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Objects in Space

 
Update on Objects in SpaceOct 4, 2019 - Community AnnouncementsHi everyone, Elissa and Leigh have posted an update about the current status of the game. You can see the original post and join the discussion at this link. Thank you all for playing Objects in Space. You commitment as a community has been incredible, and we're glad you've been sharing this journey with us. See you in the Apollo Cluster!Patch Notes for v1.0.7Apr 4, 2019 - Community AnnouncementsVersion 1.0.7 Patch Notes Mac: Put a fix in to stop the game crashing on load on certain systems. Windows: Fixed an error causing mods to not load on some versions of windows. Linux: Fixed an error causing news and infopedia articlse to not load correctly. General: Re-wrote the docking routines to stop problems docking in auto-pilot using certain configurations of engine or RCS. Fixed another bug causing Betty to spawn erroneously. Patch Notes for v1.0.6Mar 27, 2019 - Community AnnouncementsVersion 1.0.6 Patch Notes Alterations: Added ability to bind any commands open to serial protocol through the config file. Added ability to bind keys to increase/decrease main drive power. Added a warning message when docking at higher than safe speeds. General: Fixed a crash when jumping out of a sector using a jumpdrive with a torpedo inbound. Stopped the ability to manually hail starbases or ships when comms are disabled - emergency or incoming only. Fixed a bug where you could dock at high speeds. Fixed a bug causing spawn issues in the story 'Bad News Betty'. Fixed a typo when talking to Heather Price. Fixed a bug where authority ships would sometimes engage each other when one was attacking a pirate. Fixed a bug which allowed you to undock by typing 'burn off' on your ship's system terminal. Fixed a bug where the player's name was not being displayed on the Mechanixx terminal after loading game. Fixed a bug where Mona Al Ajwi would still attack you even after you paid her back. Fixed a bug where ships would attack you in Maru for too long after you'd helped Casey Croma escape. Fixed a bug which caused you to never be able to drop off Gursharan Cass if you'd never encountered the SS Platypus. Removed a spot on the Narail Space Station where you could click on a wall near the mechanic and it'd take you back to your ship. Corrected several news articles' which had duplicate names. Added many additional news stories. Fixed a bug where Sofia Lang would send you an email for having failed her mission prematurely. Doubled the amount of time you're allowed to take to complete Scud de la Vinci's sand deal. Added a conversation with Scud de la Vinci for when you've taken too long to complete his mission. Moved an NPC on Port Dava Sobel which was blocking the use of the Wire terminal there. Linux native version is now available!Mar 20, 2019 - Community AnnouncementsHello everyone, As some of you may have already noticed, the native Linux version of Objects in Space is now officially available for download on Steam and GOG. Some players reported that the game was still running on Proton despite the fact that the version is supposed to be native: if this happens to you, please disable the Steam Play option in the Steam client settings and perform a clean installation of the game. If you need help or have any question, please send an email to the devs at [email protected] Have fun and thank you for playing Objects in Space!Patch Notes for v1.0.5Mar 18, 2019 - Community AnnouncementsVersion 1.0.5 Patch Notes Alterations: Allowed mapping of backspace in the configuration screen. Allowed de-selecting of icons from trade terminals, power screen, engine room, etc, by clicking against on the selected tile/module. Flagged that buying a new ship would sell all your existing contents and cargo more clearly. World map uncovering / knowleding now stays when you buy a new ship. Arduino: Fixed a crash when calling the CAN_TAKE_SHIP and CANNOT_TAKE_SHIP functions. Linux: Fixed a library error affecting some Linux distributions. General: Fixed a bug when sending emails to the player after they purchase a new ship. Fixed a bug where RCS rotation speeds were inaccurately depicted on sales screens. Fixed a bug which could cause a crash when destroyed with time compression active. Fixed a bug which could cause a crash when general attrition was applied to an invalid module. Fixed a bug which could cause a crash in the sound system if you are destroyed while listening to music. Fixed a bug where autopilot would continue when the helm, RCS or main drive systems were disabled. Fixed numerous spelling errors in the text. Patch Notes for v1.0.4Mar 12, 2019 - Community AnnouncementsVersion 1.0.4 Patch Notes Arduino: Now stripping CR characters from incoming lines so that libraries sending CRLF instead of LF should still be legible by the hardware interface. Added 'hardwarecrlf' option to use CRLF as the line delimeter. General: Fixed a bug causing bounties to commit suicide in asteroid fields. Fixed a contract payment bug. Patch Notes for v1.0.3Mar 11, 2019 - Community AnnouncementsVersion 1.0.3 Patch Notes Alterations: Hitting escape when zoomed in on a monitor now simply takes you back to the main view, and does not bring up the tablet in case you press it again. Changed the repair functionality so if you repair any part of your ship's hull, any broken/damaged monitors are also fixed, instead of only when you repair the bow. Moved the emergency alert messages to the top third of screens. Arduino: Added TUBE_6_SELECTED, TUBE_7_SELECTED and TUBE_8_SELECTED Windows: Fixed a problem where the game would sometimes honour extremely low valid resolutions for the game. Mac: Removed 'tab' menu option which could crash the game. Permanently hide dock and menu bar when fullscreen is selected from options. General: Fixed a bug where transitory star bases were appearing in the PDA map when they shouldn't be. Fixed a crash when being hit by a torpedo with an empty / destroyed module in place. Fixed a bug where an intercom message while using a station BBS could freeze up your comms terminal. Fixed a bug where completing a contract would sometimes result in the wrong contract being completed instead. Fixed a bug where you could crash the game by clicking repeatedly at the precise point your ship is destroyed. Fixed a bug causing issues when you jumped out of a system while a torpedo was flying in the sector. Fixed a bug where probing the moon of Alm wouldn't complete Mirza Susic's mission. Fixed a bug where Betty would remain standing on the space station where you drop her off indefinitely. Fixed a bug where Betty would remain on your ship indefinitely after you complete her mission. Fixed the PDA Note in Betty's story so it gets removed properly when you take her out of the Union. Moved the January Hernandez and Black Annie Bolan missions to take place later in the game so it syncs up with the Rolond Consortium being opened. Fixed a bug which caused a crash whenever the player tried to interact with Mariska Howarth. Fixed a bug causing some story ships to not appear more than once after dying. Moved the SS Platypus to be more likely to intercept the player during Hilary Tempkin's mission. Altered the game logic so players can deliver Gursharan Cass even if they never encounter the Platypus. Fixed bugs in the interaction with the SS Platypus. Decreased the difficulty of the mission to destroy the SS Hammerhead. Allowed players to buy/use as many weapons as they want during the SS Hammerhead mission. Changed position / orientation / hailing range of the SS Hammerhead to increase the likelihood that it'll interact with the player. Fixed a bug where Qingqi Farr would sometimes congratulate you on a job well done before you'd completed his mission. Objects in Space is like Elite Dangerous without windows, and it's a charmerMar 7, 2019 - EurogamerYou can't do anything on one screen in Objects in Space. It's not a space game like Elite: Dangerous or Star Citizen, where you sit in a sleek cockpit with every control at your fingertips. In Objects in Space you have to get up and move around. The map is on one terminal, comms on another, emails another, battery management another, repairs another... It's as if you're flying an old submarine, where there are different panels and buttons for everything. Only here, you do it all alone. There's tactility because of it. You make repairs by unscrewing panels, lifting the lid, swapping components, closing the lid, rescrewing the panel and reconnecting the component to see if it works again. You hear the clack of a keyboard while arrowing through the news or emails, echoing the noise your own PC keyboard is making. And you press big dramatic buttons to do big dramatic things, like put your ship into EmCon (emissions control) mode to make yourself as space-invisible as craft and components allow - shutting off engines, comms, thrusters, anything which could emit a scannable trace in the void. Even your music player. It looks as retro as it sounds. You never see outside space-action in 3D, the way other games show it. Here, it unfolds as small pixelated blobs flying around a 2D map. What the outside of your ship looks like you can only imagine; all you ever see are interiors, which you move through one screen at a time - either on your ship or on the space stations you dock at for cargo, repairs, passengers or supplies. The characters you do see are starkly polygonal, pulled from an early era of 3D, and all the conversations you have - almost all of your interactions with the game, really - are handled chunky via old-school text. Read more Patch Notes for v1.0.2 and v1.0.1Mar 6, 2019 - Community AnnouncementsBetween yesterday and today, two updates were pushed to the game. Here you can find the patch notes for both of them. The latest update should also fix the pirates-not-attacking bug that has been reported by some players. Should you find it still occuring in your game, please refer to this topic by Elissa to report it and let the team know it's still happening. Version 1.0.2 Patch Notes Windows: Fixed a bug with mods. Fixed a bug with the in-game InfoPedia. General: Fixed a bug where authority and pirate ships sometimes didn't respond to a player after loading game. Fixed a bug which sometimes caused a crash when the player was threatened by a pirate. Fixed a bug which caused a crash when moving your mouse over a weapons module when your ship is destroyed. Fixed an issue causing changes to the ad shells on space stations to sometimes crash. Fixed an issue where bounties wouldn't clear when going back to main menu. Rolond Consortium can now be exited Rolond Consortium no longer appears until it's narratively meant to during mid-November Altered the welcome email from the Developers Fixed a bug where you could accept the contract from Mahuika Ngata and it wouldn't appear on the Orai Contracts terminal. Version 1.0.1 Patch Notes Alterations: Made the tablet-in key force the tablet to move back into position if you are mid-conversation. Darkened the default conversation font colour. General: Fixed a bug causing a crash sometimes when you die in a scenario. Fixed a lighting bug on the Remora-class shuttle from the tutorial. Fixed a bug where the power draw/generation metres were not showing correctly on Remora or Enceladus class vessels. Fixed a bug causing problems rendering ads on space stations periodically. Fixed a bug where the delivery bonus for contracts were not shown correctly in the Notes section of the PDA. Notes app on the tablet were incorrectly listing old contract features no longer relevant. Fixed a bug where the EMCON and Main Engine lights on the Christmas Tree on the Proxima were reversed. Fixed a bug where having an advanced new game pane open and selecting a save game did not show the correct scenario text. Removed erroneous mention to VASIMR drives. Fixed a bug where an SOS beacon and tow could drag you to a non-commercial station with no repair facilities. Fixed a bug where number of the seconds taken after a scenario was sometimes incorrect. Removed erroneous 'Time taken' text at the end of scenarios. Mac: Fixed an NPC rotation issue on Intel-GPU based macOS machines. Objects in Space will make your space trucker fantasy come trueMar 2, 2019 - PC GamerI've got a hold full of helium-3 canisters destined for a station in the Maru sector, but there's a question mark ping on the nav map. Whatever it is—drifting cargo or debris, a merchant or a pirate, or even just a sensor ghost—it's between me and the station. Between me and that mystery object is a gas cloud, and as I cross the border I get a notification about its density: 9%. Objects In Space is the kind of game that tells you the density of gas clouds expressed as a percentage. My sensor wave suggests the ping is something with a reactor, which means a ship, and as I get closer the ship turns red on my display. That means they don't have an IFF active, the friendly handshake protocol that lets anyone passing know your intentions are pure. The dust cloud might be hiding me a little, but not enough, so I hit the EmCon (emission control) button and start running silent, everything lit up red like a submarine. The ship and I get closer and closer to each other, then pass by. It doesn't attack. Whether it didn't see me or was simply a random trade freighter with a malfunctioning IFF I'll never know. All this happens on banks of monitors with a retrotech look a bit reminiscent of Alien. Developers Flat Earth Games call this look "modempunk," everything deliberately clunky and square-edged. Objects in Space is a game where you never see your ship silhouetted against the stars, never even sit in a cockpit. You move between computers, setting destinations and checking readings and pressing buttons and, if something breaks, unscrewing plates to replace parts.  Lead programmer Elissa Harris, a veteran of flight sims like Knights of the Sky and Chuck Yeager's Air Combat, wanted Objects in Space to feel physical. "We wanted that kind of emotional attachment," she says, "like, you knew when and where you bought that busted old ship, jump drive, weapons system or whatever. You repaired it while in the outer rim somewhere that time, too. So when you lose it or it gets damaged, we hope that the player gets to feel it more." ...we'd never release Objects until it was properly finished, no major cuts or compromises. Leigh Harris According to lead designer Leigh Harris, her brother, "I think for me it was more about getting to customise and tinker. To go to the engineering section and play around and really make it yours. That side of things always appealed to me in old games like Lightspeed, and I wanted to create that here." The advantage of this approach is that it creates stories another game wouldn't. "Just yesterday I was testing a story mission where I had several torpedoes coming at me," says Leigh, "and one took out my main engine so I couldn't apply reverse thrust to stop myself at the jumpgate and safely escape the Cansa star system. I panicked, ran to engineering, gutted my comms module for a spare Hap Node and quickly shoved it...Objects in Space is a very different kind of space simMar 1, 2019 - PC GamerObjects in Space is unlike most space sims. It's a stellar sandbox that shares Elite Dangerous' predilection for trade and exploration, but actually flying a ship feels more like commanding a submarine in a game like Silent Hunter. You're crammed into your vessel where you'll stare at a multitude of in-game monitors, your main window into the galaxy, and you'll probably spend a lot of time hiding from other ships. It's tense, claustrophobic and left Early Access today. Frontier's space sim might let you sit back and enjoy the galaxy unfolding before you, but Objects in Space exchanges fancy space scenery for utilitarian rooms full of screens and machinery. Who has time to look at space when there's a strange ship on the sensors and you've got to turn off everything, from your engines to your music player, to avoid being noticed?  I avoided combat at all costs when I took the Early Access version for a test drive. I just wanted to earn a living ferrying stuff between stations, which is dangerous enough as it is. Ships require a very hands-on pilot, who also has to be the engineer, comms officer and whatever other roles need filling. There's a lot to manage and a lot of ways for things to go wrong, leaving you stranded in space. It's paradise.  Despite standing around in rooms without a good view, Objects in Space still manages to find ways to remind you when you're hurtling through the void, even if it's just the shuddering of the ship as the engines push it forward. It feels more like a real place than the cockpit of most space sims. You have to move around. If repairs need to be made in the engine room, you need to head there and get your hands dirty.   Now that it's hit 1.0, the devs are working on achievements and trading cards, along with a few new features. Procedurally-generated derelicts, merchants in uncharted systems, bounty hunters and more multiplayer scenarios are in the works. Objects in Space is out on Steam and GOG now.  Wot I Think: Objects In SpaceMar 1, 2019 - Rock, Paper, Shotgun Developer: Flat Earth Games Publisher: 505 Games Release: Out now On: Windows, Mac From: Steam, Humble Price: 15.49/$20/ 16.79 There are asteroids clanking against the hull. I can t see them because my spaceship s cockpit doesn t have a window. But I know they re out there. The radar says so. There goes another one. Clank. The computer bleeps at me sadly. Light hull damage, it says. Finally, the clanking stops and my jaws unclench. We ve cleared the asteroid field. Time to deliver some rare vids to a shady art dealer called Ezra, who’s waiting for me on a nearby space station. This is Objects In Space, the low-poly space sim that leaves early access today. I ve been a well-behaved pilot so far, delivering oxygen for pennies and taxi-ing passengers from station to station. But Ezra is about to make a scoundrel out of me. Because Ezra has a disgusting amount of money. (more…) Objects V1.0 is OUT NOW!Mar 1, 2019 - Community AnnouncementsThe game has finally reached 1.0! We want to thank everyone who played Objects in Space during its time in Early Access. When we think about the game on 21st June last year to the game on 1st March this year, there’s light years of difference, and in large part that’s thanks to people jumping in early and taking a chance on a new and strange title. We’re at 1.0 as of today, with all major features and content in the game. That said, we don’t plan to stop there. While we’re sure there will be many small housekeeping and quality-of-life fixes which will come to our attention as we launch, here’s a short list of the things we know we’re going to add ourselves in the coming weeks and months: We’re going to release our wiki – The Objects in Space internal wiki is a massive sprawling history of the Apollo cluster, a vital tool for anyone looking to mod the game Achievements and Trading Cards – They’re already in progress. 😉 Construction guides for Arduino enthusiasts – For those wanting to build their own bridges at home Procedurally-generated derelicts – Ships adrift in space which can be raided for spare parts and leftover cargo Merchants in uncharted systems – Piracy is currently very hard to engage in, what with so many authority ships all over the place. This will ensure you can prey on merchants who are a little more off the beaten track Extra multiplayer stuff - we'll expand the existing scenarios and add new ones, possibly increasing the player count Components adrift in space – Loot which directly benefits your engineering room Bounty Hunters - so more devious players don't get a free ride, they'll now pay for their crimes Rebalancing effort – We want to add a much harder difficulty setting for those who want a real challengePatch Notes for v0.9.9.1Feb 25, 2019 - Community AnnouncementsYesterday version 0.9.9.1 went live! Here are the patch notes for the update (sorry for the delay): Version 0.9.9.1 Patch Notes Alterations: Attack logic altered to open the AI attack ranges a bit more. Attack logic altered to make AI attack patterns a bit more variable and intelligently chosen. AI vessels react better to being fired upon when they are stalking a target. Characters turn to face you when you talk to them. Nerfed the Ceres MkIII a tiny bit in its stock variation. General: Fixed a bug where optimised modules were cheaper than they should have been. Fixed a bug where commodities would sell for 0c at the lowest rather than 1c. Fixed a bug where having multiple modules of the same sort and disconnecting/reconnecting them could cause problems in the engine room. Fixed an issue where the bearing to a target would flicker when close to 0 degrees. Fixed a bug where airlocks would sometimes appear invisible. Fixed a bug where sometimes the top few jump buttons did not appear when you had a working jump drive. Corrected the colour of cones on green and blue tone navmaps to match the main display. Fixed a bug which meant ads would always be fading in when you enter a room. Fixed some text rendering bugs in the module sales screen. Fixed a graphical glitch in the "Sell Module" button on the module sales screen. Many clipping and graphical glitches with space station rooms fixed. Version 0.9.9 - BetaFeb 11, 2019 - Community AnnouncementsHi everyone! The 0.9.9 version of the game went live on the beta branch a few hours ago! The two biggest additions that are included in 0.9.9 and are coming to the game as soon as they leave beta are Mod support and LAN multiplayer scenarios. It's a big update, so it will stay on the beta branch for some time for testing reasons. If you can't wait to try the new features or want to help with testing, you can always jump on the beta branch and see a preview of how they'll look like: check out this topic by Elissa with further details on how to do so. There also are two new pinned topics if you want to leave your thoughts and feedback about any of these two features specifically: Mod Support LAN Multiplayer Scenarios Thank you for playing Objects in Space!Developers UpdateFeb 6, 2019 - Community AnnouncementsHi everyone! In case you missed it, Elissa posted quite a big update on what's coming to the game in the next couple of weeks. You can read the full update in her pinned post in the Discussions section. Spoiler: it's about mod support, multiplayer, Linux and more! Also, another good news: 1.0 release is coming on 1st March, as you might already know from the Objects in Space official Twitter account. You can expect a whole lot of new story content as well as the new features that will soon be added in the 0.9.9 patch. Early Access is almost over and there's a lot to be excited about in the very near future of the game. Thank you all for playing Objects in Space!Patch Notes for v0.9.8.4Jan 30, 2019 - Community AnnouncementsVersion 0.9.8.4 Patch Notes Alterations: Stealth meter in ships is now more granular. New emails ready to be downloaded prompt an audio tone. Number of unread news articles displays on the messages/new screen on the bridge. General: Fixed a bug where removing ships that had been destroyed caused a crash under certain conditions. Fixed a bug where either the player or an NPC pirating from another ship could sometimes cause a crash. Fixed a bug which could cause a crash when getting hit by a certain type of torpedo. Fixed a bug where a pirate could steal cargo you are moored to and cause a crash. Fixed numerous bugs with invalid characters causing issues displaying certain news items. Fixed similar issues with several conversation trees. Patch Notes for v0.9.8.3Dec 27, 2018 - Community AnnouncementsVersion 0.9.8.3 Patch Notes Alterations: Commerce menu now highlights selections if they have items in them - for instance bounties, licenses, contracts... Set up factions so licenses can be bought for "narrative-only" trade factions while in sandbox mode. General: Fixed a bug which caused sporadic crashes when a pirate vessel lost contact with its intended piracy targets. Fixed a bug which sometimes made authority vessels not fire on a belligerant. Fixed a bug where sometimes merchant or authority ships might run with their IFF off. Fixed a bug where Authority vessel weapons would show as blue (player-launched). Fixed a bug where the number of contracts for a given faction could be incorrectly calculated for a trading station. Patch Notes for v0.9.8.2 and v0.9.8.1Dec 18, 2018 - Community AnnouncementsVersion 0.9.8.2 Patch Notes General: Fixed bug where ships would sometimes hail you in EMCON mode and carry out conversations as if you hailed them. Fixed a bug when attempting to moor with cargo pods using autopilot with very slow ship configurations. Version 0.9.8.1 Patch Notes Alterations: General speed-up of in-space private comms. Added ability to look at buy prices when hailing space stations. General: Fixed a bug when loading player armanents. Fixed a bug where selling an old module could sometimes erroneously disconnect a replacement you had previously bought for it. Fixed a bug where final waypoint ETA was not being calculated correctly on the nav map. Patch Notes for v0.9.8 - Contracts&Criminals UpdateDec 11, 2018 - Community AnnouncementsVersion 0.9.8 Patch Notes https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32762555/b4521f3d2a018dc3dcab9fa37300769014302120.jpg Alterations: Contracts are now streamlined - taking a contract loads the cargo, and you now deliver the cargo from the destination station's contract terminal. You can now move cargo from your tablet by dragging it from pod to pod, while docked at a station. Added ability for players to engage in piracy by hailing merchants and threatening them. Added ability for players to use their hack modules to find smugglers, and report them for a profit to authority ships. Added ability for players to report possible pirates to authority vessels, who will investigate the area. Added ability to begin with no fog obscuring any point in the map. Added an estimate of time to next waypoint and to final destination on the top-left of the nav map. Added 'skipintro=true' option to config files to go straight to main menu. Removed 'Time Compression Cancelled' message when beginning docking procedures. Re-balanced the emissions rating of all components Arduino: Added a feature where a hardware_commands.txt file showing the current accessible boolean checks, numerical gets and ship commands (along with descriptions where available) are dumped to a file when the game is executed with hardware support on. Fixed the TOGGLE_ and CONNECT_ commands. General: Fixed a bug where spinning up your jump drive or having your IFF off were not responded to by authority ships escorting you back to a base. Fixed a bug where torpedos were not being saved sometimes in campaign mode. Fixed a bug where clicking 'hail' on certain NPC ships would cause a crash. Fixed a bug which could cause a crash while moving about in some derelicts. Fixed a bug which sometimes caused a crash when undocking from space stations. Fixed a bug which caused text clipping errors on the cargo screen while docked with some derelicts. Fixed an exploit where a ship with no pods would re-load with two new ones no matter what. Fixed a bug which could sometimes cause duplicate authority or military ships to appear in a sector after loading game. Fixed a bug which caused custom graphic signage to not appear correctly on windows sometimes. Fixed a bug where quitting back to menu would leave cargo from previous sessions there, allowing cargo duplication. Fixed a bug where mooring with a cargo pod didn't re-set your currently selected pod on the moored object. Fixed some visual glitches with the cargo/pod screen. Fixed a bug where loading game on a space station sometimes made the UI appear the wrong colour. Fixed a bug where hack and grappling modules incorrectly showed the percent-complete when in use. Fixed a bug where PDA Note about Aya Grant contract remained indefinitely if you failed to get to the contract in time Fixed a bug where colour was not being used correctly in the hack result emails. Fixed various rendering issues with the waypoint ETA part of the nav screen. ...