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Easy Tiger & improved balance update

The new "Easy Tiger" ship that we unveil today will provide you an easier start & more modular space for the long run. Additionally, we introduce some further quality-of-life upgrades, and a new round of balances. For example, all playable ships, cannons and gatling guns are now better. See the changelog below for a complete overview.

New content and features
  • Added new ship: Easy Tiger (along with new crew, exotic weapons, modules and ship-specific perks)
  • Added new functionality: you can now mutliselect all crewmembers assigned to a job (for example select all firefighters or select all lab workers) with a single click
  • Added new DIY plastics nuke
  • Tigerfish and Nuke runner are now available only in challenging/hardcore difficulty
  • Some extra sector lore/story is now visible between levels (used to be readable only from sector selection)


Balance-related updates
  • In challenging/hardcore difficulty: module max hp damage now happens less, in 10% cases instead of 15%
  • Made many cannons slower to reload but more accurate
  • Made drones/humans a little faster
  • Made many containers better
  • Made medical cryosleep even better
  • Gave all player ships new craftable nukes
  • Added empty misc slots to Rogue Rat & Weirdship in place of old module storage.
  • Most playable ships now start with more credits (420)
  • Majority of cannons and gatling guns are now more accurate and consume less explosives
  • Reduced cost of converting explosives to fuel


Fixes & misc changes
  • Crew repair stopped message now appears only for player own crewmembers
  • Endurance and Roundship cargo slot fixed: added new misc slot to its place
  • Fixed cryosleep 3x medical navigation
  • Changed navmesh for Pirate Kalev to fix a nav issue
  • Fixed endurance perk
  • Fixed a misplaced door on atlas ship
  • Changed weapon decoy module graphics
  • Changed button sounds on crew assignments panel

Easier/Harder Difficulty + Quality of Life Super Update

We are truly excited to unveil this latest batch of hard work. From new difficulty options to upgrading cargo space & saving crew into quick selection UI; this update contains a lot of new features, while also making your life easier and rebalancing many things.

Please read the changelog below for a full overview.

New content & features
  • Added one new game mode (Beginner mode) and updated existing modes
  • New feature: Ship module storage can be now upgraded for greater capacity
    (the storage module is now visible in UI only)
  • New feature: "warp to system" button in the star map view (in star systems that you can warp to)
  • New feature: It's now possible to save crew members to empty slots in the quick selection bar
  • New feature: It's now possible to change the order of the guns in the quick selection bar
  • New feature (turned off in the beginner mode) "Permanent module damage": a critical hit (~20% of all hits) may reduce max hitpoints of module permanently by 50% (read the in-game help page about permanent module damage for full info)
  • Improved feature: crew will load their combat weapons even during movement or mid-magazine (previously, reloading was possible only while standing and after emptying gun magazine)
  • Improved feature: crew role button now opens when hovering over it
  • Improved feature: selecting a module in loot panel or storage now activates Install/Move command, making placement markers visible
  • Created new memorial service popup for pets

Balance and related
  • Multiple starting ships can be now unlocked during a single run
  • Completing a level may now unlock both a ship and a perk
  • The Tigerfish starting module set and stats have been improved. It's now a better ship
  • Made most of the shield batteries better
  • Reduced amount of intruders for some enemy ships
  • Updated level 9 ships
  • Added 2 nuke slots to a small Slaver ship
  • Rebalanced the toughest enemy fleet in sector 1 (made it less dangerous)
  • Swapped firefight and repair priorities for repair officers (should fix one navigation overload issue and repairing burning modules issue)
  • Sector 2 boss won't allow player escape any more.
  • Besides Cryosleep and Sensor modules, enemy ship crew now also ignores working in Garden and Lab modules during battles
  • Smugglers now offer much more favourable deals
  • All non-biotech reactors now also give explosives as scrap
  • View sector button in sector map is now visible even if warping is not possible.
  • Rebalanced stats of numerous enemy crew

Updated info & visuals
  • Updated Tigerfish description
  • Updated ship health points hover text, it now shows remaining ship max hp and also combined permanent damage
  • Enemy projectiles now have hover text describing how to prioritize those projectiles for point-defences
  • SOS button is now animated when the player has no fuel
  • Module hover box is now moved when over right or bottom screen edge
  • Sectors text: "Sector info" changed. Minor changes here and there
  • Updated projectile names
  • Updated tutorial texts
  • Artifacts have type icons now
  • Enemy warp drives are now more closely monitored and "enemy warping" comtip is closed when enemy warping is prevented
  • Added help page for permanent module damage
  • Menu now shows what game mode is currently on Item hover in info panel now has sorting
  • Crew level up icon now blinking in UI
  • Most of the item hovers in PlayerPanel are now sorted by +- values
  • Updated sector summary "perks found" hover text
  • Changed organics pack avatar colour to green
  • Moved craftable container modules from Essential to Cargo group


Fixes and Misc improvements
  • Major fix: idle enemy crew won't leave the ship any more on battle start
  • Idle enemy crew accidentally outside their ship will now try return to their ship
  • Fire officers now only see a fire in the same ship the crew is in. Intruders now only pick targets that are player crew and also in a player ship
  • Fixed DIY bridge scrap cost
  • Fixed 1 gas giant text
  • Aiming a beam at an enemy ship without a shield doesn't highlight shield points bar under the ship any more
  • Enemy warp drives are now more closely monitored and "enemy warping" comtip is closed when enemy warping is prevented
  • FirstGameLoad scene now shows "Loading..."
  • 6x cryosleep attempted nav-mesh fixes
  • Game loading is now faster and UI stays responsive (asset bundle loading is now asynchronous)
  • Ship modules can now be placed and replaced with right-click into storage panel UI
  • Removed one name from human name pool, reduced level4 boss beam weapon accuracy by 1
  • Fixed a bug that caused all game modes to apply beginner starting resources
  • Storage UI element animation tuning
  • Fixed one com channel picture in the tutorial
  • Fixed sound issues when multi selecting crew so that multiple quick selection slots get selected too
  • Fixed an issue where drag selecting a crew while it dies caused a drag selection box to not to disappear.
  • Fight fire command is now a priority over the repair and operate command when hovering a "burning module"
  • Fixed an issue that tutorial sometimes got beginner mode starting bonuses (when the previous game was in beginner mode)
  • Repairs stopped comtip is now triggered more reliably when repairing stops


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Better Life Update

Dear space rogues,

We've been working away on a fresh update to make your travels even better. Check out the details below and let us know your thoughts!



New content
  • Sector map panel has now "view system" button
  • Viewing distant system on starmap now creates "return view to ship" button
  • Selecting a point def now highlights projectiles it can target
  • Player can now set the priority target for point defence module (like giving weapon attack cmd)
  • Projectiles are now hoverable and selectable (not blasters)
  • Module slot downgrade now asks confirmation
  • Multi crew actions panel now shows crew count in header
  • Added "intruders" help page and and tip given when first intruder starts welding in
  • New perk for Tigerfish: can now start with an explosives combinator

Balance
  • Fate bonuses are now given only after all items (perks and ships) are unlocked
  • Tigerfish has more resource & evasion bonus.
  • Dronebays and medbays can now heal more people simultaneously
  • Dronebays and medbays now use less resources to heal wounds
  • Increased nuke HPs
  • Reduced number of intruders sent by some hostile ships
  • Updated Spideraa bridge
  • Level 9 boss, added 1 more nuke slot.
  • Made warpdrives slightly slower

Fixes
  • Fixed crew fight fire command not working properly
  • Fixed researchable beacon with endless loop
  • Fixed errors with saving and loading
  • Battles after final boss won't change game victory path any more
  • Modules in loot panel don't request power any more (no more red power icon)
Misc
  • Moved some serialisable classes and structs to a separate folder (prep for better modding capabilities)
  • Removed % shown after evasion from all places
  • Cryosleep defreeze button in UI is now shown only when there is actually crew in that cryosleep


Connect with us to stay up to date!


Shortest Trip to Earth
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Iceberg Interactive
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