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Halloween Update 1.13
Special stuff first, but I won't go into details for obvious reasons... There's some cosmetic stuff.
Module colors are back again, this time in different styles.
And some more interesting stuff.
And when you get bored of it, you can turn it of in the options menu (game reboot is needed).
As you can see, this update is mostly about the new modules. Some reworks of alredy existing ones and a bunch of new ones - with a few more arriving next week after the Halloween period ends. Industrial Conglomerate I feel like we've been somewhat neglecting this faction recently, so this time it gets a new structural wing element, the old reactor and basic engine have been reworked to look a bit better...
...then there's a brand new Mk 2 engine: the Roche-Assisted Graviton Engine System or R.A.G.E. for short. Junkyard Finally got around to finishing the second rusted command pod and added an old reactor as well.
This reactor (or generator) is now the starting one, and is half as powerful as the CAR-4 and twice the size while being more fuel efficient. United Research Alliance There's a new gun called the M-24 Double-Barrel Plasma Shotgun which expels twin shots with decent range and rate of fire. Its turning angle is restricted to 180 degrees so it can be placed in a more compact fashion.
The new SETI Antenna Dish is now the most powerful and largest scanner in the game. Once used to search for intelligent life, now used to tell them where to pay taxes. Station Modules There are three new space station modules as well. The Typhoon Spherical Habitation Hub is a larger version of the stock hub and can only be found in the core worlds.
There's an Observational Deck which allows for 40% faster module construction with the Terminal and finally, billboards are back!
There's also a recreational biodome, which serves no purpose at the moment, but will be used to provide entertainment to station crews in an update or two when we get station management implemented.
Due to requests from @SpiralRazor here in the Steam forums, there's now an option in the radial menu to quickly restore your ship to the last used schematic (last saved or loaded). As of now, the function works the same was as loading a ship would, selling any modules that aren't a part of the blueprint. Hopefully we can get it to just leave them on in a future update.
The station needs to have the required modules (Repair or Terminal or both) for it to work. It also needs to be selected twice to commence the process which should counter any misclick problems.
In response to some feedback regarding station construction all modules are now transparent when being placed.
Some of the larger modules that obscure the 5x5 docking port used to be hard to center right but with this it should be a piece of cake.
Ever felt like your guns needed more kick? Well now they do, with physical knockback force being exerted onto your ship and a camera movement to complement it as well.
Here's a demonstration upped to 160% of default (to make a point). You can adjust it yourself in the settings menu of course.
Additions:
[ 2017-10-25 06:34:37 CET ] [ Original post ]
Doot Doot
Hey, we're back and just in time for Halloween! This time we've managed to finish a large portion of the unfinished 3D model backlog, lots of fixes and some special Halloween stuff as well.
In this town of Halloween
Special stuff first, but I won't go into details for obvious reasons... There's some cosmetic stuff.
Module colors are back again, this time in different styles.
And some more interesting stuff.
And when you get bored of it, you can turn it of in the options menu (game reboot is needed).
New Modules
As you can see, this update is mostly about the new modules. Some reworks of alredy existing ones and a bunch of new ones - with a few more arriving next week after the Halloween period ends. Industrial Conglomerate I feel like we've been somewhat neglecting this faction recently, so this time it gets a new structural wing element, the old reactor and basic engine have been reworked to look a bit better...
...then there's a brand new Mk 2 engine: the Roche-Assisted Graviton Engine System or R.A.G.E. for short. Junkyard Finally got around to finishing the second rusted command pod and added an old reactor as well.
This reactor (or generator) is now the starting one, and is half as powerful as the CAR-4 and twice the size while being more fuel efficient. United Research Alliance There's a new gun called the M-24 Double-Barrel Plasma Shotgun which expels twin shots with decent range and rate of fire. Its turning angle is restricted to 180 degrees so it can be placed in a more compact fashion.
The new SETI Antenna Dish is now the most powerful and largest scanner in the game. Once used to search for intelligent life, now used to tell them where to pay taxes. Station Modules There are three new space station modules as well. The Typhoon Spherical Habitation Hub is a larger version of the stock hub and can only be found in the core worlds.
There's an Observational Deck which allows for 40% faster module construction with the Terminal and finally, billboards are back!
There's also a recreational biodome, which serves no purpose at the moment, but will be used to provide entertainment to station crews in an update or two when we get station management implemented.
Restore Schematic
Due to requests from @SpiralRazor here in the Steam forums, there's now an option in the radial menu to quickly restore your ship to the last used schematic (last saved or loaded). As of now, the function works the same was as loading a ship would, selling any modules that aren't a part of the blueprint. Hopefully we can get it to just leave them on in a future update.
The station needs to have the required modules (Repair or Terminal or both) for it to work. It also needs to be selected twice to commence the process which should counter any misclick problems.
Building Transparency
In response to some feedback regarding station construction all modules are now transparent when being placed.
Some of the larger modules that obscure the 5x5 docking port used to be hard to center right but with this it should be a piece of cake.
Weapon Knockback
Ever felt like your guns needed more kick? Well now they do, with physical knockback force being exerted onto your ship and a camera movement to complement it as well.
Here's a demonstration upped to 160% of default (to make a point). You can adjust it yourself in the settings menu of course.
Changelog:
Additions:
- modules are now transparent when being placed
- SETI 16.5m Antenna Dish
- Radioisotope Thermoelectic Generator
- Nobutake-Type Pod (Mk2 Rusted Command Pod)
- Parks & Recreation Biodome
- R.A.G.E. System (Mk2 Industrial Engine)
- new mesh and textures for the Industrial Basic Engine Mk1 and CAR-4 Reactor
- Observation Deck
- Landscape Billboard
- M-24 Double-Barrel Plasma Shotgun
- most weapons now exert a knockback force on the ship (+a camera effect)
- screenshake slider in options
- Typhoon Spherical Habitation Hub
- an option to quickly reload your last used (saved or loaded) schematic by opening the radial menu on a station with the required infrastructure
- KNIFE random event
- Workshop uploads are now automatically tagged and sorted into categories
- fuel tanks now drop fuel into space when destroyed
- nerfed 5"/42 Caliber Gun rotation speed
- buffed UH-37 Turret's rotation speed
- 7.0 Caliber Buffers Gun turns slower, does more damage and has a slightly slower rate of fire now (keeping the same dps)
- replaced station icons on the galaxy map
- nerfed Flak cannon damage
- HUD arrows pointing at stations are now station icons
- rewised the way how neutral ships and stations load, making for more smooth inter-system warp
- some minor wiki printer bugs
- radial menu should no longer appear offscreen in some cases
- loadgame menu now displays the currently loaded game's text in white and selects it by default so you can just click engage on the main menu
- loading ships in campaign no longer gives you money but takes it from you instead
- crash when overwriting a savedgame with already generated systems
- issue where "the fist" random event would be really common in the core
- adjusted unknown substance inventory image size and particle effect
- unknown substance now has an effect on stations
- partially fixed station modules sometimes not shutting down after flicker cycle
- game crash on entering the void in the central system
- fuel explosions' shockwave now pushes away stuff in the right direction
- some design issues with the out of fuel dialogue
- replaced structural pylons with leg bones
- candy debris
- pumpkins on modules
- ghost tactical mode ability
- colored ships and stations (note: colors do not save)
Doot doot.
[ 2017-10-25 06:34:37 CET ] [ Original post ]
Halloween Update 1.13
Special stuff first, but I won't go into details for obvious reasons... There's some cosmetic stuff.
Module colors are back again, this time in different styles.
And some more interesting stuff.
And when you get bored of it, you can turn it of in the options menu (game reboot is needed).
As you can see, this update is mostly about the new modules. Some reworks of alredy existing ones and a bunch of new ones - with a few more arriving next week after the Halloween period ends. Industrial Conglomerate I feel like we've been somewhat neglecting this faction recently, so this time it gets a new structural wing element, the old reactor and basic engine have been reworked to look a bit better...
...then there's a brand new Mk 2 engine: the Roche-Assisted Graviton Engine System or R.A.G.E. for short. Junkyard Finally got around to finishing the second rusted command pod and added an old reactor as well.
This reactor (or generator) is now the starting one, and is half as powerful as the CAR-4 and twice the size while being more fuel efficient. United Research Alliance There's a new gun called the M-24 Double-Barrel Plasma Shotgun which expels twin shots with decent range and rate of fire. Its turning angle is restricted to 180 degrees so it can be placed in a more compact fashion.
The new SETI Antenna Dish is now the most powerful and largest scanner in the game. Once used to search for intelligent life, now used to tell them where to pay taxes. Station Modules There are three new space station modules as well. The Typhoon Spherical Habitation Hub is a larger version of the stock hub and can only be found in the core worlds.
There's an Observational Deck which allows for 40% faster module construction with the Terminal and finally, billboards are back!
There's also a recreational biodome, which serves no purpose at the moment, but will be used to provide entertainment to station crews in an update or two when we get station management implemented.
Due to requests from @SpiralRazor here in the Steam forums, there's now an option in the radial menu to quickly restore your ship to the last used schematic (last saved or loaded). As of now, the function works the same was as loading a ship would, selling any modules that aren't a part of the blueprint. Hopefully we can get it to just leave them on in a future update.
The station needs to have the required modules (Repair or Terminal or both) for it to work. It also needs to be selected twice to commence the process which should counter any misclick problems.
In response to some feedback regarding station construction all modules are now transparent when being placed.
Some of the larger modules that obscure the 5x5 docking port used to be hard to center right but with this it should be a piece of cake.
Ever felt like your guns needed more kick? Well now they do, with physical knockback force being exerted onto your ship and a camera movement to complement it as well.
Here's a demonstration upped to 160% of default (to make a point). You can adjust it yourself in the settings menu of course.
Additions:
[ 2017-10-25 06:34:37 CET ] [ Original post ]
Doot Doot
Hey, we're back and just in time for Halloween! This time we've managed to finish a large portion of the unfinished 3D model backlog, lots of fixes and some special Halloween stuff as well.
In this town of Halloween
Special stuff first, but I won't go into details for obvious reasons... There's some cosmetic stuff.
Module colors are back again, this time in different styles.
And some more interesting stuff.
And when you get bored of it, you can turn it of in the options menu (game reboot is needed).
New Modules
As you can see, this update is mostly about the new modules. Some reworks of alredy existing ones and a bunch of new ones - with a few more arriving next week after the Halloween period ends. Industrial Conglomerate I feel like we've been somewhat neglecting this faction recently, so this time it gets a new structural wing element, the old reactor and basic engine have been reworked to look a bit better...
...then there's a brand new Mk 2 engine: the Roche-Assisted Graviton Engine System or R.A.G.E. for short. Junkyard Finally got around to finishing the second rusted command pod and added an old reactor as well.
This reactor (or generator) is now the starting one, and is half as powerful as the CAR-4 and twice the size while being more fuel efficient. United Research Alliance There's a new gun called the M-24 Double-Barrel Plasma Shotgun which expels twin shots with decent range and rate of fire. Its turning angle is restricted to 180 degrees so it can be placed in a more compact fashion.
The new SETI Antenna Dish is now the most powerful and largest scanner in the game. Once used to search for intelligent life, now used to tell them where to pay taxes. Station Modules There are three new space station modules as well. The Typhoon Spherical Habitation Hub is a larger version of the stock hub and can only be found in the core worlds.
There's an Observational Deck which allows for 40% faster module construction with the Terminal and finally, billboards are back!
There's also a recreational biodome, which serves no purpose at the moment, but will be used to provide entertainment to station crews in an update or two when we get station management implemented.
Restore Schematic
Due to requests from @SpiralRazor here in the Steam forums, there's now an option in the radial menu to quickly restore your ship to the last used schematic (last saved or loaded). As of now, the function works the same was as loading a ship would, selling any modules that aren't a part of the blueprint. Hopefully we can get it to just leave them on in a future update.
The station needs to have the required modules (Repair or Terminal or both) for it to work. It also needs to be selected twice to commence the process which should counter any misclick problems.
Building Transparency
In response to some feedback regarding station construction all modules are now transparent when being placed.
Some of the larger modules that obscure the 5x5 docking port used to be hard to center right but with this it should be a piece of cake.
Weapon Knockback
Ever felt like your guns needed more kick? Well now they do, with physical knockback force being exerted onto your ship and a camera movement to complement it as well.
Here's a demonstration upped to 160% of default (to make a point). You can adjust it yourself in the settings menu of course.
Changelog:
Additions:
- modules are now transparent when being placed
- SETI 16.5m Antenna Dish
- Radioisotope Thermoelectic Generator
- Nobutake-Type Pod (Mk2 Rusted Command Pod)
- Parks & Recreation Biodome
- R.A.G.E. System (Mk2 Industrial Engine)
- new mesh and textures for the Industrial Basic Engine Mk1 and CAR-4 Reactor
- Observation Deck
- Landscape Billboard
- M-24 Double-Barrel Plasma Shotgun
- most weapons now exert a knockback force on the ship (+a camera effect)
- screenshake slider in options
- Typhoon Spherical Habitation Hub
- an option to quickly reload your last used (saved or loaded) schematic by opening the radial menu on a station with the required infrastructure
- KNIFE random event
- Workshop uploads are now automatically tagged and sorted into categories
- fuel tanks now drop fuel into space when destroyed
- nerfed 5"/42 Caliber Gun rotation speed
- buffed UH-37 Turret's rotation speed
- 7.0 Caliber Buffers Gun turns slower, does more damage and has a slightly slower rate of fire now (keeping the same dps)
- replaced station icons on the galaxy map
- nerfed Flak cannon damage
- HUD arrows pointing at stations are now station icons
- rewised the way how neutral ships and stations load, making for more smooth inter-system warp
- some minor wiki printer bugs
- radial menu should no longer appear offscreen in some cases
- loadgame menu now displays the currently loaded game's text in white and selects it by default so you can just click engage on the main menu
- loading ships in campaign no longer gives you money but takes it from you instead
- crash when overwriting a savedgame with already generated systems
- issue where "the fist" random event would be really common in the core
- adjusted unknown substance inventory image size and particle effect
- unknown substance now has an effect on stations
- partially fixed station modules sometimes not shutting down after flicker cycle
- game crash on entering the void in the central system
- fuel explosions' shockwave now pushes away stuff in the right direction
- some design issues with the out of fuel dialogue
- replaced structural pylons with leg bones
- candy debris
- pumpkins on modules
- ghost tactical mode ability
- colored ships and stations (note: colors do not save)
Doot doot.
[ 2017-10-25 06:34:37 CET ] [ Original post ]
Lightspeed Frontier
Crowdwork Studios
Developer
Riveted Games
Publisher
2017-03-07
Release
Game News Posts:
40
🎹🖱️Keyboard + Mouse
Mostly Positive
(34 reviews)
The Game includes VR Support
Public Linux Depots:
- Lightspeed Frontier Linux [428.54 M]
You've decided to leave everything behind and try your hand at captaining a ship on the fringes of the universe. Customize your ship piece by piece to tackle whatever adventures await you. Take on crime lords and space pirates in battle, undercut corporations that are monopolizing business, influence the galactic stock market, and become the most successful captain you can be.
In this sci-fi adventure sandbox game, you have the opportunity to explore and influence the universe around you and make your own path. Take on open ended missions that will have a lasting effect on your surroundings, and embark on an adventure to discover the mysteries of Lightspeed Frontier.
Faster than light travel has recently been made available for the common middle-class galaxy dweller, and you’ve just saved up enough money to purchase your first command pod. This command pod can have it’s functionality and size extended with additional modular building blocks, such as engines, cannons, lasers, scanners, software, and more.
As you acquire more modules for your ship, your ship class will also increment unlocking more missions and special actions. While you start out as just a tiny fighter-class ship with less than 20 modules, you can eventually reach the pinnacle of modular ship development by acquiring 400 or more individual components for your ship and be upgraded to the final Dreadnaught class! Each class has its own pros and cons, as far as firepower, speed, maneuverability, etc, but slowly acquiring more modules through whatever means necessary will open up more opportunities for you.
You can acquire upgrades for your ship in multiple ways: by completing various quests that you find around the frontier, by politely asking other ship owners if you can destroy them and salvage them for parts and resources or mine raw resources yourself and sell them at stations. Quests are one of the most unique features in Lightspeed Frontier, as they aren’t issued through your typical ubiquitous “mission posting”. Players will need to be aware of the various breaking headlines, advertisements, and direct messages from people you have encountered through your travels. This means that if you want to have work, you need to go out in find it! This makes exploration a key part of the game, since it also will result in more rewards and quests for you to pick up!
While exploring the universe, you may encounter memorable NPCs, corporations, scavengers, programmers, asteroid belts, space stations, and more. Every encounter with an NPC will either make you enemies or allies with them, depending on if you choose to help them or stab them in the back. This could result on a bounty being put on your head, or more challenging (but rewarding) work from them in the future. There are also many different ways for you to make your mark in the universe. You can invest in high-tech drilling modules for mining if you want to be a raw materials salesman, or BFGs if you’re more the bounty hunter type. There are even different levels of tractor beams for improved shipping capabilities.
Battling other ships is a key part of the game, and also one of the challenges of traversing the frontier. Players are safe when they are near space stations, but once you venture out into open space, your warp signature will draw in scavengers like sharks, so be prepared! You will need to utilize a multitude of different weapons, maneuvering techniques, and even physics to destroy your opponents (yes, ramming into other ships is actually a viable way of destroying them or knocking off their modules!). And it goes without saying, the brochure from the command pod salesman did not mention anything about the constant and ceaseless life-threatening encounters you would face in the outer reaches of the universe.
Most the parts you can come across are made according to faction orders and designs. The United Research Alliance always has the most high tech and light modules, but alas they aren't very durable. The Industrial Conglomerate has that covered with everything designed for sheer strength. And tensile strength too. Finally if you're low on cash you may find some old pre-warp modules in questionable conditions but the price is unparalleled. There are a few other factions planned to be added ranging from Twinblade Riders, the petrolheads of space, to unknown parts of alien origin.
Space is a massive opportunity for investment and profit which brings interstellar corporations to the frontier's outposts and space stations. These corporations can provide you with shipping contracts, protection work (or even more shady jobs once you earn their trust) or you can just simply invest into their stocks.
Note that the closed beta version of game is currently only for Windows and Linux, but we're working on getting a Mac version done as soon as possible.
In this sci-fi adventure sandbox game, you have the opportunity to explore and influence the universe around you and make your own path. Take on open ended missions that will have a lasting effect on your surroundings, and embark on an adventure to discover the mysteries of Lightspeed Frontier.
Faster than light travel has recently been made available for the common middle-class galaxy dweller, and you’ve just saved up enough money to purchase your first command pod. This command pod can have it’s functionality and size extended with additional modular building blocks, such as engines, cannons, lasers, scanners, software, and more.
As you acquire more modules for your ship, your ship class will also increment unlocking more missions and special actions. While you start out as just a tiny fighter-class ship with less than 20 modules, you can eventually reach the pinnacle of modular ship development by acquiring 400 or more individual components for your ship and be upgraded to the final Dreadnaught class! Each class has its own pros and cons, as far as firepower, speed, maneuverability, etc, but slowly acquiring more modules through whatever means necessary will open up more opportunities for you.
You can acquire upgrades for your ship in multiple ways: by completing various quests that you find around the frontier, by politely asking other ship owners if you can destroy them and salvage them for parts and resources or mine raw resources yourself and sell them at stations. Quests are one of the most unique features in Lightspeed Frontier, as they aren’t issued through your typical ubiquitous “mission posting”. Players will need to be aware of the various breaking headlines, advertisements, and direct messages from people you have encountered through your travels. This means that if you want to have work, you need to go out in find it! This makes exploration a key part of the game, since it also will result in more rewards and quests for you to pick up!
While exploring the universe, you may encounter memorable NPCs, corporations, scavengers, programmers, asteroid belts, space stations, and more. Every encounter with an NPC will either make you enemies or allies with them, depending on if you choose to help them or stab them in the back. This could result on a bounty being put on your head, or more challenging (but rewarding) work from them in the future. There are also many different ways for you to make your mark in the universe. You can invest in high-tech drilling modules for mining if you want to be a raw materials salesman, or BFGs if you’re more the bounty hunter type. There are even different levels of tractor beams for improved shipping capabilities.
Battling other ships is a key part of the game, and also one of the challenges of traversing the frontier. Players are safe when they are near space stations, but once you venture out into open space, your warp signature will draw in scavengers like sharks, so be prepared! You will need to utilize a multitude of different weapons, maneuvering techniques, and even physics to destroy your opponents (yes, ramming into other ships is actually a viable way of destroying them or knocking off their modules!). And it goes without saying, the brochure from the command pod salesman did not mention anything about the constant and ceaseless life-threatening encounters you would face in the outer reaches of the universe.
Most the parts you can come across are made according to faction orders and designs. The United Research Alliance always has the most high tech and light modules, but alas they aren't very durable. The Industrial Conglomerate has that covered with everything designed for sheer strength. And tensile strength too. Finally if you're low on cash you may find some old pre-warp modules in questionable conditions but the price is unparalleled. There are a few other factions planned to be added ranging from Twinblade Riders, the petrolheads of space, to unknown parts of alien origin.
Space is a massive opportunity for investment and profit which brings interstellar corporations to the frontier's outposts and space stations. These corporations can provide you with shipping contracts, protection work (or even more shady jobs once you earn their trust) or you can just simply invest into their stocks.
Note that the closed beta version of game is currently only for Windows and Linux, but we're working on getting a Mac version done as soon as possible.
MINIMAL SETUP
- OS: Ubuntu 12.04 or higher
- Processor: Intel Core i3Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD Graphics 6000 / AMD Radeon HD 7700
- Storage: 300 MB available space
- Processor: Intel Core i5-4670KMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Nvidia GTX 760 / Nvidia GTX 960M / AMD R9 280
- Storage: 500 MB available space
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