An update fresh from the code jungle.
Mark has been working on a new PC version based on the PSN to PC port AlexM was working on. We can't say much about it right now because there are quite a few considerations which mean it shouldn't be expected in the immediate future. The game is already working on PC but one of the considerations is making it a really good release as we did with the iPad - we can't do that until the remaining iOS work is complete. Apple like to make it more tricky by releasing new devices!
Mac, Linux, and Android ports should all happen too but these things take time and are a long term plan so please don't hassle the overworked Rudolf if possible! We have some other things on our plate too but I can't say too much
Rudolf already mentioned adding another game mode and I would like to maintain and add further support for modders - this may also take quite a bit of extra work since it is quite different from the original Eufloria technically, as iOS modders have already seen (I will ask modders more about this in the future).
Mark has also got the iPhone port into beta shape, and the iPad version running as a universal build. He is moving on to the iPad 3 retina display next week - some layout issues to resolve and we may need to play around to hit a reasonable frame rate (it runs faster than iPad 1 but slower than iPad 2). Does look great though
I'm now back on the code, in between my work in NZ with Anthony 'cletus clay' Flack (who also did the Eufloria trailers and iPad tutorial art). I'm drafting out an in-game session save (much requested!) as well as learning my way around the game code to allow for future updates, including for pc modding considerations. The session save is going to take quite some time to do and I don't yet know if it will be too problematic to retro fit, but I'm feeling vaguely positive about it so far.
Once I'm done with core game save aspects, mark then has to deal with some more aspects of the save such as the Lua script state. After that, lots of testing will be needed as this is very complex work which risks breaking the entire game! All in all this will probably take a month or so but we consider it important for the iPhone build in particular so we're going to give it our best go.
So lots to do and it'll take more time I'm afraid, but my personal view is I would rather we do the best job possible and take longer over it if that's what is needed.
Hopefully this all makes sense! I will try and put some eufloria bits on my newretro.org blog in future and I already tweet about it fairly regularly.