This weeks update sees some visual touch ups and additions. Chief among them is some new cloud artwork. Additional some experimental changes have been made to work out just how big we can make a level. We trying a small expansion for now but are looking at something much larger in scope. -Tweaks to launch sequence to reduce instances of launching prematurely or launching into walls. -New artwork for frontier settlements. -Major optimizations for aim scope and radar rendering as well as for cockpit view. -New clouds for all the levels that currently use clouds. -New starfighter instrument artwork. -Fix for an instance where lock on based munitions wouldn't actually lock on. -You can now adjust the calibre of the cannons on your starfighter in exchange for more salvage. These new cannons options will affect the rate of fire and sound that is played when you fire your primary weapon. -Rework of several textures in the game to add dirt and grime to make them feel less clean and new. -Tutorial level is now larger as a result of experimenting with some methods to increase level size. -Redesign of the Kruger Interstellar S-27 Wildboar. -Heat management for guns is now implemented with it's own gauge in the cockpit. -Caldero Patrol map added to the game to test out lighting and begin the process of building out the level. -Added new Colonyship artwork to a number of levels.
Pirates of Frontier's Reach
Blind Alien Productions
Blind Alien Productions
2020-11-30
Indie Adventure Singleplayer EA
Game News Posts 156
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
9 user reviews
(9 reviews)
https://store.steampowered.com/app/1467590 
Pirates of Frontier's Reach Linux Depot [5.47 G]
The Gameplay of Pirates of Frontier's Reach will see the player skip the long trips between locations and drop right into the action. Taking on Sorties players can test their loadouts against a swarm of enemies of a single type. While on Patrols players can pilot their starfighter around areas filled with obstacles and secrets where barnstorming will be the only way to get the prize. And Campaign missions will keep the story moving forward and unlock new and interesting starfighters and weapons for the player to use.
The Starfighters of Frontier's Reach are old and rugged but more than a fit for the jobs they fill out in the frontier worlds.
Pilots Serving in the Privateer Fleet will have the ability to fit different weapon systems to their starfighters to meet the needs of each mission they take on.
Outfit Your Starfighter and tweak performance parameters within various ranges to achieve the desired performance you want out of a starfighter.
Fly From the Cockpit or Third Person Perspective and experience a difference in both the game difficulty and immersive value. The choice is yours!
The Future of Pirates of Frontier's Reach is one in which I will use the automation tools I've crafted over the past few months and plan to refine in order to deliver weekly story driven content for the community to engage with.
The Multiplayer of Pirates of Frontier's Reach is currently not being planned at all but the future is a crazy place so things may change.
Blind Alien Productions is a small team made up of the following people.
Scarlett Toney aka Soliloquis - Co-Founder, CEO, and Lead Unity Developer.
Tucker Wolf aka SaburewolfJR - Co-Founder, Character Artist, and Lead Unreal Developer.
Alberto Vazquez aka DarksithKnight - Co-Founder, Lead Level Designer, and Prop Modeler.
Bharat Mallula aka ROG242 - Business Consultant, UX and UI Designer, Art and Design Consultant.
Zachary Gray aka the New Guy - Systems and Gameplay Programmer.
While the roles here are the most prominent, the team as whole shares a lot responsibilities across the board. As such, most everyone touches on or provides feedback on just about every aspect of the game.
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