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Starpoint Gemini 3 News

DEV REPORT



Greetings fellow earthlings!

In case you were wondering, nope, we haven't dropped dead after Early Access release run, nor have we been abducted by you-know-who sporting big black eyes and the skin tan of a full ashtray. We’re still here, live ‘n kickin’, firing missiles, mowing down enemy fighters… as people usually do. Today however, we wanted to share some details on what we’ve been up to lately.

If you've looked at our planned roadmap, the next big milestone, appropriately named Skillshot, and everything for that oh-jolly-what-a-most-festive occasion is still going according to plan. In our internal version we're already very „skilled“, our missiles are as blind as bats (we might tweak that a bit…) and critical failures plague our ship.

We're preparing lots of goodies for this upcoming update: dumbfire missiles, CSF mechanics, entire skill system, new ship modules, new equipment... and a big bundle of Tough love bug-spray for all the bugs you guys reported!

Thank you for providing all the awesome feedback! The upcoming update will be better thanks to you! And that one is just the first of many.

See you with the new update in a little while. In the meantime, I made a bet I can make a mid-flight precise strike against a small moving enemy fighter using only an unguided capital ship busting torpedo, so I really should get back to that…

Weekend Bundle of Improvements

Greetings!

Just in time for weekend we've prepared and released another bundle of nice fixes, improvements and tweaks. List of priorities has been greatly determined by your feedback, so thanks for feeding us with awesome info once again!
Windows 7 – We understand your pain, and we've finally confirmed fix for this platform will now work, and Win 7 should run the game as intended. Do let us know if you experience any additional issues.

CHANGES
  • Game runs properly on Windows 7
  • Fixed: invert yaw control now works properly
  • Fixed number of sound glitches on linked to interface
  • Fixed: autoaim system is now precise and give correct lead input for firing weapons
  • Fixed visual issues on options interface when using resolutions below 1080p
  • Fixed mismatch between fullscreen and windowed resolutions
  • Fixed: starchart icon will display correct player position when docked on planet
  • Fixed: when all missiles are depleted, missile slot will not still be shown as taken
  • Fixed: when all weapons are dismounted, normal aim cursor will be shown
  • Fixed: player ship will properly die when Starpoint mission is failed
  • Fixed: sfx loudness in corelation to distance is now set correctly
  • Fixed: ship final explosions now have sound
  • Added: ambiental sounds for all cutscenes in this Early Access version are added
  • Added: Player now receives exp for destroyed enemy ships
  • Added: HUD highlight with warning of low hull or ammo while boost equipment is available
  • Added: The use of HOTAS and gamepad at the same time is now enabled
  • Tweaked: off screen markers for objectives are now more visible, clear and different
  • Tweaked: UI target reticle is now upgraded
  • Tweaked: button designations on controllers are now in expected order


So, this is what we've been able to prepare before weekend. We're continuing our work according to your feedback, and at the same time we started preparations for first proper content update according to roadmap we recently shared!

Stay tuned!

Tuesday blues

Howdy there!

We've got another patch for you ladies and gents, focused on some frequently noted issues, both on the forum and through our customer support email. Some technical as well as QoL tidbits.

Windows 7 - We haven't forgotten about you. Don't worry. Full Win7 support is in the final stages and unless something unexpected pops out, we'll have a fix for you by weekend! We sincerely apologize for the delay.

CHANGES
  • Dying before reaching the Starpoint and gliding through it while in death screen won't trigger the cutscene to happen. You won't be seeing what's on the other side.
  • Fixed the selection screen in T-gate on lower resolutions. Extera is finally on sight.
  • Fixed issues on multiple resolutions, such as hud stretching out of the screen.
  • Scrolling lists will be smoother on all resolutions. (insert a clever joke about being a smooth criminal that I can't think of right now)
  • Mission waypoints will remain visible until the mission is over.
  • There's no oxygen is space so structures won't remain on fire after repairing them.
  • Players won't be getting experience from fights which they didn't take part of. No more easy XP farming!
  • While in defend mission, the enemies will be marked properly.
  • Loading screen freeze is no more!


That's about it for this installment of Here's what we've been working on. See you on the next update!

Sunday Special with LGM

Good day to you ladies and gents. Although our initial plan was to push the next small patch on Tuesday, we figured you shouldn't have to wait that long for some of these things. This is especially important for those of you who have been experiencing crashes.

CHANGES
  • Fixed a major problem that would cause the game to crash in some instances, frequently on the second main mission, but it could happen at other instances as well.
  • Exit game is no longer the default option when entering the main menu. This will especially help those of you who play with the gamepad.
  • Bartender job waypoint is now of different color (purple) for easier recongition.
  • Random encounters can no longer spawn while you're busy doing bartender jobs. They won't interfere any more.
  • Skill point distribution is no passed on into a new game. It's not of great importance at the moment since skills aren't implemented yet, but a bug is a bug is a bug
  • Tweaked lock-on to make it easier to lock onto a target. Especially important for gamepads.
  • Tweaked gamepad auto-aim. Made it a bit smoother.
  • Added a few extra script checks to prevent encounters from bubbling up into an incoherent mess involving an ever-increasing number of ships, ultimately annihilating the universe... you know... the little things...


The next update is planned for Tuesday. As always, we'll keep everyone up-to-date.

P.S. Win7 users: we haven't forgotten you, don't worry. We're working on it and hope to have the issue resolved in the next update.

Safe travels captains!

Day One Patch is here!

Greetings captains!

Let's make this short. We've got a lot of work to do and it doesn't make sense to drown you in text :)

Just one important bit for those of you playing with a gamepad. Auto-aim and auto-follow target is implemented via the left trigger. Try it out and let us know what you think.

FIXES
  • Fixed multiple errors in the Chinese translation
  • Fixed multiple errors in the German translation
  • Fixed a potential error with a missing gas pocket in the main storyline
  • Fixed a potential error with a missing ship in the main storyline
  • Landing on planet Caterton is no longer possible, as intended at the moment
  • Saving the game after leaving Sakkara station, but before reaching the target gas pocket is no longer possible, as intended
  • Checked, re-checked and fixed a couple of potential issues that could appear when reloading the same save file several times
  • It is now possible to fail a mission when exiting the mission area
  • Bartender job info panel now displays the proper difficulty
  • Fixed a problem with the left and right gamepad trigger functioning as the same trigger


ADDITIONS & TWEAKS
  • Auto-aim (and auto-rotate) is now possible using the gamepad (hold Left Trigger)
  • Bumped up cutscene logs to help with future error-catching
  • Added several tutorial hints
  • Added an autosave position before reaching Extera
  • Fixed multiple bartender jobs and added multiple new ones
  • Buffed up player hull and shield stats
  • Weakened NPC missiles (damage)
  • Locking onto a target is now made easier