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What is your preference for my 2025 Project ( search thread for "Poll 2025" to see details)

  • GAME 1 - Hex Academy

    Votes: 774 10.5%
  • GAME 2 - Arcane Academy: Goblin Uprising

    Votes: 1,171 15.9%
  • GAME 3 - Sexbot Rebellion

    Votes: 780 10.6%
  • GAME 4 - Dairy Dynasty

    Votes: 740 10.0%
  • GAME 5 - Space Journey X Continued

    Votes: 2,695 36.5%
  • Any above OK with me

    Votes: 1,109 15.0%
  • Something else

    Votes: 115 1.6%

  • Total voters
    7,384

yv0751

Well-Known Member
Game Developer
Jul 8, 2017
1,432
4,191
This dialogue popped up only after Nimhe gained "Facial Queen" achievement... Now she definitely will craft those shells!
Thanks

I probably need to change that condition, as it is not immediately obvious why she would link the upgrades to that and not only to her tech skill. Added to feature update list.
 
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yv0751

Well-Known Member
Game Developer
Jul 8, 2017
1,432
4,191
Small update on new Versions
  • just finished bugfix integration into V1.50 for preparing public release on 14th
  • V2.00 is since today in second update cycle on discord beta channel for tests on save game compatibility mechanism (my tests were looking good so far, I hope this works...)
 

luiszwhmms

New Member
Apr 27, 2020
6
5
Awesome game, I love it just like Princess and the Tower!

Is there a planned list of features to be added in the future somewhere? Would love to know what's coming next
 
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yv0751

Well-Known Member
Game Developer
Jul 8, 2017
1,432
4,191
Awesome game, I love it just like Princess and the Tower!

Is there a planned list of features to be added in the future somewhere? Would love to know what's coming next
Great to hear you like the game so far.

V1.50 Feature List has been posted a while ago, here is a copy:
  • Poledancing T'Ris, Nimhe Expanded
  • Poledancing Moira, Seraphine New
  • Seraphine's Krell Quest
  • Nimhe Progressive Hacker Outfit
  • Moira's Krell Quest
  • Milking Machine
  • Pony Pets
  • Pony Race Betting
  • Galaxina Episode
  • Galaxina Bot Replication
  • Parts Gen 1 / 2 Upgrade to 3 by MC from early game
  • Ylyee Scenes
  • (Loot) Balancing and QoL
  • Elite skill modifiers from Precursor crates
  • Improved high end bot crate yields
  • Engine MkIII Prototype
  • Crew Wellness Job Moira
  • Locations: Krell Dome, Krell Dome Plaza, Krell Pet Office, new Pet Shop
  • ingame debugging console
  • Spanking Game Moira add
  • Spanking Game: Krell option for all
  • Bugfixes
  • and much more...

There was also a roadmap on V2.x and beyond but its under revision.
 

Alescor

New Member
Jan 9, 2019
14
10
Great to hear you like the game so far.

V1.50 Feature List has been posted a while ago, here is a copy:
  • Poledancing T'Ris, Nimhe Expanded
  • Poledancing Moira, Seraphine New
  • Seraphine's Krell Quest
  • Nimhe Progressive Hacker Outfit
  • Moira's Krell Quest
  • Milking Machine
  • Pony Pets
  • Pony Race Betting
  • Galaxina Episode
  • Galaxina Bot Replication
  • Parts Gen 1 / 2 Upgrade to 3 by MC from early game
  • Ylyee Scenes
  • (Loot) Balancing and QoL
  • Elite skill modifiers from Precursor crates
  • Improved high end bot crate yields
  • Engine MkIII Prototype
  • Crew Wellness Job Moira
  • Locations: Krell Dome, Krell Dome Plaza, Krell Pet Office, new Pet Shop
  • ingame debugging console
  • Spanking Game Moira add
  • Spanking Game: Krell option for all
  • Bugfixes
  • and much more...

There was also a roadmap on V2.x and beyond but its under revision.
Pony Race?
Can we train Nimhe and participate with her?
 

OhWee

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Modder
Game Developer
Jun 17, 2017
5,911
30,055
OK, so I promised a long time ago that I'd update my gameplay mod when 1.5 dropped...

I'll need a few days to ease back into the code, and I have no idea how much was changed under the hood since 1.20.11...

Does anyone know if ANY of my gameplay ideas were incorporated into 1.5? yv0751 ?

I'm now focused on another project, so I'll need to set aside some time to play the new version and remember what I changed, and how I changed it, back in the 1.20.11 days.

When I update my gameplay mod to 1.50.15, this will probably be the last time I update my mod. My goal has always been to show the developer ( yv0751 ) a few areas where gameplay can be streamlined/improved to make interfacing with the game more pleasant.

I have a huge project of my own going on, that I want to release at some point in the near future, so after I update4 my mod, that's where 100% of my attention will be.

So yeah, in the meantime, just wondering if ANY of my suggestions were implemented into the latest version.
 

yv0751

Well-Known Member
Game Developer
Jul 8, 2017
1,432
4,191
OK, so I promised a long time ago that I'd update my gameplay mod when 1.5 dropped...

I'll need a few days to ease back into the code, and I have no idea how much was changed under the hood since 1.20.11...

Does anyone know if ANY of my gameplay ideas were incorporated into 1.5? yv0751 ?

I'm now focused on another project, so I'll need to set aside some time to play the new version and remember what I changed, and how I changed it, back in the 1.20.11 days.

When I update my gameplay mod, this will probably be the last time I update my mod. My goal has always been to show the developer a few areas where gameplay can be streamlined/improved to make interfacing with the game more pleasant.

So yeah, in the meantime, just wondering if ANY of my suggestions were implemented into the latest version.
I've added more detailed info in the bot component thumbnails (like you suggested) and some other QoL updates.

Small heads up: You might to want to wait for V2.00, as that will be save game compatible going forward or even wait until V2.10 which will conclude the SJX I storyline content for all characters.

y.v.
 
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OhWee

Forum Fanatic
Modder
Game Developer
Jun 17, 2017
5,911
30,055
I've added more detailed info in the bot component thumbnails (like you suggested) and some other QoL updates.

Small heads up: You might to want to wait for V2.00, as that will be save game compatible going forward or even wait until V2.10 which will conclude the SJX I storyline content for all characters.

y.v.
Yeah I noticed the additional info on the bot component thumbnails in a screenshot you shared recently. I'll check a few other areas. This change that I made is kind of a biggie IMHO:

Everyone: NOTE THAT THESE ARE SCREENSHOTS FROM MY 1.20.11 Gameplay mod, not the current SJx 1.50.11 game.



That ' thumbnail carousel' above the currently selected component category does save a bit of time when evaluating ship upgrades, particularly the 'click on component instead of doing the forward/back thing' and the current efficiency percentage being displayed with the component type thumbnail, letting you know if you even need to upgrade that component type, and how many subparts have been installed (the 5 of 6 thing). Not sure if you have done something similar or not, I'll find out soon enough when I check out the latest version.

The other thing I did in my mod was to make the alert thumbnails a bit more informative on the system map, so that it wasn't just exclamation points:



This way you could differentiate between bounties (target reticle), 'ready to deliver' cargo deliveries (checkmark), and cargo contracts that you currently lack the required cargo amount (exclamation point). Again, no idea if this idea has already been implemented into the official version, I'll find out soon enough.

The other thing I remember adding was a more detailed 'currently contracted missions' breakdown to the upper right corner of the missions screen.



This way you could see at a glance the status of each mission (i.e. cargo requirement, days to complete, etc.).

I also added a 'torpedo loadout' thumbnail group to the lower left corner of the 'regular' screen, so that you could see at a glance at any time if you needed to reload your torpedoes or not. And a few other things, again, I'll need to evaluate what's there now in 1.50.11 versus where I left things in my 1.20.11 mod. It's the 'little things' that matter to me.


In any case, people have been checking out my mod thread pretty consistently over the last few months, so I feel obligated to do SOMETHING this time around, if some stuff wasn't implemented that I feel really helps speed up the gameplay overall. It's all about QoL, as you noted yv0751 , that kind of stuff is kind of an OCD obsession of mine.
 
Last edited:

yv0751

Well-Known Member
Game Developer
Jul 8, 2017
1,432
4,191
Yeah I noticed the additional info on the bot component thumbnails in a screenshot you shared recently. I'll check a few other areas. This change that I made is kind of a biggie IMHO:

Everyone: NOTE THAT THESE ARE SCREENSHOTS FROM MY 1.20.11 Gameplay mod, not the current SJx 1.50.11 game.



That ' thumbnail carousel' above the currently selected component category does save a bit of time when evaluating ship upgrades, particularly the 'click on component instead of doing the forward/back thing' and the current efficiency percentage being displayed with the component type thumbnail, letting you know if you even need to upgrade that component type, and how many subparts have been installed (the 5 of 6 thing). Not sure if you have done something similar or not, I'll find out soon enough when I check out the latest version.

The other thing I did in my mod was to make the alert thumbnails a bit more informative on the system map, so that it wasn't just exclamation points:



This way you could differentiate between bounties (target reticle), 'ready to deliver' cargo deliveries (checkmark), and cargo contracts that you currently lack the required cargo amount (exclamation point). Again, no idea if this idea has already been implemented into the official version, I'll find out soon enough.

The other thing I remember adding was a more detailed 'currently contracted missions' breakdown to the upper right corner of the missions screen.



This way you could see at a glance the status of each mission (i.e. cargo requirement, days to complete, etc.).

I also added a 'torpedo loadout' thumbnail group to the lower left corner of the 'regular' screen, so that you could see at a glance at any time if you needed to reload your torpedoes or not. And a few other things, again, I'll need to evaluate what's there now in 1.50.11 versus where I left things in my 1.20.11 mod. It's the 'little things' that matter to me.


In any case, people have been checking out my mod thread pretty consistently over the last few months, so I feel obligated to do SOMETHING this time around, if some stuff wasn't implemented that I feel really helps speed up the gameplay overall. It's all about QoL, as you noted yv0751 , that kind of stuff is kind of an OCD obsession of mine.
  • The mission/trade system will get a major rework in 2.10, so I did not change anything there yet. I really like the active missions band you implemented. Definitely on the list.
  • The thumbnails for subsystems are very convenient and I plan to have sth like that, but my obsession regarding alignment rules / design has prevented me from taking the layout as is (I probably need to shift around some of the bigger basic elements on the screen first, not a big technical obstacle). Will do that with 2.00 or 2.10.
 
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OhWee

Forum Fanatic
Modder
Game Developer
Jun 17, 2017
5,911
30,055
  • The mission/trade system will get a major rework in 2.10, so I did not change anything there yet. I really like the active missions band you implemented. Definitely on the list.
  • The thumbnails for subsystems are very convenient and I plan to have sth like that, but my obsession regarding alignment rules / design has prevented me from taking the layout as is (I probably need to shift around some of the bigger basic elements on the screen first, not a big technical obstacle). Will do that with 2.00 or 2.10.
A 'quick fix' for the carousel on the ship subsystems screen could be to shift everything to the right (I'm seeing some empty space available at the right currently) and put the carousel along the left edge of the screen. The main reason I didn't do this was because of the need to modify the background art to accomodate this (the lines). I might experiment here this time around, but I'm sure you have a more involved change in mind.
 
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M.Alice

Lunar Princess
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Aug 18, 2024
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Space Journey X [v1.50_15] [y.v.] [Compressed] [420MB]

PC: / /

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initiated

Newbie
Apr 8, 2018
54
40
Very happy to Finaly play the v1.50! i been looking forward for this very much!
Small heads up: You might to want to wait for V2.00
Tempting as it is, im afraid to ask when you think that V2.00 will be released... i dont want to wait that long!

now please sexcuse me as i am going to be busy marathoning this
 
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yv0751

Well-Known Member
Game Developer
Jul 8, 2017
1,432
4,191
Very happy to Finaly play the v1.50! i been looking forward for this very much!

Tempting as it is, im afraid to ask when you think that V2.00 will be released... i dont want to wait that long!

now please sexcuse me as i am going to be busy marathoning this
2.00 is in Pre-beta-testing at the moment. After adding some content it will go into early access around Christmas, Official Patreon Release 7th January and Public Release Early February

Small heads up: Savegame compatibility concept 2.00 going forward seems to work nicely so far.
 

xfto

Member
Dec 1, 2019
122
149
so glad this game got voted up for more content :D

so, on an unrelated thing, theres this multiverse container, my last played build was 1.00 until the end of the content. now i had a multiverse container, was it possible to transfer stuff over to a new build with that one or just for a ng+ on the same version?
 
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yv0751

Well-Known Member
Game Developer
Jul 8, 2017
1,432
4,191
so glad this game got voted up for more content :D

so, on an unrelated thing, theres this multiverse container, my last played build was 1.00 until the end of the content. now i had a multiverse container, was it possible to transfer stuff over to a new build with that one or just for a ng+ on the same version?
All MV containers are upstream compatible, so no worries.
 
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4.20 star(s) 86 Votes