A-Star Theft cover
A-Star Theft screenshot
Steam
Genre: Strategy, Adventure, Indie

A-Star Theft

KATANA MELEE COMBAT - 1.4.10

If you enjoy the game, consider leaving a review! It helps a lot!

Update 1.4.10


This update presents an upgraded melee combat design for snappier and more visceral close-quarters takedowns. Logan is now equipped with a katana! Why? Because it's awesome, of course.

Store prices have been decreased to encourage more experimentation with different builds and play styles. Some graphical elements have been tweaked, along with minor AI improvements.

Please leave feedback in the comments when you have tried the new melee combat system.
I hope you enjoy the new update!

Changelog:

  • Added new animations and sound effects for melee combat
  • Reduced store prices to encourage experimentation
  • Slightly improved AI behavior in combat with many enemies
  • Changed sun bloom to not be visible during the player’s death animation
  • Changed large electronic door graphics to better communicate its function
  • Reduced stamina cost for door kicking
  • Reduced screen blur during low health
  • Fixed enemies sometimes shooting with their weapons holstered
  • Fixed “Lootbag Full“ text sometimes appearing in a black color
  • Fixed Remaster Demo stealth music sometimes not playing
  • Fixed a rare bug where a player’s bullet hitting an explosive barrel after the player had died would crash the game
  • Fixed cameras immediately triggering when spotting a dead body.
  • Potentially fixed cameras sometimes triggering immediately after they start detecting the player
  • Miscellaneous improvements


For questions or feedback, you can join the A-Star Theft discord server, or mail me at: contact@kehlercreations.com

NEW SYSTEMS AND IMPROVED LIGHTING - 1.4.9

If you enjoy the game, consider leaving a review! It helps a lot!

Update 1.4.9


This update brings an assortment of changes I have been working on over the last month. The keycard mechanic has been made more clear by now only opening regular keycard doors. They can no longer open vault doors. Vault doors can instead be opened by using the keypad. Find code segments on the map and piece together the code to open the vault silently. Crew members are now rescued by finding them tied up on the map. This replaces the old system where you had to click on the user interface to make them respawn at your location, which was not properly communicated, not to mention a bit buggy. The lighting have been improved with a new sun bloom effect. This is affected by the time of day, and can make sunsets look very nice and warm. This is somewhat experimental, so please tell me if you like it or not!

I hope you enjoy the new update!

Changelog:

  • Added keypads for opening vault doors
  • Added a new system for rescuing captured crew members
  • Added a new sun bloom lighting effect
  • Added ability for thermite to destroy security cameras
  • Added damage displays for shooting range targets
  • Removed ability for keycards to open vault doors
  • Removed the old system for capturing crew members
  • Improved headshot precision even further
  • Improved healthbar graphics for crew members
  • Changed headshot effects
  • Changed keycards to still function after the police has been called
  • Increased intensity of sneaking vignette to increase clarity
  • Updated the cocaine buyer’s visual design
  • Reduced risk of weapons dropped by enemies getting stuck in walls
  • Fixed the issue where players could repeatedly press F to start the mission by the van, making the fade animation restart
  • Fixed infinite cable tie bug
  • Miscellaneous improvements


For questions or feedback, you can join the A-Star Theft discord server, or mail me at: contact@kehlercreations.com

COMBAT AND CONVENIENCE | 1.4.8

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Update 1.4.8


With this update, I want to put a greater focus on actively using equipment during combat, and have therefore increased the effectiveness of several tools. To further encourage experimentation, access to the equipment store directly from a heist has returned, after previously being removed for compatibility issues with the driving mechanic.

I hope you enjoy the new update!

Changelog:

  • Re-added equipment store access from inside heists (this was temporarily removed when driving was added)
  • Added a new music track which plays on the Extrication heist
  • Added ability to drive onto a van armor piece to automatically assemble it
  • Added more gore
  • Added cue balls to pool tables
  • Improved user interface by showing electronic door switch connection lines from any distance
  • Improved gamepad cursor speed consistency at higher frame rates
  • Increased health for companions
  • Increased effectiveness of human shields
  • Increased thermite damage distance
  • Increased liquid nitrogen slow effect distance
  • Increased damage range of explosions on NPCs
  • Decreased player knockback when hit by a bullet
  • Tripled capacity of the health kit equipment and increased healing speed
  • Doubled capacity of the ammo bag equipment
  • Removed ability to use thermite to burn down vault doors in order to balance against the improved drill equipment
  • Fixed police cars driving over and killing its own driver
  • Fixed bullets sometimes not dealing damage when near a police car
  • Fixed guards able to spot hostages from a distance farther than their sight
  • Fixed ability to walk during minigames after a companion has kicked down a door
  • Fixed absolutely ancient code in Bloody Hospital file cabinets which did not respect different key bindings
  • Fixed camera guards investigating vault drill noise
  • Fixed occasional incorrect explosion position when police drive through walls
  • Fixed headlamp light visible while driving the van
  • Fixed a headlamp crash
  • Fixed a crash which could occur when a guard investigates a camera
  • Some fixes and improvements to the Remaster Demo
  • Miscellaneous improvements


For questions or feedback, you can join the A-Star Theft discord server, or mail me at: contact@kehlercreations.com

REMASTER DEMO VERSION 2 | UPDATE 1.4.7

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Story Remaster



The Story Remaster version 2 brings tons of improvements based on player feedback. Thank you for answering the survey after completing the demo, it truly does help!

The new demo has player choice at its core, and now allows the rescue segment to be completed with both stealth and action strategies. Both the rescue and arrest segments now encourage player exploration and allows weapons to be used from the very start, if you so choose to do so. Some of the dialog has also been looked at, to better emphasize a consistent tone. Thus, a lot of the more silly dialog has been dialed down and replaced with more appropriate dialog. Logan's narrations has also been tweaked in some places to feel less edgy. I am still looking for feedback on this, so feel free to answer the survey after completing the demo.

Remaster Demo changelog:

  • Redesigned several parts of the Remaster Demo to support both stealth and action strategies
  • Improved dialog in the Story Remaster
  • Added ability to punch civilians in the Story Remaster (experimental)
  • Greatly improved the Arrest segment of the Story Remaster
  • Fixed a few bugs in the Story Remaster


Update 1.4.7


Along with the Remaster Demo improvements, this update also includes many improvements for overall gameplay. Combat game feel has been improved with better visual effects, and a long-standing bug fixed that prevented headshots from registring if hitting an enemy's shoulder first. This meant that headshots were impossible when flanking an enemy. I have also made some difficulty tweaks for larger shootouts.

I hope you enjoy the new update!

Changelog:

  • Added a new Hacking Minigame to replace to previous one
  • Added recoil indicator on cursor
  • Added knockback for destroyed fire extinguishers
  • Made all sprite assets destructible (experimental)
  • Changed how Low Health Invincibility works - you now must fully heal before regenerating this protection
  • Increased impact of bloodstains and added more blood effects
  • Increased knockback from bullets and melee damage for both player and enemies
  • Improved companion AI for both stealth and action gameplay
  • Improved hitbox size on enemies
  • Improved screen effect for shooting and damaging enemies
  • Improved civilian interaction interface
  • Improved sound when tying civilians
  • Tweaked gunplay camera shake to feel heavier
  • Tweaked enemy AI to be slightly more aggressive
  • Tweaked police drones to dodge bullets slightly slower
  • Tweaked recoil for all weapons
  • Tweaked shooting audio
  • Reduced the size of crew revival texts
  • Reduced natural health regeneration to encourage taking hostages
  • Reduced sniper enemy damage
  • Reduced the size of the intimidation symbol
  • Fixed strange camera shake effect when in slow-motion
  • Fixed headshots not registering if bullet hits an enemy’s shoulder first
  • Fixed an issue where players would sometimes shoot twice after switching weapons
  • Reduced frequency of enemies sometimes walking through walls
  • Miscellaneous improvements


For questions or feedback, you can join the A-Star Theft discord server, or mail me at: contact@kehlercreations.com

REMASTER DEMO IS NOW LIVE!

A-STAR THEFT STORY REMASTER



It's finally time, the Story Remaster Demo is now available!

I am looking for as much feedback as possible, so it would be very helpful if you want to answer the survey after trying out the demo.

If you want to talk to me while playing, for an interview-style testing session, you can contact me on Discord or fill out this form. This way, you can provide nuanced opinions and allow me to observe your play style for analysis.

If you are wondering what this is about, you can read this post for more information.

The Remaster Demo is available for both the full game and the free version, so you do not need to purchase the game to play. Please share your thoughts!

SIGN UP FOR A PERSONAL TESTING SESSION


PROVIDE FEEDBACK ON THE DEMO




This update also has some smaller changes for the general game experience.

Changelog:

  • Added new Freeplay hairstyles
  • Added ability to stand on conveyor belts
  • Fixed story characters not having their own proper hairstyles
  • Fixed airport luggage transporters transporting bullets
  • Fixed strange movement for gang members when escorting the player out of a building
  • Fixed flying heads not having their intended skin color
  • Fixed flying heads often splashing on the wrong side of the wall
  • Fixed small interface artifacts when returning to the main menu while True Pixel Style is turned on
  • Hopefully fixed dropped weapons sometimes getting stuck in walls


For questions or feedback, you can join the A-Star Theft discord server, or mail me at: contact@kehlercreations.com

SILVER SPOON CASINO OPENS TODAY | 1.4.5

If you enjoy the game, consider leaving a review! It helps a lot!

Update 1.4.5


This update presents the latest new Freeplay heist: The Silver Spoon Casino! This expert difficulty heist brings some of the greatest challenges yet, and a giant open space to explore. I have also made some changes to difficulty balance between stealth and loud gameplay, and other improvements to several areas which you can read about below.

Please note that this heist is very large, and may perform poorly on some computers.

I hope you enjoy the new update!

Changelog:

  • Added Silver Spoon Casino heist
  • Added ability to shoot cameras to disable them
  • Added actual lights for construction site lamp asset
  • Added ability to pick up dropped enemy weapons as loot
  • Added animated floor lights
  • Added destruction to garbage bags
  • Added destruction to fire extinguishers
  • Added body parts dropping when running over NPCs with the van
  • Improved quality of some graphical assets
  • Changed screen shake to be affected by distance to the triggering object
  • Removed noise detectors triggering from players running because it is garbage game design. They now alert nearby guards instead, similar to cameras
  • Tweaked action difficulty to be slightly more unforgiving
  • Tweaked health regeneration to benefit more from hostage count
  • Tweaked Heavy Pistol to shoot slightly slower
  • Tweaked police drones to dodge bullets slightly slower
  • Slightly increased noise from breaking windows
  • Increased credit cost of thermite to 2 credits
  • Increased credit cost of C4 to 4 credits
  • Made small code optimizations to how loot is stolen
  • Fixed guards immediately shooting players when spotting them, after first having lost sight when escorting out of a building
  • Fixed guards not starting a search after losing sight of players when escorting them out of a building
  • Fixed a recently introduced issue where civilians rotate towards the player in discrete steps
  • Fixed wall lamp posts maintaining their sprite brightness when the game is paused
  • Fixed military turrets shooting at normal speed when game is in slow motion
  • Fixed noise detectors not detecting noise, lmao
  • Fixed a rare bug where the prompt to deactivate police stingers did not disappear
  • Fixed a small memory leak
  • Fixed a rare variable-related crash
  • Miscellaneous improvements

I have detected a bug where guards may sometimes become aggressive to a player even in public areas after having done some unknown illegal act. This seems to be a very rare issue, as I have only experienced it once, but I hope to find a solution soon. If you experience this yourself, feel free to contact me and provide details about what you did before the guards became aggressive.

For questions or feedback, you can join the A-Star Theft discord server, or mail me at: contact@kehlercreations.com

Big updates on the new story!

Hello everybody, I have some very interesting news to share about the remastered story!

It's been a while since I wrote, back before Christmas when I released the Escape Update. It could seem from my silence that I have been passive in any further development, but I assure you that I have been anything but passive.

During the past year, I have been rewriting the entirety of the story in A-Star Theft, only keeping the general premise and characters, while completely rethinking how to tell it. As I have earlier explained, I was never happy with how the original story turned out. I have since then finished the script and worked on better character development, and it is looking promising so far.

BUT NOW -


- I am very happy to announce that all new missions have finished their level design phase. This means that every map is playable and functional as individual levels, somewhat like Freeplay mode. The next step is to connect them all through the story and dialog. This will work like the current story, with a safe house for preparing and conversing with your crew. One of the most exciting things for me is to get an opportunity to make actually identifiable characters. I think that the current characters all feel the same, like I took a set of traits and randomly assigned them to a character depending on what I felt like on any given day. A brown sludge of generic goons. The new dialog written so far will much better portray everyone as unique and interesting individuals, with mannerisms and opinions worth remembering.

The remastered story also has an added benefit of giving you much - MUCH - better designed maps to play. While the primary motivation for doing this is to create an emotional experience I think the game currently lacks, my experience as a level designer has drastically increased since 2020. There is no doubt you will see an increase in level design quality in the new story missions.

To get all of this working, I have had to redesign several major systems, including the Dialog, Objective, and Save file systems. The Dialog and Objective systems now operate with JSON files for maximum flexibility, and will support localization in the future. These changes also allow me to work faster and be more organized, as JSON code is more easy to read than my stinky ten year old self-made garbage.

So how is it going? Very well, I would say. Most of my current focus is on making a great first impression, with an enhanced introductory mission that involves more story, better set dressing, and dynamic help texts. I intend to release this map as an early showcase of the new story once it's ready for testing.

PLAY TESTERS ARE WELCOME
I will prepare for this in the coming weeks, and update you once it's time for beta testing.

A new Freeplay map is coming


Beyond the remaster, I am still creating new content for Freeplay as well. The Silver Spoon Casino will be the 15th Freeplay mission, and will join the 4 other expert maps in the next few days. This map is a colorful and luxurious Casino and Hotel with a lot of opportunities for strategizing and experimentation. It will feature one of the highest security vaults yet created for A-Star Theft - hopefully an exciting puzzle to solve for all stealth enjoyers.


I look forward to showing you more as the story gets developed further!

Thank you for reading.

UPDATE 1.4.4 | THE ESCAPE UPDATE arrives today!

If you enjoy the game, consider leaving a review! It helps a lot!

Update 1.4.4


This update introduces the new driving feature! Enter your escape van at any point and use it to further develop your strategic choices, with more freedom of approach (and escape!) than ever before. Loot can now be secured in the van, to better balance the Combat vs Stealth difficulty and enhance player agency. I am also introducing an awesome new music track which you can take a sneak-peak at HERE:
https://www.youtube.com/watch?v=RBCCEcZOvug

I hope you enjoy the new update!

Changelog:

  • Completely overhauled the Escape System
  • Added ability to escape on foot with limited loot
  • Added ability to secure loot in the escape van
  • Added Loot Bag equipment
  • Added scroll bars for Primary and Equipment categories in the gun store
  • Added ability for kicked doors to break windows
  • Added ability for liquid nitrogen to slow down turret rotation
  • Added more NPC dialog lines
  • Remastered the music track that plays in Big Bank, among others
  • Improved tank driving by using the new vehicle system
  • Improved tanker truck driving by using the new vehicle system
  • Improved Freeplay Safehouse decoration
  • Improved interaction stability with very nearby objects
  • Improved shattered glass visual effect
  • Minor improvements to equipment icons in the gun store
  • Fixed a soft-lock issue when players die from an explosion
  • Fixed being able to steal items while the game is paused
  • Fixed an issue where the intimidation music would stop playing even while still in an intimidation situation
  • Fixed Restricted Area markers becoming visible when de-equipping a weapon during a lockdown
  • Fixed ability to drive a tank outside of the mission boundaries
  • Fixed NPCs not activating on Final Raid
  • Fixed ability to destroy the vault door too early in Final Raid
  • Fixed time standing still during the Confrontation dialog
  • Fixed some mouse-default keybinds not working if changed to a keyboard press
  • Fixed tied civilians appearing above furniture if tied by a crew member
  • Due to changes in the driving system, enemies now more consistently target players inside vehicles
  • Due to changes in the driving system, players regenerating equipment when exiting a vehicle is now fixed
  • Miscellaneous Improvements

For questions or feedback, you can join the A-Star Theft discord server, or mail me at: contact@kehlercreations.com

Nominate A-Star Theft for the Labor of Love award!

A-Star Theft has been released for over three years now (oh boy how time flies), and is still alive and kicking!

Over 30 updates have been released, featuring new game modes, more equipment, overhauled graphics, added missions, and hundreds of quality of life improvements. Looking back on it today, it almost seems more like a sequel to what was first available on August 28, 2020.

Going from this:




to THIS:




My dedication to this game is evident, and I hope you will consider adding your vote for A-Star Theft - Labor of Love.

Thank you.

NEW ESCAPE SYSTEM - Feedback wanted!

Hello everybody!

Over the past month, I have been working on redesigning the escape system to add more excitement to a heist. The plan is to no longer simply press F to win, but instead actually have to flee the scene.

This means that you have to reach the van and drive away!

For this system, I have added several new mechanics:

  • Assemble armor - Reinforce the van before driving away
  • Police stingers - Avoid or deactivate them to not puncture your tires
  • Escaping on foot - You can escape on foot with limited loot if your van breaks down




I want your help to verify that these changes are both good, and clear enough in gameplay.

If you want to test these changes, you can join the Public Beta branch on Steam!

TO JOIN - Right-click on the game -> Open 'Properties' -> Press 'Betas' -> Select 'public-beta' in the drop-down menu

These changes are also available in the demo by following the above instructions!

Please provide any feedback that you have, so that the system can become the best it can be. If you don't think it's fun, then I will not implement the system.

I hope you like it, though, as I believe that a proper escape system can greatly enhance the overall heisting experience!