- 2.1.0 Release - 5 April 2023
The 2.1.0 release is here! There isn't a great deal of new content in this release but a lot of work has been done behind the scenes to make the game much more stable and easier to develop. As with the last release, we're including four extra modules with the base game: federal, syndicate, salvage and warp. Thanks to everyone who contributed to this release! The game's open source and if you want anything in the game, you can help to make it happen. Release Highlights New World Generation New UI Framework (good for players with irregular screen resolutions) New Tutorial Working maze collisions Many fixed bugs and fewer crashes With the new world generation, you may have to start a new game. Older worlds are not likely to remain the same. Here's a brief look at the updated UI: Changelog Additions Replaced UIs using a new UI framework (NUI) Replaced the old tutorial and added new sections…
- v2.0.0 Official Release - 10 July 2020
We're finally back with another release after three long years! The biggest thing to have happened in that time is the integration of the Gestalt framework. This means that: Modding is now much, much easier. Check out how to create your own module with a few simple steps!Modules can more easily be added to the game. Simply drag the folder into the modules directory!More ships! More guns! More s! All in various modules we've got under the Destination Sol organization on GitHub. Note that some of these modules may be unstable or imbalancedNo in-game interface to select modules yet, sorry! We hope to add this in a future version There have been many other small changes over this time and as such it's just impossible to list them all. Here are the highlights: Significant code cleanups and enhancementsMany, many bug fixes (and probably just as many bug introductions!)Brand new logo and anima…
- v2.0.0 beta is here! - 5 April 2020
Check it out! Switch to the open beta branch and give the game a whirl! Beware that there are likely to be bugs, crashes and all sorts. Please note that you will not be able to continue an old game after upgrading. Report any issues here The biggest thing to have happened is the integration of the Gestalt framework. What this means: - Modding is now much, much easier. Check out this wiki page with instructions on how to create ships and other items - Modules can more easily be added to the game. Simply drag the folder into the modules directory! - More ships! More guns! More s! All in various modules we've got under the Destination Sol organisation on GitHub. Note that some modules may be unstable There have been many other small changes and as such it's just impossible to list them all. Here are the highlights: - Significant code cleanups and enhancements - Many, many bug fixes (and pr…
- Yes, project is still alive, and might be in for a big community project :-) - 30 April 2018
For those not following on GitHub it is hard to stay up with development activity, one could even think the project has stalled, but that's far from reality :-) During summer of 2017 we had one Google Summer of Code student assigned to Destination Sol, which got part of our Gestalt game library applied to DS, allowing modules to work properly (real modding, woo!) - there are even several actual modules adding new factions and ships working, adding more content to the game. For 2018 we had a promising GSOC proposal to finish implementing Gestalt for game logic, content, and eventually multiplayer, but didn't end up with enough slots from Google to fit it. Instead we're considering a similarly structured community project, which might also get into better staying on top of our social networks, web presence, Steam, and so on. Read more in our dev forum - there'll be a meeting this coming w…
- v1.4.1 - Misc quality of life fixes - 15 September 2016
Patch release with some recent fixes related to v1.4.0 and in general :-) Mercenaries now start with an appropriate weapon so they'll be helpful without an awkward weapon item throwing phase. Huzzah! Crash from trying to load a ship with too many items in the save (should be OK to load broken old saves with) Allow volume control for both sfx and the new music separately Optimization for how the new music is loaded Minor extras like docs and project logistics Special thanks to JGelfand on GitHub for most the work! :-) In other news: During Terasology's participation in Google Summer of Code (we got sponsored by Google to mentor three students working with us over the summer) one of the students also took a look at integrating our primary code library from Terasology into DS. First round should allow for easier asset usage (think defining ships) as well as adding new content in modules (m…
- v1.4.1 - Misc quality of life fixes - 15 September 2016
Patch release with some recent fixes related to v1.4.0 and in general :-) Mercenaries now start with an appropriate weapon so they'll be helpful without an awkward weapon item throwing phase. Huzzah! Crash from trying to load a ship with too many items in the save (should be OK to load broken old saves with) Allow volume control for both sfx and the new music separately Optimization for how the new music is loaded Minor extras like docs and project logistics Special thanks to JGelfand on GitHub for most the work! :-) In other news: During Terasology's participation in Google Summer of Code (we got sponsored by Google to mentor three students working with us over the summer) one of the students also took a look at integrating our primary code library from Terasology into DS. First round should allow for easier asset usage (think defining ships) as well as adding new content in modules (m…
- v1.4.0 finally released, now with soundtrack goodness! - 19 July 2016
Official soundtrack by NeonInsect released at last! Note that the app size went up a fair bit for that reason (9ish mb to 61mb with bundled JREs on top of that for PC) The way our Android build is prepared also changed a bit, could be unexpected issues, especially on older devices. Other changes - Star gates should no longer spawn within each other - Ship icon should be visible while jumping between gates - Equipped weapons should persist through reloads - Lots of technical refactoring for later improvements - Credits updated - Mouse cursor *may* behave better in some edge cases reported occasionally (we upgraded LibGDX, the game library used by DS) For playing on a PC we now also integrated the CrashReporter originally designed for Terasology, so it should be easier to report crash issues. Don't forget to check out http://hastyhamster.net for a new game from Milosh, original creator of…
- v1.4.0 finally released, now with soundtrack goodness! - 19 July 2016
Official soundtrack by NeonInsect released at last! Note that the app size went up a fair bit for that reason (9ish mb to 61mb with bundled JREs on top of that for PC) The way our Android build is prepared also changed a bit, could be unexpected issues, especially on older devices. Other changes - Star gates should no longer spawn within each other - Ship icon should be visible while jumping between gates - Equipped weapons should persist through reloads - Lots of technical refactoring for later improvements - Credits updated - Mouse cursor *may* behave better in some edge cases reported occasionally (we upgraded LibGDX, the game library used by DS) For playing on a PC we now also integrated the CrashReporter originally designed for Terasology, so it should be easier to report crash issues. Don't forget to check out http://hastyhamster.net for a new game from Milosh, original creator of…
- A New Game by the Original Author - 9 July 2016
Hello fellow gamers! Yesterday we've published a new Android game! Basically each level is a maze with water, and you have to tilt your phone/tablet to make water flow! Physics-based water simulation included! Visit the game website to find out more: http://hastyhamster.net (We've also made a Greenlight submission, but it needs a total re-design! v__v)
- A New Game by the Original Author - 9 July 2016
Hello fellow gamers! Yesterday we've published a new Android game! Basically each level is a maze with water, and you have to tilt your phone/tablet to make water flow! Physics-based water simulation included! Visit the game website to find out more: http://hastyhamster.net (We've also made a Greenlight submission, but it needs a total re-design! v__v)
- v1.3.1 - mouse freedom and better logging - 11 October 2015
This is a small patch release with a couple fixes before we embark on something a little bigger in v1.4.0 Changes: Mouse is less tied to the windowed version of the game, free to move in and out when in the menu. Game crashes should put a logged reason why in a little popup Minor renaming of some stuff No Android release as there'd be no noticeable changes. On the horizon activity is picking up and we'll likely prepare the nice soundtrack donated by NeonInsect soon. PrivateAlpha is getting to work again reorganizing some things and is looking at the 2D physics/image editor tool to see if we can rejuvenate it and make it easier to edit/add ships. FredoMaster fittingly popped up recently and started working on ship art, there's a nice preview just posted in the artwork section of a new boss ship, coming one day to a dark empire near you!
- v1.3.1 - mouse freedom and better logging - 11 October 2015
This is a small patch release with a couple fixes before we embark on something a little bigger in v1.4.0 Changes: Mouse is less tied to the windowed version of the game, free to move in and out when in the menu. Game crashes should put a logged reason why in a little popup Minor renaming of some stuff No Android release as there'd be no noticeable changes. On the horizon activity is picking up and we'll likely prepare the nice soundtrack donated by NeonInsect soon. PrivateAlpha is getting to work again reorganizing some things and is looking at the 2D physics/image editor tool to see if we can rejuvenate it and make it easier to edit/add ships. FredoMaster fittingly popped up recently and started working on ship art, there's a nice preview just posted in the artwork section of a new boss ship, coming one day to a dark empire near you!
- v1.3.0 - controller support, input mapping, and mouse fixes - 2 August 2015
We just published v1.3.0 where the primary feature is controller support :-) You can now pick "Controller" as your input method and map any axis to ship related actions (menu stuff is still handled via mouse). You can also tweak your hot keys and such. Finally we've done a bunch of mouse fixes, mostly from issues noted on Windows 8 and/or in fullscreen. Please let us know if there are any noticable mouse issues left. Fullscreen on Win8 (and 10?) may still run in a weird fixed window that doesn't take up the whole screen, that's a separate issue that isn't solved yet. Changes Added partial controller support. At this stage the ship can be controlled using a controller while the menu items can be accessed via keyboard or mouse. Added the ability to change the controls from the options menu, i.e. change the key and controller mapping. Escape key can now be used to quit the game from the ma…
- v1.3.0 - controller support, input mapping, and mouse fixes - 2 August 2015
We just published v1.3.0 where the primary feature is controller support :-) You can now pick "Controller" as your input method and map any axis to ship related actions (menu stuff is still handled via mouse). You can also tweak your hot keys and such. Finally we've done a bunch of mouse fixes, mostly from issues noted on Windows 8 and/or in fullscreen. Please let us know if there are any noticable mouse issues left. Fullscreen on Win8 (and 10?) may still run in a weird fixed window that doesn't take up the whole screen, that's a separate issue that isn't solved yet. Changes Added partial controller support. At this stage the ship can be controlled using a controller while the menu items can be accessed via keyboard or mouse. Added the ability to change the controls from the options menu, i.e. change the key and controller mapping. Escape key can now be used to quit the game from the ma…
- v1.2.0 - internal improvements to hull (ship) definitions - 26 July 2015
This has been in beta for a little while and nothing major has come up so we're releasing it and moving on with v1.3.0 which adds controller support! Beta for that should be out soon :-) 1.2.0 Change Log Restructured the way ships ("hulls") are defined in code and text files. Now each ship has its icon, texture, and text-based data under a single directory named for the ship. We've created a guide on How to Add a New Ship based on this version. Guide: http://steamcommunity.com/sharedfiles/filedetails/?id=481833955
- v1.2.0 - internal improvements to hull (ship) definitions - 26 July 2015
This has been in beta for a little while and nothing major has come up so we're releasing it and moving on with v1.3.0 which adds controller support! Beta for that should be out soon :-) 1.2.0 Change Log Restructured the way ships ("hulls") are defined in code and text files. Now each ship has its icon, texture, and text-based data under a single directory named for the ship. We've created a guide on How to Add a New Ship based on this version. Guide: http://steamcommunity.com/sharedfiles/filedetails/?id=481833955
- Now Available on OS X and Beta Update - 13 July 2015
OS X Now Supported We're pleased to announce that Destination Sol is now available on OS X. Version 1.1.1 has now been released which add supports for OS X. Windows and Linux users will also see a small update as this version is rolled out. 1.2.0 Beta Available We have an early release of version 1.2.0 which is now available for beta testing. Anyone interested in helping beta test should head over to this discussion for more details.
- Now Available on OS X and Beta Update - 13 July 2015
OS X Now Supported We're pleased to announce that Destination Sol is now available on OS X. Version 1.1.1 has now been released which add supports for OS X. Windows and Linux users will also see a small update as this version is rolled out. 1.2.0 Beta Available We have an early release of version 1.2.0 which is now available for beta testing. Anyone interested in helping beta test should head over to this discussion for more details.
- First new release (v1.1.0) available for beta testing! - 28 June 2015
Hi all :-) We're still adding the final touches to a new release process. But we've gotten a decent amount of fixes in and thought we'd try a beta release here on Steam (and on Google Play) We've had it tested by a few people but before unleashing it on Steam & Android proper wanted to see if we could get a few more testers, just in case something is flawed in our process. To beta test on Steam: Go to your library, right click Destination Sol, and enable Beta on its tab. Wait for the update, launch, confirm v1.1.0 in the bottom left and that the game works. To beta test on Android: Go join our G+ community then opt in for beta testing. - the app should update on your device or you can install it if you don't have it yet We're particularly interested for testing on Linux here on Steam as well as Android in general. Change notes: Migration to GitHub and general tidying up of code & struct…
- First new release (v1.1.0) available for beta testing! - 28 June 2015
Hi all :-) We're still adding the final touches to a new release process. But we've gotten a decent amount of fixes in and thought we'd try a beta release here on Steam (and on Google Play) We've had it tested by a few people but before unleashing it on Steam & Android proper wanted to see if we could get a few more testers, just in case something is flawed in our process. To beta test on Steam: Go to your library, right click Destination Sol, and enable Beta on its tab. Wait for the update, launch, confirm v1.1.0 in the bottom left and that the game works. To beta test on Android: Go join our G+ community then opt in for beta testing. - the app should update on your device or you can install it if you don't have it yet We're particularly interested for testing on Linux here on Steam as well as Android in general. Change notes: Migration to GitHub and general tidying up of code & struct…