Genre: Real Time Strategy (RTS), Simulator, Strategy, Adventure, Indie
Shortest Trip to Earth
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New playable ship (The Shybeetle) added to Supporters Pack DLC
Third playable ship added to Supporters Pack DLC
Shybeetle This exotic military vessel was built by the Kha-Wat, a distant Insectoid civilization known for their love of artistic chirping. The ship is built to employ the hailstorm tactic, overwhelming enemy ships with a hail of synchronized projectiles & missiles. This requires management of ammo, and regularly producing or buying extra explosives or other materials necessary for projectiles. Comes with nukes, and crew of various insectoids.
In addition to the ship, this update provides a valuable update to localization, plus a fix to a notorious bug.
Changelog
New playable ship added to Supporters Pack DLC
Supporters Pack DLC ships have now more exotic pets
Fixed a lot of English typos thanks to DukeDuke'em on Discord.
Localization files got a new textcolumn that allows multiple translations for same line (WIP)
Shop repair audio loudness fixed
New code to un-stuck player ship on game load, against the "Stuck in Spideraa asteroids" bug.
This regular update brings some improvements and a number of smaller fixes. Most importantly, weapon slots can be now upgraded to core weapon slots, and some enemy fleets are a bit stronger. We are still creating more content for the game.
Changelog
Weapon slots can be now upgraded to core weapon slots, giving +1 ship HP
Small updates to make some enemy fleets stronger, including those in Old Enemies DLC
Fixed builtin exotics converter slider step size
Fixed zoom in and out keys
Fix, fire is now visible in modded game content
Fix, Perk randomizerMenuStrings can now be localized
Hopefully fixed screen fickering on first game load on osx
Removed after-early-access-progress-reset option from the game
Todays update expands and improves significantly modding options. It's quite technical and we won't get into details here, but we're as excited to see what more the modders can cook up. As usual we've also made a number of smaller fixes to the game.
Changelog
Improved and expanded modding options significantly
fixed trading options with new fleets in the Old Enemies DLC
Hello space captains! Today we bring you something from a dark past: Old Enemies! This brand new DLC introduces 20 new enemy ships across 3 major new factions. Explore 10 additional planets with their own unique game-changing events and take command of a new playable ship - The Exception.
This mysterious alien craft was excavated from a deep ravine on Mars. Its asymmetric hull contains an enormous energy weapon plus other advanced systems and technology, including an exotic garden of crystal life.
New enemy ships
New enemies will be roaming the universe in addition to old ones, once you activate the DLC. The number of enemy fleets will remain almost the same raising general difficulty slightly, but ship loot will usually make up for losses during battles.
New planets
The DLC also adds some new planets and other points of interest into the game. You must restart your run (or finish a level while the DLC is already active) to experience the new content.
Three new major factions
The Moralors - This civilization has built its foundational religion on the importance of sleeping morally, tentacles on the left side and tail on the right. Other ways of sleeping are considered deeply blasphemous to the god and immoral to Moralor civilization, thus obviously worthy of painful death. Fortunately, the Moralors are usually satisfied with verbal assurance of proper sleeping styles and positions.
The Phobians - A semi-primitive civilization that has indulged in stagnation of epic proportions. Your mere presence in their system means you are threatening "the Phobian family values, the children and small animals, and also creating a risk of fear." - which again means you must pay for your disruptions or fight.
The Capitaalo - A quasi-primitive civilization obsessed with their ancient currency system and measuring things in money. The Capitaalo have only recently joined the galactic community with access to FTL travel. They are trading with the Rat Empire and claim that your presence in their territory will destabilize their financial markets, requiring you to pay for damages or fight their crude ships.
Together with the launch of this DLC, a free set of new ship weapons & modules will be also added into the base game.
New Ship & Improved Community Translation
As promised, we have added a new playable ship to Supporters Pack DLC, the Riggy. This Mobile Maintenance Rig starts in a bad shape due to years of rough use, but holds promise for those patient enough to upgrade its weaponry and defences. The spaceous vessel starts with poor technology, but large crew, and containers full of raw resources. We've also made smaller improvements and removed a cosmic creature (called "anomaly") from level 8 that was so anomalous it occasionally managed to break the entire universe of Shortest Trip and break the game for some players. Who would have thought anomalies could do that, right? Complete changelog below.
Changelog
Added a new ship to Supporters DLC: The Riggy
Added language dropdown to main menu page, to be used in community translation.
Removed a glitchy anomaly in level 8 which broke the game for some players
Improved the ECM value of some artifact modules
Made anti-shield DIY nuke cheaper
Pirate queen has now slightly less hp
Localization tsv files are now loaded from both game install dir and all workshop dirs.
New weapons, Level 3 optionality, Community Translation
This update adds 10 new weapons/modules, sprinkled across levels, events and enemies. This means you might not encounter them every run. Level 3 quest is now optional (though skipping it remains economically questionable). We've also made a fair amount of balancing changes (generally making the runs more survivable) and numberous fixes. Please keep recommending Shortest Trip to your friends :)
Changelog
New stuff
Added 10+ new weapons & modules
Replaced more crew deaths with (permanent on temporary) crew wounds in majority of events (crew deaths can still occur due to events, but less often, and mostly by events dealing HP damage rather than kills)
Added 1 new perk (DIY nuke arsenal) and updated some perks
New help page "combat & economy presets"
Added readme.txt
Community localization now possible, read more from localization.tsv
Balancing
Level 3 metal gathering quest is now optional
Fierce Sincerity (player ship) has a new cool starting weapon and +1 nuke slot
Pumpkin Hammer has now more intuitive module layout from start
slightly improved stats of most player ships
made all integrity modules better
increased capacity of fuel, synth and explosive packs
balanced and updated enemy ships, cannons, other weapons
made Pirate Queen ship a little weaker
reduced upgrade cost from core slot to hybrid slot.
DIY minicannon now takes 1 more explosive per volley.
Fixes & misc
Fixed an issue that none of the 3 fate achievements could be achieved since version 1.1.19
Fixed an issued that locked doors remained locked after being destroyed
Fixed plural form export from scripts when . was used in TT func. Fixed some starmap related localization issues.
Some hovertext fixes
Fixed an issue that evasion over 100 made enemy weapon super accurate
Moved Easy tiger ship nuke slots after weapon slots in quick select
Duplicate key bindings are now colored red in Menu/Settings/Controls
Added message about saving battle preset
Added a hack that regularly checks if some modules in storage are unpacked, if so, they are packed again.
When a stale drag selection box is detected, it will be removed on next drag select
The Linux version is now available from Steam (and GOG, soon). You are very welcome to savour the fine desperations encountered in Shortest Trip, honourable Linuxers! And PC-preferring folk, please recommend Shortest Trip to your Linux-friends. New players is what keeps our development going. We also added a few improvements and fixed some small issues for everyone. Stay tuned for more in the future.
Changelog
UI improvement: Hovering resource leak warning on top of the screen now shows LEAK text directly on top of the leaking module
Help panel updates: warp hand doors help pages
Fixed an issue that caused W key to trigger random actions
Turned off global Analytics and Could Diagnostics setting from Unity Services.
Fixed some typos
Updated preset save logline
Fixed multibarrel and multishot weapon DPM calculation shown in UI
HoverText related refactoring
fixed a rare module placement preset load issue
Save/Load modules update + Matconvertors overhaul
Dear players (and survivors!) of Shortest Trip, we are proud to bring you a major update which will allow you to save & load module profiles with push of a single button, together with Scoreboard vs Self and other improvements. NB! >>This important news announcement here got accidentally deleted today, so we're reposting it. There will be also a surprise update coming later today. < New features
Major UX improvement: Modules can be now loaded & saved together with power presets!
Major UX improvement: Total overhaul to ships built-in material convertor (which used to be only convert resources during excess).
Major UX improvement: Total overhaul to modular materials convertors. They can be now accessed from special menu, may be used from storage, and do not require power
New feature Scoreboard vs Self
New feature: doors can be now repaired and show if they are damage via UI
New content: added new enemy encounter (Queen of Pirates) to sector 2
Balancing
Shield overload doesn't overload all shield modules any more (one is overloaded for sure, others have a chance to be overloaded)
reduced Rat EMP nuke aoe
rebalanced 1 DIY reactor cost
updated easy tiger stats
reduced DIY fuel container crafting cost, crafting it does not require fuel any more
UI and misc
Ui tuneups
Multicrew selection can now be reverse sorted too
greentail nuke avatar visual fix
Fixed stored modules not being counted in achievements (by changing how the storage module is hidden)
Preparing for linux test build
Easy Tiger & improved balance update
The new "Easy Tiger" ship that we unveil today will provide you an easier start & more modular space for the long run. Additionally, we introduce some further quality-of-life upgrades, and a new round of balances. For example, all playable ships, cannons and gatling guns are now better. See the changelog below for a complete overview.
New content and features
Added new ship: Easy Tiger (along with new crew, exotic weapons, modules and ship-specific perks)
Added new functionality: you can now mutliselect all crewmembers assigned to a job (for example select all firefighters or select all lab workers) with a single click
Added new DIY plastics nuke
Tigerfish and Nuke runner are now available only in challenging/hardcore difficulty
Some extra sector lore/story is now visible between levels (used to be readable only from sector selection)
Balance-related updates
In challenging/hardcore difficulty: module max hp damage now happens less, in 10% cases instead of 15%
Made many cannons slower to reload but more accurate
Made drones/humans a little faster
Made many containers better
Made medical cryosleep even better
Gave all player ships new craftable nukes
Added empty misc slots to Rogue Rat & Weirdship in place of old module storage.
Most playable ships now start with more credits (420)
Majority of cannons and gatling guns are now more accurate and consume less explosives
Reduced cost of converting explosives to fuel
Fixes & misc changes
Crew repair stopped message now appears only for player own crewmembers
Endurance and Roundship cargo slot fixed: added new misc slot to its place
Fixed cryosleep 3x medical navigation
Changed navmesh for Pirate Kalev to fix a nav issue