Radio Free Europa cover
Radio Free Europa screenshot
Genre: Indie

Radio Free Europa

Update 0.5.9

Changes this update include:


  • Beam Weapons now fire continuously while held
  • Salvage is sorted into categories
  • Weapon Modification UI improvements
  • Ready notifications for boost and reloads

Update 0.5.8 - New Weapon Mods and some updated balance

This update fixes a couple of minor issues with the save system for runs in progress. It also continues the balance and audio/visual upgrades from the last few updates. There are new mods for weapons that use ammunition, as well as a few other new or changed mods to try out!

Additionally, the effect for Flares has been been significantly updated, as has the flare launcher itself.

And anyone who shot down the carrier at the end of a level will sadly find that to be no longer possible, but don't worry I have a surprise for you in a future update!

Update 0.5.7 - Save and Exit between Stages!

This update adds the ability to save and exit a run between stages. Just hit the menu back button (B on an Xbox style gamepad or backspace by default) at the salvage and fitting menu, and you can save the game and return to the main menu. When you have a save loaded, the option to start a new run is replaced with the option to resume the saved run. You’ll load back to the salvage menu with your loadout, score, salvage and resources all intact.

Additionally, some of the weapon balance has been slightly tweaked, some of the sound levels have been changed a bit to hopefully stand out when they need to, and some impact particles have been updated.

Finally, there is some new boss music for players who can make it to Jupiter.

Next update I will focus more on ships, bosses, and balance.

See you in space!

Update 0.5.6: Weapon Stats

This update has taken much longer than intended due to moving during the middle of making it. The major update is that there are icons to represent most of the relevant statistics on a weapon both when it is equipped on your ship as well as for salvaged weapons.

Additionally, there have been numerous changes to weapon sounds, and there is now a sound when a weapon starts reloading as well as once it has finished and is ready to be fired again at its normal rate.

There have been some small balance and scoring changes as well. All of these will be expanded on in the next update which should come faster than this one did. This is a busy month, but I am so excited for what's coming up!

Update 0.5.5

The number one feature request by far has been improvements to the keyboard and mouse experience. I designed the flight mechanics of this game around a gamepad and I had never intended to even support mouse and keyboard controls, but enough people have said this is something they would like so it's finally here: You can now remap the controls however you'd like on the keyboard, and in addition the mouse can be used in place of a right stick on a controller so you can have even more precision when aiming. Additionally, there is the option to make the controls relative to ship facing. Combined with dedicated keyboard controls for rotation, and the same ability as before to change steering modes, there should be enough ways to control the ship that I hope everyone can find a scheme that works for them.


  • Changed menu option: Controls -> Gamepad
  • Added: Keyboard Remap Menu
  • Added: Relative acceleration mode
  • Added: Mouse Aim


I wasn't able to post the update for 0.5.4 here previously, so here are the notes for that as well:


  • Added: Bar charts for ship stats in ship select screen
  • Added: Recharge indicators for countermeasures and boosters
  • Added: Salvaged weapons with mods pre-installed have repair cost scaled based on number of mods
  • Fixed: There was a bug where manually-detonatable projectiles would persist past end-of-life and could be detonated a second time
  • Fixed: Mods now affect weapon mass by the correct amount
  • Fixed: Updated ship descriptions to more closely match capabilities

Update 0.5.3

This version of the game finally includes the visual changes that were originally intended for version 0.5

After the first group of stages set around Saturn’s moons, the second group of levels is now set among the four Galilean moons of Jupiter. There are stages set orbiting Ganymede, Callisto, Europa and Io.

All of the Saturn and Jupiter stages have additional rocks and debris scattered about to increase the sense of movement around a stage.

I have started to introduce some iconography to make the salvage interface more readable and show more information at a glance. The particular icons are not all necessarily final though, and in particular I may change the icons for boosters and engines.

Both repair costs and scrap values are now shown on all salvage items.

Finally, there are now four additional engagement patterns that enemy ships can use to mix up the flow of combat. Watch your flanks, and be prepared for ships that may try to fly ahead of you and cut you off!


  • Added: Stage: Ganymede
  • Added: Stage: Callisto
  • Added: Stage: Europa
  • Added: Stage: Io
  • Added: Module Category Icons
  • Added: Repair and Salvage resources both visible on the same line
  • Fixed: Weapon capacitors were not checking for charge before firing
  • Added: Four new AI engagement patterns
  • Changed: Ship/Weapon balance

Update 0.5.2

This update includes the ability to scrap multiple salvaged items at once. Press and hold the salvage button to go into multi-salvage mode. Check boxes will appear next to all the items in the salvage and cargo lists. Check or uncheck the boxes with the A button, then press the X button to scrap all the selected items.

Other changes:

  • Fixed: Some items were showing at the incorrect rarity in the salvage menu
  • Changed the name of the Plasma Frag to the Plasma Field Dispersal Grenade
  • PFDG time between shots and reload times increased
  • Plasma Cannon now correctly leaves behind a plasma field on impact

Update 0.5.1


  • Fixed: Combat multiplier was incorrectly applying to end-of-level bonuses
  • Fixed: Music would sometimes not re-start after stopping
  • Changed: Controls diagram updated to remove "not yet implemented" text

Version 0.5 is live!

This patch has had a wild history of expanding scope, and I had intended to include more visual updates as well as start the backgrounds for the Jupiter levels. I have decided the level changes need a bit more time to get right, but instead there have been numerous foundational changes that will make future updates to anything combat-related much easier to iterate on.


  • Modified weapons now have the specific equipped mods visible in the salvage window
  • Changed the way weapon mods are applied and generated - now mods can apply to any weapons they would have an effect on
  • Mod tonnage now correctly applied to weapons, Hardpoints now correctly show tons remaining
  • Weapon and Mod Balance changes (initial pass)
  • End Game: Victory Screen (Initial temporary implementation)
  • Further refined turret implementation: Now individual guns can be marked as being capable of being mounted to a turret regardless of whether they are primary or secondary. Turret-capable weapons mounted on turret-capable hardpoints become turrets.
  • Completely re-engineered the way weapons are stored and generated to allow for more flexibility and faster iteration time
  • Arrows on keyboard navigate between blades in the salvage interface


Now that all these foundational features have been implemented I can start working more on another balance pass, as well as finish the Jupiter levels and do another pass of enemy ship weapons and behaviors as well.

Thank you so much to all of you who have played the game in its early state and especially a massive thank you to everyone who has given feedback. I am so excited to continue to improve the game and continually push it closer to completion, and I am so happy to have such an amazing community of people helping me understand what needs to be done to make it the best it can be.

See you in space!

Second Minor Update

Fixed: FoV Saved but not applied between levels
Fixed: Health Upgrades not applying properly

After defeating the last stage there is now a victory screen instead of the game looping back to the beginning