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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https://store.steampowered.com/app/812040/Shortest_Trip_to_Earth/
[ 2019-08-15 15:36:42 CET ] [ Original post ]