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This build is the follow-on to the Dev Omega build. All of the game's binary packages have been updated along with some bug fixes, more game and quest guidance, and some general playability tweaks. The Cetus combat trials have also been updated for better guidance.
In late 2017, I started work on a small sandbox space game. There wasn't much to it. You could fly a ship, deploy mines, and build a few things. The star systems were auto generated. There were some wild creatures and your one ship, the Astrela, could laser them and fire the occasional torpedo. One year later and that had morphed into a full blown RPG with the Cetus campaign. Astrela Starlight was still pretty rough but went into Early Access. Several years later, ASL has now reached the completion of all of the original development goals, with a few changes and additions. Thank you to everyone who has supported the journey of Astrela Starlight. From the Cetus, to the Saurum, the Avar, all the way to the Ecxos planetary station, I am sincerely grateful and hope you enjoy solving the mystery of Lystran. - Daniel C. Ray, author of Astrela Starlight Development of the game will slow to bug fixes and features requests for now. Changes in this release:
Today's release contains Quest Guidance. Quest Guidance adds indicators to the HUD, jump system, and Galaxy Map showing targets that are part of the quest. When starting a new game, the player will be asked if they wish to enable Quest Guidance. When loading a save game that was saved prior to this release, the player will also be asked if they wish to enable Quest Guidance. Quest guidance can be enabled/disabled and configured in the Quests menu. Also in this release:
The experimental branch of Astrela Starlight is the last step before release. Everyone is welcome to use the experimental branch. If you wish to join the experimental branch, go to your Steam library. Right-click Astrela Starlight, choose Properties -> Betas -> select the "experimental" branch, and the password is "theaslexperiment" without the quotes. Builds in the experimental branch are for testing only. Updates are made without warning or announcement. Updates made to the experimental branch may cause bugs and break any functionality of the game.
The latest round of updates in mainly focused on some performance items, the HUD, and working with celestials. Several other items included below:
The latest update has moved from the experimental branch into general release. This includes some changes to models, effects, and other general bug fixes. Changes included in this release
Summer update is here with some community requests and other tweaks and cleanup. Community requests:
An update has been released from the experimental branch with various player related fixes and some community requested features.
The latest set of updates has changed the way weapons are released from various ships. Several audio updates and cleanup of how asteroids and comets are named.
First update since full release. Some general functionality changes and weapon re-balancing. Most notably, the Level 2 mine schematics added in Obice.
After two years of development, Astrela Starlight has finally transitioned from Early Access to Full release! Lots of updates over the last two weeks. Work continues based on community feedback.
Lots more audio and bug fixes this week. The NPC Hullust was moved to Thetan and a mission created for the Copiae resource station. Cetus Trade Station name updated. Ruby count on Kattaran updated. Mine on/off graphic updated. When switching to a mine, the mine will become the target for easier management. Celestial Sensor Lv1 price dropped to 100 H2. Inore and Arae systems light updated. Holding down shift will now filter the HUD to only Reisian vessels. Dirn will now take the tungsten at mission completion. The 'R' key will now change the target to the next owned Reisian vessel. Dephs audio redone and his required resources reduced by half. Cetus station voice updated. Svem's audio redone to match text.
Major audio updates this week as we continue towards full release.
Major updates this week to the radar systems. Both radar screens have been completely re-written and polished. The avatars for each object in the system have been updated and some issues fixed with scaling. The rotating detection and scan range bars should behave and scale correctly. Most importantly, the performance of the radar within the game and when it is being interacted with, has dramatically improved.
The journey field, which is the dust surrounding the current vessel, has been updated. It should better track the active vessel and be more visible as vessels move. In addition, all vessels other than the Astrela, Tserilecx, and Astralecx, must now be within 200k of a jump exit before jumping out of a system. Lots of other bug fixes and updates this week:
Major update to the various nebulae this week. Color and textures changes, along with a significant improvement in performance using a new type of particle system. Also this week: Significant changes to the build system and game's size on disk. Disabled control of ships heading using the mouse. Some further smoothing of camera follow modes. Several changes to wild creatures and their attack methods. Fixed issue with sizing of some hover pop-ups.
Major updates to the mouse tracking system as well as the camera systems. All camera modes should be much more smooth. The mouse should be functioning slightly better when zooming in and out as well as rotating below the object that is currently in view. The tail of comets has been updated to look a little better and use less particles. All shield bubbles in the game have also been updated to better fit each ship and station.
Some final polishing to the refinery before release.
The refinery has gone through a first-stage polish. More polish work is in progress. A tow beam has also been added to the Tserilecx so owned ships and stations can be moved. Other changes this week:
This week includes a major update to Astrela's loading time as well as an Unity update. Load time should be less than 5% of what it had grown to. Other parts of the game should load quicker as well. Also this week:
Getting closer to the full release! The Tserilecx model and textures have been updated to the final version. Lots of other changes this week as polishing continues. Also in this week's release:
All of the trade stations throughout Saurum and Avar space have been updated. Each station now has unique communications to purchase schematics for ships and ship's systems. The available items on each station for trade have also been updated. Also this week:
All of the major UI elements in the game have now been polished. This week's update includes the Weapons Control, Systems Control, Save menu, System Information, Database, Quests, Trade, and the Help system. Major change to the overall look of the game.
The cargo screen has undergone a general polish. The item information screen that pops up next to cargo, trade, and mining, has also been updated. The item information is more readable and has distinct information like system bonuses shown in amounts and percentages. The encounters screen has also been polished, including the addition of a search filter and the ability to show only player owned objects.
The Settings menu has gotten some additional polish and a new screen to control some mouse settings. The primary (action/selection) and secondary (rotation) buttons on the mouse can be set or swapped. Rotation and zoom sensitivity can also be set. The communications interface has been polished in this release.
This week's release is focused on polishing of the game settings interface. Ability to remap game keys has also been added. Default keys are shown along with any custom key that is set. Custom keys can be individually cleared at any time. Keys binding are set globally for the game. Some other interface polishing is included for the main menu, combat trials menu, and general textures updates within the game.
Last week's release will happen today. This includes the 19th Cetus combat trial. Several new ship and station images have also been added for the Toreisan and Onocai.
Two new Cetus combat trials have been added this week. There has also been several UI changes, including the load screen and the lower HUD.
Chapter 5 is here! The entire storyline is now playable! Polishing work has already started. The Target information screen, the pulse UI, and the main menu have all been updated. Work continues on polishing other UI, models, audio, and game features.
This week's release has several new models for the Onocai and the Avar. Some minor texture cleanup and dialog changes. Work continues north of Osti on Chapter 5 with five new star systems and several missions that will wrap up the story line.
Chapter 4 is here! If you have previously completed chapter 3, you can return to Taden and continue the storyline. He will send you on a quest to find Maelir and the cause of the spatial anomalies. Also this week, some fixes the way the jump system rotates, several new Toreisan ship models and textures, and a few dialog updates.
There are now a total of sixteen Cetus combat trials. Players can now obtain the level five and level six Cetus ships. The level six vessel, the Vortan, is the most powerful Cetus ship and will last through the remainder of the Cetus combat trials. Twenty one total trials are planned for the Cetus. This week also contains several behind-the-scenes updates in preparation for Chapter 4.
Astrela Starlight is one year old! It has been a long year, with many changes and additions every week. The first three chapters of the game are fully playable, with the fourth well on the way. Many unplanned additions based on player feedback, especially the combat trials that are separate from the main game. This week's release contains some changes in preparation for chapter 4. Other than a few new locked jump gates it is a fairly minor update. Thank you to all of our early adopters out there, look for more updates!
The Engineering control panel has been completely rebuilt. The power flow system has been merged into the Engineering panel giving the player a complete view of ship's systems and where power is going. Also this week, two more combat trials, now allowing the player to get the Cetus level five ship, the Tempas. Several other bug fixes.
Chapter 3 is here! The entire Avar campaign is now playable. If you previously completed the Saurum campaign, just go back to Sloar and continue on from there. The Avar campaign adds much more depth to the story, and also give the player the ability to build planets and other celestials. Also this week, a single system was added for combat trials. Some retrofitting was done on the previously released systems.
The Saurum campaign now has full audio for all NPCs. Three additional combat trial star systems were added this week. Players can now fight their way up to the level 4 Cetus ship, the Torren. A bug was fixed with weapon distance boosts. Some minor UI changes to the pulse system results.
There are now seven total combat trial systems for the Cetus. This week's update adds the Amnis level 3 ship. The Amnis is the Cetus' main all-around combat ship.
Three new combat trials have been added in this week's release. A new Cetus ship is available at the end of the 3rd trial. Some other minor updates and fixes this week to the Cetus and Saurum campaigns. Repair rates increased for all ships. Shield and Hull indicators on the HUD have been updated with icons and faster refresh.
Lots of audio updates in this week's release. Mainly changes and audio for the Cetus. Audio work is proceeding into the Saurum. This week's release also has the first Combat Trial. Combat Trials are just for fun. Fight and clear out a system, and get rewards at the end. This release has a single system to fight through for the Cetus. More systems, ships, and rewards are planned in the coming weeks.
Audio work is in full swing for the existing campaigns and the new Avar campaign. This week's update contains changes to Dera, Kyraine, Dolan, and the Astrela's voice. Devoran's speech has also been added for transition into the Saurum chapter. The target info display has also been updated. There is now an icon at the bottom left to either focus on or control the current target. The command icons at the top of the target info will now stack from the right so there are no gaps.
This week's update is focused on preparing for the Avar storyline. Testing this week focused on the player finishing Sloar's mission, then exploring UNN210 and encountering the first of the lost Onocai ships. Then proceeding into Avar space for their missions and story line. This update also includes some minor bug fixes and polishing.
Some minor weapon effect updates this week. Includes cleanup of weapon effects after a jump. Sometimes, the effect would come with the ship through the jump. Few performance tweaks this week for nebulae. Behind the locked gate in Osti, major work this week on the Avar missions. The final mission is going through testing today. Next week is planned as the full beta of all missions and functions for the Avar, creation of planets and stars using the Hohlrom, and the planetary station, the Ecxos.
Some minor updates this week, including a render issue that would make some planets flicker when receiving shadows. Behind the locked gate in Osti, most of this week's focus was on the largest Saurum mission that takes the player to Avar, Saurum, Cetus, and back to Avar space. Ends with the celestial recall and projector that can send a ship to any explored star system and recall it to the Ecxos.
The total poly count of the Astrela model has been reduced. Engine slots were updated and the ship's glass has been changed. Most notably, the ship now has engine exhaust that will change depending on what the engine setting is. Glowing exhaust is planned to be added to all ships. A few bug fixes for Celestial Scanners are included this week as well. Two of the Avar missions have been fully tested, work continues beta testing the updating the other missions. Model for the Ecxos planetary station was updated this week.
The turn radial has undergone a significant overhaul. The radial was originally just a pointer, which later had bars added. The original system has been completely replaced with a gradient colored half-circle that rotates with the ship. The radial will also limit the maximum turn to 180 degrees so the ship won't snap around when the radial goes past the stern. Rate of radial turn has also been increased. Work continues behind the southern locked gate in Osti. Missions are being imported and beta tested.
The Stardock Refinery has been part ASL for over a year, though it did not have a specific part in the story line. It is very important in the upcoming Chapter 3 - Avar story. The system has always been functional but needed some update. This week adds mouse-over pop-ups that explain the resources required to refine each material. Some other text, graphics, and alignment in the Refinery screen have also been updated to make it more usable. An issue was also fixed in last week's systems control update where the Starboard Aft slot pop-up wasn't working. Behind the southern locked gate in Osti: All Avar dialog has been completed and is ready for import. The Ecxos planetary station can now be built and fully equipped. Work is currently focused on the Ecxos projector, which will send a ship to any star system in a single jump, or recall the ship from any system back to the Ecxos.
The systems control panel has been updated. Each available slot size will now pop-up with more information about the slot size. Also, when selecting an equipped slot, information on the equipped system will now display to the right. Previously, only selected storage items showed their information on the right. Behind the south gate in Osti: All of the Avar missions have been written other than the leader, Taden. Roughly 1/3 of the mission dialog has been built for import into the game. Mission testing will begin once all mission dialog is complete.
Several changes to weapon release points, textures, and added strike effects. Work continues behind the locked gate Osti. Celestial Citadel has been built and can be constructed around a planet.
Some minor tweaks to the Quests interface in this release. The model and image for the Avar ambassador, Cernaw, have also been updated. Beyond the south locked in Osti, work continues on the Avar missions. All systems have been built and NPCs placed. Part of the Avar missions is the Hohlrom, which allows the player to create celestials, like mini stars, planets, asteroids, etc... The Hohlrom UI has been built and is currently being tested.
This week's update includes several visual changes to the Saurum's ship and station shields. Some tutorial information was updated. Save game name length increased to 24 characters.
This week's update includes some fixes and cleanup throughout Cetus and Saurum space. Also, the locked gate to Avar space has been added to Osti. The basic Avar systems have been built and work on NPCs is under way.
Saurum space has finally arrived! If you have previously completed the Stardock mission for Dolan, he will now have further dialog about contacting Devoran. Dolan will switch the defense platforms in Thetan to friendly and you can contact Devoran. Further communication with Devoran will get you a gate stabilizer station schematic and the frequency to unlock the west gate in Osti, leading to Saurum space. Build the stabilizer station in Osti to unlock the gate. Dialog audio for the Saurum is planned to be included in a future release in early May. Other changes in this week's release:
Ships that move into a derelict state will now show a large explosion effect in space before the ship drops off of the ecliptic. Issue with some quests showing correct on the screen has been fixed. Solar information text sized updated. Ship's systems that should not be traded or transferable are now stored correctly.
The HUD has been updated to show different reticles for different types of objects. Ships, stations, and celestials all have their own reticle now. Any other object will show a standard reticle. The Quest system has also been updated to show 'informational' items. Some of the new Saurum quests allow the player to gain information in non-linear form. When information is gathered, it will be shown below the quest description and current stage. Beta is wrapping in Saurum space. This week has been mostly polishing of those systems, ships, and stations.
The pulse system will now show the range of detected objects using the length of the pulse bars. Objects closer to the current ship or station will have shorter bars, further will have longer. Also this week, a fix was released for two issues in the trade system. The name was not reading correctly for some ship's systems. There was also a rare issue with multi-select of items transferring the incorrect amount. Work behind the locked gate in Osti is in full beta. After a few changes mid-week, testing of the last few Saurum missions is in progress.
This week's update includes the ability filter the databank screen. Celestials, NPCs, system schematics, ship/station schematics, and general information entries in the databank. Few other bug fixes this week, including a fix to the Cetus Level 3 shield. Work behind the locked gate in Osti continues. All systems and NPCs are built, all missions are playable and currently being tested.
This week's update contains some general bug fixes and an update to the Quest system interface. With all the new Saurum quests in progress, it was time to make some changes to the interface. Completed quests can now be shown/hidden and are colorized. The selected quest is now highlighted. Work behind the locked gate in Osti: Saurum space has been completely built and all resources provisioned. Roughly 20% of the NPCs and their quests are built and playable.
Lygates can now be controlled from the right-click pop-up menu. Lygates that the player owns can show a configure or jump menu. Smaller celestial objects near a player owned gate will show the jump menu if in range. Also in this week's update:
When using the Astrela's repair beam, the UI will show how much Hydrogen is available and also the hull state of the target ship. Work continues on the Saurum campaign and space behind the locked gate in Osti. Other Updates this week:
This week's update adds the Lygate schematics. Lygates allow you to jump between two attached gates within a system, or do a one-way jump between a Lygate and a marker beacon. Lygates can also be used to move certain celestial objects within a system. Celestial objects within 200k of a Lygate connected to a beacon can be moved to the beacon's location. That's right, you can move moons, comets, asteroids and other stuff. Also in this week's update:
Build 200 of early access has been released! This release is a pivotal point for the game as it introduces locked jump gates. This will allow the player to achieve certain story objectives and therefore release new areas of the game. There is now a locked gate in Osti (0,0,0) that leads to the west of the system where the Saurum are located. Future release are planned to allow completion of the Cetus story and unlock of that gate. Also in this week's update:
After two weeks of cleanup. maintenance, and performance testing, updates are back! Friday's update contains various nebulae in the Cetus systems. For now each Nebula is there for visuals and help in finding some objects. Nebulae in non-Cetus systems are planned to require certain shield levels to enter. Anomaly effects were also updated. They were a mix of two particle systems and were rather rudimentary. Each anomaly is now a single particle system with much more robust settings. Visible from a much greater distance.
The Hydrogen collector in Osti will now auto-mine hydrogen. There's really no reason to shut it off. You need only swing by and empty it regularly. Future updates plan to have on/off/automine for all mines. Tserilecx Systems has been reduced to small size so it can be remounted. Tserilecx default power system has been replaced by a standard solar core. It had an older power core from the beta. Also, ships that are claimable will not dismount their systems when going derelict. That way when you claim them their systems will already be mounted.
This week's update adds a Galaxy Map to the main interface. The Galaxy Map shows an 2D slice of systems around where the player currently is along with information about each explored system. The map can be moved in the third dimension to see more systems. Other changes this week:
The Target information window has been resized to better fit in more square resolutions. The control icons now appear over the target information. In addition, the ship's systems all now have backgrounds, fit better, and have names or icons noting what they are. Other Changes this week:
This week's update represents the single largest update to the game since release. A new race, the Elpin, have been added throughout the Cetus sectors and in the unknown sectors above Cetus territory. The Elpin are generally hostile. In addition, the game now contains full combat capabilities, mainly for use against the Elpin. By player request, free building is now possible in the game. The Cetus stations all contain several systems for trade and will sell schematics for level 1-3 ship systems, level 1-3 Cetus ships, and several station schematics. Mine, trade, build, and clear out the Cetus sectors. Other items in this week's update:
This week's update adds some new equipment to the game as well as several AI changes and general cleanup throughout the Cetus star systems. This is all in preparation for the coming Combat update.
Major updates this week to the 3D art for the ship and station systems in the game. Other updates this week:
The radar system has been overhauled. It's larger when expanded and the sprites are much more visible and recognizable.
Main update this week is the Cetus defense platforms and the trading station textures/models. There were several other model, shader, and texture updates.
Astrela Starlight is officially available for Linux and Mac OS X on Steam! Other changes this week:
Lots of cleanup and changes this week. Major updates to speech audio and music along with the following:
The Cetus trade station model and textures have undergone a significant update along with some other bug fixes this week.
Many changes this week:
Several bug fixes and physics changes. Damage effects now remain on their own trajectory so turning the ship moves away from the floating debris.
There are a lot of changes this week. First is shield effects. If a ship or station is equipped with a shield, the shield will appear when taking damage. The Astrela has a forward weapon. With the numlock on, turn toward a ship and hit '8' on your keypad to fire the beam at your target. The ships in the game currently don't retaliate so you can fly around and fire at them to see their shield effects. Also, you can save your game and then fly through the Cetus defense perimeter in Cetus Thetan. The defense stations are now hostile and will fire on you. There are also damage effects added. When your shield is down, any projectile weapon will create a damage effect on your ship. You will see debris fly off when hit. Other changes this week:
Astrela Starlight now has a more in-depth tutorial. The new tutorial guides the player through each game component and how/when to use them. When starting a new game, it will automatically appear. You can also see it by hitting the help icon and choosing "Restart Tutorial." This update also contains several rendering and occlusion changes for performance. Unity version has been upgraded. Work continues on Saurum missions and the combat system.
Dolan will now sell you plans for a Material Information station. You can deploy this small station in any system you visit. It will give you a consolidated view of all materials you have detected in the system and where they are.
Most development work is currently going into the combat system and the Saurum missions. This week's update includes a fix to the HUD where Reisian ships were being reflected if you were facing away from them. Engine controls have also been updated to slow to ship to the percentage that the controls are set to. So if you max your ship out at 50kph, then reduce engines to 50%, your ship will rapidly slow to 25kph. Running at 100% engines setting, then reducing reactor power will leave your ship coasting at the same speed until you reduce engine power. There may not be a weekly updated next week due to all of the focus on the Saurum ships, stations, space, and combat mechanics.
You can now remotely call the Astrela and Tserilecx to the system you are in. There is a new menu at the top of the screen for this task. This is useful if your current ship is damaged and you need the Astrela to repair it. It is also useful to call to Tserilecx for building stations. Each system has a green colored "Jump In" point. When a ship is called it will appear near that point. The Heads Up Display (HUD) filter has been enabled. You can now filter out objects owned by specific factions and also filter different types of celestial objects. Other changes:
This week's update contains several model and texture changes. The Celestial Sensor and Repulsor have been completely changed. The model of one of the Toreisan wrecks has also been updated. In addition, you can now rename any ship or station that you own other than the Astrela. Right click to bring up the target menu and choose "Rename." Other changes:
Mines can now be reclaimed! In the target window a new button will appear allowing you to reclaim and recycle the station. Any system or cargo on the mine will be transported to your cargo bay. You will also get part of the resources back that were used to build the station. Future releases will add more objects that can be reclaimed. A new context menu has also been added. If you right click on an object in space the menu will appear. Depending on what's available on the target, any of the following menu items can appear:
An update has just been released that will show more in-depth information on ship's systems and world materials. You can see this information by clicking on an object in the trade, cargo, and ship's systems windows. You can also see it by mousing over a world material when you have a celestial targeted. An additional fix was included for the material/systems switching on orbiting mines. The systems overlay was too small and has been scaled properly.
Astrela Starlight has been released into Early Access. The game currently contains chapter 1 for the Cetus. The remainder of this week will focus on some administrative tasks, graphical assets, and minor coding. Next week's focus will include:
The beta has wrapped up, trailer and screenshots are updated, and the tutorials have been posted. Everything is ready for the release to Early Access tomorrow!
Several bugs were resolved this week along with some additions to the game.
Astrela Starlight is now "Coming Soon" to Steam Early Access. You can join the beta program! Visit http://astrelastarlight.com for more information.
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