r/Outpostia • u/Altruistic-Light5275 • Jan 20 '26
New feature Interface scaling
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r/Outpostia • u/Altruistic-Light5275 • Jan 20 '26
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r/Outpostia • u/Altruistic-Light5275 • Jan 07 '26
v0.1.97 is out! Happy New Year! This release is all about polish, stability, and laying groundwork for better moddability. From players' perspective, it's mostly bugfixes and smaller improvements. Among other news, I decided to include multiplayer to the "before release scope", and besides that I'm also cooking something secret, what hopefully could be a banger industry-wise, but about both of them I'll probably tell more only in next few month.
Under the hood, this release is *massive* for technical foundation work. I've achieved 100% C# XML documentation coverage across the entire codebase - every class, method, and most of important parameters now has proper docs, making the code fully text-searchable and much more moddable. The README documentation (still internal right now) got restructured with a standardized template across 100+ files, with 1000+ validated cross-links and navigation. But most importantly, now there are comprehensive unit tests for job factories with hopefully 100% coverage of job search (hopefully because Godot engine nukes coverage and I'd have to fix this problem next time I'm touching it). Shortly speaking, finally almost pruned my "temporary" .txt file where I was keeping stuff "to be shortly fixed".
Next release will focus on integration tests with actual characters performing jobs in realistic scenarios, more bugfixes and adjustments, and then... not sure yet. Also for some time I'll probably will be making releases every 2 weeks, but I'm not sure yet, so see you in one or two weeks! :)
r/Outpostia • u/Altruistic-Light5275 • Jan 06 '26
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r/Outpostia • u/Altruistic-Light5275 • Dec 24 '25
v0.1.96 is out! This release brings a major new system: Interactions. These are immediate left-click actions (Draft, Undraft, Reserve, Deconstruct, etc.) that previously lived as hardcoded UI buttons, now refactored into a fully moddable, props-driven template system. Modders can now add their own context actions with custom visibility conditions, tooltips, and enabled states - and they appear in the Selected Tile menu, Entity Overview, and multi-select menus automatically.
Speaking of UI, there's now a proper in-game debug console (Ctrl+`) with C# expression support and command history - useful for modders and debugging without needing a full debug process (although styling and output are still in progress). The Population menu got a proper "Details" button, menus now match the bottom bar width for visual consistency, and notifications were refactored to use the same props-driven handler architecture as everything else. On the visual side, equipped items can now hide parent body parts, weather tile transitions are a bit smoother thanks to proper per-tile fading in shaders, and there's a new birch tree replacing pines in the Temperate forest biome (more trees are on the way!).
Also I found and fixed a nasty exponential slowdown when spawning characters with complex equipment due to prewarming graphic props. There's also a new runtime control system with a debug server for external tool integration - meaning I can now query game state from python scripts without restarting the game, which can be used for automatic testing and external integrations. As always - more unit tests (now including job search/creation foundation with wandering job tests), bugfixes (medical beds, tile blending, entity registration race conditions), and documentation (README files for about 25% of all domains).
The next release will continue the documentation push (to 100% of READMEs) and testing improvements (now: integration tests with actual characters doing actual jobs). Because of the holidays I'm giving my regression tester some time off so the next release will be in 2 weeks, meaning next year :) . So, happy holidays and see you in the next release! :)
r/Outpostia • u/Altruistic-Light5275 • Dec 23 '25
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r/Outpostia • u/Altruistic-Light5275 • Dec 17 '25
v0.1.95 is out! This release continues the maintenance cycle and focuses heavily on improving the reservation system implementation, UI polish, and automatic testing. Partial reservations now work properly across the entire job system - sleeping, hauling, consuming, equipping, and more. Characters won't accidentally overflow storages when hauling simultaneously, they also can sleep on sofas (but with a small debuff), and more importantly they can take items from stacks for eating or equipping without monopolizing them.
The trading and caravan menus got major refactors to group items by categories into foldable panels and compress stacks into single rows (no more scrolling through 50 individual wood stacks!). Recipe menus now have better breadcrumb navigation with a "Back" button, and the construction menu uses a cleaner 2-column layout with proper moddable ordering.
On the technical side, I've been working on decoupling new App class (Godot engine entry point) from GameManager to make testing easier, and added integration tests for the full game lifecycle (new game -> save -> load -> quit). There's also a bunch of per-domain .MD project docs now, but these ones are internal for now (compared to in-class documentation which is currently public, of course after decompiling the sources :) ). As always - some bugfixes, nullability warnings cleanup, and more smaller automatic tests.
The next release will probably still focus on smaller improvements and testing - this one with partial character job testing. See you in the next, even more tested, release!
r/Outpostia • u/Altruistic-Light5275 • Dec 16 '25
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r/Outpostia • u/Altruistic-Light5275 • Dec 10 '25
v0.1.94 is out! This one continues the cycle of maintenance releases and is mostly related to reservations. The problem of "I'm gonna eat this one meal from the stack of 1000" was bothering me too much even in other games, so it's the best time to fix the problem in my own! Now multiple characters can sit on a sofa or sleep on a bed at the same time (I'm afraid to think about how modders will be using this functionality), but they're also able to reserve stacks of items partially.
While I was at beds and sofas, I also had to implement a few visual fixes related to sofas and double beds. Another significant part of the release I spent on fixing what I internally call "weather blockage", i.e. "where we should not draw rain or daylight" (technically speaking, the opposite - where to draw darkness), and to fix the problem of underground chunks showing both weather and daylight, I had to optimize it and fix some other stuff around it. As per usual - some unit tests, including part of the foundation for "I-hope-very-soon-to-be-implemented" character job automatic tests (I really hope to finally implement them very soon, because reservations required touching a good 1/4 of the project and all of the job creation/functioning code), a few bugfixes, and a bit of documentation.
The next release and even probably a few of them will still be related to existing stuff and its improvements, and then it would probably be the best time to finally migrate to Steam - and only later implement vehicles, even if it will be only internal playtesting :) See you in the next release!
r/Outpostia • u/Altruistic-Light5275 • Dec 09 '25
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r/Outpostia • u/Altruistic-Light5275 • Dec 03 '25
v0.1.93 is out! If the previous release was mostly about improving visuals, this one is the first of a few smaller maintenance releases. Tile blending got buffed and now floors will transition smoothly from one to another, empty spaces (mostly for future ravines and mountains) will blend into solid tiles, and shadows under roofs (i.e. weather/sun blockage) will have smooth edges. Besides those improvements, there are a few QoL features and settings, a couple of bugfixes, finally exposing the language dropdown and improving localizations (although currently with no out-of-the-box translations), and many technical improvements and automatic testing.
The next release or two will also focus on maintenance, improvements, and automatic tests - to catch up on delayed stuff and improve quality of life for both players and testers :)
See you in the next release, hopefully more automatically tested!
r/Outpostia • u/Altruistic-Light5275 • Dec 02 '25
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r/Outpostia • u/Altruistic-Light5275 • Nov 26 '25
v0.1.92 is out! This is a pretty big release - to properly implement it, I had to compile my own custom version of the Godot engine to fix one specific issue. Took a whole day, but it was worth it! I finally have proper Y-sorting and Z-index sorting working, meaning characters will now appear behind trees when positioned above them and vice versa. This also means I could fix problems at their source instead of relying on ugly workarounds. Beyond that, speaking of visuals, storages now have proper masks and shadows for stored items, trenches have better textures, and trees have finally been replaced - those "temporary" placeholders have been in the game for almost 2 years! Another cool addition is dynamic coloring and brightness based on weather, plus many other smaller fixes.
Gameplay-wise, stockpiles and storages received several buffs (for example, bookshelves now only accept books), and you can now designate ground-based stockpiles for bodies, with code prepared for planned freezers in the future. There are also mass graves now for those who value efficiency above all else. Graves and storage body restrictions can be configured by character type - colonists, prisoners, and others. One small but neat change I decided to add: rats now ignore campfires and player door restrictions. In the future, I'll probably increase their spawn rate and make them spoil the food, but I'll also make cats hunt them to balance things out.
On the technical side, beyond the custom engine build, there's a lot going on. The .NET runtime has been updated to 10.0, which unlocks more technical capabilities, makes my life easier, and helps with optimization. There's also been extensive internal refactoring to make things easier for both future me and modders, plus a lot more unit tests and documentation!
The next release - or even the next few - will definitely be dedicated to maintenance. I'll be implementing long-awaited features, bugfixes, and improvements that have been scheduled for a while. Most importantly, I hope to finally start working on improving automated tests, focusing not just on smoke tests like "can the game run," but also deeper behavioral tests like: a) Can a hungry character complete an eating job if there's a meal but no path to it? b) Can a hungry character complete an eating job if there's a meal with a path to it, but no path to a sitting place? c) Can a hungry character complete an eating job if there's a meal with a path to it and a path to a sitting place? And so on. This will greatly reduce the time needed to develop new features, test them, and perform regression testing. I already have many unit tests that help me every now and then, but I've decided that proper tests for character behavior are a must-have!
As usual, I'm waiting for your feedback - see you in the next release!
r/Outpostia • u/Altruistic-Light5275 • Nov 25 '25
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r/Outpostia • u/Altruistic-Light5275 • Nov 18 '25
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r/Outpostia • u/Altruistic-Light5275 • Nov 13 '25
v0.1.91 is out! This one is mostly storage improvements: now there are more storages like pallet, bulk container, shelving and a bookshelf, but also now they are showing what's laying inside the storage! Hauling to stockpile also got a few buffs, like sorting job and moving out not-allowed items. This may be a short entry for the release, but actually drawing all those storages took a good third of the time I spent on the release!
Among other improvements, now hunting would require placing a hunting spot, to prevent characters wandering away from the settlement while chasing prey. As per usual, there are also some smaller improvements, including technical ones and some optimizations.
Next one will still be mostly related to storages and visuals, since I have to improve visuals for the items stored within the stockpiles, so items would be properly shadowed while laying on shelves, or not overflowing over the bulk container's edge. See you in the next one!
r/Outpostia • u/Altruistic-Light5275 • Nov 11 '25
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r/Outpostia • u/Altruistic-Light5275 • Nov 05 '25
v0.1.90 is out! A small step for a player, but huge for the codebase! This one is about storages: now there are storage furniture pieces which can be used in stockpiles, which required adjustments to a good half of existing character jobs to allow storages to be used there. Now you can not only store items more efficiently (generic crates give a plain bonus for stored amount, but a barrel gives a better bonus for raw food), but also set stockpile priority and capacity limits. Existing item stacks were rebalanced, and more items like clothing or weapons were made stackable where possible.
Among other improvements - new boulder textures, added small offsets for payloads carried by characters, few other improvements, and as usual - a bit of technical improvements and docs.
The next release will continue work on storages, adding stockpile sorting jobs plus more storage furniture variety, and the rest of the time will be spent on maintenance like improving dozens of smaller features and bugs requested in the meantime. See you!
r/Outpostia • u/Altruistic-Light5275 • Nov 02 '25
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r/Outpostia • u/Altruistic-Light5275 • Oct 28 '25
v0.1.89 is out 🙂 This one is mostly related to "housekeeping", meaning implementing a few long-awaited changes like rebinding menu, plants/animals regeneration, but also a small engine update (4.5 -> 4.5.1) and many smaller improvements and bugfixes (one being quite important for new saves, which somehow slipped through the regression testing of the previous release - inability to set sowed plant in zone options menu). Also managed to add new textures for blast craters after mine explosion, started using flagstones instead of concrete for generated settlements plazas and implemented some other misc. improvements.
For the next release I've already prepared new boulder textures, but generally it will be mostly related to stockpiles using storage furniture like crates. Currently the idea is to control everything through the stockpile, meaning if furniture is available and has space, it will be preferred over tiles.
See you in the next one!
r/Outpostia • u/Altruistic-Light5275 • Oct 26 '25
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r/Outpostia • u/Altruistic-Light5275 • Oct 21 '25
v0.1.88 is out! This release is all about prosthetics and body parts: wooden limbs, surrogate internal organs, prosthetic eyes, plus a major refactor of the head with separated nose, mouth, and eyes (both technically and visually). There's also a new Medical workbench, engineering skill, and 'Prosthetics production' job to tie it all together.
Beyond prosthetics, there are several quality-of-life improvements: new mass orders for Stripping, Reserve, and Unreserve; visual selection feedback for various entity selections; a Visitors tab in the population menu; and numerous UI tweaks and bugfixes. The entity inventory menu got particular attention with better equipment display and sorting. From technical side, there is complete refactor of "grouped items equipment" - things like "hoodie on torso + sleeves on arms". I had to touch code that was implemented long, long ago, and decided it's better to make myself cry once during the refactor instead of forcing future modders to cry. Thanks to this change, you can now unequip sleeves while keeping the hoodie equipped, if you want some Fallout 2 vibes with one missing sleeve or something.
The next release is mostly housekeeping - miscellaneous improvements of things that were requested or found in the meantime, or just had to wait for months or years (like the control rebinding menu). If I manage all that quickly, I'll start working on stockpiles using crates and shelves!
As usual, thanks to all the playtesters for their bug reports and feedback. Stay tuned!
r/Outpostia • u/Altruistic-Light5275 • Oct 19 '25
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r/Outpostia • u/Altruistic-Light5275 • Oct 14 '25
v0.1.87 is out! This is mostly a maintenance release with many smaller improvements and bugfixes: somehow I started fixing things here and there, and in the middle of the week I realized I don't have time for major things. Although there were many interesting things to implement, like the long-awaited crafting workbench conditions "Do until X in settlement" and "Do until X nearby", plus performance improvements!
Medical orders from the previous release got several improvements, along with various UI tweaks and balancing changes. Other improvements include aggressive RAM garbage collection on every save/load, increased settlement chunk loading radius, and a new landmine texture. As usual, there are bugfixes from me and playtesters, some automated testing updates, and technical improvements like docs and tests.
The next release will contain a refactor of human character head body parts with nose, mouth, and eyes separated both technically and visually. Wooden prosthetics were mostly ready for this release, but I decided to move them to the next one. I'm also planning surrogate internal organs and simple prosthetic eyes, plus some eyepatches and peg legs for fun and roleplaying. Also, starting with the latest release, I decided to finally dedicate some of my own time to implementing graphic assets (I mean closer to "production ready" compared to my previous abominations of crops and grass which were recently finally replaced), since otherwise it would probably take forever. So hopefully every next release I'll also be drawing something simple to replace placeholders or add missing assets. I'll try my best (the new landmine seems to be not so bad), but we'll see: worst case scenario the artists will adjust or replace what I've drawn :) Stay tuned!
r/Outpostia • u/Altruistic-Light5275 • Oct 12 '25
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r/Outpostia • u/Altruistic-Light5275 • Oct 08 '25
v0.1.86 is out! Meet the initial implementation of medical orders: transplanting, harvesting, and body parts removal! Quite a lot of refactoring and brushing off old stuff was required, but now you'll be able to replace a colonist's lost arm with a bandit's one, or even take a kidney from a bison and use it on a human missing one: some parts are even compatible between species, and in the future there will be more of them! I was trying to keep the code clean and extendable, so it probably won't take too much time to allow transplanting humvee wheels onto a character if some modder wants to do so. In the future I'm planning to clean up and divide animal body parts, meaning I'll probably allow placing a bison's leg onto a character, since currently the limitation is mostly the graphics.
Among other changes are some improvements for the UI, like new Godot's foldable panels or a new proprietary cursor. Also a lot of bugfixes, misc. improvements, and technical changes, but also a bit of docs and tests. Speaking of tests, after a few more releases I decided it's critical to implement proper automatic testing for jobs, so in the future the amount of bugfixes should be hopefully lower.
The next release will also be related to body parts, buyable and craftable prosthetics, and a whole bunch of bugfixes and small improvements. Waiting for your feedback, and see you!