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Starpoint Gemini 3 News

Farewell 2019.

Dear captains!

And so we came to the end of another year. Year full of amazing gaming hours and even more amazing worlds created by so many game dev teams out there. We really hope all of you will keep some memorable moments in anticipation of what awesome stuff are yet to come in 2020 and beyond...

As for our studio, we had an interesting year full of challenges, and we certainly hope we added to your positive gaming year. Starpoint Gemini Universe continued to grow, we pushed some new boundaries and laid the foundations to finalize greatest project we ever embarked upon.

So, what's next? Our mission is clear – relentlessly push for next update, keep an eye on your feedback and adjust the plan to ensure we deliver what we promised and what you guys deserve.

Before we turn to next year, let us just drop a few hints on what we're preparing for start of 2020:
- New Starchart, extensive HUD upgrades
- Planet docking rings
- Player ship customization
- ADAH drone upgrade
- Further expansion of Universe and how it behaves

Next two updates will have some elements switched around, so a number of details from Update 5 will come earlier, while few of them will be pushed from Update 4 to next one.

In 2020, Starpoint Gemini 3 will be transformed to a whole new level and we're anxious to share this experience with all of you. All of us is expecting a crazy good year for gamers everywhere, and we'll do our best to create something to meet these expectations!

We hope many of you will have some time off in the next couple of weeks. Take a good rest, play some good games and charge your batteries for another wild year ahead.

On our side, we'll be in line with holiday season expectations, so you'll be able to get your hands on any Starpoint game and complete franchise collection should you want to.

https://store.steampowered.com/app/977720/Starpoint_Gemini_3/
https://store.steampowered.com/app/419480/Starpoint_Gemini_Warlords/
https://store.steampowered.com/app/236150/Starpoint_Gemini_2/
https://store.steampowered.com/app/108110/Starpoint_Gemini/

In the end, we'd like to extend another huge „Thank you“ to every single member of our community. Thanks for support, thanks for your feedback and thanks for your continuous help with creating our games!

Merry Christmas and Happy New Year!

LGM Games team

Bosses: Roadmap update 3

Greetings captains!

Just before the holiday craziness kicks in, we've reached the third milestone. That means we're offering, just in time, some fresh new ways to expand your experience of the game and fill any free days you might have coming.

This update looks exactly as a December gift basket is supposed to look – a little bit of something for everyone!

You've already explored the available game areas? Good – now you have new ones to check out, including some pretty familiar planets. Or, you've mastered the combat system and you're unmatched out there? Awesome – Boss mechanics will make sure there is something out there you haven't seen yet and that WILL be an adequate challenge! Also, if you're bored of your everyday bartender – new businesses have opened onboard new stations and planets.

Besides the obvious additions you can't miss, a huge chunk of improvements is a mandatory part of each update – missions, equipment, AI, HUD elements, ADAH companion etc...

Anyways, to avoid spoiling the surprise, here is the entire changelog, and you can unwrap the presents yourself as soon as update is downloaded.

In case you want to take a sneak peek into what's „in the box“, there is a new short gameplay video trailer that speaks a lot more than words:

https://www.youtube.com/watch?v=OJdtwtNe0T8&lc=z224ilep0yuithfvjacdp43340c041aq1zyicm5z30hw03c010c

CHANGES
  • ADDED: entire game mechanics for Boss units and Boss fights
  • ADDED: 12 Monkeys Boss with mechanics in Outerlands sector
  • ADDED: Jeepers Creepers Bosses with mechanics in Pyros sector
  • ADDED: new HUD elements and information regarding Boss mechanics
  • ADDED: new Starchart icons and fonts for Boss units
  • ADDED: new SFX and VO elements linked to Boss fights
  • ADDED: new Nexus Android barman
  • ADDED: NavBuoys now have direction lines and destination tags
  • ADDED: Planet Earth sector, with all available options and infrastructure
  • ADDED: Da Vinci space station with all station options
  • ADDED: Delta space station with all station options
  • ADDED: General Drake outpost with all options
  • ADDED: new interiors on added space station
  • ADDED: Outlaws Gunner ship model
  • ADDED: Outlaws Dozer ship model
  • ADDED: Templars Vanguard ship model
  • ADDED: Catapult Ruine model
  • ADDED: various damage resistance icons to display if an NPC is heavily resistant
  • ADDED: NPC shields now have different OnHit visuals, depending on what type of damage they are more resistant to
  • ADDED: visual and audio damage and explosion effects to structures, as their hull drops below certain thresholds
  • ADDED: damage VFX on structures, as its hull drops, is now accompanied by visual and audio explosions
  • ADDED: Completely redesigned, animated loading screen
  • ADDED: in-game loading panel upgraded with new visuals and hints
  • ADDED: all supported languages have translated crafting hints
  • UPDATED: new camera views and movements while controlling the ADAH drone
  • UPDATED: Missiles balance - Player now has a bit more chance to manually dodge an incoming homing missile
  • UPDATED: AI of enemy ships when using equipment items
  • UPDATED: Reputation of the Outlaws faction now calculates other factions reputations as well
  • UPDATED: Keyboard shortcuts and bindings improved
  • UPDATED: further improved controller support and input recognition
  • UPDATED: Critical system failure types and triggering points improved
  • UPDATED: ammo storage CSF has new mechanics
  • UPDATED: NPC ships resistance is added to ship templates
  • UPDATED: Faction reputation now properly affects ability to dock at some space stations
  • UPDATED: near death screen warning has different effect and intensity
  • UPDATED: responsiveness of controls while in boost is increased
  • UPDATED: lead on target marker works more precise now
  • UPDATED: loot selection box increased
  • UPDATED: clear definition of crafting results
  • UPDATED: energy capacity for light weapons rebalanced
  • UPDATED: starchart icons for random missions
  • UPDATED: rebalanced NPC heavy weapons usage
  • FIXED: load game panel can now be sorted properly
  • FIXED: purchase and usage of Hyperion wings module doesn't crash the game anymore
  • FIXED: correct VFX is now triggered upon completion of repair missions
  • FIXED: enemy ships will not leave mission area anymore
  • FIXED: destroy missions from barmen work correctly now
  • FIXED: missions to defend objects now work properly without enemies getting stuck and becoming immobile
  • FIXED: waypoints on repair and defend missions will now clear correctly when the mission is done
  • FIXED: Gas extraction VFX now shows correctly even with nebula in the background
  • FIXED: Ships trails don't flicker anymore when changing movement direction
  • FIXED: experience points are now awarded correctly after mission completion
  • FIXED: cruise and cut engines options do not interfere anymore
  • FIXED: Issues with structures, encounters and factions in sector Extera
  • FIXED: Issues with structures, encounters and factions in sector Pyros
  • FIXED: Issues with structures, encounters and factions in sector Caterton
  • FIXED: Issues with structures, encounters and factions in sector Outerlands
  • TWEAKED: NPC ship threat calculation tweaked
  • TWEAKED: basic global encounters updated to take NPC threat calculation properly into account
  • TWEAKED: basic global encounters now take into account player level and the specific map the encounter takes place on


These are the most important changes and additions. We hope the list is sufficient for this festive occasion we call Roadmap Update 3. The long journey through Early Access is now one milestone closer to completion, but there’s still massive work ahead of us! Some of you will also already recognize the improvements to some game elements you've specifically mentioned in your comments and feedback.

Along all of this, we've also tweaked, improved and polished many more details in the previously implemented parts of the game, mostly based on what you good people reported. Feel free to give it a go and see what else has been improved.

In the end, let us reiterate that this update is the third of almost a dozen major Early Access planned updates, and we also fully expect to throw in a number of unplanned updates along the way. The number of these will, in part, depend on what you report to us, and what ideas you throw at us on Steam forum.

Have a nice holiday ahead, and don't hesitate to try out all the goodies we're prepared for you! In space no one can hear your enemy scream!

Cheers!
LGM Games team

Just keep it comin'

Greetings captains!

A couple of weeks ago we released the second major upgrade for the game, and just to keep you guys informed, we wanted to share some details on the upcoming, third roadmap milestone.

Yep, Christmas and New Year season is around the corner, so everybody is entitled to some special candies. And that is exactly what is coming! We'll have a really big candy this December. What can you expect? Well, the addition of World Boss mechanics will likely be the most noticeable treat of all. Do you have what it takes to take them down?

If confronting „boss“ adversaries is just too much for you and you want a peaceful holidays this year, then indulge yourself in some smooth mining and scavenging in the farthest reaches of the universe. Mechanics of both will get a nice upgrade this time around.

And, since all of you good captains will hopefully have more free time on your hands in December, we'll also expand the universe to fill the gap. New world sector, new space stations, new bars and associated bartenders with quests...they will all be ready to welcome you in this, the happiest month of the Year!

Brace yourself...

LGM Games team

Gears 'n' Cogs: Roadmap update 2

You haven't heard from us in a few weeks, but don't worry. We just kept our head down and worked hard on Roadmap update No 2. Along with the planned update elements, we managed to complete a few more things in advance, so a couple of surprises await you!

No more easy pickings dear space captains. Your ship is loaded with missiles? Fine, your adversaries have plenty of decoys and they are not afraid to use them! You're proficient with cut engines maneuvers? Won't help you – enemies will have tricks of their own with new AI and behavior routines. But you're not helpless – to give you a fighting chance, newly introduced crafting system enables you to be creative and engineer a plethora of items and equipment to enhance your survivability.

Your feedback was also noted, and some improvements have been made to existing features as well. Anyway, without further delay – what's in store for our finest captains this time?

Space-craft-beer-pong

One of the pivotal new systems is crafting. You acquired a dirty amount of credits, but you simply aren't happy with any of the items available at the drydock? Wait no more! Now you can gather blueprints and materials to craft those hard to acquire equipment and weapons.
  • Collect blueprints from destroyed ships (will be further improved with updates to open up additional ways to gain blueprints)
  • All items in the game (with some exceptions) are in some form linked into the crafting system, either as an ingredient or as a craftable item on its own
  • Create anything from better (more complex) items to equipment and weapons


Radiation mechanics

Some of the above mentioned additional gear could come in handy when traveling through dangerous areas, because this update also introduces the radiation mechanics. That’s right! A nanoscrubber a day, keeps death away, as my mechanic used to say.
  • rather important visual warnings will scream at you
  • gameplay effects come in the form of lighter or heavier critical system failures before your hull starts to crumble on a molecular level (yeah… stay radiated long enough and you’ll be a deader)
  • added radiation areas in all sectors
  • added VFX & SFX to complement the gameplay effect
  • added in a bonus of Nanoscrubber equipment to clean that radiation right off. Like a hot shower that removes residual radiation without actually cleaning you… so… yeah… not really like a hot shower. *scours away to find a better-suiting analogy*


AI, behavior and the untold story of the Terminator mindset

To keep a perfectly balanced equilibrium, as all things should be, we've also „equipped“ your adversaries too! AI, both friendly and hostile, received a fresh batch of AI routines. Don’t be surprised if the enemy suddenly drops a mine in your face to ward off any of those nasty ideas you had about destroying him. As far as the untold story in the subtitle goes, it will remain untold :P.
  • Besides coming in all types of ships, the NPCs now also come with a whole range of different behaviors. Some are more aggressive, some lean more on the defensive side. Some like to keep close to you, like an over-clinging ex, while others will keep their distance like you have the plague.
  • AI will now utilize a bunch of different flight maneuvers to gain the upper hand when attacking or to get away when they’re in your sights.
  • AI becomes increasingly more complex as you progress through the game.
  • NPCs will now use decoys to avoid getting hit by missiles. Of course, not all and not all the time
  • NPCs can now drop mines when their ships or egos are threatened


Moving on…

The previously implemented portion of the campaign also got a fresh coat of paint (and then some) in its upgrade process, but most of the changes in this update will be visible in the freeroam portion.
The focus of this update is enriching the gameplay, giving You, the players more to do and ways to do it. Many elements of this update are also a prerequisite for some of the upcoming gameplay mechanics, planned to be rolled out with next update!

Almost forgot about how we…

rebalanced the hell out of a lot of things
  • different wings now have a different number of turret slots.
  • player ship hull module HP increased significantly
  • player ship shield module HP increased significantly
  • player weapon energy cost increased somewhat (in some cases significantly)
  • overall weapon damage increased (smaller increase with scatterguns as they were OP to begin with)
  • Player shield recharge increased
  • Player shield reboot time reduced
  • higher tier NPCs deal significantly more damage
  • higher tier NPCs have significantly stronger hulls and shields
  • Freelance jobs are paid a lot better. A number of changes and a major rebalance overhaul are coming in the next few updates!
  • Loot drop value is increased across the board.
  • boost speed decreased and now varies depending on the engine installed
  • cruise speed decreased to 300 for all ships
  • player ship modules prices


…oh and also how we…

overhauled the entire flight model
  • A number of booster and cut engines tweaks and upgrades
  • Completely rebalanced flight-related stats (much faster lateral and backwards movement for example)
  • Added a few missing controls and made a lot of overall quality-of-life improvements


In the end, we leave you with our mandatory long list of the other stuff we made for this update. The honorable mentions if you wish. Feel free to pick your favorites!

CHANGES
  • ADDED: new equipment and additional equipment tiers
    • the already mentioned Nanoscrubbers take that accumulated radiation edge off
    • Higher tier decoys lure angry missiles away
    • Booster injection gets some of that juicy fuel back into your booster to keep going
    • Mines of all shapes, sizes and damage types will knock your enemies flat to the other side
  • ADDED: a whole lot of additional missiles (specifically higher tier missiles)
  • ADDED: 4 completely new weapons to purchase and use
  • ADDED: more weapons of the higher tier persuasion
  • ADDED: Missiles can now be found in loot drops
  • ADDED: new ship modules in drydocks
  • ADDED: new difficulty settings – easy, normal, hard, insane
  • ADDED: VFX on NPC ships when damaged. Effects increases progressively as hull drops. It also makes very damaged NPCs easier to spot.
  • ADDED: In-game HUD now shows the names of equipped and swapped weapons
  • ADDED: In-game HUD now shows live stats of weapons/shields/missiles
  • ADDED: NPC ships can now move and shoot following a specific path, if need be
  • ADDED: SFX when upgrading skills
  • ADDED: SFX for incoming enemy missiles and launched missiles
  • ADDED: a HUD warning if some action cannot be executed
  • ADDED: Steam controller support
  • ADDED: new equipment items
  • ADDED: Equipment now has short text info
  • ADDED: In-game panels can now be toggled via keyboard shortcuts
  • ADDED: camera shake effect when hitting an asteroid
  • ADDED: Encounters now have an ease-in period. they get more difficult as you progress further
  • ADDED: huge hollow asteroids that ships can fly through and use as cover
  • ADDED: enemy ships now spawn with different tiers depending on map difficulty
  • ADDED: new event when player enters the range of specific object
  • ADDED: outlaw faction ships now have appropriate trails
  • ADDED: player engine/trails change color depending on speed and currently used flight mode
  • ADDED: explosions on asteroid destruction
  • ADDED: title cards in campaign missions
  • ADDED: several types of enemy behavior templates
  • UPDATED: the way how missile damage is dealt. ALL damage is handled as blast damage. The further away from the detonation epicenter you are, the less damage you receive, as it should be.
  • UPDATED: controller software keyboard
  • UPDATED: color schemes of HUD waypoint and info icons
  • UPDATED: default reputation with certain in-game factions
  • UPDATED: balanced NPC vs NPC damage variables
  • UPDATED: collect all option works properly, players can remove items from cargo
  • UPDATED: NPC ships have different, more realistic firing arcs
  • UPDATED: HUD reticle more visible and has variations depending on equipped weapon
  • UPDATED: campaign missions in chapter 1 reworked and polished
  • UPDATED: cutscenes in campaign chapter 1 have been upgraded
  • UPDATED: improved visuals in nebulas
  • UPDATED: faction reputation alignment system has been reworked
  • FIXED: text alignment in station/bar dialogues
  • FIXED: all barman dialogues are now skippable
  • FIXED: shortcut for buy/sell trader buttons work properly now
  • FIXED: resolution setting in launcher will be properly saved now
  • FIXED: freelance mission ships are properly marked now
  • FIXED: impact explosions on ship hull work properly now
  • FIXED: player ship shield regeneration variable works properly on load
  • FIXED: scripts for freelance mission ending now work properly
  • FIXED: in-game dialogues work properly when paused
  • FIXED: possible resolution problem when automatically choosing setting in launcher
  • FIXED: launcher will no longer crash if Steam isn't running in the background
  • FIXED: NPC ships will target and hit player properly in all situations
  • FIXED: When changing control settings in launcher, resolution won't abruptly change with it
  • FIXED: Player is no longer stuck in photo mode when using it
  • FIXED: camera works properly when using the controller and holding down LT to follow target
  • FIXED: menu footer is changed correctly when using HOTAS
  • FIXED: key binding in controls cannot be duplicated anymore
  • FIXED: target locks will appear in correct positions now
  • FIXED: numerous HUD errors when playing the Spanish language version
  • FIXED: branching dialogues won't break anymore if using HOTAS/controller
  • FIXED: various controls binding issues with HOTAS and controller
  • TWEAKED: visual controls input when using HOTAS


Cheers!
LGM Games team

Skillshot: Roadmap update 1

Hello to you all again!

It is a perfect day to update the game with first announced roadmap update.

Following the loads of feedback we've received from our fans after the launch of Starpoint Gemini 3 into Early Access roughly a month ago, we've focused our attention on gameplay. Now introducing: SKILLSHOT UPDATE!

The Starpoint Gemini 3 combat system, lovingly (as well as sarcastically) called DAWGFIGHT SYSTEM, hits the next checkpoint. The latest update introduces the complete skill system, imagined not as a do-all-end-all mechanic that enables you to obliterate the entire universe with a single push of a button, but as the perfect blend between using special abilities, passive bonuses and dogfightging.

The skill system is here to extend the combat gameplay, not substitute it.

Skills are the crux of the latest content update, but there's plenty more to check out.

CHANGES
  • ADDED: skill system mechanics, both gameplay wise and VFX
  • ADDED: critical system failure (CSF) now applies to player in intended situations
  • ADDED: drydocks now have new ship modules available for purchase: wings, engines, hulls
  • ADDED: additional enemy ships to fight against
  • ADDED: various equipment items, including missiles countermeasures
  • ADDED: optimization to allow faster starchart loading
  • ADDED: various missile weapons, both guided, non-guided and torpedoes
  • ADDED: Steam cloud saves are now operational and work properly
  • ADDED: Steam trading cards are now implemented and work properly
  • ADDED: 3D sound
  • ADDED: various sounds including warnings and proximity alerts
  • ADDED: NavBuoy structures now have linked encounter events if attacked
  • ADDED: Space stations now have linked encounter events if attacked
  • ADDED: Ships on patrol paths now have linked encounter events if attacked
  • ADDED: Destructible container objects now have linked encounter events if attacked
  • ADDED: Anomalies can now appear in Gemini
  • ADDED: Asteroids now have linked encounter events if destroyed/mined
  • ADDED: Junkyard objects now have linked encounter events if destroyed/scavenged
  • ADDED: Player’s missiles can now miss the target, even when using guided projectile
  • ADDED: all campaign combat missions now have proper mission areas
  • ADDED: all asteroids now have correct explosions attached when destroyed
  • ADDED: visual shockwave on missile hit effects
  • ADDED: visual shockwave on ship exploding effects
  • ADDED: trails and particles on all wings ship parts in the game
  • ADDED: objective notifications on campaign mission on Extera
  • ADDED: Keyboard shortcuts for accessing starchart, inventory and skills panels
  • ADDED: Brazilian Portuguese translation to game
  • ADDED: various new movement sounds for player engines and cruise mode
  • ADDED: sliders in options menu now work properly in non 1K resolutions and ratios
  • ADDED: additional support for several more HOTAS devices
  • ADDED: it is now possible to avoid missiles, especially by using cut engines
  • UPDATED: The chance that NPC drops loot when destroyed is drastically lowered if the player can't be credited with the kill.
  • UPDATED: The entire loot drop system has been rebalanced
  • UPDATED: Energy cost of cannons is heavily increased
  • UPDATE: Rate of fire of cannons is increased
  • UPDATED: Damage of cannons is drastically increased
  • UPDATED: Damage of scatterguns is increased
  • UPDATED: Reduced the projectile count of some scatterguns
  • UPDATED: Player waypoint is now correctly attached to the starchart structure
  • UPDATED: Game menu has rearranged option hierarchy according to most frequent use
  • FIXED: an error in the Main menu background video
  • FIXED: after a cutscene, the camera reverts to the mode it previously had
  • FIXED: sector Pyros now has correctly placed Nav Buoys, NPC paths, structure hull levels, event scripts, ship and structure render distances
  • FIXED: sector Outerlands now has correctly placed Nav Buoys, NPC paths, structure hull levels, event scripts, ship and structure render distances
  • FIXED: sector Caterton now has correctly placed Nav Buoys, NPC paths, structure hull levels, event scripts, ship and structure render distances
  • FIXED: player cannot be attacked anymore while docked inside Pirate Harbor station
  • FIXED: player cannot be attacked anymore while docked inside Lunae station
  • FIXED: while using photo mode and orbit camera, weapons and camera view works properly now
  • FIXED: when undocking or respawning, the camera will appear in the correct position
  • FIXED: during camera shake effect, HUD elements don't follow the same pattern
  • FIXED: Avenger shotgun weapon doesn't exceed buffer limit anymore and CTD is eliminated
  • FIXED: when the game is paused, particles are still drawn normally
  • FIXED: missiles now explode as intended when reaching their destination
  • FIXED: different number of heavy and light weapons installed on wings don't cause a crash anymore
  • FIXED: HUD hint panel now shuts down properly
  • FIXED: when game is running in the background, mouse pointer performs normally
  • FIXED: waypoint for Liberland carrier in campaign mission now isn't hidden behind planet anymore
  • FIXED: waypoints don't hang on starchart when you jump back and forth using Starpoint or Tgate
  • FIXED: Magellan refinery now has correct collision sphere
  • FIXED: Pyros bartender now has correct facial animations when accepting all quests
  • FIXED: in freeroam player set starchart marker is properly removed after reload
  • FIXED: starchart doesn't crash anymore when reloading identical save game a few times
  • FIXED: removed exploit where equipment cooldown was evaded by un-equipping the item
  • TWEAKED: options menu works more smoothly and is more user friendly
  • TWEAKED: various balancing and AI related issues
  • TWEAKED: military patrol paths are reworked and improved in all sectors


These are the most important changes and additions. We hope the list is sufficient for this festive occasion we call Roadmap Update 1. The long journey through Early Access is now one milestone closer to completion, but there’s still massive work ahead of us! Some of you will also already recognize the improvements to some game elements you've specifically mentioned in your comments and feedback.

Along all of this, we've also tweaked, improved and polished many more details in the previously implemented parts of the game, mostly based on what you good people reported. Feel free to give it a go and see what else has been improved.

In the end, let us reiterate that this update is the first of a dozen major Early Access planned updates, and we also fully expect to throw in a number of unplanned updates along the way. The number of these will, in part, depend on what you report to us, and what ideas you throw at us on Steam forums

Have a nice weekend ahead, and don't hesitate to try out all the goodies we're prepared for you! In space no one can hear your enemy scream!

Cheers!
LGM Games team