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Stardock Game News

Star Control: Origins - Earth Rising Announced

Published on Tuesday, December 4, 2018 By redskittlesonly In Star Control News

The story of Star Control: Origins continues next week with Earth Rising, a 4-part expansion that covers humanity's expansion into the galaxy.

The first part, Aftermath, will release on December 11, 2018. Earth Rising will add dozens of missions, new alien races, and a variety of ships.

As Captain of Earth's first interstellar starship, your primary mission is to ensure the safety of Earth from hostile alien forces through a combination of diplomacy and combat skill, while acquiring the materials and technologies Earth needs to begin growing beyond its home solar system.

In the first part, Aftermath, players discover that not every alien is happy about the prospect of an expanding human empire. There are unknown enemies lurking in the shadows seeking to undermine Earth's ambitions, while others begin to react to the recent successes of the Earth captain and his primitive ship.

While the expansion adds a great deal of content for those who have already completed the major events of Star Control: Origins, much of the new content greatly expands the richness of the Star Control universe for first-time players, including many new side-quests, new alien species, and new ships to recruit.

Star Control: Origins - Earth Rising is $19.99 with Part 1, Aftermath, available on December 11. Part 2 will be released this winter, Part 3 this spring and Part 4 this summer. 

To learn more, visit www.starcontrol.com

Contact: press@stardock.com

Screenshots:

Meet the Gloosh, a new hidden power of the Scryve sector.

 

New map areas are unlocked in Aftermath to explore.

 

Not everyone is pleased with the rapid ascension of the primitive humans from Sol III.

 

Free Star Control: Origins DLC Arrives December 6

Published on Thursday, November 29, 2018 By redskittlesonly In Star Control News

Stardock will release a new FREE DLC for its new space adventure game, Star Control: Origins. The DLC, Reinforcements, adds a dozen new ships to pilot in Star Control: Origins' combat mini-game, Fleet Battles.

Star Control: Origins puts the player in command of Earth's first interstellar ship on a mission to save the earth from impending destruction at the hands of a hostile alien empire.  During the course of the game, players will encounter dozens of alien civilizations, explore hundreds of planets and attempt to find a way to prevent the malevolent Scryve Empire from finding and destroying Earth.

Star Control: Origins also includes a combat mini-game called Fleet Battles in which players assemble fleets of ships and take them into combat either against the computer or against other players online.  The free Reinforcements DLC nearly doubles the number of ships available to choose from by default.

To learn more, visit www.starcontrol.com

Contact: press@stardock.com

Example Ships

Menkmack Opportunist

  Scavenger

  Norast Diamond

Norast

 

Screenshots

Star Control: Origins - Reinforcements DLC    Star Control: Origins - Reinforcements DLC 

Star Control: Origins v1.2 arrives with Adventure Studio accessibility updates and more!

Published on Thursday, November 15, 2018 By Tatiora In Star Control News

Access Adventure Studio from the main menu and
make your own mods quickly and easily!

The v1.2 update addresses player feedback about the collecting and selling of resources, adds upgrades and special rewards to the Terran Colonization quests, and more. For a full list of v1.2 details, view the changelog at the bottom of the post.

Using Adventure Studio, create your own star systems, quests, characters, and much more in Star Control: Origins. You can upload and use other mods as well with the Multiverse option to engage with infinite new stories and experiences created by you and other players!

 

v1.2 Update Highlights:
Adventure Studio
Use this standalone editor to create your own characters, quests, and dialogues

Try out all the easy-to-use tools of Adventure Studio in v1.2! Easy and straightforward, players will be able to access the editor from the main menu and begin using it right away. Modding is important to us here at Stardock, so these tools are simple to use for everyone.

Browse (and upload your own!) the player-created mods on the Steam Workshop through the Multiverse option on the Star Control: Origins main menu. If you're looking to get started with crafting your own quests, dialogues, and characters, check out the modding guide here!

 

Interface Improvements
Never accidentally sell your important resources again

Accidentally selling entire chunks of important resources is a thing of the past! Now, if you get a quest to collect a resource, the quest automatically locks that resource to prevent it from being sold. You can manually unlock it, just don't blame us! By default, non-conventional resources (in other words, the good stuff) are locked as well. We have been listening to your feedback, and now you can sell resources one at a time and get detailed information on planets by mousing over them.

 

Terran Colony Upgrades
Refuel your ships, recruit additional crew, and add new ships to your fleet

Completing the Terran Colonization quests now comes with some handsome rewards! Not only can you refuel and re-crew your vessels, but as the colonies develop, they also provide individual rewards, such as specialized weapons, ships, and lander components. See the changelog below for additional details on colony rewards!

 

Ready to check out v1.2 and wow the Star Control community with your own adventures?
Check out our modding guide here to get started! 

SCO v1.2 SCO v1.2 SCO v1.2 SCO v1.2 SCO v1.2 SCO v1.2

Haven't gotten into Star Control: Origins yet? Click here to go on an epic adventure and
start crafting incredible ships and stories today!
Or, add us to your Steam wishlist.


 

OFFICIAL v1.2 CHANGELOG

Highlights:

  • Adventure Studio - Launch this standalone editor from the crafting option on the main menu to create your own characters, quests, and dialogues.
  • Interface Improvements - Sell individual resources, lock (and manually unlock) resources required for quests, and more.  
  • Terran Colony Upgrades - Human colonies are now waypoints for refueling ships, recruiting more crew, and adding new ships to your fleet.

Terran Colony Upgrades

  • Provide free crew to the player
  • Heal human ships

Each colony now also provides a certain reward:

Colony 1 (Epsilon Trireme: Epsilon Trireme 1)

  • Gives the player a Flanking Nuke
  • Unlocks Terran Scout for purchase
  • Gives the player several Terran scouts

Colony 2 (Sirius A: P3X-411)

  • Gives you a free choice between max level Fleet Deflector, Fleet Accelerator and Fleet Weapon Amplifier

Colony 3 (Ross 128: Planet Ebru)

  • Unlocks Terran Cruiser Mark II for purchase. Gives free choice between Lander components

Gameplay

  • Lander cargo has (almost) infinite cargo space. The lander can now carry up to 1000 minerals, provided there is room in your flagship.
  • Landing cargo modules are no longer for sale; existing ones can be sold. 

Modding

  • Adventure Studio is ready for use!  Go to the crafting menu to launch this editor to create your own quests and dialogs.  
  • Added a button to disable all mods in the Multiverse screen. This calls a new function in the INI settings to clear out the list of enabled mods, and refreshes the UI.
  • Any mod that does not fit into "Adventure", "Maps", or "Params" is now put into a new "Misc" tab
  • Enabled controller support for the Multiverse screen and adjusted the spacing and padding of several controls to facilitate UI Navigation
  • Made player ship and ship components moddable

Interface Improvements

  • Implemented new lock for resources so you can't accidentally sell them
  • Added the ability to sell resources one-by-one
  • Mousing over planets now provides detail information about that planet
  • While on autopilot, your destination is shown on the map
  • Homeworlds now get auto-pinned when you're told to go there

Bugs

  • The Mu'Kay won't hassle you late game
  • Fixed some weirdness updating enabled Mods UI when Subscribing/Unsubscribing
  • Fixing the end-game behavior for 4 Measured ships who live in a system far from home.
  • Scripting fix for Alpha Satori if you arrive at the final battle having somehow sold/removed your Pinthi dispersal module.
  • Moving a Maelnir ship so it doesn't block a planet (Zeta Mus III)
  • Hid all of the crashed ships on Gas Giants (the mysterious interesting objects you all found too quickly) until humans can develop the tech to safely land there.  
  • You can not open the Origin before the Tywom trial and cause bad things to happen
  • GOG: enabled the "Learn More" button that was accidentally disabled missing from GOG Multiverse screen
  • Fixed a bad Xraki ship thumbnail
  • Fix for players unable to complete the Tywom Trial

v1.21 update brings additional language support for Offworld Trading Company base game and DLC

Published on Thursday, November 1, 2018 By Island Dog In Offworld News

We've updated so that all of our released
languages are now fully supported!

Enjoy the full range of dialogue and story in Offworld Trading Company
View the complete list of updates in the changelog below

We want everyone to be able to experience and enjoy all of the story, dialogue, and nuances in Offworld Trading Company and all of its DLC. We've updated support for the following languages so that the translations now extend to all aspects of the game:

Simplified Chinese
German
Brazilian Portuguese
Polish
Korean
Spanish
French
Russian

_______________________________________________________________________________________

What is Offworld Trading Company?

Take on the role of entrepreneur and travel to Mars for an economic showdown against
other companies in Offworld Trading Company! Buy out your competition and take control
of the Martian market in a strategy game where money, not military force, is your greatest
weapon
. The real-time, player-driven market is the foundation of the game, allowing you to buy
and sell resources and materials - even the food and water that the colonists need to
survive. Build up enough capital and gain access to the lucrative offworld markets so that
you can buy out your rivals and claim the Martian economy for yourself.

Check out Offworld Trading Company on Steam today!

 

Offworld Trading Co. Offworld Trading Co.

v1.21.24522 Changelog

  • Localization has been improved for the following languages:
    • French
    • German
    • Spanish
    • Korean
    • Polish
    • Brazilian Portuguese
    • Russian
    • Simplified Chinese

Balance

  • Elite Pleasure Domes now take the same entertainment share as a standard Pleasure Dome
  • Elite Headquarters reverted to use the same amount of steel as other factions

Bug Fixes

  • Scientist Nuclear Plants now have the same cost and power production as other factions
  • Fixed an issue with the resume button on the Infinite Map Challenge
  • Ticker Text now resets correctly

FREE Multiverse DLC for Star Control: Origins lets you create your own characters, quests, and more!

Published on Thursday, October 25, 2018 By Island Dog In Star Control News

With the FREE Multiverse DLC, your
only limit is your imagination!

The Star Control universe is yours to shape and control with the free Multiverse DLC! Add your own star systems, quests, characters, and much more in Star Control: Origins. You can upload and use other mods as well. Engage with infinite new stories and experiences created by you and other players!

The v1.1 update that accompanies the free DLC adds a new quest, some new character voices, and improves graphics and gameplay. For a full list of v1.1 details, view the changelog at the bottom of the post.

 

 

Included with the Multiverse DLC:
Multiverse
Play mods you've created, view downloaded mods, and browse the Steam Workshop to download or upload more

The Multiverse DLC not only allows you to create new content, but also lets you share it with other people. After you've crafted your new quest, adventure, etc., upload it to Steam Workshop to share with the rest of the world.

You can also browse Steam Workshop to see what other cool and interesting content other people have created. As the library of Star Control Multiverse content continues to grow, you'll be able to download and experience infinite new stories and experiences.

In addition to the DLC, we're releasing two Stardock-crafted mods. The Bounty Hunter mod adds a new Criminal Archive starbase where the Measured track down the galaxy's most dangerous criminals. You can accept bounties for these criminals, but beware: other bounty hunters may try to collect bounties on you! The Galactic Zoo mod tasks you with capturing various critters around the galaxy for you Tywom clients. You can find both mods in the Steam Workshop!

 

 

Create your own quests, stories, and adventures with custom characters, dialogue, and more

Want to change the universal gravitational constant to increase the lander's jump? Create an epic quest that spans the galaxy? How about modeling your own planets and star systems? You can make it happen!

Use the Ship and Building Crafting screens to add new visuals to your experience. Create crazy and powerful new weapons and aliens for players to encounter. Adventure studio will let you write entirely new stories and quests. Please check out our modding guide for info on accessing Adventure Studio.

From game balance all the way to writing new stories, there is very little you can't do with the crafting system.

 


Ready to wow the Star Control community with your own adventures?
Check out our modding guide here to get started! 

Haven't gotten into Star Control: Origins yet? Click here to go on an epic adventure and
start crafting incredible, ships, and stories today!
Or, add us to your Steam wishlist.


 

OFFICIAL V1.1 CHANGELOG

Highlights:

  • Updated ship components Early game components are cheaper, whereas late game components are more expensive.  Late game components are generally more effective.
  • Planet mineral balance We want to reward you for exploring dangerous worlds and less compelled to visit low-value worlds.  
  • Visual improvements We've improved the appearance of the leaders, planet props, and the planets.
  • Updated Fleet Battles Balance  We've made a fairly substantial improve ship balance in fleet battles.

Important: Due to the scope of these changes, this build may break any local mods that you have.  

Gameplay

  • Added new Flee mechanic.  After winning your first round, you can flee the battle.  However, note that the enemy fleet will be fully healed when you fight them again.
  • Added a new System Scanner component that highlights planets with "interesting" things.  
  • Added mouseover info for planets
  • Added mouseover to the "fleet picker" in Fleet battles for ships in your fleet
  • Adjusted lander physics to feel more weighty
  • Planet mineral balance pass.
  • Ship AI changes:
    • AI makes better use of wormholes
    • Smarter about hunting for wrecks (e.g. powerups)
    • Better at evading
    • Improvements to how the AI interacts with incoming projectiles
    • Improved AI behavior for Tywom turret placement
  • Added new unique weapons: Flank Blasters, Rapid Laser Dual & Gauss Cannon
  • Distributed new weapons among existing alien ships for better combat variety
  • Added new race of minor aliens in the Fang Cluster
  • Added new pheromones aliens encounter
  • Added tough new alien interactions in 4 systems
  • Changed the type of hyperdrive you get from Kzanti in Sirius A so that Star Control accepts it for Colony ships.
  • After meeting Wymdoo on Triton, a beacon now points the player towards the training base
  • Adding some Captain's Logs to the scared Tywom quest giver NPC.
  • Fix for a hitch with the Mukay Ice World prank the Menkmack play on them. All Ice Worlds are despawned when the prank is caught.
  • AI now taunts you in Fleet Battles
  • Moving the planet Vrooms in Alpha Mensae much further into the system to stop some weird behavior when the player tried to land on it and went into hyperspace instead.
  • Moving some planets in Arcturus a little closer to the star, so that players can actually land on them.
  • Reduced cost and increased efficiency of lander components
  • Increased the cost of powerful nuclear missile variants
  • Reduced the selling price of some weapons that can be looted
  • Increased the cost of late-game ship components
  • Earthship energy regen rate increased from 7 to 9.
  • Changed some ships to the human faction to allow healing.
  • Default Lander Crew increased from 5 to 6.
  • Deflector Mark II reduced from 20% to 15%.
  • Reduced cost of overpriced lander components.
  • Reduced the selling price of some of the "random" pick-up weapons.
  • Fixed some ships having too small RU value.
  • Increased cost powerful Nuke variants.
  • Overmind Deflector reduced from 25% to 20%.
  • Slight nerf to stacking deflectors.
  • Planet mineral balance pass. In general, the higher the risk, the higher the reward!
  • Minor balance changes to Norast ship and Battlecruiser since you can now heal them.
  • The game now despawns mercenaries when you hire the Mercenary Captain.
  • Measured/Phamysht/Boscan Transport won't bother the player after winning
  • All ships can now be recrewed from Star Control base
  • Urlon convoys now use the proper ship in combat.

Audio

  • Added new voice for the Freed Trandals
  • Fixed streaming settings for new Scryve music
  • Adding Earthling Cruiser weapon variations
  • Added canister bomb weapon fire variations
  • Added Scryve space exploration 1 song.
  • Added audio event for planetary investigation

Interface

  • Improved remapping of keys and controller inputs
  • MP Lobby no longer shows the wrong Fleet after ending a match
  • Right-clicking on AI button in fleet battles setup now moves backward through the opponent types.
  • Starbase Buy/Sell Panel no longer loses focus sometimes
  • Fix the possibility of users being able to select options whilst "are you sure you want to surrender" prompt is up
  • Resolved issue with pressing B button on controller causing popup dialogs to cancel but not call any button functions!

Graphics

  • Improved some planet buildings and props that weren't set in the ground properly
  • Improved appearance for many planet props
  • Updated visuals for the bug and worm critters
  • Optimized shaders to increase perf. on planets
  • Added a configurable frame limiter in the settings file
  • Fixed some very pixelated Red Stars in hyperspace
  • Updated the Xraki, Greegrox, Trandal and Jeff leader screens visuals
  • General animation polish/fixes for the Menkmack and  Mercenary Captain
  • Added animation to the Trandal leader background
  • Added a bigger explosion when you defeat the final boss
  • Compressed planet models textures to save space on disk (and small perf. bonus to boot!)
  • Slight performance improvements to stamps.

 

Foreign Languages

  • Added Commander voice over for German and Chinese languages.
  • Updated galaxy object names for non-English to improve translation and better match quests.
  • Added translations for Portuguese-Brazil and Spanish (Spain).
  • Updated translations for German, Russian and Simplified Chinese with lots of fixes/corrections.

 

Bugs

  • In fleet battles, the enemy purple engine trail now matches the player trail's in length and size
  • Fleet battles now have space backgrounds in hyperspace
  • Pulsar weapon now has a description
  • Fixed some transports not giving the right RU bounty when destroyed
  • All misc salvageable ships now use the human pilot animation in combat
  • Using the Observer cloak ability in MP will no longer cause the ship parts of the affected ship to sometimes have very bad transforms
  • Ship acceleration indicator on inventory and starbase screens now use correct value rather
  • Fixing some incorrect popup descriptions for Engine rewards
  • Autonav to a starbase will not drain your fuel while you're there
  • The Tywom will now properly deduct any superfluids from the player.
  • Tywom Fuel Rescue guy will no constantly respawn further away when you enter combat (coward!)
  • If your Vindicator is full, collecting an item longer deletes it permanently
  • The "sell conventionals" button is no longer disabled if you didn't have a common resource in your cargo.
  • Fix for the alien who can't be ignored in Alpha Mus.
  • Fixing an incongruous movie for a building on Iota Aspis B II.
  • Fix escape when using surrender from escape menu in Fleet battle (campaign) causing the game to unpause.
  • Fix for various bugs with strange Measured obelisks quests
  • Modified marketplace to deal with an issue where you could lose fuel by selecting the same component in the list.
  • If your main ship mysteriously disappears, we'll give you a new one
  • Urlon ships no longer look huge in hyperspace
  • Deleting a ship design will now correctly select the first design in the list afterward.
  • Ships are no longer stuck on the edge of the Arcturus system.
  • Maelnir trader in Arcturus is no longer stuck inside the star.
  • You can longer get stuck running out of fuel during the final fight
  • Fix for incorrect Game Over a few days later if you stop the Xraki from destroying Earth after they arrive.
  • Removed collision from trees and small rocks because hitting trees wasn't fun
  • Fixed a controller hang issue when dismissing auto nav dialogs quickly.
  • Adjusted Controller UI dead zone value  as it was overly sensitive.
  • Fixed difficulty checking boxes in gameplay tab of options
  • Fixes issue with acceleration and recharge being identical in Melee config screen
  • Fixes various problems with interacting with a planet after interacting with a ship
  • Fixed floating rocks on Beta Wendigo I
  • Fixed bad placement of village on Wastear in the Lacaille 8760 system.

 

Balance changes to Fleet Battles

Tywom

Despite being the first ship players get access to in the Adventure Mode, it’s incredibly powerful and one of the best. The incredibly rapid fire rate of the main gun made it too good at bursting enemy ships down. In particular, the Spawn Turret mechanic could be quite exploitative and anti-fun by encouraging the player to avoid the enemy spawning turrets and never engaging directly. These changes will make the Tywom play more actively and make it feel like more of a starter ship.

  • Tywom Bolt cooldown increased from 1.5 to 2.25
  • Turret duration reduced from 30 to 15
  • Max turrets reduced from 5 to 3
  • Points reduced from 12 to 10

Greegrox Swarm

The Greegrox was far too difficult to hit with projectiles due to the tiny Collision box combined with instant direction changing. These changes will make the Greegrox easier to hit.

  • Collision box increased from 0.25 to 0.30
  • Acceleration reduced from 18 to 12
  • Points reduced from 12 to 10

Measured Response

The Measured Response could be very frustrating to play against due to the permanent slows and difficulty to hit due to high acceleration, small hitbox and instant direction changes. It will be easier to hit and its weapons are getting toned down to justify its 7 points cost.

  • Red Tape now only temporarily slows instead of permanent slows
  • Acceleration reduced from 20 to 14
  • Invitation damage reduced from 10 to 8

Terran Cruiser

The Earthling Cruiser was too fragile and too clunky to control. These changes will make the Terran Cruiser stronger and more fun to play

  • Health increased from 19 to 24
  • Turn rate increased from 75 to 85

Lexite Interceptor

The Lexite Interceptor was far too strong to justify its low 9 point cost.

  • Points increased from 9 to 11

Trandals Frigate

The raw power of the Trandal Weapon was too much, especially when combined with its massive mobility allowing it to flank enemy ships or pickup all the salvage easily.

  • Laser Ribbon Bola damage per second reduced from 150 to 110

Scryve Probe

Like the Tywom Bolt, the Scout Shot was able to burst targets down far too quickly despite also having the dangerous self-destruct.

  • Scout Shot damage reduced from 6 to 5
  • Scout shot cooldown increased from 1.5 to 2.25

Note: This is intended to also affect other ships using Scout Shot.

Drenkend Carrier

The Drenkend Carrier was too strong to justify 12 points. The De-energizer Bolt could be quite exploitative due to it’s rapid-fire and low energy cost, which could permanent chain stun targets.

  • Points increased from 12 to 16
  • De-energizer Bolt energy cost increased from 5 to 10
  • De-energizer bolt cooldown increased from 0.4 to 0.8

Xraki Devourer

The Xraki Devourer was too strong at 12 points. The long range and massive energy pool encouraged the ship to avoid the enemy and fly away poking long range black holes, which also were deadly at close range. Lowering the range of the Black Hole projectile will force the Xraki ship to approach the enemy more.

  • Points increased from 12 to 14
  • Energy cost reduced from 100 to 85
  • Black hole duration reduced from 5 to 2.5

Menkmack Negotiator

The Menkmack Negotiator was too weak for 12 points.

  • Points cost reduced from 12 to 10

Phamyst Consumer

Invitation was far too spammable at only 10 energy as it practically had no drain on the Phamyst, given the huge range and lack of required aiming it was too powerful.

  • Invitation Energy cost increased from 10 to 20

Kzanti Intimidator

The Kzanti ship was frustrating to verse as it was overly nimble and able to knock the enemy away with Repulsor. It will now be slightly less agile and not be able to spam Repulsor on top of planting mines. Especially important as this was one of the first ships the player would encounter in the Adventure Mode.

  • Points cost reduced from 13 to 11
  • Repulsor energy cost increased from 5 to 10
  • Max speed reduced from 6.5 to 6
  • Acceleration reduced from 6.75 to 6

Star Control: Week 4 Blog

Published on Tuesday, October 16, 2018 By Island Dog In Star Control Journals

Hello...BEST FRIENDS!

We are currently working on version 1.1 of Star Control: Origins and the first free DLC called the Multiverse.  We expect to have a beta version of v1.1 out this week for those who want to try it out.  

Multiverse

The Multiverse DLC will open up Steam Workshop to modders who want to create their own stories, maps, custom settings, aliens, etc. for people to play with.  This DLC will obviously evolve over time and get more features as we learn what kinds of things players like to share.

The Expansion

We will be announcing the first expansion in a few weeks which will be released as a single season pass so that we can release it as a series of micro-expansions.  It will introduce lots of new aliens, new places to visit, new quests and will benefit both players who have finished the main storyline as well as new players.

As always, let us know if there's anything you'd like to see.

Cheers!

 

Originally posted by Draginol here.

Ashes Dev Journal - King of the Hill Analysis

Published on Wednesday, October 10, 2018 By GGTheMachine In Ashes Dev Journals

 

King of the Hill is a scenario for Ashes Escalation where the player has to hold out as long as they can against endless waves of enemies. It plays out like a Tower Defense game; establish a strong defense and continue to place more turrets and upgrade them to bolster your position. Tower Defense games can be quite simple with limited options, but King of the Hill is complex because it's inside of Ashes with all the mechanics and content that the game contains. RTS games, and their cousin Tower Defense, are all about weighing up opportunity costs and making meaningful decisions. 

Continue Reading...

Star Control: Origins - Expansion plans

Published on Friday, September 28, 2018 By Frogboy In Star Control Journals

Greetings!  With Star Control: Origins out and having already sold nearly 50,000 copies after only a week of availability we are now ready to talk about...THE FUTURE.

sco_mukay

We will be making an official announcement after version 1.1 (the big modding release) is available but we didn't want fans, especially those who are starting to finish the Origins adventure, to have to wait to know what's next.

Needless to say, we've gone back and forth on the best way to deliver new stories, quests and features to players in a way that fits in.  Now, keep in mind, the base game will continue to be updated and improved for free.  But obviously, new adventures and content are a different thing.  So what's the best way?

SCO-Sept18-5

We looked at 4 options.  I'll list the 3 we rejected and why.

Option 1: Traditional expansion.  This is what we've done with our other games.  You make a single big expansion and release it.  Fans tend to like these in our strategy games.  However, the problem here is that this would mean waiting a year to continue the story in any meaningful way.

Option 2: DLCs.  DLCs make sense in many ways but they have a lot of issues too.  Many players will say that they feel "nickeled and dimed" when they see lots of little DLCs.  We ran into this with Galactic Civilizations III where we'd just release a few DLCs per year.  That sounds reasonable right? But after 3 years, there's now 12 of them and people get upset seeing all those DLCs.

Option 3: In-Game transactions.  Believe it or not, a lot of people do like these.  However, I personally don't like this.

Vindicator_Perspective-web

So what's left?  We look around at other adventure/rpg games and a Season Pass works the best.   I won't get into too many details but the plan is to release 6 mini-expansions for $19.99.  The micro-expansions will be released one at a time and they will add new missions, new characters, ships, stars, map areas, features, etc.  

I wouldn't call these mini-expansions "episodes" because much of the content doesn't require that you have completed the Origins mission (plenty of it does follow the end of the Origins mission).  

The first mini expansion would be made available in November and they'd continue on a set schedule with all of them and a general (non-spoilery) list of features that each one will bring. 

SCO-July18-6

When the first micro-expansion is installed, if you have finished the Origins story, the next stage in our multi-year story arc will continue.  So after the "credits roll" you get a new cut scene that introduces you to the new state of the universe.  On the other hand, if you have not finished the story or for those who have never played the game, they'll just see the galaxy a little more filled out.  New side-quests, just a bit more "stuff" to bring the universe alive.

What will effectively happen is that players will have more and more paths to choose from in deciding how best to help Earth and have a richer, deeper universe to play in.

Please let us know your thoughts.

[ German Version ]  [ Russian Version ]

Star Control: WEEK TWO news!

Published on Sunday, September 23, 2018 By Frogboy In Star Control Journals

Greetings!

Wow! What a fantastic week! Like many of you, we weren't sure what the reception would be. How many people are into space adventure/RPG games? I've even seen debates on what exactly is an RPG?

Here's what we have planned for this week:

Translation (Перевод)

Russia is the #2 market for this game. With German a close #3. The translations came in a lot hotter than we expected due to the star and planet names.

We are hoping very much to have a package from Moscow waiting in our inbox with the final translations so that we can get those up. We will also be updating the other languages as people find issues. Humor...is not always easy to translate.

Spanish, Portuguese and Chinese are also supposed to get in but they might slip to the v1.01 update to get more QA time. Finnish and Norwegian are also currently in QA. 

Stability

Overall stability is looking pretty good. But we have definitely encountered a few really baffling things and we know some of you are into this sort of thing like we are so we'll keep you up to date on the detective work. But here are the biggies:

1. Some people have reported not being able to load and save games. That's obviously a huge issue. But it dies immediately upon trying to open that dialog. 

2. Crash on start up. This is, so far, 95% because people have altered their page file size to be smaller or fixed. Don't do that (I used to do it too). Windows 10 commits memory based on your core size if the game loads assets via that core. So yes, no matter what, if you play long enough even though the game might only be using 2G, it will commit 16Gigs. It's not leaking, the OS is caching it. So you an imagine what happens if you have a fixed page file.

3. Random locks/pauses. So far, this is largely due to CPU or GPU throttling (mainly GPU throttling). Your NVIDIA or AMD GPU can get very hot playing this game because the engine will use multiple CPU cores to send data to your GPU. You might need to make your GPU fans more aggressive.

For the update, we're going to put a tiny throttle to prevent this issue (don't worry it won't slow things down).

Usability and buglets

1. Fix for SUPER-ULTRA wide monitors. (32x9). You crazy people! We love ya, BEST FRIENDS!

2. Some of the alien meeting achievements aren't working right depending on timing. Fixed.

3. The game will let you know that you don't need to land on every crummy planet if you're landing on a bunch of crummy planets. #1 negative review source has been people landing on thousands of planets and thinking that's the way to make money. SC doesn't have a sand based (silicon) based economy.

4. Improved AI for the fleet controller module.

5. Updated UI for turning on and off the fleet controller module during battle.

6. Mappable E for interact.

7. Talk to MS (again) about whitelisting Star Control from Windows Defender so that it quits scanning all our files (for those experiencing load time pain).

8. Auto-Pilot will warn player that their destination is beyond their fuel range.

9. Typos. (removing them, not adding them).

10. Option to remove movie subtitles.

More to come!

Thank you everyone for your support! And as always, we would appreciate it a lot if you would review the game on Steam (good, bad, ugly). We read all the reviews and your posts.

Cheers!

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