Posted March 19, 2026 by Obsidian Star Digital
#Array #City Builder #Colony #Exploration #Logistics #Sim #Space Game #Space #management #world generation
First off let me say thank you very much to every single one of you! 0.2.0 broke all of the records Array has had for number downloads in a day, total downloads for an update so far, as well as the most viewed update to date. 0.2.1 focuses on refining systems that we already had in the game as well as finally squashing some bugs that have been identified by members of our discord: https://discord.gg/mBv7fpfDVg
Some players offered feedback regarding the adjacency bonuses. With them only bringing positives to your stations and colonies it made building relatively straight forward. Now each adjacency bonus now also has an accompanying debuff. This will really spice up building and will encourage players to get more experimental with how they build!
“FINALLY!” I can hear from many of you now. This has been a very requested feature and the first phase of it is here! I have added sounds to a multitude of the modules, and I plan to continue to add and refine the sounds that are for building. As of right now these only effect colony and space station building and not starship building.
Station and colony names now actually mean something! Instead of the boring "Station", "Station 2", "Station 3" naming we had before, the game now generates contextual names based on where you're building. Drop a station orbiting Velus and you might get "Velus Bastion" or "Velus Relay" build a colony on Kaon-3 and it'll be called something like "Kaon Settlement" or "Kaon Haven".
If you keep building on the same body, it'll start adding Roman numerals like "Velus Outpost II" which feels way more natural. There's 15 different type words for both stations and colonies, so things stay fresh and don't repeat constantly. It just makes the whole game feel more alive and immersive instead of having a bunch of generic numbered names everywhere.
I really wanted to figure out the planet clumping that has been in the game since the beginning and I finally addressed this by changing SystemBuilder at its core. Now planets will spawn at random intervals around their suns. This is to ensure that planets no longer spawn close together and end up clumped together if their orbits are similar.
I also used this as an opportunity to refine SystemBuilder and look into things that I had left untouched for quite a while. SystemBuilder is really cool at is core. It is modular and can be placed into *any* game and used very easily. This will be important in the future. I really like to make sandbox games.
There was an issue with the Render Scale that was pointed out by a member of our Discord! Now I have refined the entire render scale system, and we should no longer have issues for those who want to utilize this setting.