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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.
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