





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Captains! A new kind of captain has come to the Spice Hall - come on, you'll want to meet this one, maybe you'll want to try out these spurs yourself! Update #389 delivers the new Doctor Profession, 2 new officer annex medical component options, and 2 new stealth-focused boarding assault components for your ship. We're excited to keep expanding the already insane replayability of Star Traders: Frontiers, so thanks for your support, badges and reviews.
Captains! Come down to the spice hall, where we've got it all. Pass the plate, listen to the music and perhaps shop for a new set of spacer clothes. You might like this new bold space armor? Well, Update #368 has your new digs - 2 new outfits, adjustments to the maximum repair cost for high-cost components, fixes to some weapon sets that had extremely high repair times and some tweaks and fixes for the story arcs based on a wonderful "anonymous" modders assistance.
Thanks to everyone checking out the game and leaving a review!
Star Traders - captains of the void - here we are again, kicking off another run of updates for Star Traders: Frontiers. Update #367 includes a new Contact type, new salvage gear, new rare Relic weapon, 2 new Explorer cards and a rebalance of how Trait mutation works out of Salvage and Explorer cards.
We're excited to be welcoming new captains to the void and to Star Traders: Frontiers with a 50% off sale this week - so we hope you'll share the game with a friend or with your review to help us get the word out about this epic space captain RPG.
Captains, welcome to the spice hall! Come, sit a while and let me tell you about the latest Star Traders: Frontiers update. This update features new salvage items and a heaping pile of ship components for boarders, pirates and raiders - 4 new Boarding Assault Systems and 3 new Reinforced Boarding Assault Systems.
Thanks for your ongoing support, reviews and sending in suggestions and feedback on how we can keep improving STF.
Star Traders and captains, another update has sailed into port. We've continued with the addition of new Contact types, increasing the variety of gear in Salvage and added a new high level defensive ship component. We've also been working to keep with report bugs and fix typos.
Thanks for your support and thanks to those choosing to show your appreciation by "badging up" with the Supporter's Badge as we climb up toward venerable Update #400!
To celebrate that final march to Update #400, we're going to get on a binge of new outfits here - so stay tuned for that.
Welcome to the New Year, captains. The year of Star Traders (again)!
Pull up a chair in the spice tent and let's sit down over another update for your favorite space captain simulator. We hope you had a good holiday break and found some fun new games during the Steam Winter sale. As for Star Traders: Frontiers, updates are resuming for 2025! With Update #364, we've added a new contact type, 5 new relic armor and weapons, adjusted the rules for cloaking and Xeno Artifacts (you can't hide from the xeno!), improved the maintenance cost of mid-level Interdictors and reduced drop rate for the Uncover Contact Network card in Explorer.
Thanks to every captain playing and leaving feedback and reviews!
Hello, Captains. Its time for another STF Community Event. We are forgoing a traditional challenge and are doing something completely different this time: creating new STF memes for 2025. It's a New Year, New Meme if you will. steamhappy
STF has a long history of many excellent memes, both from us at the studio and from the community, and what could be better than making new ones to add to the vault?!? We want to fly into 2025 with a new outlook on [strike]life[/strike] memes.
Unlike our challenges, there really aren't any "requirements" for this one. We just want to see some new bespoke memes that we can all enjoy over the next years of traversing the galaxy. Anything goes - still images, gifs, comic panels, etc.
Some ideas for what wed love to see (this list is a meme all on its own):
Happy holidays and winter sale to you, Star Traders! It is cold out there, so step into the spice hall and warm yourself by the fire of another update and the burning hot discount of 60% off on your favorite star captain RPG simulator. With Update #363, we've added a new type of combat-focused Prow, the Dagger Prow, added a new ultra-heavy Relic Armor, increased Relic drop rates in Salvage, released new high-level components to the AI ship builder, and fixed some minor text displays for maximum Cloaking bonus.
Thanks to all of our captains playing, posting and reviewing as always!
Star Traders! We are back once again with yet another fantastic update for everyone's favorite space trading game that is called Star Traders. With Update #362, we've added some new art, finished up the arc of work on Cloaking components and chased down bugs and QoL issues reported by the community.
Thanks to every captain for playing and sharing the game with a review!
Star Traders! Many welcomes to our esteemed Captains, old and new. Whether you are an experienced Star Trader or new to plying the Void we at Trese Brothers appreciate you playing our game. This week's update is a mix of good and bad news. First, the good news: we've added new exciting components for Cloaking builds and ... we've finished testing the latest Terrox Xeno ship. Let's dig in as we keep balancing out the new cloaking rules, improved rules for transporting xeno artifacts and more.
If you're enjoying the continued stream of updates, improvements and more please take a moment to leave a review!
Star Traders! First let's send out a welcome to all the new captains who have joined during this 50% off sale and second let's celebrate with an awesome update. Here we are, hitting Update #360 on your favorite space trading and political simulation game, Star Traders: Frontiers. This update focuses on some big changes to the Cloaking system which allows you to reduce ship encounters, upgrades and adds new ship components related to cloaking and a new variation of the Goltha tech that can be unlocked through the Goltha Development story vignette. We've also tweaked some ship builds and prices from the startport and tweaked the chance of Mutiny when Morale is low.
Hello, Captains. Its time for another STF challenge. This is the Really BIG map challenge! Back in August, we asked how will you play on the smallest of maps with the least sectors? This time around we are offering up a 70 quadrant, standard density map for you to tackle. Some of the quadrants require many, many jumps to reach.
Just like the August challenge, this challenge only has one "rule:" that you play on the specific map seed for this challenge. Otherwise, you can play whatever professions, ships, rules, and styles you would like. Our Discord community suggested that this challenge could be good giving some of the newer fast ships a go!
The map seed for this challenge is: st-v02-70-6-94116976
Some ideas for what wed love to see:
Star Traders! What you say? Another update? No, impossible. Not from these lazy bones. We'll its true - your favorite 2D space trading RPG has done it again - Update #359 has arrived with new fun things for Captains of any vintage, old and new, to explore. Update #359 includes a new Mass 9000 ship, a new Armored Cargo Hold 3, boosts to some Explorer cards appearance rates, and a sweeping set of fixes on components from community reports.
Star Traders, captains and travelers of the void - we are back again with another Star Traders: Frontiers update. This one took a while to finish -- more complicated than it sounds fixing some of the weirder bugs that were reported this week. Ahhh, STF, the gift (that you paid for) that keeps on giving (us more and more bugs.)
We're excited to keep this update train rolling and wanted to extend a hearty Thank you! to everyone who has posted a review or "badged up" to the Supporter Badge. You help us keep developing this lovely void simulation RPG ;)
Star Traders - welcome all new captains to the void! We've been pushing new art updates in thanks for all the captains who jumped on the Supporter's Badge DLC recently. Unfortunately, one of the types of new artwork - Contact faces - is one we haven't done in a long time and we botched it just a little bit. In a small fraction of games, you could end up with a hung Contact list.We decided the only want to fix this was with more artwork!
Thanks to everyone who has joined us on this crazy journey, and enjoy this small, art-heavy update!
Welcome all new Turn-based RPG Fest captains! The void, the spice hall, and great adventure waits. Also the xeno are waiting. So let's get updating before they catch up to us. Update #56 includes new artwork, new Battle Prow ship components, improvements to Hangar Bays and an important fix for xeno ship encounters as well as balance changes to the Terrox Deathspear.
The Summer of Star Traders is coming to a close but fear not - this begins the long, cold, dark of winter. Expect the worst -- freezing blasts of content, new ships flying like icy daggers, a veritable blizzard of new stuff for Star Traders. So, take the captains' chair, buckle up, get a warm space suit and let it snow, let it snow, let it snow. Whatever Autumn, move over for the Winter of Star Traders!
Captains, welcome back from the void. Come sit a while in the spice hall and listen to the stories we have today - of Exo-Scouts and explorers, salvagers and supporters of the grand factions.
With Update #354, we've added the all new Exo-Scout profession to the game. And after 6 years, we're releasing our first ever DLC - a totally-optional, no-content-gated $5 Supporter's Badge.
The Summer of Star Traders isn't over yet! This is our 9th update since we opened the doors for the Summer event and we're excited to say - it's been so much fun, we're going to keep on rolling into the Autumn of Star Traders. While Update #353 is a Bomber-focused rebalance and bug fix, we've got some exciting things coming up so stay tuned.
From the wastes we have returned, Star Traders! Some late summer vacation put a pause on Star Traders: Frontiers updates for a minute but we're back in the spice hall and let's keep this ride going. Let's check out what we've got in Update #352!
Captains, come sit at the spice hall and hear a tale of powerful carrier ships, highly trained wing crew and large hangar bays worth their weight in credits. It's another update in the Summer of Star Traders series which introduces 3 new Hangar Bays and fixes an issue with the recently released Large Hangar Bay and further improves Alta Mesa's position as the best-in-class when it comes to craft.
Thanks to everyone who has supported our efforts on Star Traders: Frontiers these six years! Yes, six years of updates, we launched in August of 2018 steamhappy
Many welcomes, Star Traders! Come in, come in, the spice hall awaits you.. Pull up a seat, grab a spice plate and recline a while as we share the latest and greatest news from the Frontiers. Today's update continues the Summer of Star Traders update series and is focused on carriers, small craft and ship components -- with the usual mix of fixes for your reported bugs and typos that have still, to this day, somehow evaded detection.
In additional to these changes, we've made a sweep with this release to push all the new ship components that have been added in previous updates into the hands of the enemy captain and ship builder, so keep an eye out for some adjusted or more powerful ship builds, especially at the high level.
Hello, Captains. Its time for another STF challenge. This is the mini-map challenge! How will you play on the smallest of maps with the least sectors? Is it very different from your standard style of play? What choices will you make and why?
This challenge really only has one "rule." That you play on the specific map seed for this challenge. Otherwise, you can play whatever professions, ships, rules, and styles you would like.
The map seed for this challenge is: st-v02-12-2-99475829
It is a 12 sector very small map. Chillbear who suggested it says that it has a very strong starting position for Steelsong.
Some ideas for what wed love to see:
A priority signal is beaming in from the void, captain. It's another update. They say it is update #349. There must be some mistake ... With this update we've improved the Blade Master Trait balance, circled back to improve the first Early Access profession, Bounty Hunter, added 2 new ship weapons and completed some minor improvements for the Paladin Crusader and Wolfpack Interceptor.
If you're enjoying your first-class, front-row seat on the update train here at Star Traders HQ, please be sure to leave a review, share the game and tell a friend!
Welcome back to the void, Captains, and let's say hello to another mid-summer update in our Summer of Star Traders event! You may have purchased this game 5 years ago, but we're still here making it better with Update #348. We've rolled out a brand-new Profession for Blade Master, Voracious Class ship design and a redesign of the Paladin Cruiser and finally a nasty new Terrox ship to battle.
Thanks to everyone for playing, posting a leaving a review!
Welcome back to the spice hall again, captain. Come, sit a while and let me tell you a story of another update for everyone's favorite Star Traders game, Star Traders: Frontiers. Did you know its the Summer of Star Traders? This update brings a new ship, new Explorer and Salvage cards and some rebalancing of the Explorer's probability tables. The Black Market "New Trait" card has also been adjusted, so let's dig in!
If you're enjoying the summer of updates, please let us know, post up things you'd like to see included and be sure to tell a friend and leave a review!
Welcome, Star Trader. Join us, pass the plate and share a tale of adventure among the stars. Or just pull up a seat, kick back and bask in the warm glow of the summer (of Star Traders). We were hard at work this week incorporating recent feedback, adjusting systems and planning for the months ahead. Lots to look forward to for fans of Star Traders: Frontiers. Tell a friend! We are looking forward to hearing your feedback, on Discord or Steam, about what you'd like to see next.
If you're liking the updates as we cruise up to #350, please do take a moment to leave a review.
Welcome back, Star Traders! We have not forgotten about our captains plying the void, tirelessly seeking their fame, riches or the glint of a xeno ship in the dark of space. Don't drink the Water-Fuel, we've got updates!
We're excited to announce "The Summer of Star Traders" which intends to return to form on updates and expansions over the upcoming summer months. The team here at Trese Brothers has been mighty busy with Cyber Knights: Flashpoint, where came up with a self-imposed challenge to complete 7 major roadmap milestones in the month of June. We just wrapped up #5 (steamhappysteamhappysteamhappy) so we'll count that as a win, and we thought why not doing it again? So the gauntlet is thrown - let's go for an awesome Summer of Star Traders updates.
We are looking forward to hearing your feedback, on Steam or on Discord, about what you'd like to see added to the game's arsenal of equipment, ships, missions and mini-games. The Summer of Star Traders won't have any specific focus besides "more Star Traders" because we plan to add a few exciting things to as many different systems as possible. Oh and some new artwork for both characters and ships will be coming!
To get things going, today we've got posted Update #345!
With Update #344, we're welcoming Endless Replay Fest to the void with what might be dubbed endless updates! We're excited to be adding a new high-end capital ship weapon, a new Bodyguard job Talent at rank 15, fixing a bug that made it hard to find medium slot Passenger Cabins and Prison cells and resolving other reported oddities with ship enemy AI rules and ship builds.
Thanks for your support captains! With a 50% off deal right now, help us share the game by telling a friend or leaving a review!
Captains, welcome to the bridge. Please take the chair and get ready for Update #343. Not a typo, that's really 3-4-3. With this update we've got new 3 new high-level ship weapons, the amazing Esteemed Guest Cabin, upgraded enemy ship builder options and the on-going community challenge for Bounty Hunters.
If you're enjoying the years of support and updates, please take a moment to leave a review and check out our other games like Cyber Knights: Flashpoint.
Welcome to the Steam Spring Sale! Along with the 50% discount, we've got Update #342 with new ship components, fixes for prize ships scoring and pricing, improved distribution of the loot drops in Salvage Relic cards and a pile of fixes suggested by the community.
Thanks to everyone who has supported us on this epic journey to #342 updates and beyond! We hope you'll share the game with a friend and leave a review.
Hello, Captains. Its time for another STF challenge. This challenge is a bit different as it is more of an RP challenge - to theme your captain, officers, and playstyle around being a bounty hunter. Shout out to Fchsingeist for giving us the idea with their themed playthrough.
As always there are a few requirements for this challenge, although they are more guidelines and starting points, rather than hard requirements. For this challenge:
Welcome Star Traders and exiled Cyber Knights to another exciting update post for your favorite Star Traders game, Star Traders: Frontiers. If you haven't already seen, all of the Trese Brothers games and bundles are 33% to 80%-off for the next several days!
This includes the Android and iOS versions of Star Traders and our other games, and we just released a new "Best of Trese Brothers" Steam bundle for a bonus discount on any games you don't already own -- top-down turn-based tactics RPG Templar Battleforce (set in the same universe as Star Traders!), our new squad tactics heist RPG Cyber Knights: Flashpoint, and old-school fantasy tactics in our party-based RPG Heroes of Steel.
https://store.steampowered.com/bundle/37813/Best_of_Trese_Brothers/
Welcome Captains, to the next episode of This Old Star Traders Update. We sincerely hope that you enjoy the twists and turns of 3.3.91. Let's dig into what's changed!
If you're enjoying the continued support and updates for Star Trader: Frontiers, we hope you'll take a moment to review the game, check out Cyber Knights: Flashpoint or tell a friend about our work.
Update #339 continues the additions to small ships with new Scout Bridges, adds new Cargo Hold options for ships with large slots dedicated to cargo, as well as new and improved Trait mutation paths for Explorer crews, and a big retraining of the enemy human AI on How to Effectively Use Carriers (TM).
If you're loving the updates, improvements and new content please share the game with a friend and leave a review!
Update #338 unleashes a completely unique and powerful small-ship Hyperwarp Drive that includes +1 Officer Cabin, 2 new high-level ship components that will only appear after the Second Founding story Era starts, more connections and impacts for Rumors, and finally also tips the scales back a bit toward the enemy with an upgraded Legendary Bounty Hunter template and finally unleashing the 3.3.x components into the enemy ship builder pool.
If you like to see a game like Star Traders: Frontiers continued to get updates for free, 6 years after its release date, please hit up the review button and check out ...
Update #337 swings back around to the Rumor system to deepen their impacts into multiple systems and the Contact simulation. With this update we've improved the results for Artifact Find, Merchant Fleet, Starport Closed and Mercenaries. Rumors are a key system in Star Traders: Frontiers that cause variation, reasons to travel, dynamic and short term goals and help shake up the Contacts in the simulation, so the more numbered and powerful their effects the more interesting they become.
If updates make you happy, and you know it, leave a review!
Update #336 rolls out with another bristling set of level 8 and 9 capital ship weapons, rebalanced enemy ship builders to improve the short-ranged Lance builds, pricing and ship weapon rebalances, new rules for Spice Hall Trait mutation and extra burning for Molten Worlds.
A huge thanks goes out to everyone playing, posting and sharing Star Traders: Frontiers! As we keep climbing toward the 350th update milestone, remember to leave a review and --
Happy New Year, captains! It's going to be another eventful one in the void as we cruise past the #335 Update mark. Update #335 brings new medium sized torpedo weapons, more exciting rules for Engine Damage for aggressive attack strategies, improved rules for Morale Damage when hits target Bridge and Engine, big updates to how enemy ship captains pick their ship weapons in combat and a big sweep of price raising for late game components.
If you've enjoyed just a few free updates or hundreds of updates over the years, we hope you'll consider leaving a review and sharing Star Traders: Frontiers with a friend!
Update #334 continues to expand the sweep of core components for fuel extenders, rebalances how fuel extenders play out in the armored ship meta, improves Shocktrooper's Deepstrike Detonator to target ship's weapons and makes a key negative Salvage card even worse (watch the engine, ye dogs!)
We also have the best price of the year going on with 50% off during Winter Sale! So tell a friend and leave a review!
Happy Holidays everyone! The Steam Winter Sale is in full swing, and all of our games are at their best deals of the year. Star Traders celebrated its 5 year anniversary this year and is 50%-off, a great gift for any fellow sci-fi fans in your life. Templar Battleforce, our 93% turn-based tactics game set in the same universe as Star Traders is too! And our new game, Cyber Knights: Flashpoint, is now two months in to Early Access with over 30 updates expanding and improving it. https://store.steampowered.com/app/370020/Templar_Battleforce/ https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
Welcome to the Steam Winter Sale and the best sales of the year! The bridge is decorated, break out the bottles of lux, let's celebrate with 50% off and welcome all the new captains with an update.
Update #333 adds a new rank 15 talent for Shocktrooper, improves the balance of post-boarding ship damaging talents and revisits cargo allocation to for enemy captains.
If all of these on-going free content updates are working for you, we hope you'll leave a review to help us keep it going.
Update #333 welcomes you to the holiday season like the Shocktrooper likes to say hello -
Update #332 hits across the game's systems with new crew armor, new ship components, new dangerous enemy captains in powerful ships, and even more excitement around the Black Market.
If you're enjoying the pace of on-going, free updates to the game we hope you'll leave a review!
Welcome Update #331, where we are continuing the drive to add more high powered ship components to the game to help you design the perfect ship for whatever profession you chose in a wide range of mass categories. We've also added a new rare Salvage Armor type, the Wolf Eight-Plate and fixed a number of bugs and community reported QoL.
If you're enjoying the on-going free updates to the game years after launch, we hope you'll consider leaving a review!
If you'd like to nominate Star Traders: Frontiers for a Steam award, we're a labor of love. With Update #330 just out, the labor continues, and it does so do to love of the game.
Thanks for all your support, reviews and shares!
Andrew & Cory & the whole Team
Update #330 arrives with some new Trait changes, new Trait mutation opportunities, new gear for your characters, and improvements to both new game and mutiny options. A huge thanks to everyone who has helped us get to 330 updates and continually improve the game with new features, balance and content.
If you're enjoying the continued free updates, please remember to leave a review and share the game with a friend!
Update #326 follows-up on a number of awesome community requests for improvements - new Talent cooldown visibility, new medium slot Fuel Tanks, new HUD details about paying your crew and more. A huge thanks to everyone posting and sharing to help improve the game!
If you're enjoying the on-going support for your favorite space captain RPG, please take a minute to leave a review and share the game with a friend!
Update #328 adds the new Cargo Hold 6, improves a Zendu Trait and also adds another set of deepening simulation connections between game systems and Rumors - Rumors and Black Market, Rumors and Rare Trade Goods
The update train continues with Update #327: Longhaul It! This one adds a new level 10 ship weapon, new rare gear, improves all Longhaul engines regardless of Mass, improves starting Contact balance and fixed the fix for the Acheron Battlecarrier.
If you're enjoying the game and the updates, please leave a review and share the game with a friend!
Welcome back to the update train with Update #326! We had to take a break recently (reasons explained below) from updates but we're excited to get back to the priority list for Star Traders: Frontiers. We've still got some exciting things in store, so let's get busy --
If you're enjoying the game and the updates, please leave a review and share the game with a friend!
Captains, you've seen it in the Star Traders updates for a long time now, and it's finally arrived! Cyber Knights: Flashpoint - our squad tactics heist RPG - launched on Steam today! It's our first 3D game and a big step up for our studio; we'd love for you to check it out.
Like Star Traders: Frontiers, Cyber Knights is an in-depth RPG with a ton of replayability, endless character build possibilities, and a contact system that expands even further on the traits, reputation, and living web of influence and relationships that you can impact.
Come take a look and see if Cyber Knights' smart turn-based tactics, heist strategy layer, and unique 23rd-century cyberpunk looks fun to you. If it's not your style of game, no worries, even just spreading the word about it helps support us and the possibilities for Star Traders' future.
We're looking forward to a great Early Access where player ideas and feedback shape the game every bit as much as they did Star Traders. And don't worry, we might be fully-focused on Cyber Knights' launch right now, but we'll be back with more for Star Traders: Frontiers too.
You've lived long sailing the stars with us. Now come live fast and die young running these cyberpunk streets.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
It's Update #325 for Star Traders: Frontiers with some new QoL features requested by the community! This week, we've added new quick randomization options to new game to help you find your perfect Captain persona, added a confirmation button to ending the turn without any action in Ship Combat, saved Mutinied captains from themselves and fixed a number of hot-topic reported bugs.
If you like the pace of updates, please take a minute to leave a review, share the game or just post some feedback! Feedback goes straight into updates :D
It's Update #324! Not quite an orbital disaster but it sounds pretty cool. We've got some awesome improvements, tuning and fixes in this update as well as a reminder about the 5 year anniversary stream too. So -- if you like the pace of updates, please tell a friend, post some feedback and be sure to leave a review!
We've joined forces with two other indie studios to offer a new Steam bundle for players who love to dive deep into a game: Endless Adventures - Deep & Replayable RPGs.
In the now 5 years since Star Traders: Frontiers' release, we've heard from so many of you that ours is a game you enjoy coming back to time and time again, creating new captains, outfitting entirely different ships, trying playthroughs with new goals or creative challenges. To this day we continue to update the game with new content, and opened up a new frontier of possibilities for player-created content with modding support added last year.
Wildermyth is another highly-replayable game we've admired since its release for its innovative procedural generation storytelling system, storybook-come-to-life style, and character legacies. Our shared tabletop RPG inspirations couldn't be more clear, and their many clever systems for creating unique characters and stories on every playthrough are very well executed.
Vagrus: The Riven Realms is another game we've been impressed by; this time for the sheer amount of hand-crafted content in its vast, dark-fantasy setting. Star Traders players will find lots of similarities in Vagrus' caravan premise, from the many options for who you recruit to travel alongside you, to the total freedom you have in how you choose to make your way in its detailed world.
If you're a bargain-hunter, you should know:
Time flies like a starship, Captains. This month we're celebrating 5 years of Star Traders: Frontiers!
Mark your calendars for August 10th, 9pm EDT. We'll be live on Twitch with the Trese Brothers (including a special appearance from youngest brother Martin!) for a community hang-out and celebration stream on Twitch: https://twitch.tv/TreseBrothers
Last year, we asked you to share a favorite moment or memory, and used them as part of our commemorative 4-year anniversary image.
This year, we want to hear about (and see screenshots of!) your favorite captain and your greatest achievement in game with them! A legendary set of salvage gear? A stash of horded Vudka the size of a small moon? A black market trade route that puts the Kessel Run to shame?
Whatever your best achievement may be, share your captain screenshots and stories in the Trese Brothers Discord #stf_5_year_celebration channel by August 8th for a chance to be featured in a special way in the 5-year anniversary celebrations.
Thank you all for the fun, the support, the reviews, the memes and the memories. I know we're talking a lot about our next game these days, but we're looking forward to the new possibilities it will bring for Star Traders as well. And with all the new players that keep coming to Star Traders: Frontiers, it's still got more life (and updates!) ahead.
Join us on the 10th for a fun celebration!
Welcome all new captains to the latest Star Traders: Frontiers update. With some fixes to the newly added Talents, new sources of Era-driven Rumors, a rebalance for early game Explorers and a platform-specific fix that brings music and SFX back to mac OS, it's big #323.
A huge thanks goes out to everyone leaving a review, posting feedback and sharing the game with friends!
Update #322 continues the push to fill out the high level Talents for crew combatants, bringing 2 new Talents to Swordsman and adjusting the AI talent selections based on all the new adds, fixing Bodyguard selections and making xeno even more dangerous in their Talent picks. We've also added a bit more balance to the latest Soldier Talent additional, Still Standing, and fixed issues with the AI ship builder that could result in enemy ships have the wrong Hyperwarp Drive occasionally.
A huge thanks to everyone posting feedback, sharing the game and leaving a review!
Update #321 continues the Summer Sale 50% savings and brings two new powerful rank 15 Talents to core jobs on your ship. Along with the recent Talent upgrades, we've upgraded the AI's weighting and decision tables when planning its own Talent strategy for ship captain and officers. We've also highlighted a few awesome mods from the workshop with Update #321 and fixed all reported typos and crashes.
A big thanks goes out to the community who helps us keep improving Star Traders: Frontiers. If you like the pace of free updates, be sure to drop a review!
Update #320 comes along with the Steam Summer Sale and the best discount of the year. Save 50% to step onto the bridge of your own Star Trader's vessel and ply the void, to serve the factions, seek your fortune or plot your own course. With this latest update, we've added 2 new rank 15 Talents for the esteemed medical jobs - Combat Medic and Doctor. We've also tuned up the rule set around anti-weapon ship boarding Talents, fixed some bugs with character cosmetics and some issues that could occur in 2 of the 5 branches of the Pit Fighter V storyline.
If you're enjoying the updates, be sure to tell a friend and leave a review!
It is Update #319! We've got 2 new character outfits and have completed some important work to make it easy to access the 15th small ship component on your Acheron Battlecarrier (or any ship that a modder adds who has 14+ small ship components!). As always -- huge thanks goes out to everyone playing, posting feedback and especially leaving a review!
Welcome to Update #318! News from the starports is that the Acheron Battlecarrier was over Mass 9000 and needed its design tweaked a bit to fit the proper Hyperwarp drive. We've also redesigned the Wolf Vector, the sleek and deadly 3400 Mass ship and raised its officer cap to an amazing 6. Spy Wars have more impact on Contact services, the Zendu Deathward is even harder to find, and we fixed the Mac OS fullscreen / resize window issues
Captains, we're excited to announce Cyber Knights: Flashpoint will be included in the upcoming Steam Next Fest, an online demo festival running June 19th - 26th.
This will be the first new demo we've offered for the game in over a year, and it's the first big milestone on our road to release later in 2023. All of the game-shaping feedback our alpha players have given us, all of the new design & UX work to make this our best-looking game yet, and several features even our alpha players haven't seen yet are all waiting for you to try.
It's Update #317 with a new Mass 9000 ship, autocannon rebalances, new Oribtal Salvage card (watch out!) and more. Starports all across the galaxy have started on hulls for the new Acheron Battlecarrier, so start saving, captains.
A huge thanks goes out to all of the community members posting on the forum, helping new players, and sharing their thoughts in reviews. We're excited to keep Star Traders: Frontiers growing with new content and additions, so you're loving the 300+ free updates be sure to drop a review and tell a friend.
Hello, Captains. Its time for another STF challenge. Loyalty is important and in this challenge you will be fiercely loyal to two contacts of your choice. How will you help them meet their goals? How will you crush their enemies and those who work against them?
As always there are a few requirements for this challenge, including for the first time in a Community Challenge a specific map seed to use for your playthrough. The requirements for this challenge are:
It's Update #316 with some new deadly enemy captain + ship combos, a new round of variations to how Xeno will build their ships, new gear and even better Contact death logs. The pre-Summer scramble has dragged our usual update schedule a bit, but we're excited to be getting back to the update roadmap here!
If you are enjoying the pace of updates and new free content, be sure to drop a review and post some feedback! We're always here and listening.
Update #315 rolls out a list of community-driven enhancements. A huge thanks to everyone posting their feedback, frustrations and questions to the Steam forums and to Discord to help us keep improving. This update has an especially helpful update to Mission icons as well as a key refinement of the ship comparison report that was throwing many players and selling them on their engine superiority when it might not really be the case. Here's Update #315, let's check it out!
I'm sure when we get to Update #400, you'll know that we're serious about this game :P
Update #313 rounds out some of the orbital Salvage loot tables, improves one of the heroic allies you can get in the game, adds a new rare Zendu relic and fixes some pesky numbers (wrong numbers, not right numbers) in the recently updated Contact Death captain's log entries.
Thanks to everyone posting feedback and suggestions, from the big to the small!
Update #313 ... released on 3/1/23. Ignore the 2. We've spent a decade planning this!
Update #313 breathes some life back into an ancient feud with a new story event. The rumor-mongers are jawing in the spice hall, Aetaan Char's dynasty has released new ship component technology with hard-to-believe properties. On top of that, there are new and powerful level 6 military relics to hunt in Salvage, improvements to the repair times for high level Mass Reducers and Dampeners, fixed Talents for consistency and better captain's log entries.
If you're enjoying the continued updates to the game, please leave a review and tell a friend!
Welcome new captains to the void -- everything is on sale right now and the updates, well they're free. They're always free. Here's #312 - new Salvage Relic armor, more colorful hints in the captain's log, new Black Market card, improved Salvage Shipyard Parts and new impact for high Spice zones on Contact longevity.
If you're new to the void and have questions, the community forum our Discord are great places to get help. If you're enjoying the pace of updates, please consider telling a friend and leaving a review!
Hello, Captains. We are going to do something a little bit different from the standard STF Community Challenges. We want to give you a chance to show off your captains and their first mates in our Captain Showcase. As always, you can participate here on Steam or on our Discord!
These showcases can take whatever form you would like. There are no required screenshots or similar like the challenges have. But here are some ideas for things you could share:
Trade, credits, money! Trade must flow across the galaxy, even when the local Princes think they can stop it. Trade must flow even when the local law forbids it. Here, come this way -- the Black Market awaits! Update #311 is dedicated to the crossing of Rumors and the Black Market. And a new piece of +Init gear to boot!
If you like the on-going free updates to a game original shipped in 2017 or if you just think the number 311 is crazy, please take a minute to leave a review of tell a friend about our studio.
Captains, the spice hall is re-opening and let's get some updates in here! We took a much needed break over and after the holidays but it is time to ramp up the pace of updates again for our favorite space captain simulator.
To get things warmed back up, we're catching up on the community reports of bugs and improvement requests that came in over the last month. A nice quality of life update to kick it off!
Hey all, hope your quarters are cozy and your cargo holds full this season. :christmas_tree: :fire: :star: For all our captains in the void, our gift to you is a fresh update, #309: Flashing Signals. This year, we've taken a trip through the community suggestions and feedback and cherry picked a number of great quality of life suggestions and balance improvements to help us prepare for the new year.
Thank you all for your support, feedback, posts, shares and reviews. We would not be here without all of you, so thank you, happy gaming and happy holidays!
Update #308 adds 4 new pieces of gear you find in early-game Orbital Salvage and rebalances the life of the clothing merchant -- both regular Clothing and Luxury Clothing and increased the risks of Salvaging while Radiation Storms hover over the quadrant.
Thanks to everyone posting feedback, reviews and sharing the game with friends this wintery season. The Pirate's Life Community Challenge is still on-going so be sure to join up and we'll see you on the boards --
Update #307 follows on the Zucho Mil-Accords with an addititional positive Trait reward card for Salvaging, updated rules for all Trait cards from Salvaging, rebalances to key components like Water-Fuel Reclamation and a new useful bonus for all Meshes, Weaves and Coating ship components.
Thanks to everyone sharing the game, posting to the forums and leaving a review as we drop this newest update.
Speaking of new, new new -- if word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2022 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight.
https://store.steampowered.com/app/1021210?snr=1_2108_9__2107
What better way to welcome a 30% off deal for Autumn Sale than to launch update #306! Yes, that's update 3-0-6. A huge thanks to the community on Steam and Discord. for all the feedback and help improving the game and welcoming new captains to the void. If you're enjoying the game and the pace of updates, please take a moment to share it with a friend and post a review!
With Update #306: Zucho Mil, we've added a new story event that will usually occur in the second half of the 3rd century AE and makes a new grade of craft available as well as adding a new orbital operation card.
Welcome to Update #305, which adds new planetary artwork and a new set of late-game story events that further reward your story choices, show technological advancement in the factions and introduce unique components and Contact types.
We're also excited to share the November community challenge - it's a Pirate's Life (For Me!) - join in the fun and the silly hats!
https://store.steampowered.com/news/app/335620/view/3376037401308938450
As Update #304 installs itself into your local starport with some important component rebalances and a host of new high-level components to shop, we're also excited to share the November community challenge - it's a Pirate's Life (For Me!)
https://store.steampowered.com/news/app/335620/view/3376037401308938450
Check out the full details of the update below and a huge thanks to everyone sharing the game, leaving a review and posting feedback and suggestions onto the Steam boards.
Avast ye, Captains. Its time for the November 2022 STF challenge. Last time, we did a trade focused merchant challenge. This time, though, its all about piracy in the Pirates Life Challenge. Time to plunder, capture, and steal your way through the universe.
This challenge is very open for how you want to play being a Pirate, but there are a few requirements. The requirements for this challenge are:
After a short break, we're back warming up the update train with Update #303 Patchwork. With a new environmental artboard and some adjustments to the Contact simulation, this minor patch gets things moving again with more to come.
The last community challenge -- Merchant Mogul -- has wrapped up and the team is prepping the next exciting chapter of those challenges, so stay tuned.
Thanks to everyone for the on-going support, sharing feedback and sharing the game!
Update #302 continues to press on adding new scores to the game, adding new artwork for environments and addressing some quality of life UX work in buying ship components and selling Intel to Contacts. Most importantly, the new scores tracking for Conflicts opens up the possibility to add an entirely new type of player-direction mission where you're working to influence Conflicts directly -- any way you choose. That's an exciting future for a near-term update, but for now -- its Update #302!
Hello, Captains. Its time for the September 2022 STF challenge. This time its all about trade in our Merchant Mogul challenge. Brush up on your bartering skills and try to remember where you secretly stashed those valuable goods. How will you influence the universe through trade? How much money will you make?
This is a trade focused challenge. Update 301 added six new trade scores that will help you to tell the story about building your trade empire. Here are the requirements for this challenge:
Update #301 follows closely on the release of Wing Commando profession to fix 2 small bugs with the new Captain job as well as adding 6 new fun and competitive scores tracking your skill as a trader, a new option for easier play on laptops and PC tablets and 6 new art backgrounds for wilderness zones to make your time out of the void even more beautiful.
Update #300 launches some exciting changes to the carrier meta right out of the hangar bay at screaming high speeds. Your Captain can now train to pilot an Interdictor, Shuttle or Bomber and lead your wing squadron against the enemy. it's rich territory for the recent Top Gun Community Challenge and a new and fun way to enjoy your carrier with even more on the line than ever before.
The update has also added new artwork for the worlds of the void, improved hovers and fixed bugs thanks to community input. Thanks to every captain for playing, posting reviews and telling a friend!
Captains, it's been 4 years now since we launched Star Traders: Frontiers. Another year of expanding this universe, welcoming new players, fun new playthrough challenges, and booming Steam, Discord, and Reddit communities that continue to impress us with your ideas for us, helpfulness to each other, and creativity in your gameplay. Basically, we have a lot to celebrate! So this Sunday, at 8pm EDT, join us on Twitch for a celebration stream! Tune in for...
Hello, Captains. Its time for the July (and a little bit of June) 2022 STF challenge. Ride the Highway to the Danger Zone in our Top Gun Challenge! We want to see and hear the stories of your hot shot pilots and their exploits. Who buzzed the bridge after a battle? What happened during their shore leave beach volleyball game? Do they have the need, the need for speed?
This is a carrier craft challenge. With the recent release of Update 299, you have access to a new starting carrier ship if you've completed the "Hunt the Hunter" unlock (or are playing the moddable version), in addition to all previously available options. Here is the outline of the guidelines for this challenge:
It is a hot time of the year for sales, so sit down in the cool captain's chair in your air-conditioned bridge (you bought the AC upgrade, right?) and command your ship and crew across the icy void. Come one, come all, join us in Star Traders: Frontiers for the Steam Summer Sale. This is the best price you'll see until Cyber Knight's: Flashpoint launches, so don't miss this one.
Update #299 is a major carrier update, releasing the first and only starting carrier, the mighty Shizari Huntress. This also opens the door for modders to add their own starting carriers if they please. We've also added a new contact, improved the orbital UI to make spotting Contact's easier and fixed a small pile of other things suggested by community members.
If you're enjoy the game, the pace of updates and all the free (299 updates ... no DLC ... wut?) updates, please remember to share the game with a friend and leave a review!
Stemming from an excellent conversation on the Steam forums, Update #298 adds 4 new starting Contacts to help balance out the mix of starting Contact recruits and services. With these 4 new starting options, we've also addressed a number of requests and bugs posted by the community in the last week -- all rolling up into an exciting new release.
A huge thanks goes out to everyone posting on the Steam forums, sharing the game and leaving reviews. Your time and effort helps us keep developing and improving Star Traders: Frontiers as we near an exciting Update #300.
Update #297 breaks out an all new Rare Trade Good, an all new 2400 Mass class ship with 6 officer slots and the long-requested option to gain more Hunna Contacts. Along with some key rebalances to improve Orbital Salvage, this one is full of exciting adds for your captain. Sell some Shards, buy a new ship, join the Hunna? Thanks to everyone posting feedback here on Steam and helping us continue to develop and improve this game.
You can hear the Interdictor engines screaming as they whip out of the launch day -- one, two, three rushing headlong into the void, rushing to meet the incoming torpedoes and bomber wings. Update #296 dives back into the high-adrenaline life of a defensive Wing Leader and helps buff up their ability to stop incoming Bombers from reaching the capital ship. Also, with this update, we've rebalanced and tweaked how all anti-Radiation and Ion Storm Talents work (better!) so check that out as well. A huge thanks to everyone posting feedback, the great discussions about balance.
If you are enjoying the on-going updates, be sure to tell a friend and leave a review.
Update #295 focuses solely on UI improvements around a big part of any Star Traders job -- plotting routes through the void, from one quadrant to the next, sometimes running missions, sometimes seeking grav services and sometimes hunting deals on cargo.
These improvements all stem directly from requests here on the Steam boards, so thank you for posting them. Also, a big thanks goes out to everyone helping us share the game, leave a review or tell a friend.
The Hunna Snakes Rule! challenge is in mid swing this month, so if you're looking for a new way to play and experience the void, this is a great way to test your limits --
https://store.steampowered.com/news/app/335620/view/3225150323270014742
Speaking of new, new new -- if word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2022 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight.
https://store.steampowered.com/app/1021210?snr=1_2108_9__2107
Its been a while, but we are back with a new challenge for the month of May 2022!
Star Traders are independent and dont need the establishment to be successful. In this challenge, we want to see you reject those faction phonies. You play by your own rules, and if they don't like it: tough. Who will acquire success without ever being part of "the system" -- and who isnt afraid to make some enemies along the way?
To qualify for this challenge, your Captain must never acquire a military rank, edict, or even a trade permit with any faction. Your Captain must also never accept missions from any Contact representing "the man" -- Princes, Warrant Officers, Military Officers -- Only those who flaunt those rules are worth are consideration. No missions from ANY Contact unless:
With Update #294, Star Traders: Frontiers joins the celebration of everything rogue-y on Steam with a 35% discount, improved carrier meta, better ship dry dock UI and improvements to the recently added auto battle option in crew combat. Thanks to everyone in the community for posting feedback and suggestions! Check out the full details below --
Hey Captains, we're back at PAX this year!
Our upcoming game Cyber Knights: Flashpoint was selected for the PAX Rising Showcase, a group of 12 indie games hand-picked by the PAX team for a spot in the Expo Hall.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
Even if you're not going to PAX, this means more in store for you, including a new studio chat in Discord next week (Star Traders questions always welcome!), and a giveaway of one of these awesome Cyber Knights posters:
Follow @TreseBrothers on twitter for sights from the show! (You know Star Traders is on twitter and Facebook too, right?)
Update #293 follows on after Update #300 (what madness is this, it's April Fools!) with a major quality of life upgrade for combat captains, a powerful balance improvement for mission runners, new content for the crew barks system and fixes for Blade Dancer and the Templar storyline. We're hard at work again, knocking off the major quality of life and rebalance requests from the community. If you are enjoying the improvements, please take a moment to leave a review, post some feedback or share our game with a friend.
One of the things weve always been quietly proud of in Star Traders is the wide variety of faces available within the game.
But even before we added official modding support to the game, some of the first unofficial mods were graphics replacements players created to further customize the games character art or add in their own faces & clothes. Now with fully-supported Steam Workshop modding available, its even easier, more reliable, and weve seen some modders getting pretty creative with it.
So creative we may have gotten a little jealous. Seeing modders getting a chance to put a whole new spin on the game, from tributes to other franchises to rebalances that create new playstyle opportunities not to mention all the straight-up improvements some modders are claiming Improved Ship Combat Icons, Sound FX Overhaul, Larger Cargo Holds this is what comes from creating a Captain simulator, everyone thinks they can run the ship better. ;)
So, we dug deep into our graveyard of code fragments, searching for a half-finished time-travel wormhole wed written off all the way back in Early Access as too dangerous to complete, and let our wounded pride throw caution to the solar winds. Why a time travel wormhole, you might ask? Because how else in the midst of Cyber Knights development, spring travel, and tax season were we going to find the time for this: a full faces revamp featuring entirely new*, 100% original** crew art now available to you within the game.
We asked Andrew to art better this time, and boy did he! While the original faces were a collaboration between Andrew as Creative Director and our professional art team partners, the revamped crew faces are a fully in-house effort only "lightly" inspired from their original work, and we think youre going to love the results.
Each face features:
Update #292 was born directly from a lively and productive conversation here on the Steam boards about the System Atlas and its display of accurate or inaccurate trading conditions. While we were in there, we added some clarifications to the in-game text about the thresholds at which trading into certain rumors -- Trade Blockade and Embargo -- can yield Reputation bonuses. And to make it look good, we also dressed Update #292 in a new helmet and awesome translucent visor to boot.
Update #291 brings some important upgrades to the power levels achievable through Contact recruiting, fixes screen display and resolution for smaller resolution monitors, adds an important option for anyone playing on the Steam Deck and drops one more Talent into the oh-so-useful Talent Manifest.
Greetings, captains. We have Update #290 coming out tonight but first we wanted to focus on something much more important
Update #289 takes a turn and swings back through the Rumor section of the simulation to see the completion of some long needed tweaks and the addition of a Rumor affinities system that helps better match Rumors to applicable systems and zones to deliver more compelling and impactful results. We've also fixed and improved a number of other things with Update #289, working from community requests -- blocking more early game Rumors, repricing the Explorer extraction components and fixing odd bugs with the new ship comparison display. Plus, from our on-going work with the modding community, we've improved some of the visual modding support and are looking forward to the upcoming release of some new exciting character design mods.
Star Traders, gather round the spice hall -- its Update #288.
Happy new year and welcome to the first major update, #286. With the huge new wave of captains (:wave:) joining us in the void over the winter holiday, we've focused this update on one of the major areas tripping those captains up -- with #286, we have a major upgrade for the ship comparison data in ship encounters as well as a few other minor display tweaks to help that screen flow better. We've also made another big step improving repair times and costs, added new effects to all Shielded Barracks and resolved a display bug with Engine fuel / AU shown in game.
Speaking of new, shiny, blaze -- if word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2022 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. We've just launched the private alpha to over 1,000 players and the wishlist button is calling your name, Knight.
https://store.steampowered.com/app/1021210?snr=1_2108_9__2107
Happy New Year and welcome all new captains! We're pushing out a quick patch today to fix a crash with pinning the mission list and an oddity causing the repair times of hulls to be near random. Both bugs were accidentally introduced in release .19 and .21 and we wanted to get them fixed as so many new captains are piling in this week.
We'll be back to regular updates in a week or two, we've just launched the private alpha for our next game, Cyber Knights: Flashpoint and are getting that going before returning to the ST:F roadmap.
Happy holiday to all from the frigid cold of the void. We've got the year's best deal on Star Traders: Frontiers here with 50% off, so we hope you'll join us on the bridge of a new starship. On top of the best prices of the year, we are rolling out some changes to the starport repair duration rules which are gifting you all with the best starport deals of the year.
This such a huge year for Star Traders: Frontiers -- check out our summary of all the updates we made in 2021 and thanks to everyone posting feedback, reviews and sharing the game. Our thanks and gratitude!
We celebrated the 3-year anniversary of Star Traders launch this year; what a ride its been! Although weve been deep in dev work on our upcoming heist RPG, Cyber Knights: Flashpoint, weve still produced 38 (so far) updates to Star Traders: Frontiers this year, including one of the largest post-launch additions to a game weve ever made: mod support!
To help you make sure you havent missed anything, weve rounded up all the most notable changes & improvements into the summary below. We did the same last year, so if youre coming back to Star Traders after a long break, we hope these will be helpful as you get ready for a new journey through the stars.
As we've gathered input from all our players in our year-end survey that we put out last week for Star Traders: Frontiers, we've pulled together a quality-of-life release to address some of the community posted issues and rough spots. Thanks to everyone posting reviews, feedback, for filling out the Google Form survey and for helping us share Star Traders: Frontiers!
Speaking of good things coming-- if word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2022 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight.
https://store.steampowered.com/app/1021210?snr=1_2108_9__2107
Hello captains! As we move into the 4th year of Star Traders: Frontiers development, we are continually seeking to improve the game. We are gathering the big topics for this years roadmap and we want to put extra attention on parts of the game that are tripping up both new and veteran players.
We'd like to ask you to fill out a short survey to help us identify the key areas where we could improve clarity of game systems.
You can find the Google Form survey here: STF survey
The survey will be open until December 15th.
Wed appreciate it if you could take a few minutes to fill it out and thank you in advance!
Trese Brothers Team
Hey Captains, it's Steam awards season! Star Traders: Frontiers is eligible for the Labor of Love award, if you all would like to nominate us. We celebrated 3 years since Star Trader: Frontiers' launch this year, with near-weekly updates to the game with new content, improvements, and changes based on your feedback.
One of the biggest post-launch additions we've ever made to a game MOD SUPPORT was added this year. The mod version of the game also automatically grants all unlocks, giving everyone who doesn't want to play with achievements access to all ships, contacts, and captain jobs from the very beginning. This year's also been a big one for UI improvements from your suggestions, including easier mission plotting, better trade ban & faction conflict warnings, menu access during combat. And we'll save the full tally for an end-of-year roundup, but there's certainly no shortage of new content added to the game!
You all know we're hard at work on our upcoming heist RPG, Cyber Knights: Flashpoint, but we're still adding to ST:F, with plenty more planned for it. So long as we know you're all still enjoying Star Traders, we'll keep bringing more to it.
Head to the Star Traders: Frontiers page if youd like to nominate us!
Update #284 returns to ship combat meta to add new options for building our your specific strategy as well as improving well-known routes. Adding 4 new ship components that boost the Radiation or Void damage of your ship weaponry opens up an avenue for high focus on disabling enemy ships while buffing the ability of armored components of all types to soak up damage to your ship further empowers the heavily armored meta. To help in both cases, we've made the combat logs clearer, better organized and added missing lines of detail.
Update #283 continues a series of improvements to carrier and craft, enables quick use of save slot with keyboard shortcuts, brings the BOOM with the addition of PlasBombers and improves Salvage profits from destroy ships. It's new content, community-requested quality of life features and fine-tuned balancing. It's Update #283, the Plasma Depth-Charge!
If you are enjoying the pace of updates and new content please remember to leave a review and tell a friend.
Speaking of new, new new -- if word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2022 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight.
https://store.steampowered.com/app/1021210?snr=1_2108_9__2107
Update #282 takes a detour to catch up on some balance work we've been testing and tuning. We've heard from the community, watched in play and analyzed the data about how craft measure up to regular capital ship weaponry and are making some changes with this update to help tip the scales a bit. Across the spectrum -- Bombers, Interdictors and Autocannons are all more dangerous as of Update #282. We have to tread carefully with these types of updates as enemy carriers gain all the bonuses, so keep in mind that they will be hitting harder after Update #282 and be sure to you have your anti-craft strategy in place by (usually) year 8 to 12.
If you're enjoying the pace of updates, be sure to tell a friend and leave a review.
Update #281 circles back to adding some new awesome looks to the game with new character faces and a new set of matching outfits. Plus, we've expanded ship component access to Engine Safety bonuses with a new set of Fuel Helix Coil components for your medium slots. Finally, we've added a few new capabilities and fixes for the modding community to enable to some new mod options.
We've got a busy season here at Trese Brothers HQ for both Star Traders: Frontiers and our next game -- if word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2022 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight.
https://store.steampowered.com/app/1021210?snr=1_2108_9__2107
Update #280 arrives with some shake up to the availability of high-end faction ships, better XP balance for mission runners, improved balance for anti-craft Talents and more. A huge thanks to everyone posting suggestions, feedback and bugs to the forum and helping us continuing to push Star Traders: Frontiers.
If you're enjoying the continued updates, be sure to tell a friend and leave a reveiw!
Update #297 brings another round of improvements directly from the community as we continue our patch and improve drive following the big Steam Workshop mod release. After we clear this backlog of balance, QOL and improvement issues we'll be moving back to larger chunks of content and story additions. For now -- buckle up, more coming!
With the major release of mod support behind us, we're returning to some regular order here with a roll-up update full of community-driven fixes. In Update #278, we've added even more mission icons, improved the way that Wing Commando's "Behind Enemy Lines" works to truly knock out the single, most powerful weapon, replaced all the Bribe offer text in ship encounters to always be correct and more.
We're getting back to regular order here with more exciting updates to come, so if you're enjoying the pace of new features, content and fixes please tell a friend and leave a review.
Now that mod support is released, lets talk about where it will (and could) go from here. The last week since modding launched has been exciting with a lot of interest, thousands of subscribers to mods and a great update to the core game to boot. Now -- let's look at the road ahead for modding.
Update #277 is full of exciting adds and accompanied by a pile of new mods coming out on the Steam Workshop as well. We've delivered on a longtime community request to decorate Mission listing with action icons, the galactic starports are now installing 4 new types of hybrid barracks, we've buffed Battle Prows and even tweaked the placement of the Skip All button in dialog for faster play. On the Steam Workshop and modding side, we've had thousands of players subscribe to mods and welcomed 10 new mods to the ready-to-play family.
Speaking of new, new new -- if word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2022 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight.
https://store.steampowered.com/app/1021210?snr=1_2108_9__2107
With new mods coming online daily, we wanted to shine a big spotlight on some of the other awesome mods already available to play -- one that adds story content, one that removes complexity in ship builds and one that re-writes the default v1 map.
The modding creators have been working hard to bring their creations before the community. Be sure to tell them how much you appreciate their work, rate and share their mod!
After months of working closely with the mod community, Star Traders: Frontiers is opening our Steam Workshop for all to contribute and enjoy. After years of interest and requests from the community, we've been able to add modding to Star Traders: Frontiers just after its 3 year anniversary. We owe a great thanks to the 100+ creators who have already started working in the modding space and helped us write documentation, improve mod capabilities and test out the entire workshop kit.
One of the first things many of you will notice is the game now offers you a choice at launch, to play either ST:F or its moddable version. These two versions of the game will both receive the same updates, but will store saves separately. Additionally, the mod version of the game comes with all of the Unlocks automatically achieved, so you may decide to play this version of the game just for that.
Update #275 brings a major improvement to your quadrant map to make starred zones ever-visible as well as improving ship encounter messages, fixing an Explorer card, tweaking a ship price and making final preparation for the modding upgrade. Thanks, as always, to the community for making great suggestions on how to improve the game, reporting bugs and pointing out little places where we could put on a little more polish. We wouldn't have made it to Update #275 without such an amazing community gathered around the game, so many thanks!
The launch of Steam Workshop and full mod support is very close now. We're lucky to have had such an amazing crew of creators working on different improvements, adjustments and adds to the game. It's going to be awesome to see so many new things available to everyone on the first modding day!
Speaking of new, new new -- if word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2022 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight.
https://store.steampowered.com/app/1021210?snr=1_2108_9__2107
Update #274 arrives with a bevy of community requested improvements, new features, content balance and minor tweaks. A huge thanks, as always, to the big community surrounding the game, posting feedback, suggestions and reviews. As Update #274 goes live and modding is just around the corner, we're hitting our 3 year launch anniversary for the game and looking back to marvel at all that has happened. We've been busy, hitting an average update every 4.8 days if you include the 8 months of Early Access before launch.
If you've enjoyed the massive expansions and constant improvements to the game, we hope you'll take minute to leave a review and tell a friend -- there is no better way to thank us!
Its a crazy summer, but we didnt want to let this milestone pass unnoticed. Its been 3 years since Star Traders: Frontiers launched on Steam!
This Sunday, at 8pm EDT, join us on Twitch for a community party! Join us (Andrew, Cory, and a whole bunch of you awesome players) to...
Update #273 launches from the starport with 2 new powerful options for officer's annex in the medium slot, a major upgrade to Smuggler's ability to flaunt Trade Conflicts in the Exchange, better duration for all Intel gathering missions, Talent icon upgrade and improved error handling for new game templates (thanks mod team!). If you're enjoying the pace of updates and new content, remember to tell a friend and leave a review!
Speaking of new, new new -- if word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2022 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
Update #272 rolls out a nice set of small polishing improvements to the core game and another set of improvements to help the mod creators working on everything from story to new ships. With Update #272, we've improved the balance of how often the new missions appear and added new logs and hovers to ensure that Medical Rating is given its full due.
Update #271 focuses on a batch of changes to the economic simulation, reworking some of the game world economy to the supply and demand chain of raw to refined to manufactured goods stronger and more clearly hungry for supply. Mines mine more, refineries want more metal and refine more, and industrial zones produce more. While we've been working to update other areas of the game, we've been completing a cycle of study and analysis on the game world's economy and Update #271 puts the resulting changes into action.
This one also has a big chunk of update for the modders -- enabling full proc-gen mission, story mission and storyline support!
There are only a few days left in this year's Steam Summer Sale which boasts the best price for the year for Star Traders: Frontiers. The bridge awaits, captain!
We're constantly working to improve and expand the game and Update #270 hits those notes with new mission content, new rules for orbital ops, fixing a bug in the latest "Fractured Factions" storyline and a series of bugs with Jyeeta Era missions. A lot of the work in the last two months has been to expand and round out mod support for the mod creators in the on-going beta and Update #270 is no different, prepping the way for modders to create their own proc-gen missions. If you like the pace of updates, please consider leaving a review and telling a friend -- especially during Summer Sale!
The Steam Summer sale is on with the best deal of the year for new captains -- a galactic 50% off. Welcome to the hundreds of new Star Traders firing up their engines and taking to the void. The community forums are very friendly place to ask for advice or post feedback on the game or please join us on the official Trese Brothers Discord for help, strategies or more.
Update #269 comes with exciting new new character faces and a number of improvements fixes coming straight out of the community. We sure to share the game this week and consider posting a review if you're enjoying the pace of updates.
Speaking of new, new new -- if word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2022 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight.
https://store.steampowered.com/app/1021210?snr=1_2108_9__2107
Update #268 roars into summer with a new and challenging story vignette, Fractured Factions, a much needed fix to type-locked Launch Bays and new card art for orbital ops. The newest storyline will join any existing game after the Coalition has formed and is started by a Contact "Felix Slayer Na'Zee." As always, we want to give a shout out to all of our Kickstarter backers who gave us so many great ideas for stories over the years.
If you're enjoying the new content, please take a moment to leave a review, post some feedback and tell a friend.
Summer has slowed our pace of updates down a little bit but still, the updates must flow. Update #267 improves Saboteur's highest level Talent, ensures that the captain's log always includes key details about story-added ship components, improves combat logging for mid-combat repair Talents, and finally hides hidden Trait bonuses from the character list effect summary. Along with a heap of community requested tweaks and fixes, it also has some important items for the modding creator community who continues to put together some really exciting stuff in advance of the upcoming full launch of mods for Star Traders: Frontiers.
Speaking of moar, better, faster -- if word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2022 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight.
https://store.steampowered.com/app/1021210?snr=1_2108_9__2107
Last week, we opened the beta for mod creators, inviting them to come and check out the tools, get their feet wet and start creating. It has been a wild and wonderful week to see them in action and to learn about places where we can improve our support to really let their creativity run free in in the void.
While Update #266 is very much for our mod creators it also includes a very exciting -- and to be honest, a very risk -- starting profession! The Shock Trooper Captain has arrived and it is a rush. Living on the front line of every fight a snubber in hand. Hold on to your butts, here goes!
It has been a long road to get here, with modding interest for the game starting on the very first day of Early Access in 2017. We are excited to announce that after #265 updates, we are now inviting any mod creator who wants to get in, test out the tools and start creating mods to come aboard and get busy!
As of Update #265 we've finished the prep work for modding and released it in a beta branch for creators to pick up and try. If you want to give it a shot, join the modding creators beta group and we can't wait to see what you create.
Things have been rolling for less than 48 hours and we have over 30 creators already on the tools and the first working content mods are starting to appear. We've even had an enterprising community member step forward to write a Mod Manager (thanks @TheWelp!) to help us improve the tooling. The wikis is growing up quickly with more and more data and great examples coming online (thanks @phara0h!)
Ever dreamed of an Empty Slot component? Ever wanted a better Palace Interceptor? Just wanted more faction armbands for your characters? The modding community is in the kitchen and cooking up a galactic storm. We cannot wait to see what you create!
If you are a mod creator please join the modding creators beta group.
If you are a player interested in mods know that mods aren't far off and our amazing community is going to deliver -- as always!
Welcome all new captains! It is a big week here on the bridge with a 40% off discount, new update, new ship weapons, improved Rumors and Traits and word coming down from the officers that our private modding beta is about to open.
Speaking of new, new new -- if word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2022 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight.
https://store.steampowered.com/app/1021210?snr=1_2108_9__2107
Update #264 picks up one some of the work we've completed in the last month -- faction affinity jobs, auto-trainer improvements -- and carries each a little further toward perfection. We've got a new faction affinity Job for Javat, and improved auto-trainer ruleset for Wing jobs, up-balanced in-flight Wing combat Talents and a pile of community-driven fixes to boot.
When Andrew and I released Star Traders: Frontiers, it was a new pinnacle in the years of work wed put into the Star Traders games already. Wed delivered on our promises to more than a thousand backers on Kickstarter, gotten recognition from Steam as one of the best games from Early Access that year, and had seen so much fan and new player enthusiasm that we knew wed be able to keep the game growing for years to come.
And we have: over 250 updates of new free content, game improvements, and story expansions to our space sim sandbox RPG. Weve burned through an incredible number of milestones from our development roadmap, doubling or tripling almost every kind of content in the game, introducing new game mechanics, all while keeping the game balanced and as bug-free as possible across all platforms.
If were trumpeting how much work weve done here, its because we want it to come across just as notably how much of content and improvements weve made have been driven by ideas and feedback from you, the players. In reviews, forum posts, discord brainstorming, and Twitch chat, you all have made it clear that you love this universe as much as we do, and enjoy adding to it as much as you do sailing through it.
Update #263 delivers on some new and devastating railgun platforms to round out the weapon set at level 8, a huge heap of card art for the Salvage, Explorer, Blockade, Spy and Patrol, a new card for the aggressive orbital ops and new enemy carrier AIs in some big, powerful carrier ships.
Speaking of new, new new -- if word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2022 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight.
https://store.steampowered.com/app/1021210?snr=1_2108_9__2107
Update #262 bundles up a lot of meta changes that we've been in the pipe for some time as we finish testing and analysis of the improvements. #262 includes ship Crippling Effect improvements, new economic angles and demand, new enemy AI and ship combinations and finally new tweaks to high and low mass Chaser engines.
We're excited to keep improving and expanding Star Traders: Frontiers and hope you'll help us do so by sharing the game with a friend and leaving a review.
Update #261 comes in with a new ultra heavy Mass 9000 ship launching to the stars paired with two new M9000 battle hyperwarp drives and a M9000 Dual-Field Void Engine. What a package! We've also rounded out the faction affinities set with 4 new affinities for Thulun, De Valtos, Javat and Moklumnue. Update #261 brings a few tweaks to combat Talents that will help negative Bleed Res be featured in more strategies as well as adjusting the Jyeeta craft weaponry (watch out, bombers incoming!) to ensure their bombers and interdictors are hitting with the right punch.
It's a big one with a lot of new content, so enjoy it! If you're liking the steady stream of free updates and expansions, be sure to tell a friend and leave a review.
Speaking of new, new, new-new: if word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint coming to Steam which mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight.
https://store.steampowered.com/app/1021210?snr=1_2108_9__2107
Every major new update and expansion deserves a couple of solid Quality of Life follow up updates, and this is the first in that vein. We've added exciting new faction affinity's for specialist recruits, including a section in a crew roster detailing Trait and Gear bonus summary, further tuned economic and Contact simulation, fixed issues with Shock Trooper Talents, some of the new weapons and fixed a bevy of other community reported issues.
Thanks to every new captain for your support and especially to those leaving reviews!
Update #259 follows up on the major new addition of the Shock Trooper job -- a frontline warrior with the sustaining power to hold slot 1 or 2 without a blade -- and adds new weapons, new gear, rebalances snubbers to further separate them from assault rifles, improves a merchant Talent and more! If you're new to the game, expect a lot of new updates with free, awesome content and be sure to leave a review and tell a friend.
Update #258 launches with all new frontline snubber-focused Shock Trooper combat job, all new Bleeding rules and Pinning resistance that shake up crew combat meta, powerful new boarding Talent, new recruit options for Princes and Merchants and more. Step on to the bridge captain, the void waits for no ship. To celebrate this major update and new Job, we're kicking off a weeklong 40% sale. Send shrapnel, shells and spice!
Speaking of new, new new -- if word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2021 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight.
https://store.steampowered.com/app/1021210?snr=1_2108_9__2107
Update #257 rolls out with a set of revamps to how Legendary Bounty Hunter stories are pulled into the game, adds new Contact simulation actions and fixes some outstanding issues with Conflict selection when generating Intel that were blocking the upcoming Conflict Missions. We've also continued to work on the platform updates and revisions for Mac and Linux that kicked off in Update #256.
If you like the pace of new updates, please consider leaving a review and telling a friend!
Speaking of new, new new -- if word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2021 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight.
https://store.steampowered.com/app/1021210?snr=1_2108_9__2107
Update #256 is an unexpected detour into an important system within the game. With a very timely and well-put post, @davea pointed out an area where we could massively improve the experience for new and veteran players through making the game's auto-trainer for Talents smarter. We took a quick break from our progression on Conflicts toward Conflict Score missions to improve the auto-trainer for the good of every captain across the expanse.
As always, a huge thanks to everyone posting feedback and helping us share the game through reviews.
Update #255 introduces a major new way for Merchants and other traders to get involved in Trade Ban, Trade War, and Trade Alliance Conflicts. We've also made some major QOL improvements to crew combat's log and hover, fixed two longstanding bugs with craft and hammered out some more requests coming in from the community. Thanks for all your support and if you like the pace of updates, be sure to leave a review.
Speaking of new, new new -- if word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2021 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight.
https://store.steampowered.com/app/1021210?snr=1_2108_9__2107
This week's update adds a new Talent, improves the placement rules for starting Contacts and then hits on 10 big feedback points from within the community this week. After last week's big update and sale, we'd like to welcome all new Captains to the void! We hope you're enjoying the pace of updates and new content. Let's dig into the details here --
Speaking of new, new new -- if word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2021 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
Update #253 welcomes the Steam Lunar New Year sale with a 35% discount and a pile of new content and community-driven improvements and fixes. Welcome all new captains pouring into the void this weekend and thanks to everyone posting feedback and reviews. We've got a new hat, 3 new character faces, a corrected Peak Velocity Matrix 4 and more!
Following up on the major milestone event GREAT HOUSES, Update #252 adds new content, improves existing systems, patches up some holes here and there and caters to some of the latest community requests. We're excited to keep cranking out updates as we move through the year, targeting both completing our roadmap and starting the next big thing: modding.
If you like the pace of updates and free new content, be leave a review and tell a friend. In the meantime --
This month we want to do a more open-ended challenge, asking a simple question: who has a boss boarding crew? Whether youve min-maxed through 50 iterations to create the ultimate xeno-grinder, or are simply proud of a combat squad that has kept you alive by the skin of their teeth, were open to all kinds of bosses here.
Show and tell us about yours with screenshots and: stories, stats, lets plays, interpretive dance videos, etc. You can share them here or in our Discord. At the end of the month, well highlight several for an official Trese Brothers nod (and possibly some memery).
Some of the things were hoping to see:
No, not Cyber Knights with 2020 behind us now, we thought it was worth looking back at allll the things that are new with Star Traders: Frontiers over the past year. Weve more than doubled much of the content in the game since release, and after over 50 updates just last year, there might even be something you missed
Update #251 follows closely on the heels of the GREAT HOUSES major milestone to deliver a new set of Contact Traits and a raft of patches to the most recent splurge of new map, new job, new Talents, new new new.
Speaking of new, new new -- if word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2021 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
We're celebrating the launch of GREAT HOUSES major milestone and the new default map for v2 with a 35% off sale. This major milestone is packed with new -- new default map, a new boarding specialist Job Saboteur, new Contact types and Traits, new mission plotting features and new trade route opportunities in rebalanced economies.
Already our 4th big update of the year, we're welcoming 2021 with new features, new content and more. If you're enjoying the constant stream of free updates, please share the game with a friend and be sure to leave a review.
If word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2021 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight. If you didn't know, now you know.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
Update #249 clears some of the haze from the hyperwarp navigator's maps and gives easy visibility into the destinations of missions that contacts are offering, not only those that have already been accepted. For mission-runner focused captains, this is a big step forward in being able to effectively plot your galactic travels.
If you're enjoying the pace of new free content and improvements in updates (249 and counting!), please take a minute to post a review and share the game with a friend.
Update #248 comes roaring into the new year with a blast of new character art -- crushing two content expansion milestones in the process -- and a new dry dock feature. As always, if you like the pace of updates and new content, please take a moment to tell a friend or post a review.
With the new faces added in Update #248 and the 900+ outfit combinations in #246, we've closed two of the content expansion milestones off the dev roadmap. This doesn't leave much left to do here. Our focus is narrowing down on smashing these last few items and the onwards, to the stars (and whatever is next!)
We're also excited to say, its 2021 now and this will be the year our turn-based cyberpunk heist RPG will be coming to Steam. Cyber Knights: Flashpoint mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight. If you didn't know, now you know.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
Across the stars, a Captain must travel through territory controlled by many different factions. Even the most zealous loyalist to a single faction knows how helpful it is to have contacts among at least a few of the other syndicates and great houses. The more powerful, the better. And even those Captains who operate in the shadows, under-the-table, or on the fringe know how useful it is to have a Prince in your pocket who can bail you out if things get too hot.
So in this challenge, we want to see how well you can cultivate your friendships in high places. At any point in your playthrough, if you have ...
Happy New Year captains! We're excited to share another big year of updates in the void with you. To get 2021 started right, we're sending out Update #247 with two new major Contact service offerings for Rumors, improved rules for paying to uncover Rumors and a very nice improvement to the Star Atlas straight from the community boards.
We're also excited to say, its 2021 now and this will be the year our turn-based cyberpunk heist RPG will be coming to Steam. Cyber Knights: Flashpoint mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight. If you didn't know, now you know.
https://store.steampowered.com/app/1021210
Update #246 is focused on a singular, ridiculous number: 925 new outfit combinations have been unleashed! If you factor in the 5 glove options per outfit, there are 4525 new outfit options to play around and test. Of course, not every single one is a winner and some of them are exposing places where our character art needs a bit more standardization (waist connections) but there are tons of new awesome combos to customize your crews look.
As 2020 comes to a close, we're looking forward to next year when our turn-based cyberpunk heist RPG will be coming to Steam. Cyber Knights: Flashpoint mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight. If you didn't know, now you know.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
Happy holiday season and let's get the Steam Winter Sale started off right! We're launching our 50% discount -- the best price of the year, fa la la -- along with the major milestone: TEMPLAR!
This newest major milestone adds a challenging and twisted new storyline to the game -- but we don't want to spoil it. But you might already have an idea about it just from the name :D
Update #242 continues to expand your character customization options, adds new wilderness zone art and plugs a few more holes in the ever expanding Talent Manifest. We've also fixed a huge raft of issues and bugs reported by the community.
We're closing in on capping of 2020 and this is our 50th update of the year! If you like the pace of updates, our dedication to improving the game and all the new, free content please take a moment to leave us a holiday present -- a wee review!
Next year will be an exciting year as our turn-based cyberpunk heist RPG will be coming to Steam. If word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, its time to get on the wishlist. Cyber Knights: Flashpoint mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight. If you didn't know, now you know.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
Update #243 comes hot on the tail of Update #242 to fix a bug where half your crew was wearing an eyepatch unexpectedly. I blame the airlock!
We've also added another 6 new faces for your crew and an awesome new winter seasonal hat! Through the end of the year, we'll be doubling down on more art, outfits, faces and hats as well as new storylines. You can clearly see the part of the Content Expansion roadmap we are hammering away at :D
If word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2021 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight. If you didn't know, now you know.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
Update #242 expands both map generation for v2 seeds as well as the roster of interesting faces that might join your crew. Not to mention a boss hat! Through the end of the year, we'll be doubling down on more art, outfits, faces and hats as well as new storylines.
We'll jump into the extra details for this update below, but first a few things you might want to know!
If word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2021 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight. If you didn't know, now you know.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
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Big updates drive a flurry of new play and from that falls a pile of great feedback. We've spent the last few days since releasing major milestone CARTOGRAPHER putting your feedback straight into the game to improve the ease of generating and sharing maps.
This time of year is a special season on Steam -- its time to nominate the games we love for Steam awards. This year, we're going up for Labor of Love and hope you'll join in by nominating us!
If word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2021 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight. If you didn't know, now you know.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
Last year we were more than qualified for Steam's Labor of Love nomation and we've dropped almost an additional 100 updates since then! All the updates are coming to the game free without additional cost, without gimmicks -- just amazing features, new contents, system improvements, and now the Map v2 generator.
We're not done with Star Traders: Frontiers yet and still have more to do. In fact, 2021 is going to bring some of the most exciting changes yet as we complete the long-posted public roadmap and look to what's next.
As they say, Shalun favors the brave so let's charge the fences and nominate Star Traders: Frontiers for this years Labor of Love.
Last Updated 11/25/2020 at 6 PM EST
We're celebrating the Autumn Sale and the coming close of the year with a series of big updates! With Update #240, we're rolling out the major milestone "CARTOGRAPHER" which debuts the highly anticipated map generator version 2.0.
Major Milestone CARTOGRAPHER adds map seeds v2 to the map generator as a new option. These new maps feature better balance, more variety and up to 60 max quadrants. Within the quadrants themselves, we've improved the variety of the maps to include both quadrants that are much larger and harder to traverse as well as those that are even denser. The changes are a roll-up of all the feedback we've gathered from 3 years and hundreds of thousands of maps generated with v1. It is hard to summarize them all, except to say that map v2 are going to create more exciting, more varied and (if you configure it) larger galaxies.
It is critical to say up front that you can keep playing all of your captains who are on v1 maps. You can also keep starting new games on v1 maps you love. If you create new maps in v2, they will come with all the improvements but ALL of our updates are always fully backwards compatible so there is no concern of invalidated saved games or any of those amateur-hour shenanigans.
If word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2021 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight. If you didn't know, now you know.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
It is also that special season of the year when Steam asks us all to nominate amazing games that we love. This year, we're going up for Labor of Love and hope you'll join in by nominating us!
Update #239 cuts down another major content milestone on our dev roadmap by delivering a heaping mile of new guns, armor and gear. With 22 new high level pieces of equipment added -- between Contacts, ship's weapon lockers and Salvage-ready relics -- there is a bevy of new stuff to go hunting. We know your officers will be bickering over who gets what!
With this major new blast of equipment, we're excited to announce we've far exceeded the content expansion for weapons, armor and gear and have officially struck it from the roadmap. We had it penciled in at 200% and this new set has brought us over the 300% line. It is high time to knock it from the list and move on to what is next! As with all the content expansion milestones, this is not a promise that we won't add more later :D
Update #238 continues some of the follow-up work from the major milestone CATALYST released last month. With this update, we've added 2 new Contacts and upgraded more Contact Traits to better enable Intel / Scientific Intel. We've also improved the dual-Intel system to better allow Contacts to be fully interested in both types. Finally, we've added a filter to the Contact list dedicated to Scientific Intel.
We're kicking off a new run of brand new community challenges for you! This ones for the explorers, the wilderness seekers, our Captains whose journeys through the void are to seek out strange, new worlds and see what valuables might be hiding on them.
Update #237 keeps hammering on the mission theme and with 8 new missions and all new Salvage Mission types it helps us close out another Content Expansion Goal from our dev roadmap. Since the update and its new missions are all focused on Salvage, this is the moment we've been waiting for to buff the Scavenger Captain's Traits toward these mission activities.
With CATALYST full released two weeks ago and +18 new mission types and 2 major new categories of missions rolled out, we're excited to announce we've hit the content expansion for missions and have officially struck it from the roadmap. The list is getting smaller all the time now. Onwards to Weapons, Armor and Gear!
If word hasn't trickled down from the tippity top of the dome, seeped through the cracked concrete down to your safehouse, we've got news for you about our upcoming turn-based cyberpunk RPG. Cyber Knights: Flashpoint will be coming to Steam in 2021 and mixes elements of stealth, hacking and tactical combat with deep RPG elements and base building. You'll want to Wishlist this puppy today because -- that's right, you can get cyberdog and cybercat companions. If you didn't know, now you know.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
Update #236 takes the new features of CATALYST and injects them straight into the mission system with uncompromisingly awesome results. We've added an entirely new class of mission -- freeform gathering of Scientific or espionage Intel -- along with a new mission giver type to help Contacts like Court Scientist focus on an even more sciencey agenda than before. On top of the major burst of mission activity, Update #236 rounds out Scientific Intel missions with a new Doctor rank 8 and 11 Talent and a new Engineering rank 8 Talent as well.
With CATALYST full released and through its early patch cycle, we are now turning our attention back to the dev roadmap. First to fall will be -- as indicated by this update -- the +100% Missions. Now that Intel and Scientific Intel missions are in, next up will be Salvage Missions to strike the item from the list. Then, onwards to Weapons, Armor and Gear!
If word hasn't trickled down from the tippity top of the dome, seeped through the cracked concrete down to your safehouse, we've got news for you about our upcoming turn-based cyberpunk RPG. Cyber Knights: Flashpoint will be coming to Steam in 2021 and mixes elements of stealth, hacking and tactical combat with deep RPG elements and base building. You'll want to Wishlist this puppy today because -- that's right, you can get cyberdog and cybercat companions. If you didn't know, now you know.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
Update #235 is the third update this week of the 45% off sale to continue to drive features and improvements for the new Scientist profession and Job released in the Major Milestone CATALYST. There has rarely been a better time to step on to the bridge of a ship and explore the void with this new systems, playstyle and job now available. If you haven't seen CATALYST and the addition of Scientific Intel to the game as a new play style, be sure to check it out below. With Update #235, we've added a new Javat-only flagship carrier, improved the Talent Manifest for all Science Talents and completed some important rebalancing and expansion of the prisoner and passenger component types.
And if you haven't seen it, we're excited to be sharing our upcoming turn-based tactical RPG, Cyber Knights: Flashpoint which will be coming to Steam in 2021. Mixing elements of stealth, hacking and tactical combat with deep RPG elements and base building, you'll want to Wishlist today if you haven't already. If you didn't know, now you know.
https://store.steampowered.com/app/1021210
Update #234 is a follow on update to the Major Milestone CATALYST that further expands the new systems, playstyle and jobs available there. If you haven't seen CATALYST and the addition of Scientific Intel to the game as a new play style, be sure to check it out below. With Update #234, we've added a new captain profession (SCIENCE!), a new rank 15 Exo-Scout Talent and 2 new Contact types.
And if you haven't seen it, we're excited to be sharing our upcoming turn-based tactical RPG, Cyber Knights: Flashpoint which will be coming to Steam in 2021. Mixing elements of stealth, hacking and tactical combat with deep RPG elements and base building, you'll want to Wishlist today if you haven't already. If you didn't know, now you know.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
Last edited 10/13/2020 @ 2 PM EST - we've released patch 3.0.113, see release notes at the bottom
With Update #232 we're hitting another major milestone, dubbed SCIENCE with huge raft of new content, a new playstyle to chase and a 12% raise to the maximum level cap.
Major Milestone CATALYST introduces the Scientist who can fill the iconic position aboard your starship as your Science Officer or perhaps your xenobiologist or part time xeno hunter. Your Scientist eagerly seeks the unknown -- and in the void the unknown is inexorably intertwined with the dangerous. Along with the Scientist comes an entirely new type of Scientific Intel that can be gathered when encounter xeno, exploring, salvaging or traveling space under terribly conditions such as Radiation Storms.
This Milestone also raises the level cap from 40 to 45 and all jobs have had their max level expanded from 32 to 36. This is a major new infusion of Skill points for everyone and up to 2 new Talents for both Captain and Officers.
And if you haven't seen it, we're excited to be sharing our upcoming turn-based tactical RPG, Cyber Knights: Flashpoint which will be coming to Steam in 2021. Mixing elements of stealth, hacking and tactical combat with deep RPG elements and base building, you'll want to Wishlist today if you haven't already. If you didn't know, now you know.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
To keep up with all the latest news, sales, gameplay vids, guides & tips from the forums & discord, streams, memes, and more, follow us on the Star Traders' twitter account: https://twitter.com/StarTradersGame
Update #231 continues to deliver on exciting new ship and component expansions, bringing new options and new meta to the table. With this update, we've included 2 new end-game faction ships and 12 new components that all make use of the completely new ship effect types (Engine Safety, Jump Time reduction, Craft Boost) released in Update #230. We're excited to announce as well that this update completes two of our content milestones on the publicly posted dev roadmap -- moving us closer and closer to completing it entirely!
We've also made a big rule change for Scavenger captains (Repair in new game templates!), improved the Defense Pattern Matrix 4 and fixed some issues with how the AI was trying to build out a set of big end-game ships.
If you enjoy the stream of updates, free content and general game support please remember to leave a review and tell a friend!
Update #230 launches can be installed at a starport near you in the form of a heap of new exciting ship components that roll out 3 completely new types of effects not previously available through any component. We've also further improved the recently released high level Capital Bridges with these new effects, fixed the launch-preventing bug with the Pallas Freighter and trained the enemy AI ship builder on even more components.
Update #229 had to come in a bit of a rush because map gen v2 tried to escape the lab in Update #228. We're pushing this update to directly address these issues as well as include some new ship components and some bug fixes to orbital ops.
Update #228 reaches the version number 3.0101, indicating 50 releases in this family (that is, 3.0.x). However, we're very excited to share that this release family is sun-setting with 3.1.x coming in fast. On our Trese Brothers Twitch development livestream last week, Cory debuted a major map preview feature we are buttoning up which allows you to check out maps you are making in the new game before you play which is a key feature of map seed version 2. We're also now getting to a point where we will be sharing map seeds v2 on Twitch and the big release of the new system is coming in just around the corner.
In the mean time, v3.0.x still has some life in it! We're finishing balancing out engines stats as well as introducing new exciting build potential for how to setup your ship operations crew by introducing a slew of new saving Talents. Update #228 also includes Gravcannon updates, changes to 1080p resolution options, upgraded stat display when shopping for ship components and fixes for Traits that should never proc together on the same character, so for everything check the full release notes
You may already be following us on Facebook and on the @TreseBrothers twitter, but we're now sharing news, sales, gameplay vids, guides & tips from the forums & discord, streams, memes, and more on Star Traders' own twitter account: https://twitter.com/StarTradersGame
Update #227 follows quickly on the heals of #226 because of the "Free Fuel" bug that accidentally slipped through in the last update. We know everyone has been enjoying the free cruiser around the galaxy but we've got to get that fixed with Update #227. To assuage the suffering of once again burning Water Fuel, we've added a killer feature from the community request list -- transferring dry docked ships between zones!
Update #226 comes in as a heavy-weight with an important rebalance to Void Engines across the mass and class spectrum. We're continuing to work through our planned updates and improvements to the meta with some very exciting new things coming once we are able to clear this set of hurdles. We've also added 3 new top tier pieces of gear that your officers or crew (!!) can now equip and fixed a number of minor ship component and story bugs.
If you're enjoying the pace of updates, be sure to leave a review and tell a friend. If you need more Star Traders: Frontiers memes in your day, we're now sharing them, along with news, sales, gameplay vids and more at Star Traders' own twitter account: @StarTradersGame
Update #225 opens new and exciting possibilities for your own crew builds even as it gives more options and variety into the hands of the enemy AI crew builder. We've also improved some of the difficulty descriptions to be clear where difficulty increases are actually increasing the cleverness of the enemy AI builders. Finally, we've made an important fix to the Crimson Defender and closed a story race condition with "Blood for Blood" Faen missions.
Thanks to everyone posting reviews and playing and if you enjoy the constant stream of improvements, be sure to tell a friend and post a review!
With Update #224, we're wrapping up a big series of updates focused on ship component shopping, rebalances and starting to move on to the next series of exciting changes and content adds. We've added a set of new relic gear and the first level 5 gear sold by a Contact with more to come as well as we prep for some very exciting rule changes about gear itself.
If you're enjoying the constant, more than weekly updates, please remember to tell a friend and leave a review!
Update #223 starts to work on filling out the component count and stat bonuses for some of the under-developed categories for ship components, as well as fixing all of the reported issues with the new category system within shopping for ship components.
Thanks to everyone posting feedback and reviews!
Update #222 arrives with a major upgrade to ship component shopping that matches the new ship preview capability of Update #220 in size and scope. Finding and considering components to install on your ship has never been easier or faster with the new browse by category feature. With this update, we've also added 4 Pulse Booster components and improved the entire Reactor Spike Module set to round out the new set of 54 categories. Plus, new Explorer cards, better timing rules for the Jyeeta Era and some critical bug fixes!
If you like the pace of updates, new content and new features be sure to leave a review!
Update #221 follows up on the Groundshaker #220 with a big release of new story content, new story components and contact types, an upgrade to the Talent manifest, changes to fuel consumption on social tests during travel and a number of additional fixes and small improvements requested by the community.
Every now and again, an absolutely massive update comes off the assembly line. A certain alignment of timing of features coming out of testing, balance updates and community feedback converge and you get ... Update #220. This one is big with a ton of exciting changes -- from new hotkeys to play combat exclusively with the keyboard, to previewing ship's component build before you buy, to new Scout Bridge 5 options, repriced ships, better Behemoth Engines, upgraded Cauleta Titan and just more, more, more.
If you enjoy the pace of updates, the constant improvements and our dedication to our games, please leave a review and tell a friend!
The requests for new filters and features on the Ship Buyer's screens have come in fast and furious since we debuted Update #218 earlier this week and we're excited to roll out the first set of community-driven enhancements as of today. We've got more coming, some of which we are sharing below! We've also followed up the rank 5 Salvage Bay with an Armored variation for those who know that orbital salvage is a risky business and asks for ship to ship combat.
Update #218 delivers a new ship component, clarifies a Talent rule, improves default sorting for the crew list and most importantly delivers on the start of a much needed set of quality improvements when it comes to shopping for a new ship. As always, there is more work to do, so we'll be listening closely to the community for suggestions.
If you enjoy the pace of updates, new features and new content please be sure to leave a review!
Update #217 comes quickly on the heels of #216 to provide a hotfix for one issue related to replacing officer cabins, to improve the warnings about those component swaps and to provide proper coverage to specialist component types that provide officer living space. In addition, we've improved the Contact list search options, addressed an issue with maximum repair times not lining up on high value components, added a new Explorer -5 risk card "Time Dilation", improved power levels on faction-specific Contacts and turned how the Coalition contacts use their actions in the simulation.
So, let's look in detail!
Update #216 drops some retrofits, improvements and major changes on to some of key components in the starport catalog -- Warhammer and Behemoth Engines and Mass Reducers. Thanks to everyone posting reviews, sharing feedback and discussing strategies here on Steam! We're lucky to have a great community of captains sailing the void together. Tell a friend, leave a review!
With a week left to go in the Steam Summer Sale, we're dropping another quick release to add a new control switch option for combat speed, fix a repair time issue in starports, update the fields shown in the new game screen and clarify one of the Sniper's Talent abilities. It's a smaller update, but its go some nice things in it as well as the critical fix to starport.
Welcome to the Steam Summer Sale! At 40% off it's the best price ever and a great time to pick up Star Traders: Frontiers if its been sitting on your wishlist, or you've been waiting to share it with a friend. Come, the void is calling your name, captain.
Update #214 adds a new ship, rebalances an existing one, fixes some issues with ship component repair times, adds a new keybinding from the community, and improves Rare Trade Good display in the Star Atlas. Thanks to everyone for playing, posting a review and sharing!
Update #213 focuses on a major feature for quality of life for long-time players and crew combat battlers. We've now introduced a "Fast Crew Combat" option to match the long-loved "Fast Ship Combat" option. With this option enabled, crew combat is fast -- the animations are trimmed out and all the actions flash by. If you've got hands on a keyboard, you can wrap up a battle much much faster than you could ever before.
Welcome to the newest wave of captains taking flight in the void! With Star Traders: Frontiers at 40% off, we hope you'll take a moment to tell a friend, post a suggestion and leave a review when you're ready. Update #212 follows up on adding new cards, a new faction-specific ship, some major new ship components, and improves the Star Atlas search based on user feedback.
Welcome all new captains! We're kicking off a week of updates in celebration of all of our captains -- old and new -- who sail the quadrants. It's a great time to spread the word by telling a friend or leaving a review as Star Traders: Frontiers is 40% off for the next 6 days and nights.
To start the week off, Update #211 kicks off the week with a host of new high risk and reward cards piling into orbital ops and salvage.
Update #210 releases a new pack of art for landing zone environments, some new wrinkles to the Jyeeta Brood Era, reworks the Wing Bomber Job and addresses a big pile of community feedback that has come in over the last week. As always, a big thanks goes out to the captain's sailing the void, posting feedback, suggestions and as always -- reviews!
Without further delay, let's get into the details!
Update #209 follows on the first in a series of changes to the ship meta with a new set of balance adjustments, a new Javat-only ship, some ship price changes and a whole new set of AIs to bring more ships and ship build strategies into the mix. A huge thanks to everyone in the community for sharing feedback, posting suggestions and bugs. if you enjoy the pace of updates, new content and features please take a moment to leave a review!
Update #208 starts an important series of shifts in the ship hull meta, introduces a new hull attribute, drops an exciting new Thulun-only battlecruiser, adds more Captain's Log entries and fixes and balances a ton of smaller items coming out of community feedback. There are some big changes here, so be sure to review the new hull rules and see how it impacts your captain's builds.
The next series of updates will focus on further improvements and expansions to the ship hull meta as well as a new story vignette as well as an exciting expansions to 2 existing Era storylines.
Update #207 launches a new starting ship, improvements to story pacing, rebalanced Talents, and a bundle of fixes and improvements gathered from another active week with the community. We owe a huge thanks to all of the captains for play, posting feedback and leaving reviews! While things have been a bit slowed down here, we still have a big roadmap ahead of us for the year -- so let's keep grinding together!
Update #206 lifts off from the starport with new ship components, rebalances for existing components and level 5 and 6 ship weapons as well as clarified descriptions for all orbital ops components. We've also adjusted the rules for the time spent recruiting, the prices during short, mid and long range missions and fixed a number of issues reported by the community.
The updates must flow, and if you like the steady stream of new and improved -- please leave a review!
Update #205 executes a clean sweep on some of the most recent and pressing requests for enhancements as well as bug reports. As we keep crafting more storylines and doing the prep work for map seeds v2, we're working hard to keep up with new community ideas, feedback and improvement suggestions. Update #205 is the result of that and includes a definite fan-favorite request -- to ensure that your Starting Contacts end up in the best seats of power. We've also added a new Alta Mesa only story-driven ship component, improved craft buying requirements, expanded the Sell All warning support to include Trade Wars and more.
Before we dig into the details, we do have some exciting news --
We are excited to share that Star Traders: Frontiers made the list of "Best 20 Space Games on PC" on Rock, Paper Shotgun! It's a list full of amazing titles and we're proud to have been selected to stand in their ranks, stare into the void and contemplate where we will all go next.
Update #204 arrives in the relative quiet after the end of our Cyber Knights: Flashpoint Kickstarter campaign. Things have been in a fury here at Trese Brothers HQ and we're excited to get back to regular order -- improving Star Traders: Frontiers and building Cyber Knights. As we gear up to tackle the next big set of improvements, we've rounded up some of the latest issues from the community and put them all to rest in #204, as well as adding a new Cadar-only ship and rebalancing large ship prices.
As Blade Dancer came flying out in Update #202, a wave of more updates is certain to follow in the wake of the practitioner of one of the oldest art of the Star Traders people. Update #203 releases a new class of primary melee weapon -- the Straightblade -- improves a zone Rumor, adds custom window sizing for Linux
However, first we have a final call to action for our Cyber Knight: Flashpoint Kickstarter campaign!
Coming out of the spice hall in a whirl of steel, a sharp laugh and even sharper wit -- the Blade Dancer has arrived! We're excited to release the 34th Job for Star Traders: Frontiers and expand the options for your multi-job officer corp or your specialist crews.
Before we dive into the flashy details of Update #202, we want to take a quick moment to highlight our next game, Cyber Knights!
We wouldn't want to sit on Update #200 too long -- you might get the idea we aren't updating constantly around here! So, we're rolling out Update #201 with some enhancements to the new recruit review feature and a major improvement to the quadrant map screen to help navigation. We also fixed a crash with the new grade 7 craft that needed to be put to rest.
We have also added an in-game advertisement banner for our live Kickstarter for Cyber Knights: Flashpoint. It will stay on the main menu for as long as the campaign is running (through March 5th). We heard for years after the end of the Star Traders: Frontiers Kickstarter from so many players "I missed the Kickstarter" or "I wish I had known!" We've added this small ad banner to help raise awareness and get the word out as many of the rewards available during the Kickstarter will never be offered again.
For a little bit longer, we're going to talk a lot about it :D Bear with us -- Cyber Knights: Flashpoint is our next game -- a turn-based tactics cyberpunk game in the vein of greats in the tradition like XCOM. Jump into the Kickstarter to get a discounted pre-order, join the alpha team or join the game by creating a recruitable character and more. You step into the role of a Cyber Knight, an illegal covert operator with a permanent spinal implant that lets you lead your band of hackers, thieves and soldiers of fortune with unrivaled precision.
If you don't want to support the Kickstarter, you can wishlist or follow the game on Steam!
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
Update #200 deserves to have some BOOM. So it took a few extra days, but we made sure it packs a huge punch with a new story event, 3 new grade 7 craft, a new ship and a major new recruiting feature! For big #200, we made sure there was some boom, bam and a lot of extra content for our captains to enjoy.
Before we move on to reviewing each part of Update #200 in detail, we want to make sure our players -- old and new -- hear about our next project, Cyber Knights: Flashpoint!
[previewyoutube=ugXVXD4l_cw;full][/previewyoutube]
Our next project, Cyber Knights: Flashpoint Kickstarter is currently on Kickstarter and you can jump in to get a discounted pre-order, join the alpha team or jump into the game to create a recruitable character and more. Cyber Knights is a tactical RPG that plunges you and your team of hackers, mercs and thieves into the neon-soaked future of 2231. Hire the right team under the crumbling New Boston Zone and mix stealth, hacking and combat skills to claw your way to the top of the criminal heap.
The campaign funded in the first 12 hours and is now smashing through stretch goals -- next up the new Skyrise environment -- so we want to extend a huge thank you to everyone who has jumped in to support us. If you are on the fence, know that Cyber Knights: Flashpoint will be cut from the same model as Star Traders: Frontiers -- developed with passion, deep mechanics, dynamic story, hundreds of updates, free expansions and no DLCs. If you enjoy that type of game, we hope you'll pledge today!
If you don't want to support the Kickstarter, you can wishlist or follow the game on Steam!
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
Update #199 comes out with a new uptick in the occurences of human captains flying carriers (no change to xeno), multiple new carrier focused AI strategies for captains, and a new fast attack carrier for players and enemies both. We've also made some important rebalancing changes to the cost of high end weapons, dual-field engines and some of the high-end defensive components. The pricing bands for components of different levels is widening across the board, driving up the price of building an end-game ship for the better. Of course, the AI is using all the same prices and so gets a symmetrical change to their build choices as well.
We also have some very exciting news in our other major game project!
[previewyoutube=qCavPLvJAd8;full][/previewyoutube]
Under the crumbling New Boston dome, in the flickering neon ... your Cyber Knight is born with the irreversible implant of an illegal spinal computer ...
Cyber Knights: Flashpoint is a tactical RPG that plunges you and your team of hackers, mercs and thieves into the cyberpunk future of 2231. Hire the right team under the crumbling New Boston Zone and mix stealth, hacking and combat skills to claw your way to the top of the criminal heap in this turn-based squad RPG inspired by X-COM and other greats of the genre.
The Cyber Knights: Flashpoint Kickstarter is now live and has already funded within the first 10 hours.
Explore the dystopian cyberpunk future of 2231 as you command a company of shadow mercenaries working for the highest bidder. Cyber Knights wraps a world full of consequential story choices and significant character development around a rich core of classic and new mechanics.
If you've played Star Traders: Frontiers you know our record of passion and dedication for the games we create. We're bringing our unique and prove gamedev process to Cyber Knights and can't wait to share this new game with all of you. If you're interested, join us on the alpha test and be the first to play the game and work closely with our team daily to help us balance, improve and expand the game before it launches.
As a special incentive, If you back the Cyber Knights Kickstarter within the first 48 hours of the campaign, youll receive a digital code to unlock the starting storyline expander, Horizon Cypher. This optional expanded storyline adds a major twist to your first weeks after your cybernetic surgery and transformation into a Cyber Knight.
We hope you'll come check out the Kickstarter and help us make this ambitious cyberpunk game.
Or, wishlist the game on Steam today!
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
Update #198 deploys with a new mid-weight strike carrier, the Extremis as well as major rebalancing to the Black Market based on your rank with your Contact. We've also been working to keep up with the active community making suggestions, requests and posting up any issues still discovered.
We've got some exciting content coming and are working on a set of new story arcs while we are doing the underlying engineer required to prepare for map seeds version 2. It's going to be a big and glorious improvement for the game, but it will take some time to incubate. Check out our dev roadmap to keep up with the next big steps.
https://steamcommunity.com/games/335620/announcements/detail/1696055855739611821
Tonight we've put out a quick patch release to fix some issues that were introduced in Update #197 related to craft. Something about these new craft never finished baking right. We've tossed them back in the oven for a bit and this update will help us get back to bug free new Interdictors!
Thanks to everyone leaving a review and posting bugs and feedback!
Update #197 is hot on the tail of #196, following up with improvements to Interdictor craft versus craft battle in the void, 3 new craft specifically built for it, a big improvement to Missions to allow the Flash Charge Talent, and tweaks to the venerable Frontier Liner starting ship.
If you're enjoying the updates, we be sure to leave a review!
Update #196 comes barreling out of the hangar bay, locking its scopes and sights on incoming enemy bombers and immediately vectoring to engage. With this update, Interdictors on capital ship defense will now attack enemy bombers, we've added highly useful labels to the quadrant map, revamped the math backing Salvage Orbital Op, eased the time restriction on the Jyeeta achievement and more.
Update #195 lands with some exciting new weapon salvage opportunity, one of the highest requested community features, We've also made some good changes to lower difficulty AI intelligence, fixed some Trait mutation pathways and caught up with recent community reports and suggestions.
So, without further delay -- here come the big hits from Update #195. For the rest, be sure to check the full release notes at the end.
Welcome to the New Year, captains! Its 213 AE ... err 2020! Let's ring it in with a new update. With Update #194, we've added new Talents to discount fuel purchases, added a new Spy ship encounter Talent and adjusted the rules on one of the Smuggler's Talents to allow it to also cover spies. From the community feedback angle, we've improved some of the navigation in screens around combat, fixed a bug preventing offensive ship components from displaying their Gunnery bonuses and resolved a number of other reported issues or minor enhancements. Be sure to check the release notes below for every detail!
Welcome to 2020 ... almost! Our team is coming back off holiday travel and we're warming up with a quick patch release with a few fixes and polish. Thanks to everyone reporting bugs and suggesting improvements to the game -- we're working hard to do just that. We've got an exciting 2020 lined up with a ton of new story vignettes, new map seed version, new quadrants, eras and more!
Update #192 comes after a short break as we rally around the next set of major roadmap and story additions for Star Traders: Frontiers. We're hard at work now bearing down on the final adjustments, balance and feature additions to wrap the enemy small craft expansion completely and to finish balancing out the new changes to recruitment and high level enemy AI.
A warning to high difficulty, high level players -- check the section on the AI's new cross-Job smarts, you will see a difficulty spike in enemy captains over level 32 thanks to some improvements in the AI crew builder.
Update #191 comes with a focused set of changes around recruiting new crew and officers from Contacts and the spice hall. In preparation for future changes to the level cap and to help balance out the place for recruitment (best Attributes) vs. conscription (easier access, higher levels) we've made some major changes to the minimum recruitment levels. We're also continuing to grind down on community requests for improvements -- tweaking the Jyeeta balance, story issues and more.
If you're enjoying the pace of updates, we've got a lot more coming so be sure to leave a review!
We're kicking open the doors for the Black Friday sales with 35% off Star Traders: Frontiers! And, to help celebrate we're including Update #190 for free. To be clear, all 189 updates before this one have also been free ... heck of a deal! With Update #190, we've added a new ship, an entire new class of hyperwarp drives, a pile of new crew barks and have kept hammering through community feedback on all the little quality of life things. Thanks again to the thriving community for posting so many ideas and suggestions and for leaving reviews!
So, tell a friend -- its the biggest discount of the year! Save 35% all weekend.
Update #189 continues to deliver on the enemy making full use of craft squadrons. With this update, enemy carriers -- including the dreaded jyeeta -- will now launch fully operational boarding shuttles! In addition, we've added a new Contact Trait, fixed some final bugs with the Jyeeta and xeno-related Talents, rebalanced a bunch of ship components and fixed a missing--but very important--clause about how the Swordsman's Sharp Counter and Wing Commando's Whirling Blade work.
Up next, we're working on a string of new vignette storylines -- thanks KickStarter backers :D
If you're enjoying the updates and free expansion packs, be sure to leave a review and tell a friend.
While we released 3 sizeable patches in the wake of Update #187, our first big update following the BROOD milestone is #188, Gundecks Roar. In this update, we've made some more important improvements to the new Brood era, improved the warning you get before encounter jyeeta, added a rank 15 Gundeck Boss Talent, improved autocannons against craft, and added 5 new craft defense and attack related components, and as always, more too. Check the full release notes for everything!
If you're enjoying the pace of updates and the new major expansion pack, please sure to leave a review and tell a friend.
The BROOD has been awoken in this major new expansion pack which includes a extremely challenging Story Era, the new Gundeck Boss Job and invites enemy captains to command carriers and launch squadrons of attack craft.
With the drop of this major expansion, we're inviting new captains to come sail the quadrants and save 35%. If you're enjoying the game and the continuous stream of major expansions without any DLCs, please take a moment to leave a review or tell a friend. If you're new to the frontiers, post your comments, feedback and suggestions to the discussion board or join us on our Discord where there is a great community to help!
Update #186 rolls out the last pack of critical changes before the next major milestone -- rebalancing some aspects of ship combat, improving the AI's Job/Talent training routine, improving high level ship weapon components and tweaking some of the cards related to fighting xeno and harvesting artifacts.
Following this update, we're marching straight for the next major milestone which will include a new era, new xeno type and enemy carriers! If you're enjoying the pace of constant updates, be sure to leave a review and tell a friend!
You can see some of the "making of" the Jyeeta xeno race on YouTube. This time lapse video compresses a multi-hour animation session into a few minutes.
[previewyoutube=Uau5UBcrhnA;full][/previewyoutube]
Update #185 rolls out with another set of additions -- new Talents, new advantages to old Talents, new Rumor effects and many improvements across the card mini-games and Trait mutation rules for the game.
If you're enjoying the relentless pace of updates, new changes and additions please be sure to leave a review and tell a friend!
Update #184 arrives with continued focus on polishing up the quality of life features, improving the UI and hitting major points of community feedback. As we keep marching to the exciting and dramatic end of the v2.6.x roadmap family, we're focused on hitting all the big points in the quality of life section of our to-do list. We'll be hammering away at this for a few more releases and then we'll be ushering in a new major blast of content!
Thanks to everyone leaving a review and telling a friend.
Update #183 brings a series of new features to the starport and exchanges on grav worlds to help established merchants, prize ship hunters and captains of all type get their void-faring work done faster and easier. We've also made a pile of changes to improve the October Community Challenge which put some odd strains on the game!
If you're enjoying the pace of updates, please leave a review!
Update #182 is almost entirely dedicated to Traits and Contact Traits with a massive addition of 15 new Traits, one new Contact Trait and further refinement and deepening of all Trait mutation systems. With this big addition, we're excited to finally be marking some of the content items off the dev roadmap -- having now exceeded 210 Traits, we've cleared the "+100% Traits" goal that we put up for Trait expansion.
This doesn't mean that more Traits aren't coming, but we're getting close to knocking down a number of these categories (+33% Jobs and Talents is next).
If you enjoy the constant updates and new free content, please leave a review and tell a friend!
While we are still hard at work on Star Traders: Frontiers dev roadmap -- with another big Era release and major milestone coming this month -- we are very excited to preview our next project -- Cyber Knights RPG.
It is early -- we're deep in pre-production -- but want to share the exciting news (outside of our Patreon who have been watching for a while).
Cyber Knights invites you to lead your shadow company of mercs through the New Boston Zone in 2231, testing not only your skill and what you'll compromise to make it big but also your loyalty to each other and how much you're willing to sacrifice. Built on a core of turn-based gameplay featuring stealth, hacking, ambushes, firefights layered over merc company management, base building and criminal networking, Cyber Knights weaves a sharply human story in a dehumanizing cyberpunk world.
So, while it is early, if you like are enjoying Star Traders: Frontiers, like our style of games or love our dedication to updating and expanding our games, sign up to get the call!
In the meantime, enjoy some concept art and tell a friend! Cyber Knights RPG is coming.
Update #181 arrives to close out September and helps us preps for a really big October. With this release, we've added new character outfits, are nearly done rebalancing all of the Risk and Reward factors in the operations, pushed in some important ship component improvements and have done another round of minor improvements to the quad map and star atlas. From here, we have a few more big quality of life focused releases coming up before we drop the later October update that will close out the v2.6.x family of the dev roadmap with a bang, a boom and a scream in the void (new xeno, new era, new Job!).
Update #180 comes burning out of the system, opening up the frontier for traders, pirates and anyone traveling the void's lanes. With a major new filter in the Star Atlas, a new unlockable ship for purchase, further extension of the new enemy ship selector and a full rebalance of Blockade's risk and reward system, Update #180 full of improvements requested by the community with solid adds of new content.
Update #179 brings another wave of improvements to enemy ship selection, a rebalance of all the risk and reward factors for Exploring and Patrol, as well as adding all the missing operation Talent sections to the Talent Manifest (Explorer, Black Market, Salvage). We've also pushed more powerful and varied effects into Rumors, Military Rank and high Rep with factions.
As we start the march to the next major Story Era and Job milestone, we're hammering away on quality of life, systems balance and community suggestions. So a huge thanks to everyone posting feedback, suggestions and bugs!
Update #178 follows on the coat tails of the HIGHFALL expansion with all new improvements to the enemy AI ship selection logic as well as a wave of new ships showing up in the hands of enemy captains. We've also fixed a pile of issues with Buried Demons and the HIGHFALL story Eras, some typos and label mismatches and rebalanced a few ship components.
Update #177 follows up on a big week after the release of the Dissension/Consolidation Era with HIGHFALL major milestone. We're working to get back to regular order and quick cycle updates, but still have some patching and clean up to do. Tonight's patch focuses on major improvements to the starport upgrade rules, filters and sorting as well as some important story patches.
Today's Deal: Save 33% on Star Traders: Frontiers!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Monday 9/2 at 10AM Pacific Time
The HIGHFALL major milestone unleashes a massive new story addition with 2 new story Eras as well as a new highly defensive fighting job, the dual wielding Bodyguard. This major new story expansion includes a major arc that moves forward the political story of the galaxy, brings new powerful characters to the fore and threatens to upend some of the order you may have helped establish. Please be careful with spoilers within the community, there is some *major* stuff in here!
On top of this major milestone, now is the time to join in and save 33%. If you're enjoying the game and continuous stream of major new updates without any DLCs, please take a moment to leave a review or tell a friend. If you're new to the frontiers, post your comments, feedback and suggestions to the discussion board or join us on our Discord where there is a great community to help!
We dropped a quick Sunday night patch to stabilize a few bugs that had escaped the lab due to the new Era development. In the Crowning Smuggler storyline an unexpected character might appear and spout some nonsense. Also, there was a crash in the lab near the end of Zette's storyline.
Both are fixed! Thanks to everyone for reporting.
v2.5.89
Update #174 continues to hammer on quality of life improvements while we wrap up the next story Eras back at HQ. We've expanded the search feature into Star Atlas as well as adding 4 new filters which can be combined to make finding a specific system, buyer or seller of a cargo type much easier. we've also better marked Rare Trade Goods within the galactic map, improved Contact introductions and tweaked some of the rules for the Plague Era to ensure mission prices are right as well as letting Kloxian Medical Bays get in on the fun.
If you're enjoying the pace of updates, please leave a review and tell a friend.
This should be the last update in the v2.5.x dev family. v2.6.x is NEXT :D
For Saturday afternoon fun, we've released a quick patch to help fix some issues and improve some of the new features from yesterday.
This patch fixes some of the start ship prices -- some of the accidentally shifted in Update #173 and bumped ships into different categories. The Longbolt is now back in category D.
We've also fixed a bug that was causing some cut-scenes to resist clicking to advance. They were basically unplayable and you had to skip them. Sorry - now fixed!
Finally, we've made the first round of improvements to the Contact Search feature. We've changed the searchable text to more closely align with the visible text -- searching "Spy Recruits" will now get matches as that is what you can see on the screen. We've also changed a few game terms to separate keywords -- Spy Missions are now Espionage Missions, Diplomat Missions are now Diplomatic Missions and finally Doctor Missions are now Medical Missions. This should help prevent some keywords from crossing and getting false positive results.
We're hard at work on getting the Star Atlas search perfected, so stay tuned for exciting updates to come!
Update #173 lifts of the starport tarmac with a roar bringing a long awaits UI improvement to the Contacts list, 4 new ship components, better rules for high Rep protecting against Rank/Permit/Edict loss and more. A huge thanks as always to all the players posting feedback, suggestions and bugs who help us drive continued improvements to the game!
We're in the final ramp up to the next major move on the Development Roadmap. A few updates from now, we'll be rolling out 2.6.1 with major new story Eras, galactic shifts and more!
https://steamcommunity.com/games/335620/announcements/detail/1696055855739611821
The map seed above is st-v01-40-6-10776916 if you're interested in a a nice multi-directional sprawl.
Update #172 comes roaring out of atmo and into full orbit with a new ship and big community requested improvements to the Talent Manifest. A big thanks to everyone who is posting feedback, suggestions and bugs. This update includes a bundle of changes requested by different players all using the Talent Manifest -- straight from the community boards to you!
We're hammering through preparation to crack open the next phase of the development roadmap, the v2.6.x family. Another big Era is coming, and this update includes a lot of internal prep for the next Era, which we're on the brink of releasing.
https://steamcommunity.com/games/335620/announcements/detail/1696055855739611821
Now, on to the exciting new stuff!
Update #171 rolls out with some exciting new changes to how Contact Traits can affect Missions, a second round of QoL improvements to Mission offers, sharpening the teeth of all crew and ship danger cards in operations, better weighting for xeno-related missions and more!
If you're enjoying the pace of updates, please tell a friend and leave a review!
Update #170 rolls out with a big focus on captain's quality of life in ship status and while planning how to upgrade your ship. These changes are a continuation of work we began last week and improvements that have been requested by different players. We're happy to deliver more ship component icons as well as visually marking the level of all tiered ship components directly on the icon!
A huge thanks to everyone posting feedback, suggestions and reviews!
Update #169 comes hot on the heels of the last one due to a bug in th emission jump calculations on some platforms. This is now fixed with Update #169, but a few other nice improvements got caught up in the net and are ready to ship! So we ship!
Update #168 rolls out in the heat of the end of July, bringing another new ship, a major redesign to the Sword Cutter, improvements for some faction-specific ship components and some major player-driven improvements to the mission offer and current mission lists. We're also grinding through some balance tasks across all of the card games.
If your'e enjoying the game or the pace of updates, please consider leaving a review and telling a friend!
Update #167 is rolling out during the Steam Space Exploration Sale where you can save 33% on Star Traders: Frontiers. The frontier awaits, so get in here or help a friend find their way to the bridge!
With this update, we've made some major rebalances to the pricing system of missions to ensure that single-stop and short jump missions to increase their minimum prices, added a pile of new helpful icons for different ship components, rebalanced some of the ships affected by the Mass reduction of cabins and barracks, added 2 new Contact Traits that allow specialist recruits and made some improvements to Black Market Traits that will help smuggling access to more common.
If you enjoy the pace of updates, please tell a friend and leave a review!
Update #166 rolls out with a new Mass 8000 freighter, a rebuild of the Cargo Missions to make the more exciting and lucrative for focused merchants, a new look at how craft pilots gain XP, and a major rebalance to the Mass allocated for Dual-Field Engines, Barracks and Officer Cabins. As always, there is more so check the full notes below.
If you're enjoying the pace of updates and improvements, please share the game with a fiend and be sure to leave a review!
For anyone having crashes during the Faen storyline or other storylines when completing a mission, this update should resolve it! Thanks to everyone for reporting the issue.
Update #165 adds a new carrier ship to the mix, fixes a critical story bug plaguing the Faens, drops a new rare lootable relic, updates the Pirate default starting templates and improves the ship displays in new game, drydock and new ship to include more of the critical fields.
The updates keep coming, so be sure to leave a review and tell a friend.
Update #164 will help us wrap up the Steam Summer Sale in style! The Grand Prix theme was all about speed, and we've dropped 5 updates with tons of new content, new features and community driven improvements fast-fast-fast! And this latest update is no expection -- Update #164 features a new Rychart-only ship, 2 new ship weapons focused on disabling enemy ships, a new Javat-only cargo hold, major new improvements to how enemy AI staff their ship, rebalance for Pilot Assist Modules versus craft attacks and well, there's more too. Read the full release notes for everything!
If you've enjoyed the relentless pace of updates and the game, please leave a review and tell a friend!
It's the second week of Steam Summer sale and our 4th big update so far! With Update #162, you're still saving 33% and you get even more content, outfits, a new Pirate Talent, major Stash feature improvements suggested by the community and more! We'll dive into all the specifics below, section by section.
If you're enjoying the pace of updates and new content, please leave a review. Great to see some of our 600+ hour players coming out to drop reviews on the game! Thank you :D
If you've ever been looking for an interesting and peace-focused merchant / high cargo ship build, look no further than the screenshot above shared by @JimmysTheBestCop. Amazing capacity, amazing fuel efficiency, but no weapons and weak Ship Skill Pools. This one needs factions to be friendly and some powerful Encounter Talents.
Welcome to the first weekend of the Steam Summer Sale and another big update for Star Traders: Frontiers. Update #162 is built around the arrival of the 7th new story in the 2.5.x roadmap family -- the first vignette to result in unique story ship components becoming available based on your actions. We've also made shipping xeno artifacts a little more dangerous, improved the fuel bar in the HUD, helped the AI pick weapons to cover ranges more intelligently, and upgraded all the ship comparisons to fully take difficulty into account. And more -- so be sure to check the full release notes.
Thanks to everyone leaving a review -- it's been bonkers, so thank you!
We've pushed a quick patch this afternoon that adds a new QoL feature based on player feedback, fixes a crash in crew combat and fixes a number of other small display bugs that have been coming up.
With this quick patch (too small to get an Update #), we've added a "Claim All" button to the Stash screen. Explorers rejoice! One click to quickly load up the cargo hold.
We've fixed some issues with the tooltip math in ship combat, fixed the display of the -25% Armor Piercing on the new Shrapnel Shell Talent as well as a crash that could sometimes happen when it was used. We've tightened rules in crew combat to ensure you don't get Blade Skill for defense if you aren't carrying a blade. We've fixed a counting bug in the Talent Manifest that was always reporting that you had only 1/1 Port Maintenance or Skip Off the Void Talents. We've improved the title of the option to toggle between "Right Click to Navigate" and "Right Click to Set Waypoint".
That's all for this quick patch. Be sure to tell a friend and share the game while its on sale for Summer Sale. Save 33% today, Captain.
v2.5.55 -
- Added "Claim All" capability from a Stash -- load everything that fits into the cargo hold in a single click
- Fixed issue in tooltip during ship combat that was showing Tactics dice even if Gunnery is understaffed -- if Gunnery is understaffed, no Tactics on attack
- Fixed missing "-25% Armor Piercing" from Shrapnel Shell's Talent, fixed bugs when using Talent
- Improved rules in crew combat -- if you are not holding a melee weapon you do not gain Blades Skill as defensive dice
- Fixed bug in Talent Manifest that could incorrectly report 1/1 Talents in a group when you had more, such as "Repair on Landing"
- Improved options menu to be more clear about option's use "click to navigate" or "click to set waypoint"
- Fixed bug with stash and cargo screen loop
The summer heat is on and with it come the big sales! You can save 33% on Star Traders: Frontiers all through the Steam Summer Sale. If you've waited out the first 160 updates now might just be the time to get in on this wild ride across the galaxy at the best discount yet. Or, if you're already running a ship, gift a copy to a friend!
Update #161 brings all sorts of new to the game -- two new character outfits, new art for different types of hexshell and LMGs, a new rank 11 Soldier Talent to target lightly armored enemies, new improvements to the Star Atlas based directly on player suggestions, the final piece of the AI puzzle to prepare for carriers and much more. Read the entire release notes below for all the details!
Welcome to Thursday! We've dropped another big one! Update #160 includes two new character outfits, 4 new Contact character faces, one new ship component, a wealth of improvements to existing smaller ship designs, tweaked boarding Talents and a host of storyline tweaks and fixes driven by the community. If you're enjoying the pace of updates, please take a moment to leave a review and tell a friend.
Let's get right into the details!
Let's start the week off with a bang! Update #159 comes straight from the community -- requests for quality of life improvements, suggestions for missing Talents, improved balance, improvements to the mission generation system -- and more, all directly dialed in by our players. So, this one goes out to you, captains! Thanks for posting, writing, joining our Discord and leaving reviews!
Update #158 sees 4 new Talents slot into spots across 3 Jobs, a new De Valtos only Luxury Suite, some rebalance to the new Sig Dampeners and Xeno crew combat defense as well as a big sweep of fixes based on community feedback. As always, new Talents expand the already expansive field of possible builds and make some crew build outs more possible.
If you're enjoying the pace of updates please be sure to leave a review and tell a friend.
A huge thanks goes out to the community members posting suggestions, bug reports and feedback.
Update #157 adds a exciting new function capability of ship components, 5 new ship components, new rules to help keep Interdictors competitive, new rules to help keep your active wing specialist pilots up to level, a major balance improvement for On Init crew combat Talents, a big wave of component rebalance and more.
It's another big update from our HQ to you -- if you're enjoying the constant stream of new content, please be sure to leave a review and rave to a friend :P
Update #156 comes roaring to life with a new starting ship, new terrifying Steel Song ship components, a new section added to the Talent manifest, upgrades to the De Valtos faction ship and some down balance for Xeno and Void Contortions Crippling effect. And ... lots more too! Check the full release notes for everything and enjoy it!
If you're loving the relentless pace of updates and new content, please drop a review and tell a friend.
Another community challenge has arisen from our Discord's STF channel (https://discord.gg/tresebrothers), and we're throwing it out there for the June challenge! Can you follow in the footsteps of the recently released famous Bounty Hunters and rise to legendary status?
Join in the discussion here!
Update #155 completes the adds the fourth and final legendary bounty hunters in the v2.5.x family. We've also improved the ship comparison report to be more directly helpful and easier to read, rebalanced Water-Fuel Reclamation component and added a second level Javat-only version of the component. We've clarified rules for both Trade War Conflict and Civil Unrest in the game and fixed a pile of community reported issues and suggestions.
We're on stride, hitting an update every 3 days for the month of May with 6 new story arcs added in the last 30 days. If you're enjoying the pace of updates, features, and new content please leave a review and tell a friend about Star Traders: Frontiers!
With Update #154, we're rolling out the fifth new story since we got going on the v2.5.x family in the development roadmap. The third legendary bounty hunter can now come to call. We've also added a Rumor link to recruit Exo-Scouts in the spice hall, enabled the Retreat option alongside Acknowledge, better linked your ship's Radiation Resistance components help against Ion and Radiation storms, bumped the Palace Interceptor out of the AI's hands in the early game and fixed a ton of reported community issues.
It's another night, another packed update! If you're enjoying the updates, new content, new features and more please share the game with a friend and leave a review!
With Update #152, we've rolled out a new way to specialize as a mission-running captain with the full Luxury Passenger experience, added another blast of storyteller tales to the spice hall and further improved the standard AI and xeno AI in preparation for the upcoming release of carriers and craft. We've also include another big round of balance improvements for craft, this time focusing on the Pilot and Electronics Skill Pools of craft, as well as Interdictors attack flight plans. Of course, there is always more -- so check the full release notes for every detail.
If you're enjoying the pace of updates and new content, please leave a review and tell a friend!
With Update #152, we've expanded the legends and stories told by your Storyteller characters, improved the power of the Diplomat's "Smooth" Trait, made a significant fix to bombers and interdictors flight plans which increases their power, shared the wealth a bit with different ship combat buffs helping to hit small craft, tweaked the balance on a wide array of ship components, and fixed a pile of player reported issues.
With Update #151, we're excited to add the newest Rumor to the galaxy -- the Academy Graduation -- as well as dropping all new and terrifying tier 3 Terrox xeno ship builds. Beyond that, we've further empowered the Quartermaster Job, improve the Spice Festival Rumor, enhanced Tactics Skill impact on Civil Unrest, allowed multiple desertion Talents to fire at once and rebalanced, fixed and improved a whole pile of other things based on the community feedback. It's a momentary break from new stories as we march toward releases of some larger story arcs.
If you're enjoy the pace of new content, new features and improvements all for free, please consider telling a friend or leaving an update.
With Update #150, we're rolling out the fourth new story since we entered the v2.5.x development roadmap family, as well as new art, a major improvement to craft attack plans, a major improvement to how starport repair handles craft, new combat log entries for crew deaths and death saves, some component improvements, a new way to get a Quartermaster recruit and a huge pile of community-driven bug fixes.
It's another day, another update full of goodies! If you enjoy the relentless pace of new content, new improvements and seeing what you suggested make its way into the game, please tell a friend and leave a review to help Cory and I keep it up!
Update #149 comes hot on the heels of #148 and issues in the final set of changes to the base Jobs that have been in planning and testing for a while now. In addition to Navs gaining some Command, both Gunners and Navs have gained a new saving Talent as well. We've improved the ease of finding the "Xeno Ruins" story, rebalanced new ship component, improved details on 2 crew combat Talents that nuke enemy Morale and fixed a host of community reported issues.
Thanks to everyone for sharing feedback, posting suggestions and bugs! If you're enjoying the game and the relentless pace of updates, we hope you will take a moment to post a review!
With Update #148, we've rolled out another new way for storylines to filter into the sandbox of Star Traders: Frontiers. Now with storylines capable of coming out of specialized and unique card draws, we've cracked open a whole new frontier. In addition, we've made a major shake up to the Gunner Job by introducing Tactics as a secondary Skill, improved the power of bombers weaponry and added new ship components. Along with the new ship components, we've rolled out the first Era-locked ship component. Another new frontier ready to be explored, ship components are ready to be unlocked by story events and Eras.
This is another big one with a lot of exciting twists so check out the full release notes below. If you're enjoying the pace of updates, new content and new stories (3 stories, 3 updates back to back!) please leave a review and tell a friend.
Update #147 continues to release new and unique story bounty hunters onto the galaxy as well as improving balance, rules and logging across the game. For those aggressive captains making enemies, beware as a new famous assassin may come calling with your death warrant in hand. A huge thanks to everyone posting suggestions and issues -- this release includes a huge package of community-driven enhancements.
Update #146 starts to walk the path of the v2.5.x family of the development roadmap -- it will be story heavy, bringing all sorts of new tales, vignettes and Eras to the frontier. With Update #146, we've added new character faces, a new type of vignette focusing on an enemy Contact and their bounty hunters, improved the standard behavior of enemy Contacts who send bounty hunters, rebalanced Talents and Contact rules, made some quality of life changes to all card game operations and fixed some bugs to boot.
If you're enjoying the updates, please leave a review and tell a friend!
With Update #144 we unleashed the trained military eye of the Star Trader captain to gain comparison details against any other ship met in the void. With Update #145, we're turning to the captains' seasoned and veteran Commanding Eye. With a glance over the crew, the captain can see what Talents are missing, what is needed and where the risks are. Update #145 adds a major new screen, the Talent Manifest as well as improving Interdictor logic for defense plans, fixing Alliances in Patrol, the endless spice vaccum that was Ill-Tempered crew at Rychart Spice Halls and improving new game contact summary.
Update #144 unleashes the trained and military eye of the Star Trader captain when staring down an enemy ship in the void -- granting both new comparative details between your ship and the enemies as well as highly detailed specs on your own dice pools. In addition, we've enhanced all 3 of the Interdictor defensive launch plans to include a buff as the craft come out of the launch bays, added 4 new wing specialist gear to the Salvage mini-game, rebalanced Ion and Radiation Storm Talents and fixed a whole host of reported issues.
It's Update #144 and its a big one! Let's go!
Update #143 comes screaming out of the gate with a new Contact service, new types of gear, balance changes, craft Talent fixes and improvements to the ship combat log.
We also want to extend a huge welcome to all the new captains who joined us last week. We've met some of you on the Steam forums and look forward to hearing from more of you. If you're enjoying the game and the pace of updates, please tell a friend and leave a review!
Update #142 introduces a new lighter carrier build and a very exciting and very powerful enhancement to the Era and story system -- story events of all kinds are now capable of unleashing new ship component upgrades and craft into the galaxy. And with that, grade 6 Craft can become available in all captain's games with the new "Triple Alliance" story event. We've also made some more balance changes to craft, started adjusting more standard ship component prices and stats for the new post-craft era.
If you're enjoying the pace of updates, new content and big changes, please tell a friend and leave a review!
Without further delay, lets look in detail!
Today's Deal: Save 30% on Star Traders: Frontiers!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Friday at 10AM Pacific Time
It feels very good to have come leaping over the INTERDICTOR milestone and finally be back to regular order -- constant, relentless improvement, new features and content. We dropped 2 hotfixes yesterday to address important issues with carriers and craft but now we're back to updates. Update #141 releases a wave of new awesome art for the craft you can get and starts showing off Faction-specific styles. It also adds a new Mass 3400 ship that isn't a carrier, rebalances and increases the counts of slots on the Basalt, Fallen and Harbinger Carriers. Finally, alongside the new art and content, we've got a raft of small balance changes to Talent cooldowns, Initiative costs, handling of missions in friendly territory, and more.
If you're just seeing this update, you should first check out Update #140 for the news of the major milestone INTERDICTION that introduces and details craft -- interdictors, bombers and shuttles!
https://steamcommunity.com/games/335620/announcements/detail/3464866264432530978
On to the details!
The INTERDICTION major milestone issues in a completely new type of ship, new style of play and and an all new frontier for ship combat meta. By installing launch bays and hangars into your ship, you can now achieve a carrier build. From there, recruit Wing specialists to staff the flight deck and pilot your craft and send the bombers, interdictors and shuttles screaming into battle or use them for utility in orbital operations, missions and in ship combat victory.
This major new expansion adds 4 new Jobs, 60 new Talents, 15 unique craft across the spectrum of bombers, interdictors and boarding shuttles, 3 new ships, a pile of new ship components, new Contacts, new Contact Traits, character Trait expansions to make for ace pilots, changes to the ship meta and so much more.
Carriers and craft are not for the lowly -- they are definite mid and late game content. They require a serious bank roll to get started, with a launch bay installing to the tune of a half million and the purchaseable carriers all starting around one million.
This is a hype post only -- there is no immediate update here. It has been a long month at Trese Brothers HQ as we have hammered out and worked to perfect all of the systems related to small craft. Above you can see some of the draft animation work of a bomber swooping over a capital ship.
In the next Frontiers update, we will be hitting a major milestone and adding the last KickStarter stretch goal -- the ability for carrier ships to launch multiple small craft of different specialties to join in the ship-on-ship battle.
As the Nightbot on our Discord would say:
"I have been hyped about things 605 times. NO ETAS."
We wanted to post this news as its been a long 10 days again without updates -- we can assure you it is only because we're working on some very big stuff.
A few key things whet the appetite:
Welcome to Update #139 where Radiation Storms go to play. This update includes a big buff for Radiation Storm Rumors, fixes a critical bug with the enemy ship builder (auto-defeat) and adjusts a number of Talents, Traits and ship components for bug fixes, clarification and balance issues..
First up, we've fixed the bug where some enemy ships lose the battle automatically or lose automatically upon the first attempt board. In both cases, this was caused by a mistake in the enemy ship builder AI that would at times -- probably against the advice of all of the officers -- toss out the Void Engine and/or the crew Barracks in an attempt to get more weapons, defense etc. This is now fixed!
Captains, after an all-too-long drought, word is finally filtering down through the spice halls that Update #138 has arrived! The extended delay has resulted in an over-sized update, which we will get into detail below. We've improved the ship combat UI, added new animations, sped up play by adding new keybindings and tuning the orbital ops play loop, made balance changes to Rep from ship encounters with Smugglers and Explorers, tweaked 3 RP torps and the Dart Jammer ship, and made a host of small improvements and bug fixes to boot.
We also want to share an important change to the dev roadmap. The 14+ day delay between updates here was in preparation for a big move -- the upcoming release of fighters and carriers. For a number of reasons, we've decided to swap the 6th Era and the launch of Fighters from Carriers. So, while this update does not yet contain the major milestone, it is a huge prep step, especially in the changes to the ship combat UI. When are carriers coming? Soon :D
Once we get past the newly updated v2.4.x, we'll hit v2.5.x and there will be an extended period of adding Eras and vignette story arcs to the game.
But for now, on to the update!
Update #137 is a bit of a monster. We must have gone too many days without doing an update -- features, new art, component upgrades, and all sorts of great changes just kept piling up. The result is #137, Behemoth Looms!
If you're enjoying the pace of updates and all the new goodies, please tell a friend and leave a review!
Update #136 continues the hunt to perfect the game's balance, expand the possible builds with ship components and prepare for the coming release of fighters/carriers. We've rebalanced some of the existing medical components as well as added anew exciting hybrid component that can house an officer, the Medical Clinic. Two balance changes have been made to ship combat Talents, we've expanded the abilities of the Salvage Bay component type and made some changes to ship status to better display bonuses.
If you're enjoying the updates, the balance tweaks and these nice quality of life changes, please tell a friend and leave a review!
With Update #135 we're rolling out a hotly requested high speed combat option, two new Talents to help captains who are trying to escape enemy targets, a change to ship combat that buffs the Armor/Shield meta and new rules to help Contacts focus their missions on their zone of influence. Not to mention a ton of bug fixes, small tweaks and improvements!
Let's get started!
Update #134 follows on the release of the Xeno Hunter with new updates to the enemy ship AI, a new rank 15 Talent for Mechanics with a brand new ... mechanic ... balance changes to +Armor % buffs, gear and the Xeno Hunter and simplified rules for new game officer skill bonuses.
If you're enjoying the updates and their relentless pace, please take a moment to share the game with a friend and leave a review!
The Void's most dangerous predator has arrived with Update #133. Striking another big line from our development roadmap, we are excited to announce the newest Job and starting Profession: the Xeno Hunter!
Something burns deep inside the Xeno Hunter, compelling them to chase the true terrors of the Void. Specializing in baiting, tracking and killing the alien in deadly crew combat, the Xeno Hunter uses distance and heavy weapons to gain the advantage.
We've also made some minor but important balance changes to crew combat, so check the final section for those details.
Update #132 rolls out strong on a Saturday night, delivering some awesome new heavy armor outfits, a mean looking new helmet, new mission types, a new mission acceptance summary screen to give details on Talents being used and much more.
A huge thanks to everyone sharing Star Traders: Frontiers and leaving a review to help us keep cranking updates at this Relentless Pace.
Update #131 lands with a blast of a new art, even more improvements to the enemy ship builder, a new Trait Conditioning service for Chaesin Doctors and Researchers (new!) and a ton of balance improvements and bug fixes. A huge thanks to everyone sharing the game, posting feedback and helping us improve!
In the art department, we've got 2 new environmental landing zones, a new wilderness jungle and a new urban image for some of the largest urban worlds. We've also added 3 new character faces.
We've also buffed the Navigator's Fast Getaway Talent, made Radiation Storms and other Rumors more impactful in orbital operations and given more teeth to the damage caused to crew during any card game.
Update #130 comes with an exciting set of new Void Engines, big changes to how the enemy ship builder designs its ships, some critical balance changes to Orbital Salvage and a ton of other community suggested improvements and bug fixes.
We're hard at work laying the foundations for carriers/fighters and the next story Era. If you read between the Bexian tea leaves, you can see the enemy ship design rebuild being a direct product of needing to improve the AI's ability to accommodate fighter variations.
Thanks to everyone suggesting improvements, posting suggestions, telling a friend and leaving a review!
Here's Update #130, captains!
Update #129 unfurls its sails with some amazing new ship components, some changes to the balance of some M2400 and M3400 Engines, new ability to set waypoints from your mission cargo screen, new SFX and the Bounty Hunter changes that were discussed with Update #128 but missed the launch boat.
In Update #128 the faction juggernauts of industry and military might gain their first set of faction-specific bonuses, another round of art additions finishes the gear catalogs, the game over screen gets a big boost, Bounty Hunter Talents get some rebalance and a new player-requested feature in "Stash All" in wild zones! It's big, its packed, its Update #128.
Let's keep the new year cheer rolling with another big update! With #127, we're rolling out the Alta Mesa faction-specific ship, 5 big new components, 3 new Traits, 6 new faction special rules, new art for character gear and more! Step onto the bridge, captain, and let's sail.
We're ringing in the new year by getting back to our relentless pace of updates! Welcome to the 3rd update in 5 days! If you like the constant stream of improvements, please tell a friend and post a review.
With update #126, we've added 8 more unique Captain-only Traits covering the last 4 Jobs and closing out this arc of development. We are very happy with the overall changes which have helped to differentiate the careers in exciting ways without going so far as to remove any of the playstyle options for your captains. A Merchant may be the best trader, but trading is still valuable part of most other captain type's careers. We'll keep balancing and tweaking these as we go.
We've also rounded out the Sniper's Talent set with a new rank 15 Talent and rebalanced a few of their Talents to fit better with the new addition.
On with it!
Happy New Year, captains!
We're excited to ring in 2019 with the ongoing sale (25% off) and a big new update. Update #125 focuses on the new Captain-only Traits for those captain types that are ready to enter crew-combat -- Assassin, Bounty Hunter, Military Officer and Zealot. We've also added more art, fixed some of the newly added Traits from #124 and balanced, tweaked and fixed many other things.
Update #124 begins a new and exciting arc of Traits for Captains by introducing Captain-only Traits for our first 4 Professions -- Merchant, Smuggler, Pirate and Spy. We've also added new environmet art, simplified display of Deflection % and made a number of community requrested improvements to the UI.
Happy New Year to everyone -- here it comes!
Perhaps the last update of 2018, #123 brings the curtain down on an year. We want to thank everyone in our community who helped bolster us, share feedback, help improve the game, loop their friends in, review the game or lend advice, help or support to another player. We could not have gotten here without you!
We're proud to have been included in Steam's Best Early Access Grads of 2018 due to your support -- so thank you!
The major milestone TERROX unleashes new and wicked forms of the Terrox xeno into the galaxy at large. While the xeno still haunt only the dangerous wilderness and mostly gather around Rumors of their presence, encountering them will bring a less predictable challenge each time. With Update #122, we've expanded the Terrox ship and crew combatant variations, added new Talents for the Bounty Hunter and Assassin and continued the pressure on improving the balance and focus of crew combat meta as we have done over last few releases.
Update #121 includes new character faces, more dangerous enemy AI, rebalanced Assassin Talent, and is paving the shipping lane for the next major roadmap item. Just in time for the holiday, we've got another big update here with exciting goodies. Next up, we should see something truly terrifying (xeno variety) -- so enjoy the good stuff!
Update #120 is sure to be a crowd pleaser with some major improvements to the recruiting rules, the completion of a big re-rendering project for feminine characters, added 6 new character faces, new Explorer Talents and Rare Trade Good cards and more!
If you enjoy the relentless updates and the work we are putting into Star Traders: Frontiers please take moment to leave a review and tell a friend!
Update #119 shifts the balance of Exploration by updating Exo-Scout Skills and adds more spice to an important Exo-Scout Talent. We're excited to see new Job combos and playstyles emerge as these new changes go into affect.
We've also streamlined the new game experience for our repeat players and made the first round of big tweaks to crew combat math, with every armor's Deflection % going up. More coming soon on this one.
Thanks to everyone supporting our efforts and for sharing or review the game!
Update #118 circles back to the orbital ops -- Spying and Blockading specifically -- to rebalance some of the base cards as well as add 3 new cards related to Conflicts. We've also made some player suggested changes to recruit UI, made the final planned tweak to Skip Off the Void and added a customizable keybinding for repeat last firing orders. Not to mention a few bug fixes, some minor UI tweaks -- its a good one and starts a new push to further deepen the interaction between orbital ops and Conflicts.
With Update #117, we've rolled out one of the top requested feature with Repeat Last Firing Orders, rebalanced the Mass of M3400 and M5000 Void Engines, improved the Talent and Trait bonuses for Salvage enemy ships, made Steel Song harder to bribe and improve the descriptions for orbital ops cards.
We're back on station after the holiday and will be hammering on relentless updates again! Let's get this roadmap moving :D Thanks to everyone for sharing the game and leaving a review!
It has been an adventure of a year for us at Trese Brothers Games, and Cory and I would both like to extend our thanks and gratitude to the thousands of Captains who have rallied around Frontiers, plotted intrepid courses into the void and taken the time to post their feedback, suggestions, bugs and reviews here on Steam. As a small team, we would not be able to do what we do without you, so thank you for your support!
This holiday season, you can save 25% on Star Traders: Frontiers. Tell a friend!
Once we're back at our build stations, we have an exciting set of updates that will come in rapid succession as we march down our development roadmap. First update on that list will include the often-requested ability to "repeat firing orders" from the turn before in ship combat.
Until then, stay safe, dodge those xeno and many thanks! We'll see you in the spice hall, friends.
https://steamcommunity.com/games/335620/announcements/detail/1696055855739611821
Andrew and Cory
Trese Brothers Games
Update #117 rolls out with some exciting new improvements for Save Slots and permadeath games, faster and easier Navigation for Rumors, Contacts and Systems as well as some new improvements to Spice Hall Recruit, the story, consults and barks.
Update #115 is a run down of suggestions and bug reports coming off the Steam boards and from Discord bundled into a delicious and spicy update.
A huge thanks to the team here on the Steam boards who created the barks suggestion threads. We've pulled another 30 great ideas from that thread and slotted them into the game.
Update #114 brings a big package of improvements across the game. From further story deadline changes to big improvements in crew selection for combat to vastly improved captain's log entries for the death of contacts -- so much of these big improvements are coming right out of the player forums and from suggestions of our veteran captains. Thanks to everyone posting suggestions and feedback as well as, of course, telling a friend and leaving a review!
Update #113 rolls out a brand new faction-specific ship, a new rank 15 Talents for Navigators and delivers on a ton of suggestions from the Steam community -- story improvements, UI fixes, Talent balance and more. If you're enjoying the updates, improvements, new content -- please tell a friend and leave a review!
As always, thanks to everyone playing, posting, telling a friend and leaving a review! Cory and I appreciate your feedback, especially with quickly finding and fixing bugs.
This hotfix addresses a few bugs introduced in the #112 Razor's Edge update. First -- there was an odd case where a story mission might set your money to $0 instead of giving you $10,000 right at the beginning of the game. Rough!
Eryn Razor now has a small Personal Rep requirement (20) before she lets you in on her big wager in the bloodsport storyline.
We've further improved the starting Contact's selector to avoid Char's faction, but have to temper this with saying -- depending on the map seed, its still possible that there will be Char-faction Contacts. Its far less likely now.
And oh the shame -- we fixed one place where Rychart was terribly mispelled ;)
We're glad to be back! After 10 days without updates, we've got the big one you deserve. New storyline, new encounter and Rep improvements, new enemy AI smarts, new starting contacts and so much more. It's packed full of the good stuff -- including lots of suggestions from right here on the Steam boards -- so be sure to review the full patch notes at the bottom!
Here's Update #112!
Update #111 fills out the massive ship weapon category, adding 5 new large slot weapons. It also increases your Rank and Edict impact on ship encounters, reveals all of the dice roll details during travel and fixes lingering issues with Orbital Salvage.
Due to some travel schedule and planned build server maintenance, this will be the last update for about 10 days. We know that's a long black out for updates, but we promise that when the time comes, there will be a very large and very lovely update!
Update #110 comes after a weekend break and delivers on new content, balance tweaks and new achievement rewards. We've included a new faction specific ship, new starting profession, new starting contact and some improvements to Talent rules. Enjoy! Thanks to all of our players leaving reviews and telling friends about Star Traders: Frontiers -- Cory and I thank you.
Thanks to all of the captains who helped us make last weeks sale a success and welcome to the thousands of new captains who have stepped on the bridge and are now sailing the Frontier!
Last week, we made the decision to avoid posting news items for updates that would have bumped the big Update 108: Major Milestone RELIC off the top of the list. With the sale now concluded, we're publishing a final hotfix for Salvage operations as well as the following news item that is a roll-up of all the updates and hotfixes we did during the last week.
https://steamcommunity.com/games/335620/announcements/detail/1691556695839699697
Here is the full detailed release notes on Update #109 as well:
https://steamcommunity.com/app/335620/discussions/0/1734341526176895258/
With this hotfix update now out (v2.4.9) we will resume regular updates with new features and content. This update includes the last fixes to reported crashes and card issues in Orbital Salvage and we are now looking down the roadmap to more exciting items -- fighters/carriers, more xeno types, more Jobs and just more.
Thanks to everyone leaving a review, especially if you enjoy the update schedule.
The major milestone RELIC ushers in a completely new style of play, profession and a new major system -- Salvaging at Orbitals. While Salvaging shares some cross-over with other orbital ops (Spying, Blockading, Patrolling) it is the extreme high risk and high reward variation. In addition, Salvaging operations are tied directly to fickle Rumors, so the chance to swoop in and make a credit ... or lose a few crew ... does not last forever.
Salvage operations are not for the feint of heart. But the dangers match the possible bounty offered. From big credit rewards ($5K to $80K), to high value mission offers, to relic gear (45 new gear added), specialist weapons (12 new weapons added) or armor (6 new armor added) the rewards are premium. But so are the potential disasters from double-stacked xeno fights, negative Trait mutations, massive Reputation loss, death of Contacts in the quadrant, punishing ship damage or even the terrible double-stacked fatality card.
No, not for the feint of heart at all. This one's for the scrappers, the gamblers, those tough enough to survive.
Update #107 breaks new ground on different ways to start your captain's career with both new starting professions and a new impressive starting ship. This is also the final update before the Orbital Salvage release to kick off v2.4.x, so we're hard to work beefing up and adding components, new ships, and prepping the interlocking systems across the game. Stay tuned -- v2.4.x will be here very soon.
Update #106 rolls out a terrifying new class of missions, exciting tweaks to the Reputation rules when fighting Pirates and Smugglers and 2 new unlockable starting Contacts.
While we've been working on this update, we're also nearly done with the major Orbital Salvage expansion from the v2.4.x family of the roadmap. It's heading into testing and gold plating next week and should not be long before it and the new Scavenger Job drop!
We're thankful to our awesome community for continued suggestions and feedback. If you're enjoying our approach to game dev, please be sure to tell a friend and leave a review.
Chatter in the hall grows quiet as a new update walks in. It's been a few days because we are ripping up things to support the new Orbital Salvage systems, Rumors, Jobs and Talents. But -- the new update has arrived with UI updates, balance rework, bug fixes, recolored ships and more!
Update #104 follows closely behind its predecessor due to the need for a hotfix, but also contains a very important functional change and therefore -- has received its own number!
To cap off this weekend, we've returned to a few of the features we added throughout the Early Access process and worked on adding the bells and whistles they didn't get on their first pass. We've also fixed the last reported Arbiter Estelle bug, tweaked the balance of Blockading and finding Contacts, improved the stats of the story officer Elsa and differentiated two closely related types of Talents.
If you enjoy the updates, please tell a friend and leave a review!
Update #102 releases a slew of new components to increase ship design flexibility, a new Javat-only ship, a small set of fixes to the new starport filters, and a lovely package of bug fixes and quality of life improvements. Here at Trese Brothers HQ, we are hard at work on the first major dev roadmap item, hammering away on all the exciting Orbital Rumors and Salvage opportunities. It will feel good to burn down the first item from the new roadmap!
Update #101 is a massive package of upgrades, new filters, balance changes, Talent improvements, story fixes and more! This one is clearing the decks as we prep to tackle the first big roadmap item of our dev roadmap. Get ready -- there is a lot more coming.
If you're enjoying the relentless pace of updates -- please tell a friend and leave a review! For anyone who has seen the famous "Enormous Floating Space Hat" -- that is also now fixed!
Update #100 feels like a big milestone to cross! We wanted to make sure this update was extra special and so took our time over the weekend to pack it full of new content, new visuals, new components, new fixes and more. What better way to celebrate than more hats!
Thanks to everyone who is helping us share the game -- by telling a friend or leaving a review.
Update #99 welcomes the weekend with a big burst of new improvements, balances and tightening up in some of the major storylines.
Update #98 brings a major rebalance to the Rare Trade Goods system, both expanding it and limiting. It also includes a second speed-play option, this one focusing on Explorer, Spying, Blockade, Patrol and Black Market card games. It's a big release with some major improvements for players at all levels. If you're enjoying the crazy pace of updates (didn't we just do this yesterday?) please tell a friend and leave a review!
Update #97 rolls out on a Monday afternoon with another one of the most hotly requested improvements since the game's launch in August. We've been hammering our way down the priority list and will continue to do so as we work to rolling out bigger story and feature bursts of the roadmap.
If you're enjoying seeing your feedback in the game and the pace of updates, please tell a friend and leave a review!
Following our roadmap publish, we are now hammering down on the content expansion goals and marching toward our next big feature addition -- Salvaging Orbitals and Wrecks. With this update, we've added a new mission giver type as well as 8 new missions -- you can now start to actively support the Hunna. There will be a lot more coming in this department on both sides of the line. We've made some exciting changes to further widen the availability of Contact recruits and different Job types, improved some M2400 ship engines, and caught up with the most requested fix for the Faen storyline -- confirmations on branches! It's a big release with balancing, new content, bug fixes and more.
If you enjoy the relentless update pace, leave a review and tell a friend!
Update #95 comes close on the heels of our development roadmap which went live on Friday. Be sure to check out the roadmap for our ambitious plans for future version milestones and content expansions. If you've been playing Star Traders: Frontiers even for a week, you probably have already had a taste of our relentless update style. If you are enjoying it -- tell a friend and consider leaving a review!
https://steamcommunity.com/games/335620/announcements/detail/1696055855739611821
Update #95 adds 2 new ship encounter Talents, deepens the complexity of ship encounter hostility rules when it comes to military Rank and delivers on a highly requested feature for the starport: queuing upgrades for dry docked ships. Queue 'em up, and then just keep flying!
With the help of thousands of new captains, Star Traders: Frontiers launched out orbit in early August. However, this is only the beginning -- we've got an ambitious roadmap to grow this already massive space RPG into even more of a behemoth. We're sharing this dev roadmap to give clear insight into the big things coming down the pipe.
The glue-grey alloy of duranthium is known to shine best when polished mightily. Update #94 represents a continued push for polish and improvements across the board. We're implementing player suggestions, fixing newly discovered bugs with the story and tweaking balance.
If you enjoy the updates, leave a review and tell a friend! Without further delay, here we go!
Our apologies for the overnight bugs with Talents. Crashes occurred during leveling and when using certain Talents during ship combat.
We have resolved the bug and a hotfix is now live.
For a small studio that prides ourselves on stability, this one is our bad.
Cory and I draw so much inspiration from the community -- suggestions, bug fixes, motivations, new ideas -- your stories, your victories and your defeats. This update, we've focused on cycling some of the most critical of that feedback into the game. Thank you for post, sharing and helping us improve the game.
More than 200 years before your captain steps onto the bridge of his or her vessel in Star Traders: Frontiers the colony ships of the great Exodus were beginning to settle their new homes, settling new quadrants scattered to the galactic winds. In the dusty and unlikely stretch of space known as the Cirm Sector, a weakened and battered force of Templar Militant strive to protect the fledgling faction colonies. In the following years, your captain will be called to lead the elite strike force of mech pilots into the most harrowing battles against xeno and humans alike. It rests on the shoulders of your leviathan battle mech to preserve the colonies, the save the quadrant. If you are enjoying the lore of Star Traders: Frontiers, step into the turn-based tactical combat of Templar Battleforce and experience the galaxy and its history from a completely different perspective and through the eyes of a Zendu. Save 50% and pick up a copy today! https://store.steampowered.com/app/370020/Templar_Battleforce/
Update #92 caps off another big weekend on the Frontier. More than double the music in the game, boosting the Smuggler's black market access, improving the UI and fixing another pile of bugs -- its just Sunday demands.
If you're enjoying the game and the steady stream of updates, please tell a friend about us and leave a review!
A few days have passed and the team here at Trese Brothers HQ has been busy on another big update. We're soaking up feedback from the community, crushing crashes (80% down over the last 2 releases) and fixing bugs as fast as we can. We're also prepping a new public roadmap which will give better visibility into everything that is coming down the pipe.
We are very excited and honored to have Rock, Paper Shotgun publish a review this morning! If you haven't picked up the game yet, you should check out Fraser Brown's review -- he's smitten, you might be too :D
https://steamcommunity.com/news/post/2454911758740334309
Update #90 brings us to nearly the end of our launch week sale. Star Traders: Frontiers is 20% off for only another few hours, so be sure to tell a friend and leave a review. It has been an exciting week -- we've had some bugs, a ton of feedback, thousands of new players. Update #90 both adds content, improves systems and fixes a massive ton of bugs.
A big thanks to everyone pressing "Send Report" if the game crashes on you. Also, just reload the game -- the auto-save system will ensure you haven't lost any game state.
Update #88 came with an awesome new hat, #89 got military headset and so it only seems fitting that #90 would come with a new outfit. We've added a blue uniform outfit which now creates a matching pair. For those ship captains who want to keep things regimented and run a tight ship, you can now enforce a stricter set of ship uniforms with this new addition.
Welcome all new captains, the frontier awaits! Thanks to everyone who has stepped onto the bridge of their spaceship and given the order to rise up into the void. We've had a banner weekend here and are now ready to get back to business of expanding and improving the game. This will be Update #89, and it's a doozy. We had 88 updates in Early Access and in order to be able to reference updates ("we added that in update 62") we're not going to reset the count.
Also, we'd like to dedicate this update to everyone posting feedback and leaving a review. It wouldn't be so awesome without your help!
Welcome to the frontier, captains! It has been an exciting 36 hours since launch and the spice hall is overflowing with sharp new talent. Welcome, welcome all -- we'll see you on the boards if you have questions or feedback!
Today, we just have a small patch fixing reported crashes and a few bugs. And Exo-Scout got their missing Talent completed with something pretty deadly versus the xeno -- Burrowing Shots.
We're just pushing out this quick patch release for the weekend. We'll return to a more exciting update schedule early next week with some additional features and content.
We have also rebalanced two unlocks that were unfairly hard -- Adventurer and Master Adventurer.
Cory and I wanted to extend a personal thank you to everyone who is helping us get the word out about Star Traders: Frontiers by leaving a review or sharing the game with a friend! Remember, we're on 20% sale for a week -- don't miss it!
Tonight, Star Traders: Frontiers is rising up out of Early Access and into its full launch status on Steam. Throughout these 8 months, the community response and level of engagement has been phenomenal. We’ve worked closely with so many of our players to improve the game across the 88 Early Access updates. While we are thanking people who helped make the game what it is today, we can’t miss a chance to thank all of our KickStarter backers who supported the vision for STF from the very beginning.
Early Access may be over but this is far from the end. We will shut down the Early Access Dev Roadmap but will be spinning up a new one with any remaining feature copied over. If you know our studio and our games, you know that we love supporting them and updating them. Star Traders: Frontiers will be no different, so you can expect the updates and continual improvements to continue.
To celebrate the launch, Star Traders: Frontiers is 20% off for the week. There is no better time to tell a friend, leave a review or share the game with your neighborhood streamer, gamer or games community. Thank you as always for helping Cory and I get the word out.
Spacers feel at home in the void and many of them are uncomfortable staying for long periods of time on faction holdings. Space and its endless expanse calls them back. As this crazy Early Access period wraps up, we're glad that so many Captains have joined us, heard the call and come aboard to help us improve the game. We've striven to do Early Access in the Trese Brothers way -- true community engagement, constantly being present, and updating like there are more than 10 of us instead of 2. We hope you've enjoyed it and this will be the final update in Early Access mode before Wednesday's launch.
Tell a friend, leave a review.
If you've played our other games, like Templar Battleforce, you'll know that this isn't going to be an end to the updates. We're working on a new Dev Roadmap now that the EA one is nearly complete, and we'll just slide those last few items over onto the new one.
Update #86 has brought us to the the final moments of this game’s Early Access phase. It has been a busy 8 months and we owe a huge thanks to the thousands of Captains who have helped us improve the game. But -- we're not done yet!
While the game is coming out of Early Access on Wednesday this week, it does not mean that the content and feature expansions are ending. We don’t plan to slow down or change direction. Exiting Early Access is a milestone on our larger roadmap indicating the game’s readiness, stability and completeness against the goals we laid out for EA. Once we transition out of EA, we will be publishing the Dev Roadmap, looking out into the next year.
Even 500 years later, the reverberations of the Guild War are still felt within the Star Traders society. It defines their heroic ideals, their fierce independence and their very concept of law, tradition and government. Update #46 honors those heroes with a big boost to the Gestalt tradition as well as a host of improvements, balance tweaks and fixes and preparation steps for some of the really big updates just around the corner.
Thanks to all of our Captains who are supporting the game with reviews and by telling a friend! Your support helps us keep this pace as we chase the final nail in the v2.1.x family (the Faen!) and push forward into v2.2.x!
Update #45 is a wrecker and is packed full of new content, fixes, heavily requested features and delicious spiced things of all kinds. Two new powerhouse ships are coming off the production line and the first ship to crack the 9,000 Mass barrier has now arrived -- the Cautela Titan. Now, relanding on the same zone is now free -- check the map with impunity! And the Faen court works again, sorry the story was broken for 3 days! It is time Captain -- download the latest update and sail the galaxy today!
Thanks to all of our Captains who are sharing the game and leaving reviews!
Update #44 is here and with it a bevy of improvements to contacts, combat logs and dry docking procedures. Thanks to all of our captain's posting feedback, suggestions and bug reports -- you're feeding the fire of constant polish, improvements and relentless pace of updates!
We've been working on a lot of things at Trese Brothers HQ that aren't quite ready for release yet -- finishing the Faen storyline, some big reworks to the zone UI and the prize ship Talents. The containment fields are faltering and it won't be long before these big features hit the update stream!
Templar Battleforce, which is set in the same universe and allows you to command a squad of Templar mechs in harrowing battle against the xeno, cultists and worse is on sale this week -- 50% off! If you want to see the STF galaxy from another perspective, try out this turn-based tactics RPG!
http://store.steampowered.com/app/370020/Templar_Battleforce/
On the auspicious date of 210.13 AE, a new era was born. After our last update added services filter for Contacts, it became obvious that we needed to deliver on another repeat request from the player base -- the ability to apply multiple filters simultaneously. And while Update #43 doesn't drop an official story era, the Multi-Filter Era is a major step forward for quality of life and speed of play. It will pale in comparison to the coming Single-Click Era, but heck -- its still shiny.
Now it is easy to search by multiple criteria within the System Atlas -- such as looking for planets that have a zone that offers refuel and at least one zone marked with a yellow star --
Or browse your extensive contact list, asking to see all local contacts who have a yellow star and provide introductions --
Or filter down your crew list looking for those characters who have a red star and are also ready to spend Job or Talent points to level up --
We've also fixed a few minor issues. Crew Combat Talents were showing that they had a cooldown, which is NOT the case -- they do not.
The selection of crew for crew combat was allowing you to pick non-fighters like ship ops crew. This is now properly disabled -- you may only pick officers or fighting crew, any empty slots are assigned randomly.
Finally, we've fixed a few issues with upgrading ships in dry dock. We've still got an issue with swapping officer cabins in dry dock which we are working to resolve for the next update.
The galactic week begins and another Star Traders: Frontiers update comes rolling out of the factory! This one is packed full of highly requested features from players as well as some important crew combat balancing and a host of small tweaks and fixes. If you're enjoying the constant stream of updates, please leave a review!
If you're enjoying the constant stream of updates, please leave a review!
With Update #41, we've taken a few days to hammer new content into game readiness. We've started with a new 6000 Mass ship, new hats for your officers, captain and crew, new art for wilderness environments and new contact faces.
With v2.2.x in full swing, we've got a lot more coming here in the next week with some very big updates. We'll keep expanding and improving across the entire game! Please leave a review and tell a friend to help us keep moving forward at our relentless pace!
With Update #40, our ship has sailed past one of the major buoys hanging in the void -- we've sunsetted the v2.1.x family. We're still working to finish the Faen storylines, but that will be coming soon but most importantly we are relentlessly pressing forward into the next major developments.
With Update #39, we are rolling out the major new addition of Custom Difficulty. The first big feature from the v2.2.x family on the development roadmap lets you tweak the game's difficulty settings exactly as you please, making the game as easy as possible, as hard as possible or mixing and matching to fit exactly what you enjoy.
With Update #38, we are rolling out exciting additions, balance tweaks and fixes across the entire game. Though we are a small team of 2, we work constantly to make iterative improvements to the game and all of its systems and this update is a perfect example of that!
The proper landing protocols are needed now as we are coming into the final approach for the v2.1.x family of development. We're about to set this spaceship down in a big cloud of dust. Then our combat team is going to come piling out and lay siege to v2.2.x with gusto. We've gathered a combat team with Traits like Brute, Merciless and Savage to make sure that we get off to a great start.
This release includes a big blast of lore in the 30+ page lore book as well as a new set of Talents that finish every Job in the game except Pilot's last 2 Talents. It's an exciting milestone and opens the door to future jobs!
Welcome to the Lunar New Year Sale, Captains! We've got 20% savings throughout the big holiday weekend and are honoring the holiday with big updates all around and new environment art for the dank jungles and beautiful garden worlds of the galaxy.
Update #35 pushes a whole new set of boundaries with the trading system within Star Traders: Frontiers. Improving the hook in to Conflicts as well as drawing trading directly into missions continues to interconnect the layers within the galaxy.
We're coming around the bend now and starting to accelerate toward v2.2.x. Thanks to all of our captains helping push us forward with reviews and helping to share the game!
This hotfix resolves an issue in the v2.1.7 update that made ship combat harder by a lot. A mistake in the dice calculation nerfed defensive dice for ships on both sides of the battle and therefore almost all attacks were hitting.
Update #34 fixes the issue and gets combat back to its correct balance. I've included the salient changes to ship combat balance that were in the Update #33 for easy quick reference.
Another big update is welcoming Star Traders: Frontiers to the weekend. We're still grinding out enhancements on the v2.1.x family of the roadmap and adding polish to areas that have needed it. We owe a huge thanks to all of our captains who are leaving reviews to power more updates, sharing the game with friends and posting feedback to the boards, our forums or joining us in Discord.
Following on the release of the first Era, we're continuing the pressure on storyline, UIs and content to wrap up v2.1.1. Eras are unique periods in the galaxy's timeline, in which both the rules of the sandbox and contact motivations all shift as well as a time to tell special the stories of the Star Traders. You can see this in action through the Arbiter's storyline where you can drive the birth of the Era, and now with Update #32 we're expanding that content to include new inter-era storylines.
It's been 3 days since our last update. I know -- shocking :D Perhaps it appears that we are getting lazy. Quite the opposite, actually -- we have an absolutely massive update for you tonight, overflowing with major developments, improvements, quality of life and fixes!
First off, welcome to all of the new captains who have joined us in the galaxy this week! We're excited to hear your feedback and to welcome you to the Star Traders universe. We're working hard to deliver a relentless pace during the Early Access period, and this is Update #30 in the 75 days we've been alive and kicking on Steam. So, strap and in and get ready for more!
Check out the Early Access development roadmap we've posted to follow along.
http://steamcommunity.com/games/335620/announcements/detail/1465223015950834706
With all of the major development items knocked off the v2.1.x family of the development, we are now throwing ourselves full tilt at the remaining two story items on the list -- the Faen Era and the Arbiter's Era. The next couple of updates will all be featuring story additions and some very exciting changes are coming on that front.
Gather round the spice hall, Captains, for we've got another update to share. With Update #29, we've put another major hole in the bottom of the v2.1.x family of the EA roadmap. We're also pushing through some new character designs and the first big round of character art cleanup and animation smoothing.
As always, we're here every day on the Steam boards, Discord and on our own forum fielding bugs, suggestions and feedback. A lot of those issues and small tweaks made it into this build, so thank you for your input!
Finally, welcome new Captains as STF is 20% down for the week! Call it a Surplus Rumor and tell a friend!
We're firing off Update #28 tonight with another round of improvements to the starport, new stash visibility and fixes for Talents and a story arc.
Even though we are a small team of two, we are dedicated to a relentless pace of updates during our Early Access period. To achieve that, we focus on rapid iterative development -- meaning we do short-cycle updates and improvements, rarely focusing perfect completion of any given feature or content area but instead making significant forward progress with a willingness to come back and continue to improve. This gives our tiny team the freedom to move fast, constantly improve and get daily feedback from our players that matters. And since we're on a short-cycle, that feedback can find its way into the game quickly as well.
We are now in the process of closing in on finishing the v2.1.x family. With a few more upgrades to the New Ship screen, we'll finish the Starport overhaul. The final Faen family storylines are being translated from design into story events, and we're buttoning up the rest of the items on the list. It is exciting to look forward to v2.2.x!
A special thanks to all of our Captains leaving a review and sharing the game!
The spice hall, the starport and the exchange -- they are all bustling. Major updates are firing off every few days and we are marching forward down the dev roadmap. As always, a big thanks goes out to all Captains in the galaxy, especially those that have left a review or told a few friends!
We're having a raging good time here at Trese Brothers HQ with the STF iterative development in full swing. We're working across the board on so many features and areas and proud to be able to complete, test and deliver updates every few days.
With the starport starting to look in better shape, we are moving on to new areas of expansion. With a kick and a sputter, new lines of Ship Engines have come roaring to life with today's major update. It's the beginning of a major drive of balancing, improving and adding new ship components to the game which we will continue throughout the Early Access period.
Our latest update tonight strikes another blow against the v2.1.x family of the dev roadmap. In addition, we are working our way through the list of known story bugs as we prepare to start adding large chunks of new story to the playable game.
If you like the updates and appreciate the work we are doing every day, please share Star Trader: Frontiers with a friend and help us by leaving a review!
The relentless march down our dev roadmap carries on with tonight's major update. Over the last few updates, we've been putting cracks in the wall that is the starport rebuild, but this update knocks a serious hole through it. We're not done by far, but we've made the first major strides toward completing this dev roadmap item on the v2.1.x family.
As we round the corner to Update #23, we're excited to continue to tune balance, connect more systems, and improve the layering of politics, conflicts, reputation and all the rest.
We're excited to be getting back to our regularly scheduled updates here. Our team had a rocky week with some issues we needed to patch quickly, compounded by the newest NVidia drivers and finally our own spat of hardware failures. Together, that storm slowed down the pace of normal updates a bit but we've weathered it, are getting back on the horse and hitting it strong!
It's Monday night and it's a good time for a quick stability patch. In Early Access, we still have some bugs and crashes, so this quick patch is focused on fixing bugs and closing all the registered crashes we can.
Thanks to every Captain who is pressing "Send Report" on our crash reporter! Your reports help us improve the game, and this patch fixes the most reported crashes in the set.
Thanks to all of our supportive players, captains suggesting new ideas, and to our lively community! Leave a review, tell a friend!
While we are working on larger v2.1.x dev roadmap items that can be turned around quickly, we are turning around some exciting content additions in rapid succession. Tonight, we're opening up a new and exciting angle for explorers and squashing some bugs that have come in during or after the Winter Sale.
The Steam Winter Sale may be over, but we've still got plenty of updates to share! Tonight's update features a host of new artwork and visual improvements across the game, as well as some more status screen improvements and some story fixes.
Thanks to all of our Captains who have left reviews and are helping us spread the word about STF.
Happy New Year to all of our Captains! A new year is a great time for a new update. It will be a year of updates, new features, improvements, new story and more. We're hacking our way through the v2.1.x family of our dev roadmap and are looking forward to the next big steps.
This New Year, we are thankful for all of our captains who have told a friend, shared the game or chosen to leave a review. You keep us moving forward and hammering out updates!
The spice festival continues in the hall, full of raucous energy, many new comers and rumors from across the wide galaxy. While updates have been delayed a bit for the holidays, we're resuming service and on the move again! If you like what you're seeing with the game and our relentless pace of updates, please leave a review and tell a friend about STF!
The spice hall is jovial this time of year, so its time for another big update!
If you haven't accepted your charter and stepped on to the bridge of a spaceship, the time is now Captains! Star Traders: Frontiers is 20% off for the Christmas sale and we hope you'll join us on this Early Access adventure. We've knocked out 16 big updates now with the game being less than 40 days old, so we are keeping to the Relentless Pace (TM) we promised. Join up today!
Now onto the update!
Tonight we are excited to deliver on one of the two major UI component rewrites that we have planned for the v2.1.x family as shared in our Early Access Dev Roadmap. The completely revised Event List in the bottom right corner now has a wealth of detail to share about what is happening on your ship as you travel, land, jump, trade, fight, live and die.
Each event is now includes descriptive text as well as full stack of details about XP gain, health and morale loss as well as ship damage, extra fuel spent and more -- all visible at a glance. Hover over any item in the list for the exact specifics.
If you like the improvements, we hope you'll tell a friend about our Relentless Pace of updates and leave a review on the game!
While you are operating within a zone and using the exchange, spice hall or other services, hover over the event list and you can check the details quickly as well.
Captains, We had some turbulence with the latest launch and we had to fire off an additional salvo to punch through to more stable air. If you're playing Star Traders: Frontiers this weekend, make sure you grab the latest patch to reduce crashes and improve your overall experience.
In the first month of Early Access, our understanding of the balance of combat, the ships of war and the captains who command them has come forward by leaps and bounds. Seeing saved games, analytics, watching streamers, chatting with players and discussing on the Steam forums has -- as we knew it would -- helped us hone in on a series of major combat balance updates!
Before hitting the specifics below, let me ask that if you like our relentless pace of updates (14 meaty updates in a month!), please leave a review and tell a friend about how the Star Traders: Frontiers early access!
Without further adieu --
A huge thanks goes out to all of our Captains for your generous feedback, suggestions and bug reports. The lively and engaging community here, on our Discord and across all our channels is dumping more Water-Fuel into our metaphorical Void Engines. Order another round of spice beer, because we've got more updates!
Before launching into the fun, I hope you'll take a minute to share STF with a friend and leave a review. We promised a relentless pace, and we're burning the engines hot to deliver. Many thanks for helping to share the game.
Captains, gather round the spice plate and let us talk. There is much news to share as we roll out update #12: Engage Void Engines! We're picking up pace with the speed of improvements now, hammering out some really good additions, fixes and balances with the growing strength of our community and the incoming feedback.
We've got some hot topics that are receiving attention tonight! We couldn't do this without your feedback so please keep leaving reviews and posting to the boards!
It's almost as good as the first Saturday morning cup of coffee. It's a Star Traders: Frontiers hotfix!
We had a few crash and issues overnight and decided to move quickly to resolve them. It's not enough to count as a real update, but we wanted to push this as a news post for anyone who might be experiencing these issues.
Keep flying, Captains!
v2.0.29 - 12/9/2017
- Fixed crashes in mission offer screens
- Fixed wide variation in reported jump time vs. real jump time
- Fixed issues "clicking through" mission over screen
As we're roaring into the weekend, we are excited to drop the Silent Void update -- its a mixed bag of great things. What's maybe most important is that it is a really big bag. Personally, I am excited at how many times the word "added" or "new" appears in this update! While we are still digging out from under bugs, story fixes and UI improvements -- our engines are starting to burn with a new light -- expansion! To the frontiers, Captains! Let's go!
Captains! Gather round the spice plate, news of another big update is resonating in the hall. The 2 man team here at Trese Brother HQ has been hard at work polishing, fixing and improving. We're still fixing and improving the game at the moment, but with every release we get closer to being able to turn our attention to full on new features and content!
If you enjoy the improvements and the game, please leave a review and tell a friend!
Two weeks ago, we opened the hyperwarp gates and let the first wave of Captains come rushing headlong into the galaxy. Ever since, we’ve been neck deep in feedback, suggestions, bug fixes and all the high priority things that need immediate attention. While we are still swimming in that soup, we have our heads above water again and are looking forward to the Dev Roadmap we designed for Early Access with all the expansions and excitement.
We are sharing the Roadmap to give everyone visibility into the scale and scope of our Early Access plans and how we intend to turn those plans into game play reality. This Roadmap will help us all focus and look to a bright future for the quadrants!
Red, flashing, unmissable HUD warning for no fuel
Today's update is all about balance and quality of life for our Captains. We are getting so much valuable feedback every day, and we are working our way through it as fast as two brothers can ;) Update #7 delivers on a lot of the feedback we've heard right here on the forums -- so you have yourself or other Captains to thank for this great update!
We hope everyone will take a moment to leave a review on the game! Share it with a friend! Help us keep cranking out updates at a laughable pace :D
Consider cross-training your officers in 3 jobs to increase flexibility
You truly are Exalted Dragoons
This year we are thankful for you, everyone who's been playing Star Traders: Frontiers. And a huge round of applause for everyone who's had the time to leave a review!
Today's update is written by Cory xD
New Captain HP Bars in the HUD warn of impending trouble
Another day in the void, another major update. We're hard at work and not just listening to you -- we're quickly learning and improving based on your. As STF launched into early access, we knew we'd have an exciting week with a lot of changes. It has been exactly that and this update is a really move forward for the game and its balance.
A huge thanks to everyone who has left a review! And, Star Traders: Frontiers is in its last hours its launch sale, so if you haven't picked it up yet, do!
Be sure to use your leveling filter to quickly pick and level crew
Captain! You're feedback and reviewers have delivered another release.
Keep it up! With this release, we are working hard on a host of smaller UI improvements, game balance, Rep system tweaks and the final small scaling fixes. We have also closed all reported story bugs and crashes. Please report if you hit any snag!
Now that looks like a starport!
It has been another busy day here on Steam and we are proud to release v2.0.5 in order to rapidly address your bugs, issues and the first crop of feedback! Thanks for sharing -- the fruits of your typing will manifest in the upcoming updates!
First - a huge thank you to everyone leaving a review. Many of you are already putting in hours and have valuable intel that other Steamers are looking for as to whether or not they should dive into the Star Traders universe. So thanks to everyone sharing!
Second - we fixed, improved and added things! Lots of things! Let's review --
First, a huge thank you to all of the Captains who have joined in to our first 24 hours of Star Traders: Frontiers! This spice hall is very busy, folks.
We're hard at work improving the game already on your feedback. We've reproduced and fixed a pile of crash reports (thanks for clicking send!) and are already moving on some of the early UI suggestions made by all of you.
We promise to work really hard for you during Early Access. We aim to be ever-present and to produce a constant stream of fun, excellent updates. If you've been with us on games like Templar Battleforce, you know how seriously we take that pledge.
Also, while there is a lot going on here on the Steam forums, our Discord is also very busy and a great place to chat with the Alpha Captains who have been plying the quadrants for 9 months. Hop in!
https://discord.gg/ugyyYP
So with no further wait!
v2.0.3 - 11/14/2017
- Added Mission Accept button very easy to see and find
- Added support for 1440p resolution in windowed mode
- Fixed issue with mission offers when sometimes very large negative numbers are shown
- Fixed all reported crashes, story bugs
- Improved Consult options and add more, recognizes wilderness zones
- Improved options screen
We've added the Mission Accept button big and bold so you can't miss it.
Greetings from the void, Captains! As we ramp up for the launch of Star Traders: Frontiers, we are hard at work on meshing and improving the game’s narrative core and underlying sandbox. This is an area where we’ve received a lot of questions and we are excited to share our approach to weaving together a dynamic sandbox environment with multiple, progressing storylines. Let’s try to get down to brass tacks and avoid the marketing jibber jabber.
Greetings captains! The engines are just coming to life here on our Steam page. Very soon, we'll be opening up the frontier for everyone to explore. We're in the process of wrapping up our closed alpha phase, where we already have hundreds of Captains who have played and are testing, and submitting feedback. As soon as that phase finishes, we will be launching Star Traders: Frontiers to early access on Steam, and opening the doors to all of you -- the next generation of Captains to try to make it in the galaxy.
We can't wait to get Star Traders: Frontiers into your hands, and hope you'll follow the game, share it with your friends or group, join us on the discussion boards and post any questions you have.
If you want some direct interaction, join our Discord server:
https://discordapp.com/invite/xTQPfZv
Or watch us on Twitch:
https://go.twitch.tv/tresebrothers
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