Hello my friends, Supernorn here with some short words about two dimensional spacemen!

Art Assets: I’ve taken an approach to picking a job and then working on the items and objects required to perform it. I chose medical first, as some of the objects had already been completed by synthorange. Here’s a look at some new/old/tweaked items collated together for consistency purposes:

Gameplay features:

Atmospherics: Basic atmospherics are in, remove a floor tile or open an airlock to watch all the air get sucked out the room. The Hypoxia effect indicator will now pop up to show when you’re taking suffocation damage..

Crafting: There’s a very bare-bones implementation of crafting in right now. Currently you add two objects together and if it matches with the game’s recipes you’ll have successfully crafted an item. This is obviously very simple but will be fleshed out later on down the line. This section of the graphical interface is also fairly outdated.

Health System: Health has been in for quite some time, and is a fairly basic implementation for now. However there are multiple types of injury you can sustain. Getting pierced with a sharp object will cause you to start bleeding and lose health, particularly severe wounds will continue to bleed until you treat them with bandages.



Hotbar: The mechanics behind the hotbar were originally going to provide access to ‘on the fly abilities’ for example, a stab ability if you were carrying a sharp object. Lately this seems like it would be an over complication, and it would make more sense to bring back the intents system. This is still up for debate so we’d be glad to accept feedback…

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