Creative Mode Reached and Doomsday!
We've hit $100k which mean we now have enough funding to guarantee development will continue after initial release!
Thank you so much everyone!
Our next stretch goal (not the new one) is all about Robots.
We want to play around with the interplay of human with technology.
We're planning a faction composed of all robots. This faction doesn't inherently hate humans, but it prefers more "robotic" stations. As such, we'll be adding mechanical bodies that you create and transfer colonist consciousness into.
These will be entirely new colonist bodies.
They won't require normal food (so maybe they eat fuel) and they'll be able to survive in rooms without an atmosphere. We're actually planning on making special "robot" food recipes. Like a salad with fresh metal shavings.
The drawback is that normal colonists do not like seeing robots (especially if they were friends with the former colonist) and "human" factions don't like it when you upload a human consciousness into a machine.
Internally, we're planning on adding a random value between 0 and 100 for how much a faction likes robots vs humans. A value of 0 means that they hate humans. A value of 100 means they hate robots. A value of 50 means that they're neutral and will accept either humans or robots. So some factions will be fine with converting your colonists into robots.
We're also adding "brain implants" for controlling your colonists more directly. Combine this with robotic bodies and you'll essentially have some sort of "Cyberman" (from Doctor Who).
We're also adding cyborg limbs that you can use when a colonist loses their human limbs (you could also forcibly augment your colonists with robotic parts).
You'll research and build all of these things in your robotic lab.
Our new stretchgoal is focused on adding different ways for your colony to be destroyed.
Rogue colonists will secretly enter your colony and attempt to destroy it from within. Enemy factions can hack your colonist databanks, so a newly grown colonist could be an infiltrator in disguise. You'll get clues about who the rogue colonist is, so you can try to selectively "remove" the enemy colonist. Or you could just purge the entire colony. It's your choice.
We're also adding a new Xeno research lab that can get your colony into all sorts of trouble.
Dimensional rifts can appear. These can destroy entire sections of your station and cause...strange entities to appear (we're both huge fans of Lovecraft, so expect things to get weird). Occasionally normal colonists will spawn from dimensional rifts. Who knows where they came from or what they might be carrying.
Space plague is a deadly disease with no known cure. It slowly mutates your colonists and turns them into zombie-like creatures. Your mining ships will occasionally come back with an infected colonist or an entire horde of these monsters. You can build quarantine zones to keep your healthy colonists away from the sick ones.
Alien growth infestations can consume your entire station. This will be some sort of "mold" looking growth that slowly covers your floors and walls. Colonists will become trapped by this mold and slowly consumed. Think of the Zerg creep from Starcraft.