I just stayed up until 3 AM playing craft the world. This game should not be this good.I am doing a chalange run after not playing for a long time, and it's my first successful run. I am king of the dwarfes.
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I just stayed up until 3 AM playing craft the world. This game should not be this good.I am doing a chalange run after not playing for a long time, and it's my first successful run. I am king of the dwarfes.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Recently got back into oxygen not included and somehow managed to make a base so shit that my duplicants are starting to get stressed in stress free mode.
I really am really good at being bad at games
Empire of the Ants: Stream #1 Wrap-Up & New Saturday Schedule Concept! ๐ข๐๐ฒ
Part one of our Sunday double-header is officially in the books! We loaded back into the narrative campaign of Empire of the Ants today and made some solid progress, but we are still heavily working our way through the tactical parameters of the Flood story mission. ๐
Future Channel Formatting: Because the gameplay and community response has been so great, I think I am going to transition this campaign into a regular Saturday stream feature going forward! I havenโt fully determined if it will occupy a daytime afternoon block or a traditional late-night stream slot yet, but I'll keep the community updated as I organize the upcoming calendar weeks. ๐ ๐ง
A massive thank you to the daytime Krew for keeping the chat moving! Take a break, grab a snack, and I hope to see everyone later tonight for Part 2 as we load back into solo Grounded WHOA Mode! ๐๐ฒ๐
Empires of the Undergrowth: Story Campaign Progression is LIVE! (Sunday Stream #1) ๐ข๐๐
We are officially live for the first half of our Sunday double-feature broadcast! Taking a break from the editing queue to load back into the tactical, high-stakes colony management of Empires of the Undergrowth.
The colony is expanding, but the dangers are growing right alongside us. Tonight's strategy is entirely focused on the narrative campaign as we push through the upcoming milestones to see exactly where the story mode is going to lead our insect army next! ๐โ๏ธ๐ง
The broadcast is multi-streaming across all your favorite hubs right now, so choose your favorite platform, grab a seat in the chat, and come keep me company for some daytime strategy! ๐โจ
CHOOSE YOUR HUB: ๐ด
๐บ YouTube: https://www.youtube.com/@k_m_p_1983 ๐ฎ Twitch: https://www.twitch.tv/k_m_p_ ๐ฑ TikTok: https://www.tiktok.com/@kmp83 ๐ฅ Facebook: https://www.facebook.com/KMPStreamer/
I've been playing a lot of Romestead recently, which is essentially fantasy Rome-flavored Stardew Valley, but with gods to placate and zombies to slay. And yes, it's very stable for an early-access game, satisfying gameplay loop, smooth animations, etc. But we really need to talk about the important gaming aspects here, namely how friggin' cute you can make your base!

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SpaceSlog First Major Update Enhances Game Systems
SpaceSlog first major update brings survival challenges to the spaceship building colony sim game on Linux, Steam Deck, and Windows. Thanks to the ongoing creativity of Produno Games Studios, gameplay gets big changes. Which you can find on both Steam and itch. SpaceSlog has received its first major update since entering Steam Early Access, and life aboard your fragile ship is about to change fast. Alpha 13 adds new production systems, smarter crew behaviour, harsher survival rules, and a huge collection of fixes that could make this spaceship building colony sim much harder to put down. Produno Games Studios has clearly been listening. The SpaceSlog first major update is not the design of one flashy feature. Instead, Alpha 13 attacks dozens of small frustrations while expanding the systems that make every voyage feel unpredictable. That matters in a spaceship building colony sim for Linux and Steam Deck. One tiny problem can turn into a dead crew, a frozen compartment, or a ship drifting through space with no oxygen. Alpha 13 is about giving players more control before everything falls apart.
As a First Major Update, Your SpaceSlog Ship Has More Ways to Survive
The update adds several useful items, including an animal sleeping spot, a refinery, and an electric cooker. The refinery lets players turn uranium into fuel cells. Uranium asteroids will also begin appearing after the ship has travelled a certain distance, giving longer expeditions another resource to chase. The electric cooker opens up more food options. Crews can prepare packaged meals, cook raw meat, and create tastier packaged meals. Food choices now have a stronger emotional effect too. Eating raw food gives a negative thought, while eating a tasty meal gives a positive one. These sound like small details, but for the first major update, they fit the heart of SpaceSlog. You are not just building walls and placing machines. You are trying to keep a group of people functional while the universe keeps testing them. Hydration and nutrition are now shown separately in the item information menu. This makes it much easier to understand exactly what each consumable restores.
Production Finally Feels Easier to Control
One of the strongest parts of the SpaceSlog first major update is the improved orders interface. Production orders can now be set to run forever or continue until you have a chosen amount. Linux players can assign priorities and change quantities directly from the order ticket. Multiple recipe outputs are also getting support. That should make production chains less annoying to manage, especially once a ship starts growing and several jobs are competing for crew attention. Alloys are now a requirement for various pieces of equipment. Their textures have an update, and dyes used as secondary materials are also getting an adjustment. The game now exposes more data through JSON, giving modders and technically minded players more room to work with SpaceSlogโs systems.
Your Crew Is Getting Smarter
Crew behaviour has received some serious attention. Pawns now have carry capacity. They will gather as many materials as they can hold, then supply several prefabs in one trip. The same approach is in use when hauling and sowing. This should reduce wasted movement and help larger construction projects feel less painful. Pawn behaviour has also see optimisation. Crew members should be less likely to become stuck on walls or accidentally trap themselves. Commanded pawns can now override certain safety restrictions. For example, a player can order someone into an area where they cannot breathe. That is a dangerous option, but it is also exactly the kind of control a desperate captain may need. A new crew bar appears at the bottom of the screen, showing every crew member at a glance. It can be hidden through the options menu. Captain creation is getting a change too. The game now clearly explains that captains cannot be randomise in any way. Adulthood choices are also see a change so that the loner option is no longer viable by default. Any newly added custom pawns are included, and several issues involving custom characters have been fixed. Spawned custom pawns will now survive save and load cycles, while unwanted random facial hair should no longer appear.
Space Is Becoming More Dangerous
Alpha 13 does not make survival easier across the board on Steam Deck and Linux. All pawns will now suffocate much faster. Transfer ventilators can work externally, allowing players to vent atmosphere directly into space. Gas and temperature equalisation between rooms has been improved. Atmosphere can also equalise more accurately with open space. Closed internal doors are not always perfect barriers anymore. Gas can leak through them depending on the materials used to build them. This gives ship design more weight. A badly chosen door could become a real problem during a fire, pressure loss, or oxygen emergency. The game now warns players when ship temperature becomes too high or when the vessel has no oxygen. Temperature can be in Celsius, Fahrenheit, or Kelvin. Passing-star incidents are also separate, with different types, reducing the chance of encountering extremely hot stars near the beginning of a run. Ship mass is once again affected by stored resources. The mass of several resources and other items has been rebalanced, and weapon cooldown calculations now account for additional mass. Your ship is not just a base floating against a pretty background. Every load of ore now has consequences.
Animals, Skills, and Diplomacy Get a Rebalance
Rats are now slightly larger, making them easier to see. They also drop leather. The amount of leather dropped overall see's an increase, though several buildings now require more of it. Slaughtering animals increases the relevant animal skill, while brewing speed is the result of cooking skill. Humans need slightly fewer hours of sleep. Starting medical supplies have also been adjusted. Choosing the Resourcefulness option gives more med kits, while the Wastefulness option now provides some starting med kits as well. Bribes have a minimum value, so they can no longer cost zero. Failed attempts will damage relations with the targeted faction. Produno Games Studios notes that diplomacy will receive a larger rework in a future update. Bruises no longer cause bleeding, and debris titanium drops have been reduced by one.
Small Interface Changes Make a Big Difference
SpaceSlog now detects whether the player is using a controller or mouse and keyboard, then responds accordingly on Linux. Which should also carry over to Steam Deck. Pressing Escape in the opening menus returns to the previous screen instead of closing everything at once. Points of interest discovered while travelling now trigger a sound. Notifications remain visible in the menu for twice as long. The speed button sounds are softener, which may be one of those tiny changes that saves your sanity after dozens of hours. Planet selection is also seeing a change, with the camera centring more smoothly on planets from the planet menu. Item information screens show more detail, trade price text is clearer, and several menus now handle translated text more effectively. More text sees localisation. Brazilian Portuguese has been added thanks to Lucas559-noob, while the French translation see's an update thanks to Daneel53. The game also avoids ongoing errors when an unfinished language is selected. Missing translation tips should no longer cause an error.
Lighting, Performance, and Ship Systems Improve
Fires no longer cast shadows, helping performance during emergencies. Lighting behaviour has been adjusted and improved across game on Linux. The atmosphere simulation see updates, and several temperature logic problems see a resolution. Gas information on the ship systems menu should now display correctly. Power circuits have also received attention. Disconnected objects should reliably switch off, and buildings that are not connected to the grid should correctly display the no-power indicator. For Linux and Steam Deck players, these optimisation passes are especially welcome. A complex spaceship building colony sim can become demanding once crew counts rise and ship systems begin interacting. Fewer unnecessary shadows and smarter pawn movement may not sound glamorous, but they can make a real difference during long sessions.
SpaceSlog - Early Access gets the first major update
Alpha 13 Crushes a Huge Stack of Bugs
The SpaceSlog first major update includes a massive set of fixes. Saving and reloading no longer resets certain incident timers. Save files now show local time correctly after being re-saving again, and pawn ages should remain accurate after loading. Planets and stars should no longer change position between sessions. A rare race condition that could crash the game while loading a save has a fix. Sounds should no longer continue incorrectly when entering a new game or play while the game is in pause. This should also translate to Linux as well as Steam Deck players Aggressive pawns should remain aggressive after loading. Materials now preserve their colours. Orange dye has also been corrected. Pressing Escape during crew selection should no longer cause crew members to stack or fail to reset. Room and bed assignment issues have a fix. Players can force a pawn to sleep in a bed even if that pawn already owns the room. Trade menu text input now works. Trading is possible even when the only crew member has zero social skill, while the trade menu will not appear when no suitable crew member is available.
And still more...
The same logic applies to bribery. Players cannot attempt a bribe without a crew member who meets the skill requirement. Pawns can no longer construct buildings without the correct skill. They should also stop finishing off creatures unless the target is properly collapsed. Inventory weight should no longer increase wildly, and encumbrance values should update correctly in the equipment menu. Character hair now updates when taking off a helmet. Equipment visuals and carried item amounts should also refresh properly. Prefab rotation issues receive a repair. Transfer vents can no longer vent directly into walls. The game now avoids showing duplicate eating and drinking options by force for items that restore both needs. Credits text begins in the correct position. Chair-facing problems have a fix, and pawns should no longer occasionally teleport into beds. Several resolution issues when starting the game are also seeing a fix.
Mod Support Gets More Reliable
The Workshop uploader now searches for a folder matching the mod name listed in mod_info. When it cannot find one, it searches for a folder containing the correct mod ID. Module descriptions now support BBCode. Mod version indicators have also changed. Mods built for the same alpha version can appear in orange as a warning to use caution. It is a practical change for an Early Access game on Linux, Steam Deck, and Windows. Where updates can quickly affect community projects.
This First Major Update is A Strong Step After SpaceSlog Early Access
Produno Games Studios plans to release updates roughly every three months, depending on the size and complexity of the content in development. Alpha 13 feels like the right kind of first major update. It expands crafting and food production and gives crew members more believable behaviour. Yet also improves atmosphere simulation, performance, controls, mod support, localisation, and dozens of interface details. It also makes the universe less forgiving. SpaceSlog spaceship building colony sim gets the first major update for Linux, Steam Deck, and Windows is out through Steam Early Access. It has a price of $22.49 USD, ยฃ19.79, or โฌ22.94 with the 10% discount. The regular price applies on itch.
Intro to my colony!
Colony Name: Variety Pack Cartel
Headcount: 15
Xenotypes: 4 baseliners, 3 wasters, 2 yttakin, 2 hussars, 1 impid, 1 highmate, 1 genie, and 1 dirtmole
Ideoligion: Cooperative of Progress
Leader: Salvatore
Moral Guide: Sadie
Research Specialist: Hun
Medical Specialist: N/A
Highest Sale Value: Gunner ($10635)
Favorite Pawn: Gunner
Oldest Pawn: Wil (68 years old)
Youngest Pawn: Panzer (13 years old)
SpaceSlog Releases and Transforms Gaming Experience
SpaceSlog launches onto Linux PC, Steam Deck, and Windows, dropping you straight into a tense, spaceship building colony sim game. All credit goes to the creative drive of Produno Games Studios for bringing the gameplay to life. That you can now find on Steam with 93% Positive reviews. SpaceSlog launches and it instantly hits that sweet spot between chaos and control. You are not just building a ship. You are holding together a fragile little world drifting through a universe that really does not care if you survive. And somehow that makes it hard to look away.
SpaceSlog launches like it's your story from minute one
I fired it up thinking I would just poke around for a bit. Next thing I know I am stressing over oxygen flow and crew moods like it is my actual job. That is the hook here. SpaceSlog launches you into a fresh galaxy every time, while wasting no time making things personal. Your ship is not some preset template. Since you build it piece by piece. Want a cozy flying home with clean corridors and soft lighting? Go for it. Prefer a brutal fortress packed with weapons and reinforced walls? That works too. The gameplay also lets you decide what kind of captain you are.
A universe that pushes back
This is not a calm sandbox. The galaxy fights you. You run into factions and you never quite know how that will go. Some might trade. Some might test your defenses. That tension sticks with you. Every SpaceSlog encounter that feel like they could launch into a story you will tell later. Combat is part of the deal too. Alien threats show up and they do not knock politely. You defend your ship, protect your crew, and hope your systems hold together when things get messy.
Systems that actually matter
Here is where the spaceship building colony sim side really shines. Power is not just a number. You lay cables, set up generators, store energy in batteries, or lean into solar panels while you pray the nearby star keeps delivering. Mess it up and things go dark fast. Air is even more stressful. You manage gas systems with scrubbers, vents, and tanks. One bad setup and suddenly your crew is struggling to breathe. It sounds intense because it is. Then there is temperature. Drift too close to a star and your ship starts heating up. You need proper cooling or things spiral quickly. Add lighting into the mix and you are constantly tweaking your setup to keep everyone functional and not losing their minds.
SpaceSlog - Official Launch Reveal
Your crew is not just background noise
What really got me was the crew system. These are not faceless units. They also have moods, needs, and limits. Ignore that and your ship turns into a disaster zone. Take care of them and things run smoother. While it creates this quiet pressure where every decision feels like it matters. There is even deep health and anatomy modelling. Injuries are not just a health bar drop. They also have consequences. It adds weight to every fight and every mistake.
Built for players who like control
If you are into Linux gaming or you care about performance and flexibility, this one lands nicely. SpaceSlog launches on Linux PC, Steam Deck, and Windows through Steam, and it already supports mods in a big way. That means the game is not just what you see today. It is what the community turns it into over time.
SpaceSlog launches the kind of game you lose hours in
SpaceSlog spaceship building colony sim launches at $24.99 USD / ยฃ20.99 / 24,99โฌ with a small 10% discount for the first week on Steam. And honestly it feels like one of those releases where you sit down for an hour and suddenly it is 3 hours later. Out now on Linux PC, Steam Deck (playable), and Windows. So it is not about winning fast. It is about surviving long enough to create your own story. One run you are a trader drifting between factions. Next run you are barely holding together a broken ship while something hunts you in the dark. That unpredictability is the magic. If you like games that trust you to figure things out and reward you for it, this is worth your time. Just be ready to get attached to a crew that might not make it.