Kepler Build Now Live
The "Kepler" build has now been promoted to default build for Starcom: Unknown Space. Since the previous default build was "Icarus", this is a significant update, incorporating the changes from both Jupiter and Kepler.
The biggest change is that the main storyline now has a proper ending, but there are lots of other updates of various magnitude, including a number of new side quests, factions, and more "off-path" regions.
Since both Jupiter and Kepler were made available for opt-in testing and dozens of players have reached the end, I feel confident that Kepler is at least pretty solid: there have been some issues reported, but few serious bugs as of the latest build.
Saves are not compatible between named builds, but if you were in the middle of a game, don't worry: you can always switch back to Icarus to finish your current game. See here for instructions and select "Icarus Rollback".
Here is a minimal-spoiler list of changes since Icarus:
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Ending to main story line
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Prologue opening transition
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46 new planet anomalies
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Anomaly "environment soundscapes"
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New stories, side quests, factions, Easter Eggs
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Improved guidance/fixes for missions where players commonly found themselves stuck
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Numerous new character dialogues, crew prompts
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New ship modules and technologies
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New weapons, variants
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Numerous balance changes
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New enemy attacks, AI
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NPCs now automatically aggro'd by attacks to their allies (unless also allied with aggressor)
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Changes to fixed guns
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New music tracks
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New achievements
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Mission "priority" indicator for main story critical missions
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Newly unlocked techs highlighted
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Ability to toggle mission goal tracking
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Difficulty / skill roll modifiers now in 5% increments
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Changed autosave timing
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Fix for vsync not being saved
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Engine turbo sound fades out
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Improvements to game controller support
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Fix for anomaly image change not reflected in log
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Fix for projectiles, effects persisting after save game load
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Various QoL improvements
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Additional analytics
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Performance optimizations
Early Access Content Progress
As with previous named builds, for comparison purposes, here are some metrics to give a rough sense as to how much content has been added to the game since it first entered Early Access almost 16 months ago:
Betelgeuse (Dec 2022, first Early Access version): 75 anomalies 1264 mission logic elements 25,000 words
Draconis (Jan 2023): 91 anomalies 1516 mission logic elements 29,000 words
**Europa (Mar 2023): ** 111 possible anomalies 1839 mission logic elements 36,000 words
Fornax (May 2023): 120 possible anomalies 1990 mission logic elements 40,000 words
Ganymede (June 2023): 145 anomalies 2390 mission logic elements 48,000 words
Icarus (October 2023): 179 anomalies 3340 mission logic elements 64,000 words
Jupiter (January 2024): 197 possible anomalies 4329 mission logic elements 82,182 words
Kepler (current Default): 225 possible anomalies 4848 mission logic elements 90,400 words
For comparison, Starcom: Nexus had roughly ~195 anomalies and 65,000 words of text. It used a different mission system, so there's no clear comparison, but Starcom: Unknown Space definitely has significantly more mission logic and text.
There are still a number of features, fixes and content I'd like to add, but at this point I am starting to think about a 1.0 release, possibly later this summer. Although as I have said since the start of Early Access, the key determinant is how players feel about the state of the game.
Thanks for reading, and thanks for playing Starcom: Unknown Space!
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