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Steam News6 May 20261mo ago

QoL and Bugfixing Update

Hello everybody. So I didn't caught all the bugs, what a surprise. First of bugs is a poor communication from game to player and relates to initial hint system.

Full notes

Full Celestial Drift update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello everybody. So I didn't caught all the bugs, what a surprise.

What changed

4 fixes10 additions4 changes0 removals
  • UI and audio
  • Fixes
  • Gameplay
  • Server
  • Maps
addedFirst of bugs is a poor communication from game to player and relates to initial hint system. Player enters the station perimeter when he follows the hints and when is tasked to activate weapons nothing happens. The problem is that weapons are disabled inside station perimeter but it didn't occur to me, that game should tell this to player. So to fix this bug I first modified hints, so the player doesn't enter station perimeter if he follows hints exactly. And as second change I added on screen notification, that weapons are disabled inside station perimeter. This notification stays on HUD as long as player remains inside station perimeter.
fixedSecond bug in contracts was a little game breaking. When player is tasked to travel to some destination it could happen, that all contract location tasks could be finished immediately. Cause of this problem was between keyboard and a chair, as usual, because I used this location system incorrectly, but I didn't encounter this problem during testing. However now the logic is fixed and destination contracts works correctly.
addedThose were rather big problems I had to fix. Now some smaller problems like incorrect grid coordinates calculations for minimap when I was rounding float numbers instead of ceiling or inability to loot asteroids when player is too close. Also I added notifications for player's target being out of weapons range or charge depletion. There are some small texts and descriptions changes to hopefully decrease confusion. I also added some extra effects to malfunctioning jumpgates, so they are more noticeable.
addedThere are also some small changes regarding the multiplayer. In release build I forgot to enable button for adding custom server connection. And from now the multiplayer server selection list is asking my web for official server address, where I'm hosting game server. This server address was originally hardcoded into game, which is unsustainable as I realised now when I'm will be moving to new apartment soon.
addedAnd as a last thing I added hint to use minimap, because when I watched my friend playing he didn't get at all that minimap could be used for auto flying across maps.
addedThis new build contains these new game updates, history of all project changes is available on my discord server ( https://discord.gg/4x8489reYV ) in changelog channel for Celestial Drift:

First of bugs is a poor communication from game to player and relates to initial hint system. Player enters the station perimeter when he follows the hints and when is tasked to activate weapons nothing happens. The problem is that weapons are disabled inside station perimeter but it didn't occur to me, that game should tell this to player. So to fix this bug I first modified hints, so the player doesn't enter station perimeter if he follows hints exactly. And as second change I added on screen notification, that weapons are disabled inside station perimeter. This notification stays on HUD as long as player remains inside station perimeter.

Second bug in contracts was a little game breaking. When player is tasked to travel to some destination it could happen, that all contract location tasks could be finished immediately. Cause of this problem was between keyboard and a chair, as usual, because I used this location system incorrectly, but I didn't encounter this problem during testing. However now the logic is fixed and destination contracts works correctly.

Those were rather big problems I had to fix. Now some smaller problems like incorrect grid coordinates calculations for minimap when I was rounding float numbers instead of ceiling or inability to loot asteroids when player is too close. Also I added notifications for player's target being out of weapons range or charge depletion. There are some small texts and descriptions changes to hopefully decrease confusion. I also added some extra effects to malfunctioning jumpgates, so they are more noticeable.

There are also some small changes regarding the multiplayer. In release build I forgot to enable button for adding custom server connection. And from now the multiplayer server selection list is asking my web for official server address, where I'm hosting game server. This server address was originally hardcoded into game, which is unsustainable as I realised now when I'm will be moving to new apartment soon.

And as a last thing I added hint to use minimap, because when I watched my friend playing he didn't get at all that minimap could be used for auto flying across maps.

This new build contains these new game updates, history of all project changes is available on my discord server (https://discord.gg/4x8489reYV) in changelog channel for Celestial Drift:

  • Added minimap hint

  • Added notification for charges depletion and out of weapons range

  • Fixed incorrect grid coordinates calculations

  • Fixed incorrect condition checks on reach location contract tasks

  • Updated initial hints to be hopefully less confusing

  • Changed initial zoom level

  • Fixed inability to loot asteroid/wreck when player ship is too close

  • Added additional hints, that a jumpgate is malfuctioning

  • Enabled forgotten widget for adding custom server connection

  • Changed button text in ship hangar from "None" to "Empty"

  • Replaced hardcoded official server address with reading server address from web

  • Added on screen notification when player is inside station perimeter

  • Minor visual fixes

Source

Steam News / 6 May 2026

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