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"Many Good Things" Update (Part 2)



Part 2 of the ''Many Good Things'' update is here. And it is massive! Think: Weapons! Ships! Modules! Boss Fights! Events!

Enjoy a huge assortment of new content, as well as significant UI/UX improvements and bug and balance fixes – all powered by feedback from the community, meaning YOU GUYS!

The update introduces…
  • A new ship, the Pumpkin Hammer!
  • The option to (spiritually or otherwise) commemorate lost crewmembers and contemplate meaning of life (or enjoy sensual hedonism) while you're at it
  • Many new narrative paths and a new (minor) game ending to be encountered
  • New game mechanics for gardens, shields and overloaded modules
  • Many new ship weapons & modules, including an arsenal of EMP-guns
  • Many new single-shot Nukes (bringing their total number to 21+)
  • A new epic boss fight, awaiting players in Sector 4




We've introduced significant stability/UX upgrades over the past months. This allowed us to start working on some of the most interesting unannounced features... first of which can be seen in this update.

New Content & Features
  • Major update: New playable ship, the Pumpkin Hammer! (Pumpkin Hammer will now be unlocked if the player had the Atlas ship unlocked before this update)
  • Major update: New narrative paths and sub-events to 200+ ingame events
  • New weapon: DIY EMP raygun
  • New weapon: dual EMP raygun
  • New weapon: smaller rat missile launcher
  • New DIY and other nuke modules
  • New biofish nuke module
  • Reduced damage area radius of all nukes
  • Game now has 21+ different nukes implemented
  • Many new modules added (containers, bridges, gardens, artifacts, etc)
  • All garden modules now work differently
  • New crew skill: gardening
  • All shields now work differently (causing more damage than shield has shield points will now overload all shield(battery) modules that are not turned off)
  • New game end type (if player leaves all crew behind)
  • New bossfight in sector 4. The Lair is now sector 5 bossfight
  • New module type: Auto-operating module (does not need crew or bridge to work properly)
  • New feature: game now has events which boost max HP of crew
  • New event type for commemorating dead crewmembers
  • Added 10+ new events into game, and also new event images, updates and renames
  • Added a couple of new ship-specific events for the new ship
  • Added some discoverable events to sector 6
  • Added a new shuriken cannon perk to Fierce Sincerity ship
  • Atlas ship update. Added new weapon, internal layout updated, removed some walls
  • Rogue Rat ship update. Added 2 internal slots, moved nuke slots, removed walls
  • Many new artifacts added
  • Updated many perks and added some new ones into game
  • Added new ship-specific perks
  • Added new station types (including drone shops)
  • Updated shop price hover texts and prices (everything is now a bit more expensive)
  • New revisitable gas giant type planets to sectors 1-6
  • Added new sun-centered asteroid circles to sectors 1-6
  • New hostile slaver/pirate ships in sector 6
  • Updated enemy Rat Cruiser ship
  • Updated what the cat might be thinking about :)
  • Added option to scrap modules for resources during merchant encounters
  • New combat-capable pet: the Moleculaati


Balance
  • Rebalanced all ships. Beginner ships are better now
  • Updated ship selection order
  • All player ships have more hybrid module slots now
  • ECMs now also fit into hybrid module slots
  • Reduced hull HP of some player ships
  • More robust modules (like engines, shields, batteries) now add between 1 and 4 ship HP
  • Changed some ship and Point Defence stats
  • Increased range of Point Defence modules
  • Rebalanced loot from ship combats
  • Rebalanced sector 4 boss ship
  • Some boosting and nerfing to intruders and ships in hostile fleets
  • Reduced crew in enemy ships
  • Sector 3 quest now requires less resources
  • Some metals containers now give +1 ship HP
  • Increased DIY drone prices
  • Ship repair price now always costs 25 credits per HP in shops and repair stations
  • Reduced speed of warp drives
  • Starmap camera now allows greater zoom out
  • Increased garden module importance for AI
  • Made shields slightly better
  • Cat now has operating skill but may stop operating at random moment due to being a cat
  • Updated module loot of all events
  • Updated stealth decryptors
  • Updated crew damage in events
  • Selling exotics earns now less credits
  • Renamed and minor rebalanced all sensors and sensor prefabs
  • Updated SOS signal enemies
  • All weapons have AoE damage now
  • Auto-gatling guns and red-beamer lasers now need operators
  • Reduced nuke slots on Atlas and Bluestar motherships
  • Reduced decoy nukes speed
  • Lowered scrap values and speeds of nukes. Increased turnspeed
  • Nuke lifetime is now 25 seconds instead of 15. Added potential for rat shops in sector 1 and 2
  • Removed option to sell large amounts of synthetics for 2 credits which made players super-rich by sector 4


Bug Fixes
  • Loading games overall stability increased and many issues resolved
  • Crew load from save game works better now
  • Updated level generation to be more compatible with savegame
  • Refactored sector end to be more savegame friendly
  • Quick select now disabled by default after loading the game
  • Refactored how sector warp lines are drawn and saved
  • Fixed POI revisit button "not working" after game load. Now the game also unpauses when clicking after loading
  • Save game system can now detect fresh installs and it won't unlock ships while updating save folder any more
  • Fixed saving & loading during second part of the battle result panel won't give extra resources each time the game is loaded again
  • All cases that disable accelerated internal time now have a warning icon on screen
  • Weapons can be more accurate now with good operators
  • Garden module shroomery animation overhaul to fix repetition
  • Fixed some pathfinding and visual glitches
  • Starmap and sector radar don't have glitchy visuals any more
  • Species encounter popups at the end of ambusher events won't prevent POI from finishing its flow
  • Whenever comtip is shown a log message about queue size is shown too
  • Fixed a buggy violent sly gas giant
  • Crew (intruders) won't enter the ship under a module any more. Also no hand weapons are visible any more when crew is outside the ship, in space pod
  • Module actions panel now works as it should when selecting overloaded modules on enemy ship
  • Text animation now works better at line ends
  • Now K-key can't be used to forcefully turn on modules that state that they can't be turned on. Fixing the free fuel from warp issue
  • Fixed some problematic module status visualiser issues
  • AoE damage area visualiser size is now correct
  • Comtip about fuel and other resources running low won't be shown multiple times any more
  • Comtip about enemy escape attempt is now closed a bit earlier during battle end
  • Comtip about enemy warping is now shown when the enemy actually starts loading warp module
  • Fixes to starsystem map radar
  • Firefighting crew now keeps distance from fire cell center
  • Improved module disruptor animation
  • Fixed an issue with "Store all and close" button in tutorial
  • Fixed Pirate Sekvoia weapon placement
  • No-resource and resource-full warnings now handle dump-excess and no-containers case better
  • Fixed some navblockers on containers
  • Rogue Rat slot numbers fixed
  • Organics-only engine can now be used when no fuel is left
  • Fixed module-getting related issue in battle results panel that caused POI to lock up


UI, UX and audio updates
  • Major update: Ship attack cursor now shows number of shots and their AoE size
  • Major update: Module status visualizers now have hovertexts
  • Major update: New "Revisit" button for revisitable events
  • Hovering ship HP now shows from where max HP comes from
  • Removed sound notification from all the green warning signs
  • Overhauled almost all audio sources, fixed panning and loudness issues
  • Added sound for "being chased by enemy fleet in star system map"
  • Added second menu background image
  • "Show Ship Exterior" button now has an animation
  • More projectiles have shield collision explosions now
  • Updated intro text for game start
  • Added latest updates summary to main menu
  • Added DIY drone nuke thruster visuals
  • Removed double spaces and typo’s from texts of all events
  • Fixed shop visuals appearing twice when resuming load game
  • Installing a module now shows seconds next to the install bar
  • UI element with log panel is now always on top
  • Added tutorial image
  • New difficulty images
  • Modules sold is shop should now be sorted by type
  • All perks now have small title letters again
  • Opening sector map won't lead player to help page any more
  • Added two warning signs: "enemy ships present" and "player fleet jammed"
  • Disabled "normal", "hardcore" and "tutorial" title texts from new game panel
  • Changed color palette of some drones
  • Fixed a typo that caused unlocked items to disappear after game update
  • Updated metal low warning
  • Repaired health bar issues in module status visualizers
  • Game now tries to regularly find "bugged out" crew and revive them. Adds log line too
  • Selecting module attack command manually now displays attack hover over player ship
  • Crew healing animation in medbay now only works when the module works
  • Organics pack is now green
  • Garden animations now diversified
  • Added a hover text to "ship evasion icon/stat" telling how evasion probabilities are combined
  • Added a hover text to ship deflection and evasion hover
  • Status visualizer icons now slowly blink if red
  • Logtext in a better spot now
  • Ship evasion chance is now everywhere shown as percentage
  • Crew now moves away from medbay after healing
  • Not selected crew outline is now yellow and less thick
  • Logtext now tells the names of crew that stayed behind
  • Integrity modules visually affect floors now
  • Warning sign if sensor range is reduced in starystem view due to being inside gas cloud
  • Shop panel hover texts now show average prices of resource
  • Shop buttons that select critical and in-wall damage token deselect other damage tokens now
  • Crew skills are now white (or red if hungry) in multiple crew selection
  • Help panel updates contain doors, organics & gardens, matconvertors and tuned/fixed some other small stuff due to late changes
  • Module actions panel now shows overload status instead of buttons
  • DIY EMP nuke has overcharge icon
  • New cursors
  • Other small UI fixes

"Many Good Things" Update (Part 1)



Our first update of 2019 brings... many good things! Most of the fixes in this update have been reported to us by you, so thank you! Check out the changelog below for all the juicy details. :) The next update ''Many Good Things'' (Part 2) is coming in less than 3 weeks. Until then, hang in there, space survivors!

There are now two difficulty levels: normal and hardcore. Currently the only difference between the two is the ability to pause >with the spacebar< during combat.

New Content & Features
  • There are now two difficulty levels: normal and hardcore. Currently the only difference between the two is the ability to pause during combat
  • Added a second slot to save crew positions
  • New module type added: cryodream recorders. Allows you to gain XenoData by extracting the dreams of your crew members sleeping in it
  • New series of modules implemented: DIY resource containers
  • Added 30+ new artifact modules
  • Cutscene to sector 2 improved
  • Asteroid help page updated
  • Accelerated time help page added


Balance
  • Damage tokens now have repair priority in between combat modules and regular modules
  • In terms of power distribution, weapons now have priority over shields
  • Minor buffs to starting ships: a few extra HPs, evasion/accuracy bonus etc...
  • Removed the fuel cost from most reactors
  • Increased the fuel cost of engines
  • Increased the price for hiring crew
  • All cannon projectiles are now slower
  • Downgraded enemy ship weapons for sector 1 and 2
  • Updated the selection of modules which can be found by engaging in events
  • The explosives-consumer reactor is now the only reactor which consumes fuel during travel
  • The target of weapon auto fire with the highest priority are now the enemy weapons, instead of the ship central mass point


Bug Fixes
  • Saving and loading crew positions now is more reliable when crew was operating a module
  • Fixed crew firefighting being too fast. Occasionally that issue made crew completely paralyzed until end of the game
  • Hitting an asteroid in the starmap will no longer stop player from moving while the hit audio is still playing
  • Any crew in space now has 100s to dock with a ship until it self destructs
  • Escaping ships will now cancel the warp if they are destroyed
  • When a crew member dies it will free up operator and repair spots immediately
  • Fixed shield point reload timer not resetting when module was turned off


UI, UX and audio updates

Shortest Trip to Earth: Upcoming Updates in 2019



Hey everyone,

First of all – thank you so much for all your engagement with Update 0.50 this past week. The team has worked really hard to deliver it this year, and it means a great deal to read your comments and feedback.

Since we entered Early Access in October, we’ve addressed several major issues and added some significant new content, including;

October 2018 Updates: Crew AI Fixes, Balancing


Throughout our first month of Early Access we made a lot of small updates. These addressed issues with Crew AI and game balance; as well as adding a bunch of perks, modules and drones. We made several adjustments and improvements to the UI too!

November 2018 Update: Accelerated Time & Tutorial


In November we added a tutorial to the game, along with accelerated time when nothing bad is happening. The first War Animal was introduced, as well as a heavy industrial drone as a perk for the Tigerfish.

December 2018 Update: Sector Six!


Our most recent update added a full new sector, as well as new perks, new enemy ships and new merchant fleet types. We made more improvements to Crew AI, game balance and the overall UI – not to mention we fixed a whole bunch of bugs!



As promised, before 2018 comes to an end, we want to share with you our plans for Shortest Trip to Earth in 2019, what we’re working on next and when you can expect the full release!

January 2019 Update: Many Good Things


Starting in January, we have a lot of new features to add, such as researchable artifacts, research lab modules and the option to repair and sell modules in certain stations. We’re going to review and redesign the critical damage for all weapons, and continue improvements to the crew – including showing skill bonuses more intuitively and even adding the option to leave wiling crew behind in certain locations.

February/March 2019 Update: Shipwide Crew Control


This massive new feature will allow you to easily assign multiple crew commands with just a few clicks. There will be a separate news announcement talking about it in greater detail, but we’re very excited about this one!

TBD Update: Crew Navigation & Internal Combat Optimization


With this update, we plan to permanently fix certain deep glitches to crew navigation & AI. These things take a lot of time, but save even more time in the long run.

There’s even more to come we can’t talk about yet, but we’ll keep posting regular updates throughout 2019 as we approach the full release - which is now officially planned for Q2 2019. For now, please continue to share your feedback and suggestions with us – and enjoy the game! ^_^

Update 0.50: Sector Six!

Hello everyone!

We are so excited to release our biggest update so far – featuring the long-awaited Sector Six! This brings with it lots of new events to encounter, and a long list of tweaks and improvements throughout the game!



https://youtu.be/O8FqGcVSEyw
New Content: Alongside Sector 6, you’ll encounter many new events, new merchant fleet types and two new enemy squid ships. The Nuke Runner has been refurbished to feature a second nuke slot, and there are several new perks. Reactors and engines all work without operators now, and we’ve made several updates to hand weapons and overall game balance.

Crew AI: We are rolling out a significant upgrade to crew AI, some of which is part of this update. All the crew officer roles (repair/fire/security offer) will become "sticky" again and won't be cancelled if player gives a direct command to the officer. This will allow you to combine any activity of the crew with any officer role!

Thank you so much for all the positive feedback so far! It has literally been “Very Positive”, with 80% of our players recommending the game! Please keep inviting your friends to try Shortest Trip, and we will keep adding cool features to it! We do have a little bit more news to share with you before 2018 is through – our roadmap detailing our plans between now and the full release – so do check back soon and in the meantime, enjoy the update!

See the full changelog below :-)



New content!
  • A full new sector: early version of Sector 6 has been made available. More content and quests will be added later
  • Several new merchant fleet types
  • Several new perks
  • Two new enemy squid ships
  • Added a video intro to sector 2
  • Refurbished Nuke Runner ship (including an added second nuke slot)
  • New speech bubble types to crew


New Features
  • Crew can be sorted by skill in the ‘select all’ crew panel
  • Added a counter for drones and pets in perk selection screen
  • Added a "can't operate at the moment" cursor which gets displayed when crew is selected and the cursor hovers over an inoperable module
  • Weapon and point-defence clickable areas are now larger
  • Pets can be given "go to medbay" and "move" commands, but remain generally uncooperative as intended :)
  • All reactors work without operators now
  • All engines work without operators now
  • Crew and crew roles behave more intelligently now (especially when reacting to fires or repairing stuff)
  • Manual commands don't cancel crew roles any more.
  • Slow-mo mode is made 20% slower
  • War animal is now a pet


Game Balance
  • Higher chance of crew receiving long range hand weapons instead of short range
  • Increased the range of several hand weapons
  • Increased the fate point cost of the perks that provide you with an extra crew member


Visuals, UI and miscellaneous improvements
  • Minor updates to modules
  • Minor updates to hand weapons
  • Module and crew info panel buttons now also have texts in addition to icons, making them more intuitive
  • Nuke Runner ship has weapon slot numbers now
  • Improved the look for all ship weapons when in external view
  • Visual enhancements to drones
  • Growery modules have now "leaf puff" particle effect incorporated into their animations
  • Shop warning texts are now red
  • "Can't move ship" now also plays a sound to inform the player


Bug fixes
  • Fixed multiple crew and module related bugs
  • Fixed many typos
  • Fixed a bug where materials convertors would sometimes allow infinite resource generation
  • Fixed a bug where crew members would keep shooting deceased enemies


Update 0.43: Accelerated Time Tutorial



Hello space survivors!

We have been putting in some hard work and are excited to present our latest update to you. Four main things we have added among many other things are a significantly expanded tutorial, the new accelerated time feature which reduces waiting after crew actions outside of combat and the first war animal!

Accelerated Time: The speed of crew walking, repairing, healing or doing other things will now accelerate when there are no threats. In case of combat, fire or leaks aboard the ship, time will reverse back to normal automatically.

Module/crew UI: The module/crew UI is now much more informative. If a module or crew member is missing some requirements, it is shown in red.

The First War Animal: We have created the first ‘war animal’, a genetically engineered combat animal that you can take with you onboard Fierce Sincerity! Additionally, the Tigerfish utility frigate now has a perk that gives you the heavy industrial drone (another powerful combat unit).

Crew Roles: We're also working to provide you the "sticky roles" option once again. At the moment, crew role is automatically removed after the crew receives any direct player command.



We will keep working on known issues and yet unannounced cool new features! There will be at least one more fast update coming out before we start working on something bigger which will take a bit more time.

In the meantime, keep surviving!

(also please tell your friends about our little game if you enjoy it ^_^)

Check out the complete changelog below.

New Content & Features
  • Accelerated Internal Time (time in ship is accelerated if nothing bad is happening)
  • New heavy industrial drone for Tigerfish
  • New war combat animal for Fierce Sincerity (and associated perk)
  • New look for Fierce Sincerity
  • New help topics available (weapon types)
  • New crew handweapons: DIY crossbow, DIY pistol, DIY laser, heavy welder, laser rifle
  • New ship weapons: DIY firebomb cannons I & II, Ancient rocket pod
  • Humans eat more similarly now
  • Significantly updated tutorial
  • New module: DIY Point Defence
  • New perk & nuke for Fierce Sincerity
  • Lev 2 cutscene implemented
  • Mini bio-nuke new nuke prefab
  • New artifacts to discover
  • Various AI fixes
  • Crew is now more aware of what it chooses as attack target (should solve player security officers going to enemy ship)
  • Disabled automatic fire officer role assigning


UI
  • Perk selection now shows how many modules player gets from perks
  • Crew health is now displayed in red if injured
  • Added numbered countdown to warpdrive loading bar, also its now pink
    lacking resources, power or other requirements in crew/module info panel are now shown in red
  • Enemy ship warp countdowns are now separately shown in battle UI
  • Added "Please read" to menu
  • Updated loot panel UI
  • Updated hover text about module resource leaks
  • Quick select panel now shows "no ammo" for weapons if no ammo


Balances, Updates & Miscellaneous
  • Added more room around cryosleep, fixes issue of it being unusable if it's in some module slots
  • Updated SOS pirates
  • Tutorial now unlocks the Nuke Runner ship (will be locked by default)
  • Rat & pirate ambushers have randomised stealth values now
  • Updated lev4 hostiles
  • Updated lev3 merchants
  • Gave dual ammo requirement to most projectile weapons
  • Updated crew speed
  • Updated star name pool