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Hey Travellers
Finally finished coding the player pad. This will contain all the info from the game at the reach of your fingertips:
Travel safe
Jejo
-Solved a bug that was causing inventory not being shown -Fixed new tenant appearing trying to rent an in existent house -Easier to read trade sign -Improved tree transparency algorithm Thank you for playing Jejo
Merry Christmas, Travelers! Here are some fixes and improvements I made after watching people play Away to the Stars:
Hi Explorers! Here are some updates based on your fantastic feedback and playtesting: Fixes:
Hi Explorers Another quick update with a quick fix for dialogues with settlements, and increased planet colors. Thank you Jorge
Hi Explorers Just a quick fix for a common bug that was leaving players stuck after talking to NPCs in planets. Thank you Jejo
Hey Explorers, Heres a new update with some polish, balance and new features, getting ready for a cool new feature:
Hi, Explorers!
A quick update with some polish on the last one:
Hi Explorers,
This update is initially rolled out on the Closed Beta Branch and will later move to the Prologue Branch.
After months of hard work, I'm happy to share the new update that brings companionsa highly requested feature from the community.
We are here traveling with some recently hired companions.
Companions are people or creatures that you can hire throughout the galaxy on planets or in bars, spending your hard-earned cash or resources. Different species will require different items. They can be Antz, Feral Dogs, Bugs, Zetons, Pirates, or Robotikos.
These companions will follow you wherever you go and will assist you in battles on planets, caves, space stations, and even on freighters in space. Make sure to give them medkits when theyre injured, as they may die. You can also send them back to your ship if you think they wont make it.
They have stats that can be leveled up as they kill enemies.
I'm looking forward to expanding on this feature with your ideas.
[previewyoutube=t0rQi56cinU;full][/previewyoutube]
This update brings many improvements:
Hi, travelers!
I have been working full-on the new highly requested feature that I can't wait to share with you: Companions. It's a complex mechanic, ensuring it integrates smoothly with the game's complexity. In the meantime, here are some important fixes Ive been working on. Im really happy about the performance improvements on planets with a lot of content.
Features:
Hi Explorers, After the summer break, I'm really excited to share the new features I've been working on, now available to play in the closed beta and the prologue. Get ready for Steam Space Exploration Fest!
Update 24.2 on Prologue and Closed Beta branch:
Update 24: Hover Bikes To the power:
Hi explorers, a fair bit of polishing this time around after gathering a lot of valuable feedback in the last game con:
- Added sound menu to the main menu
- Fix tutorials bugs
- Fixed a bug where fireflies where not spawned in the night
- Slower ship rotation on planets
- Enemies will be easier to find
- Bullets when reloading are now shown under the player so that it is easier to track your bullets
- Added new portraits for some characters
- Added more guns
- You can now move the map
- Fixed Sniper enemies getting shot now stop moving
- Added new game shortcut Icon
Enjoy this prologue update
Jejo
Free Prologue Update 23.4 Before going to Madrid Otaku Game Con:
Prologue is open again as well as playtesting closed beta branch:
Hi explorers
Demo Hotfix Update 23.1 live on Steam: -Randomized gun sounds -Fixed Monoliths bug not being able to select them -Maps POI have question marks until they are discovered -Fixed enemy settlements not reacting to faction alignment -Fixed freighter bug when driving it , and pressing the button to land in it again
Hi travelers This week, I have been working hard on controlling freighters so that you finally have a place to store your hard-earned spaceships. Additionally, I finalized tree destruction on planets:
Hi Travellers
-What is a survival game without fishing:
Make sure you shoot the fish when it is up to gather some valuable food
-Inventory tutorial
-Linked health with hunger and Sleep with Energy in the UI to explain the relationship
-Added two extra death stories
-Improved water visibility
-Increased amount of underwater elements in island planets
-Placeables UI is clearer now showing you when you can put stuff up in planets
-More trees is desert and Snow planets
-Imported new logo
-Solved a bug on the matching pairs mini puzzle
Thank you for playing the prologue and providing feedback!
Jorge
Hi Explorers
Here is some update before the Steam Infinitereplay ability Fest:
-Houses have a map indicator to be able to see them in the map
-Fixed hoverbike hidding player
-New animation for Max running down
-When you steal a ship from a freighter you will now keep it
-Enemy settlements groups have a sleeping area close by
-Fixed an issue that would let you get into caves
-You can now exit map with east button on gamepad too
-Less opacity for trees in planet shades
-Increased backup saves to 50 to avoid missing saves
-Fixed an issue that decreased FPS for the game
Thank you for playing and providing valuable freedback
Back to the galaxy
Jejo
Hey Travelers, A lot of new stuff has been added to Away to the Stars lately that you can test in the prologue:
-Fixed issue with ship spawning away from the planet at the start -Improved text positioning on player messages -Pooling bullets on space in preparation for freighters -Trees will now show up when the camera is traveling in planets -Increased dialog size
Hovering Planets Update 20 Hi, travelers! After showcasing the game at the Cordoba Gamecon, we received loads of feedback from players enjoying and playing the game. We got to work hard straight away. Here are some of the main latest updates:
Hi travelers, Here are the main improvements I've made to ATTS in the new update:
Hi travelers,
I have been working a lot on the game lately and not updating with the progress. I'm really motivated by the new additions that the game has.
Factions:
Each planet is owned by a different faction that will live in the houses. You can increase your reputation with them by succeeding in their dialogues. This has an effect on house prices, shops in planet, and in ships bought in planets.
Mini cities:
Planets will have mini-cities in different spots; these can be ruins or protected houses. They are safe areas where you could rest away from enemies, and they are pretty big. Some will have shops or houses that you can buy, sell, and rent on SpaceBnB, as well as monuments. I really like this way of giving flavor to planets instead of props scattered around. Thinking of some other possibilities to do with these spaces.
Very small props:
Around planets, I wanted to create small points of interest so that traveling would be more fun. There will be graves, boxes with loot, rocks, puzzles, abandoned pads, and hoverbikes.
Bit rework on dogfight:
Here is a gif of a short fight followed by towing the ship to sell it later.
And some bug fixes and polishing:
Hi there I will be attending Dream Hack in Valencia Spain this week, to show off the game. It will be great to see you around. https://dreamhack.es/ I have been working on getting a build ready for this, with many fixes and improvements:
Factions, Mobile, and Enemy AI: After a long period of working on updating and polishing enemy behavior, we are pleased to announce a new update that you can download now. This will also cover numerous fixes to ensure the game is polished for DreamHack in Valencia. It's also important to note that the prologue is now released on Google Play, free with no ads. You can download it here to play it on the go: https://play.google.com/store/apps/details?id=com.LucidPlay.AwayToTheStars
Hi Travellers
After a nice rest with family. Unity debacle had to happen... There I was really trying to convert 7 years of game development to Godot. Since I think it is gonna be great long term, which is my current vision for the project.
Some people would advise "finish your current Unity games and then migrate to Godot for the next projects".
And there is me with a project that last 7 years and I dont have any thoughts on finishing for a long time, see Dwarf fortress, No man's sky, Project Zomboid as examples and games I aspire.
So I have decided to continue the development in Unity for now, but to learn Godot too in my free time envisioning a future migration if Unity pulls another crazy move.
Anyways...
I have been implementing local multiplayer! I'm really excited to share it in the free prologue. And also play it myself.
To activate it you need to press the right stick in the gamepad (R3) so that you take control of your cat companion (which hasnt got a name yet by the way, any suggestions?).
Currently your kitty can attack enemies on planets, explore and once on the spaceship, he can help you aiming and shooting while the first player chooses where to go.
I have been also fixing many bugs at the same time. Thinking what feature to focus now, once I finish with the multiplayer coop.
STEAM NEXT
I am enabling the demo now at the same time as steam next
Be safe out there
Jorge
Hi travellers
After an amazing weekend at https://gamepolis.org, that involved great players checking out the game and sharing opinions, bugs and improvements. I quickly started working on the main issues found. Going to release some hotfixes now:
- Improved fog of war performance
- Bugfix: getting the ship or going to inventory straight after dying after pressing triangle
- Tutorials stay up for a some seconds
- Trees wont spawn on top of some walls now
- Apples provide more food now
- Bugfix: not enough energy to take off when full energy to got on ship
- Guns break less frequently
- More bullets per gun before reloading
- Removed unstuck key from L2
- Right trigger shoots too
- Higher minimum health after dying
- Added more trees
- Reset timestep for smother graphics
Thank you so much for every one that tried the game and shared the feedback, I had an unforgettable experience.
Be safe out there
Jejo
Hey travelers -Fixed an issue where player would spawn on top of prompts -Fixed an issue where the story wouldn't continue in a given stage -Added towable ships on tutorials slides -Fog removed from low end devices -Adjusted shades from trees -Decreased shooting from pirates grenades -Map toggle lag sorted -Enemy walls effect added -Increased zoom in caves -Enemies are spawning now inside walls in a reasonable place -No talking enemies when player is flying on the spaceship on planets -Tombs give loot now Be safe out there Jejo
Introducing Our Latest Development Progress!
Greetings, fellow explorers!
We're thrilled to share the latest updates and improvements we've made to Away to the stars on Steam. We have been hard at work, and we're excited to unveil some fantastic features and fixes that will enhance your gaming experience. So, without further ado, let's dive into the details of what's new in our game!
1. Discover Hidden Objects: Prepare to be amazed as the vast sea reveals hidden treasures like never before! You'll now encounter mysterious spaceships lurking beneath the waves, adding a sense of wonder and adventure to your explorations.
2. Stunning Planet Textures and Ship: We've revamped the visuals of our planets, giving each one a unique and captivating texture. Brace yourself for a visual feast as you navigate through a multitude of breathtaking worlds. Plus, we've redesigned our spaceship, ensuring a sleek and immersive journey through the cosmos.
3. Expansive Prologue: Get ready for an awe-inspiring journey across the galaxy! In the prologue, you'll have the opportunity to explore a staggering 1,200 planets from the previously 5 available in the prologue. Each one offers its own secrets and surprises, guaranteeing countless hours of exhilarating gameplay.
4. Dynamic Ecology: Witness the circle of life in action! Now, when enemies meet their demise, watch as worms spawn nearby, attracted by the fallen foes. These hungry creatures play an essential role in maintaining the ecosystem, ensuring that nothing goes to waste.
5. Avian Encounters: The world around you is coming alive! Keep an eye out for birds that flock near the worms and statues, creating vibrant and immersive environments that truly capture the essence of nature.
6. Enhanced Wall Graphics: We've given our walls a visual overhaul, resulting in a more polished and immersive gaming experience. You'll notice improved graphics that make every inch of your surroundings more captivating than ever.
7. Fluid Fish Movements: Dive into the depths of our watery realms and witness the mesmerizing dance of fish. We've fine-tuned their movements, ensuring they swim with grace and realism, elevating your underwater adventures.
8. Audio Balancing: We've listened to your feedback and addressed some sound-related concerns. Our team has fine-tuned the audio volumes, ensuring a balanced and immersive soundscape that enhances your overall gaming experience.
9. Challenging Enemy Encounters: Brace yourself for more intense battles! We've increased the spawn rate of enemies inside walls, providing thrilling and challenging encounters at every turn. Prepare to test your skills and prove yourself as a formidable warrior.
10. Improved Interaction: We've resolved an issue with placeables that were previously impossible to eliminate. Enjoy a smoother gameplay experience as you now have full control over your environment.
11. Enhanced Mini-game Experience: Engage in our exciting Electricity Mini-game with renewed enthusiasm! We've relocated the timer to a more convenient position, ensuring seamless gameplay and allowing you to focus on the electrifying challenge.
12. Immersive Water Effects: Dive into the refreshing waters with added realism! We've implemented water foam, creating a more lifelike experience for players and adding an extra layer of immersion to your aquatic adventures.
13. Refined Enemy Communication: Enemies will now speak one at a time, enhancing the clarity of their dialogues and ensuring you don't miss any crucial information. Get ready to fully understand their intentions and engage in immersive interactions.
We hope you're as thrilled as we are about these updates! Your feedback and support have been invaluable to us, and we can't wait for you to experience all the improvements we've made. Stay tuned for more exciting updates in our next devlog as we continue to shape our game into an unforgettable adventure!
Until then, happy exploring!
- Jejo
Hey there, fellow Travelers!
I'm thrilled to announce some exciting updates in our latest devlog! We've been hard at work to enhance your gaming experience, and I can't wait to share the improvements we've made.
1. Colorful Clothing:
We've successfully implemented a feature that allows your character to wear color clothes! Now, when you loot clothes for improved stats, you'll see them displayed on your character, making the looting experience even more immersive. Just keep in mind that worn clothes will wear out and be lost upon dying.
2. Streamlined Progression:
To make space travel more accessible and enjoyable, we've reduced the number of starting barrels to one. This means you'll be able to embark on your interstellar adventures much quicker! Get ready to explore the cosmos at an accelerated pace.
3. Punch Animation:
We've added some extra "juice" to the punch animation, making it more impactful and satisfying. Prepare for intense combat as you deliver powerful blows to your adversaries. Feel the adrenaline rush through your veins with every punch you throw!
4. Improved Weapon Drops:
Based on player feedback, we've increased the probability of finding better guns during gameplay. Additionally, we've introduced the possibility of encountering early legendary weapons. Get ready to wield some incredible firepower and dominate your foes like never before!
5. Music Volume Issues:
We've addressed some pesky music volume issues that were interrupting the overall gaming experience. You can now immerse yourself in the captivating soundtrack without any distractions. Let the music guide you through your epic space journey!
6. Main Menu Makeover:
We've revamped the main menu art to give it a fresh and captivating look. Feast your eyes on the stunning visuals as you navigate through the game's menu. Get ready to be impressed from the moment you launch the game!
7. Nature Strikes Back:
We've introduced a thrilling new feature. Birds in the game can now attack the player, adding an extra layer of challenge and excitement. Prepare yourself for fierce battles not only against otherworldly creatures but also against the resilient fauna that fights back!
These are just a few of the updates we've implemented in our ongoing quest to make the game even better. Stay tuned for more exciting news and improvements as we continue to shape this immersive gaming experience.
Safe travels, and see you in the stars!
Jejo
-Sorted exploit of attacking enemy settlements from far away -Changed dialogs for female NPC -FX sound volume is not reset after leaving houses
Hello, Travelers!
I had an amazing time during yesterday's stream with Indiegameiacs and four other developers showcasing their great games alongside Away to the stars. If you missed it, you can check it out here.
[previewyoutube=aZ7z63bJUhc;full][/previewyoutube]
Now, let me share with you the latest update:
Enemy Settlements:
We've implemented a new feature that allows you to locate enemy settlements on planets across the map. You'll find them in various parts of the world, near camps, buildings, or even statues. This change adds an element of discovery and potential interactions with enemies, rather than always encountering them by surprise.
Tutorials:
To assist you at the start, we've added some simple tutorials that provide guidance on the controls. They'll help you get familiar with the game mechanics more quickly.
Performance Enhancements:
For those playing on low-end machines, we've introduced an option to disable High Quality lights in the menu. This will improve the frame rate and optimize performance. Additionally, we've implemented a new algorithm to handle trees, further enhancing performance on planets.
Prologue:
We've expanded the demo to include 10 more planets for you to explore. This will give you a better sense of the exciting travel and discovery aspects that await you in the full game.
Steam Cloud Save:
To enhance your gaming experience, we've introduced Steam cloud save functionality. This allows for seamless gameplay across multiple devices, whether you're playing on the Steam Deck or your desktop.
Thank you for your ongoing support, and we hope you enjoy these new updates. Safe travels, and happy gaming!
Best regards,
Jejo
Hola travelers!
Fog of war has been implemented in planets to make more interested the exploration, you never know what you will find
Enhanced store page
So that we can get those wishlists going, we changed the capsules with the help of Tony, a great artist that has followed the game and contribute many times from the start .
Also improved gifs and the text.
Ship rooms
When buying a ship, this will come with predetermined rooms, like ship shield, planet maps, storage, galaxy travel, hover bike storage...
This will provide more uniqueness to ships. And will give a reason to the player to own several.
You can still expand the ships and buy more rooms to customize them.
Tutorials
I'm now implementing a simple tutorial system as some players have been having trouble figuring things out.
Keyboard and mouse
I solved some bugs related to this controls. Although we recommend game pad to enjoy the experience more.
Be safe out there!
Jejo
Hi travelers: We enjoyed a short break in our sunny Spain. Here are the last updates for version 0.533, that you can update now
Had a busy week working on ship markets.
Now we can buy, bargain , sell ships, and store them on space stations.
There is a global time system in the inventory so that Max can find out how long he's been exploring. Keep track of when tenants may leave some rented houses too.
I have also been exploring the idea of towing some defeated ships, so that they can be used to gain some cash in space stations, or some other crazy uses I have been thinking of.
And most importantly the early access demo is out.
Builds are ready for steam deck, Linux and Windows.
Mac build coming up soon too.
The Demo hasn't got the latest features implemented yet, but will update it soon.
I can't wait to hear some feedback, positive and negative.
Be safe out there travellers!
Jorge
Hi Steam!
My place of gaming from the beginnings of the platform. After 7 years on the making I decide to show the game here, with the hope of reaching a wider audience.
This game has been my passion project for a really long time, even before I started making it. Writing stories that would be included in it afterwards. Buy I want to open it up to the public to start a discussion with those interested.
This week I have been working on Ship markets:
- Developed the mechanics to buy ships on stations
- Sell them
- Bargain them
With a future option of stealing them, and renting them with the possibility for the player of falling into debt if the ship is not returned on time.
At the moment ships will be stored on the stations you leave them. With an idea of being able to control them maybe from Max tablet, need to figure it out how will you be able to track them.
Each ship is procedurally generated, with diversification on controls, speed, turbo, shooting.
I'm really liking the bargaining mechanic. After thinking it through I am developing a way that you would need to interpret how generous the NPC is by reading what they say. And then throw your offer with three trials. More generous NPCs will be willing to go lower in prices.
Any way , first dev-log here, of many!
Be safe out there!
Jorge
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