Hey everyone!
[previewyoutube=FrwfbOeHvS0;full][/previewyoutube]
Beta 31 is out! This update adds a new smaller campaign that can be played instead of the main Lost Colony campaign. Its a shorter story that explores a new faction, the Polytechnic Federation, a group of sentient robots that have risen from the scrapped and discarded remnants on a waste planet. Dont let their home fool you--their technology is quite formidable. It is so advanced, in fact, that the W.D. Corporation is out for your parts, and some Alliance of Gentlemen crews wouldnt mind the payday that your ship would bring them.
The story of this campaign is a fairly simple one; while the inhabitants of the galaxy are hunting for the Lost Colony, theyre unaware of the grave threat heading toward them. The Polytechnic Federation has noticed and is preparing to meet this threat. The goal of this campaign is to get strong enough to face the approaching threat.
Since this is an isolated story that is separate from the main campaign, we decided to try twisting up some of the conventional gameplay expectations. A few of the major tweaks include:
Quick Swap: The ability to swap nearly every ship component as well as upgrade them at any time.
Screens built from scrap: The ship was built from scrapped parts, so to further emphasise this, the screens are also unconventionally built and presented.
The Timer: The Unseen Threat is approaching. It doesnt wait for you. This campaign introduces a timer that counts down after your ship makes its first jump. We think this adds an oppressive feel to the story; the timer is always counting down, so each decision becomes quite important. We know that this timer might be unwelcome to some players, so we built in a way to disable it in the settings. Doing so will track the number of jumps you make, using that as a countdown instead of real time. We still recommend trying the actual timer if possible.
This update is the last content-focused update for PULSARs Beta! Were pretty excited to share it with you. Our focus over the next series of updates (Beta 31.x) is to fix bugs, add polish, and make improvements where we can to get the game ready for 1.0!
Additions
- New campaign: The Unseen Threat
- New playable ship: The Paladin-Class Starship
- New component type: Polytech Module
- New component: P.T. Module: Shields
- New component: P.T. Module: Damage
- New component: P.T. Module: Quantum Charger
- New component: P.T. Module: Rapid Assembly
- New component: P.T. Module: Crew Repair Nano-bots
- New component: P.T. Module: Thrust
- New cutscene: Polytechnic Federation Intro
- New cutscene: Polytechnic Federation Ending
- New Mission: The Compiler
- New Mission (x6): Technology Ready For Deployment
- New AI priority override: All crewmembers are robots
- New sector: P.T. Hub
- New sector: Horizon Bridge
- 13 new NPCs added at P.T. Hub
- 4 new Polytechnic music tracks
- 3 new Unseen music tracks
- 4 new general combat music tracks
- 2 New Robot body types - Made in the Polytech style
- 5 New Robot head types - Made in the Polytech style
Changes
- Fires from screens and systems will no longer be created when the ships O2 level is zero (they would exist for a short period of time before) (Heat volumes and star sectors will still create fires the old way)
- Default AI priorities updated to add better handling for EngBot on crews that dont require O2
- Added icon for main turrets
- Unlocked ships will now show the requirements to unlock them until you click / open them
- Warp drive screen now shows the name of the sector rather than just the sector number
Fixes
- Fixed issue with repair depot comms that could result in an incorrect repair cost
- Non-human characters no longer consume O2 on ships
- Default AI priorities updated to fix over-prioritization of repairing crewmates
- VR occlusion issues on Lost Colony should no longer happen
- Fixed rendering issue with data fragments rendering on top of the ship log UI
- Fixed an input issue that could temporarily prevent mouse clicks from registering in certain menus
- Fixed an issue with scrapyards that would show a reputation discount when none was applicable
Possible Spoilers
- New sector: [spoiler]Unseen Mothership[/spoiler]
- New enemy ship: [spoiler]Unseen Fighter[/spoiler]
- New enemy: [spoiler]Adjunct Guardian[/spoiler]
- New mechanic: [spoiler]Green Fires[/spoiler]
Thank you for your time!
Best,
The Leafy Games Team
[ 2021-04-23 17:25:09 CET ] [ Original post ]
- PULSAR: Lost Colony Linux [1.81 G]
Control the various stations that run your ship. Reroute power between ship systems, scan alien planets for lifeforms, run powerful programs to change the tide of battle, or start up the warp drive to escape a conflict you cannot win. The strategies you use are up to you—or your Captain.
Embark on missions, investigate abandoned stations, and scavenge for components that could aid you in your voyage. Teleport down to the surfaces of alien planets, where you may face extreme environments and dangerous creatures. Trek across the galaxy, and discover what lies on its fringes.
PULSAR: Lost Colony is our attempt to create a fully cooperative space-faring experience, because it’s one of the games we've always wanted to play.
Current Features
- Online drop-in / drop-out multiplayer
- Command and control an advanced starship
- Five unique classes; everyone plays a role on the ship
- Fast-paced and tactical ship-to-ship space combat
- Teleport to other ships, planets or stations to join the away team
- Loot planets and stations for valuable items
- Board enemy ships to capture them or destroy systems
- AI crew bots (work in progress)
- Research and Sample Collection
- Gamepad support (work in progress)
Planned Features
- The Academy (In game tutorial)
- Meta-multiplayer (daily leaderboards, etc)
- AI crew bot improvements (with advanced specialties for classes and enemies)
- Better Captain tools: contextual order system, AI priorities
- Ship-To-Ship hailing (diplomacy, trade, intimidation and surrender to enemy ships)
- SteamOS support
- Oculus Rift support
- Offline LAN support
- A healthy amount of polish and love to the systems we already have
- Optimization improvements
- Challenge modes
- More languages
- A large amount of content to explore and interact with
FAQ
Is there an in-game tutorial?
Not at this time. We are planning on integrating one in the future, however we want to make sure most of the ship systems are finalized before building it. If you want to learn about how to play and use the various ship systems, you can click here to view the manual!
Can I stream and/or monetize game footage?
Yes! This is our written permission to do so.
Simulation or Game?
We like using the term simulation because it helps convey the fact that each starship is a large collection of systems and mechanics working together and reacting to its environment. However, this is a game first and foremost. Because of that, we aren't afraid to go outside the realms of reality if it makes the experience more enjoyable. This is not a 100% realistic simulation, it's a game with simulated elements.
Player versus player modes?
PULSAR was designed from the ground up to be cooperative in nature. None of the mechanics are prepared to handle the specific challenges of PvP combat. We believe that this focus on pure cooperation will enable us to create an experience that is unique and feasible by our small team.
Singleplayer?
We are focusing on a multiplayer experience at this time. We do offer AI crew bots that can take over unfilled roles, but they are very much a work in progress. The game is very teamwork heavy so the recommended experience is with multiple people. If you looking for a more complete singleplayer experience, you may want to consider waiting until the AI is fully developed.
Where can I get more information?
For more information, check out these links below:
Classes
Factions
Roadmap
Manual
Forums
The game is currently under development. New systems and mechanics are still being added and tweaked, and there is not a large amount of in-game content to see yet.
If you prefer to play more complete games and have no desire to be part of the testing / feedback process of a game in development, we highly recommend waiting until the game is more complete before considering a purchase.
- OS: Ubuntu 12.04 (32 bit)
- Processor: 2 GHz Dual CoreMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD 5000 (Shader Model 3)
- Storage: 10 GB available spaceAdditional Notes: Modern Graphics Card Required (Supported By Manufacturer)
- OS: Ubuntu 12.04 (32 bit)
- Processor: 2.8 GHz Quad CoreMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce GTX 1060Network: Broadband Internet connection
- Storage: 10 GB available space
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