StarGazer waves farewell

Saying goodbye is never easy, but in 3 days I will disembark from our beloved space station. After nearly 13 awesome cycles with all of you, team and Citizens, my journey has come to end. I am sad, but at the same time very grateful and full of love. Knowing about the upcoming features and awesome (not only nice!) UI upgrade, I see a bright future for Tau Station.

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Meet the Crew: Another Fantastic Trio

Welcome to our fourth presentation of “Meet the Crew”, in which we introduce you to the teams behind Tau Station. You already met the narrative, tech and audiovisual teams. Let’s continue our tour by shining a spotlight on four team members dedicated to supporting Tau Station – from assisting our space-loving Community, to undertaking organizational work in the background, and even designing the game itself!

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Meet the Crew: A.R.T. and the H.R.S. Team

Words can paint a picture, and a picture is worth a thousand words – in Tau Station, our prose and paint complement each other, bringing stations, characters and objects to life. In the third episode of our “Meet the Crew” series, we’re delighted to introduce you to our Aesthetics Regulation Taskforce (A.R.T.). This three-strong team is responsible for everything you see in Tau Station, from characters to backgrounds, buttons to icons.

You will also meet our Chief Harmony & Resonant Synthesis Technician (H.R.S.), whose upcoming music and sound work will add an amazing new layer to Tau Station’s atmosphere!
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Meet the Crew: Tau Station’s Engineering and Vessel Mainframe

Welcome to the second episode of our “Meet the Crew” series, introducing you to the teams behind our beloved scifi indie game Tau Station. Today, you’ll meet our technical team, responsible for Engineering (back-end) and Vessel Mainfraime (front-end).

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Making Complex Software Simple

As of this writing, Tau Station is about half a million lines of code. Most of that is Perl, a language that is famously concise. Were it written in Java, for example, it would probably clock in at well over a million lines of code. When a codebase gets to this size, it can be very hard to maintain. This is how we manage that complexity.

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