Space Haven

Space Haven

What direction are you taking this game and some feedback
This is a question for the devs. I've been playing this game off and on for sometime. Each update has new stuff. The type of game this is, I am getting mixed signals. The types of games I'm talking about city builders, simulation, management, FPS, adventure, etc.

When I first got Space Haven, it was a bit more focused on building a ship, collect resources, and some interaction with other ships/species. As time has gone by, development appears to focus more on micro management, needs of the crew, moods, assign jobs, etc. Recent updates introduce more adventure, missions, and interaction with environment.

Every player has his/her preferences on types of games they enjoy. My question is are you trying to make this game more adventure heavy, micro-managerial heavy, and/or building focused? Or is your goal more mixed with all aspects sprinkled into gameplay. As of the current version it seems very adventure/managerial less focused on building. With all the aspects sprinkled in the gameplay it makes it more complicated so further tips during gameplay would be suggested. On the other hand for those who don't want all the adventure or interstellar travel, a redesign of the intro menu may be suggested to help disable certain features & enable the sandbox mode.

Another thought for people who are more casual players, have a game mode that automatically disables the managerial stuff. It simple terms the only mode I notice is "Normal" then you have to edit the settings to your liking.

The current power setup I feel is also a bit complicated for people who are new. The power nodes take up valuable space and yes some industry items require heavier power loads. Make power nodes like a single square like the in floor light. Another thought is for those just wanting to build allow for building a power generator let it be at that.

Anyway, not knocking your game down just some feedback. Just trying to figure out where your going with this game as it helps to understand if it worth the extra gameplay for people who don't have hours on end to play (casual gamers). Thanks enjoy
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Showing 1-4 of 4 comments
Dec 16, 2022 @ 3:57am 
Originally posted by PirateSpongeBob:

When I first got Space Haven, it was a bit more focused on building a ship, collect resources, and some interaction with other ships/species. As time has gone by, development appears to focus more on micro management, needs of the crew, moods, assign jobs, etc. Recent updates introduce more adventure, missions, and interaction with environment.

Actually, our goal has and still is to add more depth and content to the game, while keeping micromanagement at a low rate. At least, not have it be irritating, but it is not always easy since so many situations can arise and it is very hard for code something that works perfectly in every situation.

Personally I see the needs of the crew and the design of building ships supporting each other. The needs of the crew is one of the core elements of that makes the ship layout design matter. Without the needs of the crew, it wouldn't matter how the ship is designed, except for ship-to-ship battle aspects.

When we add things like comfort, gas levels and temperatures it creates meaning to building facilities and rooms in a certain way. I'm especially happy with the comfort mechanism we have, which makes it meaningful to not have beds right next to the Metal Refinery.

The only problem is, that it is not clear enough this is most often the case for mental breaks. They are not random (Except in rare cases), they are most often caused by uncomfortable sleep and leisure areas, driving crew members mad over time, but at the same time seeming like they went mad over night since the actual effect is seen at a certain point in time.

If we look at facilities. Facilities reacting to their surroundings make them also add their own spice into the ability to generate stories and creating emergent game play. The crew members repair them automatically as long as there are resources. The intention is not micromanagement, instead we want to add more possibilities for emergent game play (Stories coming from the events in the game).

Things that could happen in the real world, with people telling each other how a tire on their car broke down, but they managed to limp their way to the nearest repair shop. In the game, we try to keep in mind to allow for time to remedy a situation. Systems like the backup power together with hyperdrives giving the ability to charge hyperdrives on the low capacity power grid (Just slower), and even if the main power has run out.

While we are adding these systems we always keep in mind the "jump-in-and-play" aspect to it. We've created systems to the game where the player can simply click next and jump in, the game ensures there are crew members with needed skills, and that the default settings are set in such a way that the different menus do not have to be browsed and tweaked for the game to function.

But we can only go so far with it. If beds are placed right next to the Metal refinery the crew members will eventually go mad from having to sleep in such an uncomfortable area. I think it might not be clear enough or the descriptions of the conditions are not read to get a good sense of why a crew member is behaving in a certain way. I know the comfort view mode is a bit clunky when it comes to switching and knowing of the three different comfort subcategories: Sleep, leisure and work.

For the building part of the game, we definitely try to expand and add more to that as well. In some of the recent updates we've added the ability to build bigger ships, we've added mirror mode to the sketching of ships. We've added more facilities, windows and decorations.

Overall, like previously stated, the goal is to add more depth and content to the game, while keeping micromanagement low. The ability to optimize and tweak systems to one's liking, if they so desire, or just let them be and play. For the building part of the game, we try to expand on that one as well with time. While the game has a sandbox mode, opening a new menu in the build menu to allow for spawning resources, we can think about expanding on it in the future to make it more "sandboxy". =)
Really good reply. So far the biggest micromanagement gripe I have is taking care of multiple ships. They do automatically give resources when "needed," but usually it's after the power has already ran out or something. I can set a minimum rule in the smaller ships, but my mothership ignores that. You can use your storage facility idea that's already in place where you can designate "bring here," but to a whole ship in your fleet, or set minimums, etc. that'd solve it I think.

I've loved watching your game evolve over time. I forgot when I picked it up, but I've had it for a really long time now, lol
Dec 16, 2022 @ 5:24am 
Originally posted by Drizzle:
Really good reply. So far the biggest micromanagement gripe I have is taking care of multiple ships. They do automatically give resources when "needed," but usually it's after the power has already ran out or something. I can set a minimum rule in the smaller ships, but my mothership ignores that. You can use your storage facility idea that's already in place where you can designate "bring here," but to a whole ship in your fleet, or set minimums, etc. that'd solve it I think.

I've loved watching your game evolve over time. I forgot when I picked it up, but I've had it for a really long time now, lol

Hi!

There is a rules system for ships as well, same as for storages but between ships. Did you mean you are using it but it is not working?

It can be found when selecting a ship and then going to the "rules" from the lower left selection window. As far as I have seen it should work, but can take a look if there is something going on.
Originally posted by aksel_bugbyte:
Originally posted by Drizzle:
Really good reply. So far the biggest micromanagement gripe I have is taking care of multiple ships. They do automatically give resources when "needed," but usually it's after the power has already ran out or something. I can set a minimum rule in the smaller ships, but my mothership ignores that. You can use your storage facility idea that's already in place where you can designate "bring here," but to a whole ship in your fleet, or set minimums, etc. that'd solve it I think.

I've loved watching your game evolve over time. I forgot when I picked it up, but I've had it for a really long time now, lol

Hi!

There is a rules system for ships as well, same as for storages but between ships. Did you mean you are using it but it is not working?

It can be found when selecting a ship and then going to the "rules" from the lower left selection window. As far as I have seen it should work, but can take a look if there is something going on.

Oh it worked from there. I must have attempted it in the wrong menu. Sorry for wasting your time with my comment then, heheh.
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Date Posted: Dec 15, 2022 @ 6:53am
Posts: 4