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Star Trucker News

Update 1.0.46.0 - SteelSeries Collab

General
  • SteelSeries Promotional Pack is now live and available for FREE
  • Players can now access patch notes / latest news from the main menu
  • Players can now view and preview truck customization packs
  • Players can now customize chrome & chassis colour across ALL paint jobs


Custom Control Mapping
  • Custom inputs no longer switch places with an existing input ( except for analogue sticks )
  • Players are now warned if they have duplicate inputs assigned within a mode


Preview Game Modes
  • Added ability to preview game mode settings
  • Game will highlight which settings differ from default for the selected mode
  • Game will highlight which settings the player has modified from the selected mode
  • Modified modes will be considered as "Custom" games


Starter Truck Theme
  • Added option to start a new game with a truck customization pack active (via game mode settings)


Fixes
  • Fixed an issue where interact prompts didn't update custom input glyphs correctly
  • Fixed some minor texture issues with the truck roof
  • Fixed a damage map on the “Encore” sensor manifold
  • Fixed multiple issues present on the credits screen
  • Fixed a mesh issue with the truck cab exterior


Please be aware that quest fixes, balance tweaks and job refinements are still ongoing and improvements should begin rolling out in subsequent updates.

In the meantime, please continue to report issues and oddities to the Raw Fury Support Desk.

10-10 ‘til we patch again!

- Dan & Dave ( aka Monster and Monster )

DevBlog #13 - November News

Hey all,

By the time you read this v1.0.43.0 should have fiiiiiinally rolled out. You can find more information about it here.

This patch primarily focused on custom control mapping and took up a good chunk of our time but with the underlying tech around this complete we’ll be shifting focus back to refinements, bug fixes and new things.

So let’s do a run-down of what’s going on at Monster HQ…


[h2]Custom Radio Stations[/h2]

We heard your requests for more music loud and clear, so the Hi-Fi will soon be updated to give players the option of listening to their favourite streaming radio stations while cruising the intergalactic highways!

If testing goes OK we hope to roll this feature out in DECEMBER.

Gold Rock Radio will still be the streamer friendly default but you’ll soon have the option of switching to one of our partner stations OR adding your own…



[h2]Metallic Modifications[/h2]

Another imminent tweak will be the ability to modify the metallic colour of the truck chassis. It’s not a massive thing but it should allow for some extra freedom when finding the right look for your truck.

On a similar topic the next update will also enable the ability to customize both the chrome and chassis colour for ALL paint jobs.



[h2]Game Mode Preview[/h2]

We’re also updating the initial game flow to allow players to preview the settings of a game mode. Here you’ll also be able to modify the settings directly in the preview allowing you to tailor a specific mode to your liking.



[h2]Starting Truck Theme[/h2]

Complimenting the work around game mode settings, we’re also adding a NEW option at the top of the list. If you’ve unlocked or purchased a customization pack you can now set it as a starter theme when beginning a new game.



[h2]Quest Fixes, Job Updates and XP Rewards[/h2]

As mentioned in the previous update, we’re still addressing some of the remaining issues around quests as well as tweaking XP rewards. We also plan to revisit some job types and make a range of other improvements around this area of the game.

As you can imagine we have to be pretty careful when dealing with this stuff but you should start to see improvements over the coming months.


[h2]Joystick & HOTAS Support[/h2]

We haven’t forgotten about supporting more control methods either! v1.0.43.0 laid the groundwork for this and we’ll continue to push forward with getting these up and running.

It might take some time though, so please bear with us. When we have new info to share we’ll let you know as we might need to recruit some Star Truckers to test things out.


[h2]PosterSpy Picks[/h2]

An amazing selection of creatives applied for our recent Star Trucker commission and it was incredibly difficult to select only three. After much deliberation we gave a thumbs up to the following artists who have now begun working on some unique poster designs.

We look forward to sharing the final results with you all next month!

[h3]Simon Heard[/h3]


[h3]Lazare Gvimradze [/h3]


[h3]Dominik Gümbel[/h3]


[h2]Heading Out[/h2]

That’s about it for this update, hopefully it reassures you that various things are still in progress while providing some insight into some upcoming features.

As always we’ll continue to be as transparent as we can regarding the development of Star Trucker and we look forward to talking about some other cool new things very soon!

Catch you on the flip-flop

- Monster Dave

Update 1.0.43.0 - Custom Control Mapping

[h3]Custom Control Mapping[/h3]
A new “Customize Control Bindings” option can now be found in the Controls option screen

  • Customize inputs for keyboard, mouse and controller
  • You can use this system to switch the left and right analogue sticks on controller
  • Supports US QWERTY glyphs ( extended keyboard support to follow in future updates )

[h3]Balance[/h3]
  • Dropzones are now a little more forgiving when delivering large asteroids

[h3]Fixes[/h3]
  • Fixed issue with “Red Tape and Rockets” showing an incorrect string
  • Fixed issue where locked gate VO would spam you while delivering cargo to Emerald Junction
  • Fixed an issue with security barriers using an incorrect collider
  • Fixed an issue with texture inconsistencies across bulk (triangle) trailer LODs
  • Fixes an issue with “Flap Jack” livery thumbnail not reflecting base livery colour

[h3]Optimizations[/h3]
  • Trailers now use fewer draw calls at lower LODs
  • Security barrier LODs are more efficient


[h3]Wrapping Up[/h3]
Please continue to report issues and oddities to the Raw Fury Support Desk https://rawfury.atlassian.net/servicedesk/customer/portal/1 and be sure to check the Latest News page https://star-trucker.com/latest-news for information on future patches and developer updates.

10-10 ‘til we patch again!

- Dan & Dave ( aka Monster and Monster )

New update coming on November 14th - including custom control mapping!

Yes, the wait is - almost - over!

We are releasing a new patch on November 14th. Some more bugfixes, and the update everyone has been asking for: Keybinding!

It's been a long road and we want to thank you all for staying with us. We've worked very hard to make this happen, so you can experience Star Trucker any way you prefer. There will be a full changelog on November 14th, but in the meantime you can re-read our October catch-up for more info on what custom control mapping entails.

Finally, don't forget we're in the last hours of our sale!

🔹 Base Game – 20% off
🔹 Official Soundtrack – 15% off
🔹 Amped Customization Pack – 10% off
🔹 Hallow's Eve Customization Pack – FREE until November 23rd!

- Raw Fury

https://store.steampowered.com/app/2380050

The Sounds of Star Trucker Pt.2

Welcome back for part 2 of our audio deep dive! If you haven’t read it yet, we recommend checking out part 1 first to give it some context…


In this post, Ross will go into a bit more detail on audio balance and explain his thought process behind the games non-diegetic music.

Oh, and if you like what you hear be sure to check out Star Trucker’s Official Soundtrack. We recently added Ross’s ambient tracks to turn it into a complete collection of all the wonderful music that can be found in the game.

- Monster Dave

[hr][/hr]
[h2]The Mix[/h2]
In the previous post I talked a lot about the sounds of the star truck. While arguably the most important overall, this is only one part of the Star Trucker audioscape.

In the final mix, we need to consider other sounds such as dialogue, music, user interface, foley and truck alert sounds. I generally like to list categories of sounds in order of importance. This can be different for every game but for star trucker we end up with a hierarchy like this:




This kind of exercise can help to give you a solid footing when it comes to defining a structure for the mix. Practically speaking, the way we went about rationalising this prioritised list in the mix is by using volume ducking on various SFX groups using Unity’s audio mixer functionality.

This is set up by sending signals from a higher priority mix group to a ducking plugin on the receive channel of a lower priority mix group. I like to think of this as a cascade of volume ducking where dialogue ducks all SFX and music, critical SFX ducks all other SFX and music, music ducks ambiences and so on…




Using ducking like this can be both a blessing and a curse, and if you’re not too careful you can lose control of the mix by implementing too many dynamic mix behaviours. Less is more is the golden rule here, and it’s often best to use this approach sparingly.

In Star Trucker, I’m also relying on careful placement of sounds within the frequency spectrum to achieve clarity in the mix. For instance, the dialogue processing is designed to emulate squawky CB radio and takes up a very narrow band of frequencies, so it’s easy to carve out space in other sounds to allow that to have it’s place in the overall mix.

Similarly, the frequency profile of the truck is designed to have a lot of energy in low mids, and also some higher frequency detail, leaving some room in the mid frequency bands for other audio like music. I try to keep a mental map of where in the frequency spectrum each category of SFX or music will live during both the sound design and the mix process. In my head it looks something like this:




This is just a rough representation of where the energy of a handful of audio groups would be focussed. In reality there is a lot more overlap in frequency content, but picturing things in this way can really help to inform mix and sound design decisions throughout development.


[h2]Non-Diegetic Music[/h2]
The in-game playlist of music that you hear on the truck hi-fi was one of the first things we worked on at Laced, and we had the pleasure of being able to collaborate with an amazingly talented roster of musicians to make this happen.

All these tracks were written specifically for the game to fit within this universe. As a result, they perfectly set the tone for the game particularly in those immersive moments when the player can just sit back and listen to some tunes on the radio as they’re cruising through space.

It was clear to me during development that there was also room for an additional suite of non-diegetic music that could help support the quieter, more reflective moments of gameplay such as going for a spacewalk to repair your truck or hitching up a trailer for a long-haul delivery.

With this in mind, I couldn’t help but dust off my guitars and commit some ideas to tape...




Functionally, I knew that I wanted this music to sit in the background serving the purpose of breaking up longer stretches of gameplay with some ambient instrumental pieces. The musical palette of country, rock and blues was solidified at this point, so I set about trying to create a number of tracks that would complement the existing music while embracing a more ambient approach utilising mostly characterful guitar sounds with a small selection of other instrumentation like organs and harmonica. Thankfully, having grown up playing blues and country music in various bands, this genre was right in my wheelhouse.

One thing that I drew a lot of inspiration from is the visual aesthetics that Dave and Dan had so wonderfully realised in Star Trucker. I loved how real the truck looked and felt. The truck bears signs of wear and tear with visual scuffs and dings showing a vehicle that has a history of use. In this sense I really wanted to write music that felt quite raw and unpolished in some senses. This approach allowed me to generate a lot of music very quickly, with tracks coming about from quick sketches, improvisational jams and performances often captured in one or two takes. As such, I’d like to think the instrumental tracks are quite human feeling. There were no click tracks, sometimes the guitars were a bit out of tune and there are audible scuffs and dings to be heard if you listen closely.


[previewyoutube][/previewyoutube]

Once we had whittled down these tracks to a set we were happy with we set about designing a system that managed playback when the game is running. While the tracks do have a certain amount of random probability determining when they will play, we implemented a system that can allow us to more specifically define in what situations the instrumental music can be heard, how often they will play and when they will give way to other higher priority music or SFX.


[h2]Signing Off[/h2]
Wrapping things up I’d just like to say how much of a pleasure and an honour it’s been to work on this amazing little project. Dave and Dan at Monster and Monster have been such wonderful collaborators (we didn’t pay him to say this, honest! - Dave) and I feel very lucky that they entrusted both me and the rest of the team at Laced Audio with the audio for their baby.

For now, keep on truckin’

This is Rosso, clear and gone!


[hr][/hr]

https://store.steampowered.com/app/3088930

https://store.steampowered.com/app/2380050