Rise: The Vieneo Province cover
Rise: The Vieneo Province screenshot
Genre: Simulator, Indie

Rise: The Vieneo Province

Dynamic Logos, Bulk Laborer/Prisoner Loading

We have added support to many models for the placement of logos! This has been a dream of mine for many years and it finally came up on the road map. Imagine your brand on the side of a container or on the nose of your ship!

Players will eventually be able to upload their art through the Player Portal and select from different one-time licensing models... single use for $5.95, fleet license for $14.95, and alliance licensing for $23.95.



We are also offering advertising/sponsorship opportunities for vehicles and containers that are not under a player license. Those start at $100 annually.





In other news we rewrote the menu structure to support the bulk loading/unloading of laborers/prisoners similar to how we did the revenue passenger system and the cargo operations before that.

EVA Suit

Now experience a spacewalk in your favorite universe!



Other improvements and fixes:
* Animated flames on the refinery flame towers
* Ambient sound at refineries along with fixes for the sound location at colonies
* TVM and DOR (AFCS modes) now support RCS-only thrust (for EVA)
* Roll/steer key binding was ignoring the "invert" flag
* Fixed a docking issue and scanner sorting issue with spacewalk
* Created a proper "Contact List" instrument (the last of the legacy instruments)
* Fixed issues with overhead lighting (for EVA helmet)
* Fixed issues with bus unhandled messages for the radio and the midway target sound
* Smooth reduction of Vno with application of flaps, gear, and bay doors
* Fixed a bug with the CABIN ALT caution on CAS
* Updated icons for the waypoint manager to align with the moving map
* Destination now being provided for the cargo manifest and scanners for ticketed pax
* Fixed issues with the glideslope capturing prematurely
* Turned the passenger PODS around in the A-4 so the exit faces outward

Refinery colony!

We added a new colony type which specializes in converting unrefined fuel ore (Grade D) into refined fuel (Grade G) much more efficiently than the towns and cities can.

We also added heart rate tracking based on stimulus and fixed a bug with the localizer being available beyond 75km.

Two Bonus Tracks

To celebrate being featured in the Space Exploration Fest next week we are releasing two bonus tracks on our soundtrack which will be discounted 50% off from September 2-7!

#8 - Shcnew (Bonus Track)
#9 - End (Bonus Track)

Players that already purchased the soundtrack should get the update automatically through Steam.

Update notes for June 25

Fixed a Rich Presence issue with Discord
Fixed an issue where life support failure death when starting in your apartment
Added candy cane inventory item support for Christmas Town achievement

Bug fix

Small change to allow sharing of a waypoint through communications now that waypoint organization in folders is supported.

Hangar Allows Inventory Management

You can now install and uninstall weapons and avionics from your vehicle inventory when you are in a hangar expansion at a user airfield!

You accomplish this by visiting the Player Portal while you and your vehicle are in a hangar. Click on the vehicle on the Player Portal and you will see a "Hangar" button appear in the bottom right. (Note: You have to be zoomed in close enough to see the colony layout)

Rocking and rolling!

Using some of the technology we developed to extrude the curbs in the city we are now extruding rocks from the landscape. They are currently cosmetic only. We had to make a bunch of rules to pull them off the roads and runways. The overall effect is pretty pleasing and adds details to an otherwise endless horizon.




  • Simulators now move around in the simulator bay
  • Ramps in simulator bay now indicate whether a simulator is occupied
  • Dedication plaque added to the wall of the simulator bay
  • Updated Russian language translations (thanks @honer46!)
  • Fixed a bug that would play the boarding announcement in flight when bay door opened
  • Fixed a bug whereby the client would try to change your voice during your annual photo update

CURBS!

Happy New Year! Our first major update of the year brings curb geometry to our city streets!



Back when Rise was first in development it was very flight-centric ... the idea that we could go from orbit all the way down to the ground (without cut-scenes, etc) was pretty revolutionary and quite taxing on the technology of the time (almost 20 years ago!). The surface detail, while resolution of the texturing increased over the years, never really kept up with the times (AKA other games).

While we added high-resolution city streets and bump/elevation layers to simulate the vertical displacement of the curbs, the curbs were never visualized as three-dimensional which always caused confusion and frustration as to why people were flipping their cars, grunting, and dying.



Other changes in this version:

  • Refactored the way that we build/store/sort city/colony buildings
  • Additional character voices
  • Deois Port District parking lot/street design issues fixed
  • Curbs raised from 6" max to 8" max
  • Refactored and centralized collision (vehicle/weapon to building) detection
  • HOT (holdover time) for deicing operations
  • New ice accretion rates and tracking airfoil ice vs. surface ice
  • CAS message for surface de-icing
  • Menu option to de-ice at airfield colonies
  • Player generated roads are now rendered at a greater distance
  • Fixed a bug with key bindings getting intercepted by dialogs
  • Fixed a bug with the null pitch trim to computed target upgrade
  • Fixed a bug with the initialization of the localizer/glide-slope deviation


Custom Key and Controller Bindings

By popular request you can now re-map keys to different functions and assign functions to buttons on your game controller!



For right now the key bindings map (F1 by default) show the default bindings but a future project will to be creating dynamically generated key bindings maps based on your settings!



Other stuff included in this build:

  • Fixed an instrument display issue in the T-27 Mammoth
  • Fixed doppler effects panning
  • Fixed a bug where weather would reset moving from one vehicle to another
  • Fixed a bug where Discord Rich Presence knew nothing about YSP
  • Pitch trim reset now sets to calculated target by weight instead of "0"
  • Fixed scale of biometer animation
  • Lost Vertical Target method now logs a reason for losing targets vertically
  • Fixed issues with DirectX GUI dropdown font scaling calculations
  • Fixed issues with requesting character voice from server before dropdown was populated
  • Fixed bug which would crash the client during Immigration Form while selecting voices
  • Fixed an issue where you could take damage by flipping the vehicle back over after an accident
  • Fixed price of installing Marson Matting based on shorter colony airfields
  • Added information to Discord #flight-information about why flights cancel
  • Fixed a bug where passenger counts were being doubled in news reports