On July 2nd, we released the our biggest update yet, and with it a new chapter in the story of Frontiers Reach was opened. Since then, we've fixed numerous bugs, addressed a number of performance issues, and incorporated two redesigned starfighters. We also released an animated short, updated our store front, and released a new gameplay trailer. And for this weeks update, we're releasing a slew of new animated set pieces with a focus on the Frontiers Reach Sector 17A location. We also changed the artwork that we're using enemy and environment loot drops. Last but not least we fixed a few bugs regarding menu navigation with controller this update, but are still tracking down some of the most critical.
Frontiers Reach: Operation Fallen Eagle - Part 1
Operation Fallen Eagle is a three part machinima series set roughly one year before the events of the game. It is designed to tell some of the backstory about how the war was started. Two more episodes to come. [previewyoutube=FohmMAzsOJs;leftthumb][/previewyoutube]
New Gameplay Trailer
[previewyoutube=GzL_BU6LVks;leftthumb][/previewyoutube]
Updated Starfighter Customization UI
While the convenience of the color picker we had originally cannot be understated, we needed something much more user friendly. We may look at redesigning this in the future or at least expanding it. [previewyoutube=XL997zDbRbk;leftthumb][/previewyoutube]
Environment Animations Montage
A short montage of all of our environment animations that were completed this week. We'll have tweaks and audio additions in the future so keep an eye and ear out. [previewyoutube=ZReCCbtUmQQ;leftthumb][/previewyoutube]
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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