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Frontiers Reach News

Weekly Friday Update release of Version 0.4.072321

This weeks updates fixes a number of bugs, and makes a number of tweaks. We've also update the demo. We've also redesigned and reintegrated and a starfighter that had previously been removed. We still need to work on it's turret functionality but it is otherwise flyable and ready for play.


- Fixed Scoring Screen not closing when you hit the close button.

- Filled out information on targeting tags.

- Fixed camera visuals when using see through cockpit mode that previously left some things still visible.

- Fixed thruster on Vo-38 Vektor not working.

- Fixed navigational icons not appearing on HUD.

- Adjusted application render settings for better performance frame to frame.

- Adjusted menu on bridge for better flow between sections of the ship i.e. Loadout, Holotable.

- Fixed glass issue in the social room.

- Added warning noise to enemy missiles.

- Fixed velocity ring showing up in aim scope of Mermidon.

- S-27 Wildboar now has a destroyed state.

- UI sliders on the loadout menu to have the proper positioning so that text boxes are readable.

- Fixed weird sounds being played when firing primary weapons.

- Changed bullet impact and graphic for enemy fire.

- Adjusted wear and tear on Vo-38 Vektor.

- Cockpit health indicator should now show the appropriate color.

- Minor fixes to controller navigation on the Bridge menu interface.

- Complete redesign and integration of HF-22 Nujoma's Shield starfighter.

- Fix to F-42 Mermidon radar for third person and see through camera views.

A Letter to Our Community

Hello!

I wanted to take a moment to introduce myself and my team. I won't get into the names of everyone, as most are not on twitter or reddit— and the ones who are may wish to keep some level of anonymity; or at the least, may want to make themselves known at a later date. I will let them introduce themselves as they please.



My name is Scarlett Toney, aka Soliloquis. I am the lead developer and principal artist for Frontiers Reach as well as the co-founder of Blind Alien Productions. I started developing Frontiers Reach under the title “Pirates of Frontiers Reach” back in September of 2020. After solving the AI issue, I was able to get a bunch of custom artwork into the engine and release a stable if not rough game on to Steam. It was enough to pitch the game to potentially interested parties as a demo, and I could set a fair price so that only those actually interested in supporting the project would spend money on it. I also handed out a number of steam keys and ran a few campaigns to help generate interest in the project. I've managed to do a lot considering I started this whole thing with $500 in the bank, and while I was in the process of filing for unemployment.



Since then I've joined forces with the programmer who is responsible for the flight mechanics in the latest iteration of the game. I'm not sure how many of you have had a chance to dive into it, but I've caught myself getting sucked into playing around more often than I should. We've also added a character artist who is working on the design of our characters with me, and our writer, who we added a few months ago. Our character artist is a very talented young lady early in her career as an artist, and we love to see here work. In contrast, our lead writer is an older gentleman who has 20 years of experience, and has published some thriteen sci-fi novels. Aside from being old, he is also our resident comedian.



Recently we've also added a composer to our team who is extremely talented. I'm really looking forward to showing off their work here very soon. Additionally, our new composer has introduced me to a sound designer. I am talking to him right now, and hope to bring him aboard.



So, what is Frontiers Reach and who in the heck is paying for all of this? Well, if you've purchased the game, thank you! No seriously, thank you. We are at our core, storytellers and it is our desire to entertain in that capacity. But we also want to be story-listeners. I swear I'll get to the part about the money…



Frontiers Reach is an Arcade Space/Flight Combat game inspired by the games, movies, and books of the 1990s— favorite content from our childhood, and from our own personal life experiences. The story is set 200 years in the future, an alternate history timeline that’s yielded a very different future: Humanity has colonized hundreds of stars with the help of an AI and its awesome abilities. But humans will always be humans no matter how far we stray from home; and so our story begins on the eve of war between the newly founded Republic of Frontier Worlds and the old, corrupt Sol Confederacy of Planets.



Lore-wise, I started work on Frontiers Reach sometime around the beginning of 2015. Back then I wasn't sure what shape it would take and the lore timetable was a bit different; it was also mostly just notes and sketches. The aesthetic of the universe was different too, though many of the same themes of old and rusty starships remain. Around the start of September 2020, I got wind that a certain Star Wars game from the N-64 era was being remade with the UE4 engine. It got CnDed into non-existence. Needless to say I was upset.



So I resolved to finally make Frontiers Reach into some kind of arcade flight combat game in the vein of the above mentioned Star Wars project. But I had played so many other flight games over the years that had things I loved: Freelancer, Freespace, DarkStar One, Crimson Skies, Jane's WW2 Fighters… Then I met the now lead programmer who happened to be a lifelong Ace Combat fan, and before he started on Frontiers Reach, he was working on his own flight game, and he was about 6 months ahead of me programming-wise.



Back to the money. When it comes to who is floating the bill for development and production, well, that would be us. We're all dedicating our time to create this new universe out of a shared desire to make something uniquely awesome. Save for those people who have purchased the game, all other money has come out of my own personal finances. Oh, and there was a $30 contribution by the lead programmer to help purchase the new cloud tech that we hope you're enjoying. The rest of it is all hard work and dedication, and staring into a screen late into the night.



But this new universe will not be ours alone. Our aim isn't to just to tell you a story or feed you a bunch of generic content. Remember what I said about being story-listeners? Well, one day soon, we aim to expose some of our development tools for community use, and integrate the game with Steam Workshop. Players will be able to share missions and maybe even coordinates for secret places in the galaxy that are otherwise inaccessible if you just play the main story.



We've got a lot of things we’d love to do that we're not quite ready to talk about— and I feel like I've already written a wall of text. But maybe this wall of text is letting you all know what we're up to—and that’s a good thing, right? Let us know. We're going to keep developing and pushing to get our toolset up and running for the official release. Once we go into release, our feature set won't expand much. We'll switch over to production mode and work on delivering content that moves the main story along, on what we hope is a consistent basis. What that release schedule for new content looks like is admittedly difficult to pin down at this time. We've got a lot of the groundwork laid down for this already, but we need a more robust system that allows for greater ease-of-use and we're just not there yet.



Well, I feel like I've gone on long enough, so I'm going to stop here. Please do not hesitate to ask questions or suggest features that you think would be interesting to have. If it's something we think can get done within reasonable effort alongside our development goals, we'll definitely take a look at it.



Until next time though, fly safe!

Hotfix #1 for Version 0.4.071621

Fixed an issue that caused the menu to become stuck in an animation loop after completing a mission.

Weekly Friday Update Release of Version 0.4.071621

This week’s update adds some new artwork, tweaks cloud rendering performance for better overall FPS, and adjustments to post effects rendering. This update gets us closer to wrapping up fixes and integration of the latest systems into the game.

- Tweaked bloom for less blurring.

- Tweaked DoF to reduce its blurring effect.

- Added contact shadows to post effects to get small shadows in key points.

- Adjusted cloud rendering on Frontiers Reach to affect performant FPS rates.

- Adjusted cloud rendering on Frontiers Reach to affect performant FPS rates and added high altitude clouds.

- New orbital station artwork for Bodenga Low Orbit. Will be propagated through other levels as appropriate.

- New space elevator artwork for moon and large asteroid maps.

- Integrated engine artwork into throttle control to animate engine drive plumes in accordance with player input.

- Fixed health for floating platforms on Astraeus Slumber level so they can actually be destroyed.

Weekly Friday Update release of Version 0.4.070921

So we're back on schedule with our weekly updates. These will be small for a while as we clean up and refine everything from the last major update. As such, this week covers a small number of changes to the rendering quality, and a couple of mechanical fixes.

- Reduced instances of missiles not destroying targets.

- Fixed issue with reflections and lighting in the Heliosiren hangar.

- Adjusted and added post effects for better presentation. These are performance heavy right now; we recommend turning some of these off if you are having trouble with the frame rate. We will implement more controls in the future for more nuanced customization, and the rendering output for lower-end machines.

- Fixed a bug that could cause the voice over audio to cut out entirely when cycling camera views.

- Major performance overhaul of the Frontiers Reach and Astraeus Slumber Planetary Locations.

- Adjusted flight mechanics for space flight missions.