Lord of Rigel - Roundup #17
Hello Lords of Rigel,
A new week and a new patch. We are getting lower on reported bugs which is letting us focus on continued refactoring, feature implementation, and planning that we have around Early Access 1. This patch brings numerous fixes and a final wave of revisions to Ship Designer. Additionally, a lot of back-end work has been done to streamline fleet movement and research code, improve tooltips, and other general bug fixes.

That being said, code refactoring can introduce unexpected results, and as such we look forward to feedback from players about bugs, quirks, and overall gameplay. This coming week will bring changes to automated ship design creation, which completes the refactor of this significant system. With that completed, we will have updated the system to include several pieces of player feedback including relative weapon range data, ability to access multiple designs in the designer, and the addition of automated ship design generation from within the designer (should be coming in the next week or so).
We also wanted to use this developer update to address a few negative reviews we have received recently on the Steam page. We recognize that A) Lord of Rigel isn’t for everyone even in a future finished state, and B) the game in its current form has numerous bugs that we are addressing. This leads to players being frustrated and angry. We encourage players to provide us with actionable feedback – things they don’t like such as features that don’t work, bugs that need to be fixed, UI elements that aren’t intuitive, etc. This feedback can come in many forms including a list, a rant, or a single suggestion and can be submitted to us via Steam, Discord, or email. Our skins are pretty thick, so we are OK with getting critical feedback. Actionable feedback gives us an opportunity to make changes. As a development team we strive to listen, discuss, and work with the community to build a better product. Since October we have closed 450 tickets including bug fixes and numerous quality of life improvements suggested by players. Feedback and conversation about gameplay is what will lead to a better experience for everyone.
Please post on the forums, reach out to us via Discord or send an email to [email protected]. With these reports a saved game or clear steps to reproduce the bug are critical. It helps us more quickly track down the bug and get it fixed. Additional information on bug reporting tips can be found here: https://steamcommunity.com/app/437440/discussions/.
As always, we appreciate the feedback, conversations, and support from all of you. Until next time!

A new week and a new patch. We are getting lower on reported bugs which is letting us focus on continued refactoring, feature implementation, and planning that we have around Early Access 1. This patch brings numerous fixes and a final wave of revisions to Ship Designer. Additionally, a lot of back-end work has been done to streamline fleet movement and research code, improve tooltips, and other general bug fixes.

That being said, code refactoring can introduce unexpected results, and as such we look forward to feedback from players about bugs, quirks, and overall gameplay. This coming week will bring changes to automated ship design creation, which completes the refactor of this significant system. With that completed, we will have updated the system to include several pieces of player feedback including relative weapon range data, ability to access multiple designs in the designer, and the addition of automated ship design generation from within the designer (should be coming in the next week or so).
We also wanted to use this developer update to address a few negative reviews we have received recently on the Steam page. We recognize that A) Lord of Rigel isn’t for everyone even in a future finished state, and B) the game in its current form has numerous bugs that we are addressing. This leads to players being frustrated and angry. We encourage players to provide us with actionable feedback – things they don’t like such as features that don’t work, bugs that need to be fixed, UI elements that aren’t intuitive, etc. This feedback can come in many forms including a list, a rant, or a single suggestion and can be submitted to us via Steam, Discord, or email. Our skins are pretty thick, so we are OK with getting critical feedback. Actionable feedback gives us an opportunity to make changes. As a development team we strive to listen, discuss, and work with the community to build a better product. Since October we have closed 450 tickets including bug fixes and numerous quality of life improvements suggested by players. Feedback and conversation about gameplay is what will lead to a better experience for everyone.
Please post on the forums, reach out to us via Discord or send an email to [email protected]. With these reports a saved game or clear steps to reproduce the bug are critical. It helps us more quickly track down the bug and get it fixed. Additional information on bug reporting tips can be found here: https://steamcommunity.com/app/437440/discussions/.
As always, we appreciate the feedback, conversations, and support from all of you. Until next time!
