1. Star Explorers
  2. News

Star Explorers News

About Star Explorers and the Upcoming 5.0 Update

Many people may have seen the latest Star Explorers trailer on the Realms Deep 2020 hosted hosted by 3D Realms. I wanted to offer new players some history about this game, and what to expect in the coming months.

Star Explorers began way back in 2013. It was an idea that has come a long way, from something purely in my imagination, to an actual game that many people have played and enjoyed. I wrote about these early days developing Star Explorers in much detail, including some of the early pitfalls and struggles that accompanied making such an ambitious game as a solo developer.

The Time I Almost Invented No Man's Sky

Yes, this game does get compared to No Man's Sky quite often. However, if you read the article, you will see that it was not a clone or copy of that game (which is amazing in its own right) but something that was invented simultaneously. It is a much smaller scale project, and I think it fills a considerably different niche in terms of space exploration sims. Some players have expressed their personal opinion that Star Explorers is actually a better game than No Man's Sky, but as someone who can't really be unbiased, I will let the players decide whether that is true for them or not.

[h3]About the New Content[/h3]
The 5.0 Update is still a ways off. However, there have been a number of recent improvements that players should be aware of. Before I discuss that, I offer a warning. My games, though usually enjoyed, have often been described as "rough around the edges." It is a label that I once found funny, but now I appreciate that I need to move beyond, if my game development adventure is going to continue to grow. Star Explorers is indeed rough around the edges. There is a bit of a learning curve, and it has some features that could use a lot of streamlining.

With that said, I have recently included an in-game interactive guide for new players, that should introduce you to most of the game's major features. It will help new players understand the overall gameplay loop, while keeping with the open ended nature of the gameplay as much as possible.

Also, ultrawide monitor support was recently added, along with an improved screen resolution dialogue, something a long time coming. New features will be announced in more detail as they are released.

[h3]The Testing Branch[/h3]
When I am working on new features, I often upload them to the "testing" branch so they can be tried out by curious players before they make it to the default game. I plan to upload the latest version to the testing branch soon, as I am preparing and testing all the new features. Feel free to try it out once it is available, but right clicking on Star Explorers and navigating to "Properties > Betas" and choosing "testing" from the drop down menu."

Right now the testing branch has the same game as the default branch, but you should see an announcement about it in the near future.

[h3]Looking Forward[/h3]
Star Explorers is my dream project. As a game developer and artist, this is the project I love working on, and hope to continue developing long into the future. It's not always easy though. Work, family and other issues are always there to prevent me from being able to improve the game. There is a small community here and on the discord server that help to provide testing and feedback, but more are always welcome!

I have other game projects, including the nearly finished Paradox Vector, that I hope will provide enough funding to make this a sustainable business. As players, I feel like my fate is in your hands, and is directly related to how much you like or dislike my games, If you do like what you see here, and want to see more of it, please consider helping me out by doing one or more of the following.

  • Leave a review about why you like the game. Reviews help to draw new players, and often highlight things that I can then focus on improving.
  • Leave constructive feedback in the Discussions forum. Steam has a great tool for discussing and providing feedback to developers. Please consider using this if you find something you don't understand, or feel might be a bug. I can usually fix problems once I am aware of them, but in a procedural game it's hard to test every potential outcome without a lot of people playing the game
  • Join the Discord https://discord.gg/b4tkySN if you prefer that setting to leave feedback or ask questions.
  • Tell your friends and share! Word of mouth is the best way to bring attention to a solo game developer like me. Without a big marketing budget, it is very challenging to get the word out. But having a group of players who are excited about where the game is heading can help a lot.


Anyway, I do hope you all enjoy Star Explorers, and I look forward to getting the next update out as soon as possible!

Star Explorers Updated to Version 4.6.4

[h3]Ultrawide Monitor Support[/h3]
The new version supports ultrawide monitors, and will more easily scale to any desired screen resolution. Menus are no longer fixed to the window size, and are more flexible as a result. Here's what ultrawide Star Explorers looks like...



[h3]Screen Resolution[/h3]
In a related story, the game has been updated with a more intuitive screen resolution dialogue. Now, instead of a limited list of options to choose from, the menu offers every available screen resolution based on the monitor being used.



[h3]New Interactive Guide[/h3]
In this update, Star Explorers has gotten its first, proper tutorial!

If you want to try it out, go ahead and start a new game, and keep the interactive guide button set to "on" when you are typing your name in.



Right now, it will introduce you to all the main steps you need to complete the first mission. It offers some freedom of movement, but will limit what you can do while performing some specific tasks.

[h3]Percentage Counter[/h3]
It also provides a "Percentage Complete" counter, so you will know how far you have to go till the guide is finished.

[h3]What Does it Cover?[/h3]
Right now, the Interactive Guide covers the following:
  • The Help Menu
  • Opening the Computer Console
  • The Star Chart Overlay
  • Ship Movement
  • Combat Mode
  • Warping
  • Accessing the Star Chart
  • The Target Sector
  • Orbiting Planets and Leaving Orbit
  • Landing on Planets
  • Planet Exploration
  • Cave Exploration
  • Finding Acknexium Crystals
  • Launching the Homing Beacon
  • The Details of Charting Stars and Planets

That's all the basics of the game. After this, it leaves you alone to explore and learn on your own. The whole thing can be completed in a few minutes if you already know what you are doing, for testing purposes. Or, for new players, it could probably be finished in a 30 minute session.

It is broken up into small sessions, but there is some freedom of movement between these sessions once you start warping to stars and exploring planets.

[h3]Old Version[/h3]
If you were already playing Star Explorers, and do not need widescreen monitor support, you may want to activate version 4.5, the previous default build, if you have any trouble with the new version. To do this, go to "Star Explorers > Properties > Betas" and select "version4" from the drop down menu.







Testing Branch Updated to Version 4.6.4 (Interactive Guide First Attempt)

[h3]New Interactive Guide[/h3]
In this update, Star Explorers has gotten its first, proper tutorial!

I am both very excited about this, and very wary at the same time. I have run through it several times to make sure it works, but I have not tried to break it too hard yet. I plan to subject my kids to this over the weekend, to make sure it is robust enough for new players. If you want to try it out, go ahead and start a new game, and keep the interactive guide button set to "on" when you are typing your name in.



Right now, it will introduce you to all the main steps you need to complete the first mission. It offers some freedom of movement, but will limit what you can do while performing some specific tasks.

[h3]Percentage Counter[/h3]
It also provides a "Percentage Complete" counter, so you will know how far you have to go till the guide is finished. It *should* save progress between play sessions, but again, I did not test this at every possible point. So as with all testing branch updates, play at your own risk, and enjoy!

[h3]What Does it Cover?[/h3]
Right now, the Interactive Guide covers the following:
  • The Help Menu
  • Opening the Computer Console
  • The Star Chart Overlay
  • Ship Movement
  • Combat Mode
  • Warping
  • Accessing the Star Chart
  • The Target Sector
  • Orbiting Planets and Leaving Orbit
  • Landing on Planets
  • Planet Exploration
  • Cave Exploration
  • Finding Acknexium Crystals
  • Launching the Homing Beacon
  • The Details of Charting Stars and Planets

That's all the basics of the game. After this, it leaves you alone to explore and learn on your own. The whole thing can be completed in a few minutes if you already know what you are doing, for testing purposes. Or, for new players, it could probably be finished in a 30 minute session.

It is broken up into small sessions, but there is some freedom of movement between these sessions once you start warping to stars and exploring planets.

[h3]Expect Bugs[/h3]
Like all new features, you can expect some issues to pop up, things I have not yet encountered or tested yet. If you don't want to deal with that, you can always skip the guide for now. You would need to start a new game to use it anyway. Older games should not be effected.

But if you are adventurous, give it a try, and see what happens. Maybe you will learn some stuff you did not know yet. In any case, the whole thing only took a couple of days to get working. I think by the middle of next week or so, it should be fully functional and free of any problems. Perhaps even ready to be moved to the default game position.

[h3]Next Steps[/h3]
Once this tutorial is fully tested and any lingering screen resolution issues are resolved, I will be once again able to focus on actual game content! I am looking forward to that and I hope you are too!







Testing Branch Updated to Version 4.6.3 (Resolution Menu Update)

[h3]Video Options Menu[/h3]
In this update, the Video Options Menu has been improved. It now shows you a list of resolutions supported by the monitor to choose from. Previously, it had just a few options, all of them 1280 pixels wide, due to the poorly optimized UI system I had in place. Now that the UI is independent of screen resolution, it will accept any resolution that the monitor supports, as long as it is above 1280 x 720.



You can still set a custom resolution, as before, and have the standard choices between full screen and windowed mode. There is a known problem which effects computers using DPI scaling. If you try to set the game to window mode, it may think your monitor's resolution is smaller that it actually is, as it will be scaling the window up as required by the DPI scaling.

I have a fix for this, but for now you can right click on the Star_Explorers.exe file, select "properties," go to the "Compatibility" tab, and check "Disable display scaling on high DPI setting" to avoid this problem for now.

[h3]Interactive Tutorial[/h3]
This is the next thing that will be improved. I will be adding an optional tutorial that will take players through the first mission. This will involve small pop up text boxes with specific instructions on what to do and how to do it. Later, I may add voice-over to each of these text boxes.










Testing Branch Updated to Version 4.6.2 (Ultrawide Support Continued)

[h3]Ultrawide Support (third attempt)[/h3]
I am adjusting all the game menus to work more smoothly, and to not rely on scaling, which has unfortunate effects on menu fonts sizes.

All the in-game menus are now scale-independent, and should look better than before, when using different screen resolutions other than 1280 x 720.

There are still some minor issues to deal with, like the location of some buttons and alert messages, but these should not be disruptive to play at all. Once those are taken care of, I will improve the screen resolution dialogue, so that it detects available resolutions, and allows you to pick the desired resolution from a dynamic list, instead of having to type it in.

[h3]Tutorial[/h3]
Once this whole resolution thing is settled (it's getting there!) then I will focus on making a solid, in-game tutorial, that teaches the basics, so new players can get into the game right away. This has been a long time coming, and I do apologize for not attending to it earlier.

[h3]More Features[/h3]
Once those two things are done, and fully tested, it will be time to have some fun with content. I still have a long wish-list of features I want to add to the game, but I think I will focus on improving the variety of planets, caves and other existing game features. Caves should have different kinds of wall textures, based on the type of rocky surface ... planets with liquid methane should support a different kind of plant-life than planets with water ... and so on...

I will be looking at things that I can add relatively easily to the game, without a lot of new programming required, more variety of models and textures, rather than completely new features. One of the things I find most interesting about this game is how different planetary features interact with one another, so having a wider range of potential features will make for more interesting interactions.