Space Clouds

Dev Diary – Base Upgrades, Bot Commands, and Everything Nice

Welcome to another Star Sonata Dev Diary!

Today, we’re covering a range of topics from the new Base Upgrade system, new Bot chat commands and some fixes to pesky bugs that we’ve been chasing for years!

Base Upgrade system

So here’s the problem: You’d laid bases on a planet. They’re just plain vanilla Ai station kits deployed on the planet and yet, several weeks later you have some upgraded Laconia kits you’d prefer to lay down.

You’d have to transfer gear, demolish the original bases, lose any augmenters that were already equipped and lay the new station then move everything over and re-equip.

With the new Base Upgrade system, you simply select the currently deployed base, you double click/use the new kit from your inventory, and the base upgrades into the new version without any of the previous hassle.

Notable Mentions

  • The upgrade process causes the construction timer and vulnerability to reappear.
  • Bases cannot be upgraded into with a station kit that will result in over hull capacity, lower tech level or fewer augmenter slots.
  • The same conditions that prevent deploying normal bases apply to upgrading bases with bases.
  • Destroyed bases cannot be upgraded — they must first be repaired.

Bot Commands

We are always looking to improve players’ ability to directly control their bots. We’re expanding the level of control players have with 9 new commands players can use.

/botsAttack: All combat and wild bots will be set to attack your target.
/botsNoAttack: All combat and wild bots will be set to not attack your target.
/botsFight: All combat and wild bots will be set to fight enemies.
/botsNoFight: All combat and wild bots will be set to not fight enemies.
/botsClose: All bots will stay close.
/botsNoClose: “Stay close” will be disabled for all bots.
/botsDock: All non-wild bots will dock and deactivate.
/botsCombatDock
/botsTradeDock

We are also adding an option in the bot menu to disable weapons that can’t be unequipped in the “More bot settings” menu.

Everything Nice

As a point of pride, we’ve finally found and tackled the issue with Deathblossom not firing the correct number of projectiles when having Multifire 3.

The deathblossom fix will be part of the next patch the others will be in a later patch.

Dev Diary – New DG Drop System

The June 2021 universe introduced some changes to how DG loot works.
The patch notes at the time did not go into particular detail on what the changes were or how they would affect the loot quality from DGs.
Now that the dust has settled from the reset, we put together this Dev Diary to clear up any confusion about the new system.

First, we’ll look at how DGs used to work.

Previously

DG bosses would get one guaranteed item drop and two rolls (at 30% and 15%) at an extra item from our dungeon items list.
This was a global dungeon item drop list that featured every single item you could get from a boss in a DG.
We also often reuse this list for generic loot from non-DG bosses across the game.

Now

The global dungeon drop list itself has remained unchanged, however, a lot of DG bosses no longer roll on this list (just seven do). Instead, we now have multiple lists split into categories;

  • Commodities & Neurotweak crates

  • Weapons

  • Shields

  • Engines

  • Energies

  • Equipment (anything you could find in the “Item” tab of the trade bay) and Scoops

  • Tractors

  • Station

  • Radars

  • Drones

  • Augmenters

There is also an additional list of generic gear, similar to the old global list, but with fewer items in it.
Blueprints for gear are included in the category for the type of item they build (e.g., the Fine Tuned engine blueprints come from the engines list, not the station one).
The augmenters list consist of Class, Ship Mastery, Spacey, and Speedy augmenters.

Each DG boss has been assigned one of these lists to drop 100% of the time. They then have a second list with a 50% drop rate on which may be the same, or another list, and finally typically a 40% chance at the commodity list.

For example, a Vulture boss will always drop from the engine list, has a 50% chance to drop from the radar list, and a 40% chance to drop from the commodity list.
A Big Green will always drop from the weapon list, with 50% chance at another item from the weapon list and 40% chance from the commodity list.

Not all bosses completely follow this new pattern, and some bosses will always grant a commodity drop in addition to their gear drop.
Bosses which were special before and granted unique or extra loot, such as Red Wattages, Stellations, the named bosses, still give their extra loot.

The result of these changes will be that you’ll get loot of certain types at a more consistent rate than before, and if you need something in particular you’ll be able to target that item better by fighting bosses which are known to drop that type of gear.

While we’re not going to just give away which bosses drop from which lists, the assignment is on the boss type and will be consistent from universe to universe.

Dev Diary – Kalthi Depths Rework

Welcome to another installment of our Dev Diary series! Today we’re diving into the refreshed Kalthi Depths zone that will accompany the upcoming Moonfighter Rebellion movement on June 26th’s reset.

 

One of two new Kalthi, special Armored Deployers lay an impressive array of drones in combat.

One of two new Kalthi, special Armored Deployers lay an impressive array of drones in combat.

 

The original concept of Kalthi Depths offered an exciting but chaotic experience that conveyed the militant nature of the Kalthi faction but ultimately frustrated players with its over-the-top design. With the help of some powerful new development tools, we have been able to push the boundaries of AI teamwork and tactics and we’re debuting these advances with a refreshed Kalthi Depths zone that hues more closely to the original militant theme.

The other of the two new Kalthi, a few unique Wrathful Stingers will haunt their foes with a revealing laser.

The other of the two new Kalthi, a few unique Wrathful Stingers will haunt their foes with a revealing laser.

Along with the new and improved Kalthi AI, you can expect to see changes to the notorious Selenite and Lunarian swarms that had a tendency to crush everyone in sight. Each Moonfighter faction has been split into 3 teams and some of them have been made not to roam. We expect these adjustments will still allow for some swarming while dialing down the “death ball” effect.

 

The domineering Fleet Commander of the Kalthi, engaging with a new pulse gun formation and fighters.

The domineering Fleet Commander of the Kalthi, engaging with a new pulse gun formation and fighters.

 

Another big change to Kalthi Depths is that fewer AI will roam between galaxies. We made this change to reward players for actively seeking out enemies in new areas.

Lastly, this new design direction synchronizes and is expanded upon by the Tech 23 Update. Intrepid explorers will find the Empyreal Concord roaming the deepest depths. Think twice before engaging on sight!

T23 Announcement: The Moonfighter Rebellion

Welcome to a new Dev Diary on the upcoming Tech 23 update that’s hitting the live server in time for the Universe Reset on June 26th! We have an ambitious plan to be released in several phases or “movements.” In this post, we’re proud to announce the opening movement of our next Sonata: The Moonfighter Rebellion.

A massive station powered by an artificial sun within the Empyrean zone.

A massive station powered by an artificial sun within the Empyrean zone.

Players will explore a whole new zone and join up with a mysterious order known as the Celestial Hand. Players will help suppress the Empyreal Concord, a rebellion of Lunarians and Selenites that have stolen precious relics and holy items. The bulk of their forces have been trapped by the CHS Primordial Light flagship behind the Celestial Encampment deep within Kalthi Depths, and so this is where you must venture.

An EmpyrealCeleste flanked by Estelles.

An Empyreal Celeste flanked by Equinoxes.

Players will bring their squads and face off against the rebellious Empyreal fleets and six new instanced bosses within Empyrean space.

Empyrean Accension using a powerful beam.

An Empyreal Ascension using a powerful beam.

As a bonus, we will also release new Delquadrakimdan teaser content from the upcoming second movement: three solo instance bosses hidden within another new zone within Kalthi Depths.

A Fallen in wait..

A Fallen in wait..

 

Dev Diary – Shield Monkey/Shield Transference Adjustments

shm1

Welcome Sonatians. The upcoming patch contains a considerable adjustment to shield-stealing. Here’s what you need to know.

Stealing vs. Healing

Something we’ve struggled with since we released the new Shield Monkey class is the balance between stealing shields and healing. We envisioned shield-stealing as something that healers would do to supplement their regeneration, but this hasn’t proven to be very popular. On the flip side, “draintank” Shield Monkeys who use stealing as an all-in-one tank-healer-DPS mode proved to be much more powerful than we had envisioned. Eventually, we realized that it all comes down to resource use. Healing an ally or stealing shields with the main focus of healing yourself are just not as valuable as “draintanking,” which allows the player to deal substantial damage while tanking and healing themselves all at once. This realization led us to the following two concrete positions:

  1. Shield-stealing should cost more energy than healing with the same weapon.

  2. Shield-stealing should heal the user considerably, even if they aren’t specialized for DPS.

After playtesting with a few helpful Paxian Disciples, we arrived at the following implementation. Shield Monkeys now receive 3 units of healing for every 1 unit of shield-stealing damage they deal. Shield stealing now costs 2.75x the firing energy of healing.

This change may end up buffing or nerfing your Shield Monkey setup, depending on how you play. Here’s the breakdown on that:

  • If you play a Shield Monkey who focuses on shield regeneration, this change won’t affect your setup at all. You may even find it useful to steal shields now and then.

  • If you play a Shield Monkey who sometimes steals shields to stay alive, this change is a buff to your setup. You may be able to re-gear toward more HPS since you’ll receive more healing whenever you steal shields.

  • If you play a Shield Monkey who focuses on dealing damage with shield-stealing, this change is a nerf to your setup. You will probably experience lower uptime on stealing since it costs a lot more energy to do so. Moreover, you will receive more healing when you do steal, making it harder to keep some empty space in your shield bank.

If you’re anything like me, you are probably curious to know a few more details behind this change to mechanics. Here’s how we’ve implemented the increased firing energy.

  • Transference weapons now operate at around 36% DPE when used for stealing shields.

  • The extra energy cost is extracted in a single chunk whenever you steal shields.

  • If your shield bank is near full or if your target is near death, the server automatically adjusts the amount of stealing damage and extracted energy to keep DPE constant, giving you a smooth gameplay experience.

  • If your energy bank is near empty, the server automatically reduces your stealing damage and extracted energy to keep DPE constant. Your rate of fire on an empty energy bank will be the same as it always was.

Weapon Stat Tweaks

There’s one other adjustment we want to make to healing, but it didn’t make the cutoff for this patch. Here’s what you can expect with the next patch (which will still hit before Universe Reset on June 26).

When it comes to transference weapons, we have tried our best to create a sandbox scenario with lots of interesting options. However, players have helped us realize that some of the options we’ve offered are a bit too wild and niche to provide competitive alternatives to the current meta. We believe the following stat tweaks should address the majority of these issues.

  • Low-tracking transference weapons have had their tracking increased (20º to 30º) and firing energy reduced in exchange for some weapon range.

  • Transference weapons with 45º tracking have also received reduced firing energy in exchange for weapon range.

  • All transference weapons have gained a little range (100-150) and reduced recoil time (3 seconds per shot at most).

  • Many Tech 22 transference weapons have been adjusted to offer more competitive alternatives to the Vaidaya Bhisajamzu.

We thank the players who have offered feedback on the balance of transference weapons and hope to hear your opinions on these changes!

Dev Diary – Celestial Rings

NewRings

Welcome to a new developer diary series that will be running over the next several weeks in anticipation for the next major release of Star Sonata!

Today, however, we wanted to share some updates to a mundane yet striking visual element that will be part of the next universe reset – celestial rings!

The previous ring system for celestial bodies was originally designed for Saturn during the conversion from C1 to C2, and was later expanded to be added to random celestial bodies during universe generation. They were essentially a textured plane bisecting the planet, with the texture depicting the full ring. It worked well for smaller objects, but any larger bodies stretched the limits of the system, as seen in the image below. Additionally, they looked pixelated and objectively horrible on lower graphics settings because of the severely reduced texture resolution (more than any other game object.)

The old style of rings scaled up to mega rings poorly, even on high settings.

The old style of rings scaled up to mega rings poorly, even on high settings.

Ryan and Zynoa have devised a new way to render these rings, with a focus on making them both more consistent across graphics settings as well as scaling better to larger sizes. Instead of a full ring texture slapped on a plane with a ton of dead space used for transparent bits (like the hole for the planet), the new method utilizes some special made models for the rings and the entire texture is dedicated to just the ring itself. Because this increases the effective resolution of the rings (without increasing the technical resolution), the new rings maintain their appearance well across graphics settings and sizes.

ringcomparison

Additionally, we’ve departed from some of the more organic and earthly palettes and went for a more vibrant color pattern that we feel strikes a balance between grounded and cartoony visuals for the Star Sonata world.

We hope this and other upcoming graphical changes will make for a more vibrant and engaging universe.

NewRingImage2

*Note: rings are shown on every celestial body in images for demonstration purposes. In the actual universe, rings will still appear at the same rates they currently do.

 

Healing/Support Revamp Release Schedule

The long-awaited healing/support revamp is in preparation for patch. Over the next few days, I’ll release a series of blog posts detailing what you can expect with this release. To start, here is a basic FAQ about the project and its release schedule.

frigga

When will the project be released?

The release date isn’t scheduled yet as our server programmer Jey is still in the process of setting up the patch. We can expect a patch date around November 13 (yes, Friday the 13th). This has been revised a week later than our original estimate due to the patch preparation process taking longer than expected.

What’s included in the project?

The project includes major changes to the combat classes of Engineer and Shield Monkey. I’ll give more details on each of these classes in a dedicated blog post over the next few days. The project also involves major changes to three other aspects of the game: hulls (aka “ships”), certain skills, and modded weapon bonuses.

What’s happening to my ships?

Hulls (aka “ships”) have had their resistance profiles reduced with boss zone DPS reduced to match. The upshot is that you should be able to survive longer when taking fire from most enemies (although certain bosses may still kill you pretty fast). Resistance no longer scales up with tech level, making it easier for us to balance hulls going forward. Resistances are also more consistent with most hulls having only one or two damage type vulnerabilities.

Hulls with more augmenter slots than typical for their type have lost those slots in exchange for better stats in other areas. Hulls that lost augmenter slots will automatically have their augmenters unequipped on release of the project so that you can re-gear them appropriately. All other hulls will be entitled to one free reset of their augmenters using the command /freeAugReset while the hull is active. This will unequip all the equipped augmenters on the hull, allowing you to re-gear it appropriately. Lastly, every character will have access to three extra augmenter reset missions that can each be used to unequip the augmenters from any one of your ships (just like the reset missions in Shadow). These missions will eventually expire (no earlier than February 2021–exact date TBD), so make sure to take advantage of them as you experiment with new augmenter setups. The test server with the Community Testing Event galaxy will also be kept available at least until February 2021 for experimentation with setups.

What’s up with skills?

The most impactful skills are Zen of Shield and Zen of Energy, each of which provides a 2% boost to your shield and energy stats (up to 100% at level 50). The Zens of Acceleration and Spin have also been changed to percent-wise bonuses: 2% each to thrust and turning for 50 levels. Lastly, the control and resistance skills in Lagrange have been converted to percent-wise bonuses (up to 10% damage or resistance for a single damage type at level 25).

A few skills affecting bots and drones have also been changed. Bot PhD grants 8 extra combat bot slots and also passes 30% of your skill bonuses to your bots. This includes special skills like Might of Atlas. You can get another 30% of your skill bonuses to your bots by maxing out Bot Tweaking, which still has its speed and mobility bonuses from before as well. Similarly, the Droney advanced subskill now confers 50% of your skill bonuses to your deployed temporary drones in addition to the +1 drone slot bonus.

What’s up with weapon modifications?

Weapons with modifications and/or augmenter stat bonuses will now only grants those bonuses when they are the active weapon. This means equipping a sleek Hermes Caduceus will not increase your speed unless you select it as your active weapon, for example. The classes most affected by this change are Berserker and Gunner, both of which had been using many extra equipped weapons to garner a passive bonus to damage (and hostility, in the case of Berserker). However, several other classes had also been using a few extra equipped weapons for a more modest bonus to damage. We are compensating the following classes with extra damage to help make up for the expected loss in damage from this change:

  • Berserker: +55% damage
  • Gunner: +33% damage
  • Sniper: +18.75% damage
  • Speed Demon, Seer, Shield Monkey: +7.5% damage

Note that this change has no effect on item modifications on non-weapon gear.

What other things will change?

A lot gear stats have been adjusted as a part of this project. Partly, this is due to us performing some much needed maintenance on our internal balance formulas. This maintenance will help us produce new content faster and ensure that things remain balanced. Generally, you can expect shields to have more bank and a LOT more regeneration, to help compensate for the lower resistances on hulls. Shield chargers now only work out of combat, so you can expect much higher stats on those items. You can expect energies to have a fair bit more regeneration to help compensate for the fact that solar panels now only work out of combat.

Weapons with damage-over-time (especially fires) have been analyzed with much greater scrutiny before. Our new depth of understanding of these weapons has helped us to tune them to be very good on the longer time scale (30+ seconds) but less useful for very short engagements. As part of that analysis, we realized that fire extinguishers and pest exterminators were an unnecessary complication to balancing the weapons, so we’ve converted these item types to work only out of combat (but at much higher effectiveness).

The cost to repair your equipment has been standardized to scale with tech and rarity. This means that you will no longer encounter powerful items with an unreasonably high or bizarrely low cost to repair. We have balanced things so that an endgame player can expect to pay around 500 million credits to repair from a single death (actually, most setups we tested came in around 350 million). Furthermore, towing now only incurs one death’s worth of repair costs instead of the three deaths’ worth that it cost before. Drone repairs are extra, since drones don’t take durability damage when the player dies and only require repairs if they’re destroyed in the field. We’ve balanced drone repair costs to come to around 500 million at the highest rarity tier of tech 22. This means that it’s somewhat costly to lose all your drones, but only as much as another death or two in your player ship.

You can get a full list of changes to items here: https://drive.google.com/file/d/1ji0EVBL3t0J0qD1_PmBAdihetThdvpFi/view?usp=sharing

Update on Support Revamp and Community Meeting

Status of the revamp

Over the past few months, the dev team has been working hard on a revamp that focuses on the Shield Monkey and Engineer classes. While the project’s main goal is to give these classes more interesting and active combat roles, it has also led to broader changes to ship stats as we attempt to produce a more balanced damage mitigation experience in the game.

We held three community testing events over the summer to solicit player feedback on the project. While we did receive a lot of feedback that helped us improve the project, the testing events were plagued by glitches and the overall lack of polish, resulting in much frustration and wasted time for the players who signed on to help us. While our goal was to make our development process more transparent, we lacked the capacity to receive and process the massive amount of community feedback that you all provided. We had aimed to close testing on August 31 and move the project into patch preparation, but we didn’t hit this goal and are currently reassessing to develop a new timeline.

To the players who participated in the testing events or otherwise spent time discussing and theorycrafting this project, we are sorry for the frustration we have caused you. The dev team has lost a few members over the past year and this project is just too big for the current team to finish as quickly as we had hoped. However, it was still my responsibility to make an accurate assessment of the team’s capacity, and I apologize for falling short in this respect.

Player concerns and our reponses

To help show that we’re listening and attempt to repair some of the damage, Jeff and I held an emergency meeting a few days ago to address the concerns brought up by the playerbase. The meeting focused on responding to a list of five concerns that had been circulated by the player Jiraque. We’ve listed those concerns below, along with a summary of the responses we gave during the meeting.

1. Never again use the player base as an ad-hoc QA team. If there is insufficient testing manpower in the development QA team to test changes, extend the duration of your testing events and/or decrease the scope of your projects.

The last few community testing events were too early and disrespectful of your time as players. We won’t open up testing events in the future until they are much more polished and ready for community testing.

2. Be fair to your players. If you are changing augmenters or ships, compensate the player base accordingly with augmenter resets and/or opportunities to ship form (once per affected ship).

We had assumed that five augmenter resets would be enough for players to adjust to the changes in this project. We didn’t realize how large of an impact these changes would have on heavily invested players. Now that we have a better understanding, Jeff has authorized me to grant a free augmenter reset to every ship that logs in before February 6, 2021, plus three additional augmenter reset missions that will also expire on February 6, 2021. We will give more details on how to use your free reset when we are closer to launch. Note that the Community Testing Event galaxy on the Test Server will also stay open until February 6, 2021 to facilitate player theorycrafting and setup testing.

3. Respond to our concerns about the feel of the classes we play. The feel of playing the game is just as important as the numbers are. If there’s a general sentiment that something feels bad, prioritize fixing it.

We’ve taken this to heart and we will be asking focus groups of the classes that are changing for their opinions on the reworks to make sure any changes are considered fun or helpful.

4. If there is an extremely overpowered object of any kind in the game (item, ship, augmenter, equipment, etc.), make it your top priority to correct it. Do not let it linger in game and become the meta, then punish the player base for adopting that meta by nerfing it.

Distorting ships or strategies like the PBF, Battle Sphere, passive mod-stacking, and solar panel stacking all fall into this category. We’re working to address these and others in a way that satisfies the player base in order to open up design space in Tech 23 onwards.

5. If you increase the cost of things in-game (repair costs, AI base items, blueprints, etc.), add or tune active/passive income sources to compensate. Inform people of scrap price changes before patching.

We are dialing back repair costs in the project (see below). More broadly, we are making better communication and documentation a priority as we continue working on this project. This includes a changelog (of which we have started doing on test) and better patch notes.
All Test Changes
Outline of Healing Revamp (but see below for possible changes to Engineer)

Specific changes and initiatives

Here are a few noteworthy changes that we have made to address some major concerns before the next version of testing:

  • Zen of Shield, Energy, Spin, and Acceleration are now trainable to level 50 instead of 100 with doubled values per level. This results in a required level of 3-4k to max these plus ZoFR and all core skills.
  • Death, towing, diffuser and repair costs are being looked at to try and even out the total credit costs. This includes Engineer’s drone sets. We have set for ourselves the rough goal of a 500 million credit cost death for endgame players.
  • Bot agility complaints have been noted. Combat Bot Tweaking has been buffed which should help alongside the Zen changes.
  • Lastly, we’re currently evaluating an experimental change to Engineer. In the spirit of Concern #3, we acknowledge that our earlier concept for the class wasn’t quite doing what we wanted, resulting in imbalances and lack of enjoyment. Early testing suggests that the following change would move the class in a promising direction:

  • New Engineer Concept (under review): Drone Ops bonuses will be removed from all augmenters and items, replaced by increases in the Drone Ops bonus from Engineer (+60) and Drone Deployment (+2/level). The cap of 100 Drone Ops will be removed, as well. Any existing augmenters and items with Drone Ops bonuses will be redesigned to provide alternative stat bonuses of interest to Engineers.
  • Community Testing Event

    What’s this about a revamp?

    As many of you know, the dev team has been working hard on a revamp centering on the two support classes: Shield Monkey and Engineer. The main goal is to give these classes more interesting and pronounced combat roles. For Engineer, this comes through a redesigned Drone Ops stat that lets the class directly customize their drones, and new energy distribution systems such as the Tesla Coil. For Shield Monkey, we’ve removed the “free shields” granted by Transference Efficiency but replaced it with a new system that allows healers to steal shields from enemies to replenish themselves in a zero-sum way.

    As part of the changes to healing, we have made additional changes to ships and shields that make constant healing less necessary. All players receive a substantial bonus to shield bank and regeneration to help them survive longer without heals when they come under fire. Also, higher tech hulls no longer receive higher resistance levels, and resistances are mostly standardized with a few thematic strengths and weaknesses at most. Of course, the shielding and damage output of bosses and adds have also been reviewed to align with these changes (but if you encounter anything that seems off, just let us know!)

    When can I test this revamp?

    You can test the revamp right now! We’ve just begun Community Testing Event 3, which can be accessed by pointing your client to the Test server (make sure to select Test, not Test 2).

    Test Server

    A special galaxy is avialable off of Sol during the testing event. This system, Community Testing Event, will contain a large selection of gear Tech 15 and above along with Hogg’s Map Revealer! All of these items will be obtainable for 1 credit and available only during community testing events.

    community testing event

    What exactly is changing?

    A full list of the current changes to items can be found here. If you want more of an outline, check here instead.

    Tips on testing

    This is a big project and it may be hard to know where to start when you first log in. Here are some suggestions.

    • Shield Monkey: Don’t forget to equip a second shield! Also check out the Shield Monkey Laboratories in Lyceum for some new class-locked items, and consider picking up a new Advanced Subskill. You may find it helpful to replace one of your augmenters with a damage-oriented augmenter.
    • Engineer: Don’t forget to equip a second energy AND an extra augmenter. You may also find it helpful to replace one of your existing augmenters with something the grants Transference Power or Shield Regeneration. Also check out Engineer’s Workshop in Lyceum for some new class-locked items, and consider picking up a new Advanced Subskill.
    • Everyone: Diffusers are now limited to one per ship and can’t be swapped during flight. Think about what damage type you’d like extra resistance toward, or try out one of the new omni-resistance options.

    We want your feedback!

    Any and all feedback you have can be posted to the feedback channels in Discord under the Healing Feedback category. We are committed to collecting and acting on community feedback until the project is fully polished for release on the live server.

    Great Success! A retrospective on the last 2 weeks.

    Things are going to get a little self congratulatory here, but I just wanted to start of with a big thank you to the community. We wouldn’t be here without you, and your support has made the past 2 weeks since we launched on Steam a highlight of my 10 years of involvement on the development team! You guys did everything we asked, and we made it to the Popular New Releases section of Steam for most of the last 2 weeks! We’ve had an incredible amount of new players pouring in, and you’ve all been incredible in welcoming them and helping them learn the game.

    We’ve been on and off the front page since launch, but here is a screenshot from just a couple days ago when we were:
    Steam Popular New Releases
    Star Sonata is a niche game, but all of us here (both developers, and players) have a deep passion for the game which is what has allowed the game to carry on for the over 16 years since the original alpha. It’s been an incredible experience, seeing us listed alongside such heavy hitters.

    Now, the numbers

    These numbers are constantly going up, and will almost certainly be out of date by the time I hit publish on the post, but this is where we currently stand:

    • Just this morning, we broke 20,000 “owners” on Steam (with the game now showing in their library), currently sitting at 20,485
    • So far, 9,133 of them have downloaded the game.
    • 7,068 new accounts have been created since the Steam launch.
    • Average concurrent online player numbers are over 200% of their pre-Steam launch numbers.
    • Coupled with the boost from the stay at home pvp server we’re undergoing the largest growth in subscribers since the original launch from alpha. Subscriber numbers are up 92% in the last 2 months!
    • The highest current subscriber count of the last 9 years, and over double the lowest point in that time-frame.

    It’s impossible to say how many new people we’ll have sticking around, but things are certainly looking good! Hundreds of those accounts already have a substantial time investment in the game (at least 10 in-game hours logged, showing serious interest), and our returning player rate is looking good so more will surely follow. In addition to new players, we’ve also been constantly welcoming back old friends.

    We’d like to give an extra special shout out to those of you who have been extra diligent in Help chat. Helping to guide new players in learning the game is incredibly important, and a few of you really went the extra mile in helping out!

    There have been constant questions since June 12th of “how did Steam launch go?” and such, so I hope this answers them to everyone’s satisfaction. While the sale on the Starter Pack is over, the rest of our steam launch event is still active. You still receive 10 bonus spacepoints for every purchase of space points through the Steam wallet until July 12 as well as 50% increase XP while playing through Steam. We’ll be retiring the acquisition of the Raging Steam holoprojector at the same time, so be sure to grab it while it’s still available! We look forward to continuing to improve the game, and we’ll have more to share on new additions to the game soon.