fiy :) - And I think being able to just buy new equipment for your ship in the middle of space shouldn't be possible - as you mentioned scrap metal would be a good way to build new modules in a constructor or you would have to travel to a colony to buy the new stuff. I think you know already about those 2 things but yeah still want to point it out.
But for an alpha version this looks like a looooooooooot of potential and going to keep watching your videos. Love the multideck approach! And I'm interested in how you're going to make the science part interesting/enjoyable in the game.
The $ is short for $pace Credits, clearly... ;)
Alternatively, take a page out of FTL's book and go with no currency, only commodity. The hardest thing to believe in sci-fi is always the existence of fiat currency. Simply nobody would use it because of the hurdles of forgery, payment infrastructure, hacking, tech equipment failure...
If some fictional (or real, but it's easier to make one up) precious substance was the accepted currency which all items were valued in terms of, that would be perfect.
Definitely would love to have some freedom to customise ships to our own designs.
Multiple decks would be great too.
You could have base hulls, like the chassis of a car, that can support x amount of outer hull and weight etc (and possibly stop players building too far from the base)
This might help balance the total freedom and then overpowering that comes with it VS the restrictions of pre built only ships.
One thing that was really cool in the demo and i really hope you keep and add more things along these lines...
Asteroids coming in from one direction created a nice tactical challenge as your ship can only fire broadside so you needed to keep your PDCs facing their direction for best coverage.
You could extend this to other things like
radiation coming from the sun (needing some sort of special armour and/or field generator)
Ion storms causing electric / plasma damage if you fly too close to
Nebula which could be any number of elements (corrosive, explosive if ignited, electromagnetic, some sort of dust that slows down ships etc)
Cant wait to see where this goes in future!
Yeah, fully customized ships will have to be a thing, fellas.
Will put my thoughts here as well as in some forums at some point:
The ship editor should be included so that players can make their own designs and share them with others (Steam workshop, etc)
Shipyards should be rare and allow modifying the interior of the ship, allowing players to modify ship designs for more/less armor vs internal space
The ship size and shape should not be modifiable in game in order to help hulls have distinct values and traits and challenge players to modify and adapt designs with limitations
Really happy to see a new game from you :-)
My two cents:
It might be a little late in the development for a change like this, but it might be really cool to have Expanse-style gravity. So that you only have gravity when your ship is actually accellerating.
You would also need to have several decks to maximize the usable area.
I think this would open up a lot of gameplay ideas like your crew dying if you accellerate too hard, stuff flying around the ship if you maneuver, etc.
Again, I dont know if it is feasable to adapt the game for something like this now.
That first mission was genuinely tense! Very cool having the time limit, the necessity to dock the ship... exciting stuff! And loved the tactical moves in the second mission.
The Last Starship looks amazing, I've hit the button to join the playtest and I'm really looking forward to your next update. Good luck with development!🚀
Very happy to see you guys hanging on to this. Can’t wait to play it.
You might want to take a look at the free game Aurora 4x, it also has a fleet management system. Not the best UI but it’s tried and tested.
Damn, whenever I think about the possibilites of this game I worry that I hope for too much. I'd love there to be workstations and crew quarters on my ships, with shedules for the crew and specific areas for the crew to relax, more like a colony sim on an Enterprise than a merc ship flying from mission to mission and resting on space stations. If that would be the goal, full customization of ships would be great. If not then preconstructed ships will be enough for me, mods will probably do the rest.
Also I think that switching out parts of a ship during a mission is too easy, not really rewarding to put much thought into your ship if you've just got everything you might ever need in storage. On the other hand, the manouvering you showed off during the rescue mission is something that seems too stressful and like something I'd like to automate (with monetary/research investment)
I feel like they have a different vision for the game than you are describing here, especially since they specifically say they don't want this to be another colony sim but more engineering oriented in this video.
I think the ability to tweak, modify and probably even build the hulls is pretty much a must. And I think a lot of the ideas from people in these comments for balancing and controlling it are awesome so it doesn't just become "who has the bigger box".
Maybe some other game mechanics that can be used to help with this are some structural sanity rules around the construction so it has to make some sense.
For example:
- Maybe with levels of engine tech you are limited by the weight factor for the ship to actually be reasonably usable within the game. Sure you could get bigger, but good luck waiting for anything to start moving.
- There can be different building materials or hull elements that feed into the weight system so you can't just armour an entire ship.
-Maybe there is some large heavy hull girder element. This takes a lot of weight and/or space but is required for structural support. The rest of the hull has to be within a certain distance or support calculation of these support structures, If not maybe part of your ship just drops off in hyperspace!
- Similarly to the girders maybe across the other axis you require some bulkheads, forcing some sort of creative floor planning instead of just straight open plan.
- You could implement some rules around shaping. Inertial pressure could just rip off any segments that just jut out of the main body of the ship in a ridiculous manner.
- Game objects and items of import could be used to help constrain and gamify the hull building aspects. For example some components produce a ridiculous amount of heat/radiation/toxins that you have to creatively deal with using the structural design.
Just some thoughts to integrate the hull modification part into the game without just applying straight up obvious restraints.
thank yall for doing these, i missed these kinda vids you guys did for PA!
Just wanted to echo everyone else’s sentiment that I’m glad to have the updates back and am so excited to play your new game!
Also I’m so glad we’re getting a version of the drone game!!
On the ship editing, I really support it being included (many people are saying this). One option could be requiring construction drones and other equipment be installed on the ship in order to edit it, and have those require power and resources. So there's a tradeoff decision between editing your ship on the move, and performing other tasks.
I'd love to be able to customise ships. Balance might be hard though if that's the big problem. You know, Oxygen demand, thrust and thus power... armour would probably be heavier of course.... etc.
Another interesting idea would be to make it modular, so there's pre-built bits of ships to shove together, like rooms. Both, even.
On player designed/pre-made ships:
You could do a kind of compromise between the two options. Have a set of basic hull skeletons that the hull is built onto (perhaps they can allow for various large special components to be mounted to them at specific mounting points?) and allow the player to extend the hull out a certain distance from that skeleton in any way they like (or have any hull extending beyond that limit simply make the ship weaker)
This allows for lots of creativity but also gives players decisions to make about which skeleton to use.
I feel like you could have special kinds of engines/reactors/weapons/shields or anything really, that come built into specific ship skeletons or as options only for specific skeletons. Gives you ships you to find that are pretty unique.
I like the idea of designing ships however I want, but also like the idea of ships being unique and having to find them, I think this allows for both to a large degree.
Just a thought watching the docking procedure.
One fun tension might be a balance between automated systems and manual systems.
With manual systems the player has to manage the nitty gritty details with keyboard/mouse controls. It would allow for a lot of nuance to play, but also demands a lot of player attention and requires the player to develop skill. Also obviously a player can only manually micromange so many systems at one time.
On the other side of it you could have upgrade-able automation systems at the low levels they could be really trash and respond slowly to changing conditions. But after a certain upgrade level they could become really sensitive and better then human control.
It could then introduce some fun meta game play mechanics where the player has to choose what systems they want to purchase/spend research resources on to upgrade vs what systems they want to manually control.
IDK it thats the direction you guys are thinking or if its possible, but just a suggestion.
Otherwise the game is looking awesome and as a long time Introversion fan (since '08 when I first played uplink as a teen), I am really loving the content. Keep it up!
Glad to know I'm not the only one here who fell in love with Uplink as a teenager and never quite managed to move on!
love the reference to the geneva convention element you had with PA over the red cross symbol xD haha
An Update already, very pleased to see the game coming along!
Also I only just realized this but Chris and Marks Avatars are both in black suits, does this mean they are on Death Row? D:
likely inside joke... have you ever done stressful game development with a small team? release schedules can certainly feel like a looming death sentence with the stress.
@@kithsakhai True...💀
These videos bring me back. I get heavy nostalgia for these videos you all release.When I saw this game I was in heaven. I loved your prison architect game and I am a massive sci fi buff. I am going to buy a copy asap. I am so excited for another journey with you guys again. Please keep it up!!
Oh btw, you should update your video avatars to space suit dudes rather than prison architect pawns
There is a game here, absolutely. Even in this state, there was so much tension and story telling just the these quick demos.
I’m really loving these updates. :)
I'll pretty much support any project you guys make available. IV is an amazing company. This game, however,, I'm intensely excited about! I've missed the regular videos from the PA days. So glad to have you back here on UA-cam with updates.
ive missed these update videos so much lads keep em up
I don't normally like space games, but I just love these complex strategy games so much that I'm excited to try it out! Your update videos are always so much fun to watch as well :)
Omg just seeing the thumbnail of you two in an FTL style game...the excitment is real!
Game looks super neat!!
Just as a small piece of feedback: One of the random modifiers on that mission shown around 5:30 in is about docking complications due to the ship being in motion. Off-planet "being in motion" is completely relative to whatever arbitrary point you're considering as stationary, so everything is both "in motion" and "not in motion" just depending on your POV. A better description for the modifier might be something along the lines of "the ship is spinning" or "the ship is orbiting a planet/other large object"
I go through moods where designing a ship is the most fun part. For example, in Wayward Terran Frontier, I'll spend a whole session building the perfect ship and testing it with all the components. Your ship editor would really scratch an itch if we could design the hull, place the components, and test it in battle, science, and docking situations before using it in the game!
Definitely a 'Yes' for building my own ship hull shapes
Talking about the control panels, I loved how all of the ship control panels in TNG had "bum" sensors - every control on the ship was some sort of touch screen and yet you had certain crewmembers **cough** Riker **cough** who would always sit on the panels whilst talking to other people on the ship. How the Enterprise never accidentally self-destructed is beyond me! Hence they fitted the panels with bum sensors!!!!
So this is what happens when you finish RimWorld and lift off with your ship...
On a serious note, this game looks amazing. Really can't wait to be playing this. With all the different facets and playstyles it seems to offer I can really see myself sink hundreds of hours into this. HYPED!
Super excited to see you guys are back! Can’t wait to get into this.
I wishlists the day you launched the video, can't wait to be selected!
I am liking the combat settings, but also the logistics side.
Yup more of this please.
oh wow, this games combat combined with the sandbox elements to build and design your own stuff looks soooo goood, omg I cant wait to get my hands on it!
Kind of reminds me of a few other titles from a decade ago or more mashed together.
Starsector like combat with decent AI ohh yesss
Let people design their own hulls but with the twist that they first need a pre-made hull to use to collect money and when they have enough money they can go to a shipyard and commission the shipyard to build their hull.
That makes building your own hull even more special and will give you that warm fuzzy feeling when you see the yard building your hull and you get to take the first step in it. Like designing your own house IRL and seeing the contractors build it.
Maybe have different play options like career where you play the game "for real" and not that much is just given to you and then have something more like a free roam sandbox where the hull building etc is free. That way you can design, build and test your hull in free roam and export the hull blueprint when you are satisfied. By doing this you can import your hull design into career mode and get it built by a yard once instead of building it but then instantly realise that you wanted something changed and that would cost ridiculous amounts of money after it was already built.
So:
Two play modes: Career and Free roam/Sandbox.
Ability to design your own hull but must be built at a shipyard (maybe you could even buy a shipyard yourself and make ships both for you and clients ? :O )
Import/export function for hull/ship designs.
Looks and feels amazing. Am a bit not sold on the colonists/crew graphics yet, but everything else is looking better and better. Looking forward to this, hope you have a great time in development!!
This looks so good and I am dying to play it. Can’t wait to see how it develops! You guys continue to put out such delightful content, both your alpha videos and your games!
Looking good. Would be cool to board and capture damaged ships too.
I really enjoyed the monthly updates with prison architect and playing the game to the try new features you talk about (this feels like a lifetime ago). I'm glad to see that you are doing it with another game.
Dude, we want to be able to modify our ships, add modules, change layouts, all of it. It was the best part of starship theory
Yay welcome back guys . missed you . this looks like it will be fun . cheers
Ships should definitely be fully modifiable, but I think it'd make for better gameplay if it's always cheaper to buy a prebuilt than it would be to manually build that prebuilt.
If you want to increase space on your ship substantially but still have it look the same, it should be far more expensive to increase the area of your existing ship than to buy a prebuilt larger one and modify it to look the same as your last ship.
THIS IS GOING TO BE PHENOMENAL
These videos are an amazing marketing strategy I’ve been watching since PA!
Well, about the shipbuilding, of course we want to build and customize the hull!! But there should be limits. Pretty obvious limits like mass vs thrust, cost, maybe hull integrity, and so on. And probably designing a ship completely from scratch would be something you'd only be able to do after playing quite a while and only customize existing designs earlier on for example.
And for the rest, it all looks pretty interesting! :) I also really liked the explosion sound FX when the Beast blew up. I don't know if this was really intentional, but this really got my subwoofer working nicely, I could properly feel the explosion! (And yes, we want sound in space. This is a game after all. :))
The duo are back! Missed you guys!
as a word on the buying/vs building a ship design. to keep variety without infinite possibilities, you could provide a selection of pre-built hulls, and each one has enough 'structural integrity' to allow for a certain amount of hull reconfiguration. e.g. hulls come with a limit on the the amount of squares that they can have be changed the use of before they start to fall apart.
it keeps the identity of each hull, while forcing the player to make hard decisions over what to prioritise.
'Do players want to build extra modules on their ship' YESSSSSSSSS!
my gods, the heroes have returned
100%, the biggest reason I'm excited for this game is all the customization and building stuff that has been shown off so far, so I'm in the "please let me customize" camp.
Placeholder art aside, this game already looks and feels great. The Tactical view is great, and the fact you've already got sound for the thrusters and cannons really help already building an atmosphere (even if they're not accurate to physics)
YES! been waiting for a game like this for a long while now.
Awesome jingle!
I would prefer having pre-built ships because it will allow for more balance and cool mechanics. If it is a huge ship, maybe it has drone/fighter mothership mechanics. If it is small, maybe it's really good at being rogue and sneaky. We might not get those "class" mechanics if we are able to customize necessarily.
Re Modify Ships personally I would say both. One way to moderate it would be to have the ability to create a new ship from a set of "plans". Plans can be created or modified possibly by visiting a shipyard / ship architect. Modification to the ship hull shape and thickness could be done post commissioning but the resultant sections could be weaker than if it was in the original plans. Allows a little bit of the best of both worlds.
Loving the new game and can't wait to play it
Best duo, best videos and so good to have you guys back after PA!
Super hype for this, loved all of your games starting and since Uplink. This is 100% my type of game, its like FTL on steroids
I missed Introversion Software update videos so much, and this project looks amazing!
Mark you are making a ScFi semi realistic engineering based spaceship building/operation game and you haven't seen the Expanse?!?
You need some work time research binging!
Love that you guys are back in the saddle can't wait to get into this like I did Prison Architect!
Having played Kerbal Space Program for quite some time, I can definitely tell that this ship lacks boosters. :P
Nice to see you back with a new game. And a new cool devlog. =)
Let's do this! Huzzah for the return of the legends!
Every time you post a new video or make a new game, you give people like me , hope.
Extensive ship customization is beyond welcome!
Looks already to have good odds to become a really good game. Since you asked, 👍for designing/modding the hull of ships.
Reminds me a bit of Cosmoteer and Spacehaven, will be keeping my eye on this one!
PDCs go BRRRRt =)
_(I had to...)_
Edit: This game looks EXACTLY like the hybrid I've been waiting for since PA! Keep going into this direction, it's frakkin' awesome so far! *YESSS!* uhhhh, I'm excited for the next week =)
I know you guys have said that the people are less of a focus but I'd still love to see a lot of detail around the people. The crew of a starship is often one of the most interesting parts.
Can't wait to see this game out - really hoping to be able to playtest it in the nearest future. :)) Been loving Prison Architect and i love FTL, You made a dream i never knew about come true. :D
I can't tell you guys how much I love the idea of a colony sim with a mobile base aspect where there's also tactical combat that requires more thought than just laying out your base in a reasonable manner. However, I think there's a fine line between "challenging" and "punishing". I've seen a lot of games that want the players to focus on a certain aspect of the game go the "Punishing" direction and make certain mechanics really hard, without giving much of a reward and justify by saying "well, it's not an X game" but, I think it feels a lot worse to go that rout than to have a mechanic either not super deep or just not very rewarding.
Longtime fan, and your truly unique games have been an inspiration in my own (amateur) game dev. Still recommend Uplink to people to this day...
Really looking forward to TLS. Voting on that being the permanent opening jingle by the way ;)
Free building ships seems completely reasonable. Maybe for balance/realism purposes, make it expensive, and make it more economic to buy in "chunks"? I can imagine tacking on an extra hull layer, or a new wing, being more efficient than expanding a wall by 5 feet and then re-space-proofing it! Haha!
uffff, what a game!. I love all I saw! You two are the best developers ever!
I love the idea of building my own ships as well as having prebuilt ones available. Another in-between option that could be cool is having prebuilt modules that you could add to a ship.
Alpha 4 update video landed in my view via email. Woohoo, here we go again!!
This game will be awesome! I just have a few comments/questions:
1 - Regarding the ship construction/editor - My ideal game would have 2-3 default ships to buy of each class (so minor, fighter, cargo), but then let you modify those. That way I can start from a starting point instead of starting from scratch.
2 - At 30:33 you went under/thru your other ship. Will ship collisions be a thing? Can I ram my opponents?
Thanks guys! Looks exciting!
Total Legends!!! Seriously, I love this genere... Games that are currently in development are good, but now you guys are developing one I'm done... This is all the space archatect I need in my life!!!
Man...can't wait to play this, and yes please leave the ship customization and ship prefabs in. Looking great so far and loving the update vids, thanks guys!
WOO! new game! And customization is always welcome
I am so pumped! I hope to be chosen for playtesting! LFG!
Would be nice to see some bunk beds. I took a tour in a battleship recently and the most interesting parts of the ship for me were the human-ship interface points.