The full release of Captain Starshot is officially live! ːsteamhappyː With the full release come a couple of new updates as well, check them out below!
Updates
New Difficulty After defeating the boss on normal mode you unlock the hard mode option. In hard mode aliens are more agressive and really do not like you boarding their ships... The boss also has a new trick up it's sleeve!
This difficulty setting can be found in the options menu.
The Eversplitting Eye A strange new miniboss is waiting for you on the second to last ship. Slaying it will give you a unique upgrade!
Better descriptions We've taken another look at the descriptions for modifiers and abilities. We've also added arrows indicating the effect of modifiers.
Changes & fixes
Changes
Added more enemies to the second to last ship
Increased the health of the rolling enemy by 25%
Increased the requirements for all damage-based abilities
Increased the requirements to fire the helmet 5000
Doubled the requirements to trigger shield coin
Increased the requirements for lucky stickers to proc from 5 to 7 enemies killed
Increased the aggro range for the pet eye
Pet eye now deals 12 damage instead of 2
Increased the speed at which the pet eye starts attacking nearby enemies
Increased boss health by 120%
Fixes
Fixed achievements not working properly!
Made the master volume slider turn down all sounds, not just a few of them
Shield coin now displays a shield when activated
The mortar ability now only plays a sound if it has a target
Fixed the segments of the cursor causing errors
Homing bullets now target the next closest enemy if their original target died
Homing bullets will now become normal bullets if they cannot find an enemy
Fixed mortar attempting to murder pet eye
Fixed homing bullets following pet eye
Blood bullets is now a modifier and can no longer be instantly picked up
Fixed unlimited clone. It no longer keeps cloning your crew
Fixed a bug that caused movement-based abilities to trigger more frequently if you had more of them
Known issues
There's a whole list of issues, improvement points and bugs that we are aware of. Some of them are already fixed but were not able to get tested so they were not included in this update. You can find the list here: https://steamcommunity.com/app/1037410/discussions/0/1638661595045746166/
Captain Starshot OST
We have added the soundtracks from the game as free DLC so you can take it with you on your own adventures!
There is also an OST Video of the Soundtrack! You can find it here on our Youtube channel:
https://youtu.be/8nsFsbG5Lqc
The Farewell
The team would like to thank everyone for playing Captain Starshot and giving us feedback. It helped us improve the game tremendously. Thank you all!!
New: Arsenal update!
Updates
Meta progression & New abilities Completing certain challenges will unlock new abilities for you to discover. This also means there's a bunch of new upgrades and abilities for you to check out and destroy aliens with.
Space upgrades Upgrades & modifiers now also change your space gameplay.
New enemies Two new enemies: Laser enemy & Charging enemy.
Fixes & improvements
Improved enemy waves The enemy waves were pretty unbalance so we took another crack at them.
UI improvements Bugfixes and improvements to the UI to make it more clear to the player as well as run smoother.
Improved lighting Improved the lighting in the on foot levels.
Bugfixes
Fixed a lot of em.
Known issues
There's a whole washinglist of issues, improvement points and bugs that we are aware of. Some of them are already fixed but were not able to get tested so they were not included in this update. You can find the list here: https://steamcommunity.com/app/1037410/discussions/0/
Thank you all for the feedback. Please keep it coming!
NEW: Invasion update!
Salutations Captain!
That's right, the second update! After the first update we've been getting loads of new feedback from you. We've done our best to improve the game accordingly, check it out!
Updates
Minimap We've been getting feedback that a lot of players had trouble navigating through the ships. After some alien implementation we have upgraded your HUD to include the layout of each ship to guide you through your heroic endeavors.
Wave system The game was too easy according to many of you. Aliens have now stepped up their game. Clearing rooms inside a ship will now spawn new waves with increasing difficulty.
Store The aliens have upgraded their ship to include snack machines. For Captain Starshot this means he can purchase some new juicy upgrades for him and his crew!
Space shooting We have heard the feedback that it was difficult to shoot in space so we made some improvements ːsteamhappyː
Fixes & improvements
Fixes affecting all environments
Players were able to skip the analytics notification by pressing 'quickstart' during the introduction video. We've changedit so that the first time you launch it you are not able to quickstart so you will have to check out the analytics disclaimer. Any sessions after that you will be able to skip. This means some of you might need to re-watch the entire thing.
New menu art
Space objectives. When warping to another sector you will encounter a space station giving you a bit of narrative guidance.
The User Interface should now consistently indicate the correct amount of crewmembers, with their correct health.
There should no longer be rooms missing in the generation
Options Menu settings are saved between sessions now.
Health can no longer be picked up when the player is already full health.
Health pickups spawned from abilities now properly get removed from the ship
Sniper enemy can no longer leave the room when it teleports.
Keys are now orbs and have new visuals that better fit the game
Pickups now show if you can pick them up.
Health pickups now display a message if you cannot pick them up
Abilities now display a message if you cannot pick them up (detailing why (crew max abilities / no crew))
The death sound no longer plays twice when a turret dies in space
Abilities and modifiers without art have been disabled
Known issues
There's a whole washinglist of issues, improvement points and bugs that we are aware of. Some of them are already fixed but were not able to get tested so they were not included in this update. You can find the list here: https://steamcommunity.com/app/1037410/discussions/0/
Thank you all for the feedback. Please keep it coming!
NEW: Hyperdrive update!
Salutations Captain!
Over the past few days you have communicating your feedback to us through our Discord server, Steam reviews or the Steam discussions page. And we have heard you! ːsteamhappyː
Updates
Hyperdrive You are now able to boost while flying in space! Be wary of speed tickets tho ːsteamfacepalmː
On foot objectives A lot of you have expressed that it was very unclear when you were able to unboard. In many cases you were able to unboard after clearing the final room. However this is not communicated properly making it seem like the game would just randomly give you the option to unboard.
With the Hyperdrive Update you will have to destroy the ship's engine before you're able to unboard. Happy shooting!
Fixes & improvements
On foot fixes
Health pickups should be easier to pick up.
Damage numbers now indicate when you hit to a protected target, such as the Boss Shield.
Damage numbers now work on Destructibles.
Fixes affecting all environments
Segmented health V1 has been uploaded. Its been reported there are some issues that are being ironed out.
General bugfixes
The introduction can now be skipped properly by pressing Q.
The PatchNotes Menu can be reached and used.
Shooting while aiming close to the character should no longer cause the bullets to fly the wrong way.
Various visual issues with the player while shooting. (Feet not animating during animations, animations playing multiple times if shooting multiple bullets at the same time, muzzle flash not showing on last shot)
Options button in Pause Menu should now show hover feedback properly.
The boss now shows damage numbers in the correct places.
The game now closes properly after you close it.\
Players should no longer be able to fall through the bossroom.
Others
The pause menu can be closed with P/ESC when opened.
Known issues There's a whole washinglist of issues, improvement points and bugs that we are aware of. Some of them are already fixed but were not able to get tested so they were not included in this update. You can find the list here: https://steamcommunity.com/app/1037410/discussions/0/
Thank you all for the feedback. Please keep it coming!
A small thank you to the players
Greetings Captain!
The team is working hard to improve the game and your help has been invaluable. Feedback provided to us on the discussions page, Discord server or anywhere else is helping us iron out bugs and gameplay inconsistencies.
We also wanted to shine some light on the some content creators who have played the game over the past couple of weeks. Captain Starshot being our first big game project it's extremely exciting to see people play and enjoy the game ːsteamhappyː
Thank you all for the support and feedback! We truly appreciate it and it helps us improve our game. ːsteamhappyː
Head over to their channels and show them some love!
Headquarters signing off,
Double D.
Captain Starshot now available in Early Access!
Our team is very excited to announce the official release of Captain Starshot! Thanks to the numerous Captains flying out during Beta we have managed to significantly improve the game.
We hope you like the new blasters & are willing to test them out on some alien scum!
Since this is early access and we're a student team with limited resources you will almost guaranteed run into a bug or two, probably more ːsteammockingː. Here are all our known issues, if you encounter any of the ones listed below or new ones you can let us know on our discussions board: https://steamcommunity.com/app/1037410/discussions/
We also ask you to recruit some crew! As we all know, your chances of survival increase with each member of your squad!
Check out our Facebook: https://www.facebook.com/DoubleDoorGames/
Check out our Twitter: https://twitter.com/DoubledoorG
Check out our Website: https://www.doubledoorgame.com/
Development Log #9 – Homestretch
Welcome back, Captain.
The team has been hard at work on the finishing touches for most of the games features. Here is a little bit of what you can expect to play very soon.
Upgrades! Augment your captain and crew with various items of human and alien origin.
https://youtu.be/w2W_xhp_dP4
Upgrades are split into two categories: Modifiers that alter your weapon statistics and Abilities that perform an action once you have satisfied their requirements. The latter proved a difficult design challenge for us to overcome.
Encouraging players to min-max their gameplay to optimizing the activation of their abilities is not an easy task. Several things played into this: tieing requirements to sensible actions, the affordance of the item visually in terms of the icon and vfx and written in the form of the description.
In the last two weeks we have focused on theming and affordance.
On-foot Combat! We have been tweaking the enemies and adding to the game feel in as many subtle ways as we could.
https://youtu.be/VUGeAxHQYJg
We’ve revised the color coding on projectiles for you to better be able to focus better on enemy projectiles, altered the camera to be able to see more in the direction in which you are aiming, reworked the camera kick to feel better while moving and introduced a slow down upon completing rooms to signal to the player that the combat is over.
All of these, in addition to behaviour and balance changes for most enemies to make them more unique and fairer are the changes you can look forward to.
Development wasn’t without its issues. Managing difficulty and difficulty scaling is an ongoing issue that we are currently looking to solve by perhaps creating enemy variety by combining existing elements, introducing new ways to spawn enemies, and adjusting enemy health.
Comms! What use is roaming the galaxy with no one to talk to. Pick up communications from both friend and foe.
https://youtu.be/JFF14xEM2L8
Our comms system is working dual purpose, both to provide useful hints and guidance to the player and to give the world flavour.
We’ve gone through several iterations of this system to finally get to something you can look forward to every time you play.
This and more will be coming to early access, which is just around the corner!
Stay tuned,
Double D.
Liking us on Social Media, sharing our posts, etc help us grow and reach a bigger audience. The bigger the audience the more feedback and the more people get to experience our game ːsteamhappyː
Check out our Facebook: https://www.facebook.com/DoubleDoorGames/
Check out our Twitter: https://twitter.com/DoubledoorG
Check out our Website: https://www.doubledoorgame.com/
Development Log #8 – Space Improvement
Greetings Captains,
This past week we have been focusing on making improvements in the Space section of our game.
Based on feedback we received from multiple sources, we reworked the player ship movement and control scheme to make it feel spicier.
The enemy ships now feature more types of turrets: mortars, lasers and shield generators.
On top of that, we made this ships more boss-like, by introducing different stages where new turrets replace previously destroyed ones.
https://youtu.be/gfdd6kpzwv4
We’ve also been working on improving the mood for space by creating new backgrounds.
Finally, we will be soon releasing the early access of the game on steam.
Stay tuned,
Double D.
Liking us on Social Media, sharing our posts, etc help us grow and reach a bigger audience. The bigger the audience the more feedback and the more people get to experience our game ːsteamhappyː
Check out our Facebook: https://www.facebook.com/DoubleDoorGames/
Check out our Twitter: https://twitter.com/DoubledoorG
Check out our Website: https://www.doubledoorgame.com/
Development Log #7 – Captain Starshot back to work.
Welcome back captain.
Having returned from a 3 week holiday the team is ready to get back to work. The focus right now is to get the game ready for early access. This means tying up loose ends and making sure there are no massive bugs present anymore. Players falling through the ground and such…
I will be getting into the specifics a bit later.
For the next couple of weeks we will be focusing on the following:
Smoothing out the boarding and un-boarding
Un-boarding from anywhere on the ship.
Teleporting visual effects for the player.
Button press boarding. No more holding. Players are able to board after destroying all turrets.
Expand on the level generation quality
New rules for generation.
New room layouts.
Objectives for on foot
Replacing on foot visual placeholders rectifying visual bugs:
Rolling enemy model.
Apply death effect to rolling enemy.
Rectifying visual bugs
Revamping space movement
WS accelerates the ship and AD turns the ship.
You can’t decelerate under the minimum speed of the ship.
Collisions are handled properly.
Visual improvements for the boss
Options menu
Improved player feedback for abilities
Adding in visual effects for abilities.
Changing the visuals of the bullets based on modifiers picked up.
Options menu
Ability and upgrade rarity system
You will be seeing these updates in steam as well as the blog posts so stay tuned 🙂
Signing off,
DoubleDoorGames
Liking us on Social Media, sharing our posts, etc help us grow and reach a bigger audience. The bigger the audience the more feedback and the more people get to experience our game ːsteamhappyː
Check out our Facebook: https://www.facebook.com/DoubleDoorGames/
Check out our Twitter: https://twitter.com/DoubledoorG
Check out our Website: https://www.doubledoorgame.com/
Development Log #6 – Work, aliens and more work.
Hey Captains!
We have been hard at work for the past month. Discussing, creating and iterating to alien perfection.
(Also, check out this amazing icon)
Because of our long lasting silence this will be a double update! So without wasting any time with talking about it, let me show you:
https://www.youtube.com/watch?v=bvaiYfjfhlA&feature=youtu.be
In this update we focused on enhancing the combat and progression. Players can now pursue objectives which will reward them with new abilities and upgrades for their crew! Eventually players are able to challenge a ruler of the aliens and perhaps defeat the threat. Once and for all?
Now what happened after this? Turns out a lot! Iterations on both space and on foot have been made. See for yourself:
A lot of improvements have been made to the visuals, new environmental models, effects and lighting are just a few of the new additions.
Furthermore we have iterated on the on foot by adding in new abilities, enemies and player feedback.
On space players can now fight big ships before boarding them as well as more player feedback.
So what’s next you ask? Well, we’re focusing on adding more long term engagement to the game. This means, but is definitely not limited to, new abilities, new encounters, balancing and better player feedback.
We look forward to releasing a build for everyone to enjoy, for now join us on discord if you have any questions. link
Signing off,
Headquarter.
Liking us on Social Media, sharing our posts, etc help us grow and reach a bigger audience. The bigger the audience the more feedback and the more people get to experience our game ːsteamhappyː
Check out our Facebook: https://www.facebook.com/DoubleDoorGames/
Check out our Twitter: https://twitter.com/DoubledoorG
Check out our Website: https://www.doubledoorgame.com/