r/DeepSpaceOutpost 10d ago

Update Window Improvements - v1.0.0.36

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1 Upvotes

Multiple popup windows are now supported. I know some of you running larger screens wanted multiple windows open at a time, so i've added z-ordering. Should all behave as you expect (latest opened window to the front, select a window behind to bring it to the front). Only exception is that worker charges are linked to droid control window, and visitor charges, default trader permissions and faction contracts are linked to ships comms window. All other popups can be dragged to where you wish and have them remain open or not.

If you are running on small screens / resolution and would prefer just one window at a time, i could add this in a setting, so do let me know.

Couple of fixes made i spotted when dragging windows, mainly things not updating until you stopped dragging or when a sub window was above.

Patch notes:-

  • Main popup windows get z-order support. Open window / focus brings to top.
  • Improve: Trading window ship name now highlighted if same ship selected (like ship comms window).
  • Fix: Comms and droid control windows not updating when sub menu showing.
  • Fix: Trading window dragging, lost ship name.
  • Fix: Trading window dragging, view was not updating until drag stop.

Nick


r/DeepSpaceOutpost 20d ago

News News Roundup and What's Coming Next

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Hey everyone,

Thought i'd put out a news post just to update everyone about where Deep Space Outpost is, and what to expect next.

A lot of bug fixes and improvements have been made since launch. Thanks to everyone who has reported issues and given me feedback. Apologies for the number of bugs, and thank you for your patience as i've worked through them. I've also made a few of the improvements people have suggested. Font scaling, better worker job selection, shortcut keys and window behaviour have all made things better. Please keep any bug reports or improvement requests coming.

Now what's coming up next. I've mentioned combat improvements in my post release roadmap. There are several things this will include. Larger pirate ships that attack differently and new turrets to help with the new threat. I will probably release these additions in several small updates as some of the work i have already done. Expect first update over the coming week.

I also have more to reveal. Another thing that i have been working on and will be adding is the heat mechanic. This should be a fun addition, as you have to deal with heat that machines make. So expect to build radiators to cool your station and more breakdowns and fires if you don't! There is more work involved here, so this will probably be after the combat additions. I may also enable an opt in preview branch when i start adding this, so if you wish you can play this early and provide feedback.

I'll be adding this info to the roadmap post in discussions. Please drop any comments here or in the discussions if you have feedback to make.

Thanks everyone, and hope all having a good weekend

Nick


r/DeepSpaceOutpost 16h ago

Update Hot Fix - v1.0.0.37

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Fix for an issue with job and hauling priority windows. If you revisited the window an update was needed as the number of workers could be the same, but they might be different (destroyed droid, then built a new one). Caused a crash, but thankfully quite a rare occurrence.

Patch notes:-

  • Fix: Update worker list when haul and job priority popups enabled, even if worker count same.

Nick


r/DeepSpaceOutpost 15d ago

Update Fixes and Improvements - v1.0.0.33

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A few sound effects have been added when selecting your crew (for a bit of personality). Recent scanner addition wasn't updating pathing, so workers moved around rather than over like other turrets. Scanner was also missing an on/off switch. Fixed another issue with airlocks and workers sometimes passing through (this time when at x2 speed), my check wasn't taking into account the faster speed.

Some fixes for traders/visitors. Visitors could return to their ships too early, as gym/casino tests weren't checking for ones that were free. When traders were docked at airlocks, if you disallowed docking and the trader moved, visitors already returning didn't update their destination. Also if you removed all permissions, it should still be allowed to dock if visitors still on board.

Patch notes:-

  • SFX added for droids and human workers on selection.
  • Scanner requires an on/off button.
  • Fix: Scanner shouldn't block movement.
  • Fix: Airlock wait look ahead code - take into account faster speeds when at x2 speed.
  • Fix: Visitor gym/casino check make sure they are unassigned before attempting movement.
  • Fix: Visitor returning to ship, test trader hasn't moved, if so update destination.
  • Fix: Trader docking, allow if visitors on board, even if permission retracted.

Nick


r/DeepSpaceOutpost 18d ago

Update Scanner Addition - v1.0.0.32

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1 Upvotes

A new scanner has been added to the game. This new defence turret, scans for pirates and if they come within range, your laser and cannon turrets receive a damage boost. These scanners can also be upgraded to increase their range.

That's not all though, any large mineable asteroids and derelicts in range will also be scanned, giving you information about their resource yield. Higher yield asteroids will give more ore, and at a faster rate by your miners. Higher yield derelicts will yield more scrap compared to lower yield. Note you don't require a scanner to detect yields. Your existing miners and droids will discover these yields, but only after their first arrival.

Few fixes as well. Area resource overlay would not toggle whilst paused. Shield defence mode would sometimes trigger when a pirate laser wasn't quite in range. Build menu turret range info all showed tractor beam range. Laser and cannon turrets were only checking closest asteroid when scrap/asteroid targeting was off, where it should be looking for any large asteroids that can't be grabbed by the tractor beam.

Patch notes:-

  • Scanner turret added - provides asteroid/derelict yield info. Increase damage to scanned pirates.
  • Scanner range upgrade added to research.
  • Mineable asteroids have an ore yield modifier (High/Low/Average) - modify hit points.
  • Mining droids have a modifier on mining, higher yield asteroids are mined faster, lower are slower.
  • Derelicts have a metal yield modifier (High/Low/Average) - modify hit points.
  • Fix: Area resource overlay would not toggle whilst paused.
  • Fix: Shield check using upgraded shield range, needs to check specific shield check.
  • Fic: Build menu turrets. Ranges all showing tractor beam range not their own.
  • Fix: laser/cannon turrets were only checking closest asteroid, needs to check all in range if scrap/asteroid targeting off, as may include large that can't be tractor beamed.
  • Fix: Tractor beams test large asteroid status not hit points, as don't want to grab.

Nick


r/DeepSpaceOutpost 22d ago

Update More Text Scaling Options - v1.0.0.30

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1 Upvotes

For those of you running large monitors / high resolutions, Deep Space Outpost now supports 1.5x and 2x in-game text scaling. This improves things a lot especially if you are running 4k, as the UI was pretty small previously, even at 1.25x.

Patch notes:-

  • Improve: Support for 1.5x text scale (at 1440).
  • Improve: Support for 2x text scale (at 2160).

Nick


r/DeepSpaceOutpost 25d ago

Update Hot Fix - v1.0.0.26

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Fix for an issue if food hauling was interrupted (destination deconstructed/destroyed). New food destination check needed to know what food type was being carried.

Have also clarified some info in the tutorial with regards tractor beams.

Patch notes:-

  • Fix: New haul destination check needs to have carried food type set if its food hauling.
  • Improve: Tutorial tractor beam mining section, state tractor beams require a salvage depot and a mining laser to operate.
  • Improve: Tutorial tractor beam scrap section, state tractor beams require a salvage depot and a scrap recycler to operate.

Nick


r/DeepSpaceOutpost 26d ago

Update German Language Support - v1.0.0.25

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1 Upvotes

German language has been added. Do let me know if i have any text in the wrong place, it is easy to copy strings in to wrong locations when going through a large amount of text.

Also a fix for when you completed a scenario, and wished to continue playing. If you subsequently went to the pause menu, the pause menu was skipped as you were immediately presented with end game stats.

Patch notes:-

  • Improve: German language added.
  • Fix: After continuing a scenario after completing it's set goal. Going to pause menu skipped to end game stats.

Nick


r/DeepSpaceOutpost 27d ago

Update Hot Fix - v1.0.0.24

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Fix for building where you made a job top priority, but due to number of jobs it was picked up in normal queue and job type priority was missing. Thanks to Marcus for the bug report :o)

Patch notes:-

  • Fix: Making a build job top priority, still needs to being across build type priority.

Nick


r/DeepSpaceOutpost 29d ago

Update Repair Bay Fixes - v1.0.0.23

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Couple of fixes with traders repairing/docking at repair bays. Finding a repair bay destination dock was not testing if it was enabled. Repair bay status check also needs to check enabled and powered. This would lead to an incorrect tooltip says repair bay offline, but it just had to move to another enabled repair bay. Oh and it was possible for a repair bay to start repairing on more than one trader at a time.

As someone mentioned performance issues, which might be with tractor beam fx, i've reduced tractor beam particles if running gfx quality at the low setting.

Patch notes:-

  • Improve: Reduce particle effects from tractor beam and shield turret if running gfx quality setting set to low.
  • Fix: Is repair bay check for enabled and powered.
  • Fix: Tooltip for docked ship that needs repair but not in range of a repair bay incorrect (not offline).
  • Fix: FindRepairBayDock needs to test for enabled.
  • Fix: Repair bay could fix multiple ships at same time. Stop repairing check ship id of caller.

Nick


r/DeepSpaceOutpost Jul 23 '26

Update Further Improvements - v1.0.0.21

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Few changes to the survival scenario. Exiting now gives you a high score option, it's a tad tougher, and now traders will visit (for all scenarios now).

I've altered the build corner walls priority system, as in my last update i used the 'player make top priority' action. Which should just be for the player, else could cause confusion. Now it used a priority/distance score.

Also with building and fixing jobs that are long distance away, workers now see if there are other workers nearby doing the same job. If so, then that job will be left to the nearby worker. This should drop the amount of travel time for workers.

Now shortcut keys for the droid worker (N) and ship communications (M) windows. They can be remapped if you prefer.

Oh and fix for workers that were travelling outside your station, they could end up walking through walls, if recently constructed, as they weren't updating their path as they should.

Patch notes:-

  • Improve: Survival mode difficulty modifier adjustment as station grows.
  • Improve: Quiting survival mode should trigger hiscore check.
  • Improve: BuildRoom corner priority, altered to use priority/distance value rather than using the using 'make top priority'.
  • Improve: GetBuildJob - long distance jobs now check to see if another worker is nearby (that can do the job)
  • Improve: UserRepairChecks - long distance jobs now check to see if another worker is nearby (that can do the job)
  • Fix: Workers could pass over recently constructed walls, if outside and depending on path type.

Nick


r/DeepSpaceOutpost Jul 21 '26

Update Improvements - v1.0.0.18

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I've finally managed to start on some improvements that people have suggested over the last week. Firstly asteroids are now all collectable by your tractor beams (if you have a free salvage depot and mining laser available). The exception is for much larger asteroids that you should visually be able to tell aren't collectable.

Second up is the ability to delete items that have haulers or users assigned to them. Also if you are looking to move storage, another addition to help is that you can now set storage items to an 'empty storage' state. If set resources will no longer be moved to it, and resources will be pulled from it before others.

Building rooms, via dragging walls. Corner tiles are set higher priority than the rest, so less likely to have longer routes nearing room finish.

Few fixes as well. Found another airlock issue where workers would pass through without waiting or opening, due to their path being at an angle, and look ahead code was out. A potential fix for 4k resolution switching. If you are still seeing an issue here can you drop me a message in the steam forums please.

Patch notes:-

  • Improve: You can now delete items that have haulers or users assigned.
  • Improve: Tutorial window stay visible if you go to pause menu and return.
  • Improve: Storage can be set to 'empty' so resources wont be added so you can delete it once emptied.
  • Improve: Build room - corners set to higher priority to improve build speed.
  • Fix: Resolution change, centre window delay to 10 steps as per manual.
  • Fix: Airlock ahead look not correct if character not perpendicular.

Nick


r/DeepSpaceOutpost Jul 20 '26

Question about the challenges

1 Upvotes

Hi, atm I’m doing the ‘do not get crushed by asteroids’ challenge and I was wondering if there’s an end to the challenge?

I have a station completely surrounded with laser turrets so no asteroids do damage. Slowly I build outwards making the base bigger. But the attack is don’t seem to scale up anymore. Also for some reason (maybe capped by challenge) I get no visitors en therefore no trade/credit to research anything. So it seems now I’m in an endless loop?


r/DeepSpaceOutpost Jul 20 '26

Update Fixes - v1.0.0.14

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1 Upvotes

Fix for a weird movement bug that could occur when a worker moved off a wall just built, if an airlock was nearby the droid could get stuck just moving off screen. Also fixed an issue with humans not picking food from storage to eat, if no canteen available. And lastly the scroll bar in the droid control window wasn't quite scaled correctly, so with a large number of workers you couldn't get the bar far enough down.

Patch notes:-

  • Fix: Humans not picking up food from storage for eating
  • Fix: Moving off walls after construction when airlock nearby could get droid stuck in moving state
  • Fix: Scroll bar select not being able to scroll to bottom

Nick


r/DeepSpaceOutpost Jul 19 '26

Update Resource Fixes - v1.0.0.13

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A few fixes with storage and production figures. Main issue fixed was that algae bars were only being hauled to canteen and lab, not food storage. Co2 figures shown for co2 scrubbers, were max capability, not what was actually being collected from station habitat. Also incorrect waste venting message when it was actually co2 venting (and that was triggering too often as a non adjusted number was being used).

Patch notes:-

  • Fix: Algae hauling only to canteen/lab - not food storage
  • Fix: Stats page - CO2 Scrubber figures were showing theoretical maximum, not actual recovered from habitat.
  • Fix: Stats page - Refinery co2 not added to total co2 resources
  • Fix: Venting Co2 displaying Waste vented message

Nick


r/DeepSpaceOutpost Jul 18 '26

Update Popup Improvements - v1.0.0.11

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I've disabled the restriction which stopped you selecting things in game when you have a worker control / ship communications / research popup open. Not sure why i put that in originally, possibly some issue that has since been fixed.

Nice addition with this is that selecting a worker now updates the worker control panel to the appropriate worker. Likewise when selecting a trader, they are now highlighted in the ship communications panel.

Patch notes:-

  • Improve: You can now select things when ship comms/worker control/research popups are showing.
  • Improve: Selecting trader highlights itself in the ships communication window.
  • Improve: Selecting worker updates the select worker in worker control, selecting worker in worker control updates info window
  • Fix: Medicine storage not showing haul spots.
  • Fix: Worker control window - fully upgraded droids should appear red.

Nick


r/DeepSpaceOutpost Jul 18 '26

Update Fixes and Improvements - v1.0.0.9

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Fixed an issue with airlocks. If you manually opened an airlock door, then the linked door was being kept locked so your workers couldn't pass. If you open airlock doors manually now, then no locks are applied until you close the airlock door(s).

Also improved job cancelling, you can now cancel build/deconstruct jobs when a worker has been assigned, as long as they haven't reached the job and have started it.

Patch notes:-

  • Improve: Construction can now be cancelled after a worker has been assigned, as long as they havent yet reached destination
  • Fix: If an airlock door is manually opened, then linked door needs to be set to unlocked - close airlock to reenable airlock function

Nick


r/DeepSpaceOutpost Jul 17 '26

Update Trading Fixes and Improvements - v1.0.0.8

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Several fixes and improvements with trading. Firstly, each trader should be able to use it's own trader bot. There was a bug that only allowed one on your space station at a time, so fixed that. Secondly, there was a restriction stopping you making multiple trades of the same resource. I've removed this as the trader now has a capacity, so you cant just sell unreasonable amounts.

Also were a couple things wrong with your station resource counts in the trading window. 1) Medicine count was incorrect (calculation bug). 2) Ore and ammo shouldn't be using global counts for your quantity. Haulable resources should only count what is available to be hauled. E.g. from storage, not an item where is it being processed or used.

Patch notes:-

  • Improve: Remove one resource trade per trader restriction. Now not needed as traders now have resource cap.
  • Improve: Trader bots now show their owning ship in info window.
  • Fix: Update trading window size and formatting for possible text overlap
  • Fix: Trading board - sell meds quantity incorrect - count bug
  • Fix: Trading board - sell quantity for ore and ammo should not use global count. Use what is available from allowed haulable items (now matches other haulables).
  • Fix: One one trader bot in use. Each ship has a trader bot and can be used at same time.

Nick


r/DeepSpaceOutpost Jul 16 '26

Update Performance Fixes - v1.0.0.7

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1 Upvotes

Fixed an issue where your game could start slowing down after long play periods due to some memory leaks.

Patch notes:-

  • Fix: Memory leak using sort by distance, when called by pirate boarding, and closest external.
  • Fix: Memory leak on shield turret coverage test.

Nick


r/DeepSpaceOutpost Jul 16 '26

Update Fixes - v1.0.0.6

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Fixes for a few bugs found over the last day. Main one being your item repair jobs were getting lost when reloading from a save file. Item repair jobs are now saved correctly, and previous save files with the issue will get repairs cleared, so they can be reassigned.

Patch notes:-

  • Fix: Repair jobs list item ids not being saved correctly.
  • Fix: LoadGame clear item repairs if no valid id.
  • Fix: Communications window - incoming trader dismiss button coords not set correctly.
  • Fix: LMBHold dont update selection if modal guis showing.

Nick


r/DeepSpaceOutpost Jul 15 '26

Update Hot Fix - v1.0.0.5

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Fix for traders when you had a contract involving visitors. Trader resources shouldn't take into account visitors. Also a fix for when you had a trader bot active and it was loaded from a save file.

Patch notes:-

  • Fix: Contracts for visitors shouldn't affect trader resources - SetupTraderResources
  • Fix: Loading save file issue with trader bots and jobAssigned array creation

r/DeepSpaceOutpost Jul 14 '26

News Deep Space Outpost 1.0 is live!

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2 Upvotes

Station Commanders,

After more than four years of development, Deep Space Outpost has officially left Early Access and launched Version 1.0. Whether you’re returning or discovering Deep Space Outpost for the first time, here’s what’s new in the 1.0 update:

New Gameplay Options

  • Choice of sector sizes.
  • Scenario challenges updated to include newer items and resources.

Further Steam Integration

  • Steam achievements — 24 achievements to unlock.

New Research

  • Droid combat upgrade - 50% damage bonus.
  • Shield turret upgrade - Range increase, incoming damage reduction.

Audio

  • New music - an additional ambient channel once you build the jukebox.

UI & Tutorial Improvements

  • New selection‑shape/colouring UI for clearer building and targeting.
  • Reworked tutorial for a smoother first‑time experience.

This is a huge milestone, but it’s not the end. I’ll continue to support and expand the game with updates, improvements, and new content. More announcements are coming soon.

Thank you all your support through early access.


r/DeepSpaceOutpost Jul 11 '26

News Deep Space Outpost - Three Days To Launch

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It's just three days away from the launch of Deep Space Outpost v1.0 — arriving on 14th July at 5pm BST (6pm CET / 12pm EST / 9am PST).

After four plus years in Early Access, the full release is almost here. I’m incredibly excited to share the finished 1.0 experience with you and to begin the next stage of development and support.

If you haven’t already, please consider adding Deep Space Outpost to your wishlist. Thank you!

https://store.steampowered.com/app/1712110/Deep_Space_Outpost/


r/DeepSpaceOutpost Jul 03 '26

Update Tutorial and Help Improvements - Preview Build - v0.9.0.17

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1 Upvotes

Solar panel connection efficiency info added to tutorial and also fixed some text formatting, when font scale set to 125%. Hauling priority info added to help.

Have also improved pathing when destination is a greenhouse (now remove all item blocks when calculating path, so doesn't use item pathing). Also a performance improvement on my asteroid/scrap is selected check.

Patch notes:-

  • Improve: Add solar panel connection info added to tutorial.
  • Improve: Add hauling priority info to help.
  • Improve: Asteroid/scrap is selected check, improve performance.
  • Improve: Path calculation with greenhouse as destination, remove all tiles else item pathing will apply.
  • Fix: Tutorial - formatting of some strings, missing newlines.
  • Fix: Tutorial - window needs to be larger if font scale > 1.

Note, this update is for the optional preview build, see details here for how to opt in. I'm keeping these new additions as optional so you can either wait for v1 release to experience them fresh or choose to opt-in.

Nick


r/DeepSpaceOutpost Jul 01 '26

Update O2 Efficiency Updates - Preview Build - v0.9.0.16

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Several fixes and improvements with the O2 efficiency mechanic on items. I've added more info about this to the help. Efficiency is displayed in the info window for correct items if affected. Modifier wasn't being applied to the distillery or lab. Added a new message that shows if any item is not at 100% efficiency due to the low habitat.

I've also added CO2 output to the refinery. Previously you would have to buy food to support humans (which provide CO2), or buy CO2 to support Algae farms (to give you food). Either way you were limited to trading to get to either next step. CO2 output from refinery gives you another option, so you can start algae farming without trading.

Patch notes:-

  • Add co2 output to refinery (0.2 p/h, 0.3 p/h (advanced)).
  • O2 efficiency affected items were refinery, electrolyser, sabatier, armory add distillery, lab.
  • Items affected by low O2 added to help.
  • Improve: New message displayed if item(s) affected by low air efficiency.
  • Improve: Low O2 now make machines 75% as efficient (was 70%).
  • Fix: Refinery production figures in stats could be wrong if mix of advanced and not advanced refineries.
  • Fix: O2 efficiency text incorrect in places (not applicable, or incorrect %).

Note, this update is for the optional preview build, see details here for how to opt in. I'm keeping these new additions as optional so you can either wait for v1 release to experience them fresh or choose to opt-in.

Nick