Nomads of the Fallen Star cover
Nomads of the Fallen Star screenshot
PC iOS Steam
Genre: Role-playing (RPG), Simulator, Strategy, Indie

Nomads of the Fallen Star

Trading Cards Incoming

Greetings adventurers,

Firstly, thank you all for the support!

I was recently made aware that Steam enabled Trading Cards for Nomads of the Fallen Star, due to enough player interest.



It has been done and sent for approval, and shall be released as soon as it's approved!

Regards,

Huy

Patch Notes (v1.09)

Just a small update to fix a reported bug:

* The mercenary mission to deliver a data-crystal to an agent in hostile territory could lead to combat against the wrong faction target or wrong NPC (near dead). It should now be functional and more dangerous (as intended).

Have a good weekend and thank you for the support!

-Huy

Patch Notes (v1.08) & Misc Updates

Changes in v1.08:

* The slider when buying tradegoods has been changed to be less fiddly, it's now more precise for smaller amounts.

* NPC scavengers when they have a bounty hunt contract vs player squad will now accept smaller bribes.


Misc notes from the developer:

I've ported the game over to mobiles, both iOS & Android recently, making the UI & text more suitable for smaller displays and touch interface.

Android: https://play.google.com/store/apps/developer?id=Halfgeek

iOS: https://itunes.apple.com/us/developer/anh-huy-phan/id896041754

Future game project:

I had two game in mind that I wanted to work on moving forward, a fantasy open world with empire building inspired by Heroes of Might & Magic (3), or a new sci-fi space epic focused on large fleets & empire building.

I've always loved space theme and sci-fi more than fantasy, but I hesitated to go down that route for the next game due to the many titles in this genre. Games like Star Sector and Stellar Tactics where its a one-man dev effort have raised the bar so high that I was afraid I had no chance to come close.

But after much thought, and recalling why I became a gamedev in the first place, I decided to go back to my favorite genre: space. To travel among the stars as a nobody, to eventually becoming the leader of an empire and deciding the fate of the galaxy is too big a calling to ignore. :)

With this game, I want to capture the dynamism and economic depth from Eve Online (I was an avid player back then in its early days), where player factions would wage war on each other, driven by the economic engine of resource gathering, shipping and production. Combat will be an expanded Star Nomad 2 style, real-time with tactical pause, with a focus on mixed fleet and space carrier warfare.

While I may never reach the same level as those talented one-man devs out there, I will try my best to not disappoint gamers who also love this genre.

Finally, I want to thank all of you guys for your support on this gamedev journey.

-Huy

Update #16: Tweaking time (QoL)

Patch Notes (version 1.07.7):

* Added separate icons for the current time mode, pause, 1x and 2x time in the top-left menu, besides the time-dial.

* Clicking on these time icons will trigger the appropriate time mode. The current method; [Spacebar] to cycle through pause/1x/2x modes, will remain as is for those who prefer less clicks.

* When entering menus where time is paused, the game will remember your previous time mode. When you exit menus, it will no longer force 1x resume, but it will select the previous time mode.

Thank you for playing and providing feedback. If you enjoy the game, please leave a review to support me.

-Huy

Update #15: Some QoL feature requests

Patch Notes (version 1.07.6)

- Added a function to discard unwanted cargo & equipment. In the squad inventory menu, [Ctrl] + Left-Click on tradegoods or equipment icon to throw it away.

- Expanded the Communications Log to include more older messages by selecting the next page icon (if there's older logs).

- Updated tooltip for the Handgun Specialization Perk to indicate that it does not apply to Energy Weapons.

- Changed the way the repair tools function, the squad will now only repair equipped weapons, armor and shields to not waste repair tools.

Thanks to all of you guys for playing and supporting me.

Have a great week!

-Huy

Update #14: Balance change & bugfix

Patch Notes (version 1.07.5):

- Lowered the crafted armor optimal level for all recipes. The intent is to make armor crafting more attractive and viable compared to high tier armors from the factions.

- Lowered Lamellar Armor damage resistance from 40% to 35% (damage threshold/absorb remains unchanged), it was previously too good for the common availability with stats similar to more advanced synthetic Combat Armor.

- Fixed a bug with the Perk "Quickfeet", it should now correctly trigger +2 AP on movement once per turn.

Thanks for playing and supporting my gamedev journey!

Have a good week,

-Huy

Update #13: Camera control changes & improvements

Patch Notes (version 1.07.4):

- Camera panning with the [Shift] key will extend further, enabling you to pan across the entire worldmap. You may also right-click on the map and the camera will position there, releasing right-click will snap back to the squad.

- The player squad will only interact with resource nodes on the map if they directly click on it. This should prevent annoying unwanted interactions during travel.

- The 3rd squad member can be recruited earlier, this change is intended to improve early game progression.

- Outposts will only show the mission icon if there is an available mission from random events (Raiders & Xenos). Major towns always have the mission icon active.

- NPC faction militia will sometimes mention that to be their ally, you have to help them fight their enemies directly.

- Fixed a bug related to crafting time and completion during resource scavenging.

Thanks for playing, if you enjoy it, please leave a review! Have a good week!

-Huy

Update #12: Small bugfix and minor balance change

Patch Notes (version 1.07.3):

- Fixed some typos and a few dialog choices.

- Increased the NPC Scavenger jealously AI factor, when you compete with them on trading and trade missions, they will be more envious and it could lead to anger and other bad things.

- Slightly reduced the maximum amount outposts will pay for Fuel Cells & Firesand. Both are lightweight tradegoods with too high profitability making it a no-brainer choice.

Thanks for playing and I hope you all enjoy it, have a good weekend!

-Huy

Update #11: Trade mission log & bribing militia warbands

Patch notes:

- The communications log for trade missions also displays the quantity of tradegoods that the town or outpost seeks.

- Fixed a dialog bug when attempting to bribe hostile faction militia warbands.

- The faction militia warbands have learnt to demand fraction-based bribes instead of a flat amount.

As always, thank you for the support. If you enjoy the game, please leave a review to help me able to remain a gamedev.

I plan to make a grand Heroes of Might & Magic 3 inspired dynamic open-world game as my next project, and I know I'm going to bite off more than I can chew, but I'll have fun doing it.

Have a good week!

-Huy

Update #10: Some more improvements

Just a small one today.

Patch notes:

- The Option to auto-pause the worldmap on loading from town/battle also applies to when crafting is complete. The intent is to help players who miss the notification not waste crafting time idling.

- Expanded the comparison tooltip (on mouse-over) for Weapons added in the last update to Armor & Shields too.

- Fixed a bug with the squad sometimes moving to a new destination when clicking on the dialog choices to exit an interaction.


The weekend is nearly here, have a good one all and thanks for the support! Oh, happy Valentines! :)

-Huy