This weeks patch notes a pretty small. I as the studio and company lead have had a number of meetings with the team and outside clients this week so not much has gotten done that can be put into this weeks update. Additionally, I am looking at relocating in the next month and have to start preparing for that. However I have good news that custom key and axis bindings are coming along and should be ready for deployment very soon. Aside from that, a number of art additions and level improvements/changes have been made to the Frontiers Reach map which can be accessed in the Patrols menu. We're holding off from making too many additions or changes to the levels just yet as we're looking to acquire some new tech for terrain rendering and if it does what we think it will do we will need to make some vast changes to the levels with the new tech in consideration. - Possible fix for issues with resolution not being applied accurately from the settings menu and on startup. - Addition of new artwork to Frontiers Reach map. This artwork will eventually be used to fill out frontier towns across a number of different world maps. - Rebuild of under ground barnstorming area with some things to blow up inside of it. - Fixed audio bug that excluded some turrets from audio filters. - Fixed bug that caused multiple cameras to be spawned when they weren't needed. - Adjusted particle effects for damage states.
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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