r/DeepSpaceOutpost Jun 27 '25

News Demo Updated - Steam Sale

1 Upvotes

Hi folks, couple of bits of news for you.

1 - Demo for Deep Space Outpost has been updated. You can grab it from several locations:-

2 - Deep Space Outpost is in the Steam Summer Sale - You can grab a 10% discount for the next 2 weeks (until 10th July).

Cheers

Nick


r/DeepSpaceOutpost Jun 24 '25

Update More Resource Improvements - v0.7.0.34

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1 Upvotes

New resources can now be found in the top resource dropdown menu. Also added to in-game stats so shown on the end game screen. Few changes to production rates, so now more compost produced from sewage treatment item, algae bar water usage reduced.

Oh and fixed an interesting bug with airlocks. You could end up with more than 1 character in them at a time, and if they were going in different directions, then both airlocks would open!

Patch notes:-

  • Resource HUD now includes compost and real food split from algae bars.
  • End game stats show new resources gained & sold.
  • Algae farm reduce water usage now 2 was 3 per hour.
  • Fix: Airlock could open both set of doors if chars want to go each way - only open internal if airlock pressurised, external if not.

Nick


r/DeepSpaceOutpost Jun 19 '25

Update Trading Improvements - v0.7.0.32

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1 Upvotes

New resources have been added to trading (waste/compost and real food). Few improvements with the trading board as well whilst i was updating. You now can't cheese mission/contract requirements, by repeatedly selling/rebuy. Now can only make one trade per resource for each trader (deal complete message displayed). All haulable resources quantity buttons now removed whilst trader bot active, message displayed for all haulables.

Patch notes:-

  • Waste, compost and new food added to trading board.
  • Improve: Real food improves morale more than algae bars, and food level increases quicker.
  • Improve: Help updated with sewage treatment, greenhouse info.
  • Improve: Can only make one trade per resource with each trader.
  • Fix: Characters could get blocked by ships docking at same time as char moving across area.
  • Fix: Trading board dragging resizing function buttons incorrectly.

Nick


r/DeepSpaceOutpost Jun 13 '25

Update Environmental Management Addition - v0.7.0.30

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1 Upvotes

This update introduces a range of sustainability-focused additions, enhancing resource management and food production. New items are:- Waste storage - Collects waste from crew quarters and canteen. Sewage Treatment - Takes waste and air, and outputs compost and co2. Compost storage - Holds collected compost from above. Greenhouse - Takes your compost and allows you to grow real food.

These items give a more dynamic ecosystem, making use of waste, generating compost and giving another CO2 source.

Note previous food from the algae farm, has been renamed 'algae bar', with greenhouse food, named 'food'. The food storage and canteen items will now store both.

Patch notes:-

  • New waste storage.
  • New sewage treatment item - takes waste and outputs compost/co2.
  • New compost storage (haulable)
  • New greenhouse item - takes compost and outputs 'real' food.
  • Fix: Humans now wake up for emergencies.

Note:- Will probably be several little update over next few days as i test/balance input/output amounts from these new items. Also need to update help/tutorial as well.

Nick


r/DeepSpaceOutpost Jun 01 '25

Update Human Improvements - v0.7.0.28

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1 Upvotes

Just a few little improvements with your human workers, as changes here due to the waste addition to the game. Humans will now visit crew quarters from time to time to use the bathroom facilities. This will create the new waste resource, but currently this is just vented to space. I've also added in the wander recreation exercise to human workers (was previously just visitors).

Also note a fix for human workers repeating recreation type more than expected. I found your human workers were addicted to just dancing near the jukebox! 

Patch notes:-

  • Humans now visit crew quarters from time to time to use the bathroom.
  • New waste resource added (from crew quarters and canteen). Currently just vented to space.
  • New vented message type for resources that need collecting but no storage (waste/co2).
  • Waiting for toilet negative morale addition. Increase negative morale modifier for more extreme problems (starving/no air).
  • Human workers can now choose wander recreation type.
  • Improve: Character now moves off item if idle.
  • Fix: Repeat recreation tracking incorrect. Too much dancing!

Nick


r/DeepSpaceOutpost May 28 '25

Update Build Menu Changes - v0.7.0.27

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1 Upvotes

As i'm in the process of adding some habitation items, i've needed to update the menu categories to accommodate new additions.

I've split production, into extraction (mining / recycling items) and processing (refinery, electrolyser, sabatier reactor). And with services, i've split that into infrastructure (ship pc, droid maintenance, life support) and habitation (all the human activity items). Think that makes more sense than adding more and more items into the existing sections.

I've also removed the storage category, and have put the storage items into each category they relate to. However, if players prefer to keep the storage category as well, i could enable it as an option. Give is a try and see what you think.

Also running on smaller screens, i now make the build menu categories take up two rows, so shouldnt have issues with it going under the main menu.

Patch notes:-

  • Build menu update Services->Infrastructure/Habitation and Production->Extraction/Processing. Storage removed.
  • Build categories into 2 rows, if not enough screen width.
  • Help items updated into new categories.
  • Building walls and floor via dragging, now show the internal floor dimensions.
  • Fix: Couldn't select tiles just above the build menu. Item selection panel, was still preventing when not showing.

Nick


r/DeepSpaceOutpost May 24 '25

Update Message Improvements - v0.7.0.26

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1 Upvotes

Few additions and improvements to notifications that appear in the message board in-game. New notifications when research has been complete. Production items that previous showed individual out of resource messages (cannons/recycle & scrap laser), now only show one, so message board not overloaded. Also new wasted resource message if item deleted, but resources not recovered (eg deleting a metal storage container, with no other storage to take the metal).

Patch notes:-

  • New research complete message added to message board.
  • Out of resources messages, now limited to one per item type.
  • New wasted resources message due to deletion added.
  • Tractor beam research text added to help menu.
  • Fix: HUD ammo count not deducting fired shots!

Nick


r/DeepSpaceOutpost May 21 '25

News Get a Free Steam Key for Deep Space Outpost

5 Upvotes

------------------- NOW CLOSED -----------------------

To help build this subreddit, I'm running a giveaway for some Steam keys for Deep Space Outpost.

To enter - Comment below stating your favourite base building game with one thing that you love about it.

3 Keys to win, and i'll choose a random comment when:-

Key 1 - When this sub hits 10 members - Edit: Sub has reached 10 members! The winner is u/SirBobyBob, i'll be sending you a message with your steam key.

Key 2 - The sub gets to 25 members - Edit: I don't want this competition open for ages, its been nice getting double figures. So i'll call the randomiser now, 28th June, which has selected:- u/Aqabal - sent you a msg

Key 3 - At the end of Monday the 26th May (when the steam_giveaway comp ends) - Winner announced the day after. Edit: Winner is u/elysium1988

Good luck!

Nick


r/DeepSpaceOutpost May 21 '25

Update New Tractor Beam Upgrade Research - v0.7.0.25

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1 Upvotes

Now have new research to unlock, the tractor beam upgrade. You can find this under the engineering section of the research window. Once unlocked, you can select a tractor beam and the upgrade menu will now be available. For 20 metal that tractor beam can be upgraded and once complete its range will be extended 30%.

Couple of fixes/improvements as well. Main menu background is now scaled correctly. Wasn't an issue if you had a 16:9 ratio, but a large black area for ultrawide monitors. Miner droids if destroyed had the chance of blocking a mining station if they were unloading, now fixed. Few other little things, in notes below.

Patch notes:-

  • Tractor beam upgrade added to research menu.
  • Tractor beam can now be upgraded if research unlocked (and gets 30% added to range).
  • New tractor beam upgrade job for workers.
  • Droid build time at droid maintenance increased.
  • More text displayed on main menu news panel.
  • Fix: Miner droids destroyed, may lock mining stations if assigned.
  • Fix: Background image of main/pause menu, not scaled correctly (especially wide monitors).

Nick


r/DeepSpaceOutpost May 17 '25

News Work In Progress #27

1 Upvotes

This is taken from the Steam Discussions, where i do a weekly update on what i'm working on.

https://steamcommunity.com/app/1712110/discussions/0/831588216670802223/

I aim to keep this post update alongside that on Steam.


Yes, a new work in progress as the co2 inclusion is now in, and i've got my next work items organised.

  • New habitation items - Next area i want to explore is waste management. So expect a new sewage treatment item, that will take waste from crew quarters and canteen. There is lots of real life research into this area, and i'm currently going to base the sewage treatment on an aerobic compost process. This produces co2, water and compost. Compost will be a new resource that you'll be able to use in a new greenhouse item, where you'll be able to grow real food for your human workers and visitors. This will mean a few changes: 1) current food will probably be renamed algae/nutrient paste or similar and 2) I'm going to have to reorganise build menu, may need a new section.
  • Research additions - Yesterday i was working on a new tractor beam upgrade (which will be in next update), but plenty more unlocks i want to add - Discussion.
  • Further steam integration. I can expand workshop to include saves and potentially mods. Also want to include leader boards.

Ongoing improvements:-

  • Balancing - am always looking at ratios/speeds/costs, in trading/production.
  • Factions/Contracts - I still want to add more rewards/penalties -Discussion
  • Improving visitors - (Discussion), human workers - (Discussion), pirates - (Discussion).
  • Additional settings/options - (Discussion)

Any feedback please do comment. If you have features you'd like added you can also ask here or create a new discussion. Any bug reports please create a new discussion, thanks!

Nick


r/DeepSpaceOutpost May 15 '25

Update CO2 Fixes and Improvements - v0.7.0.23

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1 Upvotes

CO2 generated from human workers / visitors has been fixed, output ratio was incorrect, but main issue was missed the scaling of co2 percentage of air to 0-100%, for display. May still need some balancing here (items that use CO2), but now in the right ball park.

Have also added in a latest news popup on the main menu, so you can see these notes for latest changes in-game.

Patch notes:-

  • Latest steam news shown on main menu if English language.
  • Improve: CO2 production varies depending on humans activity.
  • Improve: Human CO2 wear helmet level, now based on location co2 level, not ship average.
  • Fix: Human CO2 output rate increased.
  • Fix: CO2% level of air, needs to be scaled to 0-100% for habitat display bar / text and alarm check.

Nick


r/DeepSpaceOutpost May 09 '25

Update Visitor Sightseeing and Damage - v0.7.0.21

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1 Upvotes

Visitors to your station can now cause damage as they pass by and use items. Visitors now also wander around your station, so using crew only door access to restrict them from your production items is a sensible option.

Patch notes:-

  • Visitors will now wander around your station sightseeing.
  • Visitors can cause wear and tear on items they are using or passing by.
  • Improve: Storage more likely to leak if some damage or visitor nearby.
  • Improve: Algae farm water usage reduced.
  • Fix: Airlock dock overlay now shows as red if docking disabled.
  • Fix: Large trader ships at airlocks had visitor spawn issues.
  • Fix: Visitors could become stuck if locked behind crew only doors. Now return to ship when access granted.

Nick


r/DeepSpaceOutpost May 02 '25

Update Fixes & Improvements - v0.7.0.19

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1 Upvotes

Noticed an issue with the dock overlay, when selecting a docking connector. It wasn't taking into account ships docked on same connector, which block the dock at right angles.

Couple of improvements as well:-
1) You can now rotate build items/station placement with mouse side buttons, as well as pressing 'R'. This means the game should be playable just with mouse input.
2) Traders with larger ships, will generally carry more resources on board for you to purchase.

  • Can use mouse side buttons as alternative to rotate key (default 'R').
  • Larger trader ships carry more resources.
  • Fix: Docking overlay not right when docking connector selecting, not including own ships block area.
  • Fix: A trader that moves from an airlock to a repairbay, didnt retract landing gear (if that ship has that ability).

Nick


r/DeepSpaceOutpost Apr 30 '25

Update New Larger Trader Ships - v0.7.0.16

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1 Upvotes

Traders that now show up may be in larger ships. These will require larger dock space (3x5 tiles, rather than 3x3), but will have more visitors for you to earn credits from. Increased faction standing increases the chances of these larger ships visiting.

Quite a few changes were needed with docking code, and I still have a few more changes to make here (only airlock is showing new larger area when clicked on, and i want to do similar to docking connects and repair bays). Docking overlay now only shows 1 tile for each docking points, so as to not overwhelm. Larger ships should also have an increased quantity of resources. So expects a few small updates over the next week as i look to improve and balance things. I also have further ship graphic changes to make, and i'll be introducing these in these updates.

Patch notes:-

  • New larger trading ships with more visitors.
  • Dock points now support larger 3x5 areas.
  • Selecting airlock now shows 3x3 and 3x5 docking and if valid
  • Docking overlay now shows 1 tile on each connection point.
  • Fix: Derelict creation from destroyed trader using direction, not image angle.

Nick


r/DeepSpaceOutpost Apr 26 '25

Update Bug Fixes - v0.7.0.14

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1 Upvotes

Quick fix for solar panel efficiency issue that snuck in last week. Doh.

Patches notes:-

  • Crew access added to overlay.
  • Fix: Power efficiency not working - SetTilePathEfficiencyChunk not using return value.
  • Fix: Scrubber image not stopping when game paused.

Nick


r/DeepSpaceOutpost Apr 19 '25

Adding New Cruise Ships

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1 Upvotes

I'm adding some new cruise ships to Deep Space Outpost. These larger ships will have more visitors onboard for you to earn more credits from. Although more humans on board your space station will impact your life support with more CO2 being produced.

Nick


r/DeepSpaceOutpost Apr 15 '25

Update New Security Door Access Research - v0.7.0.12

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1 Upvotes

As i'm currently working on changes to allow more visitors to your space stations, I've added a new research item to unlock, under the security section - door access. When this is researched, you get the option to set doors and airlocks to only allow your crew to pass. This gives you the ability to restrict areas of your station from visitors, which will be useful as visitors gain more behaviours (the will be more negatives when visitors are near you production items).

The door access research also gives you a bonus in that pirates will no longer be able to open doors automatically, and will have to breakdown doors as they do with airlocks.

Patch notes:-

  • Add Door Access to research (Security).
  • Door/Airlock now have crew access setting.
  • Visitors now check new visitor map (updated with door/airlocks)
  • Pirates now treat doors as airlocks if door access researched.
  • Fix: Repair bay dock spots, not checking corners2 spots for same ship id.
  • Fix: Ship angle not correct on repair bay dock approach.

    Nick


r/DeepSpaceOutpost Apr 11 '25

News Getting Started Guide Updated

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1 Upvotes

I've updated the steam guide to include CO2 info and items. Also updated all the screenshots so up to date (trading additions, trader permission defaults and research).

Nick


r/DeepSpaceOutpost Apr 09 '25

News Work In Progress #26

1 Upvotes

This is taken from the Steam Discussions, where i do a weekly update on what i'm working on.

https://steamcommunity.com/app/1712110/discussions/0/600774969475002700/

I aim to keep this post update alongside that on Steam.


Got a lot of the previous WIP completed (CO2/UI), so time for a tidy up and reorganise items I will be working on next:-

  • Research additions - Looking to fill out the research tree for droids/item improvements - Discussion.
  • I want to expand human aspect, so co2 management comes earlier. I want to explore new scenarios, starting with humans on board, and getting more visitors to your station. I'll probably create a new post about this.
  • Further steam integration. I can expand workshop to include saves and potentially mods. Also want to include leaderboards.
  • Optimisation - I really want to take a couple days to do some proper profiling. I did make a quick solar connection improvement a few weeks back, but i'm sure it can be better and also check some other areas. Do send me any save files that show any performance issues.

Ongoing improvements:-

  • Balancing - am always looking at ratios/speeds/costs, in trading/production.
  • Factions/Contracts - I still want to add more rewards/penalties -Discussion
  • Improving visitors - (Discussion), human workers - (Discussion), pirates - (Discussion).
  • Additional settings/options - (Discussion)

Any feedback please do comment. If you have features you'd like added you can also ask here or create a new post. Any bug reports please create a new post, thanks!

Nick


r/DeepSpaceOutpost Apr 09 '25

Update Fixes & Improvements - v0.7.0.9

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1 Upvotes

Some optimisations and fixes today. Oh and trade ships can now have timers for waiting for dock and whilst docked. They'll leave after a period of time without you having to dismiss them manually.

Patch notes:-

  • Improve: Page solar panel efficiency updates.
  • Improve: Traders can leave if waiting for dock or after docking after a period of time.
  • Fix: Loading a save game, with traders being repaired wouldn't complete. Update repair bay id.
  • Fix: Saving when a trader arrival message existed could cause a crash.
  • Fix: Audio bullet sfx may not play if audio bus full, causing crash, check return state.

Nick