INCREASED Navigation Beacon radius to help with ships getting out of range while exiting (Temporary fix while we work on multi-stage exiting)
Sentinel defense platforms are now targetable by heavy canons, heavy missiles and torpedoes
Normal launcher usage mode on Fixed Heavy Missiles and Torpedoes no longer dumps all ammo in single use to overwhelm the target's defenses - only high launcher usage mode does.
Auto-Canons renamed to "Auto-Cannons"
"Exit Game" changed to "Quit to Desktop" for better clarity
Fixes:
FIXED Ships getting stuck in space while docking
FIXED Large ships not able to resupply at a station
FIXED Ship deselect caused by clicking on the "cancel" button while resupplying or docking
FIXED Ship to Ship sometimes not resupplying correctly
FIXED Retreat waypoint command not switching the ship to PASSiVE stance
FIXED Advanced command menu automatically triggering a follow command without player INPUT
FIXED Having the option to set combat mode for fighters in Fleet Roster which caused the ships not to engage an enemy in combat after sector deployment
FIXED Engine audiovisuals not turning off after a ship ran out of fuel
FIXED Contract notification visible in NO UI mode (Nav beacon radius currently visible, but should not flicker anymore)
FIXED Cascadore and Indica Contract Threat level numbers not displaying correctly
FIXED Razer launcher count info in ship stats
FIXED Attack squadron in Vega Array raid sometimes getting stuck in the Comm.Array structure
Up next:
More bugfixing
Keybinding
Resupplying 2.0 (simplified form with all variants available in-sector)
Hotfix 0.1b
Changes:
INCREASED Starting credits to 27500
INCREASED Projectile hitboxes on all Fixed weapons for easier aim
REDUCED Chance for the pirate ships to deploy missile countermeasures
REDUCED Overall accuracy of the pirate ships
Fixes:
FIXED Ship roll VFX being inverted
FIXED Missile Warning sound sometimes playing in a loop after dying
FIXED Ares number of guns displayed in Ship stats as "3" instead of "1"
FIXED Pirate Warlord fleets sometimes having incorrect behaviour in Combat
FIXED Wave defense mode missile ammo pickup erro
Hotfix 0.1a
Fixes:
FIXED Ship insurance not being paid out in some cases
Space Reign now available in Early Access!
Hello everyone! The time has come for Space Reign to blast off to Early Access here on Steam. Of course this is just another step of a long journey still ahead, so thank you for being with us from the start. ❤️
What's in the game
As mentioned in the previous post, here is a quick summary of the content available in the EA version 0.1
Zones:
Stygian Quadrant Your journey starts in the Stygian Qudrant, where the neutral NovaTech corporation faces a dangerous pest problem - the notorious Marshall Gang. Their incursion threatens the stability and commerce in the region.
Despite their technological inferiority, the incessant squabbling among the Corporations has rendered them unchecked, thus enabling a gradual expansion of their operations and the spread of their influence. They have even managed to overpower the security forces of NovaTech in multiple sectors, asserting control over various outposts and installations.
Sector Types:
Contract Ops - Based around completing randomized contracts and raising influence by capturing Control Points under hostile control.
Raid - Challenging scenarios with specific fleet restrictions in which you try to reclaim smaller sectors by capturing designated Control Points.
Playable Ships
Small: (with direct control option) 2 Light fighters 2 Medium fighters 2 Heavy fighters Large: (currently without direct control option) 4 Combat frigates 2 Multi-purpose frigates 1 Industrial frigate
Fleet Customization
Weapon slots on all ships are customizable, with various projectile and launcher-based weaponry to choose from. Customizable ship modules are currently on the plan.
What's next
Launch repair mode
Our main priority is now to focus on any bugs and issues that you might stumble upon as well as getting feedback in order to tweak the game balance.
Feel free to report bugs and provide feedback using the Steam Community Hub or our discord server.
Roadmap - Part 1
After dealing with initial launch issues and gathering some feedback, we will continue with the development of new features and content according to the current roadmap. Features and their order may be also changed according to community suggestions.
Stay tuned for more updates.
Thank you all, and good hunting!
Early Access Launch and What to Expect
Hello everyone,
We are thrilled to announce that Space Reign will launch into Early Access on 12th of June!
A New Beginning
After four years of development in a team of (mainly) two, we are ready to share Space Reign with all of you in Early Access here on Steam.
With no outside funding or partnership and a lot of features and content still to add , our goal is of course dedicating the Early Access earnings to continue the development of both the game and our humble studio, as we slowly work our way to the full release and beyond.
What to Expect
Some info regarding the EA version 0.1 and its content in the game. We believe it should offer a reasonable amount of playtime for the start.
Zones:
Stygian Quadrant Your journey starts in the Stygian Qudrant, where the neutral NovaTech corporation faces a dangerous pest problem - the notorious Marshall Gang. Their incursion threatens the stability and commerce in the region.
Despite their technological inferiority, the incessant squabbling among the Corporations has rendered them unchecked, thus enabling a gradual expansion of their operations and the spread of their influence. They have even managed to overpower the security forces of NovaTech in multiple sectors, asserting control over various outposts and installations.
Sector Types:
Contract Ops - Based around completing randomized contracts and raising influence by capturing Control Points under hostile control.
Raid - Challenging scenarios with specific fleet restrictions in which you try to reclaim smaller sectors by capturing designated Control Points.
Playable Ships
Small: 2 Light fighters 2 Medium fighters 2 Heavy fighters Large: 4 Combat frigates 2 Multi-purpose frigates 1 Industrial frigate
Fleet Customization
Weapon slots on all ships are customizable, with various projectile and launcher-based weaponry to choose from. Customizable ship modules are currently on the plan.
Demo feedback requested features
After receiving and going through a lot of your feedback and suggestion during the Steam Next Fest demo back in February, we have managed to implement the following:
Option to turn off ship drag/inertia dampeners/space brakes (I'll leave that to your naming preference.)
Improved control functionality in the Tactical Interface - Selecting objects, assigning commands and waypoints, etc. should now be much more responsive
Option to set a Fleet Leader before entering a sector
Saving ship stances and combat modes in and out of a sector
Fleet Command tutorial currently in form of a video tutorial
Off-screen indicator on all hostile ships to improve in-cockpit orientation
Better color contrast between the target leadmarker and the center crosshair
Improved notification system and its audiovisuals
Database accessible in all parts of the game
More fleet management options including ship selling during the deployment phase
Of course, there are a lot of other suggested features issues still left to implement and improve, but your reports have already proven to be invaluable! We look forward to get more feedback to work with.
Game Access Brno 2023
Once again, we are very honoured to be taking part in Indie Showcase at Game Access 2023 in Brno, Czech Republic!
See you on the 12th of June!
And thank you for being with us so far. ❤️
Launchers, Fleet management, New Ships and more!
Hello Pilots and Commanders! 🫡
It is time for another major update. Development build of Space Reign available to our Patreons has just been updated to version 0.5, paving the way for our upcoming Early Access launch on Steam.
What's new:
Let's take at new and updated features in this update.
Launcher system
Pre-made launchers are gone, which means that both projectile-based and launcher-based weapons now need to be bought separately for each ship.
There are several type of launchers currently available, ranging from smaller light missiles great against fighters, to heavy missiles and torpedoes capable of locking only large ships, such as frigates. Make sure to check out their descriptions before firing!
Missile defense
With offensive missiles and torpedoes implemented, it was time for large ship anti-missile defences to be addressed as well. At the moment, these consist of 2 different types:
Projectile point-defense turret
Interceptor missile launcher turret
I already have a feeling that the balance of these systems will need to be revisited a lot according to the player feedback, as it is quite difficult to find the middle ground without the required amount of data.
Launchers come in various types and sizes:
Fixed Turrets Vertical launchers/silos
Fleet management
As mentioned in the latest post, we have been working on updating the ship customization and management UI + related functions, which are now successfully implemented in the game.
Besides features such as designating the fleet leader, switching active and in-active ships, saving stances and combat modes in and out of sectors, we have also included a function to make custom callsigns for your ships!
Fleet Roster Updated loadout editor
New ships & weapons
This update also includes new playable ships, heavy fixed weapons, as well as new pirate ships for you to encounter, such as the mighty Taurus-class pirate warship.
Cockpit-ready fighters:
Hyena-class light fighter Gryphon-class heavy fighter Ares-class heavy fighter
Long-time coming, Tacview interface has received some necessary fixing and polish for more smooth unit interaction and ship orders. This was on our priority list since the Steam Next Fest has ended. It still needs some tuning and upgrades, but the overall experience should be much better than in the last demo.
Furthermore, we have been able to fix a lot of reported issues thanks to all the feedback gathered from the demo both on Steam and on our discord.
New OST for Space Reign in the works!
We are honored to let you know that soundtrack for Space Reign is now in the hands of a very talented individual - LupusMechanicus. You can check some of his work here.
First couple of tracks are already in the game, so feel free to let us know what you think!
Up Next
The next step of our development is to prepare new content and gameplay enhancements for the initial Early Access release, which includes:
New Contracts
New Sectors
New Control points
Initial implementation of Outpost Warfare
In-sector repair mechanics
Various usability updates based on feedback
Take care and stay tuned for another entry of Work-in-Progress News.
Work-In-Progress news
Hello pilots and commanders! 🫡 Let's get through some things we have been working on since the Steam Next Fest has ended.
Demo Issues:
After the Steam Next Fest has ended, we continued with fixing reported bugs and issues from feedback we have received both on the steam community hub and our discord.
Fleet Management:
We have also been working on implementing better fleet management options, some of which has been suggested as demo feedback as well.
Launcher System:
At the moment, our highest priority is implementing the long-awaited launcher system, which will allow the player to customize launcher loadouts on ships besides guns, as opposed to the current pre-defined launchers on fighters.
Launchers will also make an important addition to large ships and their arsenal, which will allow for some interesting engagement options, to say the least.
And of course..there has to be some way of defending your ships against missiles and torpedoes as well, which is where point-defense systems would come in. But more on this later.
Next Update:
After getting the launcher system up and running, our plan is to update the development build with mentioned updates in order to test things out before we move on to other tasks according to our roadmap on the way to Early Access launch on Steam.
Some upcoming model previews:
Pirates are finally getting some heavy reinforcements! 🏴☠️ One of the new playable heavy fighters: Finished one of the outposts for upcoming in-sector outpost warfare:
Stay tuned for more updates to come!
Demo feedback and What's next
With the Steam Next Fest ending, we would like to thank you for trying out our demo for Space Reign. ❤️
We have received a ton of important feedback, interesting suggestions, and many positive first impressions, which assured us that we are on the right track to making a game that both we and you would like to play.
What's next:
1. Roadmap
- As promised, we are making the public roadmap available to you for a more detailed option to follow the development.
You can find it here. Feel free to vote on any card.
From now on, it will be constantly updated as we move forward, depending on new additions and current priorities.
⬇️
2. Patreon development build updates
- We will be releasing more frequent updates to our development build to gather feedback on new updates ASAP, so we can better prepare for stage 3.
If you would like to support us, here is the link. Any help is greatly appreciated.
⬇️
3. Early Access
- We are aiming for an Early Access release on Steam in a couple of months!
It has been a couple of years now since @McSlade and @Soltzman have started developing Space Reign, and while there is still a lot to do, we believe there will be enough satisfying content to get through before we reach the final release and any additional updates.
Furthermore, since Space Reign is quite a complex project, we would like to gather as much feedback as possible during this stage in order to tweak, change, or come up with new things altogether.
Thanks again and stay tuned for more updates! 🚀
Demo Hotfix 3
Fixes: - FIXED Player ships sometimes not using fast travel mode when in Aggressive stance - FIXED Clicking on the sector map button twice causing black screen - FIXED Master volume slider not working in the main menu - FIXED Railgun shots not rendering properly - FIXED Missiles triggering the exit sequence UI element - FIXED Antaris-class ships spawning inside eachother - FIXED Weapon loadouts not saving and reseting to default after entering a sector - FIXED Exit to main menu triggering multiple actions when spamming the button - FIXED Large ships not waiting for salvage drones before moving away, causing various bugs and error
Demo Hotfix 2
Updates: - Close-range and long-range combat mode UI elements in Tacview now have an on hover pop-up description
Changes: - Indica sector now has a higher chance of spawning low and medium contracts - - Indica sector escort contracts more frequent - Cascadore sector escort contracts more frequent
Fixes: - FIXED Influence indicator having wrong amount in Indica and got stuck at 70%, even though the player had 100% - FIXED Some large ships spinning too much after engine destruction - FIXED Tacview G center function causing the camera to get stucked - FIXED Zephyr model clipping issue - FIXED Cockpit camera showing wrong information after a neutral ship was identified - FIXED Salvage module range radius visible from cockpit - FIXED Auto-canon info text spacing - FIXED Cargo items not saving after exiting a sector - FIXED Combat tutorial targeting sequence where the enemy fighter could attack and destroy the player after blowing up its engines, causing the game to crash