This update comes at a weird time. But it is an important update/announcement.
First and foremost I would like to announce that Frontiers Reach now officially supports TrackIR and the game is listed on their website. To celebrate this specifically, I have a trailer to show off this feature in action.
[previewyoutube=Y4RzISYw5BM;full][/previewyoutube]
On top of this there is now a Kickstarter running for Frontiers Reach!
The aim of the Kickstarter is to raise money for a marketing campaign and to hopefully hire on some specialized talent, specifically artists, to help provide some extra flare in key areas of the game. More about the effort can be found on the Kickstarter home page for the game.
https://www.kickstarter.com/projects/854860955/frontiers-reach
Last but not least I have continued the effort of getting the game polished up and am close to being ready to begin work on implementing Chapter 2 of the story. Below is a list of fixes, tweaks, and changes for this update.
- Frontiers Reach has a unique ID for TrackIR and should be visible in their software with its own profile.
- More tweaks to bullet physics to increase hit rate.
- Fixed a physics bug that caused rain VFX to interact with colliders leading to a MASSIVE performance hit.
- Continued the effort to optimize physics by cleaning up and simplifying collision meshes.
- Fixed a bug that was causing some volley fired weapons to not record their ammo counts correctly.
- Fixed a bug in the settings menu that was not storing texture resolution size.
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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