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This update is all about **balance**. Now that we've added all the systems and features, we were able to take a step back and look holistically at how they interact. In other words, our numbers were pretty arbitrary, but now they're based on mathy spreadsheets like a real game.

Note that these changes are just a starting point! Now that we have some grounding for the numbers, we can and will iterate on them based on analytics and player feedback.

BALANCE

  • In this first patch, the big change is that **training has a bigger impact**. You gain experience way faster, but difficulty also ramps up much more quickly over the course of the game. This will hopefully lead to more feelings of agency and investment.*
  • Training gives dramatically more EXP and levels, and gives stress more evenly
  • Changed event, ASE, and mission difficulty to increase over the game, and refactored odds of test success
  • Changed how Glory affects final rankings, and adjusted Glory given by all sources
  • Resting restores more stress
  • Mental injuries now give negative skill points instead of random traits
  • Adjusted price of purchasable items to fit new values
  • New trait hexes now give a choice of trait


BUG FIXES

  • Fixed bug where Challenges could be on when marked as off
  • Fixed display count of missions played


ALSO

  • Nice Bird enabled
Astronaut: The Best Playtest Content Depot 1935681
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