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Greetings pilots! This update fully re-implements the mouse input and visualisation widget and re-introduces maps back into the main roster.
Some big fixes for the mouse input arrive this time around with much more control for continuous and relative input modes, fixes to sensitivity and dead-zones and a fully re-implemented mouse widget with optional value text for those that really want to know what's happening under the hood when dialling-in power curves etc.
Additionally, the sprint maps (and associated music) have been re-organised to better reflect the difficulty curve. For context, In the big Update 2 patch all old maps were moved to the legacy category. A large chunk of these have been re-introduced with billboards, updated thumbnails etc bringing the Sprint map count to 31!
Have fun! <3
- Juki
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Greetings pilots! This update brings a few much-requested features, quality-of-life tweaks and bug-fixes. The headline feature of this patch is a new set of flight indicators, primarily of use when flying around terrain worlds (and off by default in space environments, but that can be overridden if you really want to).
This has been requested a bunch and is one of those simple-at-first-glance-but-actually-nightmare-fuel features that I've been putting off for a while so I'm glad it's finally in the game. The colour of the HUD is configurable, as is the visibility and scale of the elements.
Enjoy! <3
- Juki
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Greetings pilots! This update brings some much-requested fixes and quality-of-life updates to Fly Dangerous - most notable, native libs for both Linux (and therefore Steam Deck) and Apple Silicon which brings these builds in-line with the Windows version in terms of terrain generation and load times.
Additionally, this build contains a feisty new Sprint map (Twists and Turns), a new flight vector indicator (which has been asked for a LOT) and a heap of bug-fixes and other QoL tweaks.
Have a great weekend!
[previewyoutube=RIGkmqzJdfQ;full][/previewyoutube] Update 2 has landed with an enormous amount of new content, bugfixes, quality-of-life updates, new maps, music and game modes and a whole suite of integrations! The game now supports Head Tracking with OpenTrack and TrackIR! That means even a basic webcam can give you in-game head tracking -- or, if that's not your jam, enable the highly configurable drift camera to automatically look in the direction of travel! Additionally, the game now ships with bHaptics integration for the TactSuit (x16 / x40) body vest, Tactocity for Arms and Tactal head feedback modules! This update adds over 25 new tracks with a brand new diverse biome terrain system and gameplay elements such as boost portals, underwater tracks, night vision and more. Truly test your skills with the circuit laps mode where tracks can be several minutes long - I can't wait to see the new times on the leaderboards because some of these later maps are absolutely brutal. Checkout the full (kind-of-ridiculous) patch notes below for the full rundown. I'm extremely proud of this release, and I really hope you enjoy it. <3 - Juki
Quick hotfix patch with a wee little, uh, really quite difficult new map for you. Have a lovely weekend! <3 -J
Greetings pilots! This is the second patch to address a bunch of feedback, fix some bugs and add some QoL features before moving on to new content -- with a new extra long time trial map as a bonus. Please be aware that if you currently use Arcade Mode control scheme that the previous roll behaviour is now a separate toggle in the Controls tab and is off by default to help ease new players into things. Remember to re-enable this if you prefer this behaviour. Enjoy! -J
The main reason for getting this out the door was a serious problem affecting input bindings in certain countries - some users have reported still having to clear preferences if coming from the version prior to this patch (more info at the bottom) so please try that and please do let me know if you encounter any more crashes relating to bindings. New: * Leaderboard now shows 50 entries - 25 above and below the player entry (or just 50 below if Sanderling) Changes: * Pause menu and reset button now works during time trial countdown * Boost sound no longer requires round-trip to server in multiplayer * Music volume default lowered to 30% * Default leaderboard mode to show player rather than top 20 * UI repeat navigation speed increased by 3x Fixes: * Fixed serious binding crash related to culture-specific string encoding of floating point values * Fixed mouse invert Y not applying * Fixed possible exploit relating to restart coroutines * Added layer of redundancy here to snap the player back to start position on TT start to be 100% sure! * Fixed possible exploit relating to CPU throttling * Fixed broken scrollbars on leaderboard / ghost panels If you need to clear preferences, they're stored at Windows: %USERPROFILE%/AppData/LocalLow/StarGoat/FlyDangerous/Save/Preferences.json MacOS: ~//Library/Application Support/StarGoat/FlyDangerous/Save/Preferences.json Linux: ~//.config/unity3d/StarGoat/FlyDangerous/Save/Preferences.json Much , -J
Sorry for the delay, it was out of our hands. The last week has been ... incredibly stressful. But we're here, we're live, go set some times on the leaderboards! For a run-down of what's new since the last major release a few weeks back on itch.io, check out the latest devlog: [previewyoutube=tmLG1SE8o58;full][/previewyoutube] I want to take this opportunity to address the state of play, where the game currently is and what's still to come. To be entirely clear, this is an Early Access release in the very literal sense: there is still tons to do. What the last year has been about is getting the foundations in place for what I hope will be an awesome platform for interesting game modes, maps and general community fun. Putting stuff out there in the world is really scary but a point comes where the value of feedback outweighs the terror of rejection and you just have to put the pen down. So, while Early Access has seemingly come to mean almost finished / paid beta for many games, I really wanted to make the feedback loop a core part of the design / development process and really take advantage of the delivery mechanisms and services that Steam offers users as early in that cycle as possible (and it still took me a year!). I think it's important to keep in mind context here - the game is (and will always be) free so I'm not concerned about people buying in. If this game was paid or my livelihood depended on it, that would be a different story. And if you really want to take me down a peg, feel free to tell me how terrible the code is (or, y'know, submit some fixes )!
Unfortunately we've been held up in a build review limbo for over a week now and Valve have to make some tweaks their side for reasons outside of our control. The build is ready and doesn't need to change. Hopefully it'll be up some time early morning (Seattle time) but we can't say for sure. Not long now, sorry for the delay.
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