The bigger ships look pretty cool. The game needs some artificial gravity, that you can (de)activate (a bit like decompressurising air), so you can use some of the panels/walkways the way they were intended. So you can avoid explosions or other dangers, for example.
There must have been a door there in the wall, when I came in.
Truly gone fishing.
BTW, they added a new campaign difficulty that removes the shift timer and O2/fuel meters while keeping the progression. IMO they went too far, so I really hope it's just a temporary fix. Sure, remove the timer, but keep other difficulty stuff in. Of course a custom difficulty mode would be the most optimal solution, so I hope that's on the table for later updates.
We are back this week with an update full of additional employee-suggested content!
For this update, we focused on bringing more variety to the current gameplay so that every shift at Lynx Corp feels like a real challenge! Thank you all for the precious feedback and suggestions you have shared with us since launch. Players will be happy to learn that Mackerels are now set up to introduce more diversity between roles:
Heavy Cargo Mackerels now have a unique interior layout, with more room for carrying extremely dangerous cargo.
Light Cargo Mackerels have now been set up to transport a mix of objects.
All Mackerels have had their Reactor, Power Cell and Coolant Tank setups revisited, so you will see much greater variation in where these components are located.
Additionally in-game mouse and keyboard rebinding is now also available.
This is only the first step towards more content as the Lynx Corp HR team are already working on adding more variety within each ship but also bringing new types of ships to the table!
Major Changes & Additions
O2 Drain can be toggled in Open Shift mode
For our Space Cutters eager to fight their limits without being pressured by time, feel free to try to dismantle everything while your oxygen is running out!
Increased variety between Mackerel roles.
Increased Work Order Objective Variety.
In order to pinpoint which space cutters are real talents for Lynx Corp, variety has been added to work order objectives! Get ready for different work orders from now on during your shifts.
Additional Player Voice Option Added to Contract.
In-game Mouse & Keyboard Rebinding.
Gamefile keybinding is now a forgotten feverish dream as cutters can now rebind directly in-game.
Patch Notes:
Audio
Couple of audio mix tweaks.
Added work order complete sound to when a work order has all of its objectives completed and none failed
Fix broken reactor room audio. New implementation that supports randomised reactor spawn location.
Sound effects and vo hookups for work order complete
Fixed an issue where door based decompression sounds didn't always play when going from unpressurized to pressurized
Data Viewer, Text and Audio Log fixes
Added new sync'd audio for power generator dejoint that matches the vfx
UI and Text
Added missing restore to defaults popup link.
Set Wrench hud marker visibility on and off when entering the kiosk
Added loading bar for creating user feedback
Moving all Work Order Objectives to be possible instead of guaranteed.
Fixed delete profile prompt text getting cut off
Fixed hab device owner text getting cut off
Cutter Heat UI, now renders behind damage vfx
Fixed tooltip prompt being active during game loading
Fixed overlapping text in French
All data drives and credit drives now uses the same texture with color variations.
Fixed text misbehaving en francais on continue button on rank up
Grey'd out the "Ship Diagnostic" Pause Menu option and added a "Coming Soon" tag.
Changed the Good Morning Cutter message to mention that fees need to be paid daily not monthly.
Fixed title news not being localized correctly
Corrected several scripting bugs related to turning off the Macker's Thruster Terminals due to the recent Mackerel updates.
Art, SFX & animation
Added new ECU powerdown SFX when you pull the last cryo collectible
Added new power generator powerdown SFX for success and failure
Found narative (data drives) interactable glows
Fix suffocation animation not ending properly.
MISC
Corrected a seemingly rare issue in which Normal difficulty Mackerel nacelles would spawn without a frame or cut point. This would cause an issue where the nacelles could simply be pulled away, and the ship would be exposed to the vaccum of space, and yet not decompress.
Added an atmosphere regulator to the Flight Deck of the Commercial Transport Gecko.
Cockpit door update, including some new jointing that had to be done for it.
Structural beam work for the crawlspaces (but not the nose) of the Mackerel.
Implemented dimorphism between the two Cargo Mackerels, using role distinctions instead of theme distinctions. Now the Industrial Cargo will spawn with LOTS of explosives, and the Commercial Cargo will spawn with more mundane things like computers and beds.Retuned for Commercial Cargo Mackerel difficulty.
Some rework of how things spawn inside the mackerel, particularly walkways, and walls - mostly as part of the above.
Mackerels can no longer spawn with a pipe attached to their reactors. When activating the manual override, the thruster itself will now leak uMBRe (Fuel X).
Fixes for gecko rooms
Fix incorrect shatterable component volume calculation
In-game configurable keyboard hookup
Armour plates are now configured on Geckos and will show up in the Work Order.
Improved consistency of blocking grapple push when an interactable is on screen
The Tutorial Mackerel now has a ship role (Training).
Correcting an empty 'room' in the side of the Mackerel.
Corrected an issue where the Thruster Braking Update Asset would show the wrong text.
Fixed an issue with the rank on the frontend, minimum value of 1 on the rank on the frontend
Corrected an issue where cockpit doors in the Mackerel would never open.
Corrected an issue where cockpit doors in the Gecko would not always properly joint to the frame of a ship.
"Cruel" (IE: Very Hard) Mackerels no longer spawn with Thruster Terminals now.
Now removing the tail, cutting the cut points below the terminal, and activating the override should now all properly turn off the terminal.
Corrected an issue where some cargo terminals would spawn unconfigured.
Corrected a placement issue where the updated Normal Difficulty Fuel Pipes would spawn clipping slightly into the updated reinforcement beams- this would cause the Mackerel Tail to jitter when cut loose.
Corrected the positioning of all remaining crawlspace lights. This should prevent lights spawning in floating or disconnected.
Set work order slots based on difficulty
Reworking the flow zones in the Bay. There were claims that the furnace was too aggressive- which seemed strange since the furnace and processor share a flow. Overall, the new zones remain aggressive and dangerous, but are now positioned much cleaner.
Setting the spawn rate of the Extra Extra Large Cryo Tanks to 0 for all difficulties.
Fix selecting buttons when clicking the back button in the cert screen
Corrected an issue where some chassis pieces around the cockpit in the Mackerel were not being properly jointed.
Personal Terminals that spawn in the flight deck can now be properly salvaged.
Properly uniformalized the interior chassis structure parts in the Mackerel. Now they should behave much more consistently, especially in scan-mode.
Slight re-tuning of the furnace flow volumes again. Now it should be possible (but difficult) to recover objects from beyond the yellow line- especially lighter objects.
Added new roll sensitivity option
Modified how the Thruster/Reactor spawn. Because the pipe has been removed, the difficulties have been rethought a bit, and now Medium and Hard difficulties simply changes the chance for damaging the thrusters when using the manual override. Very Hard removes the terminal and guarantees damage on the manual override.
The reactor for the Mackerel can now spawn in several places, starting from Normal difficulty and higher. High difficulties increases the chance of an unconventional reactor spawn.
Fixed a pseudo bug where the large fuel canisters jointed to panels, in particular the large panel below them. This was a side-effect of how canisters were jointed, and arguably as designed. It wasn't a good design though, so now the fuel canisters separate along with the tail segment.
Ceiling spawning soft crates are more frequent, more varied, and much more likely to spawn properly jointed.
Corrected some very slight offsets in the Mackerel which could cause difficulty separating objects.
Corrected an issue where nose-positioned reactors in the Mackerel had a high chance of spawning unjointed.
Corrected an issue where medium difficulty Mackerels would have their fuel canisters zoom off when disconnected because of an intersecting cut point.
Corrected an issue where an uncommon bed spawn in the Industrial Gecko would place batteries in the cockpit door, and cause nasty mesh clipping and Z-fighting.
Setting up object specific Work Order Objectives.
Tried this out for a bit but performance on my gtx1080 is a joke.
I can't even keep it stable at 60 at 900p with 1440p being literally unplayable with framerates dropping into the 20s and shit constantly and not even reaching 60 most of the time with the GPU 100% maxed. So badly maxed I can't even watch youtube on my second screen without stuttering.
probably would be fun if it ran properly.
Likot Mosuskekim, Woodcutter cancels Sleep: Interrupted by Elephant.
6700k, 2080 Super, 16 gb DDR4@3000mhz, windows 10, game is on a "normal" 2.5" SSD.
Running at 1440p@75hz, high detail (pretty much the only setting there is right now, lol).
Keep in mind tho, it has only been like a month or 2 since it's release into early access. So it's bound to have some issues in some circumstances etc.
2 monitors here. So far, main difference seems to be Intel Vs Amd :)
damn. thanks for the information
yeah, intel vs amd would be the obvious thing, but I got people in the forum thread with intel cpus.
Quote:
Same deal here, 4790K @ 4.6 GHz and a GTX 1080 OCed, performance drops really bad
Quote:
I have the same problem with an I7 9700K and a Gforce RTX 2060.
I have to play it in 1080p because even in 2K the perf are bad
Quote:
Same here! My game runs terribly and has since launch. Haven't seen any fixes or mention of it in their patch notes. Haven't yet been able to play properly!
GTX 1050ti / i5-7400, FYI.
and of course the OP there who experiences the nvidia gpu PC1 running worse than the AMD GPU PC2
PC2:
i7 3770k @ 4,4 GHz
16GB DDR3 @ 2133MHz
RX 5600XT @ 1760MHz
Now, with Shipbreaker, the PC1 is struggling hard to get it playable, while it should be the one more powerful than PC2...
Likot Mosuskekim, Woodcutter cancels Sleep: Interrupted by Elephant.
Tried this out for a bit but performance on my gtx1080 is a joke.
I can't even keep it stable at 60 at 900p with 1440p being literally unplayable with framerates dropping into the 20s and shit constantly and not even reaching 60 most of the time with the GPU 100% maxed. So badly maxed I can't even watch youtube on my second screen without stuttering.
probably would be fun if it ran properly.
It runs great for me and I have gtx 1070, so I don't know how you with a better card can have problems. I run at 1440 120Hz no problems and -i have an old FX 8350 Black Edition procesor.
We are back this week with an important update bringing to you the new Science Gecko, Traditional Chinese localization as well as Configurable Gamepad binding. Cutters will also be happy to know that their helmet has been scrubbed so well by our LYNX Chief Visibility Officer that they will be able to enjoy brand new volumetric light inside ships.
Expert Cutters will be quick to notice new structural protectors appearing on ships. Of the many rigors placed on a ship as it travels through space, extreme temperature fluctuations and good old wear n’ tear are considerable challenges for any vessel’s key structural elements. To help keep a ship in one piece, sometimes structural Cut Points are outfitted with a Cut Guard. This condensed foam compound keeps a Cut Point’s temperature and humidity level consistent and manageable.
⚠️ LYNX advises Cutters to use caution, as Cut Guards are resistant to the heat of the Laser Cutter. However, they are highly combustible, and will burn for a considerable amount of time if ignited. The recommended salvage process is to break apart the Cut Guard with a heavy impact in order to expose the Cut Point underneath.
Discover what Lynx Corp is bringing to you today:
“Stargazer” Gecko-class Research Vessel ship-type added
Structural Cutpoints are now sometimes covered by Cut Guards
Made of heat-resistant foam; Cut Guards protect against heat, but not impacts
Gamepad Rebinding added
Ship lighting updated with Volumetric and HDR properties
Traditional Chinese added to language options
Check out our full changelog to discover what our team worked on those last few weeks:
Full Patch Notes
“Stargazer” Gecko-class Research ship-type added
Gamepad Control Customization added to the Customize Controls screen
Cut Guards added; can appear overtop of Cut Points, especially in harder difficulties
Traditional Chinese Language option added
In-ship lighting updated to use Volumetric and HDR color properties
Added confirmation sfx when successfully rebinding a key
Added voice limiting to data drive beeps to avoid overlapping beeps when playing a new data drive
Controls can now be set to “None” in the Customize Controls screen
Audio Player moved to its own floating window in the Hab Screen
Progress Bar added to Audio Player in the Hab Screen and the HUD
The Laser Cutter now visibly begins to overheat
Improved the behaviour of the profile cards on the profile selection screen
“Back” button prompt added to Kiosk
Added scroll over sfx to Continue Shift and Ship Selection buttons
Adding new suit bump sfx
Added physics collision sfx when player hits shipping containers in pressurized space
Reinforcement Beams in the Mackerel have had their textures updated
BUG: Fixed the incorrect “Select” prompt in the Pause Menu Customize Controls screen
BUG: Fixed a heat sink that could spawn clipping into a cut point in the Industrial Cargo Gecko
BUG: Removed the door sfx when shifts end via time running out
BUG: Fix for reactor immediately exploding upon entering meltdown state.
BUG: Fixed an issue where doors could be cut several times and have the cut segments salvaged
BUG: Fixed an issue where electrical explosions would shatter panels
BUG: Fixed an issue where Mackerel’s could spawn with multiple lights in the same position
BUG: Various fixes to button prompts not updating correctly based on input-type
BUG: Fixed an issue where the tutorial “Tether” prompt wouldn’t appear after quitting and resuming
BUG: Ship “role” now properly displayed on the available ships in the catalog
BUG: Fixed a bug where some work order objectives would fail if the object required was part of another objective
BUG: Fix for Options Headers not updating correctly when changing languages
BUG: Fixed audible click when clicking the button to repair equipment
BUG: Removed extra click when changing options with mouse
BUG: Corrected some issues of Gecko hallways bins showing up as “Object”
BUG: Fixed the beams in the first tutorial ship to fall in line with updated Mackerel. This corrects errors of missing cut points and beams.
BUG: Tutorial ships now has a proper role and shouldn't just give the default 'unassigned role' notice
BUG: Fixed being able to open the homepage while on the incorrect screens in the front end
BUG: Fixed overlapping characters in the Daily Fees Screen
This game might be interesting once it's more feature ready.
Right now, you have quite quickly caused enough decompression explosions etc. that there's not much to do anymore...
I wonder if they're planning to somehow expand the gameplay. Not just new ships, as that's... something you do few times and then you've seen that ship - even if they implement multi day massive space station dismantlings, I think there should be something 'more' to the game than just the ship breaking
Intel Core I-9 9900K @ stock, ASUS Z 390A MoBo, 32GB 3.6GHz, Zotac 3090 | BeQuiet 1000W PSU, Be Quiet Dark Base Pro 900 case, 49" Samsung G9
Anyway, I think they'll add a lot more ships, different types and sizes and maybe more or different tools and upgrades and well, leader boards. I can see a real competitive seen grow in this game, competing to dismantle those ships not only fastest, but most efficient.
Anyway, I think they'll add a lot more ships, different types and sizes and maybe more or different tools and upgrades and well, leader boards. I can see a real competitive seen grow in this game, competing to dismantle those ships not only fastest, but most efficient.
Yea that's why I think it 'might' be all there is ever going to be in it.
Maybe once you're out of debt you could start your own ship breaking company etc though... not sure what aspects could they bring with that.
Haven't had any crashes myself, except when alt-tabbing out.
Game is fun for at least 8-ish hours. But apart from bringing down your billion $ debt and leveling up, there aren't any real goals yet.
I also hope for a bit more management elements. Owning your own scrapyard, competing against others, buying ships at auction and try to make a profit from stripping, etc.
And of course, I also want to dismantle a massive space stations/battleships. Something with multiple decks and with its own hangar bay and shit.
Get ready for R.A.C.E! (Update 0.2.0)
Greeting Cutters,
This week, we are back as promised with a new update introducing to you R.A.C.E. (Rapid Acquisition Competence Exercise)!
The Weekly R.A.C.E. is a new initiative from LYNX where Cutters can compete against each other for a highscore on a new ship every week. It’s a level playing field, with each Cutter getting the same tools and upgrades, facing the same ship and objectives, for a shot at the dedicated R.A.C.E. leaderboards. LYNX hopes that this weekly challenge will help Cutters hone their skills and improve their day-to-day salvage efficiency!
ADVISORY: Putting a pressurized airlock into the furnace may cause a crash when working on a Mackerel. Be sure to depressurize airlocks before putting them into the furnace.
The weekly challenge ends every Thursday at 8:30 AM PST (3:30 PM UTC), and a new ship will be available shortly after at 9:30 AM PST (4:30 PM UTC).
Lynx Corp is bringing to all cutters this week:
“Weekly R.A.C.E.”
Cutters can compete against each other for a highscore on a new ship every week.
On the weekly race screen, checking the leaderboard will make you unable to start the challenge. You'll have to go back to the main menu and then launch the shift
Additional Morrigan Station Life
Cargo Elevator shuttles all the accumulated salvage to the Station’s docking arm
Polaris Superfreighter docks periodically to collect salvage for transport through the Rail Gate
In-Game Campaign Leaderboards
Campaign Leaderboards can be accessed from the Main Menu
Full Patch Notes
Weekly Ship Feature (Beta) added
Campaign Leaderboards added to Main Menu
Polaris Freighter Animation Sequences added
Cargo Elevator Animation Sequence added
Ability to change player voice in the Gameplay Options added
Nova Fuel plumes now vaporize things they touch
Interior wall padding texture updated
BUG FIXES:
Sometimes, the reactor explodes right after entering a meltdown state.
Collider for cutter beams (Stinger and Split Saw) is larger than the VFX themselves, causing undesired fire damage to the Player's surroundings
Rail guide weight is inconsistent after processing.
Incorrect button prompt used to back out from keybinding with a gamepad in the pause menu.
Repairing while listening to an audio log will stop playback
In Science Geckos, the padding that can spawn on storage bins remains unmoved when yanking the bin
Cutting the Reactor with the Stinger will cause it to vapourize rather than explode.
Helmet light no longer working, after using Reset to defaults in the Key Mapping menu
After dying via a cutter overheat, the overheat VFX persists until user makes a new cut.
The user cannot navigate past the Brake option in the Controls menu, when using a controller
When purchasing an upgrade with the controller, the user is kicked back to the tool on which the mouse pointer is hovering over
The user is kicked out of the Equipement tree, when wanting to access a tool and the mouse pointer is hovering over another tool
Inconsistency with Brake control remapping on controller.
Black textured parts on the flush switch in scanner mode.
When backing out of the keybind remapping menu, the user returns to the options' Gameplay tab
On a fresh user_config.ini, rebinding brake from leftctrl to any key makes the brake action become a simultaneous button press with leftctrl and the selected key
A certain portion of the power junction box texture remains visible in scan mode
After changing languages in the options, a UI element doesn't scale properly in the remapping menu when rebinding an action
The "padding" / aluminum panels on Stargazers are marked for the barge but are only processed by the furnace
On science geckos the lights and the storage bins with aluminum panels make a single object
Fuse handles remain functional and deal electrical damage, after being detached from their panel
Misc. Action 01/Misc. Action 02 prompts don't update after remapping the gamepad controls
Gamepad remapped interaction prompt does not update to new input
Remapped gamepad input does not update the tutorial tooltips
Tab Right/Tab Left prompts don't update after gamepad remapping
Gecko's Silverfish don't have a name tag in the HUD when hovering over them
Pressing Y on the front end plays the audio for deleting a profile no matter which screen the user is on
Cut guards have permanent burn effects on them
Cockpit door console not attached to a wall in the Stargazer.
Mackerel Noses are using the old cut point bases
When picking up fuses, the cutter's arms do not animate
Gamepad Start/Back does not update button callouts after rebinding
HUD Cycle Scan prompts don't update, after remapping the gamepad scan inputs
Toggle Work Order prompt doesn't update after gamepad remapping
Pressing F (keyboard) or Y (gamepad) prompts the Restore Defaults pop-up in Contract Sequence, HAB, Pause Menu, and while Deleting Profile
Hydroponics cabinet glass is too cloudy
Gecko cockpit interior UV has alignment issues
Hitting the back wall with force does not send correct impact intensity numbers
Player voice option in FE and pause have no scroll over sfx
Pressing Y on the Post Session Screen brings up the “Restore Defaults” pop-up from the key rebinding feature.
Confirm/Decline button callout does not update after rebinding gamepad keys
Unable to back out of Control Remapping screen after reassigning a key
Confirm/Decline prompts don't update after gamepad remapping
In the Kiosk the input for the Back prompt is not displayed, when using a controller
Padding inside of Science Gecko has metal impact fx instead of soft impact fx
During Contract sequence, entering a name with the letter T will open the webpage within the Steam client
Icon for View button is incorrect when using XBOX Controller
We are back this week with a new update introducing our Salvage Runner as well as adding new voice options, cloud saving, and fixing numerous bugs linked to our weekly R.A.C.E!
Thanks to every employee who jumped on our Beta Branch and sent us their feedback and suggestions in the last few weeks.
The Salvage Runner is now ready to be fully added in-game!
Discover our Salvage Runner!
The Salvage Runner is a model of Gecko-class ship designed for remote salvage and recovery. LYNX Salvage operates the vast majority of Salvage Runners in service, and has been aggressively trying to corner the market and push out their closest competitor, Hanzo Freight.
Salvage Runners are industrial vessels outfitted with large Salvage Holds and decent-sized Crew Quarters for longer missions. Typically used for salvage operations that are either too hazardous or too broken up to haul to a yard, you never quite know what you’re going to find in the holds of these decommissioned ships.
One of the key components specific to the Salvage Runner is the mechanical Utility Arms scattered around its outer hull. These manipulators are critical for remote salvage operations, but they can be retro-fitted for a variety of purposes and seen as highly valuable.
The 0.2.2 update brings you:
A new ship type added: Salvage Runner
These rugged vessels are used in the dangerous act of remote salvaging
Watch out for a variety of salvaged objects appearing in the cargo holds
Voice Options Revamped & Expanded
Cloud Saving
UI text and labels in Scan Mode are now more legible
Patch note
Check out our detailed patch notes for more details:
SALVAGE RUNNER - Salvage Runner Gecko-variant added
TUTORIAL - Tutorial updated with additional feedback and VO for important information
UI - Text and Labels in Scan Mode are now more readable
AUDIO - Existing Player Voices revamped, and two additional voices added
AUDIO - Grapple audio completely revamped
AUDIO - added to roll thrusters
R.A.C.E. - Update Work Order Preview to show Quantity
R.A.C.E. - Update Post Mission Screen Rank Display
R.A.C.E. - Provide visual and audio feedback when passing the 50% Mass Salvaged Threshold
R.A.C.E. - New visual “Your Rank” treatment.
R.A.C.E. - Display a unique Death Message when the player dies during a Weekly R.A.C.E. session.
CUT GUARDS - Cut Guards can now be shattered with the Grapple’s Charged Push
CUT GUARDS - Cut Guards spawn less frequently
CUT GUARDS - Cut Guards are no longer flammable
VFX - New “ECU” Room Type added with custom visuals / ambience
HAZARDS - Explosion Shrapnel now has accompanying FX
HAZARDS - The size and severity of large Fuel Canister explosions has been reduced
SAVING - Cloud Saving has been added
Bug Fixes:
Airlocks don't become scrap when cut in pieces, each piece yielding credits as a full airlock
Game can crash when putting a Mackerel’s airlock or inner frame into the furnace
Mass Remaining Stat on the post Session screen is misaligned
Broken character in the work order in Traditional Chinese
Broken character on the notification screen when gaining a rank in Traditional Chinese
Broken characters in a string when rebinding a key in traditional chinese
Broken characters in traditional chinese on the salvage summary when an object has been destroyed
Broken characters when achieving a certification quota in Traditional Chinese
Cut Guard reacts as if it's metal, shows sparks when impacted (ie. not impacted enough to shatter)
Gamepad remapped interaction prompt does not update to new input
Grabbing a collectible while it is travelling high speed will incorrectly carry the player along with it
Hab certification menu has unlocalized text
Hand grab audio is delayed
HUD keeps jittering after staying in the processor / furnace gravity field for a few seconds and escaping.
In the Free Mode menu, it's not possible to select a Mackerel Cargo and Geckos when using a controller
Interaction prompts shows default keyboard icon even when using gamepad or remapping the keyboard control
Inventory screen is displaying the wrong values.
Leaderboard headers are ordered incorrectly
Leaderboard terminology for Open Shift not consistent with established terminology
Main menu loses focus after reverting keymap to default and pressing back on the main menu
Pipes becomes invisible when too far from them
Player name should remain the same green colour when highlighted on the leaderboard.
R.A.C.E. - Leaderboard entries show inverse value for Shift Length
R.A.C.E. - Leaderboard's Total Value Salvage is 0
R.A.C.E. - summary replacing "mass salvaged" with "mass remaining"
R.A.C.E. - UI overlaps the "Leaderboard" title on post session screen
R.A.C.E. - Work Order Review progress bars are full but not completed
R.A.C.E. - The controller loses focus when pressing Y or Dpad Up
R.A.C.E. - On the performance screen, the player profile's avatar is upside down
R.A.C.E. - Returning top landing page after a shift will show an empty Work Order Preview
R.A.C.E. - Shift Performance screen is cut off at the bottom
R.A.C.E. - UI Focus is lost when backing out of the Leaderboards
R.A.C.E. - User is unable to start a second R.A.C.E. shift after returning from a R.A.C.E. shift
R.A.C.E. - User cannot exit the Shift Summary Page of the R.A.C.E. with Keyboard Controls
R.A.C.E. - Some key prompts don't update in weekly R.A.C.E. leaderboard
R.A.C.E. - Shift performance salvage summary's closed brackets clip into the scrollbar
R.A.C.E. - “Final Penalty” shows even when the value is Positive
After playing a session of Weekly R.A.C.E. and then switching back to career mode, some statistics for the career mode leaderboards will not be tracked until the user quits the application
Sometimes, when things are grappled, they reorient themselves
The Debt amount displayed on the Kiosk is not the profile's debt
The incorrect interact prompt is displaying, when using the controller
The user is blocked in the Key Mapping>Menus when trying to remap keys
The user need to press twice A via the controller to rebind a key in the Key Mapping menu, unless the mouse is hovering in the menu
Touch Transfer sticks on if Touch Transfer is active when the airlock is destroyed.
User can get stuck on the button rebinding page when trying to rebind Start and Back on the controller
Yanking the middle shipping crate in a triple stack causes the top and bottom crates to be forever bound together
User can penetrate the back of the bay in some spots
Incorrect Font for the tool name on the HAB Equipment screens
Texture effect not correctly placed on the wall at the entrance of a processor
The text on the prompt buttons for Toggling the Oxygen in Open Shift doesn't fit the allotted space in several languages
It is possible to repressurize a room that is opened by melting the beams in Geckos
In 21:9 resolutions, the "Gamepad" header in the remapping menu isn't lined up with the button prompts column
Reactor I goes in meltdown when salvaged on the barge with its panel
Door handles of rooms externally exposed cannot be interacted with.
Our new update is here!
Discover the Haunted Frontier!
To all LYNX Employees,
This new Haunted Frontier Update brings stories from the very fringes of civilization to Salvage Station Morrigan. It presents unique challenges and dangers to Shipbreakers, from a place outside the bounds of human and natural laws. Dive into this new ship type, but watch out for what may have been brought back with them!
LYNX Corp. is proud to announce that it is expanding its Salvage Operations to include "Ghost Ships" (LYNX does not endorse or support the existence of "ghosts"). These vessels traveled into the Frontier, only to return unmanned and open for salvaging! LYNX does not support the claims that these vessels are being piloted by "a strange force", only that the navigation system is in immaculate condition for salvage! Any Shipbreaker curious about the derelicts’ operations and history is free to investigate (on their own pre-approved time off).
Salvaging these new ship types is going to involve dangerous new challenges, and for all that hard work LYNX is prepared to offer something extremely valuable: STICKERS! The LYNX Research Dept. has unveiled a new way to pay back hard-working employees. For achieving certain milestones and goals, Shipbreakers will be awarded Collectible Stickers that can then be applied to their tools for powerful psychological rewards.
Discover the Haunted Frontier Update
With its newest update, The Haunted Frontier, Hardspace: Shipbreaker continues its streak of additions, featuring the Ghost Ships with new mysteries and perilous dangers, stickers to collect, bug fixes, and quality of life upgrades!
Discover the update with a new teaser trailer, new screenshots, and grab the game at 25% off on Steam.
LYNX now acquires “Ghost Ships” returning from the Frontier
Scans indicate anomalous activity inside; caution is advised
Sticker Reward Program is rolling out!
Receive stickers for hard work and special achievements
Apply to your tools to express your “personality”
HAB terminal OS updated
Messages interface added
Audio log playback enhanced; voice quality now extremely life-like
0.2.3 Full Patch Notes
Changes & Updates
“Ghost Ship” Ship Modifier added
Taraxacum object added
Message Interface added to HAB
Sticker Interface added
Sticker Application on Tools added
Small 3D props added to “dirty air” inside ships
All existing “text-to-speech” audio logs replaced with real human voices
Anti-Cheat feature added to Weekly R.A.C.E.
Bug Fixes
Room Volume in Stargazer Cockpit shows as Crawlspace
Salvage Gecko reactor will sometimes explode after decompressing the ship
ECU on Salvage Gecko will sometimes be destroyed when opening a door leading to an unpressurized area
Forklift may be destroyed at the spawn of a Salvage Runner Gecko
Part of Power Generator Fuse mount has a wrong salvage destination
The controller becomes irresponsive on the front end, after a specific amount of time on a shift
On some Stargazer Geckos, the coolant pipe goes through the heat sink
On Cargo Geckos, in the cargo Bay, there is an area tagged as Crawl Space
There are overlapping nanocarbon cutpoint joints in the heavy cargo mackerel
Industrial hoist is not attached to the rail guide on spawn
Selected voice is reverted to 1 after a Free Play or a Weekly Race
Fuel tank explosions cause excessive object shattering
Pressurization is inconsistent after entering a Gecko Commercial airlock
Surface panels on Transport Geckos are not perfectly sealed
On Salvage Gecko, a segment of the coolant pipe is attached to the airlock frame
In a language other than English, when cycling through leaderboards the entry changes from the selected language to English
ECU is not recognized by the scanner if there is certain material between the player and the ECU
In Scan Mode, the Class I Reactor Plate has no description
In scan mode, the Mackerel fuel flush switches are green as electrical but described as mechanical
Mackerel fuel flush switch doesn't have a salvage destination
Tutorial Ship B's Reactor is yankable before the player is supposed to interact with
On Salvage Gecko, all the salvage bay is not tagged as a "salvage bay"
Science and Industrial Geckos have pocket of unpressurized space in the cockpit
Thruster Terminal is not joined to the floor and can be interacted with while it is floating
On geckos, the computer terminal remains interactable, after the thrusters were flushed manually
Industrial hoist cannot be detached from rail guide on Geckos
Tutorial (Step 23) user can use the grappler to yank the airlock console needed to complete the depressurize airlock objective
Tutorial: the airlock consoles and the cabin atmosphere regulator can be grappled and detached
Quota progression of any rank / any profile is duplicated on an Open Shift Profile of the same rank
Incorrect texture used for the aluminum near the cockpit
On geckos, class II Thruster Caps are tagged as Class I Thruster Caps
On certain Cargo geckos, the texture on the coolant pipes has a red patch
Antenna mounts are not named and have no destination
On geckos, class II reactor plates are tagged as Class I Reactor Plate
On Salvage Gecko, flushing a thruster might flush another thruster as well
Hands stay up after going back to the game from the pause menu
The player is unable to enter a name using non-alphabetic symbols (i.e : asian languages)
On the Transport Geckos, the textures on the thruster pipes have white stripes
On certain Salvage Geckos, Weaver's Reactor line might trigger, when looking at a salvaged reactor plate
On certain Salvage Geckos the personal teminal is not marked, where to be salvaged
Weekly Ship landing page does not accurately track attempts
After performing specific actions, the player can trigger an infinite Violent Decompression in a Mackerel
Airlock console LEDs remain lit after ship loses power and they are non-interactible
If the player plays an audio log and stops it at the same time while this log is already playing, the audio log will replay but no audio log interface will be shown
The controller loses focus on the Front End/HAB Menu, after exiting the Key Mapping menu and pressing B
Native Crash - block_remove
Native Crash - ?RenderMeshIndirectCommand@VFXParticleSystem@@CAXPEAXVVertexInputMasks@@@Z
Native Crash - ?EvaluateBlendTree@animation@mecanim@@YAXAEBUBlendTreeConstant
Native Crash - ?EvaluateBlendTree@animation@mecanim@@YAXAEBUBlendTreeConstant
Crash while spamming the splitsaw
Crash when selecting a Mackerel from the Ship Catalog
When loading into the Front-End the user briefly sees the background and no UI
Remember: the so-called “Ghost Ships” are to be investigated cautiously.
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