Ganymede is now available for opt-in playtesting ([url=http://wx3.com/early-access-updates-and-save-games/]see here for instructions[/url]). If there are no serious issues discovered, I plan to make it the new default build in the next ten days. If you are about to start a new game, you may want to switch to the beta now, so you can start on the latest version. As always, even if the default version changes, you will always be able to switch back to older versions to access previous saves. Compared to the current default build, Draconis, it incorporates the changes from Europa and Fornax, along with a new batch of fixes and content. As mentioned in a [url=http://wx3.com/ganymede-opt-in-content-progression/]recent blog post[/url], Ganymede has [i]roughly[/i] 50% more content than Draconis, as measured in unique anomalies and mission logic, and twice as much as Betelgeuse (the first Early Access version from December). Last month, I posted a [url=https://wx3.com/player-survey/]player survey[/url] to get an idea of what area or areas players most felt I should be focusing my attention during the next few dev cycles. Based on the responses and comments, most players want me to focus on creating content. In the free-form responses, a number of players talked about getting stuck and not knowing how to progress. This is an area I'd like to address: I want to strike the right balance between letting players discover/figure out stuff on their own, but also not feel frustrated if they missed something that's blocking the story progression. I've created a [url=https://steamcommunity.com/app/1750770/discussions/0/3825287950902177958/]pinned thread[/url] in the discussion forums specifically for this topic and added an option to the in-game feedback system to include your latest save. The compiled list of changes since Draconis: [list] [*] Additional content, anomalies, missions, factions [*] Several new technologies and modules [*] Changes to skill checks, UI and numerous skill check anomalies [*] Changes to crew skill progression [*] Changes to various ship AIs [*] "Smart" autopilot can plot trip using fast-travel nodes [*] Player can allow autopilot to continue while ship menu is open (will pause if threats or unknown objects are detected) [*] New music tracks, changes to music triggers [*] New achievements (not fully tested) [*] New planet types [*] Void drag formula changes [*] Explored system void drag reduction [*] Changes to trade system, initialization, pricing [*] Changes to NPC drone squadron AI [*] Changes to sector/persistent coordinate normalization [*] Changes to NPC encounter generation [*] Changes to trade system [*] Player can rename crew members [*] Repair system now prioritizes surveyor module [*] Increased max thermal penalty from 30% to 40% and updated thermal analysis (which incorrectly had a max of 20%) [*] Procedural anomalies avoid choosing same anomaly in succession [*] Fully explored planets dimmer on map [*] Fixed duplicate log entries due to bug [*] Additionally, now suppress log entries with identical text (e.g., exact same conversation repeated) [*] Fix for music volume changes not persisting [*] HUD notifies player of XP progression and new missions [*] Fixed issue where survey lander path would go very wide after first launch [*] Fixed guns should now favor locked target, if any [*] Fix for null ref pooling exception in late game scenario [*] Changes VFX for several particle systems to eliminate a potential performance bottleneck [*] Adds experimental mouse steering option [*] Cursor changes when hovering an external web link (e.g., to the discussion forum) [*] Changes to content loading system [*] F8 feedback now can include latest save [*] Numerous minor bug fixes and typos [/list]