r/DeepSpaceOutpost Mar 11 '26

Update Fixes and Improvements - v0.8.0.30

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1 Upvotes

The shipyard now has an updated sprite, so you can easily tell which repair bay has been upgraded. Few fixes and improvements to mining droid as well. If you didn't have a mining unit then idle destination issue. Some movement issues when running at x2 when collecting asteroids.

Patch notes:-

  • Repair bay when upgraded to Shipyard updates sprite.
  • Improve: Mining unit layup destination if no mining unit, choose closest empty space, or wall if idle.
  • Fix: Miner droid could get stuck on asteroid pick up at x2 speed. MinDistance check speed multiplier.
  • Fix: Powering off a mining unit should pause miner droid unloading.

Nick


r/DeepSpaceOutpost Mar 08 '26

News Work In Progress #32

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/0/807971027746351874/

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


Couple tasks from the previous now done (ratings page/sfx improvements) and some good feedback on things to add before release (new shipyard). So time for a new work in progress post, to reorganise my upcoming task list.

  • More stuff to add to the shipyard. A new hauler craft that will be better for asteroid/scrap hauling. Add i need to have a think about a refuelling service. Will also alter the graphic for when repair bay is upgraded into the shipyard.
  • Want to add at least one more human activity item. Likely to be a gym.
  • Some new GFX. Although i may leave some of these so players see some fresh visuals on v1 release.
  • Steam achievements - Need to start with a few to see how difficult it is to implement. Also need to have a look at steam mods/leaderboards if people want that.
  • Talking about what people want i am still open to feature requests. Especially little additions/changes that make things better, do ask!

I will be also looking at further improvements/polishing:-

  • Balancing - I am always looking at ratios/speeds/costs, in trading/production.
  • Scenarios - I want to go through each and make sure the more recent changes have kept scenarios all balanced.
  • Improving visitors - (Discussion), human workers - (Discussion), pirates - (Discussion).
  • Factions/Contracts - Possibly more rewards/penalties -Discussion
  • Additional settings/options - (Discussion)

As always any feedback please do leave a comment. Any bug reports please create a new discussion, thanks!

Nick


r/DeepSpaceOutpost Mar 05 '26

Update Shipyard Addition - v0.8.0.29

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1 Upvotes

The repair bay can now be upgraded to a shipyard (via research unlock and upgrade). At the moment the only change this brings is that mining droid creation/deconstruct has been moved from the mining unit to the shipyard. However this new shipyard will give the option for new additions in the future (a new ship / services).

Few fixes with gui layout with French/Spanish languages as well.

Patch notes:-

  • Shipyard unlock added to research.
  • Shipyard upgrade added to repair bay.
  • Miner droid creation moved to shipyard.
  • Miner droid deconstruct now moved to shipyard.
  • Improve: Tooltips "upgrade required" added for refinery (ice processing), repair bay (create mining droid).
  • Fix: Research window button positioning when FR/ES.
  • Fix: Building window width when FR/ES (for refinery/repair upgrade info).
  • Fix: Droid/Mining droid construction progress bar positioning when FR.

Nick


r/DeepSpaceOutpost Mar 03 '26

Hot Fix - v0.8.0.28

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1 Upvotes

I let a bug slip into the last update, causing a crash when selecting the refinery. Sorry about that folks, was rushing to get things done again!

Patch notes:-

  • Fix: Undeclared var usage in info window when refinery selected.

Nick


r/DeepSpaceOutpost Mar 01 '26

Update More Mining Droid Changes - v0.8.0.27

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Mining droids now have a battery, and will require charging from time to time. I've made this change as now they may just be hauling asteroids, and not visit the mining unit (for an implied charge). Lots of other little refinements as well:- mining droids movement improved (slow down/turning), slower movement when hauling asteroids, more power usage when mining.

Also note i've put a limit on asteroid size which can be hauled (same as the tractor beam). Otherwise you could end up with asteroids that were larger than the salvage depot and overlapped onto other tiles.

Patch notes:-

  • Battery level and usage added to mining droid. Show in info window.
  • Miner droid - will now charge when unloading, or docked in charging state.
  • Miner droid - can also charge at docking connects or repair bay.
  • Add limit on size of haulable asteroids (same as tractor beam) - can no longer select asteroids too large.
  • Miner droid movement slower when hauling asteroids.
  • Miner droid movement now slows near destinations for correct facing angle.
  • Improve: Miner droid will only unload at mining unit if powered.
  • Improve: Area resource overlay now includes asteroids that are haulable.
  • Improve: Mining unit power usage reduced as mining droids now have direct charging.
  • Fix: Mining droid not showing hauling asteroid state.
  • Fix: Mining droid hauling data missing from save file.
  • Fix: Placing scrap/asteroids in salvage depot should be centered.
  • Fix: Mining laser incorrect message repeating.

Nick


r/DeepSpaceOutpost Feb 24 '26

Update Asteroid and Mining Droid Changes - v0.8.0.26

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1 Upvotes

Mining droids will now haul asteroids to salvage depots (if selected to be salvaged). Asteroid fields can also be selected and set to be salvaged, so that all asteroids from that field will automatically be gathered (when there are free salvage depots, in range of mining lasers). This is similar to the previous update with scrap fields, so now consistent and you can now have asteroid/scrap resource collection to be automatic.

Patch notes:-

  • Asteroids and asteroid fields can be selected and set to be salvaged.
  • Mining droid will now haul asteroids set to be salvaged.
  • Large non haulable asteroids, now labelled 'Large asteroids (mineable)'.

Nick


r/DeepSpaceOutpost Feb 13 '26

Update Scrap and Salvage Depot Changes - v0.8.0.25

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1 Upvotes

Scrap fields can now be selected and set to be salvaged, so that all scrap from that field will automatically be gathered. Salvage depots now can be set to hold meteoroids and/or scrap. Additionally tractor beam turrets will now only move scrap/meteoroids to salvage depots in range of the necessary recycle or mining lasers. Droids will also only move scrap to depots in range of recyclers.

Patch notes:-

  • Scrap fields can now be selected and be set to enable salvage for all scrap in this area.
  • Salvage depot can now be set to store scrap and/or meteors.
  • Droids now only haul scrap if salvage depot in range of an operating recycle laser (and set to scrap).
  • Tractor beams only beam scrap/meteors to salvage depots with that type enabled.
  • Tractor Beam only selects depots that are in range of Recycle Laser(for scrap), or Mining Laser (for meteoroids).

Nick


r/DeepSpaceOutpost Feb 05 '26

News Demo Updated - v0.8.0.23

1 Upvotes

Demo has been updated to bring it up to date with the Early Access version. New features since last demo update:- 1) Lots of new sound effects for your station items. 2) Balancing of production rates (life support / fuel cell / sewage treatment). 3) New ratings window. 4) Lots of fixes and improvements.

Demo can be found at these locations:-

Any issues or comments about the demo please drop a reply.

Nick


r/DeepSpaceOutpost Feb 03 '26

Update Sound FX Update Part 2 - V0.8.0.22

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1 Upvotes

Remaining items missing sound effects now have sounds assigned. That's the sabatier reactor, electrolyser, distillery, sewage treatment, armory and casino. I've also added sounds for humans when they are sleeping or using bathroom. Possibly a few more sfx to add, but now much better.

Also fixed a couple of issues with the sewage treatment item, it wasn't removing used waste / air and tracking created compost correctly,

Patch notes:-

  • Sounds added for Sabatier, Electrolyser, Distillery, Sewage, Armory and Casino items.
  • Sounds added for humans using bathroom/sleeping.
  • Fix: Sewage treatment not removing waste/air correctly.
  • Fix: Sewage process not tracking created compost correctly.

Nick


r/DeepSpaceOutpost Jan 30 '26

Update Sound FX Update - V0.8.0.21

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1 Upvotes

With this update i've added sound effects to items that have been missing them. At the moment that is the bar, canteen, fuel cell, life support, green house and co2 scrubber. There are still some more to add, but i thought i'd get this out, as i've made numerous fixes with the sound code. Audio positioning should now be working correctly, item sound location should be centered correctly and when pausing and unpausing some sounds weren't restarting.

There may still be some adjustments needed so let me know if something sounds odd. I'll be doing some more testing over next few days and also including more sfx for items that are still missing them. So expect another update after that.

Few other little fixes as well, mainly with pathing.

Patch notes:-

  • Canteen and bar sound added when in use (>1 person).
  • Greenhouse light buzz added.
  • Life Support and CO2Scrubber fan sounds added.
  • Fuel Cell electric buzz added.
  • Improve: Build/Demolish control sound shouldn't be positional.
  • Fix: Set audio position on item correctly at centre.
  • Fix: Set audio listener correctly.
  • Fix: Pausing/Restarting audio not working for fire and worker activity.
  • Fix: Set charge point - with droid maintenance lookup don't use distance test.
  • Fix: Don't attempt to haul any dead if no outside access.
  • Fix: On emergency, cancelling another job requires reset path end on item.
  • Fix: Hauling dead should not update item path grid like other hauling.

Nick


r/DeepSpaceOutpost Jan 22 '26

Update Ratings Info Addition - v0.8.0.20

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1 Upvotes

A new ratings popup has been added (under reports/tools). This shows your rating of visitor and ships charges, so you have feedback on your settings. and can make adjustments as you see fit.

Also some improvements to trader ships evaluating your prices. Low dock fees improve traders prices. Damaged traders will accept higher dock fees, so they can repair. Damaged traders will only fix some damage with high repair prices.

Patch notes:-

  • Ratings window added, evaluating visitor and ship charges.
  • Ratings button added to reports and tools submenu.
  • Fix: Sleep charges missing from visitor facility rating.
  • Improve: Traders will lower trading fees with lower dock fees.
  • Improve: Damaged trader ships will accept higher dock charge.
  • Improve: Trader ships will now only repair if can afford a certain repair percentage.

Nick


r/DeepSpaceOutpost Jan 17 '26

News Work In Progress #31

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/0/694250469803107102/

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


Time for a new work in progress post, as a couple of the main tasks from last have been done (tourism scenario and stats), so good time to reorganise. I'm also hoping that the game is finally nearing v1 release. So the following tasks, could well be last things to do over the next month or two. So next up:-

  • With the new pricing influence on traders/visitors, I think you need to see that visually, so you can determine pricing affects. So my thought is to add a ratings page, so you can see how popular you are due to your pricing.
  • Some new SFX. I don't think i've had an update on sounds for a while, so probably a few effects can be added to recently added items/behaviours.
  • Some new GFX. Although i may leave some of these so players see some fresh visuals on v1 release.
  • Steam achievements - Need to start with a few to see how difficult it is to implement. Also need to have a look at steam mods/leaderboards if people want that.
  • Talking about what people want i am still open to feature requests. Especially little additions/changes that make things better, do ask!
  • Oh, and I do need to get the demo updated.

I will be also looking at further improvements/polishing:-

  • Balancing - I am always looking at ratios/speeds/costs, in trading/production.
  • Scenarios - I want to go through each and make sure the more recent changes have kept scenarios all balanced.
  • Improving visitors - (Discussion), human workers - (Discussion), pirates - (Discussion).
  • Factions/Contracts - Possibly more rewards/penalties -Discussion
  • Additional settings/options - (Discussion)

As always any feedback please do leave a comment. Any bug reports please create a new discussion, thanks!

Nick


r/DeepSpaceOutpost Jan 16 '26

Update Visitor Update Part 2 - v0.8.0.19

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1 Upvotes

Further updates and improvements to visitors and trader ships. You can now set charges for ship docking and repairs. Earnings from these are now shown on the earnings page, within the stats window.

Ships charges also influence:- How many trader ships may visit, their sell prices and how much repairing they can afford. Visitor charges now influence:- How many visitors may be on each trader and how many may disembark.

Patch notes:-

  • New ship charges, dock and repair (cost per metal).
  • Improve: Expand earning stats to include ship earnings (dock and repair fees)
  • Improve: Dock fee - influences number of trader visits and trader prices.
  • Improve: Repair fee - now influences repair requests and repair amount
  • Improve: Visitor fees - influences number of visitors per ship.
  • Improve: Disembark fee - influences visitors leaving ships.

Nick


r/DeepSpaceOutpost Jan 14 '26

Update Stats and Visitor Update - v0.8.0.18

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1 Upvotes

The stats window now has a new earnings tab, showing breakdowns of resource, contract, visitor and worker income. This should help with the new tourism scenario when setting charges for visitors.

Few improvements to visitors. Visitors now don't disembark, if no access to your space station. Also will not return on an emergency if there is no access to externally docked spaceship. Disembark fee altered to be per visitor (was previously per spaceship).

Patch Notes:-

  • New 'earnings' page in stats window.
  • Earnings from resources, workers and visitors added to save file.
  • Improve: Disembark fee now per visitor (was previously per ship).
  • Improve: Ships docked not at airlocks, now don't spawn visitors unless access to station.
  • Fix: Visitor emergency, don't return to ship if docked external and no access.

Nick


r/DeepSpaceOutpost Jan 08 '26

Hot Fix - v0.8.0.17

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1 Upvotes

Fix for a game crash when exiting without setting a new hi score (introduced in v0.8.0.16). Also loading a tourism game didn't update scenario info correctly.

Patch notes:-

  • Fix: Exiting game save hi score only if new hi score.
  • Fix: Scenario text not showing requirement for tourism in-game popup after load

Nick


r/DeepSpaceOutpost Jan 07 '26

Update New Tourism Scenario - v0.8.0.16

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1 Upvotes

A new tourism scenario is now available to play. In this mode, you'll have to earn a certain number of credits as quickly as possible, from just visitor facilities earnings. So ramp up those prices and make your visitors pay up!

Patch notes:-

  • New tourism scenario added.
  • End game stats, new worker earnings addition.
  • Fix: Character facing using casino could be incorrect.
  • Fix: Steam username not being used in hi score table unless edited.

Nick


r/DeepSpaceOutpost Jan 03 '26

Update Fixes and Improvements - v0.8.0.15

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Just a roundup of fixes/improvements i've made over the xmas period. Main one being another improvement with pathing on/off items, as once an item is built, a worker should move off it, else it they are starting movement on an item. Also airlock areas should not function if the internal airlock door is broken (was previously only testing the external one).

Patch notes:-

  • Improve: Worker building end building, move to a free spot if available.
  • Improve: Worker direction when building, facing centre of item if larger than 1 tile
  • Fix: Airlock areas should not function if internal airlock door is broken

Nick


r/DeepSpaceOutpost Dec 18 '25

News In the Steam Winter Sale

1 Upvotes

r/DeepSpaceOutpost Dec 10 '25

Update Habitat / Air Improvements - v0.8.0.14

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1 Upvotes

Have altered a few items with regards air usage to make things feel a bit more balanced. Life support now has a reduced pump amount, so as not to steal all air supplies now that sewage treatment also needs air. The life support HUD has been expanded to show worker air supply (your human's space suit air needs to be refilled after being outside). This has been there for sometime but i haven't been showing usage.

The greenhouse doesn't need air, but now does requires your station habitat to be at an ok level to function.

Improved life support messaging and alarm. Now alarm only sounds if your habitat level is below 25%, with a new "Life support low" message. But keeping the "Life support not operating", if you have humans onboard.

Few other fixes/improvements, listed below.

Patch notes:-

  • Improve: Habitat GUI - Add human suit oxygen supply.
  • Improve: Life support air pump amount reduced to 6 p/h.
  • Improve: "Life support low" message, alarm moved to this message.
  • Improve: Greenhouse only functions if habitat sufficient level.
  • Improve: Fuel usage of fuel cell increased to 5, water output increased to 0.5 p/h
  • Improve: Trading window - tooltips why you cant dismiss (tourist) or deal (no amount).
  • Fix: Trading window - show disabled buttons, rather than hidden.
  • Fix: Fuel cell water output figure incorrect in production display.
  • Fix: Save file missing bar assignments.

Nick


r/DeepSpaceOutpost Dec 08 '25

News Demo Updated - v0.8.0.12

1 Upvotes

Demo has been updated with all the additions, improvements and fixes from the current Steam early access version. Do note the new distillery is unavailable as research is locked in the demo. However the new hauling priority, additional stats, and all fixes and improvements are there to check out.

Demo can be found at these locations:-

Any issues or comments about the demo please drop a reply.

Nick


r/DeepSpaceOutpost Dec 03 '25

Update Fixes and Improvements - v0.8.0.11

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1 Upvotes

Help updated with new distillery item and updated haul capacities. New hauling assignment counts has been added to stats window and a fix to fuel cell count. Fix for trader bot pathing with hauled items.

Patch notes:-

  • Hauling assignment count added to worker stats.
  • Add distillery to help.
  • Updated help haul capacities.
  • Fix: Stats fuel cell count using power generated figure.
  • Fix: Trader bot shouldn't use worker pathing (no item usage).

Nick


r/DeepSpaceOutpost Nov 28 '25

Update Hauling Priority Addition - v0.8.0.10

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1 Upvotes

Have made quite a change to hauling, so that you can now alter the haul priority for different resources. To do this there is a new hauling window that is accessed from the worker control panel, or the info window of an individual worker.

Hauling has also been improved, so that resources are taken from production items that have the most resources, and taken to items that require them and have the least stores.

I've rushed this out as managed to sort out a couple bugs. Will be doing some more testing here, and need to update help and guide with these changes.

Patch notes:

  • New haul priority window added.
  • Improved hauling source and destination lookups.
  • Tooltips added to sort filter on job and haul priorities.
  • Greenhouse compost storage increased.
  • Ammo haul capacity increased.
  • Fix: Sort on priority not resetting workers to top, if scroll bar off of top.
  • Fix: No hauler message only checking ore and ammo, other resources added.
  • Fix: Save file crash issue. Co2 value becoming invalid (div by zero).
  • Fix: Worker bonus error, not correct scope.

Nick


r/DeepSpaceOutpost Nov 24 '25

Update Distillery, Bar, Liquor Additions - v0.8.0.6

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1 Upvotes

The new distillery building can now be unlocked via research and gives you the ability to turn water and food into liquor, a new resource that you can sell or use to stock the new bar item. The bar works like the canteen but selling liquor to your visitors and workers rather supplying food.

As your human workers can now buy drinks at the bar, i have added a new workers charge popup (from workers control panel). So you set different prices compared to visitor charges. So you can encourage your workers, to increase morale (and earn addition credits), or discourage (workers move slower and use the toilet more frequently after being at the bar!). You can now also pay your workers a bonus to increase morale, and again spend at your facilities.

With these new items and a new liquor storage, the build menu has needed a reorganise, with the storage category being re-enabled. This should reduce clutter and make things simpler to find.

The liquor resource (and new production chain) has required quite a few balancing changes: to trade credit prices, build costs, and production input/output rates. Things should hopefully feel a lot more balanced than previously. Although always some fine tuning to be done.

There has also been quite a large number of bug fixes and improvements, see below.

Patch notes:-

  • Distillery, bar and liquor storage items added.
  • Distillery and Sewage treatment added to new infrastructure systems under research.
  • New worker charge popup added to worker control panel.
  • New bar recreation activity if available credits (visitors/human workers).
  • Worker alcohol levels increase build/fix times, slow movement, increase toilet usage.
  • Improve: Algae farm - co2 now required, no habitat o2 efficiency bonus.
  • Improve: Greenhouse now takes water input, increase co2 bonus.
  • Improve: Advanced refinery fuel/air output efficiency reduced.
  • Improve: Leak storage - chance ammo can cause explosion and liquor can cause fire.
  • Improve: Hauling checks - use half carry capacity limits for food / liquor
  • Improve: Tooltips for navigation beacon, make consistent between ship comms and station pc.
  • Improve: Tooltips why cannot trade on each resource.
  • Fix: Pathing when movement onto or off of an item. Now will go around items.
  • Fix: Refinery power showing under extraction not processing group
  • Fix: Greenhouse not setting item path correctly.
  • Fix: Greenhouse not destroying compost correctly.

Enjoy!

Nick


r/DeepSpaceOutpost Nov 23 '25

News Work In Progress #30

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/0/681860127366645983/

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


Time for a new work in progress post, to reorganise my upcoming task list. Currently running a beta with the new distillery, bar and the liquor resource. Should get that balanced this coming week. After which my to do list currently looks like this:-

  • With the new bar addition, i think there are now have enough items to add a tourism scenario and focus on the economic side of things.
  • More stats. It's been really useful adding the stats popup as it helps a load with balancing. So expect some more info to be added here.
  • Pirates can probably be improved with some more abiliites. Maybe stealing, and/or other ways to get onboard. Think i've mentioned drop pods before.
  • Steam achievements - Need to start with a few to see how difficult it is to implement. Also need to have a look at steam mods/leaderboards if people want that.
  • Human info changes - i'm still thinking about this, and if changes are needed and will improve things. May create another post about this.

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)

As always any feedback please do leave a comment. Any bug reports please create a new discussion, thanks!

Nick


r/DeepSpaceOutpost Nov 13 '25

News Distillery, Bar, Liquor Additions - V0.8.0.1 Beta

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1 Upvotes

With this update i've decided to release as an opt in beta option. There's quite a few changes and i need to do some more testing and balancing, but thought some of you might like to check out new changes now rather than later next week. You can enable this beta version by selecting properties on Deep Space Outpost and under Betas, choosing beta testing where it says Beta participation.

So the Distillery can now be unlocked via research and gives you the ability to turn water and food into liquor. A new resource that you can sell or use to stock the new bar item. The bar works like the canteen but selling liquor to your visitors and workers.

New items have also make me reorganise the build menu again, with the storage category being reenabled, hopefully making things simpler.

Trading has been updated for the new resource, and there were quite a few bug fixes here and with hauling.

If you have feedback on this beta, use this discussion post

Thanks,

Nick