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JupiterSoft Games

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A member registered 42 days ago · View creator page →

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(1 edit)

Yes personalization is a later goal!

Interaction is about the same, more like a new skin and new animations. The art is in flux probably for the next few versions until I am happy with it.

Psychology will play an increasingly larger role. Basic traits don't have a huge impact yet but they will soon...

🙏  Thank you so much! I'm trying to make it more playable for sure.

Hmm new features? Definitely. I don't want to spoil too much but here are a few teasers:

1. A way to connect your buildings so pioneers don't have to suit up always to get to a location in your settlement.

2. Art is evolving.. Expect more personable characters, their debut, better camera controls (for desktop), a martian day/night cycle and a martian sun/atmosphere.

3. Some new buildings that help you be more self sufficient

4. A new building that helps your astronauts be safer, and various buildings have builtin oxygen refill stations now to keep your Astronauts topped up during work journeys.

5. Two new tutorial levels to explain the game mechanics better to new players.

6. Expandable mealspace

7. More landing berths to unlock through research, so more ships can be on their way at once

8. Charter contracts: when a storm clears, the charter offers you three and you pick one

9. Storms with more rhythm: shorter fronts with real recovery time between them, and now and then a big one you get warned about well ahead

Mostly bug fixes though and quality of life:
1. Terrain can be properly cleared now so you have more building space
2. Pipe and duct placement significantly easier to place now, improvements in creation tools.
3. Astronauts die less randomly due to factors out of your control
4. Cleaning solar panels and routine maintenance can be automatically tasked to your pioneers (including repairs that cost kits)
5. Game balancing

holy moly, a programming language? heh.

This is giving me serious KSP vibes. I love it keep up the good work! The music matches too. What is the object of the game @StokedWorlds? I loved exploring space in KSP...

Dude the lighting is frickin insane. The special fx are michael bay status lol.

I'm sad there is no demo though :(

Keep on keeping on. Thats sick that you did this in three.js

Cheers.

i feel that

Interesting... thanks for sharing your tales of the black box :D

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I would love for people to roast this game so I can use that fire/fury to make the game better. Thank you!

Good bad ugly I want it all.

It's been a rough month or so bringing the concept to life, I had notes from a year earlier.. Its designed as a pure rust game built in an engine called bevy with my own synths and procedural drawing bits built on top.  I'm taking my time to playtest alot and see whats fun. It's alot more work than I thought (building a game), and I'm trying to save up all motivation I can to take it to the level where people would be willing to pay for the full version.

https://jupitersoftco.itch.io/red-hope

If you don't have time to look maybe just answer this question: how do you stay consistently motivated on your independent projects -- especially the ones that are complex and take a long time?

Red Hope website: https://jupitersoft.net/games/red-hope/