This weeks update sees a host of art and performance changes as well as some tweaks to enemies to speed up the pace of the game a bit. We're still working on custom key and axis bindings and hope to be getting our hands on some new terrain tech to reduce how much we're spending on it in terms of hardware resources. Be sure to follow us on Twitter and Reddit to get the news on what's going on with game throughout the week. - Enabled Texture Streaming. - Player Callsign that is created on character creation will now show up when the player is addressed in conversations instead of just "pilot". - Removed mushroom tree model from Frontiers Reach map to increase performance until a better solution for tree rendering is found. - Implemented dual camera system to address issues with flickering shadows. - Reworked a number of story dialogue entries and added two new characters to interact with. - Fixed opening cutscene starfighter model missing. - Fixed minor bug that disrupted story flow when loading a new profile. - Added more detail and some lighting to Volkov Heavy Industries Mining Vessel NPC as well as fuel tanks to kill requirement. - A number of skyboxes have been changed to improve visual quality. - Improved visual appeal and quality of clouds and nebula on a number of levels. - Rework of Post Effects for better overall visuals. - Adjusted health levels on enemies to lower over all time to kill. - Rework of Starliner capital ships to match gameplay complexity of other capital ships. - Minor touchup to hangar bay artwork to prepare it for new launch sequence. - Fixes on the Mar De Sangre campaign mission to address issues with patrol paths. - Minor tweaks to both menu and mission User Interfaces to facilitate functional use on ultrawide monitors.
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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