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SPL: Skilled Pilots Live News

Patch 0.2.24

Hi There,

[h2]Patch 0.2.24[/h2]

* Finished GPU and CPU optimizations the game should run crazy smooth now - CPU related performance increased up to 100%. I'm getting ready gameplay update #2, which will utilize these improvements, as fights will get much bigger and more intense.
* Fixed a memory leak that gradually reduced CPU-bound framerate over course of playthrough.
* Changed bolter SFX it should now sound accordingly, low, booming, brutal.
* Improved and reworked most VFX for better look and performance.
* Modified outline around dynamic objects like ships, it's no longer grey - but works more like Overlay blend in photoshop.

Patch 0.2.23

]Hi there,

[h2]Patch 0.2.23[/h2]

[h3]Engine changes and serious performance improvements[/h3]
There should be at least 50% performance increase, most of the GPU-bound framedrop scenarios have been eliminated:



  1. Switched from forward to deferred renderer
  2. Enabled screen space reflections
  3. Scenes should be much sharper and much easier to read: changed default anti-aliasing mode from FXAA to TSAA - try disabling Motion Blur for best experience.
  4. Improved performance on all particle systems
  5. Replaced most of the in-game translucency with masked materials, dithered for TSAA
  6. Redesigned level of details for asteroids, this reduced quad overdraw significantly and massively improved shadow rendering performance.
  7. Disabled ambient occlusion as it's pretty useless with the current sceneries and assets


There's still some potential improvement for CPU-time, this might get hammered by AI in larger fights.

I'm looking forward to your feedback. If we get a good enough performance, I will start thinking about adding clouds, nebulas and other volumetric fog effects.

Have fun,
especially if you had framedrops before!

Gameplay Update #1

Hi there,

[h2]Feedback summary & upcoming gameplay changes[/h2]
Based on beta testing feedback I identified an issue with gameplay that spoils the experience for many of you.
It goes something like this: "combat is so difficult and the enemies are so effective at defensive, fights fallback into cover shooter scenario, where the cover is the shield. The only effective strat seems to be countering, which makes the game boring".

This exactly the opposite of gameplay I wanted to give you, which is quick and deadly push-forward souls-like. It will be dealt with, starting with this patch.

I will be postpoting the release of a new boss fight, as clearly there are problems elsewhere.

Starting from this update I will focus on game's pacing and delivering the expected experience, until further notice.

[h2]Patch 0.2.22:[/h2]

[h3]Changes[/h3]
  • Enemies will switch between two behaviours: defensive and aggressive. Defensive is the old one, where the enemy used their shield and dodged almost perfectly. In aggressive mode they will forgo use of dodge and shield, and focus on killing you by just shooting if there's a chance to hit.
    In aggressive mode their guard is down and they offer an opening for your attacks.
    Currently the enemies will change stances randomly, for random duration, but overall it will be 50/50 defensive/aggressive.
  • AI will suffer much less from reduced accuracy - when you are strafing. This change supports their new aggressive stance. They will really try to get you.
  • Starborne will overheat much quicker, and therefore reach maximum plasma damage earlier. Combined with the new aggressive stance it will make the fight much more interesting.
  • Plasmagun max damage reduced to 25.
  • Reworked technology progression thresholds, it will be trivial to get first few upgrades, but exponentially harder as you level up.
  • Tech level progress bars now display numerical progress as well - current/target value.
  • Number of technology parts per ship/asteroid is randomized, number of destroy-able asteroids per neutral scenery is randomized.
  • Multi-enemy encounters will appear much quicker.
  • First enemy of given species will equip sentinel variant weapon - as a warm-up fight. Next encounters won't have any weapon variant restrictions.
  • Hailgun projectiles have much less momentum, a short volley used to get the ship into uncontrollable spin, even when deflected with shield.
  • Added a new strat that helps with dropping heat quicker: The longer your heat keeps falling, the quicker it falls.

[h3]Bugfixes[/h3]
  • Plasmagun max damage was scaling too high when near overheat.
  • Leaderboards showing 0 score.
  • If you died during survival simulation it became impossible to complete.
  • Escape marker pointing towards Mind Eater instead of away from.



New Content Update #1

Hi there,

[h3]Patch: 0.2.21[/h3]
The steam store page is almost done, so now I can get back to work, and deliver new content once again!

[h2]New flight arena[/h2]
Detected Native artifact power signature: Irides
Irides can sooth the exposure from Mind Eaters call.
When you fly through one, you gain precious seconds. The quicker you fly, the more time you get!
Warning: Irids close if you use jump drive! They will open again, once you hide away from the Mind Eaters gaze.

This new encounter will appear at least once, somewhere in the middle/end of the run.

[h2]New Flight game mechanic[/h2]
If you use shield counter just before hitting an obstacle, you can bounce in a chosen direction, while maintaining velocity. You can bounce around with insane speeds like a guided cannon ball, or crash and explode, if you miss the timing.



[h3]Other changes[/h3]
  • Improvement: Starborne Nexus will use jump drive and chase you if it's hurt enough. This should make cheesing the boss fight, with a long range weapon less viable.
  • Improvement: Reworked ship's rotation movement, it's significantly smoother now.
  • Bug-fix: Dying after Nexus appeared, could reduce the arrival progress, making the Nexus disappear.


Dear beta testers,
Have fun!

Pew