Thread Starter
- Mitglied seit
- 04.03.2008
- Beiträge
- 6.215
- Ort
- Hannover
- Prozessor
- AMD Ryzen 9 7950X3D
- Mainboard
- ASUS ROG Strix B650E-F Gaming WIFI
- Kühler
- Custom Wasserkühlung
- Speicher
- 32GB CORSAIR DOMINATOR PLATINUM 6000Mhz CL28-36-36-36-36
- Grafikprozessor
- Palit GeForce RTX 4080 GameRock
- Display
- HP X34 & LG 29UM65
- SSD
- WD_BLACK SN 850 1TB & Kingston KC3000 1TB
- Gehäuse
- Fractal Design TG Light Tint RGB
- Netzteil
- Thermaltake Toughpower GF1 750W
- Keyboard
- ROG Strix Flare II Animate
- Mouse
- RAZER BASILISK V3 PRO + Razer Mouse Dock Pro
- Betriebssystem
- Windows 10
- Sonstiges
- Samsung Galaxy Z Fold4
- Internet
- ▼1082 ▲54
Dyson Sphere Program ist ein Aufbaustrategie-Spiel, das sich in ferner Zukunft ansiedelt. In einem fremden Planetensystem nehmen Spieler die Ressourcen-Gewinnung und die Produktionsketten in die Hand, die den Bau einer Dyson-Sphäre ermöglichen sollen. Mit dem gigantischen Konstrukt soll die ganze Energie eines Sternes absorbiert werden, um damit einen Supercomputer für die Berechnung virtueller Welten zu versorgen. Dyson Sphere Program stammt von dem chinesischen Entwickler Youthcat Studio.
Dyson Sphere Program ist ein Sci-Fi-Simulationsspiel mit Raum-, Abenteuer-, Explorations- und Fabrikautomatisierungselementen, in dem Sie Ihr eigenes galaktisches Industrieimperium von Grund auf aufbauen können. In ferner Zukunft hat die Macht von Wissenschaft und Technologie der Menschheit ein neues Zeitalter eingeläutet. Raum und Zeit sind dank virtueller Realität irrelevant geworden. Es wurde eine neue Art von Supercomputer entwickelt – eine Maschine, deren überlegene künstliche Intelligenz und Rechenfähigkeit die Menschheit noch weiter treiben wird. Es gibt nur ein Problem: Es gibt nicht genug Energie auf dem ganzen Planeten, um diese Maschine zu ernähren. Sie sind ein Raumfahrtingenieur, der für ein Projekt verantwortlich ist, das von der Weltraumallianz COSMO ins Leben gerufen wurde und mit einem gewaltigen Unterfangen betraut ist: Dyson Spheres (eine Megastruktur, die um einen Stern kreisen würde, die all ihre Kraft und Energie nutzt), um die Energie zu erzeugen, die die Menschheit braucht. Noch vor wenigen Jahrzehnten galten Dyson Spheres als hypothetische, unmögliche Erfindung – aber jetzt liegt sie in Ihren Händen... Werden Sie in der Lage sein, aus einer Backwater Space Werkstatt ein galaxieweites industrielles Produktionsimperium zu machen? Neutronensterne, Weiße Zwerge, rote Riesen, gasförmige und felsige Planeten... Es gibt ein großes und abwechslungsreiches Universum da draußen, das darauf wartet, dass ihr alle seine Ressourcen sammelt. Jedes Durchspielen wird einzigartig sein: Dein Universum wird jedes Mal prozedural generiert, wenn du ein neues Spiel beginnst. Es wird verschiedene Arten und Verteilung von Sternen, Planeten und Ressourcen geben. Werdet ihr es schaffen, zu gedeihen und eure Sphären zu bauen, egal was das Universum auf euch wirft? Als Raumfahrtingenieur wird von Ihnen erwartet, dass Sie Ihre interstellaren Fabrik- und Produktionslinien entwerfen und nicht jedes kleine Paket, das hin und her geht, mikromanagen. Sie müssen Material von einem Planeten zum anderen transportieren und interstellare Transportteams bilden, die Ressourcen sammeln und sie dort bringen, wo sie gebraucht werden. Dann können Ihre Ressourcen zwischen den Anlagen durch Förderbänder transportiert werden, und Sie verfügen über die Technologie, mit der Ihre Gebäude während des Bauprozesses automatisch ins Netz eingebunden werden können. Sie haben die besten Werkzeuge, die COSMO sich leisten kann, um eine automatisierte Produktionslinie im großen Maßstab zu bauen – die effizienteste, die jemals im Universum gesehen wurde!
- Baue ein galaktisches Industrieimperium von Grund auf: Beginne mit einer kleinen Werkstatt und verbessere es, bis es die ganze Galaxie überspannt
- Entwickeln Sie Ihre ganz eigenen Dyson-Sphären, eine Megastruktur, die um einen Stern kreist, der all seine Kraft und Energie nutzt, von der ersten Schraube bis zu seiner Fertigstellung
- Erkunde ein riesiges Universum, das prozedural mit allen Arten von Himmelskörpern erzeugt wird: Neutronensterne, weiße Zwerge, rote Riesen...
- Sammeln Sie Ressourcen in Planeten aller Art: Ozean, Lava, Wüste, gefrorene, gasförmige Planeten...
- Erforschen Sie neue Technologien, um Ihre Fabriken zu verbessern... und entdecken Sie die Geheimnisse des Universums
- Bauen, fliegen, segeln oder springen durch den Weltraum und fremde Planeten
- Transportieren Sie Materialien durch die Galaxie zu Ihren Einrichtungen: Tausende von Transportschiffen werden endlos zu Ihren Fabriken und zurück fließen!
- Entwerfen Sie die effizienteste automatisierte Fabrik- und Produktionslinie
- Passen Sie Ihre Fabrik und Dyson Sphere an, um sie einzigartig zu machen
- Entwerfen Sie ein ausgewogenes Stromnetz, das in der Lage ist, Energie in allen Arten von Kraftwerken wie Windkraftanlagen, künstlichen Sternen usw. zu erzeugen.
SYSTEMANFORDERUNGEN
- MINDESTANFORDERUNGEN:
- Setzt 64-Bit-Prozessor und -Betriebssystem voraus
- Betriebssystem: Windows 7(64-Bit)
- Prozessor: i3-530 2.93GHZ 2 Core
- Arbeitsspeicher: 4 GB RAM
- Grafik: Dedicated graphics card, GTX 750 Ti 2GB
- DirectX: Version 11
- Speicherplatz: 3 GB verfügbarer Speicherplatz
- Zusätzliche Anmerkungen: GPU must support Shader Model 5.0
- EMPFOHLEN:
- Setzt 64-Bit-Prozessor und -Betriebssystem voraus
- Betriebssystem: Windows 10(64-Bit)
- Prozessor: i7-7700k 4.2GHz 4 Core
- Arbeitsspeicher: 16 GB RAM
- Grafik: Dedicated graphics card, GTX 1660 6GB
- DirectX: Version 11
- Speicherplatz: 10 GB verfügbarer Speicherplatz
- Zusätzliche Anmerkungen: GPU must support Shader Model 5.0. Display Resolution 1080p +
Dev's Log 01
Dev’s Log 01 - The Birth of DYSON SPHERE PROGRAM!
Hello everyone! We are Youthcat Studio, a five-person indie game development studio, the creator of Dyson Sphere Program, a 3D automated factory/cosmos simulation PC game.
We want to start writing our own dev blog for two reasons: one is to document the whole development process -- maybe when we grow old we’ll enjoy looking back at how we chased our dreams when we were young!. The second reason is to share with you how we approach this process, as well as interesting events and milestones in this path, so you get to witness the birth and growth of Dyson Sphere Program along with us.
How did this whole thing started? Well, as we mentioned, we’re still young – and our parents tried to convince us that working for others is the right, safe choice. But our dream was always to make indie games, and that seed had grown deep roots in our hearts. We struggled, felt lost, almost gave up – but eventually, despite all the obstacles in our way, we started Youthcat Studio and embarked in the wild journey that is indie games development.
Our team is composed of 5 people, as we mentioned: two programmer, a producer, a 2D artist, and a 3D artist. We are developers, but are also gamers ourselves. For us, games are a way to experience a million lives wrapped in one. Each game presents its own worldview, and we as gamers enter it to experience something that we may never see in real life. You can save the world with your mighty sword and become a hero, or laugh and smile with a happy story, or cry at a heartfelt one that moves you to tears. We want to create that kind of experience for our players: the purest and funniest indie games, never losing as developers the player’s point of view.
How the Dyson Sphere was born
With this ideas in mind, we started thinking of different concepts for our first game. We came up with a setting: the distant future, when the human species achieve such a high level of civilization that the consciousness of every human is transferred into a virtual reality world. Operating this virtual sub-universe needs a nigh-omniscient supercomputer, and it would in turn need a massive amount of energy. This machine (let’s call if “the Mind”) is sent to orbit the Sun to gather more and more energy. Eventually, as more and more humans join this virtual reality, the Mind would meet its own limits both in computation power and energy consumption. To accommodate more humans, the Space Management Alliance COSMO launched a new engineering project to harness a near-infinite source of energy: the Dyson Sphere Program.
And that’s where you, the player, step in! As an engineer of the agency, you are equiped with the mecha Icarus and ordered a crucial mission: travel to distant galaxies, seek raw materials and process them into components, build factories in different planets and build an interplanetary logistics network, and found a vast Transgalactic Industrial Empire. All with the ultimate goal of building a Dyson Sphere with which feeding the needs of the Mind. Are you ready to embark on a brand new journey to the unknown?
This is a description of the core gameplay loop, but there is more to the game. For example, we wanted the art style to have a unique feeling, and in the end our talented artists came up with this cartoon style, heavily inspired by hardcore sci-fi stories. Also, even designing just one universe by hand would be a massive undertaking, and on top of that we wanted every run to be unique and special, so you never grow tired of the game. Thus, we decided to create a procedural generation system for stars and planets, so each of them is randomly generated all the time. That way, the in-game universe can be considered almost infinite! On the other hand, exploring would be too difficult and time-consuming if we kept realistic scales. Let’s keep in mind that, if we think Earth to be big enough, it is a dwarf compared with planets such as Jupiter (which is about 1,300 bigger!). So to make things easier and more enjoyable we set planets to be slightly small in size.
The first technical problems we faced
Once development started for good, we found the first challenges and problems very soon. We didn’t want to go into too much technical detail, but let’s see an example. When we set up an entirely automated factory on a planet’s surface, one of the first technical problems we encountered was rendering. The traditional way – render the whole planet in one go -- would dramatically slow down the performance of the game. So we had to divide the planet surface into several parts, and render them as you get closer to them. But that sprouted its own challenge: finding the most efficient way to divide the surface of a planet.
If we blocked the surface of a planet in too few pieces, the planet surface would be too smooth. On the other hand, if the terrain is too rugged, due to the cartoon style of the game, the planet would look pretty much like a potato. There was a delicate balance to be found between our programmer and our artist. After a lot of trial and error, we finally decided to adopt the following method of division: we used the Perlin noise algorithm to generate the terrain of the planet, and then distributed it in trapezoid sections. We’re quite happy to report that our planets look like, well, planets, and not massive orbiting potatoes!
After we jumped the first technical hurdles, we came up with a new question: how will it look like when you build a factory on the surface of the planet? To test the hypothesis, we did some initial modeling in Unity to see how the factory would look like. Soon we made it some concept art models in 3D, so we could see the large-scale production line running by the small sample modeling. We soon realized te potential: it would make for a very spectacular view -- and we were so excited to make it real!
Of course, this is just an idea in preliminary stage!
As it happens in games development, solving a problem leads to new challenges and difficulties. But that’s part of the fun for us, after all – finding high-level technical solutions to every challenge that our dream-game throws at us! We are more excited than ever, and we look forward to putting the game in your hands and see the great things you can build with it. No matter how many problems are waiting for us, we will work really hard to solve them all – and Dyson Sphere Program will be the purely fun indie game we always dreamed to do!
Thanks for reading. See you at Dev's Log #2!
Hello everyone! We are Youthcat Studio, a five-person indie game development studio, the creator of Dyson Sphere Program, a 3D automated factory/cosmos simulation PC game.
We want to start writing our own dev blog for two reasons: one is to document the whole development process -- maybe when we grow old we’ll enjoy looking back at how we chased our dreams when we were young!. The second reason is to share with you how we approach this process, as well as interesting events and milestones in this path, so you get to witness the birth and growth of Dyson Sphere Program along with us.
How did this whole thing started? Well, as we mentioned, we’re still young – and our parents tried to convince us that working for others is the right, safe choice. But our dream was always to make indie games, and that seed had grown deep roots in our hearts. We struggled, felt lost, almost gave up – but eventually, despite all the obstacles in our way, we started Youthcat Studio and embarked in the wild journey that is indie games development.
Our team is composed of 5 people, as we mentioned: two programmer, a producer, a 2D artist, and a 3D artist. We are developers, but are also gamers ourselves. For us, games are a way to experience a million lives wrapped in one. Each game presents its own worldview, and we as gamers enter it to experience something that we may never see in real life. You can save the world with your mighty sword and become a hero, or laugh and smile with a happy story, or cry at a heartfelt one that moves you to tears. We want to create that kind of experience for our players: the purest and funniest indie games, never losing as developers the player’s point of view.
How the Dyson Sphere was born
With this ideas in mind, we started thinking of different concepts for our first game. We came up with a setting: the distant future, when the human species achieve such a high level of civilization that the consciousness of every human is transferred into a virtual reality world. Operating this virtual sub-universe needs a nigh-omniscient supercomputer, and it would in turn need a massive amount of energy. This machine (let’s call if “the Mind”) is sent to orbit the Sun to gather more and more energy. Eventually, as more and more humans join this virtual reality, the Mind would meet its own limits both in computation power and energy consumption. To accommodate more humans, the Space Management Alliance COSMO launched a new engineering project to harness a near-infinite source of energy: the Dyson Sphere Program.
And that’s where you, the player, step in! As an engineer of the agency, you are equiped with the mecha Icarus and ordered a crucial mission: travel to distant galaxies, seek raw materials and process them into components, build factories in different planets and build an interplanetary logistics network, and found a vast Transgalactic Industrial Empire. All with the ultimate goal of building a Dyson Sphere with which feeding the needs of the Mind. Are you ready to embark on a brand new journey to the unknown?
This is a description of the core gameplay loop, but there is more to the game. For example, we wanted the art style to have a unique feeling, and in the end our talented artists came up with this cartoon style, heavily inspired by hardcore sci-fi stories. Also, even designing just one universe by hand would be a massive undertaking, and on top of that we wanted every run to be unique and special, so you never grow tired of the game. Thus, we decided to create a procedural generation system for stars and planets, so each of them is randomly generated all the time. That way, the in-game universe can be considered almost infinite! On the other hand, exploring would be too difficult and time-consuming if we kept realistic scales. Let’s keep in mind that, if we think Earth to be big enough, it is a dwarf compared with planets such as Jupiter (which is about 1,300 bigger!). So to make things easier and more enjoyable we set planets to be slightly small in size.
The first technical problems we faced
Once development started for good, we found the first challenges and problems very soon. We didn’t want to go into too much technical detail, but let’s see an example. When we set up an entirely automated factory on a planet’s surface, one of the first technical problems we encountered was rendering. The traditional way – render the whole planet in one go -- would dramatically slow down the performance of the game. So we had to divide the planet surface into several parts, and render them as you get closer to them. But that sprouted its own challenge: finding the most efficient way to divide the surface of a planet.
If we blocked the surface of a planet in too few pieces, the planet surface would be too smooth. On the other hand, if the terrain is too rugged, due to the cartoon style of the game, the planet would look pretty much like a potato. There was a delicate balance to be found between our programmer and our artist. After a lot of trial and error, we finally decided to adopt the following method of division: we used the Perlin noise algorithm to generate the terrain of the planet, and then distributed it in trapezoid sections. We’re quite happy to report that our planets look like, well, planets, and not massive orbiting potatoes!
After we jumped the first technical hurdles, we came up with a new question: how will it look like when you build a factory on the surface of the planet? To test the hypothesis, we did some initial modeling in Unity to see how the factory would look like. Soon we made it some concept art models in 3D, so we could see the large-scale production line running by the small sample modeling. We soon realized te potential: it would make for a very spectacular view -- and we were so excited to make it real!
Of course, this is just an idea in preliminary stage!
As it happens in games development, solving a problem leads to new challenges and difficulties. But that’s part of the fun for us, after all – finding high-level technical solutions to every challenge that our dream-game throws at us! We are more excited than ever, and we look forward to putting the game in your hands and see the great things you can build with it. No matter how many problems are waiting for us, we will work really hard to solve them all – and Dyson Sphere Program will be the purely fun indie game we always dreamed to do!
Thanks for reading. See you at Dev's Log #2!
FAQ #1
Q: How much will the game cost?
A: The price of Dyson Sphere Program will be $19.99 / €16.79 / £15.49 during Early Access, with a 1-week long release discount of a 10% off.
Q: At which time will the game be available?
BJS (UTC +8) - January 21st at 3:00 p.m.
CET (UTC +1) - January 21st at 8:00 a.m.
PST (UTC -8) - January 20th at 11:00 p.m.
Q: How advanced is the Early Access version? How long is the estimated gameplay time?
A: Don't worry: the EA version will have a lot of content – the game will just grow from there. A single playthrough takes between 50 and 100 hours to complete – and that's if you focus on building the Dyson sphere. If you sneak off to explore the universe, spend time optimizing the factory layout , etc., it may take you longer than that.
Q: Are many bugs and glitches to be expected?
A: Obviously, we can't guarantee a 100% bug-free experience (the game is still in development, so it might be rough around the edges in some aspects), but we're working really hard to release the most polished version possible. If you find a bug, you can report to us and we will fix it as soon as possible.
Q: Are there enemies in the game?
A: Icarus does not have an enemy in the current version, but it's a feature we plan to implement in the future. We are also looking forward to it!
Q: Does the game have intragalactic and intergalactic logistics?
A: Yes it does! You need to research a specific technology to unlock transportation between planets, though. It is also possible to do logistics between distant galaxies.
Q: Are there black holes?
A: Big YES!
Q: Can you build a Dyson sphere in the game?
A: Definitely yes! (Otherwise, we would have named the game differently!)
Q: Does the game have online features?
A: For now, it is a single-player game.
Q: Will there be mod support?
A: It's on the plans.
Q: Can I claim back land from the sea to extend the layout of my factory?
A: Yes, you will be able to do it -- after researching a specific technology.
Q: Can I change the look of the mecha?
A: Not in the current version, but mecha-customization will be implemented in the future.
Q: Can I land on other planets?
A: You can land, mine and build structures on most of the planets in the game. Time to explore!
Q: Are all planets equal?
A: Not at all. Planets have different ecological environments and materials. Some rare materials can only be found on certain planets. Their revolution and rotation are different as well, which influence how you produce solar- and wind energy.
Q: Will Icarus burn if I get too close to a star?
A: Icarus is a magnificent mecha, you can even crash against a star, no worries!
Q: Can your mecha betray and leave you?
A: Not in Dyson Sphere Program!
Q: I heard that there are only five people in the development team.
A: Yes, we are a five-person team from Chongqing, China.
Q: How frequently will the game be updated?
A: We will announce a development roadmap. Stay tuned!
Q: Is there any place to report bugs or exchange tips for the game?
A: You can join our official Discord and our Steam forums. (Discord is more recommended)
Q: I backed the game on Kickstarter, when can I expect to receive my Steam key?
A: Check your inbox, we're already delivering the keys to our backers! If you haven’t received it yet, you should receive it very very soon, no later than 20th January.
Q: I backed the game on Kickstarter, what do I have to do to get my name in the Credits?
A: We’ve sent a survey to all our backers to get this information; if you have not answered it (or prefer not to), we will show your Kickstarter username.
A: The price of Dyson Sphere Program will be $19.99 / €16.79 / £15.49 during Early Access, with a 1-week long release discount of a 10% off.
Q: At which time will the game be available?
BJS (UTC +8) - January 21st at 3:00 p.m.
CET (UTC +1) - January 21st at 8:00 a.m.
PST (UTC -8) - January 20th at 11:00 p.m.
Q: How advanced is the Early Access version? How long is the estimated gameplay time?
A: Don't worry: the EA version will have a lot of content – the game will just grow from there. A single playthrough takes between 50 and 100 hours to complete – and that's if you focus on building the Dyson sphere. If you sneak off to explore the universe, spend time optimizing the factory layout , etc., it may take you longer than that.
Q: Are many bugs and glitches to be expected?
A: Obviously, we can't guarantee a 100% bug-free experience (the game is still in development, so it might be rough around the edges in some aspects), but we're working really hard to release the most polished version possible. If you find a bug, you can report to us and we will fix it as soon as possible.
Q: Are there enemies in the game?
A: Icarus does not have an enemy in the current version, but it's a feature we plan to implement in the future. We are also looking forward to it!
Q: Does the game have intragalactic and intergalactic logistics?
A: Yes it does! You need to research a specific technology to unlock transportation between planets, though. It is also possible to do logistics between distant galaxies.
Q: Are there black holes?
A: Big YES!
Q: Can you build a Dyson sphere in the game?
A: Definitely yes! (Otherwise, we would have named the game differently!)
Q: Does the game have online features?
A: For now, it is a single-player game.
Q: Will there be mod support?
A: It's on the plans.
Q: Can I claim back land from the sea to extend the layout of my factory?
A: Yes, you will be able to do it -- after researching a specific technology.
Q: Can I change the look of the mecha?
A: Not in the current version, but mecha-customization will be implemented in the future.
Q: Can I land on other planets?
A: You can land, mine and build structures on most of the planets in the game. Time to explore!
Q: Are all planets equal?
A: Not at all. Planets have different ecological environments and materials. Some rare materials can only be found on certain planets. Their revolution and rotation are different as well, which influence how you produce solar- and wind energy.
Q: Will Icarus burn if I get too close to a star?
A: Icarus is a magnificent mecha, you can even crash against a star, no worries!
Q: Can your mecha betray and leave you?
A: Not in Dyson Sphere Program!
Q: I heard that there are only five people in the development team.
A: Yes, we are a five-person team from Chongqing, China.
Q: How frequently will the game be updated?
A: We will announce a development roadmap. Stay tuned!
Q: Is there any place to report bugs or exchange tips for the game?
A: You can join our official Discord and our Steam forums. (Discord is more recommended)
Q: I backed the game on Kickstarter, when can I expect to receive my Steam key?
A: Check your inbox, we're already delivering the keys to our backers! If you haven’t received it yet, you should receive it very very soon, no later than 20th January.
Q: I backed the game on Kickstarter, what do I have to do to get my name in the Credits?
A: We’ve sent a survey to all our backers to get this information; if you have not answered it (or prefer not to), we will show your Kickstarter username.
FAQ #2
Q: Where can I find the saves folder and log file?
A: Savedata: %USERPROFILE%DocumentsDyson Sphere ProgramSave
LOG : %USERPROFILE%AppDataLocalLowYouthcat StudioDyson Sphere Program
Q: What should I do if the download and installation process fail?
A: Please try the following ways:
1. Restart Steam
2. Change the direction of game file
3. Enter [Steam-Settings-Download-Library Folder-Right click to select the corresponding directory-Repair Library Folder]
Q: Do my saves synch with the Steam cloud?
A: We met some tech difficulty on it, so the Steam cloud saves are not supported yet.
Q: Does the game support Steam Workshop?
A: Right now, the focus is on fixing bugs and improving performance and stability. However, this is on the development roadmap, and it will be done when the most pressing issues have been ironed out.
Q: Does the game have achievements?
A: Not yet, but they're on their way!
Q: Why the FPS is low?
A: Please check out whether your computer meets the minimum configuration requirements first. If your computer has 2 graphic cards (integrated + dedicated GPUs), follow the steps below to set your dedicated GPU up as default:
1. Open the NVIDIA control panel
2. Click "Manage 3D Settings", and then switch to the "Program Settings" tab
3. Click the "Add" button in the first selection of custom programs, and select the application to use the discrete graphics card in the drop-down box
4. Select "High-performance NVIDIA processor" in the graphics processor in the second column, then click Apply at the bottom right corner
Q: I can’t move the mouse after changing the graphic resolution.
A: Please restart the game to solve this problem. We will fix this as soon as possible.
Q: Why does my UI keeping flash up and down?
A: It may be caused by a low resolution. You can enter [Settings-Game-UI Layout Reference Height] to adjust your resolution.
Q: With a 3840*2160 resolution, my game screen doesn’t look correctly.
A: We’re aware of this issue and we will fix it as soon as possible.
Q: Is there combat in the game?
A: The current Early Access build includes the core gameplay with a sandbox universe to explore, logistics chains, etc. Combat will be implemented in the future; we will announce our development roadmap soon.
Q: Can we customize the mecha?
A: It's not included yet, but it's in the plans and will be implemented later on. The game is currently in the Early Access stage, and there are many features yet to be developed. As we said earlier, stay tuned for our development roadmap, which will be announced soon.
Q: I see a strange ring on the planet's surface.
A: You can turn off [Planet Surface Self-Shadow] in the settings to get rid of that 'strange ring'.
Q: I switched the game to a different language, but the text didn't change (or only partially)
A: Please restart the game to apply this change fully.
Q: Can a building of the same style be upgraded directly without dismantling and reinstalling?
A: That is not supported yet, but will be implemented further down the road.
Q: Can the sorter be planned in advance (with a blueprint)?
A: That is not supported yet, but will be implemented further down the road.
Q: Why can't the sorter fill the maximum material capacity of the building?
A: In the current version of the game, you can automatically store up to 5 times the material required by the recipe, and 20 times if you do it manually. It is designed to make the assembly line stabler. It's a similar mechanic to a feature of Factorio.
Q: I wish the direction of the conveyor belt and the sorter could be adjusted in a more convenient way.
A: We're planning for it!
Q: What will happen if I demolish the building which contains materials?
A: The logic of dismantling a building in the current design is:
The storage tank can be dismantled, but the materials in it will disappear. The premise of the demolition of the storage is that your inventory's empty space is enough to hold the materials from the storage. When the production equipment is dismantled, if the backpack has enough space to hold the materials from it, you'll get the materials in your inventory. Otherwise, the materials will disappear.
Q: Why is the sorting function of the high-speed sorter smarter than the rapid sorter? The high-speed sorter can automatically sort mixed materials to the corresponding manufacturing station, but the rapid sorter can't. The advanced sorter can automatically switch the materials when one specific material on the manufacturing station is full, but the rapid sorter will just stop the delivery.
A: This is something we plan to correct soon.
Q: Can I rebind shortcut keys/hotkeys?
A: We plan to implement that ASAP.
Q: How come the game is only a few hundred MB? I was expecting a size of GB!
A: The game is compressed for faster downloading. The actual game size is over 2GB.
Q: Why is my sorter not working?
1. Make sure the sorter is on the same direction as the fluid.
2. Make sure the cage on the conveyor matches the recipe of the production building.
Q: What should I do if my game crashes during the loading process or keeps loading forever?
A: Please fill this Bug Report form: https://forms.gle/RNfPBA7nDsVsse176. or send your hardward info and Log to contact@gameragame.com so we can help you out.
Q: How can I discard items in my inventory?
A: Select the item you want to discard and press Del on your keyboard.
Q: What's your plan of Localization?
A: Of course we want to bring Dyson Sphere Program to more players! However we are a small team, currently we are focusing on bug fixing and gameplay improvement. We will plan for localization after this stage.
A: Savedata: %USERPROFILE%DocumentsDyson Sphere ProgramSave
LOG : %USERPROFILE%AppDataLocalLowYouthcat StudioDyson Sphere Program
Q: What should I do if the download and installation process fail?
A: Please try the following ways:
1. Restart Steam
2. Change the direction of game file
3. Enter [Steam-Settings-Download-Library Folder-Right click to select the corresponding directory-Repair Library Folder]
Q: Do my saves synch with the Steam cloud?
A: We met some tech difficulty on it, so the Steam cloud saves are not supported yet.
Q: Does the game support Steam Workshop?
A: Right now, the focus is on fixing bugs and improving performance and stability. However, this is on the development roadmap, and it will be done when the most pressing issues have been ironed out.
Q: Does the game have achievements?
A: Not yet, but they're on their way!
Q: Why the FPS is low?
A: Please check out whether your computer meets the minimum configuration requirements first. If your computer has 2 graphic cards (integrated + dedicated GPUs), follow the steps below to set your dedicated GPU up as default:
1. Open the NVIDIA control panel
2. Click "Manage 3D Settings", and then switch to the "Program Settings" tab
3. Click the "Add" button in the first selection of custom programs, and select the application to use the discrete graphics card in the drop-down box
4. Select "High-performance NVIDIA processor" in the graphics processor in the second column, then click Apply at the bottom right corner
Q: I can’t move the mouse after changing the graphic resolution.
A: Please restart the game to solve this problem. We will fix this as soon as possible.
Q: Why does my UI keeping flash up and down?
A: It may be caused by a low resolution. You can enter [Settings-Game-UI Layout Reference Height] to adjust your resolution.
Q: With a 3840*2160 resolution, my game screen doesn’t look correctly.
A: We’re aware of this issue and we will fix it as soon as possible.
Q: Is there combat in the game?
A: The current Early Access build includes the core gameplay with a sandbox universe to explore, logistics chains, etc. Combat will be implemented in the future; we will announce our development roadmap soon.
Q: Can we customize the mecha?
A: It's not included yet, but it's in the plans and will be implemented later on. The game is currently in the Early Access stage, and there are many features yet to be developed. As we said earlier, stay tuned for our development roadmap, which will be announced soon.
Q: I see a strange ring on the planet's surface.
A: You can turn off [Planet Surface Self-Shadow] in the settings to get rid of that 'strange ring'.
Q: I switched the game to a different language, but the text didn't change (or only partially)
A: Please restart the game to apply this change fully.
Q: Can a building of the same style be upgraded directly without dismantling and reinstalling?
A: That is not supported yet, but will be implemented further down the road.
Q: Can the sorter be planned in advance (with a blueprint)?
A: That is not supported yet, but will be implemented further down the road.
Q: Why can't the sorter fill the maximum material capacity of the building?
A: In the current version of the game, you can automatically store up to 5 times the material required by the recipe, and 20 times if you do it manually. It is designed to make the assembly line stabler. It's a similar mechanic to a feature of Factorio.
Q: I wish the direction of the conveyor belt and the sorter could be adjusted in a more convenient way.
A: We're planning for it!
Q: What will happen if I demolish the building which contains materials?
A: The logic of dismantling a building in the current design is:
The storage tank can be dismantled, but the materials in it will disappear. The premise of the demolition of the storage is that your inventory's empty space is enough to hold the materials from the storage. When the production equipment is dismantled, if the backpack has enough space to hold the materials from it, you'll get the materials in your inventory. Otherwise, the materials will disappear.
Q: Why is the sorting function of the high-speed sorter smarter than the rapid sorter? The high-speed sorter can automatically sort mixed materials to the corresponding manufacturing station, but the rapid sorter can't. The advanced sorter can automatically switch the materials when one specific material on the manufacturing station is full, but the rapid sorter will just stop the delivery.
A: This is something we plan to correct soon.
Q: Can I rebind shortcut keys/hotkeys?
A: We plan to implement that ASAP.
Q: How come the game is only a few hundred MB? I was expecting a size of GB!
A: The game is compressed for faster downloading. The actual game size is over 2GB.
Q: Why is my sorter not working?
1. Make sure the sorter is on the same direction as the fluid.
2. Make sure the cage on the conveyor matches the recipe of the production building.
Q: What should I do if my game crashes during the loading process or keeps loading forever?
A: Please fill this Bug Report form: https://forms.gle/RNfPBA7nDsVsse176. or send your hardward info and Log to contact@gameragame.com so we can help you out.
Q: How can I discard items in my inventory?
A: Select the item you want to discard and press Del on your keyboard.
Q: What's your plan of Localization?
A: Of course we want to bring Dyson Sphere Program to more players! However we are a small team, currently we are focusing on bug fixing and gameplay improvement. We will plan for localization after this stage.
Anhänge
Zuletzt bearbeitet: