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Shortest Trip to Earth News

Post-Launch Hotfix: No. 1

Hello again fellow space survivors!

Thank you for all the positive reviews and post-launch feedback. We are also grateful for the supportive negative feedback, we will strive to fix, improve and expand everything in the universe.

Today's hotfix will repair a number of issues that were discovered & reported at launch by you guys.



Fixes
  • Everybody who saved and did not encounter level 9 bossfight (or escaped from level 9 bossfight) will be automatically helped forward to level 10 after the hotfix goes live
  • Improved performance with code optimization
  • Numerous typos fixed
  • Abusing module slot upgrades and downgrades on enemy ships is not possible anymore (player module slots can be still exploited in certain cases, fixing that is scheduled for the future)
  • Level 10 Neutralite fleets now always have ammo for weapons
  • Sector end now always unlocks ships (perks have a chance that the player gets fate points instead)
  • Players who didn't unlock ships when they should have will unlock them on the start of their next game (and get the achievement too)
Rebalances
  • Fixed mining lasers scrap value
  • Many modules, crew, ambushers and events have been rebalanced
  • Multiple instances of the same module now each have different prices
Misc
  • Added preliminary hover to both radar range elements explaining where the actual range comes from
  • Removed a non-funny starmap logline


There's a number of issues that we are still tackling. We are working as fast as we can to release new, updated versions as early as possible. Keep surviving!


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https://store.steampowered.com/app/812040/Shortest_Trip_to_Earth/

Shortest Trip to Earth OUT NOW!

Dear crew,

Get ready to grab the controls and prepare for take off, as Shortest Trip to Earth has exited Early Access and made a full release on Steam! In the final version of the game, you can check out never-before-seen sectors, fly new ships and fight challenging enemies, while exploring the vast universe in the game on your way back to Earth.



We are humbled to release our game after it has been critically acclaimed by press and rated as excellent by the community. After more than 5 years of continuous development, Shortest Trip to Earth is ready to meet the best space survivors of our little Earth - and of course kill them, being a rogue-like.



We have previously announced that Shortest Trip to Earth is going to receive a price increase at the end of its Early Access period. However, the European Commission has created a law that forbids (for a period of 30 days) raising a price and then offering a discount at the same time. Bit of a catch 22 isn’t it! However: we find it more important to offer a discount at launch to the community, so for the week of launch we will be offering a 15% discount while keeping the price as is. ːsteamhappyː

You might want to consider jumping on the bandwagonquickly though, since after the week of launch we do intend to raise the price (to $ 24,99), again, as was always the plan.

If you haven't already seen it, make sure to check out the launch trailer below.

https://www.youtube.com/watch?v=IKK6pjp1j9k&t=1s
CHANGE LOG
    New features and content
  • New feature: Crafting DIY modules in your ship
  • New feature: Crafting partially filled resource packs directly from Excess resource
  • New feature: the easier game mode ("Challenging") allows you to survive even with 0 HP (subsequent damage reduces ship max HP instead of killing you outright)
  • New feature: Power management view (hotkey "V")
  • New feature: Fully Upgradable Slots. Internal slots can be now upgraded into > core > hybrid > weapon slots. Basically you can have as many weapons as you want, if you have the materials
  • New feature: enemy ships will activate a delayed selfdestruct if their last crew dies. If a player crewmember is crazy enough to try to board an enemy ship, they will automatically try to escape if the enemy ship starts self-destructing
  • New feature: the "hold/release button" for firing all weapons together
  • New secondary feature: point defences now also shoot other projectiles (cannon shots have 2-4 hitpoints each) and also use target priorities: 1) Missiles/nukes 2) intruders 3) other projectiles
  • New secondary feature: key rebinding is now available
  • New secondary feature: unique ship-based craftable nukes
  • New secondary feature: fleeing pirates sometimes now make counter-offers
  • Chance to find new permanent fate perks in levels 1-9, one per level
  • Tutorial updated to include upgrading slots, crafting DIY modules and other new features
  • Sectors 9 & 10 added, along with the game ending
  • New space sector descriptions in main menu
  • New content: SOS signal can now summon a large variety of new encounters
  • New content: findable events of ships casting SOS
  • New content: multiple game endings added for you to discover
  • New content: updated level descriptions
  • New content: added discovery texts to all discoverable perks.
  • Tutorial updated to teach several new features
  • 50+ new events, including a few more planets and encounters to sector 8
  • 50+ new achievements
  • 10+ new enemy fleet types
  • 10+ new enemy ships for you to discover
  • 40+ new modules and nukes, including a variety of DIY nukes
  • 30+ new perks
  • 30+ new death texts
  • New music added to dialogues, main soundtracks and combat soundtracks


    Rebalances and difficulty-related features
  • Crew moving to Medbay now ignores some things just like when following regular Move order
  • Gave extra point-defence to Tigerfish
  • Pet slimes now have functional skills
  • All pets except cats are focused and never stop working on their assignments
  • One gunnery skill point now gives 0.5 accuracy rounded up
  • Randomized stealth levels of all non-SOS ambushers
  • Dronebays and Medbay are now better
  • Auto-unassign: crew will be unassigned from labs and gardens during combat
  • Some artifacts can now be used as crude modules, boosting ship HP or ECM
  • Increased scrap value of most modules
  • Excess fuel conversion is now a lot cheaper
  • Now the game shows crew count under enemy ship
  • Intruder AI should now be slightly better, further improvements are being worked on
  • Some sector endings now occasionally give extra fate instead of unlocking perks/ships
  • Some enemy fleets now have lower stealth levels
  • Some modules & drones are now cheaper, also more crew and drones available for sale
  • Sector 2 & 4 boss fights are now a bit harder
  • Updated fate point cost for a number of perks
  • All ship weapons that use ammo are now much better (they also use much less resources now)
  • Increased salvage value of ships in sector 1, 2 and 10
  • Rany ray weapons are slightly less accurate now
  • Each ship has different starting resources now (first ship has the best, last ship has the worst starting resources)
  • Added more hitpoints to most crew types
  • All boss ships will now leave 1 extra module and a bit more resources as battle loot
  • Replaced crew in majority of enemy ships
  • Stat updates to majority of ships
  • Rebalanced all modules
  • Made sector 5 bossfight more dangerous
  • Lowered default crew damage
  • Made player starting crew better against intruders
  • Reduced amount of enemy intruders
  • Made all pirate drones slower
  • Made Solipsist ships evade better
  • Sensor skill bonus is now 10% per skill point
  • Made sure smugglers are not demanding too much
  • Updated resource pack prices
  • All sensors are now even better
  • Tigerfish has better starting drones now
  • Updated starting crew skills
  • Updated Rat Fortress modules
  • Updated artifacts, made larvae a bit slower


    Visuals, Music, sound, UI & miscellanneous improvements, fixes
  • Hovering a module now shows a comparable info panel
  • Added rat music to rat fleet
  • Escape button will become animated if escape from battle is recommended by ship AI
  • Metal and synthetic elements in player panel are now red if not enough for repairs
  • All fleets have more detailed names now in starsystem view
  • Slots have type names on them now
  • Added music to dialogues of fleets and exit bossfights
  • Heads of sleeping/dead crew have the right hover outline now
  • Enemy ships can now disable player warp drive in a more intuitive way
  • Game welcome text updated
  • New help pages added for Crafting, Permanent damage, Slot upgrade & Weapontypes
  • Multiple crew selection help page added
  • Added "never deflects" line to missiles
  • Flipped buttons in results loot panel
  • Added better muzzle flashes to gatling guns
  • All ambushers, traders, smugglers etc. should now have custom music
  • Laser sounds slightly altered
  • RIP button animation added
  • SOS button hovertext updated
  • Updated star names
  • Added tournament name winners to crew name list
  • Updated perks and player ships
  • Modules scrap buttons have now safety confirmations
  • Asteroid defense icon changed
  • Results panel now opens internal view if new crew was received
  • Doors now have their own status visualizer
  • Shop repair button now plays animation when interactive
  • Updated exotics hover text in resource list on the left
  • Crew with module type assignment now returns to repair module after putting out nearby fire
  • Important slot upgrade cost balance fix, small re-balances
  • Cryosleep "de-freeze all" button has been fixed
  • Countless other small and big issues fixed


Let us know below what you're most excited about in the final version of Shortest Trip to Earth in the comments below.

Bon voyage!

- The Shortest Trip to Earth team



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https://store.steampowered.com/app/812040/Shortest_Trip_to_Earth/

Shortest Trip to Earth is fully releasing on August 15!



Hi everyone,

We are extremely happy to share with you that Shortest Trip to Earth will be fully releasing on August 15, following a successful Early Access launch.

Check out the brand new launch trailer here:

https://youtu.be/IKK6pjp1j9k
What to expect
  • Epic battles with brand new ships, weapons and enemies
  • Two never-before-seen new sectors
  • An optional easier game mode and updated tutorial
  • Multiple game endings for you to discover

Plus much, much more!

We can't wait to hear what you think of the final release!

- The Shortest Trip to Earth team :)



Connect with us to stay up to date!


Join our Discord server! Click here

Shortest Trip to Earth


Twitter
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Iceberg Interactive


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Steam Publisher Page


https://store.steampowered.com/app/812040/Shortest_Trip_to_Earth/

Summer Update: Upgrades, Experience Crew Assignments

Hello space survivors!

We are excited to share our latest summer update with all of you, the Shortest Trip to Earth community! Read below to find out about all the awesome improvements this patch includes.



Starting from this update, you can upgrade module slots on your ship - only for an exorbitant price, of course! But this is not all, for your crew will now also gain 1 skill point due to experience after each completed sector. And finally, controlling your crew will be easier than ever. The game has also been thoroughly re-balanced. We are really interested to hear your thoughts on the game's difficulty after this update!



  • Hybrid slots that accept point-defences can be upgraded into weapon slots. (for the cost 1000 metal, 666 synthethics and 10 exotics)
  • Internal slots can be upgraded to internal core slots, giving the ship +1HP (for the cost 300 metal 100 synthethics and 1 exotics)
  • Improved slots can be downgraded to regain some of the upgrade cost.


One-Click Crew Assignments




You can now easily assign crew to various tasks/modules, and even toggle between allowing ship HP repair or not.
Click on "assignments" to send the entity with the best relevant skills to take care of it (+ sign), or unassign crew members (- sign).

If a drone and a living entity have the same skill level, a drone will be assigned first.
Crew can also be assigned to specialize on using a specific skill from their own crew info panel.
Drones & pets can be assigned to limited activities (because they have limited skills).
This permanently changes the crew logic and removes "roles" as such from the game.

Despite being occasionally a little inefficient, assignments will make the entire gameplay easier. It will never be consistently as efficient as issuing manual commands, because crew members can have good stats in multiple skills, and only the player can decide if a specific crew member needs to be a good gunner, a fair shield operator or if they should just work in the gardens or cryosleep.

New enemies


Smugglers that cheat can be now attacked in ship-to-ship combat, and there will be a few roaming hostile fleets with new ships for you to encounter.

For a detailed overview of the updated features, check out the latest changelog:

New features and content
  • Major new feature: the "Crew Assignments" allows you to assign crew to various tasks with a single click!
  • Major new feature: hybrid slots can be now upgraded to weapon slots, along with other slot upgrades
  • New feature: each non-drone crewmember gets an experience level at the start of a new sector (except the 1st)
  • New minor feature: cheating smuggler ships can be now attacked
  • New module type & feature: ships can now have laboratories that generates credits as you travel!
  • New minor feature: some pirates now fear nukes
  • New minor feature: variety of game over texts after ship destruction.
  • New enemy fleet types in levels 1, 2 and 4 (Life Tasters, Style Guardians, and others for you to discover)
  • New enemy ships (found encountering smugglers and Solipsists)
  • New crew skill: sensors (boosts range of all ship sensor operated by the crewmember)
  • Small content updates for 50+ events
  • New human crewtype: the scientist (starts with high science skill)
  • New modules, including: Tigerfish engine, Rats engine, Rats reactor, DIY rat shieldbattery, insectoid ECM,
  • New ship weapons: DIY raygun varieties (heatray & EMP)
  • Sector summary panel now shows how many perks have been unlocked and how many there are

Balance
  • "Rogue rat" some ship walls removed and 2 extra nuke slots added
  • rebalanced Bluestar & Atlas
  • Ships now start with 12 cargo slots
  • Cannons, missiles, shields and ECMs are better now. Many missile weapons have new missiles
  • Explosives are much cheaper now.
  • Good things in shops can now be more outrageously expensive, or a bit cheaper
  • more good but expensive things in some shops now
  • made universal expensibles shop module selection even better
  • Updated enemy crew & intruders in ships.
  • updated ships, weapons
  • DIY tanks and drones are now better
  • Shields and shieldbatteries are now slightly better
  • Updated drone fire resistances & desciptions
  • Increased fire resistance of player ships
  • Updated hitpoints of cannons, fire resistances of ships
  • Updated enemy ship deflections
  • Updated player and enemy crews
  • human crew stats rebalanced
  • updated nonhuman crew stats
  • spideraa ships are now stronger
  • Exotic cannon projectile can be seen by enemy point defences, but has 6hp
  • EMP weapon overloads now generally lasts 20 sec
  • Perk selection now shows the actual number of storage slots available in ship
  • almost all nukes have more hp now
  • reduced shield overload to 15 secs
  • module and shop price updates
  • updated pirate drones, smuggler ships, smuggler fleets


Visuals & misc
  • Selecting crew from multiple crew panel now gives an indication of who was selected
  • Giving a move command override recipient crew role to Unoccupied when that crew was Firefighter, Repairer or SecOfficer
  • Expanded help page for ship weapon types
  • Module data subpanel now combines shield, ship and module damage. (Module hover, weapon target hover and grouped dmg hover need work)
  • Replaced "drone" with "bot" in most events to differenciate them from player's internal drones
  • New help page for crew & skills
  • 3 new ship looks: decoy variants of existing ships
  • Menu background image changes now only when game is restarted.
  • Removed numbers from module descriptions, to allow later rebalancing without retranslation
  • Made intview camera pan area a bit wider (but not in shop)
  • Ratcruiser red floor softened
  • Some perk images changed
  • Disabled crew commemorate button now has a different hover text
  • Module actions panel buttons re-align/restructure
  • Warping can now be cancelled from selected warp module UI. Module hotkeys won't work any more while module is overloaded.
  • Shop UI visual tuning
  • Weapon effects now also shows if the weapon deals normal anti-crew damage
  • Crew commemorate button is now disabled instead of being hidden if the time is not right for the commemoration
  • Crew panel now closes too when E is pressed. Help panel now closes too when F1 is pressed.
  • Remapped ship exterior toggling from numpad+ to F11
  • Menu changes background image now only when game is restarted.


Fixes
  • Warping flash intensity slighltly reduced
  • Armored rat cryosleep module navmesh fix
  • A large number of rare or less evident issues fixed
  • Rogue Rat ship small fixes, removed old doors, slot numbering fixed.
  • Insectoid bossweapon now looks different on player ship
  • Crew names can now contain "e" again (was broken when hotkey e started closing crew panel)


Once again, we want to thank you for your constant feedback and support throughout Early Access. We hope you enjoy our latest improvements!

Join the Shortest Trip to Earth community!

New Levels and Opportunities in the 'Enter the Spideraa' Update!

Prepare yourself for your trip back to Earth, and let this update make your journey even more challenging than before. Check out the gameplay video below to see the awesome new sectors and features that this update brings!



https://youtu.be/hsAdH4d8OqU
‘Enter the Spideraa’ is the 8th Early Access update of the game and it features two brand new levels: Sector 7 and 8.

The update also includes:
  • A new ship: be the commander of the brand-new Warpshell ship.
  • Exotic new species: battle the new hostile species Spideraa and witness a completely new ending to the game.
  • Enhanced crew skills: improve your crew’s skills with the warp-drive operation skill, the bridge operating skill, the research skill, the firefighting skill and the shield operation skill.
  • Visual updates to certain space stations.
  • UI/UX improvements and significant bug fixes.


This new update is important not only because it introduces two fresh sectors and the Spideraa faction, but also because of changes to economy mechanics and related UI/UX improvements. The introduction of long-awaited skills and a new spaceship (it's partially made of cloned warp animal tissue!) will increase the range of strategies one can adopt to maximize one’s survival chances.

We hope you love it as much as we do. And we will of course keep expanding all of it!


Join the Shortest Trip to Earth community!


Changelog