
Official patches, updates and announcements from the developer.
Actively updated· 7 updates / patches in the last 30 days
Changes: - The decorative light now has configurable color and can have blinking pattern set. - Sandbox invasions now have their own pop-up, and allow setting faction, color, starting budget, escalation per wave, arrival angle and spawn doctrine.
Changes: - Update to many Deepspace Ferroform ships, and added 6 new ones, thanks for Kepler! Bugfixes: - Arena enemies did not always see you. - Explosion damage on drones could trigger reputation loss.
Changes: - Added a shape filter to the part selection to help find shapes that work well together. - Added a "Find blueprint" button to the tech screen. This allows you to find all designs that use a specific part that you do not yet have unlocked.
A nice round number 100 patch with some fixes while I work on bigger things that will be revealed in time :) This patch fixes the targeting laser settings not persisting on save or jump and several AI fixes: - Target movement was not compensated in AI distance calculations.
Some quality of life and AI improvements, and bugfixes. Changes: - Added 3 alternative selectable cursors: cross, circle, dot. - The ship editor shows a warning icon on hangars when the drone design is not yet set. - Sandbox ship list filters are now remembered over sessions.
This fixes two issues in the last update: - The default UI scaling was off on high density screens. - A controller could not activate buttons in combat screen in some cases.
Another update fixing several bugs, adding two new parts and improving controller support. Changes: - Much improved controller support: duplicate mappings removed, and default mapping now works well both in editor and flight. - Can now map multiple controls to a single action.
Changes: - Added vsync toggle in settings. - The game now pauses and drops input when Steam Overlay is active. - Added configurable zoom controls. - Added configurable camera panning controls. - Drag-selection os no longer active while in paint mode.
This one took longer than expected, because I wanted to properly fix Steam Deck support. This involved creating a native Linux build , replacing Steam Input by built-in controller support (also to enable controllers outside of Steam) and several other things.
Changes: - Added a save game backup systems. On load the save game directory is zipped and backed up. Up to 5 backups are stored. You can open the backup folder via a button in the save slot screen. This is only intended for calamities, there is no built-in restore function.
Another day, another small patch. Please note: the mercenaries panel was moved to a button in the top-right , since I kept getting reports of the panel being impossible to open. Also, hangars got cheaper, to make them more cost-effective.
This patch fixes a bunch of bugs that were reported after launch. For now I'm focusing on stability and bugfixing. Changes: - The log file(s) of the previous run are now preserved, to help in debugging. Bugfixes: - Could not open mercenaries panel while control hints were open.
A small hotfix for some bug reports: - The logfiles for the previous run are now preserved. - Bugfix: over-eager stall detection caused a restart when rendering a frame took too long. - Bugfix: crash report on shutdown caused by incorrect cleanup order.
eXoSpace Releases to 1.0 with the Wild Waste Update!
After pretty much exactly one year of EA, eXoSpace officially launches into 1.0 with the Wild Waste update. A big thank you to the community! The future will bring more updates.
Bugfix: - Moving the ship with the controller did sometimes not work.
eXoSpace Combat Engineer 1.0 officially launches on September 22!
After a full year in Early Access with many updates, eXoSpace Combat Engineer is ready for full release! Expect more updates after release though.