2026-03-17
When I started working on eXoSpace, I had a vision that boiled down to "let's mix Reassembly with Nova Drift!"

Having a roguelike shipbuilder would be unique and cool: instead of choosing mods you'd get new modules and add them to your ship. Well, turns out that does not mix well, no matter what I tried. Luckily I am not infinitely stubborn and I got plans to let you keep your ship!
First let's read some typical feedback and reviews I got about the game:
"[..] I don't see the point of saving the design of ships if you lose all blueprints and metals after every mission. [..]"
"And the bounty hunt feels not really rewarding - it doesn't matter if you rush through or if you spent your time exploring and building a massive ship - you only get some credits to unlock some perks or prebuilds but what you did to reach that goal is practically meaningless and gone. [..]"
"I really liked the game, however after i completed my bounty i lost all my unlocked blocks. and my uniques. also my ship i spent hours designing...."
"Bounty's hunts main detracting factor is that you start "at scratch" in each new hunt."
Ok, looking back it's all quite obvious. In my defense, this is my first production game, and it's been quite a learning curve! Anyway, enough about that, I wanted to write about how to fix the meta game. Again. For real, now.
The idea for the fix is quite simple: you keep your current ship and module blueprints after completing a mission. I want a feeling of "ownership" of your ship to be central to the game mode.
However, this causes two problems:
I'm now trying out several changes to fix the balance issue:
For the replayability part I have some other plans:
In addition I'm toying with the idea of making your ship's repairs cost resources, with resources being quite abundant.
You'd have to manually trigger the repair process. The amount of resources you can carry along (and pick up) is also limited by the resource cap, limiting the amount of repairs you can do during a battle. Enemies also carry a limited amount of resources for repairs. Resources now may be dropped when any part is destroyed, not only when the core explodes, which makes life a bit easier for close-combat specialists.
This change could make combat quite a bit more interesting and difficult (I'd have to tune the difficulty a bit to compensate). No more magical infinite repairs for you, but neither for your enemies.
Of course this is all in development and may be subject to change!
I've actually got the save slots implemented, changed the code so that the ship and resources are stored at the end of a mission and used on your next, and am now introducing the balance fixes.
In addition to all this I plan to add several new (partially player-made) missions in the next update as well!
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