2021-11-10 10:34:39

yeah must admit i wouldn't take that lol.

2021-11-16 22:16:22

To keep this thread nice and up to date, here are the latest major changes over the last week.

- You can now interact with nearly all windows while doing an idle activity, such as travelling at sublight
- Combat simulations have been added so you can try combat without risk of loss or death
- A new Mettle mission was added specifically for doing combat missions
- A new Bait mission was added that sees you used as bait to attract Outlanders
- A new Speed Running mission was added that sees you attempt to deliver Sodium-24 before it decays
- A new Care Package mission was added that sees you drop supplies for Outlanders if you want to support their cause
- A new Postcard mission was added that sees you visit vibrant and beautiful bodies to collect visual scans for the art community

and of course various other minor changes and bug fixes.

2021-11-17 09:36:34

is there a guide to realize skills? or a list of skills and how to unlock them?

2021-11-17 13:48:05

JasonBlaze wrote:

is there a guide to realize skills? or a list of skills and how to unlock them?

Hi there Jason, for the core skills used to unlock ship roles to command, you can find an FAQ for these or view them on this page: https://www.textspaced.com/skills/

Generally for all skills, you simply do what activities you enjoy, complete missions or criterions and your factors will change accordingly. For instance, if you enjoy mining, mining in a ship over time will move your factors in the direction to realise the mining craft skill.

2021-11-19 11:59:00

it's good to see the game in constant development.

2021-11-21 15:10:32

So I've been meaning to check this game for a while now.  I became a patron during the early-access period for access to the game and then... never really accessed it.

When I play games like this, I always like using wikis to learn as much as I can before spending time developing a character.  Does this game have something like that?
What are the mechanical differences between the races? 
I struggle playing idle games because I forget to check them.  In fact, I think that's what happened with my character on here.  I was traveling somewhere and it was going to take 6 hours and I got so busy with other things that I forgot to look back at it.
Can wait times be improved through the course of gameplay? or is every aspect of the game primarily an idle experience?
I really love this kind of game.  I feel like it would scratch the same itch as Aurora 4x without also frying my brain in the process.  I'm just kinda struggling to get into it though.

I'm probably gonna get banned for this, but...

2021-11-21 17:46:12

Hi there aaron77,

The official website at www.textspaced.com has plenty of information and guides, but the game also has FAQs and tutorials accessible via the computer window as well.

In terms of the races, the general break down is:

Humans: Jack of all trades, not exceptional at anything other than relations.

Clones: Best at combat because of the skills they can unlock, they have a short life span however and you will need to provide ways to extend your life constantly (currently turned off).

Androids: Best at technical tasks like crafting but poor at relations. They can sometimes catch viruses and nuclear saturation knocks them out in combat.

Both clones and androids are deemed illegal by the government, so you won’t have access to government ships.

I’m terms of travel times and other idle activities, yes there are ways to speed them up. For sublight travel you can get a faster ship and/or fit afterburners.

I’d also recommend joining the Discord server where people will be happy to answer any questions you have.

2021-11-23 16:33:04

Another week, another set of changes.

The biggest change this week was the addition of basic flight training. This mission is accepted on behalf of new players (and was added retrospectively for existing players) with an accompanying tutorial. Completing this mission realises all the ship craft skills meaning you buy and command all the level one ships available for each role, allowing you to specialise early on and focus on what you are interested in.

This change also means that missions are no longer required to be done to unlock these craft skills, so instead one of each mission available is now generated for you giving you a long list of something to always do. This also allows us to create more challenging missions or missions with unusual rewards since they are no longer gate keeping. Talking about mission types, the following new types were added:

- Care Package: Support the Outlander course and drop them supplies
- Squad Goals: A mission to encourage enduring combat with a squad
- Bygones: Hunt through the universe to find forgotten bygones
- Geiger Counter: For combat research, survive 25 nuclear saturation in live combat
- Family Matters: Using passenger accommodation fitted to your ship ferry dignitaries and amassers through hostile territory
- Shady Business: Collect illegal cargo from one deep space position and eject it at another (or maybe its a trap)
- Physical History: Retrieve meteor fragments to piece together the history of local planets
- Starry Eyed: Orbit and study specific star types to further scientific study

Finally, another large change was the implementation of the Worker class ship, an entry level construction ship replacing the old Engineer class ship which now has a higher skill requirement. There were of course other minor changes and bug fixes as noted in our change log on Discord.

2021-11-30 17:22:56 (edited by TextSpaced 2021-12-02 00:09:30)

Another 7 days, another bout of features have been added to the game.

Again focusing on missions to ensure every personality factor is covered, this task is now complete with at least one mission now existing in every factor direction. The new missions added were:

- Snitch: Spot players with illegally fitted weapons or illegal structures reporting them to TransGov and adding them to the spotted channel
- Stable Reaction: Test your resolve by playing reactive cards in live combat to gather research for better reactive tech
- Lost Soul: Find the adrift occupied biostasis pods before their time runs out
- Secret Shopper: Buy and consume food and drink from competitors
- Winning Odds: Play and win at slots to ascertain the competitor winning odds
- Stockpiling: Source and delivery the specific weapons to Descendant merchants
- Quick Favour: Deliver personal items free of charge
- Load of Scrap: Clear the orbit path of scrap disposing it as you see fit
- Monitor: Follow a suspicious ship for at least an hour tracking it as it moves about

As alluded in the missions a couple of new mechanics were added. You can now spot ships and structures by using the standard contextual menus. You can also play slots at any system with the amenity service, slots grant credits when winning and feature sounds.

Balance changes now means recon craft can better use afterburners changing from twice to three times greater speed.

There was also a new defence role ship added for Descendants, a specialist in defending large ships and countering incoming weapons fire for the whole team called the "Ranger".

Now that there are plenty of missions in the game the next week will be focusing on adding new skills as well as brining back the main story and possibly an objective system as well.

2021-11-30 18:13:07

Hello. My main problem with the game is the time it taes to fly from a planet to an other, itt is even worst if said other planet isnt in the jumping range of my ship. I thin it'll be better if for example, i want to go to a planet that is 50 LYs from me but my ship's jumping range is 30. So i jump 30 LYs, and fly just the other 20 with normal engines. That'll help a lot

2021-11-30 18:39:57

the blind cupcake wrote:

Hello. My main problem with the game is the time it taes to fly from a planet to an other, itt is even worst if said other planet isnt in the jumping range of my ship. I thin it'll be better if for example, i want to go to a planet that is 50 LYs from me but my ship's jumping range is 30. So i jump 30 LYs, and fly just the other 20 with normal engines. That'll help a lot

Hi there, the key to travel is indeed planning. Figuring out a route that takes advantage of FTL travel is a good skill to learn. Having said that there are various ways to improve sublight speed:

- Fit afterburners (or overchargers for FTL)
- Purchase a ship with a faster sublight speed
- Purchase a ship able to overload engines
- Take advantage of Null Space Catapults
- Utilise specialist consumables such as the Jetsetter Jewel
- Invest in technology to improve sublight speeds
- Travel in the bay of a faction mates ship who is faster
- Realise skills to improve sublight speeds

I hope that helps!

^ Celina

2021-11-30 18:47:23

the blind cupcake wrote:

Hey game, give me good missions! I'm geting missions very very far away and with stupid rewards like this one. Courier
Collect 54.5 Mgs of Consumer Goods and deliver. (143.10 LYs)
Reward: 16 Credits

For a low reward like that it is likely that the courier distance is quite small (the distance to get to the mission start is 143.10 LYs). If you don't plan to head that way you can let the mission replace itself after a day or reject the mission for a cost. Most sensibly , however, it might be best to do a different mission. In total there should be around 50 mission types assuming you are reasonably close to civilised systems.

^ Celina

2021-12-08 13:58:59

Over the last week we shifted the focus from missions to skills since every factor has a mission now. The following new skills were added to the game:

- Bionic Eye: A skill for androids to decrease charting time
- Grass: A skill that rewards reporting illegal weapons, ships and structures from the government with the chance of bonus rewards for exceptional work
- Aerodynamics: A skill that increases the sublight speed of atmospheric ships outside of combat based on level
- Jetsam: A skill that increases the sublight speed of non atmospheric ships outside of combat based on level
- Artist: A very unique skill that sees you character create artwork in their downtime that appreciates in value over time, the artwork is also generated to view and different for each person
- Rebirth: An ability for clones that grants the ability for instant travel from one Conduit Womb onboard a ship to another, over infinite distance at the expense of skill loss
- Split Personality: Grants the ability to halve the skill points within any factor to create a software patch consumable, that when used, will grant skill points to the user. Useful to give to your faction mates
- Hero Shot: Provides the Hero Shot card in combat, a card that deals more damage to a target the less hull strength you have.
- Zombify: Biogenic weapons gain 1 biogenic saturation increasing by 1 each level
- Bombardier: Damage against structures is increased by 1% per level and the level increases each time you destroy a structure in combat.
- Shield Specialist: Increases shield strength when entering combat by 0.5% per level.
- Firewall: Reduce the chance of your ship being disabled in combat by 0.5% per level.
- Dolly: Another unique ability for clones, grants the ability to clone crew members in a Conduit Womb with the clone suffering skill loss proportional to the skill level
- Speedster: Positive speed buffs from defence cards in combat increase by 0.10 per level


As well as these skills, over the last week we modified the missions to make them more challenging the higher overall skill level you are. We added three new original ambient music tracks and created a new video for idle training. The Outlanders now use their own unique ship, the Farrago, and drop random ship parts from random ship lines when destroyed. We also introduced standard stock for NPCs meaning they will sell the same consistent stock and now allow players to pay to stock weapons they have researched in their merchants in bulks of 10.

Lastly, a popular request, the helm window now dynamically updates while travelling, so you can see the systems moving past you and engage FTL from sublight if you so wish.

As usually there were some other minor changes that can be read on our Discord or website.

2021-12-14 15:45:03

Another week, another host of new features - this time some rather large ones.

The very first quest has been added "Collision Course". A quest is a communal mission thats designed for every player to help take part in and this first quest will be the first of three before we get to version one of the game. The best way to describe the quest is to include its brief that can be read from the mission window, so here it is:

A comet has been detected on a collision course with the star in the (Varthema) system owned by [Civilian Guild]. If the comet impacts the star resulting solar flares will devastate the bodies present, burning off atmosphere and destroying structures and ships.

It is vital that the comet is moved off course, but due to its mass that is currently impossible.

The comet will need to be mined removing as much of its outer layer as possible in an attempt to shed mass and cause it to fracture into smaller pieces.

This colossal comet is composed mainly of carbon and iron with pockets of common gasses. It's core, however, seems to be comprised of Ampthium a valuable commodity. If enough of the outer body of the comet can be mined away the Ampthium should be fair game for anyone to recover.

The comet was last spotted at #11340.4

REWARD RESULT
Once the outer layer of the comet is mined (which can be tracked via the completion percentage), Ampthium will become available to mine from the comet until the expiry time.

FAILURE RESULT
If the comet is not destroyed within the timeframe, all bodies within the (Varthema) system will be struck by solar flares. Any bodies that do not have a planetary shield of at least level five will turn into scorched planet with all structures being lost in the process. Any ships or adrift cargo in the system will be vaporised.

Secondly we have begun adding the much requested feature of narrative text that was in the previous game. We have begun by rolling this out for describing bodies you arrive at, bodies that you orbit, text about entering sublight travel and character quips while you are travelling. Now that the foundation of this narrative system is in we should be able to more quickly get all of the text from the previous game imported, while also expanding the variation and of course more triggers for different types of event.

Objectives have been added which are broken into ongoing objectives and daily objectives both of which can be found in the missions window. Ongoing objectives work on a track basis, with different tracks for such things as lightyears travelled, planets charted or NPCs killed. As you level these tracks you will be rewarded capsules of a rarity related to the level of your track. These capsules contain rewards of all different types of cargo ranging from books and parts to consumables and ports - they can be opened at asteroid bars. This system allows you to continue doing the activities you enough and get rewarded for it.

The daily objectives are a set of the three same objectives given to every player that are simple tasks to reinforce social interaction, such daily objectives including sending a message to your faction or joining a squad. These daily objectives provide varying credit and skill point rewards.

Surveys have also been added to help us with information gathering but also for when voting is required, such as for rewards. The surveys can be found in the computer window and provide a small credit reward for completion.

Books have returned from the previous game, but this time with a twist. NPC factions will stock books their faction has written and so will player factions. Books are written by your own colonists and once written automatically go on sale at every faction merchant. Books are collected so that your character can read them while they are idle to increase skills related to the subject matter of the book.

Lastly, NPC merchants now stock their own line of weapons which are a persistent stock covering all weapon types and different per NPC faction. Conversely, captains and above can now pay to stock weapons and equipment in merchants for weapons their faction have researched and found the recipes for.

There are of course lots of other minor features and bug fixes which can be read in Discord or on our website.

2021-12-14 19:41:15

@39
Ok, to be honest for a while I wished the facebook version of the game would return because of all the text, but seeing these changes I'm amazed. This is becoming even more interesting than the previous version, and it's literally been in beta for two and a half months. That's impressive. Good job on making a cool game. I'm looking forward to seeing what you come up with next.

Sentinel, out.
Contact me via telegram at t.me/velanGL, or through discord as azuremist. Do not pm me without informing me somewhere I need to read them as I do not check them and can't read the email this account is attached to

2021-12-14 20:24:39

Can someone please help me? I flew to somewhere that does ship trading, but I can't buy any of the ships. I have enough credits to buy the ship. Could it be a skill thing? If not, what could be preventing me from buying it?

Sentinel, out.
Contact me via telegram at t.me/velanGL, or through discord as azuremist. Do not pm me without informing me somewhere I need to read them as I do not check them and can't read the email this account is attached to

2021-12-14 20:58:55

Serpent wrote:

Can someone please help me? I flew to somewhere that does ship trading, but I can't buy any of the ships. I have enough credits to buy the ship. Could it be a skill thing? If not, what could be preventing me from buying it?

When you view the ship details it should have a yes or no next to the requirement if you meet it (or not). It is likely you require some crew to operate the ship. As you might guess, crew can be hired from any system that has the crew hiring service.

2021-12-14 22:11:55

@42
Thank you for the help.

Sentinel, out.
Contact me via telegram at t.me/velanGL, or through discord as azuremist. Do not pm me without informing me somewhere I need to read them as I do not check them and can't read the email this account is attached to

2021-12-17 22:52:55 (edited by materiasentinel 2021-12-17 23:00:09)

oooh nice, I see more text now. I love that I can actually enjoy it now that I'm not constantly trying to figure out Facebook's interface and navigating through giant blocks of graphic links and assorted window junk.
edit. After a few minutes of playing, I'm doubly impressed. It's been two days. Literally two days and from what I can see, a lot of the text is back. Good job.

Sentinel, out.
Contact me via telegram at t.me/velanGL, or through discord as azuremist. Do not pm me without informing me somewhere I need to read them as I do not check them and can't read the email this account is attached to

2021-12-18 00:09:24

Serpent wrote:

oooh nice, I see more text now. I love that I can actually enjoy it now that I'm not constantly trying to figure out Facebook's interface and navigating through giant blocks of graphic links and assorted window junk.
edit. After a few minutes of playing, I'm doubly impressed. It's been two days. Literally two days and from what I can see, a lot of the text is back. Good job.

Very pleased you are enjoying it. We’ll be working on interactive charting next, but this of course will take a bit longer.

2021-12-18 03:04:17

@45
Wow, that sounds like a cool feature.
I have a question, though. Will more text be added as the game continues to be developed to have text for everything like it did before? Just want to make sure I'm understanding. Thank you.

Sentinel, out.
Contact me via telegram at t.me/velanGL, or through discord as azuremist. Do not pm me without informing me somewhere I need to read them as I do not check them and can't read the email this account is attached to

2021-12-18 10:28:16

Serpent wrote:

@45
Wow, that sounds like a cool feature.
I have a question, though. Will more text be added as the game continues to be developed to have text for everything like it did before? Just want to make sure I'm understanding. Thank you.

That’s the plan yes, where feasible. But if there is a section you would like is to prioritise adding narrative text for just let us know.

2021-12-20 14:51:23

hi. when can you start giving your crew orders? will certainly be a help for solo factions.

2021-12-20 15:11:02

darren wrote:

hi. when can you start giving your crew orders? will certainly be a help for solo factions.

There is no definitive timescale for this yet as its not considered a primary features (players are meant to work together after all), but of course to support solo factions this will be available in the future. To reiterate the orders will be rather simple and issued to faction NPCs (not crew), with the possibility of hiring freelancers in the future. Since faction NPCs belong to a colony and therefore have an anchor point (the colony), the orders will be something along the lines of:

- Mine
- Follow
- Patrol

We do also plan to have "away missions" in the future as well for crew.

2021-12-23 16:28:42

Since the last time I posted, we have been focusing on adding more variations to the narrative text, and got back our scientific written to add more flare as well, but some other notable features are:

Some changes to the public website where you can now sort ship by skill and weapons by damage type.

Capsules will now be recovered when destroying players with the capsules being higher level depending on the players level.

The ability to tag cargo in faction structures has been added, using a nondescript colour system you can decide what the colours mean for your own faction helping let everyone know to keep their hands of the red stuff!

SR Training from the previous game has been added, meaning you can spend a large amount of credits to train a skill over two hours in the background, with the price related to the skill level and the skill itself. SR Training is available at any fortress regardless if your faction owns it or not - however the price is halved when using a faction fortress.

A new smaller but faster ship was added to the Outlanders roster, so you won't always be fighting their defence ship.

Maybe the most notable feature is that you can now instruct command crew to take command of a parked ship you own. Once they are in command and become an "enlisted ship" you can issue orders. The only order right now is "intercept" which instructs the ship to head towards a faction member (which could be yourself) and stop when they reach them. This is a great way to get a ship delivered to you from afar if you don't want to travel to pick it up, or to operate as a transfer between faction members. We plan to add other orders in the new year such as patrol, mine and follow but for now we are heading for a Christmas break!

Thanks again for everyone's support and making the game so lively, it's so inspiring to see over 300 people playing at any one time enjoying the game, Happy Christmas all!