Create and Fuck your AI Cum Slut –70% OFF
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LOchar

Member
Feb 25, 2021
105
52
143
This game kinda freezes on me when going through slave inspections, anything to help minimize this?
Its a glitch, but if click next slave, then move mouse around it will highlight stuff again, just hit something and will get sound from it if works and then will work like normal but with the sound from hitting options. Its annoying, as I kept closing game at first but either next or previous slave then look for options to get highlighted and your good to go again.
 

creepycat

Newbie
Aug 17, 2020
57
26
90
if there is someone with a working mac version upload it to this thread plz the links in the op give a corrupted version of the game
 

joe316

Member
Dec 3, 2016
431
279
144
Shame the bugs were never fixed in this game. It still will crash if you try and take over too many galaxies.
 

QuickBob

Member
Oct 27, 2019
161
113
140
Hi,

Started messing with this game and wish it had more polish but I like the managment aspect. I do have a question though and not sure if bug or just blind.

Some point during a new game I was asked to send a mind broke slave to research place where they partially fixed her. They said I could keep sending MB slaves to them to be "cured". My question is, I don't see any option for this anywhere. They said its on inspection screen but just looks like same jobs, options.
It's only available for insane slaves, not mindbroken ones. Usually insane slaves are ones you get from Asylum offers and the like.

I have to say, I spent awhile trying to find a good management game with animations. I like Porn Empire but have to say this game so far has been best all round IMO. It really needs more work, and have been surprised no real mods for this. It gets sluggish and would love to see someone mod some fixes into it. I also wish for better search tool for the slaves. I can use the rules to dump everyone with certain fetish into 1 spot but then I have to remove to put them back elsewhere.

Since the animations are a bit whonky, would love to see a quick breeding screen, so can just do it quickly.
Fixing the outfit clipping
Add full dressing room options for Rules. Right now can choose colors.
Fix the lag viewing slaves . sometimes text zips by and other times its a slow crawl.
Would love to be able to combine some rules; EX If in School and hit 100 then move to Receptionist unless already 100 then move to another skill. Basically if 1 skill caps then move them to where they arent capped.

This game hit alot of my wants, 3d, outfits, customization, random characters, skill increases, brothel type management/trainer. There are some out there with better sex mechanics, like Cost of Survival, but that game didn't keep interest because management is not as much and I don't like just training and selling. I like harem types. Its a shame this never got fully fleshed out because its definately my cup of tea.

Oh and a better guide would have been nice. lol took me a few days before realized could even click on people in the station, hit or miss with that.
100% agreement. I'd love to see some mods. We seem to have the same taste. I've been looking for a game as good as Stationmaster, but finished, for a long time and haven't found anything yet. The Dev is working on a new game on his patreon that looks promising, but it's REALLY early development.
Doe Porn Empire get better? I tried it a while back and the sex scenes were really basic and it took tons of grinding to get even one civilian to join my company.


Shame the bugs were never fixed in this game. It still will crash if you try and take over too many galaxies.
You can take over multiple galaxies??? I've always left some of the other factions alive to farm their soldiers and assumed that there'd be nothing left to conquer after I took over the whole galaxy. Or are you talking about star systems?
 

LOchar

Member
Feb 25, 2021
105
52
143
It's only available for insane slaves, not mindbroken ones. Usually insane slaves are ones you get from Asylum offers and the like.
I finally figured that part out and funny thing is 2nd playthru never came across this yet.

Doe Porn Empire get better? I tried it a while back and the sex scenes were really basic and it took tons of grinding to get even one civilian to join my company.
TBH Porn Empire animations IMO are its weakest point, kind of reminds me of paper doll cutouts where have pin in extremities. I didnt finish too far and cheated a bit to get to where can shoot actual porn, but the game will take some learning. Doing homemade amateur I was sometimes getting 60k a shoot if I waited til had that debuff off. But some porn movies where like barely any payouts and haven't grasped mechanics. The beginning is a grind. But I do like the management aspect of it.
 

StationmasterDev

Member
Game Developer
Jan 14, 2018
458
1,155
205
Update on this: I put it to a vote among my patrons, and it's overwhelmingly looking like I will be wrapping up Exalted here soon and starting work on Stationmaster 2.

Given that this is probably the most active community for this game, it seems important to ask here. What do you all think the biggest opportunities for improvement are? The code will be mostly new, so this is the time to make big decisions about how it works. As always, I really appreciate your input. It helps me focus on the right things during development.

So far, the big core design changes I'm planning are:
  • Scrap the old character engine and use the one from Exalted. This is slightly less flexible, but the models and animations are much better. This should resolve a ton of issues, though clothes probably won't be in 0.1.
  • Decouple animations from macro. This should save a lot on performance and allow stuff like multiple floors (think Startopia).
  • Time controls.
  • More detailed army management. Make armies have positions around planets, and handle opposing factions' armies as armies, not events.
  • For the nerds: Ditch that piece of shit ASCII save system in favor of SQLite (or maybe JSON).
Things I think should stay the same are:
  • The tone of the game, the main character, and the universe it is set in (but not the exact main plot).
  • The station building UI. Although it will be gaining floors (and losing the pillar), the moment-to-moment gameplay should look about the same.
  • The core gameplay loops around station building and conquest.
  • Random events and furniture items (with some content edits for things I've learned about writing since then), though I plan to write new faction leaders and "main quest" events.
 

Harabec

Member
Nov 11, 2019
396
118
203
Update on this: I put it to a vote among my patrons, and it's overwhelmingly looking like I will be wrapping up Exalted here soon and starting work on Stationmaster 2.

Given that this is probably the most active community for this game, it seems important to ask here. What do you all think the biggest opportunities for improvement are? The code will be mostly new, so this is the time to make big decisions about how it works. As always, I really appreciate your input. It helps me focus on the right things during development.

So far, the big core design changes I'm planning are:
  • Scrap the old character engine and use the one from Exalted. This is slightly less flexible, but the models and animations are much better. This should resolve a ton of issues, though clothes probably won't be in 0.1.
  • Decouple animations from macro. This should save a lot on performance and allow stuff like multiple floors (think Startopia).
  • Time controls.
  • More detailed army management. Make armies have positions around planets, and handle opposing factions' armies as armies, not events.
  • For the nerds: Ditch that piece of shit ASCII save system in favor of SQLite (or maybe JSON).
Things I think should stay the same are:
  • The tone of the game, the main character, and the universe it is set in (but not the exact main plot).
  • The station building UI. Although it will be gaining floors (and losing the pillar), the moment-to-moment gameplay should look about the same.
  • The core gameplay loops around station building and conquest.
  • Random events and furniture items (with some content edits for things I've learned about writing since then), though I plan to write new faction leaders and "main quest" events.
OK so I know my comments on this game in the past have been mostly negative. That's only because I could see how much promise it had and was always so disappointed by the poor performance. The key I feel is performance. It needs to run smoothly on an average PC. No memory leaks. No bizarre, funky, misshapened animations. I totally agree on those things you stay should stay the same. Absolutely keep those as the focus. More please in fact.

I welcome this announcement and find my hopes raising once more in hope of what could be!
 
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AdamJohn36

Well-Known Member
Feb 12, 2019
1,057
2,110
452
Update on this: I put it to a vote among my patrons, and it's overwhelmingly looking like I will be wrapping up Exalted here soon and starting work on Stationmaster 2.

Given that this is probably the most active community for this game, it seems important to ask here. What do you all think the biggest opportunities for improvement are? The code will be mostly new, so this is the time to make big decisions about how it works. As always, I really appreciate your input. It helps me focus on the right things during development.

So far, the big core design changes I'm planning are:
  • Scrap the old character engine and use the one from Exalted. This is slightly less flexible, but the models and animations are much better. This should resolve a ton of issues, though clothes probably won't be in 0.1.
  • Decouple animations from macro. This should save a lot on performance and allow stuff like multiple floors (think Startopia).
  • Time controls.
  • More detailed army management. Make armies have positions around planets, and handle opposing factions' armies as armies, not events.
  • For the nerds: Ditch that piece of shit ASCII save system in favor of SQLite (or maybe JSON).
Things I think should stay the same are:
  • The tone of the game, the main character, and the universe it is set in (but not the exact main plot).
  • The station building UI. Although it will be gaining floors (and losing the pillar), the moment-to-moment gameplay should look about the same.
  • The core gameplay loops around station building and conquest.
  • Random events and furniture items (with some content edits for things I've learned about writing since then), though I plan to write new faction leaders and "main quest" events.
Any chance in this next iteration of Stationmaster that we can control what the incubators teach instead of it being random? Like for example i wouldn't mind the daughters knowing that the main character is their father. heh
 

idontknowass

Newbie
Oct 21, 2020
17
13
13
Update on this: I put it to a vote among my patrons, and it's overwhelmingly looking like I will be wrapping up Exalted here soon and starting work on Stationmaster 2.

Given that this is probably the most active community for this game, it seems important to ask here. What do you all think the biggest opportunities for improvement are? The code will be mostly new, so this is the time to make big decisions about how it works. As always, I really appreciate your input. It helps me focus on the right things during development.

So far, the big core design changes I'm planning are:
  • Scrap the old character engine and use the one from Exalted. This is slightly less flexible, but the models and animations are much better. This should resolve a ton of issues, though clothes probably won't be in 0.1.
  • Decouple animations from macro. This should save a lot on performance and allow stuff like multiple floors (think Startopia).
  • Time controls.
  • More detailed army management. Make armies have positions around planets, and handle opposing factions' armies as armies, not events.
  • For the nerds: Ditch that piece of shit ASCII save system in favor of SQLite (or maybe JSON).
Things I think should stay the same are:
  • The tone of the game, the main character, and the universe it is set in (but not the exact main plot).
  • The station building UI. Although it will be gaining floors (and losing the pillar), the moment-to-moment gameplay should look about the same.
  • The core gameplay loops around station building and conquest.
  • Random events and furniture items (with some content edits for things I've learned about writing since then), though I plan to write new faction leaders and "main quest" events.



Things that are really need to be fixed

*Better optimisation
*while fucking tourist the game crashes fix it
* the models start becoming flowing in air
* sometimes the mc fuck himself up
 

Gizmo1206

Member
Dec 11, 2017
125
31
151
so when starting a new game and finishing the character creator i seem to be stuck on the loading screen,the music still plays and when clicking a few times it makes a door(?) opening noise then other noises then nothing. But i left it for a half an hour(as run as admin) and its still on the loading screen.
 

StationmasterDev

Member
Game Developer
Jan 14, 2018
458
1,155
205
so when starting a new game and finishing the character creator i seem to be stuck on the loading screen,the music still plays and when clicking a few times it makes a door(?) opening noise then other noises then nothing. But i left it for a half an hour(as run as admin) and its still on the loading screen.
Try moving the game data to the desktop. This can happen if UAC is stopping you from writing your save data to the installation directory.
 

alex2011

Conversation Conqueror
Feb 28, 2017
7,729
4,484
508
Update on this: I put it to a vote among my patrons, and it's overwhelmingly looking like I will be wrapping up Exalted here soon and starting work on Stationmaster 2.

Given that this is probably the most active community for this game, it seems important to ask here. What do you all think the biggest opportunities for improvement are? The code will be mostly new, so this is the time to make big decisions about how it works. As always, I really appreciate your input. It helps me focus on the right things during development.

So far, the big core design changes I'm planning are:
  • Scrap the old character engine and use the one from Exalted. This is slightly less flexible, but the models and animations are much better. This should resolve a ton of issues, though clothes probably won't be in 0.1.
  • Decouple animations from macro. This should save a lot on performance and allow stuff like multiple floors (think Startopia).
  • Time controls.
  • More detailed army management. Make armies have positions around planets, and handle opposing factions' armies as armies, not events.
  • For the nerds: Ditch that piece of shit ASCII save system in favor of SQLite (or maybe JSON).
Things I think should stay the same are:
  • The tone of the game, the main character, and the universe it is set in (but not the exact main plot).
  • The station building UI. Although it will be gaining floors (and losing the pillar), the moment-to-moment gameplay should look about the same.
  • The core gameplay loops around station building and conquest.
  • Random events and furniture items (with some content edits for things I've learned about writing since then), though I plan to write new faction leaders and "main quest" events.
Definitely animations, I suggest not repeating the decisions that led to what Stationmaster 1 has now. I also agree with the JSON save system you listed and decoupling animations from macros. Performance and animation issues were the two biggest problems in the first game with some pesky bugs in the low poly models for station view being third.
 

QuickBob

Member
Oct 27, 2019
161
113
140
Update on this: I put it to a vote among my patrons, and it's overwhelmingly looking like I will be wrapping up Exalted here soon and starting work on Stationmaster 2.

Given that this is probably the most active community for this game, it seems important to ask here. What do you all think the biggest opportunities for improvement are? The code will be mostly new, so this is the time to make big decisions about how it works. As always, I really appreciate your input. It helps me focus on the right things during development.

So far, the big core design changes I'm planning are:
  • Scrap the old character engine and use the one from Exalted. This is slightly less flexible, but the models and animations are much better. This should resolve a ton of issues, though clothes probably won't be in 0.1.
  • Decouple animations from macro. This should save a lot on performance and allow stuff like multiple floors (think Startopia).
  • Time controls.
  • More detailed army management. Make armies have positions around planets, and handle opposing factions' armies as armies, not events.
  • For the nerds: Ditch that piece of shit ASCII save system in favor of SQLite (or maybe JSON).
Things I think should stay the same are:
  • The tone of the game, the main character, and the universe it is set in (but not the exact main plot).
  • The station building UI. Although it will be gaining floors (and losing the pillar), the moment-to-moment gameplay should look about the same.
  • The core gameplay loops around station building and conquest.
  • Random events and furniture items (with some content edits for things I've learned about writing since then), though I plan to write new faction leaders and "main quest" events.
I know I'm a couple days late, but this is literally making my day. I've been looking forward to Exalted gaining more progress, but I never imagined we'd actually get a sequel to Stationmaster. Hell yeah.

I agree 100% with everything you said here as well as everything Harabec and the others said as well. It really would be kinda nice to be able to upgrade the incubators to improve chances of certain outcomes. For the most part, honest to god, keep it the same. It was practically perfect, it just needed better animations and to be less buggy. Assuming that you're planning on fixing animations and memory leaks and avoiding all the other bugs from the first game, though, I've got a few other improvement suggestions.

1. I'd love to see some major improvements to arena fights. Maybe some weapons you can gain and equip to your favorite slaves. Having the ability to schedule fights yourself so that fights that are more even and between more skilled fighters generate more interest and income. Obviously not all the time, since automation is one of the best parts of the game, but having the ability to get in there and micromanage would be great.
2. Animations outside of the sex room. Specifically, watching your slaves in the brothel, arena, room service, and the like having sex would be a great addition. Right now there's nothing to it, because of the obvious issues, but since the animations are being improved, that would be a hell of a good change. Also, the actual arena fights. They're decent right now compared to the rest of the game, but actually being able to tell who's fighting whom would be great as well.
3. Major UI changes in the slave list, though. Forgetting bugs, since we're assuming those will be fixed, being able to sort by family relations, planet of origin, and virginity would be great features. Actually being able to see all the stats from the list, since some of them are hidden in the actual slave menu.
4. Explaining planet policies, etc. It's taken the entire community to put together a list of what the planet policies do and it's still not a sure thing. Some of them you can figure out from culture references, like Modest Proposal, but most of them you just have to try them and then guess what the actual effect was.
5. Also explaining artifacts. I think most of them just increase appeal? Though I never noticed appeal being that important. More features for the artifacts would be good, too.
6. I'm always going to suggest more races. The aliens were great, if they were a bit odd looking with the old graphics, but I'm just a fan of variety. Honestly a few kinda standard fantasy races wouldn't be too out of place here. You've basically got orcs, beast people, demons, and angels already. Adding elves, goblins, gnomes, vampires, etc. would be a pretty good fit.
7. I think someone else mentioned an autobreed option. That would be fantastic. Either breeding your slaves yourself or setting up couples to breed. Since the sex shouldn't be so janky, "autobreed" may not be as important, especially with impregnation implants, but I do recommend adding an option to order slaves to breed with each other outside of the arena.
8. More options/information in some of the events. Not looking for a vn or anything, but some of the events gave you no options. Like, yes I want to capture a cowgirl, but do I have to rape her on the planet? Or murder these campers and not choose who to take? Stuff like that.
9. Thematic planets? I know they're 'technically' fire planets, jungle planets, urban planets, etc. But they all feel exactly the same to me. Some differences between them so it feels like you're actually gaining a new resource/slave world rather than an extra body for "demand tribute" would be amazing. Plus, depending on licenses, some reference planets would be great. Conquer a world and find out their leaders are a bit familiar? Maybe get some more familiar faces from tribute? Kinda like the SCP and Doctor Who references among others. Otherwise a bunch of prewritten "cultures" with favorite planet types. Like, here's a desert planet with a warrior culture. This world used to be a prison planet. This is a water planet that's like a giant Hawaii. Kinda like the cowboy planet, or the tribal planet, etc. but you actually get a whole planet of thematic tribute instead of one random event.
10. Biggest thing for me. I paid for the whole harem, I want to use the whole harem. Please add group sex options. I know that leads to a lot more animation issues, but from what I've seen in Exalted so far, it's definitely doable.

I think that's everything, if I come up with anything else I'll put together another list. All in all, I'm looking forward to both more Exalted and this sequel and I thank you for all your hard work. You're a legend.
 
Last edited:

StationmasterDev

Member
Game Developer
Jan 14, 2018
458
1,155
205
Extremely heard. I made a Patreon post about this too, but AI performance has been priority 1.

With the new design, I managed to get the economic system working at 120FPS for 10,000 NPC's on the station (individually tracked using basically the same rules as SM1, but much more optimized). The graphics still aren't implemented, but the new design means that most of your station won't be rendering most of the time, so I'm pretty optimistic about the final numbers (it wouldn't surprise me if you could actually run smoothly with 10,000 people on your station in the final game).

I've learned a lot since starting SM1, and it's great to finally be able to use it without being hamstrung by that dumpster fire of a codebase. Right now, I'm mostly focusing on getting the core graphics and gameplay working with the engine updates, but feature requests are always appreciated.
 
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