A new Podcast in Space episode has just been dropped up on the site. You can check it out here of if you'd prefer, here's a rundown of what we've been working on:
Code: Widgets, widgets, widgets! The past month or two has seen a massive pivot in the direction of all sorts of cool UI bibs and bobs to populate the game's many interface screens moving forward. A lot of the specific ship screens you've already seen (nav com etc), but for space station trading, contract accepting, buying and selling of ships and the like, we're building a new robust system to allow for ease of use but still with that retro style.
Design: With many new mechanics now available for use (firing probes, a full contract economy etc), several new stories are now ready for full implementation, and we're doing just that. Stories involving hauling cargo, scanning planets and more are currently being implemented, with a target of 50 playable in-game stories in total by the end of the month.
Concept Art: All concepts on the Proxima are now completed - the final ship's visual style is now alive and kicking.
3D Art: The Proxima has had a few kinks which have needed ironing out in the lighting department, but otherwise she's ready to fly!
2D Art: The new trade interfaces will require visual inputs, so all goods, components and modules are getting the pixel-art treatment. Each will have its own unique icon by the end of the month, including old-school monochrome versions for when you're trading on a bit of a run-down space station.