1. Frontiers Reach
  2. News

Frontiers Reach News

Stepping into a New Frontier

In keeping with the promise of curating Frontiers Reach, I have an announcement to make in this regard.

Currently, sitting up on the experimental branch, a version of Frontiers Reach is running in Unity 6.

The performance increase from migrating to Unity 6 is noticeable but there is some work to do before I can finally deploy the Unity 6 version to the main branch. Additionally there will be some balance changes and... a new uncharted world to explore for those of you who have gotten to the uncharted worlds content. Trailer for that to come later.

For now I want to share with you a vision I've had for almost 10 years finally made manifest in limited form.

This is Frontiers Reach : Mercenaries

[previewyoutube][/previewyoutube]

This is all footage from the tech demo that I've been putting together for FR:M and this isn't even everything that is in the tech demo. This 9 minute and 19 second sizzle reel only covers about 65% of what is in the current iteration of the tech demo.

Below is a list explaining what you can expect to find.


A new large map with several biomes and unique land features as well as points of interest to visit. This whole new setup has the current iteration of the tech demo feeling a bit like an extraction shooter. It will not stay this way though.


- Biomes have been tweaked to be as visually unique as possible given some limitations with the current toolset, however a new update to my terrain shader plugin from the dev working on it has made greater variety in biomes possible for future updates. Expect to see a regeneration of the map in the future.


- Unimproved roadways have been added to some areas i.e. dirt roads.

Story elements have been pulled for the time being. Will make it back in when the scenario manager is finally tied into the project.


- For those who don't know there were light story telling elements in the first few iterations of the tech demo, those have been removed for the time being. I want to focus on getting the foundational mechanics in first.

There is now a Map of the entire sector complete with player position and icons showing the currently available points of interest.


- This in combination with the compass have proven to be a big help in navigating the level and having the points of interest labeled on the map is especially a big help in finding them. This is actually a critical piece of infrastructure that is scalable for the future.

There is a total of 12 points of interest to visit. 3 hostile, 2 friendly, and 7 creature.


- Hostile points of interest have destructible buildings that you can earn currency for destroying. Destroying all destructible buildings will force the point of interest into cooldown and then reset.


- Friendly points of interest also have destructible buildings but will cause you to lose currency if you blow them up.


- Creature based points of interest will enter cooldown when they have no more spawns to put out, they also have a chance to spawn raiders.


- One of the points of interest is a cave system built to test out cave exploration and combat along with free-climbing.

Item and Weapon shops have been added along with loot drops which can be sold for currency.


- The towns of Sedonia and Vicker's Refuge both have item and weapon shops you can visit.

3 new weapons have been added to the game for players to use while on foot.


- OA AP-30 : An auto pistol made by Oshiro Armaments.
- Radiant Star Cannon : An old mining laser retro-fitted during the Frontier War for use as a weapon. Can destroy buildings in a single shot.
- Lazerov Longreach Sniper Rifle : A sniper rifle capable of taking down soft targets in a single shot.

VTOL rig with engineering art is now available for use and you will likely want to use it as it can land just about anywhere.


- This is a very basic implementation and the artwork is very rough on the eyes. Will update it later when I have artwork to slot in there.

Day/Night Cycle


- There is now a day/night cycle that will progress over time using a real time lighting setup, this includes a night time lighting setup that calculates bounce lighting from the gas giant.


If you would like to be a part of the development of Frontiers Reach : Mercenaries I highly recommend joining the Discord.

Update to Version 1.3.031525

This is a small issue that is aimed at addressing a few key concerns.

- Modified Third Person Perspective enemy markers to always be on when tracking a target. Previously they would toggle off once their tracked target was in camera view. Also added a few more to increase the number of trackable targets in this perspective.

- Fixed an issue with look controls on joystick/HOTAS. Should now be bound to the correct axis.

- Fixed an issue where the throttle readout would show decimals up to 8 places on some machines.

- Added Baked Occlusion Culling to all planetary maps as a temporary performance fix. Still waiting on some critical pieces of technology to fall into place before converting all planetary terrain from built in Unity Terrain to standard Mesh Objects.

- Added LODs to Cockpit Instruments so that they will not render when in Third Person Perspective.

- Added a toggle to allow users to change the throttle axis mode from -1 to 1, to 0 - 1 throttle calibration. I have no 0 -1 throttle in house to test this so I have no idea if this is going to work but everything seems fine on my end.

Patch Update #3 for ATW

This is a patch update to accompany the Uncharted World Release

- Fixed a bug that could erase data packages retrieved from Uncharted Worlds

- Potential fix for screen resolution not loading properly and causing an error on some monitors. (I have not been able to recreate this error on my work machine or my test machine so fingers crossed.)

Uncharted World - HD163573

The first Uncharted World is now live for Frontiers Reach!

HD163573 is a remote world that was abruptly cutoff from contact with the rest of humanity. Being that you're out here on the frontier though you have just barely managed to pick up the very faint distress signal that was sent out from it.

[previewyoutube][/previewyoutube]


To access this new location you must have completed Mission 10 of the first act and have access to the Nav Computer via the helm. From there you can enter to coordinates found in the video and gain access to HD163573.

On this new location the focus is more about exploration and as you explore you'll find data packets that be decrypted at the RECON panel on the bridge of the Siren. Each data packet you decrypt will give you a clue about what happened to cause the outpost on this world to go dark.

But know that you will not be alone on the new world.


Till next time pilots!

Interactive Galactic Map

The Frontiers Reach Interactive Galactic Map is now live on itch.io!

This is the first pass at the galactic map so it's pretty bare bones right now but future updates will add more lore, new features, better planet rendering and so on.

[previewyoutube][/previewyoutube]


Additionally, there is now a Ko-Fi page available for the next major title in the Frontiers Reach Universe. $1 a month is all you need to become a part of the effort to make Frontiers Reach 2 bigger, better, and more detailed. But all of our updates right now are free to everyone on Ko-Fi so even if all you want is to stay up to date with development efforts it's a great place to do that.

One of our first releases on Ko-Fi was a terrain exploration demo for Frontiers Reach 2. Where you can run around on a map and through some ancient alien structures to get an idea of how Frontiers Reach 2 will feel.

[previewyoutube][/previewyoutube]

A download link to the demo is available in the video description.