I've been working on the research system, including the GUI (still programmer graphics), some early resource and trade balancing. I still have to implement some of the research options so they actually effect the stat you researched, some are working as planned though. GUI includes a drag and drop queue, I could never understand why so many (mainly Indie but not all) 4x games have buttons to move something up or down in a queue... it's not that hard to program a drag and drop queue!
I've also added a basic 'next unit' cycle, so when you finish moving something it will select and focus the next available ship to move. Adding this makes it start to feel much more like a game and less tech demo-y! It's amazing how even quite simple things to add make it feel so much more playable.
I plan to release another public build in the near future but I won't promise an ETA just yet as I'll probably just get distracted adding more and not meet it anyway ;) I could get back to updating the changelog on the blog but not sure if it was worth doing? Happy to hear any feedback or questions from anyone or if a few people would really like another build I could focus on that?
Token screenshot of the current research screen, mainly to show what you can do, not the awesome GUI I have in place...