Space Food Truck launches at 4pm ET

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Today at 4pm ET Space Food Truck will officially leave Early Access to become our first Steam release! Feels like a good time to thank all of our early adopters again for their patience and their feedback, which was tremendously helpful in getting the game this polished and balanced. It really wouldn’t be the same game without you guys.

I should also mention we’re launching at 10% off for the first week only! That means you can still get our discounted Early Access price for a little while longer. There may be a slight lag between SFT leaving Early Access and our discount being applied, so try back a little later if you aren’t seeing the 10% off.

25 lucky mailing list subscribers have been sent their free SFT Steam keys, but we still have more keys to give away during our Twitch stream today at 2:30pm ET. Stop by to check out the game in action, ask us anything, and maybe get a free key.

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SFT leaves Early Access March 25

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After months of improvements in Early Access, our cooperative card adventure Space Food Truck is finally ready for a real release date: March 25. This new-and-improved launch trailer shows off some of the progress we’ve made, though it really doesn’t do justice to all the stuff we changed. Just scroll down the last few weeks of blog posts and look at those lists. Lists on lists on lists.

We didn’t know what to expect when we started our first Early Access, but we really couldn’t have have gotten the game to this level of polish without you guys. Your feedback and game data (if you volunteered it) helped guide our decision-making as we tweaked the characters’ jobs, balanced the item decks, added new difficulties, and tightened up our user interactions. Thanks for jumping aboard early and pitching in!

If you haven’t picked up a copy of Space Food Truck Early Access (which will update to the full version of the game), you might want to sign up for our mailing list. We’re giving away free copies of SFT on release day to 25 lucky subscribers!

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The Release Candidate

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SFT_promoCelebrate

In today’s possibly-very-special update to Space Food Truck, we have for you what is called a “release candidate”. That means if nothing major is broken, this will be the official 1.0 version of the game!

There are still tons of features and even new gametypes we’d like to try out if things go well after launch, but what we have at the moment is a great representation of what we originally set out to make: a goofy, sometimes brutal, sometimes hilarious space romp for you and some friends.

So definitely install this version, take it for a spin, and let us know what’s working or not working for you! Email your feedback to bugs at spacefoodtruck.com, or start up a discussion on our Steam board. We’ve come a long way thanks to your willingness to play our work-in-progress, so thank you all for helping us get SFT where it is today.

Per usual, we’ll be streaming our playtest of today’s build on Twitch at 2:30pm EST, so stop in and say hi or ask a question (Stream complete! Watch it right here). Here’s the big list of changes in today’s build:

Gameplay

  • Recipes must now be delivered in order, so that the ending makes sense and so people’s food doesn’t get cold.
  • Added some hotkeys for fancy players:
    • I: inventory
    • L: lab
    • B: bridge
    • W: workshop
    • Z: zapmart
    • D: done (ws, lab, bridge, inv)
    • B: back to ship (zapmart)
    • X: next phase
    • E: end turn
    • G: give card
    • C: continue (in event/arrivals)
    • A: damage (in event/arrival)
    • D: dodge (in event/arrival)
    • Escape: bring up sys menu
    • R: resupply
    • Space bar: punch it
    • D: dock ship
    • S: shield upgrade
    • E: engine upgrade
  • Added a tutorial pop-up for first timers.
  • If a rare ingredient is in your resupply, you can’t continue without claiming it.

Improvements

  • Added timeouts for joining the game in various online scenarios.
  • Added an error message for trying to buy a card outside of the purchase phase.
  • Mutate instructions dynamically update cost when mutating cards.
  • Added plenty of new sound effects for various card abilities.
  • Added SFX for ejecting cards from loot screen.
  • Updated upgrade ship text.
  • Polished ending animation.
  • Updated wording on Gamma Toaster.

Fixes

  • Fixed placement of the log window for non-1080p resolutions.
  • Fixed a crash bug involving playing exchangitron repeatedly.
  • Fixed rendering overlap issues with draw pods and card hands.
  • Fixed a bug where pirates wouldn’t steal cards.
  • Fixed bug where gamma toasting a Vexyl would increase it’s negative value to -2.
  • Fixed bug where inventory would load the wrong screen in co-op games for spectating players.
  • Fixed online bug where games could de-sync if players all readied up at very different times.
  • Fixed Vexyl image on cards to be rounded.
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Adam & Alex vs. Thai Hot – Take 3

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Space Food Truck continues to be polished and purged of bugs this week. There was even some discussion of possible March release dates today! That announcement is coming soon.

You can check our Twitch stream from earlier today below, where Alex and I gave away a free copy of Space Food Truck every time our ship took HP damage. Was today the day we finally conquered Thai Hot on camera? And if not, was it totally Alex’s fault? You’ll have to watch to find out!

And as always, here’s the list of improvements to this week’s build:

Gameplay

  • Gamma Toasting a card multiple times will now correctly stack.
  • Breakthrough now correctly reduces the lab costs to their minimum starting value, even if it could only reduce the cost by 1.

Improvements

  • “Destroy Nothing” button is now disabled upon selecting a card during Burnilizer.
  • Moving to your room via job cards now shows correct error message when the Terrifying Monster blocks your path.
  • Inventory screen now follows what the player is looking at when you are in ‘watch’ mode online.
  • Updated game log icon to be more representative of its function.
  • Added sounds for the Terrifying Monster that Lives in Our Vents.
  • Audio that plays in the ship view no longer bleeds into other scenes (no more character chatter while in flight or in galaxy view).

Fixes

  • Fixed a dimming bug with crises and the diplomabot.
  • Fixed a few bugs involving combinations of the Flux Inverter and Gamma Toaster.
  • Fixed potential bug in the Give Card UI that would cause hang ups.
  • Fixed a visual bug with cards bursting into green flames.
  • Fixed bug where clicking on pods was disabled in online games during other players’ turns.
  • Fixed a bug where online games would de-sync after 20ish turns in loot screen and hang up.
  • Fixed card item text being cut off.
  • Fixed bug where Mimicube would display the card it’s currently mimicking when rolled over in the lab.
  • Fixed visual bug with Captain’s Orders while dragging characters.
  • Fixed button labeling issue for some screens in co-op games.
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It Mooooves…

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Looking at the list of changes for today’s update to Space Food Truck, I think Alex must’ve been on a week-long Monster binge. Our terrifying alien is animated, and lots of long-awaited tweaks have been tweaked as we continue our march toward a final version next month (Pun intended! Next month is March).

We’ll be livestreaming a playtest of this build at 2:30pm EST today on our Twitch channel, so stop in and ask us anything! We’ll be posting the video to our YouTube afterward if you miss it.

Here’s the mighty list o’ fixes this week:

Gameplay

  • You can now undo the follow abilities in most situations: Backtrack, Cook, Discard Dive, Flambe, Free Sample, Research, Foresight, Breakthrough, Fast Track, Trusty Wrench, Duct Tape, and Claw.
  • Added an icon for players with broken draw pods on the ship.
  • The Draw Pod next to your hand now looks broken if it is.
  • You can now back out of the ZapMart purchase phase if you haven’t bought a card.
  • Vexyl cards display -1 Worth, to help clarify their effect on your total Worth.

Improvements

  • Added animations for the Terrifying Monster That Lives in Our Vents.
  • Polished up Inventory UI.
  • Minor color tweaks to recipe HUD.
  • Added new text for exotic ingredients found on planets.
  • Added music to the victory screen.
  • Added SFX for burnilizer card selection.
  • Added SFX for flambe selection.
  • Changed dodging sound effect.
  • Improved font rendering on cards.
  • Added a minor tool tip for new players during the Purchase Phase.
  • Life Support and Invasions now trigger mini-explosion animations to clarify where damage is coming from.
  • Improved notifications for science lab events.
  • Improved mouse/card collision detection for hand.

Fixes

  • Fixed bug in Captain’s Orders where UI would get stuck.
  • Fixed bug where doing 2 Gamma Toasts back-to-back would hang up UI.
  • Fixed bug where 2 cards being destroyed at turn’s end via Gamma Toast would stack.
  • Fixed mouse over issues around draw pods and hands.
  • Fixed potential bug with Crisis showing up and causing an error.
  • Fixed bug where invasion icons would disappear.
  • Fixed bug where ZapMart would be slightly offscreen after HP damage.
  • Fixed bug where hands would get stuck onscreen during game over.
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No Gravity Waves Here

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Space Food Truck doesn’t partake in any sense of realism. That said, gravitational waves are still awesome. And speaking of waves, we got the Gamma Toaster card animating in this update:

Gameplay-wise the biggest change this week is that the resupply deck doesn’t run out late game. It was a slightly slower week regarding bug fixes and gameplay balance/improvements as we shifted focus to polish up some artwork, animations, and audio. SFT is still in Early Access, and we intend to start wrapping things up in the next several weeks to get ready for 1.0 launch. So if you’ve got bugs, suggestions, or feedback don’t hesitate to leave a comment, tweet at us, post on SFT forums, or send it directly to bugs at spacefoodtruck dot com.

Gameplay
  • Resupply deck is now endless.
  • Last Resort changed to “Leftovers”, along with new card art.
Improvements
  • Added polish to backgrounds of ship view and zap mart.
  • Added animation for gamma toasting cards.
  • Added animation for cards that will be destroyed instead of discarded.
Fixes
  • Fixed a bug where backtracking towards a delivery would cause two delivery screens to show up.
  • Fixed bug where breakthroughs on Thai Hot could be reduced back to 1 instead of the minimum of 2.
  • Asking around on an already revealed or visited planet no longer wastes an Ask Around point.
  • Fixed a bug where recipe HUD wouldn’t update ownership HUDs when an ingredient was given to another player.
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Happy New Moon Year

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Space Food Truck Sale

Now through February 12th, Space Food Truck is 10% off for Steam’s Lunar New Year sale! We’re both very happy for the moon, and we wish it lots of luck with its resolutions.

In case you missed yesterday’s stream, you can watch Alex and I take on Space Food Truck’s Thai Hot difficulty over on the OML YouTube channel. We’re planning to stream another playtest next Friday at 2pm Central, so check it out live on Twitch if you want to ask questions, or catch the rerun afterward on YouTube.

In our weekly SFT update we’ve restored 1 Power to the Last Resort card in the ZapMart (based on player reaction) and we’ve finally added multiple customer reviews to the ending. I’ve been waiting so long to see those in-game! Thanks to everyone for their feedback so far. If you have anything to add, send a message over to bugs at spacefoodtruck.com.

Gameplay

  • Changed Last Resort cards to 1/0 value based on player feedback.
  • Add ability to cancel the Gamma Toaster.
  • Flux Inverter now resets when given to another player if its values have already been inverted.

Improvements

  • Added a variety of possible review endings from customers in the game over screen.
  • ‘Dock Ship’ is disabled when initiating a Backtrack to avoid accidental cancellations.
  • Planet name no longer show up at game start intro, being obscured by ship.

Fixes

  • Fixed bug where the rare ingredient would be revealed in a Sure Thing arrival event.
  • Fixed bug where Mark One Off would highlight pirates.
  • Fixed bug where using a Hall Pass quickly could keep the screen dimmed.
  • Fixed bug where Mimicube would get stuck if you cancelled the action.
  • Fixed bug where players couldn’t enter inventory/ZapMart in online games when it wasn’t their turn.
  • Fixed some grammatical typos in crisis resolution texts.
  • Fixed bug where Flux Inverter wouldn’t reset if somehow discarded and then re-drawn on the same turn.
  • Fixed bug where gamma toasted cards would go into your discard pod without destroying themselves.
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This is My Last Resort

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Last Resort

Another weekly Space Food Truck Early Access update drops today as things are polished up both gameplay and graphics-wise for our target release next month.

The biggest change this week: Last Resorts are now 0/0 cards. Originally we had Sylk cards for adding Power to your collection and Ingredients for adding worth, but then Last Resorts were always on offer, for free, as a wimpy-but-balanced alternative. Not great for Power or Worth, but with no real downside. They were never meant to be enticing, so we’ve neutered them, and we’re liking the way it changes your purchase decisions. Let us know what you think by emailing bugs at spacefoodtruck dot com!

Gameplay

  • Last Resort cards are now 0 Power and 0 Worth.
  • Can no longer play Foresight, Research, or Fast Track with 0 Power.
  • Updated achievements. Removed time-count-based achievements (too much luck involved), and added difficulty-based ones.

Improvements

  • Can now click on draw and discard pods directly to jump to the inventory screen. Useful on event/arrival screens.
  • Crises and broken doors/labs/pods are no longer re-rolled each time you reload a save (sorry cheaters).
  • Cards with buffed values are highlighted green.
  • Added small tutorial popup to the resupply screen.
  • Sorted ZapMart items in resupply so empty slots are always listed last.
  • Updated coloring of Error messages.
  • Text description for “It’s All Relative’ is now dynamic and displays the amount of damage you stand to take if you choose to not dodge it.
  • Polished UI for the Scientist’s lab.
  • Current recipe has better highlighting in the recipe HUD.
  • Updated tool tips for recipe HUD to clarify where certain ingredients can be acquired.
  • Added animation for X-Ray Burnilizer card.
  • Improved cooking screen UI.

Fixes

  • Fixed bug where crises would incorrectly highlight when using diplomabot.
  • Fixed bug where ZapMart would be shifted off screen.
  • Fixed bug where warping to next system while healing would hang up game.
  • Fixed bug where planet names would stop appearing or appear in wrong places.
  • Fixed bug in recipe HUD where we were using wrong icon for PetriFlakes.
  • Fixed bug where some events’ text was getting clipped.
  • Fixed bug where recipe tool tip would sometimes render underneath the recipe HUD.
  • Fixed bug where invasion ships would double stack upon reloading the game if you had 2 invasion crises active.
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Weekend Update

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flambe

Some new polish and animation makes it’s way into Space Food Truck today, but the biggest improvement is actually under the hood. We’ve completely revamped the ZapMart’s resupply deck, reducing it’s size from 120 or so to 75. Functionally, this means that you can see everything the game has to sell you around turn 50-60 (depending how often you fly) instead of never seeing 40% of the stuff. Whether you find what you want early in the game or late is still up to chance, but now it’s all definitely coming if you can hang in there.

Gameplay

  • Resupply deck has been re-balanced and concentrated, making items less likely to get buried under ingredients and sylk. Also reduces the luck involved in finding what you want.
  • Cards can now be individually removed from dodging threats or power charging by clicking on them directly.
  • It’s now impossible to add more power to dodge a threat than you needed.
  • When cancelling Captain’s Orders, the card is now played. This allows you to use it as a Hall Pass to get to the bridge without moving anyone else.
  • Removed ability to play Engage unless there is fuel in the engine or it’s played with power. This is to help new players learn to charge their job cards.

Improvements

  • Added animation for the Chef’s Flambe card.
  • Added some new recipe names.
  • Updated ‘Bad Dream’ event illustration and text. Captain isn’t always in the bridge, and she was looking really lazy.
  • Polished up Event and Flight Arrival UI.
  • Polished up card interactions with event and flight dodging UI.
  • Updated tutorial videos to include new rules and updated graphics.
  • Adjusted scaling of background planetary elements.

Fixes

  • Invasion ships are now removed on the Game Over screen.
  • Fixed a bug with artificial ingredients changing when reloading a saved game.
  • Fixed a bug that caused blurred view to be stuck after a crisis resolution in online games.
  • Fixed a bug where clicking ZapMart button during turn ends could hang up the game.
  • Fixed an issue where clicking ‘Damage’ was impossible during a dodgeable event if you had already met the Power requirement.
  • Removed the movement requirement for the Engineer’s Duct Tape card.
  • Fixed a bug in online games that would occasionally cause it to hang up for non-Captain players.
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Can you handle Thai Hot?

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New SFT PlanetsSome snazzy new planet artwork and separate difficulties are coming your way in today’s update to Space Food Truck Early Access! Now you can choose between Mild, Medium, and Thai Hot. Events, items, and arrival cards (the core game) will stay the same between each mode, but you’ll find there are plenty of differences:

Mild

  • Begin the game with 9HP, 4 shield capacity, and 4 FTL capacity.
  • You get 4 free card flips in the Scientist’s lab to help kick-start the search for your favorite cards.
  • All labs and mutation costs start at 1.
  • Your ship begins the game in perfect shape.
  • Your recipes require less ingredients and few rare cards.

Medium

  • Things begin to heat up. Start the game with 7HP, 3 shields and 3 FTL.
  • No free peeks in the lab, you’re on your own.
  • One random player starts the game with a broken draw pod.
  • Recipes require more ingredients to complete, and you’ll need more hard-to-find ingredients to win.

Thai Hot

  • You’ll start the game with 5HP, 2 shield capacity, and 2 FTL.
  • All labs and mutation costs start at 2.
  • Right off the bat, we’re breaking a random door, lab topic, and draw pod.
  • Recipes require lots of hard-to-find ingredients.

Take these for a spin, and don’t forget to let us know what you think by emailing bugs at spacefoodtruck.com! As always, we’ve got a number of fixes and improvements thrown into this build for good measure. More lists!

Gameplay

  • Duct Tape can now be played from any room.
  • Added 3 new difficulties.
  • Game no longer forces you to dock the ship for common exotic ingredients, and will let you destroy them if you want.

Improvements

  • Updated options menu UI.
  • Added an option for vertical sync in video settings.
  • Added error state when trying to charge FTL after it’s maxed.
  • Added new card sound effects.
  • Added more detailed planetary art.
  • Trusty wrench/duct tape text updated to clarify their movement exception.

Fixes

  • Fixed bug where game would force docking on exotic ingredients that were already cooked.
  • Fixed bug addressing some silliness with Flux Inverters and Scientist’s Mutation ability.
  • Fixed bug where invasion animations would ‘stack’.
  • Fixed a bug in online co-op where players spectating could potentially get stuck.
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