Radio Free Europa cover
Radio Free Europa screenshot
Genre: Indie

Radio Free Europa

Update 0.6.5

This is a small update that changes the look of the keyboard and mouse icons used in the menus. It also contains a small fix to allow beams to fire more consistently.

The Tesla has also had its electron sweepers updated with Precision Reconfigurators, making small ships easier to deal with at close range in the early game.

Update 0.6.4

The main feature this update is the new wireframe graphics for targeted ships as well as for the ship selection menu. It also shows the mouse and keyboard navigation controls in menus when not using a gamepad.

Hotfix - 0.6.3

Fixes an issue where the incorrect consumable item could be fabricated.

At the salvage menu, the button prompts will change based on which input device is used

Update 0.6.2 - Player Damage FX

The main addition this update is the addition of a screen edge effect when the player takes damage. The color goes from blue to red as shields get lowered and it makes it much clearer when you may need to pay attention to your HP.

There is also a new playable ship: The Tesla Interceptor.

The spawn rates of powerups and consumables have been reduced significantly, especially at higher difficulties.

The dumbfire rocket volley now shoots many more rockets, at the cost of a longer cooldown and reload.

Fixed an issue where the keyboard remap menu could get stuck on screen.

Update 0.6.1

This update fixes a bug where some weapon mods would stop functioning after using the weapons overload powerup.

Additionally, weapon mods now show statistic changes with associated icons in the salvage menu.

Update 0.6

Update 0.6 is a big one that has many new and changed features:


  • There is now a translucent grid below the player ship to help show the relative speed of enemy ships and to help differentiate the foreground from the background. This can be made more or less transparent in the options, with a value of 0 turning it off entirely.

  • Status effects on the player ship now have associated screen border effects to make it more obvious when they are active. The transparency of these can be turned down in the options.

  • Many status effects now apply a visual effect to the ships they are effecting, including the player ship.

  • The status effects active on the targeted ship are now shown in the PiP window

  • Consumables and powerups have new sound effects associated with them

  • There is a new consumable item that gives a massive boost in firepower for a short time.

  • There is a new powerup that gives the same firepower boost.

  • The healing status effect now also reduces incoming damage while active.

  • Powerups have new individual appearances to show what they do at a glance

  • Powerups now drop more often on Easy and less often on Hard

  • There is a new UI for selecting consumable items. You can now see how many of each are in storage!



  • The Fabrication tab is no longer empty! You can currently only craft consumables, but eventually more will be added.



  • Consumable pickups look distinct from salvage and show which consumable is contained within

  • There are now notifications for each item collected on the left of the screen above the boost and countermeasures indicators

  • Elite enemy ships and bosses now drop additional faction-specific loot.



  • Several new weapons and upgrades.

  • Ship colors are now saved per-ship, and each can be reset to its respective default if desired.


This update took far longer than intended, but I am really excited to share it with everyone and start working on the next set of features and continue refining the game!

Update 0.5.13

This update includes many fixes to hit detection, especially with beam weapons that have had multiple different upgrades applied to them.

The main change this update is to enemy ships: Almost all the models have been changed for enemy ships, as have some of their loadouts. There are updated bosses for stages 2, 3, and 4. The bosses are specific to each sector and to the faction controlling that sector.

The weapon loadouts will be tweaked further, as this update I didn't have much time to work on balance. 0.6 will change a lot of things related to enemy difficulty anyways, so I thought it was better to let people play with the new stuff now.

See you in space! (And watch out for black holes!)

Update 0.5.12

This update was again supposed to be part of a much larger update, but the power supply on my computer died and needed to be replaced and in the meantime some issues were reported with the game so I just want to release this now with some of the intended content but mostly fixes to the bugs.

The main content update is the new weapons for the Venture faction, as well as two new bosses in the first Hex and Venture stages. There are also new lighting effects and a few minor balance tweaks.

Additionally, Status icons now drain in color as they elapse, giving additional info about how long a specific status will last.

The majority of what was intended for this update will be in the next one, but at least my computer is working again! I'll get back at it and have it out ASAP and until then see you in space!

Update 0.5.11

This update fixes the issue where the key rebinding menu would not properly show the selected action after being closed and re-opened.

It also fixes some issues with the AI warp behaviour triggering when it shouldn't.

It is now possible to change blades on the salvage interface using the standard left and right navigation keys (Including shift+scroll)

Finally, it adds the gamepad and keyboard menus to the pause menu so they can be referenced or changed mid-run.

Update 0.5.10

This update contains a few quality of life changes, as well as many audiovisual improvements, and sweeping balance and scoring changes.

First up, mouse and keyboard users can navigate menus with the scroll wheel on the mouse mapped to menu up and down, left click to menu accept, and right click to menu back. Shift + scroll wheel is mapped to menu nav left and right which is useful for adjusting settings with a slider.

Next, Ship upgrades will show in the salvage screen how many of that upgrade type are currently installed and how many resources it will cost to install after after repairing it.

The main update is a change to the way energy regeneration works. Passive regen has been reduced on all ships, but now there is a small bar next to the energy bar that shows additional bonus regeneration up to 5% of your ship's max energy per second. Anything that uses energy resets this to zero (shooting, boosting, afterburners, countermeasures) but it will immediately start increasing towards 5%/sec any time energy is not being used. This means if you're running out of energy, if you can not use any energy whatsoever for a time then you can rapidly regenerate much more than previously possible.

Enemy ships that are chasing the player but fall far behind will now teleport some distance in front of them to discourage kiting in a straight line. This will be refined in the future but for now I am curious what people think about it.

Multipliers are no longer lost when your ship takes damage but shields are active. They are still lost upon taking hull damage, but with the other balance changes you really don't want to be taking hull damage.

The grace time before the multiplier starts decreasing has been halved across the board, so you will have less time to land a shot before it starts ticking down.

Ships have much less Hull HP, and hull upgrades give a much higher percentage bonus.

Photon is slower now but has 2 boosts by default.

Significant buff to shields on Hunchback and Hydra, with Hull HP reductions and some flight nerfs to compensate.

New curves for music filters for shield and energy values. Hopefully it will sound better and be more informative at the same time!

Added "Reloading" notifications at the start of reloading.

Lots of updated particles and sounds.