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New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )


Name

 Shortest Trip to Earth 

 

Developer

 Interactive Fate 

 

Publisher

 Iceberg Interactive 

 

Tags

 Indie 

 Strategy 

 

Adventure 

 

Simulation 

 

Singleplayer 

Release

 2019-08-15 

 

GameBillet

 21.99 /

 

 

Steam

 € £ $ / % 

 

News

 28 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 n/a 

 

Steam Rating

 Mostly Positive 

Steam store

 https://store.steampowered.com/app/812040 

 
Public Linux depots

 Shortest Trip to Earth Linux [479.18 M] 


 Shortest Trip to Earth - Supporters Starting Pack Linux (1172131) [180.63 M] 


 Shortest Trip to Earth - New Enemies Linux (1392711) [87.15 M] 




LINUX STREAMERS (0)




Shortest Trip to Earth 66% OFF During Iceberg Interactive Publisher Sale!

Hey everybody!

Its that time of year when sales come at you fast, so heres another one! From now until October 25th, were a part of the Iceberg Interactive Publisher Sale. You can grab a ton of great titles at up to 90% off.



Tell your friends/family/cat/lizard -- you can pick up Shortest Trip to Earth at 66% OFF for a full week!

https://store.steampowered.com/app/812040/Shortest_Trip_to_Earth/

https://store.steampowered.com/app/1172130/Shortest_Trip_to_Earth__Supporters_Pack/

https://store.steampowered.com/app/1392710/Shortest_Trip_to_Earth__The_Old_Enemies/


[ 2021-10-18 19:16:22 CET ] [ Original post ]

New playable ship (The Shybeetle) added to Supporters Pack DLC

Third playable ship added to Supporters Pack DLC

Shybeetle
This exotic military vessel was built by the Kha-Wat, a distant Insectoid civilization known for their love of artistic chirping. The ship is built to employ the hailstorm tactic, overwhelming enemy ships with a hail of synchronized projectiles & missiles. This requires management of ammo, and regularly producing or buying extra explosives or other materials necessary for projectiles. Comes with nukes, and crew of various insectoids.

In addition to the ship, this update provides a valuable update to localization, plus a fix to a notorious bug.

Changelog


  • New playable ship added to Supporters Pack DLC
  • Supporters Pack DLC ships have now more exotic pets
  • Fixed a lot of English typos thanks to DukeDuke'em on Discord.
  • Localization files got a new textcolumn that allows multiple translations for same line (WIP)
  • Shop repair audio loudness fixed
  • New code to un-stuck player ship on game load, against the "Stuck in Spideraa asteroids" bug.


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[ 2021-07-01 15:59:02 CET ] [ Original post ]

Core weapon slots operational


Core Weapon Slots Operational

This regular update brings some improvements and a number of smaller fixes.
Most importantly, weapon slots can be now upgraded to core weapon slots, and some enemy fleets are a bit stronger. We are still creating more content for the game.

Changelog


  • Weapon slots can be now upgraded to core weapon slots, giving +1 ship HP
  • Small updates to make some enemy fleets stronger, including those in Old Enemies DLC
  • Fixed builtin exotics converter slider step size
  • Fixed zoom in and out keys
  • Fix, fire is now visible in modded game content
  • Fix, Perk randomizerMenuStrings can now be localized
  • Hopefully fixed screen fickering on first game load on osx
  • Removed after-early-access-progress-reset option from the game


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[ 2021-02-22 16:36:48 CET ] [ Original post ]

New modding options released


Hello again, space survivors!

Todays update expands and improves significantly modding options. It's quite technical and we won't get into details here, but we're as excited to see what more the modders can cook up. As usual we've also made a number of smaller fixes to the game.

Changelog


  • Improved and expanded modding options significantly
  • fixed trading options with new fleets in the Old Enemies DLC
  • fixed 3 perks that didn't unlock properly
  • fixed smaller issues on multiple ships


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[ 2020-11-25 12:00:00 CET ] [ Original post ]

The Old Enemies DLC OUT NOW!

Hello space captains! Today we bring you something from a dark past: Old Enemies! This brand new DLC introduces 20 new enemy ships across 3 major new factions. Explore 10 additional planets with their own unique game-changing events and take command of a new playable ship - The Exception.

https://store.steampowered.com/app/1392710/Shortest_Trip_to_Earth__The_Old_Enemies

[h3]New playable ship (The Exception)[/h3]
This mysterious alien craft was excavated from a deep ravine on Mars. Its asymmetric hull contains an enormous energy weapon plus other advanced systems and technology, including an exotic garden of crystal life.



[h3]New enemy ships[/h3]
New enemies will be roaming the universe in addition to old ones, once you activate the DLC. The number of enemy fleets will remain almost the same raising general difficulty slightly, but ship loot will usually make up for losses during battles.





[h3]New planets[/h3]
The DLC also adds some new planets and other points of interest into the game.
You must restart your run (or finish a level while the DLC is already active) to experience the new content.



[h3]Three new major factions[/h3]

  • The Moralors - This civilization has built its foundational religion on the importance of sleeping morally, tentacles on the left side and tail on the right. Other ways of sleeping are considered deeply blasphemous to the god and immoral to Moralor civilization, thus obviously worthy of painful death. Fortunately, the Moralors are usually satisfied with verbal assurance of proper sleeping styles and positions.
  • The Phobians - A semi-primitive civilization that has indulged in stagnation of epic proportions. Your mere presence in their system means you are threatening "the Phobian family values, the children and small animals, and also creating a risk of fear." - which again means you must pay for your disruptions or fight.
  • The Capitaalo - A quasi-primitive civilization obsessed with their ancient currency system and measuring things in money. The Capitaalo have only recently joined the galactic community with access to FTL travel. They are trading with the Rat Empire and claim that your presence in their territory will destabilize their financial markets, requiring you to pay for damages or fight their crude ships.


Together with the launch of this DLC, a free set of new ship weapons & modules will be also added into the base game.


[ 2020-11-06 15:26:41 CET ] [ Original post ]

New Ship & Improved Community Translation

As promised, we have added a new playable ship to Supporters Pack DLC, the Riggy. This Mobile Maintenance Rig starts in a bad shape due to years of rough use, but holds promise for those patient enough to upgrade its weaponry and defences. The spaceous vessel starts with poor technology, but large crew, and containers full of raw resources.
We've also made smaller improvements and removed a cosmic creature (called "anomaly") from level 8 that was so anomalous it occasionally managed to break the entire universe of Shortest Trip and break the game for some players. Who would have thought anomalies could do that, right? Complete changelog below.

Changelog


  • Added a new ship to Supporters DLC: The Riggy
  • Added language dropdown to main menu page, to be used in community translation.
  • Removed a glitchy anomaly in level 8 which broke the game for some players
  • Improved the ECM value of some artifact modules
  • Made anti-shield DIY nuke cheaper
  • Pirate queen has now slightly less hp
  • Localization tsv files are now loaded from both game install dir and all workshop dirs.


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[ 2020-10-05 15:17:34 CET ] [ Original post ]

New weapons, Level 3 optionality, Community Translation

This update adds 10 new weapons/modules, sprinkled across levels, events and enemies. This means you might not encounter them every run. Level 3 quest is now optional (though skipping it remains economically questionable). We've also made a fair amount of balancing changes (generally making the runs more survivable) and numberous fixes. Please keep recommending Shortest Trip to your friends :)

Changelog


    New stuff
  • Added 10+ new weapons & modules
  • Replaced more crew deaths with (permanent on temporary) crew wounds in majority of events (crew deaths can still occur due to events, but less often, and mostly by events dealing HP damage rather than kills)
  • Added 1 new perk (DIY nuke arsenal) and updated some perks
  • New help page "combat & economy presets"
  • Added readme.txt
  • Community localization now possible, read more from localization.tsv

    Balancing
  • Level 3 metal gathering quest is now optional
  • Fierce Sincerity (player ship) has a new cool starting weapon and +1 nuke slot
  • Pumpkin Hammer has now more intuitive module layout from start
  • slightly improved stats of most player ships
  • made all integrity modules better
  • increased capacity of fuel, synth and explosive packs
  • balanced and updated enemy ships, cannons, other weapons
  • made Pirate Queen ship a little weaker
  • reduced upgrade cost from core slot to hybrid slot.
  • DIY minicannon now takes 1 more explosive per volley.

    Fixes & misc
  • Fixed an issue that none of the 3 fate achievements could be achieved since version 1.1.19
  • Fixed an issued that locked doors remained locked after being destroyed
  • Fixed plural form export from scripts when . was used in TT func. Fixed some starmap related localization issues.
  • Some hovertext fixes
  • Fixed an issue that evasion over 100 made enemy weapon super accurate
  • Moved Easy tiger ship nuke slots after weapon slots in quick select
  • Duplicate key bindings are now colored red in Menu/Settings/Controls
  • Added message about saving battle preset
  • Added a hack that regularly checks if some modules in storage are unpacked, if so, they are packed again.
  • When a stale drag selection box is detected, it will be removed on next drag select


Connect with us to stay up to date!


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[ 2020-09-07 16:55:25 CET ] [ Original post ]

The Linux Version

The Linux version is now available from Steam (and GOG, soon).
You are very welcome to savour the fine desperations encountered in Shortest Trip, honourable Linuxers! And PC-preferring folk, please recommend Shortest Trip to your Linux-friends. New players is what keeps our development going. We also added a few improvements and fixed some small issues for everyone. Stay tuned for more in the future.

Changelog


  • UI improvement: Hovering resource leak warning on top of the screen now shows LEAK text directly on top of the leaking module
  • Help panel updates: warp hand doors help pages
  • Fixed an issue that caused W key to trigger random actions
  • Turned off global Analytics and Could Diagnostics setting from Unity Services.
  • Fixed some typos
  • Updated preset save logline
  • Fixed multibarrel and multishot weapon DPM calculation shown in UI
  • HoverText related refactoring
  • fixed a rare module placement preset load issue


[ 2020-04-09 19:50:06 CET ] [ Original post ]

Save/Load modules update + Matconvertors overhaul

Dear players (and survivors!) of Shortest Trip, we are proud to bring you a major update
which will allow you to save & load module profiles with push of a single button, together
with Scoreboard vs Self and other improvements.
NB! >>This important news announcement here got accidentally deleted today, so we're reposting it.
There will be also a surprise update coming later today. <
New features


  • Major UX improvement: Modules can be now loaded & saved together with power presets!
  • Major UX improvement: Total overhaul to ships built-in material convertor (which used to be only convert resources during excess).
  • Major UX improvement: Total overhaul to modular materials convertors. They can be now accessed from special menu, may be used from storage, and do not require power
  • New feature Scoreboard vs Self
  • New feature: doors can be now repaired and show if they are damage via UI
  • New content: added new enemy encounter (Queen of Pirates) to sector 2


Balancing

  • Shield overload doesn't overload all shield modules any more (one is overloaded for sure, others have a chance to be overloaded)
  • reduced Rat EMP nuke aoe
  • rebalanced 1 DIY reactor cost
  • updated easy tiger stats
  • reduced DIY fuel container crafting cost, crafting it does not require fuel any more


UI and misc

  • Ui tuneups
  • Multicrew selection can now be reverse sorted too
  • greentail nuke avatar visual fix
  • Fixed stored modules not being counted in achievements (by changing how the storage module is hidden)
  • Preparing for linux test build


[ 2020-04-09 18:42:25 CET ] [ Original post ]

Matconvertor module management upgrade

Dear players (and survivors) of Shortest Trip, we are proud to bring you some major upgrades you (and we) have wanted for a very long time. Most importantly, you will be able to save & load modules with push of a button, making everything easier. Check out the changelog to see what we've been cooking for you during the past months. Our team keeps working remotely during the pandemic, but development of Shortest Trip continues. Stay tuned for more :)

New features


  • New feature: Scoreboard vs Self
  • Major UX improvement: Modules can be now loaded & saved together with power presets!
  • Minor UX improvement: custom module/power/crew presets can be now added
  • Major UX improvement: Total overhaul to ships built-in material convertor (which used to be only convert resources during excess).
  • Major UX improvement: Total overhaul to modular materials convertor UIs. The convertors can be now accessed from special menu, may be used from storage, and do not require power
  • New feature: Doors can be now repaired and show if they are damage via UI
  • New content: Added new enemy encounter (Queen of Pirates) to sector 2


Balancing

  • Reduced Rat EMP nuke aoe
  • Rebalanced 1 DIY reactor cost
  • Updated easy tiger stats
  • Reduced DIY fuel container crafting cost, crafting it does not require fuel any more
  • Shield overload doesn't overload all shield modules any more (one is overloaded for sure, others have a chance to be overloaded)
  • Rebalanced Insectoid Scarabeus ship, they now again have 1 nuke instead of 2


UI and misc

  • We've turned off collecting anonymous statistics/data since we're not actively using them
  • UI panels now appear on top of others when clicked on, with few exceptions.
  • Ui tuneups
  • Multicrew selection can now be reverse sorted too
  • Fixed Greentail nuke avatar visuals
  • Fixed stored modules not being counted in achievements (by changing how the storage module is hidden)
  • Preparing for linux test build


P.S. If you didn't learn this after last update, you can now change the order of weapons in weapon quick selection bar. Just saying :)


[ 2020-04-06 15:18:41 CET ] [ Original post ]

Daily Deal - Shortest Trip to Earth, 50% Off

Today's Deal: Save 50% on Shortest Trip to Earth!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Friday at 10AM Pacific Time


[ 2020-02-12 19:31:00 CET ] [ Original post ]

Easy Tiger improved balance update

The new "Easy Tiger" ship that we unveil today will provide you an easier start & more modular space for the long run. Additionally, we introduce some further quality-of-life upgrades, and a new round of balances. For example, all playable ships, cannons and gatling guns are now better. See the changelog below for a complete overview.

New content and features


  • Added new ship: Easy Tiger (along with new crew, exotic weapons, modules and ship-specific perks)
  • Added new functionality: you can now mutliselect all crewmembers assigned to a job (for example select all firefighters or select all lab workers) with a single click
  • Added new DIY plastics nuke
  • Tigerfish and Nuke runner are now available only in challenging/hardcore difficulty
  • Some extra sector lore/story is now visible between levels (used to be readable only from sector selection)


Balance-related updates

  • In challenging/hardcore difficulty: module max hp damage now happens less, in 10% cases instead of 15%
  • Made many cannons slower to reload but more accurate
  • Made drones/humans a little faster
  • Made many containers better
  • Made medical cryosleep even better
  • Gave all player ships new craftable nukes
  • Added empty misc slots to Rogue Rat & Weirdship in place of old module storage.
  • Most playable ships now start with more credits (420)
  • Majority of cannons and gatling guns are now more accurate and consume less explosives
  • Reduced cost of converting explosives to fuel


Fixes & misc changes

  • Crew repair stopped message now appears only for player own crewmembers
  • Endurance and Roundship cargo slot fixed: added new misc slot to its place
  • Fixed cryosleep 3x medical navigation
  • Changed navmesh for Pirate Kalev to fix a nav issue
  • Fixed endurance perk
  • Fixed a misplaced door on atlas ship
  • Changed weapon decoy module graphics
  • Changed button sounds on crew assignments panel


[ 2020-02-12 18:13:29 CET ] [ Original post ]

Easier/Harder Difficulty + Quality of Life Super Update

We are truly excited to unveil this latest batch of hard work. From new difficulty options to upgrading cargo space & saving crew into quick selection UI; this update contains a lot of new features, while also making your life easier and rebalancing many things.

Please read the changelog below for a full overview.

New content & features


  • Added one new game mode (Beginner mode) and updated existing modes
  • New feature: Ship module storage can be now upgraded for greater capacity
    (the storage module is now visible in UI only)
  • New feature: "warp to system" button in the star map view (in star systems that you can warp to)
  • New feature: It's now possible to save crew members to empty slots in the quick selection bar
  • New feature: It's now possible to change the order of the guns in the quick selection bar
  • New feature (turned off in the beginner mode) "Permanent module damage": a critical hit (~20% of all hits) may reduce max hitpoints of module permanently by 50% (read the in-game help page about permanent module damage for full info)
  • Improved feature: crew will load their combat weapons even during movement or mid-magazine (previously, reloading was possible only while standing and after emptying gun magazine)
  • Improved feature: crew role button now opens when hovering over it
  • Improved feature: selecting a module in loot panel or storage now activates Install/Move command, making placement markers visible
  • Created new memorial service popup for pets


Balance and related


  • Multiple starting ships can be now unlocked during a single run
  • Completing a level may now unlock both a ship and a perk
  • The Tigerfish starting module set and stats have been improved. It's now a better ship
  • Made most of the shield batteries better
  • Reduced amount of intruders for some enemy ships
  • Updated level 9 ships
  • Added 2 nuke slots to a small Slaver ship
  • Rebalanced the toughest enemy fleet in sector 1 (made it less dangerous)
  • Swapped firefight and repair priorities for repair officers (should fix one navigation overload issue and repairing burning modules issue)
  • Sector 2 boss won't allow player escape any more.
  • Besides Cryosleep and Sensor modules, enemy ship crew now also ignores working in Garden and Lab modules during battles
  • Smugglers now offer much more favourable deals
  • All non-biotech reactors now also give explosives as scrap
  • View sector button in sector map is now visible even if warping is not possible.
  • Rebalanced stats of numerous enemy crew


Updated info & visuals


  • Updated Tigerfish description
  • Updated ship health points hover text, it now shows remaining ship max hp and also combined permanent damage
  • Enemy projectiles now have hover text describing how to prioritize those projectiles for point-defences
  • SOS button is now animated when the player has no fuel
  • Module hover box is now moved when over right or bottom screen edge
  • Sectors text: "Sector info" changed. Minor changes here and there
  • Updated projectile names
  • Updated tutorial texts
  • Artifacts have type icons now
  • Enemy warp drives are now more closely monitored and "enemy warping" comtip is closed when enemy warping is prevented
  • Added help page for permanent module damage
  • Menu now shows what game mode is currently on Item hover in info panel now has sorting
  • Crew level up icon now blinking in UI
  • Most of the item hovers in PlayerPanel are now sorted by +- values
  • Updated sector summary "perks found" hover text
  • Changed organics pack avatar colour to green
  • Moved craftable container modules from Essential to Cargo group


Fixes and Misc improvements

  • Major fix: idle enemy crew won't leave the ship any more on battle start
  • Idle enemy crew accidentally outside their ship will now try return to their ship
  • Fire officers now only see a fire in the same ship the crew is in. Intruders now only pick targets that are player crew and also in a player ship
  • Fixed DIY bridge scrap cost
  • Fixed 1 gas giant text
  • Aiming a beam at an enemy ship without a shield doesn't highlight shield points bar under the ship any more
  • Enemy warp drives are now more closely monitored and "enemy warping" comtip is closed when enemy warping is prevented
  • FirstGameLoad scene now shows "Loading..."
  • 6x cryosleep attempted nav-mesh fixes
  • Game loading is now faster and UI stays responsive (asset bundle loading is now asynchronous)
  • Ship modules can now be placed and replaced with right-click into storage panel UI
  • Removed one name from human name pool, reduced level4 boss beam weapon accuracy by 1
  • Fixed a bug that caused all game modes to apply beginner starting resources
  • Storage UI element animation tuning
  • Fixed one com channel picture in the tutorial
  • Fixed sound issues when multi selecting crew so that multiple quick selection slots get selected too
  • Fixed an issue where drag selecting a crew while it dies caused a drag selection box to not to disappear.
  • Fight fire command is now a priority over the repair and operate command when hovering a "burning module"
  • Fixed an issue that tutorial sometimes got beginner mode starting bonuses (when the previous game was in beginner mode)
  • Repairs stopped comtip is now triggered more reliably when repairing stops


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[ 2020-01-16 18:18:07 CET ] [ Original post ]

Better Life Update

Dear space rogues,

We've been working away on a fresh update to make your travels even better. Check out the details below and let us know your thoughts!



New content


  • Sector map panel has now "view system" button
  • Viewing distant system on starmap now creates "return view to ship" button
  • Selecting a point def now highlights projectiles it can target
  • Player can now set the priority target for point defence module (like giving weapon attack cmd)
  • Projectiles are now hoverable and selectable (not blasters)
  • Module slot downgrade now asks confirmation
  • Multi crew actions panel now shows crew count in header
  • Added "intruders" help page and and tip given when first intruder starts welding in
  • New perk for Tigerfish: can now start with an explosives combinator


Balance


  • Fate bonuses are now given only after all items (perks and ships) are unlocked
  • Tigerfish has more resource & evasion bonus.
  • Dronebays and medbays can now heal more people simultaneously
  • Dronebays and medbays now use less resources to heal wounds
  • Increased nuke HPs
  • Reduced number of intruders sent by some hostile ships
  • Updated Spideraa bridge
  • Level 9 boss, added 1 more nuke slot.
  • Made warpdrives slightly slower


Fixes


  • Fixed crew fight fire command not working properly
  • Fixed researchable beacon with endless loop
  • Fixed errors with saving and loading
  • Battles after final boss won't change game victory path any more
  • Modules in loot panel don't request power any more (no more red power icon)

Misc

  • Moved some serialisable classes and structs to a separate folder (prep for better modding capabilities)
  • Removed % shown after evasion from all places
  • Cryosleep defreeze button in UI is now shown only when there is actually crew in that cryosleep


Connect with us to stay up to date!


Shortest Trip to Earth
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Iceberg Interactive
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Steam Publisher Page


[ 2019-11-14 17:00:56 CET ] [ Original post ]

Major announcements and new trailers LIVE NOW!



Tune into our liveshow now for the latest addition to our 2019/2020 line-up, never seen before gameplay and the latest trailers.

CLICK HERE!
https://youtu.be/GGWh94Z2p8k


[ 2019-10-29 19:54:21 CET ] [ Original post ]

The Next Steps for Development (The "Micro-Roadmap")

Fellow space rogues,

Thank you for your continuous support! Below you'll find a summary of our development plans for the immediate future ("some of us enjoy calling it a micro-roadmap").
Keep in mind that in addition to the things mentioned here, there are literally hundreds of Shortest Trip things we want to work on.

The ones below are just those that we feel good about promising at this moment.

1.New easier & harder game modes
2.Material convertor modules update
3.Ship sensors update
4.Ship doors update
5.... and we will release new plans as existing ones get completed :)

In addition, today we will be updating the game with several fixes. Read the changelog below to find out all the latest changes (including all updates active since the release of the DLC Shortest Trip to Earth: Supporters Pack)



Updated features


  • The most resource consuming crew will now be chosen first to be sent to cryosleep (crew panel cryo + button).
  • Module slot craftable module button hover now shows all the info about craftable module
  • Added shield highlight when aiming with a weapon that can do shield damage
  • Damage per minute (DPM) stats added to data shown in ingame ship info panel
  • Added new game over texts
  • Updated Nuke targeting. Missing nukes now attempt damaging new target (closest enemy module)
  • Nukes now self destruct when they reach target position, but nothing is there and no other targets are around


Balance & related


  • Numerous DIY and Decoy nukes now also cause light module damage on impact.
  • rebalanced some sos warplife encounters
  • replaced dangerous explosives smuggler in level 1, updated insectoid fast laser stats
  • Two ancient gatling guns now consume a bit more ammo
  • Spider bossfight now always happens from the front
  • Shops now sell more cheaper explosives
  • Material convertors that make explosives are now better
  • Made all cryosleep modules better at healing
  • Increased crew movement speed during accelerated time
  • Gave ship HP bonus to many containers
  • All playable ships now have at least 2 container-only slots
  • More modules will now give minor ship HP bonuses
  • Reduced evasion bonus for starting ships and some ECM modules
  • DIY dronebay repair price is now 15 instead of 20 synthethics
  • Made medbays a bit faster
  • Module crafting now takes more time
  • Greentail nukes now have more hitpoints
  • Reduced fire damage speed on mostly enemy ships
  • Slightly lowered playable ship HP's
  • Updated enemy boss ships
  • Rebalanced hostile ship nuke arsenal
  • Rebalanced sensors, bridges
  • Slightly increased accuracy of all enemy ships
  • Slightly reduced deflection of some enemy ships
  • Gave +1 point defence to 1 slaver ship
  • Changed 2 slots for Tigerfish, gave better starting point-defence turret
  • Removed fate bonus from some SOS events
  • Changed fleet of Sector 1 Style Guardians
  • Updated HP of squid ships
  • Red Ripper biotech war animal does not need extra time any more to wake up from cryosleep


Visuals


  • Container modules that have initial rotation 90 or 270 degrees will now also rotate upright
  • Science drone perk image updated
  • removed outdated chat sounds from fleet encounter dialogues


Fixes

  • Overhauled navmeshes on all modules, fixing some possible "getting-stuck" or navblocker issues.
  • Optimizations on lev4 boss weapon animations
  • "Fixed crew panel glitches"
  • Fixed an issue that starmap clickable area didn't cover the edges in larger sectors.
  • Re-aligned module slot angles in bluestar ship for better navigation.
  • Fixed crew permanent leave for all shops and now this action has a special cursor
  • Three buttons for selecting player crew now fixed
  • fixed firebomber cannon text
  • Some tweaks to fueltank artifact graphics.
  • Fixed weapon-swap exploitability that allowed installing weapons modules into less valuable slots
  • Fixed rat gatling gun description
  • Fixed some typos
  • Launched player nuke UI is now shown green

Connect with us to stay up to date!


Shortest Trip to Earth
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Iceberg Interactive
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YouTube
Twitch
Steam Publisher Page


[ 2019-10-29 17:16:33 CET ] [ Original post ]

Daily Deal - Shortest Trip to Earth, 33% Off

Today's Deal: Save 33% on Shortest Trip to Earth!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Friday at 10AM Pacific Time


[ 2019-10-23 19:07:00 CET ] [ Original post ]

The Supporters Pack DLC is here!

Hello to all space rogues,

Are you ready to get deeper into space? We sure are, as today we are launching our first DLC Shortest Trip to Earth: The Supporters Pack!


https://store.steampowered.com/app/1172130/Shortest_Trip_to_Earth__Supporters_Pack/
Whats the DLC about?
You can now board The Battle Tiger a brand new playable ship with unique crew, drones, pets, perks and nukes.

For the fans of the base game, The Supporters Pack gives you a copy of the Shortest Trip Sketchbook Scribbles digital collection, as well as the games official soundtrack album with one extra hour of original music.

What else is included?

  • Ten new crew/ drones/ pets

    The Battle Tiger starts with VIP crew who sometimes bring along their exotic pets and drones. The ship always starts with a cat and a dog.

  • Five new nukes and five new modules

    Turn your ship into a real tiger by adding custom nukes and modules that not only look cool but will also make your trip to Earth feel like a walk in the park.

  • Much more exciting content scheduled to be added in 2020!
    As we continue to support the base game, the Supporters Pack will receive further expansion with new ships, weapons, modules, and more to follow next year.

    Connect with us to stay up to date!


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  • [ 2019-10-23 17:10:28 CET ] [ Original post ]

    New Games Trailers on First Ever Iceberg Ahead at Paris Games Week 2019!

    Hello to our great community!

    We are excited to share with you some big news - today we're publicly announcing a totally new initiative for us: Iceberg Ahead!



    On October 29, we will make several major announcements and showcase an assortment of gameplay and trailers for our exciting 2019/2020 line up, via a live-broadcast during Paris Games Week 2019.

    Hosted by industry veteran Dan Maher (@MrPointyHead - Inside Xbox), the very first Iceberg Ahead will air next Tuesday, October 29th at 7 PM GMT/3 PM EDT on YouTube and is set to feature more than 10 of our upcoming indie titles - including;


    Make sure to subscribe on our YouTube channel so you won't miss the premiere!

    During the presentation well be tweeting announcements from @Iceberg_Int, and you can join in too via the official Iceberg Interactive Discord server - where the whole crew will be hanging out and answering your questions!

    We hope you'll enjoy!

    The Iceberg Interactive team



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    [ 2019-10-22 15:59:21 CET ] [ Original post ]

    Shortest Trip to Earth: The Supporters Pack DLC

    Hello to all fellow space rogues,

    After the overwhelmingly positive welcome of Shortest Trip to Earth's launch last August, we are excited to share with you our plans for the first DLC of the game. Shortest Trip to Earth: The Supporters Pack will arrive on October 23.

    The Supporters Pack adds a new playable ship - The Battle Tiger - with unique crew, drones, pets, perks, and nukes. In the new DLC a copy of the "Shortest Trip Sketchbook Scribbles" digital collection will be included, for those of you who want to take a glimpse into the process of developing The Shortest Trip to Earth!



    https://store.steampowered.com/app/1172130/Shortest_Trip_to_Earth__Supporters_Pack/

    Included in the DLC:

  • A new playable ship - The Battle Tiger

    If you are familiar with the popular Tigerfish-series, you will probably recognize the Battle Tiger, a spaceship designed to transport VIP crew safely through hostile space.

  • Ten new crew/ drones/ pets

    The Battle Tiger starts with VIP crew who sometimes bring along their exotic pets and drones. The ship always starts with a cat and a dog.

  • Five new nukes and five new modules

    Turn your ship into a real tiger by adding custom nukes and modules that not only look cool but will also make your trip to Earth feel like a walk in the park.

  • "Shortest Trip Sketchbook Scribbles" PDF

    Interested in getting to know how Shortest Trip to Earth came to be? Take a look into the development visualized as a collage of sketches and scribbles that span from 2010 to 2019.

  • Existing music as OST

    Composed by four independent musicians, the 23 meditative tracks of Shortest Trip to Earth can be now added in your daily playlist. Keep the good vibes going!

  • Much more exciting content scheduled to be added in 2020!

    As we continue to support the base game, the Supporters Pack will receive further expansion with new ships, weapons, modules, and more to follow next year.

    Connect with us to stay up to date!


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  • [ 2019-10-17 15:01:22 CET ] [ Original post ]

    Patch 6: "Improved Enemies Gamewide Optimizations"

    Hello and merry existence again, fellow space rogues!

    Todays update will provide all-round gamewide optimizations to many parts of the game, and most importantly rebalances many enemies (making them stronger), including bosses and hostile SOS fleets.

    Read the full changelog below for specifics:

    New stuff


    • New (optional) enemy added to sector 7
    • Added Bluestar victory achievement
    • Added "current weapons DPM" to Ship stats panel
    • Removed walls from Atlas warp drive slot
    • Only one ship can now be unlocked per run
    • Module actions (move, scrap, store) now disabled when it would destroy the ship due to reduced ship max hp bonus
    • Module slots upgrade/downgrade button is now disabled if the action would destroy the ship
    • If there are unused skill points on level start then comtip will ask if it should auto level up crew
    • Load crew/power profile buttons are now keybindable

    Difficulty affecting Rebalances

    • Gave all Spideraa ships more crew
    • Sensor module "Sector Radar Range" won't be boosted by crew skills any more
    • Updated sector 3 boss (now more dangerous)
    • Gave nukes to sector 4 and 5 boss ships
    • Made some SOS enemies stronger
    • Rebalanced pirate and rat ships
    • Added 2 empty nuke slots to sector 4 boss insectoid ship.
    • Added 2 nuke slots to sector 5 boss ship.
    • Added 2 nuke slots to Squid bounty hunter ship
    • Gave more ammo to 2 smuggler cargo ships
    • Rebalance bigger squid ships (now stronger)

    Visual & Misc updates

    • Weapons in quick select panel now show READY text
    • UI improvements
    • Module jammed status visualizer icons added
    • Hovering ship health now shows exterior view if done in internal view
    • Warp module being jammed now uses new effect (it used to use overload effect)
    • Crew skill level up effect
    • Added more player choosable UI scales
    • Added "Duncan" to crew name pool
    • Added comtip about minimize button for small screens (height <=900)
    • Damage tokens are now unmarked when leaving a repair shop
    • All shrinkable windows are now expanded by default

    Fixes

    • Fixed a freetravellers event
    • Fixed some typos in module descriptions
    • Fixed crew skill numbers when an item in crew roles panel is hovered
    • Fixed module slot placement error on lev 10 boss
    • Fixed 1 perk for endurance, rebalanced some perks
    • Lovers type cryodream recorder navmesh tuning
    • Space pods with player crew will never self destruct any more
    • Fixed an issue that UI scale by default set itself to 0.01 in certain conditions.
    • 1.75x UI scale now uses 1.5 scale cursors
    • Sector 10 exit is now spawned in the middle of the map
    • Fixed sector 10 warpship captain portrait

    Connect with us to stay up to date!
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    Click here for an invite!

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    [ 2019-09-12 17:05:02 CET ] [ Original post ]

    Patch 5: "Extra Achievements Update"



    Hello once again, fellow space travellers!

    This patch gives you +9 new achievements, modifies existing achievements slightly plus fixes some more issues and glitches. Read the full changelog below and have a merry weekend!

    New content

    • Added 9 new achievements. Updated a few existing achievements.
    • Added "Cohh" and "Carnage" to human crew name pools.

    Rebalances
    • Removed some core slots from the Endurance ship
    • Made spideraa fleets stronger
    • Changed Tigerfish starting crew slightly
    • Rebalanced 2 nukes

    Fixes
    • Updated "module crafts available warning" hover text
    • The game now counts retirings as deaths for death count achievements (on perk screen start button press)
    • Stop fire button fixed
    • Ship module maxHealth is now saved together with health (fixes minor issues when loading a game that has module prefabs with updated maxHealth)
    • Minimized windows have red expand buttons now


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    https://store.steampowered.com/app/812040/Shortest_Trip_to_Earth/


    [ 2019-09-06 17:08:48 CET ] [ Original post ]

    Increased Quality of Life Hotfix 4 (05.09.2019)



    Hello and merry existence again, fellow space survivors!

    Todays hotfix will bring you numerous quality-of-life updates. Most importantly: significant updates to UI, such as being able to select all wounded crew or drones.

    Additionally, DIY tech that can be crafted has been organized into neat categories, and many glitches fixed and optimizations implemented. As a cherry on top of cake, the Gardenship and Bluestar now have the possibility to craft themselves a second nuke slot.

    Read the full changelog below.
    Various misc & quality of life updates

    • DIY modules are now organized into neat categories
    • New options: "Select wounded crew/pets" and "select broken drones"
    • Crew/power preset save button now requires confirmation, it cancels if not used in 5 seconds
    • Local warp gates now show in starmap where they take the player
    • Asteroid hit on starmap won't cause ship to stop any more
    • Crew that operated labs and gardens will attempt to resume working in them after battle
    • Added shield point generation speed to Player stats panel
    • Crew assignments panel can be now minimized
    • UI buttons that select crew now show more clearly where the selected crew is
    • Speech bubble "cannot operate" added to crew status visualizer
    • Some sounds tuning on crew selection
    • Crew now always tries to go to the nearest module operating spot (should prevent bridge operators changing seats on bridge after loading crew preset)
    • Weapon and point def loading bar is now coloured yellow while reloading
    • Added some cool streamer names to human name pool: Nookrium, MetalCanyon, Enter_Elysium, Tortuga Power & Mousegunner.
    • Renamed crew "assignments" to "roles"

    Rebalances
    • Added 1 upgradeable "undeveloped" nuke slot to Bluestar and Gardenship
    • Crafting a module now has a delay just like module move/install has
    • Enemy weapons with accuracy below 16 will now usually target player ship hull centred (after a few shots)
    • Level 10 boss fight key target is now harder to hit
    • Made Spideraa ships stronger, made 1 Spideraa laser stronger
    • Made a Spideraa container better
    • Starting from second or third sector won't give crew level-up point any more.
    • Rebalanced slot upgrade costs
    • Rebalanced bridges. Bridges can now have a maximum of 3 crew.
    • Rebalanced ship starting stats, engine evasion bonuses, exotic toy perk
    • All bridges can now be operated by a maximum of 3 crew
    • Rebalanced sniper guns, now slightly more accurate
    • Rebalanced 3 ship augmentation perks
    • Many enemy ships rebalanced slightly stronger, added to human crew lists
    • Nuke launcher health and nuke projectile health are now always the same. Increased reactor importance and lowered weapon importance for enemy ship AI

    Fixes
    • Level 10 boss won't drop its planetkiller weapon any more
    • Fixed "lovers met" count shown in game end stats
    • Fixed Endurance infinite nuke glitch
    • "Allow ship HP repair" is now saved and won't reset after loading game
    • Tutorial exit warp gate name is now visible on starmap
    • Added a fix that completes level 5 when the save game is stuck after winning the boss fight
    • Boss ships are now always positioned opposite of player ship
    • Fixed module outline rotation issue


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    https://store.steampowered.com/app/812040/Shortest_Trip_to_Earth/


    [ 2019-09-05 17:11:08 CET ] [ Original post ]

    Hotfix 3 (28.08.2019)


    Hello again most wonderful fellow rogues!
    We have great news for those who have been playing with small screens - crew and module panels can be now minimized! They are also minimized as default for small screens (height 900px or less). In addition, several bugs have been fixed. We will continue to release hotfixes in the near future, and also look forward to release a small development roadmap soon. Thank you so much for your continued support and feedback!

    New Features & content


    • Major Quality of Life update: Module & Crew info panels can now be expanded/shrinked
    • Added 3 new bioetec multicontainers into game


    Rebalancings

    • Fate point achievements are now given during the game and not after player death
    • Set ship self destruct to 30 seconds. Battle end won't trigger instant enemy ship destruction any more.
    • Reduced evasion bonus of some artifacts and engines


    Fixes & misc

    • Module slot upgrade and weapon crafting experience in tutorial is much smoother now
    • Tutorial weapon power check, fire assignment check and weapon crafted check can be skipped by player
    • Fixed tutorial getting stuck in battle when there are no modules to repair
    • Possible navblocker issue fix on bluestar ship
    • Fixed 2 SOS smugglers, 3 SOS-events and 2 ambushers
    • Player ship won't trigger self destruction any more if all player crew leaves the ship
    • Fixed module type for medbays. Added unit test to prevent this mistake in the future
    • Removed skull speech bubble from SecurityOfficers entering ship (only crew with Intruder role now uses it)
    • Typofixes
    • Ship perfomance optimizations


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    [ 2019-08-28 17:51:22 CET ] [ Original post ]

    Post-Launch Hotfix: No. 2

    Hello fellow space survivors!

    Today's hotfix repairs a number of issues stated below. We remain dedicated to fixing and improving everything in the Shortest Trip to Earth universe.

    Thank you for your support and we wish you all a lovely weekend!



    Changelog


    • Victory panel lines now animate faster (each line animation time is set between 1 and 6 seconds)
    • Crew/power presets now save crew role for each crew member too
    • Laser beams are now part of save game (better mid-beam game save/load, especially noticable with Lv10 boss). Rewrote how weapons check if their shot is in progress or not (caused weapons-not-shooting issue after game load)
    • Repaired 1 malfunctioning perk
    • Various updates to perks and ships
    • Damage to laser weapons now cancel the beam (but won't make it forget its target). Weapon overload won't make it forget its target anymore.
    • Melee hand weapons are now part of save game too
    • More performance optimizations (mostly in warnings and ship health code)
    • Explosives and synthetics containers graphical update
    • A few miscellaneous text lines have been edited


    After 1.0.9, we made another build (1.0.10) and pushed it live, in order to solve these 2 very problematic issues:
    • Auto-aim didn't work at all any more
    • Nukes flew way too slowly when in slow-mo mode


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    [ 2019-08-23 17:04:51 CET ] [ Original post ]

    Post-Launch Hotfix: No. 1

    Hello again fellow space survivors!

    Thank you for all the positive reviews and post-launch feedback. We are also grateful for the supportive negative feedback, we will strive to fix, improve and expand everything in the universe.

    Today's hotfix will repair a number of issues that were discovered & reported at launch by you guys.



    Fixes


    • Everybody who saved and did not encounter level 9 bossfight (or escaped from level 9 bossfight) will be automatically helped forward to level 10 after the hotfix goes live
    • Improved performance with code optimization
    • Numerous typos fixed
    • Abusing module slot upgrades and downgrades on enemy ships is not possible anymore (player module slots can be still exploited in certain cases, fixing that is scheduled for the future)
    • Level 10 Neutralite fleets now always have ammo for weapons
    • Sector end now always unlocks ships (perks have a chance that the player gets fate points instead)
    • Players who didn't unlock ships when they should have will unlock them on the start of their next game (and get the achievement too)

    Rebalances

    • Fixed mining lasers scrap value
    • Many modules, crew, ambushers and events have been rebalanced
    • Multiple instances of the same module now each have different prices

    Misc

    • Added preliminary hover to both radar range elements explaining where the actual range comes from
    • Removed a non-funny starmap logline


    There's a number of issues that we are still tackling. We are working as fast as we can to release new, updated versions as early as possible. Keep surviving!


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    [ 2019-08-21 16:15:42 CET ] [ Original post ]

    Shortest Trip to Earth OUT NOW!

    Dear crew,

    Get ready to grab the controls and prepare for take off, as Shortest Trip to Earth has exited Early Access and made a full release on Steam! In the final version of the game, you can check out never-before-seen sectors, fly new ships and fight challenging enemies, while exploring the vast universe in the game on your way back to Earth.



    We are humbled to release our game after it has been critically acclaimed by press and rated as excellent by the community. After more than 5 years of continuous development, Shortest Trip to Earth is ready to meet the best space survivors of our little Earth - and of course kill them, being a rogue-like.



    We have previously announced that Shortest Trip to Earth is going to receive a price increase at the end of its Early Access period. However, the European Commission has created a law that forbids (for a period of 30 days) raising a price and then offering a discount at the same time. Bit of a catch 22 isnt it! However: we find it more important to offer a discount at launch to the community, so for the week of launch we will be offering a 15% discount while keeping the price as is. steamhappy

    You might want to consider jumping on the bandwagonquickly though, since after the week of launch we do intend to raise the price (to $ 24,99), again, as was always the plan.

    If you haven't already seen it, make sure to check out the launch trailer below.

    https://www.youtube.com/watch?v=IKK6pjp1j9k&t=1s
    CHANGE LOG


      New features and content
    • New feature: Crafting DIY modules in your ship

    • New feature: Crafting partially filled resource packs directly from Excess resource

    • New feature: the easier game mode ("Challenging") allows you to survive even with 0 HP (subsequent damage reduces ship max HP instead of killing you outright)

    • New feature: Power management view (hotkey "V")

    • New feature: Fully Upgradable Slots. Internal slots can be now upgraded into > core > hybrid > weapon slots. Basically you can have as many weapons as you want, if you have the materials

    • New feature: enemy ships will activate a delayed selfdestruct if their last crew dies. If a player crewmember is crazy enough to try to board an enemy ship, they will automatically try to escape if the enemy ship starts self-destructing

    • New feature: the "hold/release button" for firing all weapons together

    • New secondary feature: point defences now also shoot other projectiles (cannon shots have 2-4 hitpoints each) and also use target priorities: 1) Missiles/nukes 2) intruders 3) other projectiles

    • New secondary feature: key rebinding is now available

    • New secondary feature: unique ship-based craftable nukes

    • New secondary feature: fleeing pirates sometimes now make counter-offers

    • Chance to find new permanent fate perks in levels 1-9, one per level

    • Tutorial updated to include upgrading slots, crafting DIY modules and other new features

    • Sectors 9 & 10 added, along with the game ending

    • New space sector descriptions in main menu

    • New content: SOS signal can now summon a large variety of new encounters

    • New content: findable events of ships casting SOS

    • New content: multiple game endings added for you to discover

    • New content: updated level descriptions

    • New content: added discovery texts to all discoverable perks.

    • Tutorial updated to teach several new features

    • 50+ new events, including a few more planets and encounters to sector 8

    • 50+ new achievements

    • 10+ new enemy fleet types

    • 10+ new enemy ships for you to discover

    • 40+ new modules and nukes, including a variety of DIY nukes

    • 30+ new perks

    • 30+ new death texts

    • New music added to dialogues, main soundtracks and combat soundtracks




      Rebalances and difficulty-related features
    • Crew moving to Medbay now ignores some things just like when following regular Move order

    • Gave extra point-defence to Tigerfish

    • Pet slimes now have functional skills

    • All pets except cats are focused and never stop working on their assignments

    • One gunnery skill point now gives 0.5 accuracy rounded up

    • Randomized stealth levels of all non-SOS ambushers

    • Dronebays and Medbay are now better

    • Auto-unassign: crew will be unassigned from labs and gardens during combat

    • Some artifacts can now be used as crude modules, boosting ship HP or ECM

    • Increased scrap value of most modules

    • Excess fuel conversion is now a lot cheaper

    • Now the game shows crew count under enemy ship

    • Intruder AI should now be slightly better, further improvements are being worked on

    • Some sector endings now occasionally give extra fate instead of unlocking perks/ships

    • Some enemy fleets now have lower stealth levels

    • Some modules & drones are now cheaper, also more crew and drones available for sale

    • Sector 2 & 4 boss fights are now a bit harder

    • Updated fate point cost for a number of perks

    • All ship weapons that use ammo are now much better (they also use much less resources now)

    • Increased salvage value of ships in sector 1, 2 and 10

    • Rany ray weapons are slightly less accurate now

    • Each ship has different starting resources now (first ship has the best, last ship has the worst starting resources)

    • Added more hitpoints to most crew types

    • All boss ships will now leave 1 extra module and a bit more resources as battle loot

    • Replaced crew in majority of enemy ships

    • Stat updates to majority of ships

    • Rebalanced all modules

    • Made sector 5 bossfight more dangerous

    • Lowered default crew damage

    • Made player starting crew better against intruders

    • Reduced amount of enemy intruders

    • Made all pirate drones slower

    • Made Solipsist ships evade better

    • Sensor skill bonus is now 10% per skill point

    • Made sure smugglers are not demanding too much

    • Updated resource pack prices

    • All sensors are now even better

    • Tigerfish has better starting drones now

    • Updated starting crew skills

    • Updated Rat Fortress modules

    • Updated artifacts, made larvae a bit slower




      Visuals, Music, sound, UI & miscellanneous improvements, fixes
    • Hovering a module now shows a comparable info panel

    • Added rat music to rat fleet

    • Escape button will become animated if escape from battle is recommended by ship AI

    • Metal and synthetic elements in player panel are now red if not enough for repairs

    • All fleets have more detailed names now in starsystem view

    • Slots have type names on them now

    • Added music to dialogues of fleets and exit bossfights

    • Heads of sleeping/dead crew have the right hover outline now

    • Enemy ships can now disable player warp drive in a more intuitive way

    • Game welcome text updated

    • New help pages added for Crafting, Permanent damage, Slot upgrade & Weapontypes

    • Multiple crew selection help page added

    • Added "never deflects" line to missiles

    • Flipped buttons in results loot panel

    • Added better muzzle flashes to gatling guns

    • All ambushers, traders, smugglers etc. should now have custom music

    • Laser sounds slightly altered

    • RIP button animation added

    • SOS button hovertext updated

    • Updated star names

    • Added tournament name winners to crew name list

    • Updated perks and player ships

    • Modules scrap buttons have now safety confirmations

    • Asteroid defense icon changed

    • Results panel now opens internal view if new crew was received

    • Doors now have their own status visualizer

    • Shop repair button now plays animation when interactive

    • Updated exotics hover text in resource list on the left

    • Crew with module type assignment now returns to repair module after putting out nearby fire

    • Important slot upgrade cost balance fix, small re-balances

    • Cryosleep "de-freeze all" button has been fixed

    • Countless other small and big issues fixed



    Let us know below what you're most excited about in the final version of Shortest Trip to Earth in the comments below.

    Bon voyage!
    - The Shortest Trip to Earth team



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    [ 2019-08-15 17:36:42 CET ] [ Original post ]

    Shortest Trip to Earth is fully releasing on August 15!



    Hi everyone,

    We are extremely happy to share with you that Shortest Trip to Earth will be fully releasing on August 15, following a successful Early Access launch.

    Check out the brand new launch trailer here:

    https://youtu.be/IKK6pjp1j9k
    What to expect


    • Epic battles with brand new ships, weapons and enemies

    • Two never-before-seen new sectors

    • An optional easier game mode and updated tutorial

    • Multiple game endings for you to discover


    Plus much, much more!

    We can't wait to hear what you think of the final release!

    - The Shortest Trip to Earth team :)



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    [ 2019-08-06 15:04:36 CET ] [ Original post ]