Posted March 07, 2025 by comfycatgames
First, some bad news: shortly after the last Demo Day, I was laid off from my day job. The good news is that this really freed me up to work on Planets For Sale. I hope that it really shows with this update!
The game is finally a rogue-like! After promising it would just be the next update several times now, the player now has the ability to pick their buildings. Every run starts with you selecting a combination of Corporation and Starting Building to begin with. Corporations are buildings meant to help dictate a playstyle and offer rewards that encourage playing into that style, like the Bureaucratic Firm's new passive ability giving bonus prestige for completing contracts. Starting Buildings offer powerful abilities not available anywhere else, but you only get one. After each planet you meet Quota on, you'll get the ability to add a new building from a random selection to your ship. This pool consists of every other building made thus far.
As mentioned in the last devlog, making assets has become a priority. There's no way my crappy MSPaint art would fly as a professional product. So a lot of time was spent working in Blender and Godot to make assets and try to achieve the final artstyle. I'm still not happy with some parts, but this gets a lot closer to what is hopefully the final versions.
Random events were added in the last update, but now we're getting to the good stuff. Each planet now has unique events that can occur. You can now deal with cloudrunners on Phenor, extreme water pressure on Tangaroa, or gold smugglers on Dorado. More events will be added to the planets, and the next big jump will be adding unique events based on what buildings you have, or even having certain buildings giving you unique responses to existing events...
More assets, more planets, more buildings. There's definitely more mechanics I'd like to add, but getting the game looking good takes more time.