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Genre: Role-playing (RPG), Strategy, Indie

Star Traders: Frontiers

Mod Spotlight: Spy Storyline and More!


With new mods coming online daily, we wanted to shine a big spotlight on some of the other awesome mods already available to play -- one that adds story content, one that removes complexity in ship builds and one that re-writes the default v1 map.

The modding creators have been working hard to bring their creations before the community. Be sure to tell them how much you appreciate their work, rate and share their mod!

Mod Spotlight!



Spy Pack and Story


This mod is the very first story mod for Star Traders: Frontiers, adding an entire new vignette introduced by Contact Valen Ducote. The Spy Pack isn't only a story mod, it also buffs spying and diplomatic abilities and Talents, adds a new Stealth Raptor ship and new spying components. The modder, @schrader, is a legend for the amount of work he put into creating this mod and helping us document and test story modding support during the private modding beta.
https://steamcommunity.com/sharedfiles/filedetails/?id=2578776840&searchtext=

No More Mass Reducers


This mod reduces complexity in ship build by completing removing the concept of Mass and therefore Mass Reducers from the game. With every ship component contributing only a small amount of Mass, the only thing you need to consider are your Small, Medium and Large slots and exactly how you'd like to set them up.

Note, this mod really needs to go last in your mod config or it can cause crashes when combined with other ship or component mods.
https://steamcommunity.com/sharedfiles/filedetails/?id=2492139496&searchtext=

V1 Default Map Revamp


The first mod that creates a customized map for players to enjoy, this mod revamps the original default v1 map. New jump routes have helped improve playability and travel within the original map.

After subscribing to the mod, you must delete any map_2.db file in your saved game folder, otherwise the mod changes will not take effect.
https://steamcommunity.com/sharedfiles/filedetails/?id=2498806096&searchtext=

Major Milestone "MODS"


After months of working closely with the mod community, Star Traders: Frontiers is opening our Steam Workshop for all to contribute and enjoy. After years of interest and requests from the community, we've been able to add modding to Star Traders: Frontiers just after its 3 year anniversary. We owe a great thanks to the 100+ creators who have already started working in the modding space and helped us write documentation, improve mod capabilities and test out the entire workshop kit.

One of the first things many of you will notice is the game now offers you a choice at launch, to play either ST:F or its moddable version. These two versions of the game will both receive the same updates, but will store saves separately. Additionally, the mod version of the game comes with all of the Unlocks automatically achieved, so you may decide to play this version of the game just for that.


How to Get Started with Mods


The Steam Workshop is now open with some of the first mods created and tested during the modding beta. This first wave of mods covers a wide gamut -- from UI, to SFX to ship design and more. The creators are hanging out with us -- and the community -- in our Discord #stf_mods channel waiting for your feedback and ideas.

To check out these mods, the process is straightforward:

  1. Visit the Steam Workshop, browse and pick some mods by clicking the green “Subscribe” button on the mod page. Your Steam client will download any subscribed mods. If you don't see the downloads queuing, then try restarting your Steam client (classic).
  2. Select Star Traders: Frontiers within your Game Library and push the big green Play button. This will pop up a choice to play the regular version of the game or the moddable version of the game.
  3. When you pick the mod version of the game, you'll see a very different main menu with your subscribed mods listed. Click "Activate" to enable any mod you'd like to include in your current game configuration.
  4. Any time your mod configuration changes, you must restart the game.



Modding Going Forward


We've worked for 4 months with the modding creator beta team to expand modding support and build out the needed documentation. With the first crop of mods now out and the Workshop going public, we know there is a lot more coming. There are multiple story mods for vignettes in the works -- some reportedly being released soon -- and a great frontier of new content that could be added including jobs, professions, story vignettes, eras, ships, outfits and more.

Join us in Discord or on the new Modding discussion board in Steam’s community hub to post up your ideas for mods, find like minded creators and get busy! The modding documentation for players and creators is homed on the wiki.

Mod Spotlights!



Merchant Marine: Fly Casual


Merchant Marine: Fly Casual is a game rebalance mod that was inspired by Space Opera and Western tales, small ships with small crews up against the universe. But has since broadened to include a larger number of changes to base ST:F gameplay. The mod aims to increase the options players have, while fundamentally retaining the gameplay of ST:F.
https://steamcommunity.com/sharedfiles/filedetails/?id=2539177784

Dave's New Ship Components


Dave's New Component mod lives up to its name, dropping a boat load of new and awesome ship components into the game, such as new officer cabins (Quartermaster's HQ and the Shrine of Shalun), cargo holds that reduce the Mass of your ship, and the Caterpillar engine which reduces both ship encounters and fuel use drastically. Not stopping at components, Dave has also included a new ship, the Habbanya Frigate, a 5000 mass ship with a unique layout and at a price that's difficult to resist.
https://steamcommunity.com/sharedfiles/filedetails/?id=2560635932

Davea's Instamax


A classic cheat mod, the Instamax Mod rockets your crew to level 40 in a blink of an eye and sets the price of every ship in the game to $1. Play with a new level of freedom and power as you cruise the void with max max max!
https://steamcommunity.com/sharedfiles/filedetails/?id=2500463612

Davea's Army Officer / Military Commander


This mod moves around the Talents of the MIlitary Officer and Commander Jobs to help each better focus on a single thing -- the new Army Officer is a crew combat expert while the Naval Commander excels in ship to ship battle in the void.
https://steamcommunity.com/sharedfiles/filedetails/?id=2501902114

Doctor Profession


Currently 15 of the game's nearly 40 crew jobs provide special bonus traits to a Captain who starts with one of them. Now with the Doctor Profession mod, you have a new archetype to create your captains with. Envisioning a quippy Captain McCoy, a steely-smart Simon Tam, or ...why not Zoidberg? This mod gives you medical-minded captains a nice boost.
https://steamcommunity.com/sharedfiles/filedetails/?id=2567607837

What's next for Star Traders?


While we've opened the door for modders to create in the endless reach of the void, this is far from the end of our own content for Star Traders: Frontiers. We'll be updating the public roadmap in the months to come and still have more story content and Eras planned.

If you enjoy the new features and capabilities still being added to the game without charge 3 years later, we hope you'll consider telling a friend and leaving a review.

What’s the latest on Cyber Knights?


Development on our next game, Cyber Knights: Flashpoint, proceeds apace. We’re currently working toward the private alpha test for Kickstarter backers, following the same process we used for Star Traders: Frontiers. But you can view the latest updates on the CKF Steam page (make sure you’ve wishlisted and followed!), or join us for behind-the-scenes discussion and development snapshots in our Discord.
https://store.steampowered.com/app/1021210/Cyber_Knights

v3.1.85 - 8/23/2021


- Enables mod support and Steam Workshop

Update #275: Home Among the Stars


Update #275 brings a major improvement to your quadrant map to make starred zones ever-visible as well as improving ship encounter messages, fixing an Explorer card, tweaking a ship price and making final preparation for the modding upgrade. Thanks, as always, to the community for making great suggestions on how to improve the game, reporting bugs and pointing out little places where we could put on a little more polish. We wouldn't have made it to Update #275 without such an amazing community gathered around the game, so many thanks!

The launch of Steam Workshop and full mod support is very close now. We're lucky to have had such an amazing crew of creators working on different improvements, adjustments and adds to the game. It's going to be awesome to see so many new things available to everyone on the first modding day!

Speaking of new, new new -- if word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2022 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight.
https://store.steampowered.com/app/1021210?snr=1_2108_9__2107

Stars on Quadrant Map


If you use Stars on your zones, they now appear right on the quadrant map as you pan or sail around. This really helps brings stars into constant consideration, avoids the need to use the Atlas and can help you spot and remember zones you might have otherwise forgotten. My captains are already grumbling about needing more colors!

Other Fixes


Update #275 is more specific about the Depart messages in ship encounters for Merchants, Smugglers and Explorers, removing vague warnings about losing Reputation in the cases when that is not a possible result. We've also improved the text on the explorer card "Wild Revelations" and increase the number of crew who can possibly gain XP. The price on the Neutiquam Cruiser had to be increase a few hundred grand and finally we clarified some text in new game Templates around who can use gear (some crew!)

While we've got a really nice update here, there is a lot more work going on behind the scenes to finalize the mod support in each of these updates. If you're enjoying the pace of updates, be sure to tell a friend and leave a review!

v3.1.83 - 8/15/2021


- Zone stars now appear on the quadrant map when sailing the void
- Improved depart messages from ship encounters for Merchants, Smugglers and Explorers
- Fixed "Wild Revelations" XP card in Explorer to reward 12 or more crew
- Fixed price issues with Neutiquam Cruiser
- Improved note about Contacts offering weapon/armor/gear in New Game Template

Update #274: Long Shifts Night


Update #274 arrives with a bevy of community requested improvements, new features, content balance and minor tweaks. A huge thanks, as always, to the big community surrounding the game, posting feedback, suggestions and reviews. As Update #274 goes live and modding is just around the corner, we're hitting our 3 year launch anniversary for the game and looking back to marvel at all that has happened. We've been busy, hitting an average update every 4.8 days if you include the 8 months of Early Access before launch.

If you've enjoyed the massive expansions and constant improvements to the game, we hope you'll take minute to leave a review and tell a friend -- there is no better way to thank us!

Live Streaming STF's Birthday


Also, we're celebrating a major milestone -- 3 years since launch and nearly 300 updates! -- this Sunday, August 8th, on Twitch if you want to join us for a live stream party.
https://store.steampowered.com/news/app/335620/view/3003324016167573939

But speaking of new -- if word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2022 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight.
https://store.steampowered.com/app/1021210?snr=1_2108_9__2107


New Mission Manifest


With this update, we've added a new section to the Talent Manifest to cover the wealth of options within Mission Talents. There are over 13 different variations listed here, each with their own angle or bonus. It is an immediately useful section in our playtesting and helps to highlight all the ways you can build out your crew to focus on mission success.

This also gave us a chance to look closely at all the rules for the different mission Talents and we did uncover one bug. The Military Officer Talent "Power Play" Talent has long been using the wrong Attribute, relying on Resilience instead of Charisma for its Reputation bonus %. Now fixed!

Starport Boosted Discount


The discount offered for Starport Boosted Rumor is now clearly codified into the game's Rumor list as well as displayed prominently in the starport when you're shopping. It's a solid 10% off, so you want to know in cases where that is saving you thousands of credits!


Tactician's Annex


This one came off the presses just too good! We've removed the Armor bonus for the Tactician's Annex.

v3.1.81 - 8/5/2021


- Added Mission Talents to Talent Manifest (13 variations)
- Corrected bug with Military Officer Talent "Power Play" which was using Resilience instead of Charisma
- Improved Starport Boosted Rumor listing to clarify 10% discount on component upgrades and make visible in starport
- Improved ship encounter bribe text for Merchants, Explorers Zealots and Bounty Hunters to be more specific
- Removed Armor Bonus from new Tactician's Annex component
- Fixed issue when enemy crew uses On Init debuff Talents such as Sniper's "Target Acquired" text printing in wrong side of screen
- Fixed issue when enemy Wing Command users "Ripcord" Talent messing up the combat order

We’re celebrating 3 years & nearly 300 updates for Star Traders: Frontiers!

It’s a crazy summer, but we didn’t want to let this milestone pass unnoticed. It’s been 3 years since Star Traders: Frontiers launched on Steam!



This Sunday, at 8pm EDT, join us on Twitch for a community party! Join us (Andrew, Cory, and a whole bunch of you awesome players) to...

  • Look back at some of the biggest changes to ST:F in the nearly 300 free updates we’ve made to the game.
  • Showcase some of our favorite player creations & achievements. (If you have fan art or screenshots of your favorite captains / crews / achievements you’d like to share, post it in our Discord!)
  • Get a preview of the upcoming Steam Workshop mod support.
  • Talk about what’s still to come for Star Traders, both in Frontiers and (potentially, some day, purely hypothetically), the next Star Traders game.
  • Hang out, meet some cool people from the community, celebrate being a part of making Star Traders and Trese Brothers Games better and better (10+ years 🎉)!

We’ll see you on https://www.twitch.tv/TreseBrothers at 8pm Eastern, August 8th!

Update #273: Shadows Between the Stars


Update #273 launches from the starport with 2 new powerful options for officer's annex in the medium slot, a major upgrade to Smuggler's ability to flaunt Trade Conflicts in the Exchange, better duration for all Intel gathering missions, Talent icon upgrade and improved error handling for new game templates (thanks mod team!). If you're enjoying the pace of updates and new content, remember to tell a friend and leave a review!

Speaking of new, new new -- if word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2022 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/


No One Saw That Trade


Smugglers have always been the kings and queens of the Black Market, but their ability to break the law in the Exchanges has been limited. Now, we've upgraded their "Slippery Trader" Talent to enable it to completely remove any Rep loss from trading into a Trade Conflict, where before there was a minimum of -1 Rep loss always. Knowing the right things to say, the right people to find in any Exchange, you can feed the economic demand and avoid your dings. Merchants on the other hand can continue with "Bold Statements" to lawfully trade and gain Rep bonuses with the faction they are supporting.


Warden and Tactician Come to Roost


Two new officer annex have been released in Update #273 giving even more ways for you to hybridize your officer space into other duties as well. Both Annex are medium slot components which provide a single officer living space along with another set of powerful bonuses.

Sold only by Steel Song, the Warden's Annex includes a small prison cell for 1 prisoner who needs to be closely watched as well as minor boosts to Armor and Medical Rating.

Sold only by Thulun, the Tactician's Annex can provide a ship with powerful offensive and anti-craft capabilities, with +10% Accuracy, To Hit Craft and Damage, as well as +10% Craft Evasion. It's perfect for a Gundeck Officer, Commander or other military-minded officer. The presence of such a hardened position on the ship also helps reduce Morale loss.

Intel Mission Duration


While many types of missions receive different levels of duration boosts, thanks to come of the modding creators in the beta, it came to our attention that that the Intel gathering missions -- faction, Conflict and Science -- all lacked an appropriate bonus. These self-directed missions can take a lot more time than a normal mission and often don't have the type of mufti-step traveling requirements that buoy many mission durations. With Update #273, we've added a healthy bonus to the duration of all of these missions and will keep an eye on them to see if more is needed.

Orchestrated Salvage


This Talent is now appropriately colored to match with other Talents that destroy the enemy ship, as this is a key choice that removes other options like refueling and conscription.


Template Error Handling


Thanks again to the mod team, we've found and fixed some error handling holes in the New Game template system. Malformed template files, invalid template files or those with professions that are not in the game (added by mod, removed by mod) could all cause crashes or strange behavior in the system. We've hardened this component now in prep for mod release and for anyone sharing templates with friends!

v3.1.79 - Update #273:


- Improved Smuggler Talent "Slippery Trader" to be able to completely avoid Rep loss in Trade Conflict, used to preserve minimum -1 Rep
- Added Steel Song-made Warden's Annex, new medium slot component that holds one officer and one prisoner
- Added Thulun-made Tactician's Annex, new medium slot officer cabin granting accuracy/defense against capital ships and craft
- Clarified bonus for Engineer Annex, maximum Engine Safety Bonus is +6 no matter which components you get it from
- Increased Mission duration for those missions related to gathering Intel of any type
- Updated icon from "Orchestrated Salvage" icon to match ship destruction color schemes
- Improved error handling with New Game templates is JSON config file is missing or contains invalid syntax (hand-edit)

Update #272: Brace for Impact!


Update #272 rolls out a nice set of small polishing improvements to the core game and another set of improvements to help the mod creators working on everything from story to new ships. With Update #272, we've improved the balance of how often the new missions appear and added new logs and hovers to ensure that Medical Rating is given its full due.


Mod Creators, last chance to get in beta!


The mod creator's beta has been chugging along for almost two months and we are now closing in our early August launch date. Modders have cooked up some amazing things that will get featured in the first weeks -- rebalance mods, changes to ship design, new ships, flying xeno ships (!!!) and the first story mods are now under development! If you want to join the beta and get something in under the deadline to get featured in our mod launch celebration, now is the time. All the steps to join up are posted on the Steam group, so sign up today and let's create together.

What’s the latest on Cyber Knights?


Development on our next game, Cyber Knights: Flashpoint, proceeds apace. We’re currently working toward the private alpha test for Kickstarter backers, following the same process we used for Star Traders: Frontiers. But you can view the latest updates on the CKF Steam page (make sure you’ve wishlisted and followed!), or join us for behind-the-scenes discussion and development snapshots in our Discord.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/

Medical Rating


Medical Rating can be very helpful on a ship as a supporting stat for your Doctors and Combat Medics, but it is used in unique ways compared to many of your other ship stats. Its important role in traveling events was not clear enough in the game, so with this update we've improved the hover in Ship Status describing Medical Rating and also clearly labeled its effect on Doctor Skill travel events in the travel log. We'll even included it here -- each point of Medical Rating adds +3 Standard Dice to your Doctor Skill traveling tests, where your crew and officer's Doctor Skill adds +1 Strong Dice per point. For ships of any size, Medical Rating is a big help to pass these tests, especially for larger ones.

For all the rest of Medical Rating's far reaching effects, check out the wiki:
https://startraders.fandom.com/wiki/Medical_Rating

Mission Rebalance


The missions added in Update #271 were using the new system available to the modders. We have now rewritten that system to be more flexible and also rebalanced it to prevent these missions from appearing too heavily in the rotation. Specifically, in this case, "Nomadic Defender" and "Mercantile Negotiation" will appear less often, especially in the early game.

Fixed Logging


We've cleaned up 2 small logging issues -- where Spice Hall would mislog the Morale bonuses for Libertine Trait and where a Contact would fund a Spice Festival Rumor but the log would report it was Mercs. A huge thanks to everyone watching the game's simulation so closely and reporting these minor, but important, issues! Every bug must die :D

v3.1.77 - 7/17/2021


- Improved mission weighting of new mission "Nomadic Defender" and "Mercantile Negotiation" to be more in line with other similar missions
- Improved log for Doctor traveling events to highlight the value of Medical Rating for saves
- Improved tooltip on Medical Rating, stating that it adds exactly +3 standard dice to Doctor travel saves per point
- Fixed spice hall log issue with Libertine Trait printing incorrect Morale bonus
- Fixed Zone News log issues misreporting a Contact funding a Spice Festival Rumor as a Mercs Rumor

Last Days 50% Off + Update #271: Industrial Boom


Update #271 focuses on a batch of changes to the economic simulation, reworking some of the game world economy to the supply and demand chain of raw to refined to manufactured goods stronger and more clearly hungry for supply. Mines mine more, refineries want more metal and refine more, and industrial zones produce more. While we've been working to update other areas of the game, we've been completing a cycle of study and analysis on the game world's economy and Update #271 puts the resulting changes into action.

This one also has a big chunk of update for the modders -- enabling full proc-gen mission, story mission and storyline support!

For a different flavor of Trese Brothers sci-fi, check out Cyber Knights!


Our next game, Cyber Knights: Flashpoint is under development. Set in a different universe than Star Traders, we think much of what you all love about STF (a lore-rich world, many ways to play, strong independent spirit, lots of RPG depth) is shared within. Learn more about the Cyber Knights setting on its Steam page, or check out this video showing a ton of art and discussing the game design.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/

Economic Rebalance


In general, the differentiation between supplies and demands are more extreme and more diverse now within the raw material and manufactured goods markets. The production of ores has been increased for Mining zones and the demand for ores in turn has been increased in Refineries. This flows down the chain, with the output of refined metals increasing at those Refineries and finally, Industrial now demands more raw and refined materials than ever before

Industrial Booms


The production output level of all Industrial zones has increased, making Industrial worlds capable of being a larger profit center for a Star Trader, better fulfilling mission demand, and possibly able to serve and exhaust the demand in multiple nearby zone markets.

Duke Permits


In a small but important tweak, the Duke Contact Type can now offer up to grade 3 Permits instead of only grade 2. As a local zone nobility, the Duke has a lot of interest in all areas of operation, not only limited to military and the navy. Their economic clout deserves to drive negotiations at a Permit 3 level.

v3.1.75 - 7/5/2021


- Re-balanced Supply and Demand Hydrogen Fuel, Methane Fuel
- Increased Trade Value of Hydrogen Fuel by 40%
- Re-balanced the trade of Ores, Metals and Alloys
- Increased Production output of all Industrial Zones
- Base Permit Level available from Duke Contact increased to 3

Save Summery 50% and Update #270: Void Nomad


There are only a few days left in this year's Steam Summer Sale which boasts the best price for the year for Star Traders: Frontiers. The bridge awaits, captain!

We're constantly working to improve and expand the game and Update #270 hits those notes with new mission content, new rules for orbital ops, fixing a bug in the latest "Fractured Factions" storyline and a series of bugs with Jyeeta Era missions. A lot of the work in the last two months has been to expand and round out mod support for the mod creators in the on-going beta and Update #270 is no different, prepping the way for modders to create their own proc-gen missions. If you like the pace of updates, please consider leaving a review and telling a friend -- especially during Summer Sale!

For a different flavor of Trese Brothers sci-fi, check out Cyber Knights!


Our next game, Cyber Knights: Flashpoint is under development. Set in a different universe than Star Traders, we think much of what you all love about STF (a lore-rich world, many ways to play, strong independent spirit, lots of RPG depth) is shared within. Learn more about the Cyber Knights setting on its Steam page, or check out this video showing a ton of art and discussing the game design.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/

New Missions


Update #270 adds 2 new mission types of the game -- an extended roving patrol mission with a lot of options about where and when to patrol and a diplomatic mission that mixes both negotiation, escorting a passenger and delivering cargo to get the deal done. Internally, we've prepped the game engine for modders to add new missions but to make sure we put the system through all of its paces, we'll be adding a series of new missions over the next few updates, specifically looking for mission types and sequences that are underserved or could have more interesting variety, such as the combo of diplomacy-passenger-cargo.

We've also made a change to how cargo delivery missions affect Rep. If you're delivering cargo to a faction that isn't the one who offered the mission (working for Cadar, delivering to Thulun) you will no longer lose Rep with Thulun.


Fractured Factions and Jyeeta Fixes


For some paths through Fractured Factions storyline, the special faction-specific ship story component was never appearing. We've now fixed that bug for new captains and for captains who have passed through the storylnie. Within a few years, it should show up next time you visit a Cadar world.

This update catches up on a bug introduced by the internal modding work we've been doing for the mod creators. During the Jyeeta Era, some of the missions were no longer turning up Jyeeta opponents. This has been resolved!


Mutinous Orbital Ops


Your crew will now refuse to engage in any orbital operations once it nears mutiny. In some cases, it was possible to run orbital ops nearly endlessly without landing on a zone. You can still do this if you are excelling at the card game -- finding ways to increase Morale, steal fuel, etc -- but if things are falling apart, you'll now reach a bottom out point where the crew refuses to keep going.

Genetic Sequencing


We've fixed an issue reported with Scientist "Genetic Sequencing" Talent where it was producing more than the maximum of 10 Scientific Intel. Sorry! Nerf!

v3.1.73 - 7/2/2021


- Added new "Nomadic Defender" mission type, long trip patrol
- Added new "Mercantile Negotiation" help mediate a contract and then seal the deal with a cargo delivery
- Cargo missions no longer damage Rep with target faction
- Added prevention of all orbital ops if crew is at mutiny levels of Morale
- Fixed bug in "Fractured Factions" that could prevent new ship components from appearing
- Fixed issue where some xeno story missions -- such as Jyeeta Era -- could turn up human enemies
- Fixed issue with Scientist "Genetic Sequencing" producing over maximum Scientific Intel

Save 50% Summer Deal and Update #269: Welcome Captains!


The Steam Summer sale is on with the best deal of the year for new captains -- a galactic 50% off. Welcome to the hundreds of new Star Traders firing up their engines and taking to the void. The community forums are very friendly place to ask for advice or post feedback on the game or please join us on the official Trese Brothers Discord for help, strategies or more.

Update #269 comes with exciting new new character faces and a number of improvements fixes coming straight out of the community. We sure to share the game this week and consider posting a review if you're enjoying the pace of updates.

Speaking of new, new new -- if word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2022 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight.
https://store.steampowered.com/app/1021210?snr=1_2108_9__2107


4 New Faces


It is always good to see new faces in the crew, even among your enemies. Update #269 adds 4 new faces in total, including some masculine options with longer hair and 2 varieties of beards. With this update, we've reached 104 total faces in the game. Our next art expansion will all focus on additional outfits and a few final hats, but we're excited to be looking toward the mods release that will hopefully invite more artists to join in and expand the options!


Follow-up Fixes


Update #268 debuted a new story vignette, and its always good to have a follow-up release with some fixes and improvements after a big content release. With this update, we've tweaked and improved some of the Trait mutation paths, especially around trading and spying in the void.

We've also fixed an on-going bug with the Mechanic Talent "Ordnance Overhaul" which was crashing in some very specific scenarios based on what weapons and ship components were damaged. We've fixed a mistake in the description for the Shock Trooper Talent "Retaliation" which will return fire with Braced Fire if you have trained it. Finally, there was a bug in the Jyeeta Era where the Coalition Commander --if present -- offered missions but without any explanation of what they were.

Happy Summer Sale all! May your wishlists delivery many delights :D

v3.1.71 - 6/27/2021


- Added 4 new character faces - long hair, beards, blue hair!
- Improved Trait mutation paths
- Fixed crash with Mechanic "Ordnance Overhaul" Talent
- Fixed typo for Shock Trooper "Retaliation" can use Talent "Braced Fire" as its counter
- Fixed issue with Coalition Commander having empty mission box during Jyeeta Era