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Name

 Orion Trail 

 

Developer

 Schell Games 

 

Publisher

 Schell Games 

 

Tags

 Indie 

 

Singleplayer 

Release

 2015-10-12 

 

Steam

 3,29€ 2,79£ 3,99$ / 50 % 

 

News

 24 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 0 

 

Steam Rating

 Mostly Positive 

Steam store

 https://store.steampowered.com/app/381260 

 

How long to Beat

Main Story

 2 Hours 

 

SteamSpy

Peak CCU Yesterday

  

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

 Orion Trail LINUX [181.32 M] 




LINUX STREAMERS (0)




1/11/17 - Week-long Sale! 20% Off!

Hi again!

To celebrate the addition of Trading Cards and the (still in beta) mid-mission saving feature, Orion Trail is 20% off for the next 7 days! Grab it while you can!

That’s all for now. Or is it?

No, it is.

- Dave


[ 2017-01-11 19:04:53 CET ] [ Original post ]

1/11/17 - Week-long Sale! 20% Off!

Hi again!

To celebrate the addition of Trading Cards and the (still in beta) mid-mission saving feature, Orion Trail is 20% off for the next 7 days! Grab it while you can!

Thats all for now. Or is it?

No, it is.

- Dave


[ 2017-01-11 19:04:53 CET ] [ Original post ]

1/10/17 - Price Cut! Trading Cards! Mid-Mission Saving Beta!

Well, hello there space fans. Dave here with an update for y’all.

First off, we’ve (finally) added Steam Trading Cards! You can now collect all six cards, featuring Warp Weasels and the famed captain Ego Blondsmann. Also Tad.

Collect them all, and you’ll earn backgrounds that feature gorgeous Away Mission art, and some nifty little emoticons to use your chatting heart’s desire.

Next up, we’ve reduced the base price of Orion Trail to $7.99! Sweet space savings!

Finally, we’ve also updated the game to Unity 5.4 to make it easier to support the game in the future. In addition to the engine upgrade, we’ve staged a new update that fixes a lot of bugs and grammar bads.

This update also adds a pretty neat (and long time coming) feature: mid-mission saving! Halfway through the Long Haul and need to take a break? Quit and save! Warp Weasels warped into your fridge? Save and quit! Unexpected software update restart your machine? Your game is probably saved! The future has truly arrived.

We still need to spend some more time QAing both the content fixes and the mid-mission saving (which has a host of weird edge cases), but we’re confident enough that we wanted to release a public beta of it. To opt in to the beta, do the following:

  • Find Orion Trail in your Steam Library.
  • Right click and select “Properties.”
  • Navigate to the “BETAS” tab.
  • Enter the following password: oriontrailblazer
  • Click “Check Code.”
  • You now have access to the Beta Branch! You might need to restart Steam to make sure the game updates.

    Keep on space trippin’, folks.

    - Dave


  • [ 2017-01-10 18:10:48 CET ] [ Original post ]

    1/10/17 - Price Cut! Trading Cards! Mid-Mission Saving Beta!

    Well, hello there space fans. Dave here with an update for yall.

    First off, weve (finally) added Steam Trading Cards! You can now collect all six cards, featuring Warp Weasels and the famed captain Ego Blondsmann. Also Tad.

    Collect them all, and youll earn backgrounds that feature gorgeous Away Mission art, and some nifty little emoticons to use your chatting hearts desire.

    Next up, weve reduced the base price of Orion Trail to $7.99! Sweet space savings!

    Finally, weve also updated the game to Unity 5.4 to make it easier to support the game in the future. In addition to the engine upgrade, weve staged a new update that fixes a lot of bugs and grammar bads.

    This update also adds a pretty neat (and long time coming) feature: mid-mission saving! Halfway through the Long Haul and need to take a break? Quit and save! Warp Weasels warped into your fridge? Save and quit! Unexpected software update restart your machine? Your game is probably saved! The future has truly arrived.

    We still need to spend some more time QAing both the content fixes and the mid-mission saving (which has a host of weird edge cases), but were confident enough that we wanted to release a public beta of it. To opt in to the beta, do the following:

  • Find Orion Trail in your Steam Library.
  • Right click and select Properties.
  • Navigate to the BETAS tab.
  • Enter the following password: oriontrailblazer
  • Click Check Code.
  • You now have access to the Beta Branch! You might need to restart Steam to make sure the game updates.

    Keep on space trippin, folks.

    - Dave


  • [ 2017-01-10 17:18:33 CET ] [ Original post ]

    12/21/15 - New Content, Characters, and Captain Forever: Remix Crossover!

    Captain on the bridge! …forever!

    We’ve just finished QAing the new update and have deployed it to the live branch! We’ve added some new content (Encounters, Crises, Officers, Captains), options to change the Probability Drive animation speed, and a super-sweet crossover with Captain Forever!

    Happy holidays, and remember to always be excellent to one another.

    - Dave

    Content Update - v2015_12_17_85


    • New Feature: Probability Drive Speed Setttings
      • In the options menu, you can now change the speed of the Probability Drive animation: Normal, Fast, and LIGHTSPEED!

    • Trade Post Updates
      • Removed a few steps from all Trade Post interactions. It should take significantly fewer clicks to navigate through these menus.

    • Art and Animation Updates
      • When you are low on Hull, the bridge is now on fire.
      • Super-neat new teleport animations.
      • Several Officers and Captains had props added and animations tweaked.

    • New Content
      • 3 New Captains, including the hyper-rad Captain Forever!
      • 3 New Officers!
      • 2 New Encounters!
      • 10 New Crises!
      • 1 New Away Mission!

    • Bug Fixes
      • Various typos, incorrect results, and the like.


    [ 2015-12-21 22:07:21 CET ] [ Original post ]

    12/21/15 - New Content, Characters, and Captain Forever: Remix Crossover!

    Captain on the bridge! forever!

    Weve just finished QAing the new update and have deployed it to the live branch! Weve added some new content (Encounters, Crises, Officers, Captains), options to change the Probability Drive animation speed, and a super-sweet crossover with Captain Forever!

    Happy holidays, and remember to always be excellent to one another.

    - Dave

    Content Update - v2015_12_17_85


    • New Feature: Probability Drive Speed Setttings
      • In the options menu, you can now change the speed of the Probability Drive animation: Normal, Fast, and LIGHTSPEED!

    • Trade Post Updates
      • Removed a few steps from all Trade Post interactions. It should take significantly fewer clicks to navigate through these menus.

    • Art and Animation Updates
      • When you are low on Hull, the bridge is now on fire.
      • Super-neat new teleport animations.
      • Several Officers and Captains had props added and animations tweaked.

    • New Content
      • 3 New Captains, including the hyper-rad Captain Forever!
      • 3 New Officers!
      • 2 New Encounters!
      • 10 New Crises!
      • 1 New Away Mission!

    • Bug Fixes
      • Various typos, incorrect results, and the like.


    [ 2015-12-21 22:07:21 CET ] [ Original post ]

    Ship Loadouts, Trade Post Changes and More!

    It’s here! We’ve been hard at work ironing out any last minute bugs that cropped up with this new feature, but we’re very excited about the result.

    I’ll let the patch notes speak for themselves, but this update introduces the oft-requested feature to choose your starting loadout at the beginning of a mission. This new screen has also been added to the Trade Post structure (which have also received some cool additions). We’ve also added a sizeable chunk of content to boot!

    Be sure to let us know what you think! Your feedback has been instrumental for us to identify where to focus our efforts.

    - Dave

    Ship Loadout Update - v2015_11_6_79


    • New Feature: Starting Ship Loadouts
      • At the beginning of each mission, you are now able to adjust how much of which resource you start with.

    • Trade Post Updates
      • Trade Posts now use the new trade interface that we have implemented.
      • Different Trade Posts have resources that are in high demand. The Space Alamo wants Crew, so trade them for twice the resources!
      • Each Trade Post also has different mini-encounters that let you trade resources to increase one of your Stats! Go trade crazy!

    • New Probability Drive Animations
      • We’ve updated the Probability Drive to have a little more charm. Round and round it goes! Will it stop? Yes.

    • Starmap Updates
      • Several Starmaps have had their structure updated to accommodate the new systems introduced in this update.
      • The Wilky May will now be seeded with any Away Mission, instead of just the Arena.

    • New Content
      • 2 New Captains!
      • 2 New Officers!
      • 2 New Encounters, along with updated art for some existing encounters!
      • 1 New Away Mission, plus some updated art for several existing ones!
      • ~80 New Traveling Events!
        • Many of these new events allow you to make micro-decisions about what to gain/lose!


    • Bug Fixes
      • The Warp Weasel Wevolution achievement is now actually attainable. Sorry about that.
      • Various typos, incorrect results, and the like.


    [ 2015-11-06 23:54:29 CET ] [ Original post ]

    Ship Loadouts, Trade Post Changes and More!

    Its here! Weve been hard at work ironing out any last minute bugs that cropped up with this new feature, but were very excited about the result.

    Ill let the patch notes speak for themselves, but this update introduces the oft-requested feature to choose your starting loadout at the beginning of a mission. This new screen has also been added to the Trade Post structure (which have also received some cool additions). Weve also added a sizeable chunk of content to boot!

    Be sure to let us know what you think! Your feedback has been instrumental for us to identify where to focus our efforts.

    - Dave

    Ship Loadout Update - v2015_11_6_79


    • New Feature: Starting Ship Loadouts
      • At the beginning of each mission, you are now able to adjust how much of which resource you start with.

    • Trade Post Updates
      • Trade Posts now use the new trade interface that we have implemented.
      • Different Trade Posts have resources that are in high demand. The Space Alamo wants Crew, so trade them for twice the resources!
      • Each Trade Post also has different mini-encounters that let you trade resources to increase one of your Stats! Go trade crazy!

    • New Probability Drive Animations
      • Weve updated the Probability Drive to have a little more charm. Round and round it goes! Will it stop? Yes.

    • Starmap Updates
      • Several Starmaps have had their structure updated to accommodate the new systems introduced in this update.
      • The Wilky May will now be seeded with any Away Mission, instead of just the Arena.

    • New Content
      • 2 New Captains!
      • 2 New Officers!
      • 2 New Encounters, along with updated art for some existing encounters!
      • 1 New Away Mission, plus some updated art for several existing ones!
      • ~80 New Traveling Events!
        • Many of these new events allow you to make micro-decisions about what to gain/lose!


    • Bug Fixes
      • The Warp Weasel Wevolution achievement is now actually attainable. Sorry about that.
      • Various typos, incorrect results, and the like.


    [ 2015-11-06 23:54:29 CET ] [ Original post ]

    10/19/15 - Balance Patch

    0/19/15 - Balance Patch
    Howdy!

    As promised, we’ve deployed our new balance patch to the live branch of the game.

    You can get the nitty gritty of the changes below, but we believe these changes make successes always feel good to get, and make failures something that can actually be recovered from. We’ve also reverted the addition of the checkmarks to the probability drive, since these changes do a better job of toning down the difficulty overall, and having both changes in place was kind of overkill.

    Give the game a try and let us know what you think! We’ll be turning our focus to adding more content / features for the next update. I know I keep saying it, but thank you again for taking the time to give us feedback about the game - it really helps us know where to focus our efforts to keep making Orion Trail better and better.

    - Dave

    10/9 Balance Patch - v2015_10_19_73


    • Balance Changes
      • In almost all cases, the resource subtractions from successes have been removed or toned down.
        • You’ll no longer blow up from risking hull and succeeding!
        • In cases where we wanted to preserve a joke, we’ve either toned the punishment down significantly, or rewarded more resources to compensate for the loss.
        • Some text has been updated to reflect these resource changes.

      • Standard failures drain fewer resources.
      • Critical failures are still really bad, but we’ve spread out their bad effects over more resources to make sure you CAN recover.
      • Several star maps have had their layouts changed.
      • Reverted the change from v2015_10_13_68 that added two checkmarks. This balance update does a better job of adjusting the difficulty, and having both together wasn’t working.

    • Bug Fixes
      • Gravestones will no longer appear with a blank message if you click through them quickly.
      • Various typos, missing words, and incorrect payouts were adjusted as part of the rebalance pass.
      • Added several missing names and Redshirts from our Kickstarter / BackerKit backers.


    [ 2015-10-19 22:33:11 CET ] [ Original post ]

    10/19/15 - Balance Patch

    0/19/15 - Balance Patch
    Howdy!

    As promised, weve deployed our new balance patch to the live branch of the game.

    You can get the nitty gritty of the changes below, but we believe these changes make successes always feel good to get, and make failures something that can actually be recovered from. Weve also reverted the addition of the checkmarks to the probability drive, since these changes do a better job of toning down the difficulty overall, and having both changes in place was kind of overkill.

    Give the game a try and let us know what you think! Well be turning our focus to adding more content / features for the next update. I know I keep saying it, but thank you again for taking the time to give us feedback about the game - it really helps us know where to focus our efforts to keep making Orion Trail better and better.

    - Dave

    10/9 Balance Patch - v2015_10_19_73


    • Balance Changes
      • In almost all cases, the resource subtractions from successes have been removed or toned down.
        • Youll no longer blow up from risking hull and succeeding!
        • In cases where we wanted to preserve a joke, weve either toned the punishment down significantly, or rewarded more resources to compensate for the loss.
        • Some text has been updated to reflect these resource changes.

      • Standard failures drain fewer resources.
      • Critical failures are still really bad, but weve spread out their bad effects over more resources to make sure you CAN recover.
      • Several star maps have had their layouts changed.
      • Reverted the change from v2015_10_13_68 that added two checkmarks. This balance update does a better job of adjusting the difficulty, and having both together wasnt working.

    • Bug Fixes
      • Gravestones will no longer appear with a blank message if you click through them quickly.
      • Various typos, missing words, and incorrect payouts were adjusted as part of the rebalance pass.
      • Added several missing names and Redshirts from our Kickstarter / BackerKit backers.


    [ 2015-10-19 22:33:11 CET ] [ Original post ]

    Today's Build Delayed to Monday (10/19)

    Dave here with a quick update for y'all.

    We're in the process of testing the new balance of the game, but it needs a little more time in the oven. We wanted to make sure this new balance is actually making the game better, and we think it needs a few more tweaks.

    If we're happy with it sooner, we'll push it over the weekend, but expect to see it on Monday afternoon at the latest.

    Thanks again to everyone for their feedback! I look forward to getting this new build in front of everyone ASAP.


    [ 2015-10-16 22:50:49 CET ] [ Original post ]

    Today's Build Delayed to Monday (10/19)

    Dave here with a quick update for y'all.

    We're in the process of testing the new balance of the game, but it needs a little more time in the oven. We wanted to make sure this new balance is actually making the game better, and we think it needs a few more tweaks.

    If we're happy with it sooner, we'll push it over the weekend, but expect to see it on Monday afternoon at the latest.

    Thanks again to everyone for their feedback! I look forward to getting this new build in front of everyone ASAP.


    [ 2015-10-16 22:50:49 CET ] [ Original post ]

    10/14 - Bugfixes and Balance Tweaks

    Hello again!

    We're deploying another patch that addresses some more itty bitty bugs, as well as some of the balance tweaks we've discussed in the Game Balance Feedback Thread.

    Give the thread a look over to see what else we have planned and chime in with your two cents.

    10/14 Hotfix Patch - v2015_10_14_69

    • Fixed incorrect rewards for several steps of the Moonman Away Mission.
    • Fixed incorrect rewards for Bravado Critical Success in Plana Terry Realignment.
    • Incresed number of Checkmarks on the Probability Drive by two. This will likely change as we continue to make some of the adjustments outlined in this thread.
    • Made various changes to the Ursa Major starmap to reduce difficulty. It requires less food and fuel to traverse now, so you shouldn't be as strapped for resources.
    • Disabled several events where you lose stats. We still want to them, just not as many.
    • Added art for the Space Ghost encounter.


    Known Issues
    • Clicking through a gravestone too quickly can cause a blank encounter window to appear.


    [ 2015-10-15 00:13:53 CET ] [ Original post ]

    10/14 - Bugfixes and Balance Tweaks

    Hello again!

    We're deploying another patch that addresses some more itty bitty bugs, as well as some of the balance tweaks we've discussed in the Game Balance Feedback Thread.

    Give the thread a look over to see what else we have planned and chime in with your two cents.

    10/14 Hotfix Patch - v2015_10_14_69

    • Fixed incorrect rewards for several steps of the Moonman Away Mission.
    • Fixed incorrect rewards for Bravado Critical Success in Plana Terry Realignment.
    • Incresed number of Checkmarks on the Probability Drive by two. This will likely change as we continue to make some of the adjustments outlined in this thread.
    • Made various changes to the Ursa Major starmap to reduce difficulty. It requires less food and fuel to traverse now, so you shouldn't be as strapped for resources.
    • Disabled several events where you lose stats. We still want to them, just not as many.
    • Added art for the Space Ghost encounter.


    Known Issues
    • Clicking through a gravestone too quickly can cause a blank encounter window to appear.


    [ 2015-10-15 00:13:53 CET ] [ Original post ]

    10/13 - Minor Bugfix Patch, Game Balance Feedback Thread

    Hello again, space friends.

    We're about to deploy a bugfix patch that addresses some small bugs we've seen crop up now that more people are playing the game. Patch notes are below.

    Also, I'd like to say that we appreciate everyone's honest feedback about the game. Early Access was helpful in ironing out some early issues with the game, but now that we have a larger group of players... well, playing it, we're able to get a much better picture of how the game feels overall.

    We’ve posted a proposed change list over on the forums, so we’d really appreciate it if you’d hop in and give us your two cents! We want this game to be the best it can be, and we need your help to do that.

    10/13 Bugfix Patch - v2015_10_13_68


    • Fixed incorrect rewards for Nana Nutra Away Mission.
    • Fixed incorrect button graphics and text for Nana Nutra Away Mission.
    • Fixed text overflow for the Attack Critical Success for "Tower of the Astromancer"


    [ 2015-10-14 02:06:03 CET ] [ Original post ]

    10/13 - Minor Bugfix Patch, Game Balance Feedback Thread

    Hello again, space friends.

    We're about to deploy a bugfix patch that addresses some small bugs we've seen crop up now that more people are playing the game. Patch notes are below.

    Also, I'd like to say that we appreciate everyone's honest feedback about the game. Early Access was helpful in ironing out some early issues with the game, but now that we have a larger group of players... well, playing it, we're able to get a much better picture of how the game feels overall.

    Weve posted a proposed change list over on the forums, so wed really appreciate it if youd hop in and give us your two cents! We want this game to be the best it can be, and we need your help to do that.

    10/13 Bugfix Patch - v2015_10_13_68


    • Fixed incorrect rewards for Nana Nutra Away Mission.
    • Fixed incorrect button graphics and text for Nana Nutra Away Mission.
    • Fixed text overflow for the Attack Critical Success for "Tower of the Astromancer"


    [ 2015-10-14 02:06:03 CET ] [ Original post ]

    10/9 Patch Notes: Release Candidate

    Hello friends.

    This build is a doozy. We’re getting ready here to put some of the finishing touches on the game before we graduate it from Early Access on October 12th.

    We’ve squashed bugs, beefed up Trade Posts, added a sizeable chunk of new content, added the second to last Star Map, and introduced scaling encounter difficulty. Also, achievements are in! Yeah, achievements!

    Give it a play. As always, we want to hear what you guys think. Just because we’re hurtling towards our official launch doesn’t mean we won’t be listening. We are.

    Keep it space real.

    10/9 Patch Notes


    • Achievements
      • Achievements have been enabled!
      • Added achievements for the latest starmaps.

    • Starmap Updates
      • New Starmap: Quadrilateral Quadrant.
      • Telchines Tangle has been renamed The Gates of McFadden.
      • Space Montezuma’s Revenge and The Gates of McFadden have been drastically updated to be better in line with their earlier map buddies.
      • The Gates of McFadden is now a later level Starmap.
      • Ursa Major has been condensed. Most travel distances should now be in the range of 3-5 rather than 5-8.

    • Out of Fuel SOS State
      • This is now triggered by a button-press instead of automatically. This should hopefully make a few edge cases less confusing when you run out of gas.

    • New Feature: Threat Level
      • Encounters can come in three different difficulties now: Normal, Hard, and Extreme.
      • By selecting a star on the Starmap, you can see its threat level represented from 1 to 3 skulls.
      • The harder difficulties are, well, more difficult, but they also have increased rewards. Choose wisely!
      • Away Missions will always be “normal” threat, and Trading Posts will have no threat level.

    • Trading Posts
      • Overall structure has been modified so that all resources are available for trade.
      • Resting at a trade post will now heal the Captain and all three Officers, instead of just all three Officers.
      • Four new Trading Posts have been added. While we love the Space Alamo appearing 4 times, it’s probably good to have some variety.

    • Encounters, Crises, and Away Missions
      • Added 3 new Encounters.
      • Added 16(!) new Crises.
      • Added 2 new Away Missions.

    • UI Updates
      • Made the encounter choice buttons a little cleaner to accommodate the + Resource box.
      • Updated How to Play screen with recent rule changes and additions.
      • Added How to Play button to Mission Select screen.
      • Various tweaks to animations, timings and the like.
      • Update the credits to make sure and give credit where it's due.

    • Balance Changes
      • The current “Normal” probability drive spread has been modified to be a little easier.
        • Changed from “2 Skulls, 8 Fails, 1 Success, and 1 Critical Success” to “1 Skull, 8 Fails, 2 Successes, and 1 Critical Success.”
        • With the longer maps, skill checks, and other additions to the game, the previous difficulty level felt brutal.

      • When starving, Officers will only lose 1 HP per tick instead of all 3. We still want you to have a chance to come back from starving to death!
      • Rewards for several Away Missions have been updated.

    • Bugfixes and Typos
      • We closed out, like, at least a hundred typo and grammar bugs spanning all of our content, so the encounters should read better than ever.
      • Fixed weird issue where the final step of an Away mission wouldn’t scale properly / refer to an Officer by name.
      • Optimized loading time for levels.


    [ 2015-10-10 00:18:24 CET ] [ Original post ]

    10/9 Patch Notes: Release Candidate

    Hello friends.

    This build is a doozy. Were getting ready here to put some of the finishing touches on the game before we graduate it from Early Access on October 12th.

    Weve squashed bugs, beefed up Trade Posts, added a sizeable chunk of new content, added the second to last Star Map, and introduced scaling encounter difficulty. Also, achievements are in! Yeah, achievements!

    Give it a play. As always, we want to hear what you guys think. Just because were hurtling towards our official launch doesnt mean we wont be listening. We are.

    Keep it space real.

    10/9 Patch Notes


    • Achievements
      • Achievements have been enabled!
      • Added achievements for the latest starmaps.

    • Starmap Updates
      • New Starmap: Quadrilateral Quadrant.
      • Telchines Tangle has been renamed The Gates of McFadden.
      • Space Montezumas Revenge and The Gates of McFadden have been drastically updated to be better in line with their earlier map buddies.
      • The Gates of McFadden is now a later level Starmap.
      • Ursa Major has been condensed. Most travel distances should now be in the range of 3-5 rather than 5-8.

    • Out of Fuel SOS State
      • This is now triggered by a button-press instead of automatically. This should hopefully make a few edge cases less confusing when you run out of gas.

    • New Feature: Threat Level
      • Encounters can come in three different difficulties now: Normal, Hard, and Extreme.
      • By selecting a star on the Starmap, you can see its threat level represented from 1 to 3 skulls.
      • The harder difficulties are, well, more difficult, but they also have increased rewards. Choose wisely!
      • Away Missions will always be normal threat, and Trading Posts will have no threat level.

    • Trading Posts
      • Overall structure has been modified so that all resources are available for trade.
      • Resting at a trade post will now heal the Captain and all three Officers, instead of just all three Officers.
      • Four new Trading Posts have been added. While we love the Space Alamo appearing 4 times, its probably good to have some variety.

    • Encounters, Crises, and Away Missions
      • Added 3 new Encounters.
      • Added 16(!) new Crises.
      • Added 2 new Away Missions.

    • UI Updates
      • Made the encounter choice buttons a little cleaner to accommodate the + Resource box.
      • Updated How to Play screen with recent rule changes and additions.
      • Added How to Play button to Mission Select screen.
      • Various tweaks to animations, timings and the like.
      • Update the credits to make sure and give credit where it's due.

    • Balance Changes
      • The current Normal probability drive spread has been modified to be a little easier.
        • Changed from 2 Skulls, 8 Fails, 1 Success, and 1 Critical Success to 1 Skull, 8 Fails, 2 Successes, and 1 Critical Success.
        • With the longer maps, skill checks, and other additions to the game, the previous difficulty level felt brutal.

      • When starving, Officers will only lose 1 HP per tick instead of all 3. We still want you to have a chance to come back from starving to death!
      • Rewards for several Away Missions have been updated.

    • Bugfixes and Typos
      • We closed out, like, at least a hundred typo and grammar bugs spanning all of our content, so the encounters should read better than ever.
      • Fixed weird issue where the final step of an Away mission wouldnt scale properly / refer to an Officer by name.
      • Optimized loading time for levels.


    [ 2015-10-10 00:18:24 CET ] [ Original post ]

    New Build: Tradin’ on the Trail

    Hello again, fearless space travelers.

    We’ve recently announced on Kickstarter that we’ll be leaving early access on October 12th, which is pretty exciting! But we’ve got a long and windy space-road ahead of us, so let’s get to it.

    This update adds some more polish features (shiny stars, smokin’ ship when you’re low on Hull), as well as new encounters.

    We’ve also revamped the Wilky May and Ursa Major to both be longer and have include Trading Posts. Exciting!

    Check out the full notes below.

    See y’all next time!

    Patch Notes


    • New Feature: Trading Posts
      • These guys will appear during your travels, and you’ll have a way to trade resources. So long, redshirts, hello fuel!
      • The structure is very similar to Away Missions.
      • Currently, the only Trading Post in the game is The Space Alamo, so expect to see that one a lot.
      • Let us know what you think!

    • Starmap Updates
      • Wilky May (Starmap #1) has been revamped to include Trade Posts and Crises. It’s now twice as long!
      • Ursa Major (Starmap #2) has been revamped to include Trade Posts and Crises. It’s about three times as long as its predecessor!
      • Note: Space Montezuma’s Revenge and The Telchines Tangle currently have no Trading Posts, so you won’t see them there.

    • Balance Updates
      • Food consumption has been lowered from 5 per tick to 3. This puts it in line with Fuel’s consumption rate, so hopefully Food will be less of a necessity ALL THE TIME.
      • Various reward outcomes were tweaked / updated.

    • UI Updates
      • New notifiers for when you are low on Hull have been added: a cracked viewscreen, smoking ship and alarms!

    • New Content
      • 9 new Crises have been added.
      • Crises have different variations of art now, based on the stat associated with them.

    • Bugfixes and Typos
      • The bughunt continues.



    [ 2015-09-25 23:16:16 CET ] [ Original post ]

    New Build: Tradin on the Trail

    Hello again, fearless space travelers.

    Weve recently announced on Kickstarter that well be leaving early access on October 12th, which is pretty exciting! But weve got a long and windy space-road ahead of us, so lets get to it.

    This update adds some more polish features (shiny stars, smokin ship when youre low on Hull), as well as new encounters.

    Weve also revamped the Wilky May and Ursa Major to both be longer and have include Trading Posts. Exciting!

    Check out the full notes below.

    See yall next time!

    Patch Notes


    • New Feature: Trading Posts
      • These guys will appear during your travels, and youll have a way to trade resources. So long, redshirts, hello fuel!
      • The structure is very similar to Away Missions.
      • Currently, the only Trading Post in the game is The Space Alamo, so expect to see that one a lot.
      • Let us know what you think!

    • Starmap Updates
      • Wilky May (Starmap #1) has been revamped to include Trade Posts and Crises. Its now twice as long!
      • Ursa Major (Starmap #2) has been revamped to include Trade Posts and Crises. Its about three times as long as its predecessor!
      • Note: Space Montezumas Revenge and The Telchines Tangle currently have no Trading Posts, so you wont see them there.

    • Balance Updates
      • Food consumption has been lowered from 5 per tick to 3. This puts it in line with Fuels consumption rate, so hopefully Food will be less of a necessity ALL THE TIME.
      • Various reward outcomes were tweaked / updated.

    • UI Updates
      • New notifiers for when you are low on Hull have been added: a cracked viewscreen, smoking ship and alarms!

    • New Content
      • 9 new Crises have been added.
      • Crises have different variations of art now, based on the stat associated with them.

    • Bugfixes and Typos
      • The bughunt continues.



    [ 2015-09-25 23:16:16 CET ] [ Original post ]

    Crisis! Action! Buzzwords!

    Greetings, trailblazers.

    This update does some work to polish the overall experience of the game. Stars are now animated, and the Draft Screen now has a little more… pizazz... to it.

    There’s also a new type of encounter: Crises! They’ll force you to use one stat to resolve a situation. Be ready for anything.

    You can check out the full notes below. We’re always looking for feedback, so let us know on the forums, twitter, or join us for our weekly streams!

    Enjoy the new update, and have a great weekend!

    9/18 Patch Notes


    • Steam Cloud Save
      • Your game progress is in the cloud! Play everywhere!

    • UI Updates
      • Draft sequence has had some animation love. It’s fancy now!
      • All encounter choices now also display the resource you gain.
        • It serves as both a reminder for what you’re aiming to gain, but also calls out when different resources can be acquired.
        • We’ve roughed them in for this version, but if the feedback is positive, we’ll integrate them more fully into the buttons.


    • Starmap Art Updates
      • We’ve added animations to the stars and destinations. Look at ‘em move!
      • We’ve shrunk the scale of the Starmaps so that you can see more of the map all at once.

    • Balance Updates
      • Tweaked the outcomes over several existing encounters.
      • Modified initial Probability Drive state to make the game a hair harder. Is it too hard? Too easy? Let us know!

    • Scale of Redshirts
      • Changed the scale of Redshirts from units of 5 to units of 2.
        • You will lose and gain the same percentage of Crew. For example, if you were supposed to lose 25, you’ll now only lose 10.
        • This was done to help increase the value of Redshirts on an Away Mission, as well as shrink the length of the Orbituaries. Reading “Starved to Death.” 30 times ain’t that funny.


    • Encounters
      • 7 new encounters!
        • They’re using generic art right now. They’ll be updated in the coming weeks.


    • New Encounter Type: Crises!
      • As you travel, certain destinations will result in a Crisis!
      • These are similar to encounters, but give you only two choices within the same Stat type. Be ready for anything!

    • Bugfixes and Typos
      • Every encounter has had a grammar pass. English much gooder now.
      • Squished some small bugs people were experiencing.


    [ 2015-09-18 23:38:33 CET ] [ Original post ]

    Oh what a tangled… nevermind

    Hello again brave Orioneers!

    This update should help you finally make sense out of what’s going on when you run out of fuel. Now, no fuel means no go! You’ll have to get some fuel somehow or you’ll starve in the cold grasp of deep space. Sorry.

    And, so you can practice running out of fuel a bit, we’re rolling out our biggest, messiest Starmap yet. Good luck and let us know how it works out for you.

    We’re alway excited to hear from you here, on twitter, or during our weekly twitch stream. You should talk to us; we’re really nice!

    Have fun!

    Patch Notes


    • Running on Empty

      • Running out of Fuel now will cause your ship to enter an SOS state! You’ll stop moving and have to wait for someone to make a trade with you!

        • This addresses the weird 2x consumption rule we had originally. It’s a little rough right now, so we’re planning to polish it up some more. Let us know what you think!


    • UI Updates

      • Added some differentiators for the Captain’s portrait to make it feel more… Captain-y.
      • Added some new indicators for when you are out of resources.
      • Small tweaks here and there to make the game feel more polished.

    • Away Mission Fixes

      • Fixed most (if not all) Away Mission steps that had overflowing text. Finally, you can find out what we meant by “Ice cre”!

        • If you see anything overflowing, let us know!


    • Encounters

      • Added two new encounters with arts!

    • New Starmap: The Telchines Tangle

      • Our longest Starmap yet!
      • We’re continuing to experiment with Starmap length, so expect some changes to these 4 current ones in upcoming patches.

    • Balance Updates

      • Hull updates.

        • Increased starting hull to 7.
        • Increased Capacity to 14 so that you can collect Hull from the start.
        • We’re still trying to find the right feeling for Hull, so expect this to fluctuate.

      • Various outcomes have been tuned to make them feel better / make more sense.

        • E.g, +50 Fuel rewards for a Success outcome have generally been bumped up to +100.
        • When the text says “you get fuel” you will, you know, get fuel.
        • “Spilling a pitcher of iced” tea will no longer cost you -200 Food.

      • Events should only happen (at most) one time between Destinations.

    • Various Bug Fixes and Tweaks

      • Several rewards were fixed to give the right amount of resources.
      • The quest for grammar and typos continues.
      • The “low resource” SFX has been muted since it happens so frequently.
      • Hull container turns Red when at 1 instead of 0.
      • Swapped music in several of the Starmaps.


    [ 2015-09-11 23:11:16 CET ] [ Original post ]

    Space-Friends Make Everything Space-Better

    Ahoy there Trailblazers!
    This update introduces some special guest appearances from the space-friends we made during our Kickstarter run. Say “Hello” to Brick M. Stonewood from Starr Mazer and Moonman from… well… Moonman! We’ve also added a few more encounters and away missions, a helpful help screen, and balanced the game a bit more. As always, we’d love to know what you think, so don’t hold back. Tell us what’s on your mind. Thanks for playing!

    Patch Notes


    • Crossover Craziness!

      • Brick M. Stonewood from Starr Mazer has signed up with Galaxy Force. He may be a contractor, but his results speak for themselves!
      • Moonman has been sighted lurking around on a nearby planet. Embark on an Away Mission and help that grinning fella!

    • Away Missions

      • Two new Away Missions! All current star maps have been updated so that you can check ‘em out.

        • Note: the art for these Away Missions have not been finished, so don’t be confused if we’re telling you you’re on a spaceship and you’re still on a planet.


    • Encounters

      • Four new encounters added into the loop with fancy arts!

    • Officer & Redshirt Bridge Animations

      • All Captains, Officers, and Redshirts are now tricked out with props and animated! Check ‘em out on the Bridge and the Away Missions!

    • Balance Updates

      • Critical Successes are now more rewarding, considering how rare they are.
      • During Encounters, you can no longer pick options that you have no resource in.

        • E.g, if an option risks food, and you have no food, you can’t do that anymore!

      • Captains and Officers stats have been rebalanced.

        • A few characters had duplicated stats, and we’re working on trying to have an even stat distribution.
        • We are still aware Attack is the least represented stat! We’ll be addressing that in a future update.


    • Added a How to Play Screen

      • This can be accessed from the OPTIONS menu at any time!
      • Let us know what you think, and if there’s still anything that’s confusing!

    • Sound Effects

      • Added more sound effects for various UI elements and animations. Space was never so loud!

    • Various Bug Fixes and Tweaks

      • Squashed small bugs, fixed typos, introduced new typos.



    [ 2015-09-04 22:44:41 CET ] [ Original post ]

    Don’t Drink the Space Water!

    Hi folks. We’ve been listening to you in the forums and we’ve been listening to our hearts. We’ve done quite a bit to make the game better. Our biggest concern was tuning the difficulty and just getting more stuff into the game. You’ll definitely be seeing more things happening out there and hopefully you’ll have to work a little harder to get to the end, especially with our newest starmap, “Space Montezuma’s Revenge.” Good luck, and keep telling us what you think.

    Thanks.

    Patch Notes:


    • Events

      • Random happenings between stars! You can finally die of Space Dysentery!
      • Visit space graves of our awesome Kickstarter Backers, as well as characters that died in previous journeys!

    • Balance Overhaul

      • Critical failures and regular failures now actually feel like failures.
      • Lowered the consumption rate of Burgers and Fuel by teaching the crew some self control.
      • Conversely, when out of food, your Captain & Officers will starve much more quickly.
      • Running out of Hull will for real kill you now.

    • New Encounters

      • Added 6 new encounters with gorgeous art!

    • Starmap Updates

      • Updated the existing starmaps to have random events.
      • Added a new, bigger, starmap: Space Montezuma’s Revenge!

    • Honorary Titles

      • At the end of each mission, you’ll get a title based on your performance!

    • Officer & Redshirt Bridge Animations

      • Your Away Team never looked so handsome!

    • Resolution Options

      • The dream is alive.

    • Polish and Bug Fixes!

      • UI tweaks, animations, and a whole lot of typo fixes*!

        • * it’s likely there are still lots of tyopes.



    [ 2015-08-28 20:32:50 CET ] [ Original post ]