Composting
Composting received some attention for its perceived imbalance. Players pointed to the sheer scale of plank production needed to generate enough wood waste to satisfy composting needs, particularly over larger areas (and ambitious landscaping only exacerbated this problem). This is one of a few pain points we saw that were partly a result of the limited scope of the demo: you’re not quite *meant* to be able to perfectly and thoroughly transform Kewa so soon into the game, you see. In the case of Composting, Early Access will see an alternative by-product resource: Food Waste. This will be produced by a particular type of building, which we will explore in further detail at a later date. 
Pollution
In the Beyond These Stars demo, we introduced the Pollution mechanic: how it is generated, the impact it has on your Peeps, etc. However, the demo stops just short of providing you the tools to actually address all that bad stuff slowly spreading through your settlement. In Early Access, you’ll have two methods of addressing Pollution: one of them indirect, the other direct. Players of Before We Leave will be pleased to know that Forests will passively absorb pollution, at a very gradual rate. Though this is what we’d consider the “indirect” method, the player does exert some influence over this, considering that you can plant trees by way of the Tree Nursery. The more direct method of addressing Pollution will be through the Cleaner building, which we’ve mentioned briefly before. Peeps will mix Water and Chemicals (a new resource that will slot nicely into the resource-byproduct-resource chain) and scrub away, scrub away, scrub away…
UI, quality of life, and other gameplay features
For the demo, it was vital that we refined our core gameplay as much as possible, and development in the lead-up to NextFest compelled us to focus on polishing the game’s fundamentals. Your feedback means that we can continue improving on the systems at the heart of Beyond These Stars, making for a smoother gameplay experience overall. Everybody wins!Peep happiness
Happiness is a deeply important game mechanic in Beyond These Stars. It influences birth rate (as Peeps will only procreate if their Happiness is above a certain threshold) and worker productivity (and thus Resource generation). Learning to manage Peep Happiness is thus a key ingredient for success, naturally - we heard your requests for more detailed information about it, and we agree! Here is an idea of what we’ll be adding to help you track Happiness:- Tooltips indicating the cause of decreases in Happiness. Similar to how it worked in Before We Leave, you’ll be able to hover over a Peep’s Happiness graph to see what was making them unhappy at that point in time.
- A Happiness effect overlay allowing you to see sources of Happiness at a glance.
- A section for average Happiness in the Location Summary.
Paused buildings
Some of you were pretty eager for clearer visual indicators of this. Technically we did give players the option to view infopins showing a building’s Paused status, but this was locked behind a setting in the Options menu. As a fix for this, we now show the player Paused infopins by default, and also give a more explicit option to see them:

Slower game speed options
A few of you asked for this, and we heard you! The fix we’ve implemented is not so much the addition of completely new game speed options, but rather the ability to lower the base game speed in the Options menu - which will then be further adjustable through the Game Speed keys in the top Info Bar.
…and more!
This list is very far from exhaustive, so be aware that there will be much more by the time we launch in Early Access! But please, do keep the feedback coming. We value every suggestion, every request, and every bit of feedback: positive & negative alike! You are but one part of a relatively small machine working on a big, complicated game, and we appreciate that very much.New content
That smooth gameplay experience is important, but we’d wager that a good portion of you are also looking forward to some good old ✨content✨. Unfortunately, this is also the section where we’re going to have to be really, really vague. We don’t want to spoil things, you see, and I (your friendly local Community Manager) have taken great care to map out all the grand reveals in a well-paced, exciting manner. Broadly, from what we’ve seen: players would like to be driven by more varied objectives (rather than “just surviving”); would like to see random events influencing Kewa; and would like more encounters of the intergalactic kind. We can confirm that you’re all definitely in for a treat. ;)The road to Early Access
Overall - what can you expect from our initial Early Access launch? And how are we going to achieve this? We’ve always had quite a clear vision of what we wanted the game to look like upon initial release into Early Access, so we’ve not deviated much from what you would have seen at the end of our demo:




