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Happy Hunting, eXoSpace's First Large Update!

2025-12-04

It took much longer than expected, but "Happy Hunting", the first large update for eXoSpace Combat Engineer, is finally done. The good news is that it brings a generous pile of new features, content, and polish.

Happy Hunting brings major improvements to the Bounty Hunt game mode:

In this blog post, I will go through the largest changes one by one.

Rewarding Victories

A major goal of this update is to make completing a mission feel much more rewarding. You now take home more after victory, and there is more to do with your bounty.

Bring Your Own Modules

The starting ship you choose comes with a set of modules you begin your mission with:

Starting ships

However, you can now also bring additional module blueprints from earlier missions, for a small fee. This means you never need to go without your favorite module.

Crew

Another new form of progression is the introduction of Crew. When you hear “Crew,” you may picture little aliens running around inside your ship that you need to manage, but in eXoSpace it is really a glorified perk system:

Crew

You can spend your bounty on training your crew and permanently improve the functioning of your ship. For example, your armorer can increase armor hit points or specialize in some sort of shields. Every training choice matters.

The crew can be retrained for free, so you can experiment freely, but not during a mission.

Any previously purchased modifiers and starting equipment sets are refunded.

Modifiers (previously Perks)

You can now buy modifiers in the Armory and use up to three of them in your next mission. Modifiers now apply to all ships, not just yours, and can change the game dramatically, introducing all kinds of new and questionable challenges.

Modifiers

Previously purchased perks are refunded, so you can jump right into experimenting with the new modifiers or crew.

Ranking Up

By completing increasingly difficult missions, you now rank up. Ranking up unlocks new missions, grants more starting resources, and unlocks new starting ships.

Ranks

The rank icon now replaces the otherwise unused bounty hunter icon you could pick when starting the game for the first time.

Better Bosses

All bosses in the game have received a major overhaul, and an entirely new boss system was introduced. You can now even design your own boss by placing a boss core in the sandbox. A boss gets its own boss bar, configurable AI, special boss weapons, and a phase system.

Bosses

Several mini bosses and a new mission end boss were added as well: the Cultist.

Pursuit

Your target has a new surprise for you. Near the start of the sector, you will find a pursuit HQ. This HQ will periodically launch pursuit fleets that try to intercept you before you reach your target.

Pursuit

Improved Difficulty Scaling

Many encounters and enemy spawns have been tuned to be more consistent and easier at the start of the game. Some additional changes were made to the difficulties as well:

AI Remade

The ship AI system has been replaced and now works better and faster. It can be configured directly from the ship editor and also has broadside movement support:

AI

The old and slower scripted AI has been removed.

The autofire AI has also been improved:

New Game Mechanics

Several mechanics were tweaked and added:

New Modules

A bunch of new weapons and other modules have been added for you to discover and then use to disassemble your enemies:

New modules

Quality of Life Improvements

Weapon Status

Energy

Performance Fixes

The higher difficulty levels were having performance issues caused by many ships spawning on top of each other, which is not great for the physics engine or for your framerate. Several fixes were made to lessen this problem significantly:

And More

A Word of Thanks

Last but not least, a huge shout out of thanks to all the playtesters and fleet designers. This update would not have been possible without you.

Copyright 2024 Bas @ Fantastimaker
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