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Frontiers Reach News

The Firepower Updated release of Version 0.5.082721

This week’s update marks a significant version leap for Frontiers Reach, as a whole new weapons system has been integrated into the build. This new system has a robust set of dev tools which allows for a much wider range of weapons choice. In addition, numerous bugs have also been fixed. Rather than my droning on though, let's cut right to the meat of it.

- Completely revamped weapons system that allows up to 3 types of weapons to taken into missions.

- A complete rework of the load-out screen that now allows for more advanced player-customization.

- Cannon selection is back. (Requires additional tweaks to be fully realized but artwork is working)

- Internal Weapons Bay added to each starfighter, can currently equip one of two types of munitions.

- Light External Hardpoints added to each starfighter, can currently equip one of seven types of munitions.

- Heavy External Hardpoints added to each starfighter, can currently equip one of five types of munitions.

- Ammo counts have been increased across the board.

- Added proximity warning for obstacles in players flight path.

- Numerous bugs, like reliability of missiles impacting targets, have been fixed as a result of the new weapons system.

- Controller inputs and schemes have been adjusted to accommodate the new weapons system and ease of use by the player.

Expect hotfixes as we hammer out the particluars.

Weekly Friday Update release of Version 0.4.082021

This week’s update is another small one with a focus on bug fixing, minor tweaks, and artwork replacements and additions. We're also beginning to wrap up work on weapon and targeting changes, and have made some minor revisions in preparation for updates to those systems next week.

- Fixed information boxes on the load-out menu.

- Replaced the station artwork for Keller Station and added no models to be used for expanding existing and future space station art.

- Replaced cockpit glass shader in the hangar when selecting a starfighter at the load-out screen.

- Fix to tutorial messaging system so that players do not accidentally skip portions of it.

- More tweaks to starfighter performance.

- Reduced accuracy of enemy starfighter cannons slightly.

- Adjusted engine VFX to reduce its visual obstruction when the game is paused.

- All new cloud rendering setup on the Astraeus Slumber map.

- Increased health for the Ajagar ace pilot.

- Fixed enemy marker color for capital ships and adjusted render order to show up in cockpit.

- Fixed location marker render order to show up in cockpit.

- Doubled ammo count for all starfighters weapons. This is a temporary fix for ammo count until the new weapon system is in place.

Weekly Friday Update release of Version 0.4.081321

This weeks update is rather small with a focus on more performance changes to increase FPS across the board. We've also updated the demo to include the latest changes.

- More optimizations to artwork across the entire experience.
- Removed rearview cam in cockpit mode to increase performance.

Weekly Friday Update release of Version 0.4.080621

Though it may seem small, this week’s update sees a host of optimizations to artwork and other changes that were quite involved from a programming standpoint. Chief among them is the artwork for buildings and settlements. These new assets have been streamlined for rendering by combining appropriate meshes and implementing LODs. They are also much more detailed than the previous settlement buildings but are still using the same kit-bash as everything else. We've also added refractions and a new normal map to the cockpit glass. The new map is for now a preview, as we'll be implementing a new system for cockpit glass that will handle everything from dents and scratches, to rain moving across the windscreen.


- Added 10 new building types that have been completely integrated with LODs and a unified renderer.

- New cockpit glass and artwork. Refractions added to some glass objects.

- Tweaked enemy starfighter accuracy to reduce their near perfect aim.

- Tweaked performance parameters for all starfighters reduce their performance profiles to make them harder to fly and slightly more unique in how they fly.

Weekly Friday Update release of Version 0.4.073021

On July 2nd, we released the our biggest update yet, and with it a new chapter in the story of Frontiers Reach was opened. Since then, we've fixed numerous bugs, addressed a number of performance issues, and incorporated two redesigned starfighters. We also released an animated short, updated our store front, and released a new gameplay trailer. And for this weeks update, we're releasing a slew of new animated set pieces with a focus on the Frontiers Reach Sector 17A location. We also changed the artwork that we're using enemy and environment loot drops. Last but not least we fixed a few bugs regarding menu navigation with controller this update, but are still tracking down some of the most critical.


Frontiers Reach: Operation Fallen Eagle - Part 1


Operation Fallen Eagle is a three part machinima series set roughly one year before the events of the game. It is designed to tell some of the backstory about how the war was started. Two more episodes to come.

[previewyoutube][/previewyoutube]


New Gameplay Trailer


[previewyoutube][/previewyoutube]


Updated Starfighter Customization UI


While the convenience of the color picker we had originally cannot be understated, we needed something much more user friendly. We may look at redesigning this in the future or at least expanding it.

[previewyoutube][/previewyoutube]


Environment Animations Montage


A short montage of all of our environment animations that were completed this week. We'll have tweaks and audio additions in the future so keep an eye and ear out.

[previewyoutube][/previewyoutube]