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Starpoint Gemini 3 News

Update 0.840 - Alien stuff and some other surprises

Hello captains!

A new week, and time for another handsome update as we’re running forward!

We won’t bother you with too much text this time, so straight to the point - version 0.840 unlocks some new places to visit and explore. Alien ruins are eerie places, but worth visiting if you’re in for some nice loot. There are also some new quests to stumble upon, NPC AI has been upgraded, missiles and torpedoes received significant revamp to make them much more usable…

In addition, as we’re monitoring your feedback, quite a few game elements have been improved or tweaked.

Next update is coming shortly, so stay tuned for more…

CHANGES
  • ADDED: New locations to explore - Alien Ruins
  • ADDED: Interiors for Alien Ruins, with rewards and loot
  • ADDED: New Encounter quests
  • ADDED: Defensive asteroid turrets are now functional
  • ADDED: Reworked damage system for missiles and torpedoes, making them much more usable
  • ADDED: Notification system display of items collected by drone
  • ADDED: Revamped default control bindings for keyboard input
  • UPDATED: Missile weapons no longer go through objects
  • UPDATED: NPC AI has better path finding and navigates better around objects
  • UPDATED: Further improvements on asteroid caves interiors
  • UPDATED: Enemies don’t engage heavy weapons if player is outside line of sight anymore
  • UPDATED: Enemies with equipped short range weapons will approach closer while in combat
  • UPDATED: Added weakpoints to several capital ships that lacked them
  • FIXED: Resolved problems with rotation connected to LOD
  • FIXED: Eternal loop sound of cruise engines while docked is now removed
  • FIXED: Various issues with encounter and mysterious missions
  • FIXED: Inaccurate derelict rotations
  • FIXED: New game button now works with accurate focus when clicked
  • UPDATED: Colors and appearance of mission objective texts and icons
  • UPDATED: Turrets in interior missions are now more accurate
  • UPDATED: Turrets in Alien ruins interior are now functional


Fly safe, stay safe!
LGM Games

Update 0.820 - Blueprints, space caverns, fishing and more...

Greetings everyone,

As promised, updates will be more frequent in the following weeks, so the start of a new week is a good time to get things moving.



This update targets several game areas where many community members suggested some improvements. New ways to earn credits and other rewards is being introduced - visit caverns on space asteroids, explore them and gather loot. If you get tired of all this hard work, some asteroids will also have lakes where you can relax and fish some nice space fish. They can also be exchanged for a handsome sum of credits later. A little note to everyone here - space caves will respawn loot after awhile, so you can gather it more than once!



Crafting panel has been reworked and some useful data added, so that players have a better idea what is invested into creating an item and what will be the end value.

Along with new game elements, work on tweaking and improving previous ones is also continuing, this time with some campaign missions modifications that affect balancing and difficulty, updates to the encounter system and ironing out several bugs that prevented successful completion of a few encounter quests.

Lastly, some optimization elements are finally ready and we start with character optimizations that will improve framerate during cutscenes.

More details on this update is here:

CHANGES
  • ADDED: New locations - asteroid caves to explore and get handsome rewards
  • ADDED: Fishing system to further increase loot and rewards when exploring caves
  • ADDED: Newly reworked crafting panels with additional information for players
  • ADDED: The new blueprint system is setup so that you have unique blueprint rewards in all sectors (only campaign blueprints which are marked yellow, might be duplicates for now)
  • ADDED: Additional Subspace content added
  • ADDED: Replaced several placeholder models of ships for their actual models (Hurricane, Dummer, Storm)
  • UPDATED: Numerous optimizations with character loading and performance
  • UPDATED: Some changes on early Campaign Missions
  • UPDATED: Adjusted Encounter Quests, modified the possibility player would find them
  • FIXED: Some Encounter Quests bugs which would prevent the quest from completing
  • FIXED: Some problems with sector collectables which would prevent player from collecting all collectables in a sector


...and we're off to start preparing next set of improvements that should reach you quite soon!

All the best,
LGM Games

Update 0.801 - Series of pre-release jumps initiated

Greetings all,

A few days ago we announced we'll be making a series of updates in the following weeks, in order to prepare the game for biggest single update since we started EarlyAccess - cross to version 1.0

So, here we are, update 0.801 is the first in this series with more to follow. Among required changes for upcoming major features, we'll also be pushing out lots of improvements and fixes. Some of them are based on your regular feedback and this principle will be applied to all updates until release day.



Allow us to use this opportunity to extend our gratitude to all community members that actively support our development process. In upcoming updates you'll notice chunks of your ideas and suggestions, so thank you for all the constructive input.

There is still lots of work to be done, so if we make some mistakes due to relentless pace planned for next several weeks, please feel free to inform us, and give a bit of time to sort everything out.

As for this specific update, in regards to gameplay flow, and difficulty issues, the secret word is money. We've increased the rewards for bartender missions, rewards for every eliminated ship is also increased. Furthermore, we started tweaking the recently added wormholes to further increase how quickly players can pocket some serious credits.

You'll also notice changes to a number of places where the game is saved, especially during the campaign, and also locations during the campaign where you can dock and restock on needed supplies. You can expect more of this in the future.

Regarding LGM's „service shop“ in the last week, we've resolved the crash happening when entering some wormholes, fixed twitching of camera in cockpit view, improved support schematics for several joysticks and HOTAS devices, and worked on eliminating excessive sensitivity of plugged controllers while playing with mouse.

There are numerous other improvements but you'll see that during gameplay itself. Next update will go live sometime next week, so stay tuned! If you feel this announcement is written too fast and with few details, fear not, it's only because we have so much stuff we still want to include to game, so we're jumping back to that!

CHANGES

  • ADDED: Highlighted visual notification for unspent skill points
  • ADDED: Weapons from Supporter pack added to all freeroam game scenarios
  • ADDED: More opportunities to prepare for Ravena fight (first capital ship combat)
  • ADDED: More saving points in early missions of the campaign
  • ADDED: Additional hints
  • UPDATED: Cockpit camera twitch reduced
  • UPDATED: When controller is plugged in, but not actively used, sensitivity is reduced
  • TWEAKED: Target lock color when selecting Nav Buoys
  • TWEAKED: Readjusted the mission where Bold has to retrieve the Urn. Easy and Normal are now easier, while Hard and Insane difficulty is now harder on the mission
  • TWEAKED: Enlarged the mission area on Ravena fight
  • FIXED: Radiation resistance now works correctly
  • FIXED: Objective update where player needed to gain certain amount of experience
  • FIXED: Fixed a rogue objective which would sometimes ask players to reach Earth


Continue to fly safe!
LGM Games

Update 0.800 - Modding and all out improvements

Hi everybody,

We hope you're all well and happy, as we have some seriously good news this time!

First of all, development of Starpoint Gemini 3 has entered its final stages, so excitement and stress are at expected levels! And, this is a good time to include so many talented people from your ranks as well. Hence the arrival of modding support in this update! Unleash your creativity and use the tools we've created to amaze your fellow gamers.



Also, we'd like to announce that this update is likely to be one of the last updates during Early Access! Full release is drawing close, and soon we'll be talking about expanding the full game rather than adding what's missing. At this point, we can say that full release and full unlocking of the game is set for October 14th. Many of you will notice that a few major chunks are still not in the game, but don't worry – we wanted to avoid splitting the remaining pieces into smaller content updates, so you'll get all remaining content at the same time in one huge update. Should be a nice surprise for all of you and allow you to be positively surprised even if you've already played the game. Yes, the entire campaign is nearly finished and will be unlocked on release, player owned capital ships too, and many more things!

Bear in mind that in the following weeks, you can expect more frequent updates as we prepare everything necessary for the implementation of everything that's left to be added.

We'll announce news on this hyperspace jump quite soon. For now, let's get back to what this update brings: as usual, full changelog will be listed below, and as highlights I can mention that besides opening the Steam Workshop, version 0.800 brings improvements of the blueprint system, and an overall batch of new elements to find, explore and gather. Noticed a space anomaly in the distance? Get yourself there, explore it and gather rewards. Then sell the information to the highest bidder.



As per your request, targeted enemy objects will now display additional HUD information regarding that target. It's easier to eliminate enemies if you know them, right?

Another useful addition, also requested by many of you, is the ability to plot your course on the Starchart. If your desired destination is further away, setting a waypoint will now automatically plot the most handy course there, taking into consideration fast travel Nav bouys etc... Never get lost again!

The trading system received a sizeable rebalancing package as well, so get rich in a meaningful and fast way! And don't forget to say hello to Doug Jones, a roaming space trader you're bound to meet at some point...

For those who found drone missions too challenging, your dear ADAH got an early Christmas present – an active deployable shield.

Full list of changes is here:

CHANGES

ADDED: Support for Steam Workshop and access to mods
ADDED: Navigation Starchart upgraded with fastest course plotting (with multiple WPs)
ADDED: Active shield system for player drone
ADDED: Anomaly mechanics now have specific loot drops
ADDED: Additional stats information on each weapon
ADDED: Wormholes with subspace areas
ADDED: Entire Darwin sector with all objects and missions
ADDED: Roaming space trader Doug Jones
ADDED: Proper derelicts for several additional ships
ADDED: Anomaly data items granted for anomaly scanning
ADDED: For „completionists“ - track bar on Starchart that summarizes everything there is to explore in each sector
ADDED: Loot containers within radiation nebulas
ADDED: Templar Outpost in Outerlands sector
ADDED: Radioactive nebulas
ADDED: Cockpit visuals upgraded (in cinematics)
ADDED: Sectors info and completion stats added to Starchart
ADDED: Hunter missile now interrupts cut engines mode and auto flight
ADDED: Light weapons can now destroy incoming missiles
ADDED: Weapons and weapon hardpoints: one weapon per each hardpoint
ADDED: Due to weapons mechanics change, rewards greatly modified and balanced
ADDED: HUD quick info on locked targets
ADDED: Anomaly scanning now grants experience and rewards
ADDED: Option to toggle depth of field on/off
ADDED: Invert Y axis for player drone
ADDED: Additional language localizations for new content
ADDED: Additional blueprints in sectors Outerlands, Sora, Extera, Iolia and Mars
UPDATED: Character models optimized
UPDATED: Additional lootable containers on levels
UPDATED: Additional security patrols near key locations
UPDATED: Encounters are now properly discarded while in radius of active missions
UPDATED: Asteroid update and draw distance now match properly
UPDATED: Nexus ship security patrols now have modified and corrects paths
UPDATED: Starchart nebula pins
UPDATED: Jupiter sector level
UPDATED: Added sales lists to Io Moon (Jupiter sector)
UPDATED: When dropping game to Steam with SHIFT + TAB, camera mode remains correct
UPDATED: Pressing SHIFT displays equipment hint
UPDATED: „Specialist“ achievement now unlocked properly on last skill stage
UPDATED: HOTAS T.16000m improved config file
UPDATED: Available weapons, ship modules and equipment lists updated on several dockable locations
FIXED: Upon load, nebulas are now visible correctly
FIXED: Boss Starchart marker displays correctly now
FIXED: Player waypoint correctly removed after successful jump
FIXED: Commlink during campaign mission 6 now displayes correct video
FIXED: Radar range is increased to match installed module type
FIXED: Camera positions during several cutscenes
FIXED: Saving a game doesn't generate fake skill points anymore
FIXED: Skill points respec is now locked if you have insufficient credits
FIXED: Radiation shied progress now works correctly while Starchart is activated
FIXED: Scanner radius regarding radar now working as intended
FIXED: Templar faction now uses correct ship types
FIXED: NPC AI ships no longer randomly fire while out of combat
FIXED: Additional fixes in cinematics regarding player ship modules
FIXED: Rendering distances and LOD's regarding asteroids and junkyards
FIXED: Derelict detection is now in corelation with scanner stats
FIXED: Derelicts now appear on radar as intended
FIXED: Ship turret count now displays correct value
FIXED: Planet Starchart hint now displays properly in higher then 2K resolutions
FIXED: Located blueprints can now be properly collected
FIXED: Mission timer and quick action don't overlap visually anymore
FIXED: Camera movement removed while in ingame menu during drone missions
FIXED: Derelict rotation now correctly follows rotation of original ship model
FIXED: Berzerker capital ship now displays correct weakpoints
FIXED: Bug with „infinite“ blueprint spawn removed
FIXED: Encounter quest cannot spawn inside a planet anymore
TWEAKED: Labels on weapon installation menu
TWEAKED: Targeted object is now shown on radar
TWEAKED: All radar distances now match sensor range
TWEAKED: Anomalies balanced and optimized
TWEAKED: Crafting items info
TWEAKED: HUD radar display objects
TWEAKED: Camera tweaks in ship customization
TWEAKED: Interior HUD notifications
TWEAKED: Nav Buoy positions modified in several places
TWEAKED: Weapon turrets positions on enemy capital ships
TWEAKED: Balanced asteroid rich nodes



Very soon specific news on the remaining features will follow, and we'll also reveal more on the upcoming D-day, the full release.

Meanwhile, enjoy today's update and stay tuned!
LGM Games

Summer news and price change heads up

Hello everyone!

Amidst the summer heat and all of the grim news on pandemic, we wanted to quickly update you on progress we're making. July temperatures still didn't kill us, and evasive maneuvers against outbreak of COVID-19 are still working well. That only means development process on Starpoint Gemini 3 continues pretty much as planned.

We're currently working on several fronts - improving all possible issues and gameplay experience based on everyday testing as well as your feedback. Second major „area of operation“ is completing all remaining story missions and we really can't wait to reveal this to all of you. Lastly, we're preparing player owned capital ships update along with all the changes this requires. These incoming „Big guns“ are coming to life nicely and we're quite anxious to unlock them to public.



One of the sizeable upcoming changes linked to Capships is the upgrade of AI for both smaller ships and capital ships. We'd also like to note that some of the previous player ship modules are now reworked and will be making a comeback. In general, expect a ramp up in update freequency in the near future since there are so much cool stuff we need to "stuff" into the game before it's completed. We're pretty positive many of you will have good fun rather soon!

Another thing we wanted to let you know is that, according to previously announced schedule, Starpoint Gemini 3 is about to receive its last price change. As of Monday, August 3rd, game price will be increased for the last time in this Early Access cycle. This price will be the final one and no more changes are planned until and after the release.
So, any of you wanting to try out the game, or planning to get it in full version, you still have a few days to make use of lower Early Access price if you want.

In the meantime, we'll continue to have a very active and dynamic summer. Plans for next couple of months are very extensive, and game will start to change quite fast. There are a lot of features and various game elements that are nearly finished but can't be unlocked separately. So, expect lots of news, good news in the near future!

Stay safe, healthy and in good spirits!
LGM Games Team