Hello everyone! Version 1.18 is now available! This is an update focused on optimizations, tech upgrades and bug fixes. Weve improved the CPU performance and memory usage across the game and have seen increased framerates on a variety of setups. In addition weve upgraded the game engine from Unity 2019 LTS to Unity 2020 LTS providing a variety of fixes and improvements. The VR mode of the game has been reworked to use the latest VR libraries and plugins. As part of these changes weve decided to focus entirely on SteamVR mode and have dropped native Oculus mode (to be clear, we arent dropping support for any Oculus devices). This has enabled us to bring some SteamVR-specific features to the game and will allow us to more easily upgrade and maintain the VR mode in the future. Weve switched from the Mono runtime to using IL2CPP as our default scripting backend for additional CPU performance. Quick note: There is now an additional beta branch on Steam if you want to still use Mono scripting for any reason. Changes
- Can now load local language files without using Steam Workshop
- CPUs that require power now show the current and max stats based on current power levels
- Updated translation string database (v0.88)
- Fixed input issue when using controllers in offline mode
- Flamelance and Bio-Hazard Turrets have updated damage detection that should be more reliable and work on more types of targets
- The inventory tab should now properly display the weight and weight limit of the selected player
- Fixed damage issue with main turrets that prevented the timing from affecting the damage bonus
- Fixed issue with Unseen Threat intro that would allow missions to start during a cinematic
- Fixed some issues with stats not showing correctly for CPUs when using the Component Upgrader
- Fixed visual issue with distant ship battles in the Unseen Mothership level
- Fixed issue that allowed certain types of AI to use pulse lasers on turrets without that capability
- Fixed issue with certain beam weapons (Beam Rifle / Healing Beam Rifle) that caused them to damage invulnerable targets
- Moved to Vulkan renderer as the default system for Linux players which fixes a rendering issue with the scanner mini-map
- Fixed issue with the reactor screen power level sliders that caused a rounding error and didnt allow for a specific power level (tick 15) to be set
- Fixed issue with certain special W.D. weapons that didnt trigger a decloak when fired
- Fixed issue with certain beam weapons (Beam Rifle / Healing Beam Rifle) in VR mode that caused them to incorrectly align the beam
- Removed an assassin bot that was spawning outside of the AOG mission line
- Fixed a texture issue found in the lounge of the Carrier-class starship
- Fixed a turret spotlight shadow issue that was prominent on the carrier
- Updated the color descriptions of the stations in the Sylvassi Cypher Lab notes
- Fixed typos in the NPC dialogue of the Compiler, Vedrana Falk, and Aben Randall
- Fixed an animation issue on some NPCs found on the mining station planet
- Fixed an issue with bounty hunter mission "WANTED: Slapdash and The Torch" not spawning a sector with the target ships
[ 2022-01-27 19:11:32 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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