Name | Distant Star: Revenant Fleet | ||
Developer | Blazing Griffin Ltd. | ||
Publisher | Blazing Griffin Ltd. | ||
Tags | |||
Release | 2015-04-07 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  0  | ||
Steam Rating | Mixed | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  20,000 .. 50,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 0 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 0 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | Distant Star: Revenant Fleet Linux Depot [994.81 M] |
Hi all, |
Hi all, |
Hi all, |
Hi all, |
Happy New Year!
Graphics: Turned off VSync by default. For those with issues having VSync turned off, it can be re-enabled through the Steam command prompt.
Balancing: Developer Comments: : The rogue still feels a little underpowered, so we’ve buffed the Photon Blast slightly to make it more competitive with other ship choices.
Developer Comments: : We felt the Lances were a bit too ‘samey’ to use. So we’ve differentiated them by increasing the damage, charge times and firing times of the more advanced Lance attachments. This should make them more difficult to use, but far more rewarding. *Kaboom!*
Developer Comments: : : Missiles have been too strong in comparison to Cannon attachments since our 1.1 rebalance, so we’ve toned them down. These changes should make them better when hitting three or more targets, on par with Cannons when hitting two, and worse when hitting only one.
Developer Comments: : Torpedoes have been too strong since the 1.1 rebalance, so we’ve toned them down slightly so that they’re not always the best option for every situation.
Bug fixes:
|
Happy New Year!
Graphics: Turned off VSync by default. For those with issues having VSync turned off, it can be re-enabled through the Steam command prompt.
Balancing: Developer Comments: : The rogue still feels a little underpowered, so weve buffed the Photon Blast slightly to make it more competitive with other ship choices.
Developer Comments: : We felt the Lances were a bit too samey to use. So weve differentiated them by increasing the damage, charge times and firing times of the more advanced Lance attachments. This should make them more difficult to use, but far more rewarding. *Kaboom!*
Developer Comments: : : Missiles have been too strong in comparison to Cannon attachments since our 1.1 rebalance, so weve toned them down. These changes should make them better when hitting three or more targets, on par with Cannons when hitting two, and worse when hitting only one.
Developer Comments: : Torpedoes have been too strong since the 1.1 rebalance, so weve toned them down slightly so that theyre not always the best option for every situation.
Bug fixes:
|
Thanks to a recent review, we've noticed that there was a bug that made the Rookie difficulty far too hard - oops! We released a hot fix for that today so it should now be back to normal. We've also took the time to make some small changes to the balancing based on other feedback.
Bug fixes:
|
Thanks to a recent review, we've noticed that there was a bug that made the Rookie difficulty far too hard - oops! We released a hot fix for that today so it should now be back to normal. We've also took the time to make some small changes to the balancing based on other feedback.
Bug fixes:
|
After noticing a few bugs and balancing issues from let’s plays on YouTube, we decided to pull together another patch! |
After noticing a few bugs and balancing issues from lets plays on YouTube, we decided to pull together another patch! |
Thank you all for the feedback on update V 1.1! We're delighted that so many of you are happy with the changes. Since the update we've been tweaking a few more elements to improve the difficulty balance as well as getting rid of a couple more bugs.
Developer Comments: : We’ve removed the rubber banding on credits and experience gain. This was allowing players to snowball too easily once they had acquired a larger fleet.
Developer Comments: : Ships have been reaching their maximum level too quickly, so we’ve slightly increased the experience needed for each level to offset this.
Developer Comments: : “The Heretic” event had a small chance to be very harsh and remove all players credits and supply. We’ve adjusted it so that the event will only ever take 20% of player’s credits.
Developer Comments: : Orbital Defence Platforms were a bit too tough, so we’ve reduced their total hull to make them a bit quicker to kill.
Bug fixes:
|
Thank you all for the feedback on update V 1.1! We're delighted that so many of you are happy with the changes. Since the update we've been tweaking a few more elements to improve the difficulty balance as well as getting rid of a couple more bugs.
Developer Comments: : Weve removed the rubber banding on credits and experience gain. This was allowing players to snowball too easily once they had acquired a larger fleet.
Developer Comments: : Ships have been reaching their maximum level too quickly, so weve slightly increased the experience needed for each level to offset this.
Developer Comments: : The Heretic event had a small chance to be very harsh and remove all players credits and supply. Weve adjusted it so that the event will only ever take 20% of players credits.
Developer Comments: : Orbital Defence Platforms were a bit too tough, so weve reduced their total hull to make them a bit quicker to kill.
Bug fixes:
|
General: Developer Comments: Some of the ships would often feel like they didn’t have any strategic choices in combat other that ‘pop all cooldowns’. To combat this, we have given all ships energy and focused on using energy and shields as the main attachment resource.
Enemy Spawning: Developer Comments: We’re aware that enemy encounters could often vary greatly in difficulty. This was due to the random nature of roguelikes and a lack of control we had over some aspects of spawning. So, we’ve taken a number of steps to make the enemy encounters far more consistent.
Ships: Developer Comments: Fleets containing lots of smaller ships have for a while, been more difficult to fight than fleets containing fewer large ships. We wanted to flip that difficulty around and as such have made changes to all the ship’s stats to make larger ships that bit scarier to fight. Lancer:
Rogue:
Gunship:
Tech:
Pulsar:
Assault:
Carrier:
Dreadnought:
Pirate Scavenger:
Pirate Raider:
Pirate Assault:
Pirate Marauder:
Pirate Dreadnought:
Drones:
Attachments: Developer Comments: Attachments have had a lot of work to make them feel a lot more impactful and consistent. We also wanted to make them all good choices, but for different situations so we’ve adjusted a lot of stats and prices to try and reach that goal. Weapons:
Systems:
Support:
Shops:
Bug fixes:
|
General: Developer Comments: Some of the ships would often feel like they didnt have any strategic choices in combat other that pop all cooldowns. To combat this, we have given all ships energy and focused on using energy and shields as the main attachment resource.
Enemy Spawning: Developer Comments: Were aware that enemy encounters could often vary greatly in difficulty. This was due to the random nature of roguelikes and a lack of control we had over some aspects of spawning. So, weve taken a number of steps to make the enemy encounters far more consistent.
Ships: Developer Comments: Fleets containing lots of smaller ships have for a while, been more difficult to fight than fleets containing fewer large ships. We wanted to flip that difficulty around and as such have made changes to all the ships stats to make larger ships that bit scarier to fight. Lancer:
Rogue:
Gunship:
Tech:
Pulsar:
Assault:
Carrier:
Dreadnought:
Pirate Scavenger:
Pirate Raider:
Pirate Assault:
Pirate Marauder:
Pirate Dreadnought:
Drones:
Attachments: Developer Comments: Attachments have had a lot of work to make them feel a lot more impactful and consistent. We also wanted to make them all good choices, but for different situations so weve adjusted a lot of stats and prices to try and reach that goal. Weapons:
Systems:
Support:
Shops:
Bug fixes:
|
Hi all, |
Hi all, |
A few updates based on player feedback:
|
A few updates based on player feedback:
|
Erebus just got easier! |
Erebus just got easier! |
A small update to fix a bug where placing an attachment into a skill slot caused the game to crash. |
|
Some eagle-eyed players noticed a minor update last week. |
Big news today! |
Hi everyone, |
Hi everyone,
Let us know what you think of the update. :) |
Hi everyone, |
...are now a thing. :) |
A few new features this time around as well as some more bug fixes and balancing! Let us know in the comments or on the forums what you think. |
A quick update to fix an issue that caused shield, hull and energy heal effects not to work properly. |