Update log
Full Space Tales update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hey everyone!
Extracted changes
- UI and audio
It's been a wild few months since we released our demos, and I wanted to share something that's been keeping us up at night - in a good way, mostly. You know, the kind of insomnia where you suddenly wake up at 3 AM and go "Wait, THAT'S the solution!".
The TAB Key Problem
So here's the thing - we kept hearing the same feedback over and over. Players were struggling with the TAB command. For those who grew up on classic RTS games, TAB is that old friend you use to cycle through different unit types when you've got a mixed selection. But here's where we face-palmed: Space Tales is loaded with active abilities. Oh yes, we went a bit overboard with them, didn’t we? And asking players to TAB-dance through their units while juggling cooldowns, positioning, AND trying to execute their master strategy? Yeah, we basically created an unintentional rhythm game. One with a pretty steep difficulty curve, indeed.
The "Uh Oh" Moment
After digging into the feedback, we had our reckoning. Ability management has become…unmanageable, at least not fun to manage anymore. Too many spells, too many active abilities, too many choices paralysis-inducing.
Ouch. Feedbacks were brutal, but also... fair.
Step 1: The Great Skill Tree Purge
This is where we made a decision that honestly felt a bit scary at first. We committed to reworking every single skill tree for every single unit. The golden rule? One active ability per unit. That's it.
But here's where it gets interesting - we didn't want to just strip away complexity. We wanted to transform it. So we split each unit's progression into two branches:
The Passive Path: For players who want their army to hum along like a well-oiled machine without babysitting every unit
The Active Ability Path: For those beautiful micro-managing souls who live for that APM spike
This fits perfectly with our "win your way" philosophy. Want to be 100% focused on macro? Go passive. Want to style on them with sick ability combos? Go active. Both are valid. Both can win.
Step 2: Commitment Issues? We've Got You Covered
Now, I know what you're thinking. "Wait, if I pick a branch, am I stuck with it forever? What if I spec my units for micro and realize I'm actually terrible at it?" (Again, we've all been there.)
Here's the good news: we're not the Nexera, we are not monsters. You can reset your skill trees whenever you want between missions. Went all-in on passive abilities but want to try out that spicy active ability build you saw from another player’s stream? Go for it. All the resources you spent unlocking abilities get refunded, and you can redistribute them however you like.
All experimentation is encouraged. Go for it! When we said “win your way”, we meant it! Plus, let's be honest – half the fun of strategy games is theorycrafting and trying wild builds. Why would we take that away from you?
Step 3: UI Magic (The Part Where We Actually Fix The Problem)
With only one active ability per unit, we could finally kill the TAB key dependency. Good riddance, honestly.
We've completely revamped the UI with a slick ability bar at the bottom of the screen. Now when you select a mixed group of units, all their abilities show up right there, ready to go. No cycling. No hunting. No accidentally firing your ultimate ability on a scouting mission because you pressed TAB one too many times
Source
