Spiritus Astrum October 2025 Update!
It has been over a year since the Spiritus Astrum Demo has been released on steam. In that time, the project has advanced massively, with two new campaigns being added as well as a whole host of new content, dialog, characters, weapons, ships, and other improvements. In the initial release of Spiritus Astrum, there will […]
Spiritus Astrum [P0-B12]: p1521: Towards Early Access
I have been working on some new artwork for the game. I have added a new colony, in addition to a new weapon, and a new ship. These will feature in the third campaign, and will also appear in the free roaming mode of the game. I have also made improvements and some fixes to […]
Spiritus Astrum [P0-B12]: p1520: Towards Early Access
I have created animated explosions for several of the capital ships in the game. The ships can now fragment into pieces, with each piece becoming a rigidbody object in the game. This effect looks quite good. I haven’t added any explosion effects, etc, but I can do this later. I have also conducted more extensive […]
Spiritus Astrum [P0-B12]: p1519: DeepSeek in an Open-World Exploration Game
I have recently improved the LLM integration with Spiritus Astrum, and I have decided to try DeepSeek V3-0324-UD-Q3-K-XL with it in a game setting. I am sending data about the gameworld to the LLM in a format similar to this: The LLM is producing output similar to the following: It is clear that the AI […]
SillyTavern Extension: Weather Checker
I have created another extension for SillyTavern. This extension uses the “OpenMeteo” open source weather API. I have previously tried the “Accuweather” plugin for SillyTavern, but this didn’t work for me, it did not return any results. I did manage to get the WebSearch plugin working, and this can be used to generate weather reports/forecasts […]
Spiritus Astrum [P0-B12]: p1518: Towards Early Access
I have fixed almost all of the bugs that I discovered during the last test run. I have also made some significant improvements, including improvements to the AI navigation system, and improvements to the procedural generation code. In particular, I fixed a bug that caused the AI to get stuck on stairs, and another that […]
Spiritus Astrum [P0-B12]: p1517: Towards Early Access
I have completed another full round of testing! I uncovered quite a few minor bugs this time, but nothing serious. I have also made a note of several improvements that need to be made. I am definitely making progress, but there is still a lot of work to do, especially with regards to artwork, etc. […]
Spiritus Astrum [P0-B12]: p1516: Towards Early Access
I have created some more artwork for the third campaign. It is, at the moment, mostly placeholder art, but I am working on improving the texturing for large objects. I believe that I am making progress here. I have added “detail textures” to my artwork in unity, which has helped, and I have created more […]
