Name | Astrela Starlight | ||
Developer | Master Plan Multimedia LLC | ||
Publisher | Master Plan Multimedia LLC | ||
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Release | 2018-08-22 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  n/a  | ||
Steam Rating | n/a | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  0 .. 20,000 +/-   | ||
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 | Astrela Starlight Linux [1.09 G] |
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.
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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.
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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. |
The latest round of updates in mainly focused on some performance items, the HUD, and working with celestials. Several other items included below:
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The latest update has moved from the experimental branch into general release. This includes some changes to models, effects, and other general bug fixes.
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Summer update is here with some community requests and other tweaks and cleanup.
Other changes:
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An update has been released from the experimental branch with various player related fixes and some community requested features.
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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.
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First update since full release. Some general functionality changes and weapon re-balancing. Most notably, the Level 2 mine schematics added in Obice.
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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.
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Lots more audio and bug fixes this week. The NPC Hullust was moved to Thetan and a mission created for the Copiae resource station. |
Major audio updates this week as we continue towards full release.
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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.
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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. |
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. |
Some final polishing to the refinery before release.
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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.
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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.
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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.
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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.
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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 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. |
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. |
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! |
This week's release has several new models for the Onocai and the Avar. Some minor texture cleanup and dialog changes. |
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. |
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. |
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. |
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. |
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. |
The Saurum campaign now has full audio for all NPCs. |
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.
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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. |
Lots of audio updates in this week's release. Mainly changes and audio for the Cetus. Audio work is proceeding into the Saurum. |
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. |
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. |
Some minor updates this week, including a render issue that would make some planets flicker when receiving shadows. |
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. |
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. |
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. |
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. |
Several changes to weapon release points, textures, and added strike effects. |
Some minor tweaks to the Quests interface in this release. The model and image for the Avar ambassador, Cernaw, have also been updated. |
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.
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Ships that move into a derelict state will now show a large explosion effect in space before the ship drops off of the ecliptic. |
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 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. |
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. |
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. |
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.
Work on Saurum systems behind the locked gate in Osti
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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.
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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.
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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.
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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. |
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. |
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.
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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.
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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.
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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.
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The radar system has been overhauled. It's larger when expanded and the sprites are much more visible and recognizable.
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Main update this week is the Cetus defense platforms and the trading station textures/models. There were several other model, shader, and texture updates.
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Astrela Starlight is officially available for Linux and Mac OS X on Steam!
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Lots of cleanup and changes this week. Major updates to speech audio and music along with the following:
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The Cetus trade station model and textures have undergone a significant update along with some other bug fixes this week. |
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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.
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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." |
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. |
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.
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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.
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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.
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An update has just been released that will show more in-depth information on ship's systems and world materials. |
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.
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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.
More information at http://astrelastarlight.com/ |
Astrela Starlight is now "Coming Soon" to Steam Early Access. You can join the beta program! |