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Updates: - Added Game Tips to hopefully improve awareness of various actions and capabilities** - Updated a lot of particle assets to improve performance - Updated ship maps to have fewer lights for better performance (WIP) - Minor changes to various missions to ensure milestones are detected to advance game (WIP) Fixes: - Fix all known issues from Unity crash reports - Fix can't see menus by clamping resolution to minimum of 1280x720 (WIP) Work In Progress: - Working on new settings menu/system to reduce complexity - Working on an overhaul to our resolution handling to improve issues with low/high-resolutions - Working on an overhaul of all main menus to improve layout across all resolutions - Performance improvements with particles, lighting, and assets - Profiling memory and allocation issues for longer-term planning of potential asset loading/unloading and texture packing ** Game Tips Feedback: - feedback is welcome on these new game tips that are meant to be helpful, but if they are annoying let us know - you can disable Game Tips with the toggle button next to the one for lowering/raising walls - we are considering either persisting the state of "show/hide game tips" across all games - we are also considering showing them by default only in tutorial mode
Updates: - Add new Game Tip popup that is presented to help further guide the player on how to use ship systems as well as explain various game mechanics and resources (with associated toggle to hide/show) - Additional names included in the Ship Name randomizer in the Ship Creator menu - Update a bunch of configuration for mission encounters, dialogue, enemy/item/weapon stats, loot drops, and various delays in dialogs - Improve some icons and other sprite assets - Clean up and improve encounter dialogue strings and some other weapon/kit descriptions and tooltips - Clean up Main Menu Items (spacing, click region, etc) - Working on some final release polish including credits screen. Fixes: - Fix all known issues from Unity crash reports - Fix issue with incorrect bonus display when changing between Red and Green alert states - Fix related issue with crew assignments when changing between Red and Green alert states - Fix issues with repair stats when leveling up engineer - Fix issues with character upgrades - Fix minor issues in map and object templates (configuration) - Fix issues in beam weapon - Fix issues with shields not being available for purchase - Fix top bar button toggle states when using keyboard shortcuts - Fix mouse over highlighting and icon states for top bar toggle buttons - Fix issue with overlays not blocking mouse input (game controller / edit ship name)
- moved mouse over details panel above Crew Panel for improved UX - reduced size of a few explosions - fix Heal Fleet mission victory conditions - fix missing and extraneous tiles on various ship maps - fix an issue where medic/repair kit had pistol assets - fix a ship lights for during battle - fixes for a bunch of Unity exception reports (most aren't game-breaking issues) Notes: * we are finally narrowing down an official release date (weeks, not months) * on that note, FYI, "Release Candidate" for us means "no new features or content" (sorry for any confusion in how we worded the "Prepare for Launch!" post, where one might have thought it meant release was imminent)
- fixed Bed Bug where crew would stop recharging after only one crew reached full health - fix a few mission and item scripts - tweak various mission and item content - add checks to fix some of the issues reported on Unity's Cloud Diagnostics * feel free to post any continued or new issues in the steam community forums
- fix a few crash analytics issues - fix ship upgrades not working for shields and recharge - minor updates to various mission (fixes and improvements) - support resolution up to 2560x1440 Known issues: - if one crew gets out of bed all crew stop re-energizing - other issues are being posted and discussed in forums
Star Commanders
We are excited to announce final release is upon us. This update is the final release candidate.
That's right Star Command is complete and we are running a final flight-systems check before full launch. So get out there Captain, and launch to explore the fully complete Star Command Galaxies.
Thank you for your years of support. Yes, this is a final release candidate out of the blue!
Leave us all of your thoughts on the discussion forums. All crashes will be reported to our cloud tracking automatically - just an fyi.
[previewyoutube=mBrGhbqx534;full][/previewyoutube]
IT... IS... ALIIIIIIIIVE!!!
And playable.
Star Commanders we are launching an all-new BETA and we can't wait to hear your passive aggressive dismissal of our progress!
But for the lucky few of you still alive (on our steam page) this isn't a giant hulk of dead video game - it is a living breathing undead zombie video game: play it now!
Update Features:
The FULL game from start to finish.
8 Tendrils to explore
Each tendril features independent missions and encounters
Full rebalance update
Full bug-squashing update
We are so excited to have you play it!
Give us your impressions - a more thorough update will replace this post shortly, but for now.... GO PLAY IT!
Thank you!
Warballoon.
FINAL BETA NOW. [previewyoutube=zkvDuGu3-ZY;full][/previewyoutube] Star Commanders, We need your help for the FINAL BETA build! This build has the full game. Some parts may be a little unrefined, but it is all there, awaiting your feedback. We can't do it without you - our loyal and fully expendable cadets. What is there: 8 complete mission sets Dozens of randomly generated encounters All new weapons, enemies, ships, ship weapons... it's a LOT of new stuff Initial balance, pacing, economy and difficulty What we need: Bug reports Play impressions Critiques and suggestions Unflinching Heavenly Praise Brutal honesty Odd stuff Wish lists First born children Kidneys Gameplay impressions What isn't there yet (on purpose) 100% Final dialog Placeholder artwork, encounters,ships Less redundant random encounters final storyline... and a big twist! Please post feedback in the discussion (steam forums) or even in the comment section of this post. Where do we go from here? We will take everything and anything we receive and do our best to improve and implement it before the final launch. This version of the game will help us test pacing, difficulty, overall impressions, balance and bugs. Good luck captains!
Greeting Star Commanders,
We have been hard at work on getting the FINAL BETA but we need a small group of you - the chosen few reading this - to PRE-TEST to make sure there are no showstoppers.
We need you strong, able-bodied, young cadets to find any GAMEBREAKERS before the BIG GROUP gets into their easy-to-open FINAL BETA update.
SO please - help us see if there are any GAMEBREAKERS over the next few days to help prepare us for FINAL BETA launch.
If you are here to avoid such frustrations - we should be releasing the FINAL BETA shortly.
THANKS AGAIN - as always.
WARBALLOON
Leave comments & feedback & bugs & hatemail here or in forum.
TO PLAY GO TO:
Please go to your Library >> Star Command Galaxies >>> Right Click - 'Properties' >> BETAS >> betatesting - [down arrow] 'Beta Testing branch' AND THATS IT ... (no password needed)
Star Commanders, The solar flares are flaring, the Glorsnoofs are snarlinging, and another BETA update has landed. Star Command BETA v 9000.3 has arrived and it needs your beta testing! Does it load? Is it boring? Who is your Daddy and what do they do? Tell us! Help us! Love us? HOW TO HELP: Please go to your Library >> Star Command Galaxies >>> Right Click - 'Properties' >> BETAS >> betatesting - [down arrow] 'Beta Testing branch' AND THATS IT ... (no password needed) Start the game... Play the game... Love or hate the game... Post your thoughts in this comment or in steam discussion board... Tell us about why it cheated on you with Volnar. Psshh Volnar, what does it have that I don't... besides an armada and thousands of blood-oathed underlings at their every command.... damnit. Here is a short list of the bugs we attempted to fix: fixed big issue with enemy damage making objects unrepairable fixed hull placement in buy menu RMB = deselect character fixed 'So Many Bugs' encounter added verification to main menu popups got rid of baddies prematurely triggering encounter steps (we hope) Zombie Encounter should now work? I hope! fixed tooltips so they work on way more objects Had a big bad bug if you picked green nebulus ship crew no longer auto leave posts disabled quickjump whilst at station The game is thoroughly tested until the Zombie Encounter.. then its kind of wild-west... still getting there.
Star Commanders, After a few long orbits in the outer asteroid belt, we are happy to report we have a brand new BETA build up on the Beta-testing branch on Steam. It is live right now, you simply need to enable it inside the game 'properties' in your Steam Library. So what is new? Well we fixed a lot of the AI, and a lot of mission polish, balance and tightening of all things all around. It is simply in a much better state and should feel very good. You can also theoretically beat the entire game now. The latter missions purposefully use repeated encounters to placehold - but if this all works we'll update those before final launch with new challenging content. What we would LOVE is overall feedback about your time in the game - any consistent bugs? What annoyed you? What did you love? What do you want us to work on the most to improve? What do you miss from mobile? Any feedback is welcome and appreciated!!! So, we are now entering final descent to landing and we are happy to have you aboard! Let's hope we don't crash and burn! -Warballoon
Hello Star Commanders! We would love to get your feedback on the latest beta we just put up on the beta branch. We are excited to hear your thoughts! So this is a 90% done version and should take about 2-5 hours to play from start to end. We have turned off the second half of the game for now, as we think that we can tweak and balance it based on feedback we get from this beta. So PLEASE let us know how the latest game plays, and we will be improving it based upon feedback as we make the final push! Whats in there now: 4 adventures: Salvage, Rebel chase, Asteroid SOS, Orbital Decay. What is done but we have disabled for now - waiting for YOUR feedback for balance and pacing: 5 More adventures: Rebel Wave, Tourist Trap, Grolbellion, Rebel Base, Ending Those 9 adventures will be our launch title: there will also be other game modes of various sorts. Thanks for your help! and thank you ahead of time for giving us your honest feedback. Thanks! Warballoon PS to play the betas Beta - right click on Star Command Galaxies in your library, go to Properties and then Beta and you will see the Beta branch available in the dropdown menu.
Hey Star Commanders, As we approach a more and more complete version of Star Command Galaxies we'd love to have your input if you are up for the task! We are releasing the latest BETA build on the Beta Branch as of now. The game is like 90% there but that last 10% will make the game sing - but until it does we need your help, in the comments/discussions with the following items: - BUGS? If your game crashed our back-end will register these bugs - GREAT - most likely no discussion needed. Still though, we would like to hear the stories behind these incidents to make sure our findings match with your crashes. - SOFT BUGS? Any weird oddities / game-enders / weird moments / stuck? / Not working? - Concepts that took too long to understand? Is there something that seems awkward to understand or things about the game that made no sense for a while. - Weapons or enemies feedback - overpowered/underpowered/too useless etc. - Economy feedback - "too easy/hard to get gold, scrap or medicine" - Your worst 2 things about the game - Your top 2 favorite things about the game What would you add if you had a week? THANKS THANKS THANKS Warballoon.
Greetings Captains!
Some of you might have seen our Facebook comments where we talked about October 2nd being the release date. Today, we are here to announce...
...
that we are still alive and working on the game, but today is not the release date.
We've been largely upgrading the game behind the scenes, fixing a lot of the bugs we've seen, ironing out some of the balance issues, but we are definitely not ready yet for a full release at this point. We still have assets to add, encounters to build for a bit more variety, and bugs to fix. So release is still a little ways out.
In the meantime, we agree with several of our posters that we haven't given a proper update on what we're doing with the game for too long. Today, we'd like to introduce you to one of the changes we've been making to Nav, one that some of you might have noticed when watching twitch streams of SC:G.
Nav in the live version is currently a bit of a chaotic mess. A call is sent out to you from somewhere in the galaxy, you select the node where the call is coming from, then you travel along a pre-selected path to reach that goal. This can lead to the galaxy feeling less like a specific choice and more like a chore. It can also lead to extremely different feeling play experiences when it takes 5 nodes to get to a mission in one game and 2 nodes to get to the same mission in the next game.
One issue with that system is we can't necessarily control what order you do those encounters in and, on a larger scale, we can't necessarily tell where you are in the macro-game. So to solve this chaotic and disordered delivery of content, we decided to make more of a choose-your-own-route to the endpoint which we call Tendril Galaxies.
With Tendril Galaxies, you get some novelty every time you replay, but the main story missions are delivered in order of the narrative. These are a lot smaller than the current galaxy, but they will have far more obvious paths to take. When you first enter a Tendril Galaxy, you are explicitly choosing where to go and what to do. Do you want to deal with two hard nodes and a vendor, or would you rather deal with 2 medium nodes and a hard node with a nebula on each one? These nodes will also have encounters largely designed to fit within that Tendril Galaxy (with some randomization still around, of course).
At the end of each mission, you will receive a request from your crew to return to your station where you will find new things that await. New vendors, a new mission, new NPCs, possibly even new hireable crew. These changes to your station will help prepare you for the fight ahead...but be warned, the fight ahead will be preparing for you as well.
We should have a new version of Galaxies up on the beta branch within the next few days so you can try out this new setup. We still have a lot of content gaps to fill, but we hope that the idea of where we are taking this comes across better with this new version.
As always, let us know what you think and what bugs you find.
Cheers,
Warballoon
Greetings Captains! We've just pushed out a hotfix to our beta branch for you to play with should you choose. Several aspects of the game have changed, so it may feel a bit different at first. - Navigation is now divided up into Easy/Medium/Hard nodes which will determine the difficulty of encounters you run into. - In-game traveling vendors have been added into the Nav Map as well. - Encounters with choices will offer different rewards on Easy/Medium/Hard difficulties. - Most kits have stronger equivalent kits that you can find and use. - Walls being destroyed now can spawn a small particle that may damage your crew or enemies, and will start to explode more as a ship gets weaker. - Certain ship walls will consistently stay in their raised state for an improved ship display. - Many vendors have had their inventories updated, and a Droid Merchant has been added. - Plenty of bug fixes As we extend out the content for the next phase of the game and update our in-game balance, we'd like to get your feedback on several items: - Do any weapons/kits feel super overpowered or underpowered? - Do any parts of the game just feel weird or confusing? - Is there any specific encounter you'd like to see improvement on? - Are you noticing slowdowns in any particular areas? Cheers, Warballoon
Greetings Star Commanders! Today, we have rolled out an update to the Beta branch for testing. There is still a good amount of content to add in before release and some places where things are unfinished (Nav, for instance), but we wanted to get our general structure down and finalized before finishing up the content. First, let's start with the good stuff. What's new?
Greetings Captains! Many of you have been asking questions about the Star Command Isometric Enhanced New Creation Editor, aka SCIENCE. For those that don't know about it, SCIENCE is our in-game modding tool. We have occasionally had the Maps portion of SCIENCE available in a test version on the beta branch, but it largely has not fully been discussed. Please keep in mind that some of the screenshots and assets we will be showing here are still works in progress. Modding is one of those things which we have designed and redesigned in our efforts to get it right. We want players to be able to customize and build everything in the game, but we also want to keep the difficulty level & story as presented. We want creators to have the freedom to do whatever they want to do, but we also want to ensure that someone doesn't break the full game to the point of needing a redownload simply by making a mistake while learning our tools. Ideally, we want SCIENCE to be a tool set that is not incredibly difficult to understand and use for beginners, but has enough flexibility that experienced modders can really do a lot.
Greetings Captains! We hope you have been enjoying Beta 2.1 so far. Today, we will be pushing up an update to our Save system which may or may not cause some issues in the short term. With this change in place, the games you save from here forward should now load you properly back at the node you were on, within the encounter you were facing, and with everything left as you remember it. We expect that this will cause several bugs and look forward to fixing them as quickly as we can.
Greetings Captains! We are happy to rollout Beta 2.1 which introduces a lot of new features. This represents our goal of releasing much more regular content with a stable base to build on. We are getting closer and closer to launch and all the new stuff should get us closer to it. So whats new?
Greetings Captains! First, thank you so much for all of the feedback on Beta 2. We are still working to fix the bugs that you have been sending to us, such as saves. But we have also been looking ahead towards launch. With that in mind, we thought we'd spend some time today writing up a wall of text about where we plan to take Crew progression.
Greetings Captains!
We are proud to roll out Beta 2 to the general Star Command public. This has been a long time coming and this gets us very close to release.
Greetings Captains! After 6 months of development we are happy to announce Beta 2 is now beta-testing live on Beta Branch (now that's a lotta beta...). There are some issues we are still working through, including saves but we would love to get any feedback you have.
Greetings Captains! We have released an update for Beta 1 addressing many of the bugs and issues that have come up since launch. The patch is live and should autoupdate. Patch notes below:
Greetings Captains! We have released an update for Beta 1 addressing many of the bugs and issues that have come up since launch. The patch is live and should autoupdate. Patch notes below:
Greetings Captains! Beta has gone very, very well for us. We won't even pretend that the game doesn't still have some significant things to improve upon but the stability bug reports are down at a staggering level compared to previous releases. This has given us the breathing room we have been craving for a long time. So what does that mean? Well, first we have cleaned up a ton of bugs. We should be rolling out our final Beta 1 patch soon. We have been reading the bug forums daily while also addressing anything that comes in from our analytics. The game will continue to get more and more stable and predictable. Second we are working on some exciting features and great content. To begin with, Beta 2 will shift the galaxy into "Sectors." Your station will be at the center of those sectors and you can travel into them in order to start a self-contained experience. The reason for this is two-fold. First, we can concisely release new content packs and it will be easy for you to locate the new "Midorain Sector" or "Antorian Civil War" sector. Second, our modders will have the ability to build their own sectors. Players that download those sectors form the Steam Workshop will be able to quickly find new, player-created sectors. We are also starting the Rebel sector from scratch. Up until this point many of our missions and encounters were architypes meant to test a certain feature or concept. None of them really had the character, story or sense of adventure that we try to bring to life in the Star Command universe. We are currently working on brand new adventures starting with a Mining Colony invasion. We are going to continue to work on content throughout the month some of which will involve making enemy ships more specialty based. It will be much clearer moving forward what a ship "does" - some will have battery draining cannons, others will have freeze rays or the ability to heal other ships. More to come very soon! Cheers, Warballoon
Greetings Captains! Beta has gone very, very well for us. We won't even pretend that the game doesn't still have some significant things to improve upon but the stability bug reports are down at a staggering level compared to previous releases. This has given us the breathing room we have been craving for a long time. So what does that mean? Well, first we have cleaned up a ton of bugs. We should be rolling out our final Beta 1 patch soon. We have been reading the bug forums daily while also addressing anything that comes in from our analytics. The game will continue to get more and more stable and predictable. Second we are working on some exciting features and great content. To begin with, Beta 2 will shift the galaxy into "Sectors." Your station will be at the center of those sectors and you can travel into them in order to start a self-contained experience. The reason for this is two-fold. First, we can concisely release new content packs and it will be easy for you to locate the new "Midorain Sector" or "Antorian Civil War" sector. Second, our modders will have the ability to build their own sectors. Players that download those sectors form the Steam Workshop will be able to quickly find new, player-created sectors. We are also starting the Rebel sector from scratch. Up until this point many f our missions and encounters were architypes meant to test a certain feature or concept. None of them really had the character, story or sense of adventure that we try to bring to life in the Star Command universe. We are currently working on brand new adventures starting with a Mining Colony invasion. We are going to continue to wrok on content throughout the month working next on making enemy ships more specialty based. It will be much clearer moving forward what a ship "does" - some will have battery draining cannons, others will have freeze rays or the ability to heal other ships. More to come very soon! Cheers, Warballoon
Greetings Captains! We have been working this week on fixing up some of the quirks with hand-to-hand combat. We have added a few new features and fixed some behaviors that we think should make things much more solid going forward. The first big addition is range circles that will show you the radius of things that can be attacked, repaired or healed. We will continue to polish these but this should help make things a bit clearer. Second we got into the behavior of the crew and enemies and cleaned some things up. Crew should be much better at seeking out new targets and much less likely to just stand around and wait for someone to kill them. The latest is live now on all branches. Pick it up and tell us if you see anything funky. Next week we will be working on a brand new reward system that should really be fun! Enjoy your weekend! PATCH NOTES
Greetings Captains! We have been working this week on fixing up some of the quirks with hand-to-hand combat. We have added a few new features and fixed some behaviors that we think should make things much more solid going forward. The first big addition is range circles that will show you the radius of things that can be attacked, repaired or healed. We will continue to polish these but this should help make things a bit clearer. Second we got into the behavior of the crew and enemies and cleaned some things up. Crew should be much better at seeking out new targets and much less likely to just stand around and wait for someone to kill them. The latest is live now on all branches. Pick it up and tell us if you see anything funky. Next week we will be working on a brand new reward system that should really be fun! Enjoy your weekend! PATCH NOTES
Greetings Captains! Christmas has come and gone and we have been watching the game analytics and bug reports throughout the holidays. Unity allows us to track any errors or crashes that anyone playing the game comes across. We had some, and to be honest we never expect to have zero. But in previous launches we had dozens and dozens and many of those were full fledge crashes and major errors. This release has been very different. The game looks very solid and we feel like we have definitely moved into a polish and content phase, which is exactly where we wanted to be with our Beta. So what does that mean? It means we can do what we have wanted to do for a very long time: create some awesome content and work with our community on fixing up the game. Our focus for the next week or two will be combat and crew behavior. We are starting a new forum discussion and we are asking you to contribute any of your ideas, thoughts, complaints or bugs. We know that there is some wonkiness to their decision making and how much they commit to your user commands vs. automated elements. We also want to add in range circles for each crew member so you know where they can shoot/heal/repair. To help with this we have introduced a mode to the game: ENDLESS MODE. In short, you will spawn in the station and battle it out with never ending waves of enemies until you die. As you progress new weapons and crew will spawn. This mode should allow you to quickly play through just the crew combat portions of the game against a variety of enemies and aid in giving feedback for what you think combat needs. We hope in the coming weeks and months our fans will come back to the game and see that, given a solid base to work from, we can quickly create new content and quickly iterate new ideas and polish old ones. We also have some new bug fixes since our release a week ago. The biggest one to note is the resolution reset. THIS WILL RESET YOUR GAME PREFERENCES. Why? Basically we have placed our resolution settings in the wrong place and the only way to fix it is to reset all save games. This will help fix resolutions getting stuck. PATCH NOTES
Greetings Captains! Christmas has come and gone and we have been watching the game analytics and bug reports throughout the holidays. Unity allows us to track any errors or crashes that anyone playing the game comes across. We had some, and to be honest we never expect to have zero. But in previous launches we had dozens and dozens and many of those were full fledge crashes and major errors. This release has been very different. The game looks very solid and we feel like we have definitely moved into a polish and content phase, which is exactly where we wanted to be with our Beta. So what does that mean? It means we can do what we have wanted to do for a very long time: create some awesome content and work with our community on fixing up the game. Our focus for the next week or two will be combat and crew behavior. We are starting a new forum discussion and we are asking you to contribute any of your ideas, thoughts, complaints or bugs. We know that there is some wonkiness to their decision making and how much they commit to your user commands vs. automated elements. We also want to add in range circles for each crew member so you know where they can shoot/heal/repair. To help with this we have introduced a mode to the game: ENDLESS MODE. In short, you will spawn in the station and battle it out with never ending waves of enemies until you die. As you progress new weapons and crew will spawn. This mode should allow you to quickly play through just the crew combat portions of the game against a variety of enemies and aid in giving feedback for what you think combat needs. We hope in the coming weeks and months our fans will come back to the game and see that, given a solid base to work from, we can quickly create new content and quickly iterate new ideas and polish old ones. We also have some new bug fixes since our release a week ago. The biggest one to note is the resolution reset. THIS WILL RESET YOUR GAME PREFERENCES. Why? Basically we have placed our resolution settings in the wrong place and the only way to fix it is to reset all save games. This will help fix resolutions getting stuck. PATCH NOTES
Greetings Captains!
Happy holidays to everyone! We are super excited to announce the release of Star Command Galaxies Beta, just in time for a holiday break. We know this is a time of the year when you have a TON of new game options but we hope that you will download the latest update and check out the progress we have made with Galaxies.
So what does Beta mean? It means that all of our features are in the game and we feel that the game is highly stable. Does this mean bug free? Not yet, but close. We still have a ways to go on polish and balance – but we need your help and feedback for those! Please leave any and all forms of feedback on our Steam Discussions forum - we read them all and they can make a HUGE difference to the final game.
This is also only one ‘galaxy’ of gameplay. We plan on launching with two or three full galaxies of adventure, danger and intergalactic hangovers.
For those asking what have we been doing, the answer is simple: working hard on Galaxies. We hope that all that work will now start to show as you pick up the latest version of the game and go on your own adventures.
Galaxies was always conceived as a moddable, expandable, starship simulation platform that we could support for years to come. We finally have hit that point. We will no longer be chasing concepts and instead be working on new weapons, new ships, new maps, new missions and tons of surprises.
We have now transitioned into content-creation mode. We have literally been looking forward to this for 4 years and cannot wait to make some awesome adventures for you and your crew to go on.
Greetings Captains! We know it’s been a VERY long time since we had an update. We have been working in the lab every single day on making Star Command an amazing experience and we are ready to start rolling out beta. We just put the Beta on the (surprise) BETA branch for testing. We have done our own internal testing as well as some test with streamers to squash as much as we could. We are going to be using the beta branch to roll out more bug fixes, improvements and gameplay tweaks based on the feedback we are getting from our analytics and in the steam forums. If you do download the beta please feel free to post your feedback in the beta forum that we have started here.
Greetings Captains!
We are super excited to announce the release of Alpha 11 to the general public. This is not our largest release but it is our most solid. We have spent the last couple months polishing things up, fixing hundreds of bugs, adding some long overdue features and ironing out a lot of kinks.
At the most simple level Alpha 11 should feel like a solid, but short, game. We have built missions we feel very happy about, our station system feels solid, ship combat is in good shape and crew should be responsive and predictive. In other words you should no longer be “fighting” the game. Much of this laying the groundwork for our next release: Beta 1.
We are excited to announce that Alpha 11 will be our final alpha. Our next release will be Beta 1 and from there on out our focus will be on content, balance and polish.
High level release notes below:
Greetings Captains! Another quick update fixing some more bugs. Notes below!
Greetings Captains! Just a quick update based on some big bugs and errors we were seeing. These updates only apply to the beta branch! We should be looking at a community release early next week. Changes below:
Greetings Captains! We are proud to begin our rollout of Alpha 11. We have just put the latest up on our beta branch and we are hoping some of you can switch over and test it out. There are bound to be some crappy bugs but we have tested it as throughly as our small team can. There are a ton of new features, over 100+ bug fixes, new missions and stability stuff. But at the most simple level Alpha 11 should feel like a solid, but short, game. We have built missions we feel very happy about, our station system feels solid, ship combat is in good shape and crew should be responsive and predictive. In other words you should no longer be “fighting” the game. Much of this laying the groundwork for our next release: Beta 1. Alpha 11 will be our final alpha. Our next release will be Beta 1 and from there on out our focus will be on content, balance and polish. To say that we are excited about this would be an understatement. Some high level fixes below:
Greetings Captains! We have pushed out a new update for addressing some of the issues we were seeing over the last week and some other tweaks we wanted to address while we continue to work on Alpha 11. Patch notes below! • Fix to the Sprite3DObjectBase Null Ref • Fix to Player Scrap Null Ref given when no Scrap Containers are found on the player's ship. • Fix to food adding to player ship if no food currently exists on the player ship. • Removing several old tutorial items that were somehow erroneously getting called and causing errors. • Protection for null ShipSlots if inadvertently sent to ReleaseShipSlot • Fix to IndexOutOfRange when boxing objects. • Potential fix for IndexOutOfRange FOW exception. • Potential Fix to FastPathfinder.Find OutOfRange. • Potential fix to PickUpKits Null Refs • Protection against Module/Store based null refs in Encounter Victory • Fix to Phase name request post Phase dropping out. Will be fixed better in Alpha 11 • Potential fix to objects/mobs spawning in walls • Shield Systems should once again work properly after being boxed and unboxed • Teleporting out into the middle of nowhere should no longer have the propensity to crash the game • Patch fix to potential Captain AI Shields issue • Stations that save with the wrong hull type should no longer crash the game. • Characters without a sprite should no longer try to move said sprite within the game world Take her out for a spin! Cheers, Warballoon
Greetings Captains! We have just released another fix that should be addressing some other issues that are coming in from our analytics. Notes below: â
Greetings Captains! We have just rolled out Alpha 10.4 with a bunch of bug fixes. We have our Unity analytics giving us some great info from your play sessions and, most importantly, any crashes you are running into. We have addressed a lot of issues many of you were running into. Notes below: â
Greetings Captains! We have released Alpha 10.3. These are smaller tweaks that focus on battle missions happening more frequently along with some new balance to all ship and crew weapons. The build is live now! We are also hard at work on Alpha 11. Currently we are cranking away on a brand new mouseover system that should give a lot more context when your crew members interact with their environment. We have also brought back in the Midorian's and started work on their galaxy with new missions, starbases and adventures. We will push that to beta in the coming weeks for everyone to test. Cheers, Warballoon
Greetings Star Commanders! We have just rolled out Alpha 10.2 onto the main branch. We have been hard at work fixing memory leaks and performance issues and we think this should be a huge improvement for most users. There are numerous tweaks and fixes to get us here but the big take fixes are listed below: • Memory footprint from 8.4 gigs to 2.1 which will make the game more smooth overall. • Compressed all the sprites in the game so spikes during garbage collection and loading should be much less dramatic which will help with the game crashing. Load up the game and see what kind of results you are getting. If things look solid here we will be moving onto Alpha 11 addressing many of the gameplay issues that have been brought up through Alpha 10 and focusing on some new additions, improvements and some new content focused around your crew. Please leave any feedback you have in the Bug Reporting area of the forums! Cheers, Warballoon
Hey Star Commanders! Just a quick update today. We have addressed a major issue with memory leaks and performance. Scenes will now clean up much more cleanly when you warp to a new area so that the game doesn't get more and more memory intensive as you play. The latest is live now. Tell us your feedback in the forums! Happy Holidays, Warballoon
The Seven month (Eleven lunar cycle) wait is over! We have been working diligently in our dingy work-capsule improving everything in Star Command Galaxies. Literally. Every single element in the game has received some love and attention. So, Let’s take you through some of the biggest improvements!
As you explore the sector in your newly-purchased Starship, new Encounters and Mission events will occur. Some are wonderful, while many more are exceedingly dangerous. Some may need ask for your assistance, while others require your crew's unique expertise. Completing these adventures will earn your crew Experience Points for new jobs, credits to buy new items or ship systems, or stranded castaways to add as your latest crewmembers.
Your crew can now be promoted to different job types, giving them the ability to unique kits and weapons. Melee weapons like brass-knuckles enable your crew to dish out the punishment, East-Jersey, Earth, a.d. 1978- style. Bada-boom!
Your new Station Manager Android D3RP is here to help! Assuming your request falls within his pre-defined working hours. Yes, we have literally added smelly, cold, dark and dank vessel that is your NEW Space Station! On this deluxe "home-base" you can build Stores and Modules to unlock new items, vendors, and ship systems.
The all new scenario in Alpha 10 begins with the discovery an evil Pirate Scout ship. With the location of your Space Station in peril you must find the enemy pirate station and destroy it! Engage multiple enemy ships with our completely redone ship combat and targeting system.
We have completely reimagined the UI based on feedback from all of our previous Early Access releases. Everything should be much clearer, more concise and compartmentalized, but most importantly functioning! Your overall ship-status is now displayed in real-time. Ship Functions like Shields and Weapons have been streamlined to show which crew are assigned and if it is the optimal match-up.
Star Command Galaxies has a steep learning curve. There are a lot of new concepts, connections and responsibilities for the player and we felt that we were throwing far too much at the player too early. The new tutorial should gradually cover all the basics of the game while still leaving a lot of room for discovery by advanced players. We didn’t want to hold your hand but we did want to arm you with everything you would need to not die and feel like you had clear purpose.
The primary enemy of the Galaxy is now in the game - the Grol. In future release we will give you the ability to complete missions for other races and slowly build up resources to combat the invincible enemy that is the Grol. With future updates will we introduce other races like the Cortex, Avarians, Vocar and others.
We have fixed so many bugs that we literally can’t list them. Everything has received attention: crew behavior, pathfinding, targeting, mesh merging, animation routines, gameplay loops, mode switching, asset loading - you name it. We have done our best to optimize and cleanup so that we can take on a bend not break mentality. The game is far from bug free but we think that there are far more quirks than there are “what the hell is going on” type elements.
We will be back to a semi-regular release schedule now that Alpha 10 is out, shooting for a release every 30-45 days. Alpha 11 will be focused on crew missions, crew desires, crew personalities, crew leveling up and making things much clearer on what your crew is doing and why they are doing it. This will include much better mouseovers that will reveal whether a crew member should be using a station, equipping a kit, attacking an enemy or talking to that strange blob monster. After that we will expand into the unknown areas of space introducing the ability to build allies, visit alien ships and stations and begin to fight back against the Grol.
Cheers,
Warballoon
If you are on BETA branch we would highly recommend you switch back to the main branch for the new release, until "Alpha 11: Adventures in Midorian Babysitting" [working title] is ready for testing.
Greetings Star Commanders Some last minute changes before we roll out Alpha 10. Take a look at the release notes below. * Load time reduced SIGNIFICANTLY * Fix to LUA errors for animations * Added in new music to encounters * Various tweaks to weapons, missions, and balance Cheers, Warballoon
Greetings Star Commanders! We watched a lot of twitch streams last week and tracked some new bugs but really focused on performance and refinement of the existing missions. We added in a god mode where you can pick up and move things around your ship to help with some of the inventory management issues people were having. Give a shot and tell us what you think! Patch notes below: * Added in hand-of-god movement mode to rearrange ship inventory * Mesh merge issue should greatly improve performance over the long haul * Made the object returning into a warning rather than a red error...isn't as gamebreaking as a red error makes it look. Fix to new object particles * Reduced dead body devolve time * Fix to heal animations loops * Crew promotion added into tutorial * Kits picked up on your ship will auto-swap as long as they have the same function, no matter the kit. * Kits picked up on other ships will automatically be sent to your ship if the character has a kit equipped with the same function. * New security hats for females * Removed nebulas (will reintroduce after some balance and polish) * Pirate base is a bit easier * Fixed a default character animation setting that no longer existed in game * Fix to the CureState Missing Analyze Animation. * Characters should no longer leave an Attack or Pathing state to deal with someone shooting at them. * Fix to DialogChatManager and HealthBar Exceptions. * New pirate encounter * Fix to Machine Gun collision from ships. * Added Mouseovers to Player Ship Panel * Moved the Nav Orbit Panel mouseovers to the left side * Fix to Mission Panels stacking on top of each other. * Fix to PlacedObject Console Wrapper issue. * Weapons no longer insta-fire upon targeting or retargeting. * Final battle should be a bit more reasonable Enjoy! Warballoon
Greeting Star Commanders! We’re almost there. We have fixed our biggest issue, Fog of War, added some new missions and addressed some more bugs. This is our second release candidate and we have turned off error reporting. Please try this version out! We are in the final testing area and want to see if there is anything we are missing. Release notes below: * Fog of War getting stuck on fixed!!!!! * Fixed a crew UI bug where occasionally personalities would not display correctly. * Fix to the Space Bar SystemAlertPanel issue. * Fix to the Improper Crew Body post Kit & Promotion issue. * Fix to the Kit Mouseover sticking issue on unequipping kits. * Added in pausing for one liners, as well as the ability to clear either with ESC or Space * Lowered labels on store * Added in new encounters * Modified ship hulls for balance * Fix to Rank issues on the Crew Panel UI and kit requirements setting improperly. * Fixed female heads Cheers, Warballoon
Greetings Star Commanders! We have what looks to be our second to last patch before we push this from the beta branch to the general public. Some good fixes in store. Game should be very stable and very playable at this point. Love to get your thoughts and any bugs you are running into. Patch notes below! * Potential fix to Fog of War * Fixed certain enemies not being targetable * Pirate station consoles are clearer * Ship weapon targeting fixed * Fixed looping animations with medic and engineer * Heal is a bit faster * Fix to flyouts not being under Top Bar * Characters/objects blink when you interact with them * Added in Xerxes and Falcion ship classes (medium ships) * Ship walls should blink when damaged earlier * Fix to money occasionally zeroing out and/or giving improper values on the resource bar * Improved heal and repair particles * Food consumption rates adjusted to make food a bit less plentiful * Scrap rates adjusted to make scrap less abundant * Modules now take money when used * Camera pans to ship after you purchase it * The Grol are out there….. Happy Thanksgiving! Warballoon
Greetings Star Commanders! Just released another patch to the Alpha 10 beta. We are still working on the fog of war being stuck on certain areas of the map (its clearly a tricky one). Some other fixes below: * Non-Civilian based stations should no longer check build mode erroneously. * Fix to “Build a Supply Depot” mission not completing if you had already built it * Small adjustment that should help kit purchases properly spawn on the Player Ship. * Mouse GUI Caller should now double check itself to ensure that it is actually over a UI object before sending it's information. * Fix to Targeting issues that could arise when using the target icon to reset the attack location. * Adjustments to kit purchases * Testing male crowbar animation sheet being carried around all the time to see if its worth doing this for all weapons * Fix to Highlights null * The Assign command should now come up each time at the beginning, rather than occasionally not showing up. * Captains now properly go to their assigned station when called to do so. * Slight extra improvement to ensure default commands are loaded for all characters on load and on promotion. * Assign Bubbles should no longer disappear when a ship system is in use during the assign process. * LUA improvements, increased weapon charges, increased weapon prices, reduced occurrence of kits significantly in loot. * Reduced XP, and scrap a lot for all starting missions. ~5-10 xp now. * Removed Midorian from shuttle repair, modified korsu invader - fixed a hole in the hull * Weaker initial pirate weapon * Characters in the middle of PathState will no longer drop what they are doing to fight evil. They will wait until they arrive to do so. * Fix to Crew Hire taking out money before checking if there is enough XP. * Missions are now pink * The text on the Crew Hire screen will now properly turn green or red pending your XP and cash resources. * Characters should no longer leave consoles to attack someone attacking them. * Made on objective optional for temporary fix on Pirate Scout, changed wording on destroy pirate base * New kitchen sound, better xp and money for tutorial Cheers, Warballoon
Greetings Star Commanders! Just a quick patch attempting to address a couple issues that have been reported over the weekend. • Potential fix to FoW appearing where it shouldn't • Potential fix to enemies teleporting on your ship and not being able to target them with your crew • Fix to store items disappearing after mass purchase • Unpack command now the default action for boxes on player ship • Some mission adjustments • Added MG and Torpedo ammo to vendor inventory Please tell us if you get any more FoW bugs appearing where it shouldn't. Cheers, Warballoon
Greetings Star Commanders! New patch out for the Alpha 10 Beta. Patch release notes below: - Fixed mesh merge issue at stations - Adjust PirateScout mission - Wall building on new stores should be much faster - Fix to store plots - Fix to Build GUI turning off all other GUI elements - Fix to medics not healing - PirateStation much easier (still hard though) - New kit Objects - Kits now keep charge count when equipped or dropped - Fix to cost panel missing during ship purchase - Fix to merchants only having a limited expected inventory - Adjust ship maps - Adjusted store menus - Scrolling notification text should no longer stack on itself - Better descriptions of why ranks/jobs can’t equip a kit - Pirate station should now self-destruct - Animations should stop looping when opening and working on consoles - Clones no longer appear when hiring crew - Fix to notification text blocking clicks - Crew now cost XP to hire - Fix to starting XP - Bunch of other stuff Take a look! Love to get your thoughts. Very close to releasing this to the general public! Cheers, Warballoon
Hey Star Commanders! We have just released a patch to Alpha 10 beta. We have a ton of bug fixes to the issues that have been raised in the forums as well as the addition of a notification area for game events. We also took a new approach to our UI scaling that we think should be much more consistent for lower resolutions. Release notes below: - Implemented a new method for scaling resolutions (still a work in progress) - Added in info bar underneath clock for notifications - Catch for when the game tries to reserve crew data after the crew has already been saved and despaired - Fixed D3RP chatter issue - Fixed head crab crash - Fix to crew not being able to be hired - Fixed Player Ship Panel tab descriptions - Top bar will now be on top of all menus - Fixed ShaderBindings.gen issue - Fixed a potential drag and select crash - Grammer fixes - Fixed money not being given during tutorial - Fix to MouseGUI null ref if player ship isn’t present - Escape Menu should no longer try to unload the Colony if one has not yet loaded - Revised ship purchasing panel - Various adjustments to all missions - Potential fix to wall swap frame issue - Removed floor of heavy human door - Fixed new object particle - Changed loading screen to show the game hasn’t locked up - Fix to missing outlines - Removed crew from shuttle to help starting tutorial - Null ref adjustments for cursor manager - Cleaned up lockers for simplicity - Removing Antiquated Faction Distress call - ESC menu now properly pauses the game - Refined game tips - Fixed motivations being full and crew not talking to each other - Fix for missing ShipCaptain as QuestGiver - Headcrabs animation fix - Fix to Food/Energy hiding on the Crew Panel GUI when you select a captain, then another character. - People who have a status effect will no longer enter Bored State until that effect is removed. - TV’s added in! Please post any new bugs to our forums. Can't wait to get your feedback! Cheers, Warballoon
Greetings Star Commanders! We have been working on Star Command for a long time - more than five years to be exact. We love the game but more than that we love our fan base. They are a combination of hardcore Trekkers, gamers, artists, developers and tons of other walks of life. We have worked VERY hard to accumulate the 10,000 Facebook followers we have, the 6,000 twitter followers and all of the wonderful people who follow us here on Steam. We just released Alpha 10 onto our beta branch and got a lot of great feedback. We had some major bugs that we fixed and now we are working through all the gameplay bugs, weird issues and other things that have been discovered before we release the build to the larger public. We want to take a second to single out one of our community members, CornDog who, unsolicited, took a lot of his own personal time to compile a list of his playtest through Star Command Galaxies. He was kind enough to put up a google doc with screenshots for us to go through. CornDog is not the only one doing this. There are a ton of you including Lemon Head, kornellbrown, Sworded5 and hundreds of others that do this every time we make a release. We want to say thanks and convey how much we appreciate this element of our community. Anyone that is still invested in Star Command Galaxies after all this development time is truly our core audience and people we do not take for granted. We know you have literally thousands of choices when it comes to the games you play and that you have stuck with us as we have continue to iterate on Galaxies is a testament to you more than it is to us. We have an awesome community and we will do our very best to make sure that Galaxies is everything you guys want. Cheers, Warballoon
Greetings Star Commanders! To get onto the beta branch, go to your library. Right click on “Star Command Galaxies” and go to properties. Go to the BETA tab and select “Public Beta.” We are so excited to begin rolling out Alpha 10 through the public beta branch. This represents a ton of hard work over the last six months. Let us start by acknowledging the long wait between releases. We think that the numerous changes, fixes, upgrades and additions are worth the wait. We can’t wait to start re-engaging with the community as we move back to our regular update schedules with our stable release. So what’s new?
Greetings Star Commanders, As some of you may know we have been running some private tests with our users trying out the latest Alpha. To be clear: we understand that as an Early Access supporter you have the right to try out the game early and help define the direction of the game. It's something we love about EA and really want to embrace. For the short term, however, we have been doing very small tests to see how all of our numerous improvements, additions and changes have settled down. Over the last couple weeks we have taken a lot of learnings to improve the game. Right now the final remaining items are resolution issues with monitors at 1280x720 or so. We are having trouble making sure text is readable and interface components are not hidden. We also have seen in our playtests that we have been asking too much of early game players. We are rolling out fairly complex missions when early game captains really just want to collect supplies, crew, staff, weapons and kits. Everything else seems to be running very smoothly. Tutorial seems to get everyone to speed on all the games core concepts, building looks to be intuitive and smooth, combat is drastically improved and our interface appears to be communicating all the information we intended. In other words: we're close. We will be changing the early game missions so that the are more reflective of building forces and making sure that some of the more confusing elements are really clear (promotions are a bit muddy right now). After that we will be rolling the game up on the beta branch to look for any game breaking bugs or quick fixes before we release the game on the Alpha branch to every one of our users. We know the best way to improve our reputation is to deliver a great product. We have a very large fanbase and we are thinking about them around the clock. The reason we haven't released anything is NOT because we want to alienate (pun intended) our fanbase - we just know that we are in a development season of polish and setbacks. We were just at Steam Dev Days and got a lot of great advice from the creators of Don't Starve, Darkest Dungeon, Awesomenauts and other great EA indie titles. We just have to stay the course and keep making the game as great as possible then re-engage with our fanbase when we have something that is really great and we can build on. We didn't get all of our followers by producing crappy games. But we understand the frustration. It's all warranted and we are pretty confident the new version of the game will help everyone feel like their investment was worth it. We have always looked at Star Command Galaxies with the "games as a service" model - a platform for us to execute on for the foreseeable future (two years plus). We love this game and we want to keep expanding it, creating new races, new ships, new planets and use community feedback to make the ultimate ship simulator. But we have to have a great foundation to work from and that is the part that is taking the most work. We would ask for more patience but we know that is in short supply. So the quality of the next release is what we must rely on. Can’t wait for everyone to try it out. Cheers, Warballoon
Hey Star Commanders! As we finish up Alpha 10 we are in need of some patient players who would be willing to play the game for us on livestream, either through Twitch or Steam. This is playtesting, bug testing, etc. There are bound to be lots of problems but you will get a first look at the newest version of the game. If you are intersted in playing the game for us please friend us (warballoongames) and tell us you are up for some live streaming. We will send you the login info for the private test. Can't wait to watch! Cheers, Warballoon
Greetings Star Commanders! To begin with, if you are interested in our day-to-day bug list and things we are working on we have just made our Trello list public. You can literally see everything we are working on as we get ready for our next release. Check it out here: https://trello.com/b/62lIsFwL/alpha-10-tutorial So what's done? We have physics, equippable kits, melee combat, store building, encounters, lighting and probably about 1000 other things all set. We are currently still polishing the second half of the tutorial that introduces ship systems and power management and working through the intial encounters after you have built up your station and set off with your ship. If you are curious about why things take a while feel free to take a look at our bug list. We play the game nightly and submit any game ending/null reference stuff in the moring to work on then continue on our path. Polishing a tutorial has, by far, taken the most time. Everything works but not everything works great - and that's what we want. As an example: during the tutorial a shuttle comes in to drop off some new staff for you hire on your station. Right now the ship does not arrive - the guys just appear. This is probably ok for gameplay but it really kind of ruins the sense that you are in a living, breathing galaxy. These are the types of things that we want to zero in on and fix up before we push our next release. The team is working extremely hard. After the next release we should be in such a better place to work with our community on bug fixes, new content and other fun stuff. We are confident you will enjoy the next release - the jump between the previous version is pretty astronomic. Cheers, Warballoon
Greetings Star Commanders! We have wrapped up our UI transition as well as the adding in the ability to build stores on your station. This is huge for us - it has been in progress for quite a long time and the game is in a solid, playable state. We have also added in physic effects for exposions, vacuums and other entities. What does that mean? Your guys will get knocked around and sucked into space when huge explosions occur. It's really fun and adds a ton to the game. Our goal for this week is to get the tutorial portion of the game in (called Phase 0) and move into polishing our Phase 1 missions (intiial encounters dealing with pirates and other low level enemies). After those are in a solid state we will probably move towards pushing a new build. Our goal is to get to the content phase as fast as humanly possible. We don't consider the tutorial or anything we are working to really be that - it requires too much custom content and special conditions to be considered template style missions that we can use across the game. But our ability to quickly generate content is very encouraging - it's something we have been chasing for over 3 years and we feel like the game is at the point were we can just make awesome things like new weapons, new ships, new missions, new kits, and lots of world building stuff rather than working on bugs, crashes, lighting, physics and UI. We are hard at work and are really trying to get Alpha 9 into your hands by the end of the month. Cheers! Warballoon
Greetings Star Commanders! It has been a long time - too long! We always want to keep our wonderful community in the mix and we have done a poor job of that recently. That said, the rumors of our demise have been GREATLY exaggerated. So what have we been doing? Working. A ton. And we want to show you what we have been working on. To begin with we have more than doubled our team size with the expansion of our funding. This means many more people working on Star Command Galaxies - and much more content being built. We have been focused on moving towards Beta and finishing all features and focusing purely on content. The game is (relatively) bug free and we have undertaken to the final features. So let's take a look at what we have been doing!
Greetings Star Commanders! We want to start by apologizing about our lack of communication over the last month or so. We have been extremely busy and wanted to catch you up on some great news and what we have been working in. First and foremost we wanted to announce that we have secured funding for the launch of Star Command Galaxies! What this means is that all our cost-of-living and development expenses are now covered and Star Command Galaxies will be released. This is very much a product of your continued support for our game as the reviews and interest from the forums was a big part of us getting the last part of our funding. So what does this mean? We will be developing towards a full release from this point on which means we are closing off features and getting the beta as quickly as humanly possible. We will do our best to have updates on Early Access but our goal is very much a solid, bug free fun as hell full release. So what have we been doing? On top of the business end of things we have been working on lots of great new features: Encounters Running into adventures on random nodes in the galaxy that challenge you and your crew with situations like exploring a derelict ship, helping a ship of sick people, rescuing a prisoner from a pirate ship and more surprises. We will continue to add to our encounters during the summer so that we have tons of content by launch. These are very far along though and have improved the fun factor of the game immensely. Base Building You will now be able to build stores on your space station in order to buy equipment for your ship, recruit new crew, equip your crew and lots of other fun stuff. Improved AI We have done a ton of work improving our AI and you will see substantial improvements to your crew’s behavior as well as the enemy tactics. This is ongoing but the next version should show a ton of improvement. The Grol The ultimate enemy of the Star Command universe is now in the game. We are still polishing their AI, behavior and strategy but all assets have been implemented. New UI We are revising our UI to be clearer, easier to read and better for low and high resolution monitors. So when is the next release? We should be rolling some stuff out on the beta branch sometime this month as we move to a testing phase and hopefully have a big update in June. Again, we are no longer looking at the 30 day cycle but focused on closing out features and getting the game released. We are super excited about the future and want to thank all of our fans for their support. Lots of awesome stuff coming. Cheers, Warballoon
Encounters Crew Combat Reveal FOW on this ship map to 80% Kill 10/All enemies Kill specific character Repair ship Heal crew Cure disease Kill pests Special store/trade (special store?) Retrieve and Deliver Unobtanium Rod® Impress us on your ship Ship Combat Survive X minutes against a ship (who then leaves) Destroy ship Make sure this ship survives for X minutes against a foe Give me 500x or else I will kill you Give me a crew or else I will kill you Grol Multiplying tactic Can stop you from warping Always pursue Very powerful/auto rehealing Base Building Build general store (food, supplies, ships) Build defenses Build weapons depot Build recruiting station Build bar New Zones Quest Examples Build JumpGate Build Buoy Destroy Space Station Destroy X Ship Allies Mission Examples Escort me to X Deliver me X Give me a new crew member Kits Gear Levels UI Start game on space station with no ship and infestation. Slowly build your and take out a ship to collect some resources so you can build the shops. Build out shops by collecting resources from encounters Encounter, encounter, encounter Build defenses to fend off pirates which are your first “clear this out” problem. Introduce to neutral unity who you can befriend. Complete basic missions to do so. Build a jumpgate mission Greetings Star Commanders! We want to start by apologizing about our lack of communication over the last month or so. We have been extremely busy and wanted to catch you up on some great news and what we have been working in. First and foremost we wanted to announce that we have secured funding for the launch of Star Command Galaxies! What this means is that all our cost-of-living and development expenses are now covered and Star Command Galaxies will be released. This is very much a product of your continued support for our game as the reviews and interest from the forums was a big part of us getting the last part of our funding. So what does this mean? We will be developing towards a full release from this point on which means we are closing off features and getting the beta as quickly as humanly possible. We will do our best to have updates on Early Access but our goal is very much a solid, bug free fun as hell full release. So what have we been doing? On top of the business end of things we have been working on lots of great new features: Encounters Running into adventures on random nodes in the galaxy that challenge you and your crew with situations like exploring a derelict ship, helping a ship of sick people, rescuing a prisoner from a pirate ship and more surprises. We will continue to add to our encounters during the summer so that we have tons of content by launch. These are very far along though and have improved the fun factor of the game immensely. Base Building You will now be able to build stores on your space station in order to buy equipment for your ship, recruit new crew, equip your crew and lots of other fun stuff. Improved AI We have done a ton of work improving our AI and you will see substantial improvements to your crew’s behavior as well as the enemy tactics. This is ongoing but the next version should show a ton of improvement. The Grol The ultimate enemy of the Star Command universe is now in the game. We are still polishing their AI, behavior and strategy but all assets have been implemented. New UI We are revising our UI to be clearer, easier to read and better for low and high resolution monitors. So when is the next release? We should be rolling some stuff out on the beta branch sometime this month as we move to a testing phase and hopefully have a big update in June. Again, we are no longer looking at the 30 day cycle but focused on closing out features and getting the game released. We are super excited about the future and want to thank all of our fans for their support. Lots of awesome stuff coming. Cheers, Warballoon
Greetings Star Commanders!
We are full steam ahead (excuse the pun) on Alpha 9 and wanted to reach out and update you on our status and what we are working on.
So far we have added quite a few new and fun things. First we have made lots of different ships for you to choose when you start the game, each with their own strengths and weakenesses. We will continue to add new equipment into the game that will make these differences more profound and allow you to really customize your own ship
The next thing we have done is reworked our mouse cursor interface. We have had a lot of complaints about things not feel quite "solid" and a little bit muddy. We have added outlines and much more feedback for each item that you can interact with and things should feel much more solid.
We are also reworking our entire mission system from the ground up. We have added what we call "encounters" - these are ships and other surprises that appear on empty nodes. These mini adventures can range from strange dereliect vessels, ships in need of repairs and ships that have contracted a disease for you to cure with your doctors.
And speaking of disease - we have contracted a bunch! Crew can now get sick with Midorian Mumps, get a case of space flu or watch that zombie bite slowly grow and not have any idea what the outcome will be. Your doctors will have the ability to cure these diseases with some diseases requiring higher crew levels to treat.
We also have added crew missions. These are small missions you can complete in order to earn more loyalty with your crew. Each crew member will want things around the galaxy based on their race, class and personality type. Got an Antorian cadet? He's probably gonna want an Antorian bed.
We have also added in new cargo bays for each ship that spawn the correct cargo so that you don't always know what is going to be on each ship you run into based on the template.
Scanners have also been added and will reveal fog of war of other ships, allowing you to plan your strategies accordingly.
The other big thing we are focused on is the AI of your crew, civilians, shop owners and enemies. We are completely overhauling our system and here is why:
This is our current AI and, as you can see, it's a bit of a mess. This is the product of a lot of ideas that were abandoned, things that didn't work as originally concieved and over-engineering simple things like crew desires.
The bottom line is our current AI is totally unmanageable - and we are fixing it. This will be the biggest delay as to releasing Alpha 9. It's one of those features that just takes as long as it takes and really can't be done half way. We anticpate having everything ready to go around mid-April and there should be a ton of new stuff for you to try out with your crew on your adventures across the galaxy!
Can't wait to show more!
Cheers,
Warballoon
Greetings Star Commanders! Quick fix for the empty Space Station/Ghost Ships bugs many of you are having. 8.22 is live right now and should address those issues!
Greetings Star Commanders, Over the last week we have seen a GIANT influx of new players.
Quick update Star Commanders! We just released a hotfix that addresses some nasty bugs with ships getting stuck when you travel, merging ships etc. The game should be very stable and ready to go! Cheers, Warballoon
Greetings Star Commanders! Quick patch for you today. We are already starting on Alpha 9, gutting our character behavior tree and building it back up along with adding in new missions, ship systems and lot's of fun surprises. We wanted to address some of the issues coming up with Alpha 8. Patch notes below:
Greetings Star Commanders, Quick update as we get ready for Alpha 8 release. Just some null reference fixes and some tweaks. IMPORTANT: If you run into any errors while running the game PLEASE post the very first one that you get. Every other error after the first one is likely a cascading/domino effect and very difficult to diagnose and fix.. If you do receive an error, please take a screenshot, save the game and then load. From there take a screenshot of the first error you get after that. Again, subsequent errors are likely stemming from the first. To get on the betatesting branch go to your library, right click on Star Command Galaxies, go to properties, click on the "Betas" tab and select the "betatesting" branch. The game will auto-update! Patch notes below:
Greetings Star Commanders! We are wrapping up on Alpha 8 and have a new version for you. Some more bug fixes and a new bug submission area set up on the forums. IMPORTANT: If you run into any errors while running the game PLEASE post the very first one that you get. Every other error after the first one is likely a cascading/domino effect and very difficult to diagnose and fix.. If you do receive an error, please take a screenshot, save the game and then load. From there take a screenshot of the first error you get after that. Again, subsequent errors are likely stemming from the first. To get on the betatesting branch go to your library, right click on Star Command Galaxies, go to properties, click on the "Betas" tab and select the "betatesting" branch. The game will auto-update! Patch notes below:
Greetings Star Commanders! For Alpha 9 we will be focused on continuing to polish the Star Command Galaxies experience and a big part of that will be new Missions and Events. Missions will become much larger, story driven elements. Events, on the other hand, will be common things that appear in the galaxy, like derelict ships or zombie attacks. To find out more about Missions and Events and to submit your own ideas click on the link below: Missions and Event Idea Submission
Greetings Star Commanders, New version for you, fresh out of the oven. Again, lots of fixes for some lingering issues. The big stuff has to do with addressing enemy behavior during combat and mission targets consistently being at their desired location. We are aware of a few bugs but give her a shot. To get on the betatesting branch go to your library, right click on Star Command Galaxies, go to properties, click on the "Betas" tab and select the "betatesting" branch. The game will auto-update! Patch notes below:
Alpha 7.3 (BETA BRANCH) Greetings Star Commanders, Work is continuing on the path to Alpha 8. We have quite a few updates for you test over the weekend. We will continue to work on Alpha 8 through next week and release when everything is stable and as bug free as we can get it. Try out the new beta now! To get on the betatesting branch go to your library, right click on Star Command Galaxies, go to properties, click on the "Betas" tab and select the "betatesting" branch. The game will auto-update! Patch notes below:
Greetings Star Commanders! We are wrapping up Alpha 8: Bugathon! and the game is getting much more solid and playable. In fact so much so that we are starting to consider what we want to do next. We have two distinct directions and we wanted to get some community feedback on what you would like to see next. There are two potential paths for Alpha 9: Option 1 - More stuff! We would focus on adding to the core of the game - more missions, more ship equipment like scanners and shield generators, new kits for medics and engineers, the ability for enemies to surrender and ask for surrender, reinforcements, escorts, hirable races, new personalities and crew automation. This would also include more polish on existing systems. Option 2 - Spacestation Building The starting space station would be a Star Command space station with the ability to build each store inside of it. You could build stores that focus on ship weapons, ship defenses, bars for recruiting mercenaries, recruiting stations for officers and so on. This allows you to set your own goals (ie: I want to build that level 2 bar) and makes your primary task collecting scrap and money and using Missions as a means to an end. This also leads directly into planets and colony building (colonies would supply space stations with resources and supplies). Both are likely to get done but we wanted to see what our community thinks. Give us your thoughts below!
Greetings Star Commanders, This is a patch moving towards Alpha 8 addressing our major bugs. We have also switched to Unity5 so we will be looking for any unexpected issues from that. This would include assets not popping up in the right place, white boxes and pink boxes where the asset path has changed. We have gone through the game multiple times but we may have missed some. To get on the betatesting branch go to your library, right click on Star Command Galaxies, go to properties, click on the "Betas" tab and select the "betatesting" branch. The game will auto-update! Patch notes below:
Greetings Star Commanders, With the release of Alpha 7 we are starting to plan on Alpha 8 and we wanted to get you all involved with our plan. We read every comment, review and bug post for Galaxies and we hear you: the bugs suck. Our primary focus for Alpha 8 will be just that: bugs. There might be a couple new things like new kits for classes or some other things, but overall our goal for the next release will be nothing but bug fixes. We will clearly start from the game ending crashes like the space station black space of death bug to the placing stolen items locking up the game. From there loyalty, combat and about a thousand other things will follow. We have made our Trello board public so that you can see our current bug list, who is working on what and cast your own vote about bugs and features. Star Command Galaxies Trello Board Naturally this isn't the most exciting of news - no planets, new races, new ships or anything of that nature. But over the course of a month we think the game will be extremely stable and much better off as a whole. Take a look at our board and feel free to leave us comments, suggestions or just leave little love notes for us to dream about during our coffee breaks. Cheers, Warballoon
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