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Space Reign News

Hotfix 0.13a

Fixes
  • FIXED Exiting Direct-control mode while fast travelling causing the AI not using its weapons after entering combat
  • FIXED Weapons not firing after their ammo was depleted but still visible in the magazine UI
  • FIXED "ALL" Ship filter in the Fleet Roster sometimes causing weird UI flickering

Update 0.13

Hello Pilots and Commanders, Update 0.13 is live! Let's take a look at what has changed.

Updates:

[h2]Sector map:[/h2]
  • Raid sector types are now accessible through "challenges" - new window in sector map to better differentiate between standard gameplay sectors and single-mission scenarios
  • Some UI enhancements related to the upcoming content update, which will add additional sectors and reorganize them in a new way in the game

[h2]Fleet Roster and Shipyard:[/h2]
  • Hangar background for Fleet Roster and Shipyard
  • "ALL" ship filter in Fleet Roster
  • Ships in Fleet Roster are now sorted based on their value

[h2]General [/h2]
  • Weapon Gimbals are now optional - you can set your preference when starting a new game or in the game settings
  • Manual weapon reload - you can now reload your weapons manually, the default keybind is set to "E"
  • Fixed weapons in cockpit now show live magazine ammo count
  • Turrets now have a ship-class specific accuracy stat in order to better differentiate between their usage
  • Control points and Navigation Beacons are now targetable
  • Tacview fleet tab ship selection - single click will select the ship without focusing the camera, double click will focus the camera on the selected unit
  • In-sector Exit Sequence UI has been reworked
  • Various UI updates for better clarity
  • Implemented two-step quit game process to warn player about saving the progress
  • New Main Menu UI and visual

[h2]Sounds:[/h2]
  • New Volume slider for Ambient sounds added
  • Weapon reload sound
  • Cockpit warning sounds - Weapon Offline/Repaired, Engine Offline/Repaired
  • Sector map ambient sound
  • Fleet Roster and shipyard ambient sound


Changes:
  • INCREASED Heavy Canon turret accuracy
  • INCREAED Heavy Missile and Torpedo silos minimum range to 2000m
  • INCREASED Light Missile, Heavy Missile and Torpedos integrity
  • REDUCED Auto Canon turret accuracy against small targets
  • REDUCED PDGT Point defense turret damage


Fixes:
  • FIXED Ship engine sound still playing when offline while in cockpit mode
  • FIXED Loading screen not triggering when exiting back to Main Menu
  • FIXED Mouse input sometimes not working after leaving a sector when playing with a controller
  • FIXED Wrong sector notification after claiming Cascadore


Up Next - Content Update

As mentioned in our recent work-in-progress news, our efforts were split between two updates. With the Quality of Life update out, we are now fully focused on the first content update for Space Reign. Stay tuned for a deeper dive into this topic in our upcoming Progress news segment.

On that note, let's end this post with a preview of new building modules that will be used to create various stations and outposts in the new sectors.


See you next time and Good Hunting!

Community Poll - Third Person Ship Control

Dear Players,

As you may have already noticed, Space Reign is quite a complex game (especially development-wise for our 2-man team) with several different ways and perspectives when commanding your fleet:
  • First-person direct control for small ships
  • RTS-like fleet command
  • Upcoming Third-person direct control for large ships


With the large ship direct control on the roadmap and some initial experimentation with its third-person view already done, we thought of an alternative way to connect these experiences - making the direct control of any ship from the third-person perspective as the new default , including small ships like fighters and drones, which would consequently also bring a lot of benefits, such as:
  • One default ship perspective for all ship types - easier to comprehend and navigate around when switching between different ship types
  • Faster implementation of new ships (no need to make a cockpit first before they are added to the game)
  • All ships already in the game could potentially be playable, regardless of having a cockpit model for them ready or not (e.g. Low-cost ships used by the Marshall Gang)

[h3]What would happen to the Cockpits?[/h3]
First person cockpit perspective for small ships would still be an option, but implementing new cockpit models for new small ships would not be a development priority while working on additional features and content. New cockpit models could also be chosen via community polls - making sure that they get implemented for the ships preferred by the community first.

This poll and its results do not change the current course of the development, we just want to know what the community thinks first before committing to any possible changes.

[h2]VOTE HERE:[/h2]
https://forms.gle/e1QpQ8NRvE45Suy8A

Thank you for your answers.

Adam & Daniel

Work-In-Progress news #2

Hello Pilots and Commanders, It's time for some work in progress news. With the initial Early Access launch hassle now over, we would like to keep you updated on our progress between the individual updates more regularly. Let's start!
Upcoming Updates

Currently, we are in the process of making two updates:

1. A smaller update consisting of additional bug fixes and player onboarding improvements, as well as some much desired quality of life additions.

2. A major content update with new sectors and reworked sector map, which will allow for more expanded mechanics to be implemented later on.

[h2]In this post, we will be talking about the first update to come and some of the progress made, let's start![/h2]

[h2]QOL and Onboarding update[/h2]
Since the initial Early Access release, we have been able to fix a lot of bugs and address numerous issues with your helpful feedback. (keep it coming!) Initial experience and base gameplay is really important to us, and even with some changes already made, we believe that the introductory experience still needs some work.

That is why we have decided to do at least one more update related to this before adding more content and expanding the game with new mechanics. Here are some of them:

[h3]Weapon Gimbals will be optional[/h3]

So far we are very pleased with the feedback regarding recently implemented weapon gimbals. Players struggling with weapon accuracy are reporting the game to be much less difficult and more enjoyable, which is awesome to hear.

However, we know that players more experienced in cockpit space-sims have found the game more rewarding without them. Therefore, you will have the option to set up your preference before starting a new game and then change it anytime in the game settings.

Based on your feedback regarding the weapon gimbals, we are also thinking about the possibility of making different weapon variants, making the weapons with gimbals less powerful than those without them, which could increase the player's motivation to play with fixed weapons, trading easier accuracy for increased damage.

On the other hand, this requires more work and time for implementation, so we are keeping it as an option to be decided later on as we gather more feedback.

[h3]Weapon reloading and magazine count[/h3]
Smaller but a much wanted feature, manual reloading and live magazine ammo count is finally making it to the game.

[h3]Targetable control points and Navigation Beacons[/h3]

For even better navigation in the cockpit, all controls points and navigation beacons will be targetable, allowing you to target them both in the Tacview and directly in the cockpit, making them visible on the HUD and the target camera.
[h3]Fleet roster, Shipyard and ship loadout editing mode upgrades[/h3]

We are working on improving the UI clarity, implementing new hangar model to replace the current black background and adding features such as the community requested "ALL" ship filter and ship sorting by cost.
A number of additional bug fixes are being worked on as well, but more on that in the patch notes once the update is out.

Stay tuned for more updates and don't forget to check out our discord to leave suggestions and hang out with our active community!

Good hunting!


Hotfix 0.12a

[h3]Changes:[/h3]
  • Improved overall projectile point-defense accuracy
  • Modified doppler effect values of missile and ship engine sounds to prevent them from triggering a huge change in their pitch.

[h3]Fixes:[/h3]
  • FIXED Player large ships not playing their secondary engine sound
  • FIXED Cockpit mouse controller not having a deadzone
  • FIXED Controller subsystem targeting triggering the action multiple times
  • FIXED 2 simultaneous music tracks playing during the last wave in the Combat Practice mode
  • FIXED Combat practice mode wingman not having weapon gimbals enabled