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Lightyear Frontier News

Last Chance for the Launch Discount!

Hey Exofarmers! We’re full steam ahead, past the first week of Early Access now, and it’s been wonderful to see how much y’all have been enjoying your lil’ homesteads. So, we have a couple of points we’d like to touch on before the long weekend gets here~

[h3]End of Launch Discount[/h3]
As y’all know we have the 20% launch discount running to celebrate the Early Access, but that’s almost wrapped up now so here’s your note to go grab it while there’s just around 24h left! Perfect timing to grab it before enjoying a long weekend and get some serious farming done.


[h3]Early Access Launch Highlights[/h3]
Earlier this week we shared with y'all the HUGE milestone of reaching 700 000 + unique players across all platforms! We honestly can't thank you folks enough as this wouldn't have been possible without all of you exofarmers. One Week Update Post here. Please check it out!

[h3]If you missed the patch notes[/h3]
Also, the team has been on a bug squashing spree together with our community and managed to roll out 2 patches since launch! In case you missed, take a gander at the latest patch notes here.

Remember we really value your feedback, friends! If you have been enjoying the game please consider writing us a review, it really helps small studios like ours get the feedback and boosts on Steam that can make a big difference. If you've noticed any bugs or have any feedback for us - we've a couple mega threads on the forum where we'd love to hear from you; or join the Discord if you want to hang out with us and fellow exofarmers. We do also have the in-game feedback tool as well which will get directly to us nice and snappy!

After the rush of Early Access Launch week, the team are going to be having a well-earned long weekend so we'll catch up with you next week and we wish you a lovely weekend of relaxing and farming. See you soon!

One Week Post Launch Update!

Hey, exofarmers! What an incredible first week it has been since we released Lightyear Frontier into Early Access for you folks to enjoy. We have been absolutely blown away by the response and seeing the amazing stuff you have built! From cozy, beach-side farms to fully decorated homesteads with HUGE crop fields, there's no end to you y'all's creativity. We love to see them all so please keep on sharing with us!

[h3]Thank you, Exofarmers![/h3]


Well, flip my mech and call me PIP-3R, we are as of today at 700 000 + unique players across all platforms! Time to bring out this season's Polyberry juice and tip your visor to those outer worldly numbers! Sending y'all heaps of love from us, the FRAME BREAK team to y'all, our wonderful community

As you know we are working hard on our roadmap so we hope that you’ll enjoy our future content too! Thank you for your support and keep your satellites tuned in for more updates coming soon! Until then, happy farming!



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Patch Notes March 27 (v 0.1.373)

[h2]Hello, Exofarmers![/h2]

We've been working hard to roll this patch before the Easter Holidays so y'all can enjoy an improved mech farming experience over the long weekend ahead! Hold on to your visor, folks, we squashed a lot of bugs in this one!

[h3]Changes[/h3]
  • Using the "Help I'm stuck" option inside the Vault will now take you out of the Vault, and reset the Vault progress
  • Added a failsafe to grant player the Vault reward if they somehow managed to finish the Vault and get out without picking it up
  • Tweaked Hydro Splash size to work more as intended
  • Increased maximum field of view to 150
  • Decreased minimum field of view to 60
  • Removed “Clam Filtering” request from Ulf
  • Minor update to photo mode HUD layout to accommodate for longer and bigger prompt texts


[h3]Bug fixes[/h3]
  • Significantly reduced the size of save files to fix issue where the game could fail to save after long sessions
  • PIP-3R Ambient Dialogue setting will now be saved between sessions
  • Fixed issue where pickups would often fly away far behind you if you tried to use the Vacuum Harvester while moving
  • Fixed rare crash when gathering items with the Vacuum Harvester
  • Fixed issue with plots were the mounds would stay when the plot was destroyed
    • Existing floating mounds will disappear and decay after a while if player leaves them untouched
  • Sign Post menus can now be exited without also opening the pause menu
  • Added an additional timeout to "Checking for Rewards"-prompt to prevent getting stuck forever
  • Fixed Irrigation Hose charging effects not replicating correctly in multiplayer
  • Fixed issue regarding silos letting you attempt to add more items even though it would exceed the weight limit
  • Added missing UI feedback prompt when trying to add items to an already full silo
  • Fixed issue regarding loss of gamepad UI navigation when opening an inventory menu with too many items
  • Fixed issue with some construct holograms that did not save correctly
  • Fixed issue where entering and exiting vault would cause new duplicated resources to spawn for the host
  • Fixed issue where you'd go back to your initial spawn location if you saved the game in the vault elevator after just leaving the vault
  • Fixed issue where clients could sometimes get stuck in the vault after rejoining a saved game
  • Vault cables will now reset when loading the game to fix issues where they could get stuck under the ground/other side of walls
  • Fixed issue regarding Buy/Sell entries being interactable while not being on screen in the merchant menu
  • Fixed issue regarding sprout cannon getting stuck on "On Cooldown" prompt while not having any ammo
  • Fixed issue regarding clients not receiving UI prompt when a mech part failed to spawn on dock
  • Fixed issue regarding interact button prompts stop showing on HUD after you looked at an inactive animal nest
  • Fixed issue regarding "Fertilized" status UI not resetting properly when looking away from a mound
  • Fixed compost to have correct amount of items spawned
  • Fixed so that hazard events won’t start while player is in day transition animation
  • Fixed issue regarding Fertilizer indicators still being visible even though the plant had gone past the "Seed" growth stage
  • Fixed issue where spawning hazards could get stuck in the air around the Dam
  • Players will now go into Emergency Protocol if they go to the area behind the Dam
  • Fixed issue with items in production becoming done right when clicking sleep and not during the night
  • Fixed issue with pickups not despawning correctly
  • Fixed item pickups not being saved
  • Fixed some inputs potentially blocking others, e.g. binding "Toggle Map Menu" to "D-Pad Up" would block "Next Setting" in photo mode
  • Fixed fully upgraded and fully charged Hydro Splash sometimes not fully watering small plants/soil
  • Fixed issue regarding signpost display text starting as "Text Element" instead of being blank
  • Fixed issue regarding Small Sign not saving text between sessions
  • Fixed rain and other ambient particle effects sometimes being in the wrong location relative to the player
  • Fixed issue regarding Next Setting and Previous Setting bindings for Photo Mode not accepting held input
  • Added missing physical material on coal. Should now be more effective to gather with the spike saw
  • Fixed various crashes


Let us know in the steam forums or over on our Discord if this patch did indeed fix the things and hopefully we can say good bye to the gravity defying plot mounds once and for all!

Happy farming, folks!

Patch Notes March 23

[h2]Hello, Exofarmers![/h2]

It's been an absolute joy watching so many players enjoy Lightyear Frontier! We've listened to your feedback and thanks to the help of our awesome community, we've been able to track down some sneaky bugs that managed to make their way into the Frontier.

[h3]New Features[/h3]
  • Added option to toggle PIP-3R ambient dialogue
  • Added ability to configure control mappings in the settings menu


[h3]Changes[/h3]
  • Updated cost for the "Inventory Capacity I" upgrade
  • Added LODs to skeletal meshes for optimization
  • Slightly increased speed at which mechs attach to the Upgrade Dock
  • Improved replication of mech movement
  • Updated mech part icons
  • Removed the end of Early Access splash screen
  • Bigger storage capacity for all storage constructs
  • Decreased occurrence of all PIP-3R ambient dialogue
  • Raised the position of in-world player name tags to decrease model overlap
  • Removed "Controls" window accessible from pause menu (superseded by new "Input Mappings" tab in settings menu)
  • Reduced the scale of the Beach Chair

[h3]Bug fixes[/h3]
  • Iterated on the collision of a decorative plant
  • Fixed a small issue in Lola's texture
  • Fixed the Color Refiner hologram bug
  • Fixed various crashes
  • Fixed issue where you could get stuck on the "Checking for rewards..." popup
  • Fixed issue where upgrading your Mech as a Client could take more resources than intended
  • Fixed issue where you could get stuck on the Vault puzzle after partially completing it and then saving and loading the game
  • Fixed issue where a treasure in Edge Cliffs and Stepstone Peak would fall through the ground
    • This will only be solved on new save files, the progress was still tracked for players who had unrooted the treasure
  • Fixed the Assembler menu executing the "Craft Max" command shortly after being opened under certain conditions
  • Added text support for Devanagari, Bengali, and Basic Greek
  • Tool Wheel now updates properly if open while picking up additional ammo
  • Decreased the threshold for registered gamepad stick inputs in radial menus
  • Fixed issue regarding Custom Marker placement getting stuck on invisible blocker walls
  • Xbox builds now defaults to the correct input mode and shows the correct button prompts


We are still on the look-out for more things to fix and bugs that need to be squashed - so please use the in-game feedback tool or join our Discord.

Day 1 Update Post

We are so happy that so many of you are enjoying the game! We wanted update you folks on some common feedback, comments and bugs we've seen that are in the works to be fixed in an upcoming hotfix!

[h3]Common feedback and bugs[/h3]
About that chatty PIP-3R
- We hear you! A solution for this will be in the first hotfix!

Why are space boxes so tiny?
- Turns out we can make them bigger! Also in the hotfix.

Want rebindable controls
- Keyboards and descriptions are a little more complicated. As much as we can, fixed in the first hotfix.

This mech moves like a tractor!
- Well, it is a farm… One where you can upgrade everything! Try the speed upgrades and we will keep listening. And for that matter, upgrade all the things while you’re at it!

Why did I put my house over there?
- No worries! We are completely environmentally friendly, all buildings are fully recyclable. No resources lost. That said, being able to rotate and move existing buildings sounds cool! Added it to our list.

We also caught some sneaky bugs
- We found the radial menu controller issue. Also in the hotfix!
- Stuck and unable to progress inside the strange door (thanks to our community, you helped us find this one) You guessed it, in the coming hotfix.
- Upgrading consumes all resources
- Incorrect key prompts

More updates soon! We are getting this ready as soon as possible. Thank you, exofarmers, for your patience.

-
FRAME BREAK team