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Frontiers Reach News

Hot fix #2 for version 0.3.040921

Fixed a small bug that caused player starfighter to fail launching after crashing and pressing the reload button in the middle of spawning.

Fixed bug that had secondary fire and decelerate on the same key/button binding.

Hotfix #1 for Version 0.3.040921

We've deployed a hot fix to address an issue with the third person camera when configured from the settings menu.

Weekly Friday Update Release of Version 0.3.040921

This week we have a completely new camera system, have made massive optimizations to the new cloud rendering system, and have made more progress on getting the planetary maps scaled up. We've also laid the foundation work for a starfighter paint job customization as well. Additionally there is a lot of new artwork for the RNV Heliosiren both in the model that is seen during missions and on the bridge between missions. This weeks update in conjunction with ground work laid last week mark the release of our 0.3.X version of the game up from 0.2.X. While the patch notes may seem small a lot of artwork was touched up and optimized to get the experience in a better state over all.

- The Frontiers Reach Sector 17A planet location map has had major optimizations done to the artwork in an effort to test new tools for optimizing planet locations.

- Massively scaled up planetary maps. Play area is now 75km2 in Unity Units which is roughly 1 Unity units to 1 meter.

- Implemented first iteration of new camera system with look controls for gamepad and joystick.

- Major optimizations to cloud rendering system.

- Major optimizations of Heliosiren model that should reduce the impact on game performance. This also includes a new animation for the hangar door that includes visible mechanical components.

- The RNV Heliosiren now sports a graphic on her hull to give the carrier some personality.

- Completely new artwork for the bridge of the Heliosiren.

- Fixed a bug that would allow players to enter the reload and rearm sequence despite being in the initial launch sequence.

Weekly Friday Update Release of Version 0.2.040221

This weeks update sees a huge shake up in art, flight mechanics, and the launch sequence players will go through at the begining of each mission. This new launch sequence should over all see significantly fewer instances of launching into the hangar door and a general smoother experience across the board. We've also updated to Unity 2020 to try and solve some issues with linux builds.

- Integrated newest version of cloud rendering system.

- Integrated new flight mechanic into the game that is physics based and much smoother than the previous one.

- Completely new launch sequence at the start of each mission with some ground work laid for more accurate and higher quality audio presentation.

- Most starfighters now have a cockpit closing animation as a part of the launch sequence.

- Added new landing sequence with easier landing and audio alert prompting a landing confirmation when the 1 key is pressed or left on the D-pad.

- Added the ability to request a landing to reload and repair with the 2 key or down button on D-pad. Starfighter will immediately relaunch afterwards.

- Collision impact force checking has been reimplemented for those collisions that fall within the angle check.

- More backend changes to better handle how friendlies are spawned into the map.

- Tweaks to AI to adjust for the inclusion of the of the new flight mechanic.

- Performance tweaks to AI collision avoidance.

- Added new mission info panel to the redesigned S-27 cockpit. Will be added to newer redesigns as they are completed.

- Previous 3rd person camera system has been stripped out and replaced with a fixed camera until some issues regarding camera jerk have been solved. Aim is to eventually move to cinemachine camera.

- Major overhaul and upscaling of the Frontiers Reach Sector 17A map. This map is the future of the game in terms of scale. It contains a new terrain texture upgrade that eliminates visible tiling of textures.

- Rudimentary mouse flight setup for the new flight mechanic. Improvements are planned for future versions.

Weekly Friday Update Release of version 0.2.032621

This week’s update sees a major overhaul of the combat interface and a number of bugs fixed to facilitate a more seamless experience with how waypoint markers are handled between objectives and key locations. The new interface cuts out several of the previously used bracket graphics around key targets that can be shot at, and instead uses an outline that changes color based on whether or not the object is in line of sight of the camera. Additionally, a number of bugs have been fixed and various optimizations have been made. A number of backend changes have also been implemented in preparation of future expansion and streamlining of the mission manager in the effort to continue laying the ground work for future customization.

- Integrated new outliner UI for enemies and targets that can be shot by the player.

- All new graphics for the 3rd person interface, more in line with the retro look that the art team is trying to achieve.

- Fixed a bug that caused multiple waypoint markers to appear on the 3rd person UI.

- Waypoint markers are now colored based on the intended target: locations are in yellow, enemies are in red, and friendlies are in blue.

- Multiple tweaks to the AI to affect minor improvements.

- Adjusted weapons heat for longer trigger squeezes.

- Small fixes to Mission Manager to address how waypoint markers are handled when changing from one objective to another.

- Complete redesign of the Kruger Interstellar S-27 Wildboar.

- Tweaked thrust speed for secondary weapons munitions.

- Updated main story and mission info files for spell checking.

- Minor adjustments to how the main dialogue box works in the CIC when aboard the Heliosiren between missions.


- Minor adjustment to graphics API availability on linux deployment of the game.

- Players will no longer relaunch after receiving a mission failure.

- Cockpit post effects will now activate on spawn and respawn.

- Changed starfighter collisions from impact-rated to angle-rated collisions that accounts for velocity. Anything less than 90 degrees from direction of velocity will result in total destruction, anything over 90 will result in minor damage.

- Backend changes to how player-controlled starfighters are loaded during missions.

- Backend changes to how enemy starships and scripted munitions are loaded during missions.

- Minor adjustments to background terrain to improve performance and visuals.

- Minor change to map boundaries for better visibility when flying too high.

- Updated holomap with more consistent graphics.

- New loading screens made with latest visuals.

- Loading screens now have lore and info on them.

- New lore entry on the Steam Discussions.