Author: Cameron S Chapman

I am a programmer and designer dedicated to making our team's ideas take form!

The Chaser’s Voyage has officially launched!

Hello everyone! It’s finally time. Thank you all so much for your support during our voyage through Early Access, but now a new one begins! The Chaser’s Voyage has officially launched! It’s been quite a long journey to get here, but it’s been worth it. I’m so happy to have gotten this far with Eos at my side. It still feels a bit unreal, but I’m so excited, WE’VE DONE IT! So, without further ado, here’s a look at our new launch trailer!

 

 

Now, not only have we released The Chaser’s Voyage, but we also released our artbook on Steam, available both separately and as a bundle with the game! We had a lot of fun with this and styled it after a visual encyclopedia. There was plenty of art (and lore) to show off in it, so it felt like a nice little launch surprise to go side by side with leaving Early Access. Here’s a look at our two pages for Wolfe!

 

 

Before I talk about what we have planned next, I wanna quickly go over what’s in this update specifically. We updated the credits to include some recent additions, sped up some menus for ease of use, made the 1019 insignia no longer go wild during autopilot, reduced the requirements to earn max reputation with the Wolfe’s Logo insignia, and adjusted the particle effects for ship engines and lasers. And another huge batch of bug fixes! It was nice to finally have an update that wasn’t entirely focused on a new big implementation. we Just got to focus on cleaning up the game and preparing for launch!

 

So what is next? Well we’re obviously going to continue with marketing The Chaser’s Voyage, but in addition to that we’re going to be looking into console support. Getting the Chaser’s Voyage on consoles would be a dream come true! In the meantime we’ll be keeping an eye out for bugs and pushing updates live for those. Thank you to everyone for sticking with us on this long voyage. Especially Eos, without whom none of this would have been possible. For now, enjoy our launch and safe flying out there!

 

You can read the full patch notes here and can follow Bright at Midnight on Bluesky! If you wish to play The Chaser’s Voyage, you buy it (and the artbook!) on Steam:

 

The Final Big Update in Early Access for The Chaser’s Voyage (Version 0.10.0.09) is Now Live!

Hello everyone! It’s finally time, this is the final big update for The Chaser’s Voyage before we leave Early Access and officially launch the game! We plan to launch around the end of September / the beginning of October, so get excited! This update is no slouch, with a big focus on redoing and finalizing the whole Options menu and making some final bigger balance changes centered around damage and clients. Also, with this update the entire game is now controllable with a Gamepad. So lets get into this update!

 

First things first, the big final thing missing from The Chaser’s Voyage before we could call the game complete, the Options Menu! We left this less exciting update for last so that we wouldn’t have to restructure this menu every time we added new options to our game, which definitely was a good call. We kept things pretty simple and cut down on how many different sub menus the options menu had. No need to go more in depth describing it, as the options menu is pretty self explanatory: it’s the options!

 

Here’s a look at the newly formatted Keyboard options. Gone is the wonky temp menu of old!

 

So moving on, in terms of balance, we found that there too many clients who were offering amazing Jump counts for their money. So rather than change how much they offered, we decided to slightly increase a lot of the client’s min jump counts and some of their max jump counts. With changing how often easy high value voyages occurred, we decided to also adjust the damage the Chaser takes and how much it costs to repair said damage. Shields were set before to take 90% of the base damage from obstacles and enemies and Hull took 140%. Now both of them are back to 100%. Repair costs were at 125%, but we decided to decrease them by more and made them 80% now. So over all this means longer voyages, but it’s a bit easier to survive them and less punishing when the player barely survives. Speaking of surviving, mines were still causing a lot of damage, specifically because their explosions were still really big. Now that we have the mine shockwaves to trigger other mines, the actual hitbox of the mine explosions don’t need to be so big, so we’ve reduced the explosion size by 40%! This should make it easier to avoid individual mine explosions and also better align with the explosion sprite’s size.

 

In addition to the options menu and balance changes, we also made some UI changes: Added Defaults to the Ship Customization screen and better organized its options, slightly redid the System Info screen, added tips from the System Info screen to the Loading screen, removed the temporary Default Gamepad Controls notice, and improved the scrollbars’ size and readability everywhere they appear. Then there’s another bucket of bug fixes to go along with everything else!

 

And with that we’ve reached the last big pre-launch update for The Chaser’s Voyage! All that we have left is assorted bug fixes and planning for our full launch. We still can’t believe we’re finally here and are so excited. See you all soon for take off!

 

You can read the full patch notes here and can follow Bright at Midnight on Bluesky! If you wish to play The Chaser’s Voyage, you can still buy it now while we’re in Early Access or wait a month for the full launch on Steam:

The Final Systems Check Update for The Chaser’s Voyage (Version 0.9.0.14) is Now Live!

Hello everyone! Happy New Year (in late March)! We’ve been cramming away at one hell of an update for The Chaser’s Voyage. This update doesn’t contain one single big change like the rest of our big updates, but instead is crammed full of a bunch of random changes we’ve wanted to make for while and even more bug fixes. This is our last big planned update before we tackle finalizing the options menu, so we wanted to go all out!

 

First up on the list was performance. Since this update was to serve as our final big systems check, I wanted to go through and improve performance related to collisions. It’s a small thing, but definitely something we had to do before we exit Early Access. This involved making the Player’s hurt box a little more forgiving towards the player, enemy hurt boxes more generous for the player, and simplifying obstacle hit boxes. We also made sure all unnecessary collision checks were removed, like the player’s shots checking if they are colliding with the player. Thankfully most of those were already squared away, but we did find some more while we were double checking!

 

With the performance & collision changes done, we started to add a few balance changes that had been on the back burner, since they were lower priority than implementing the Crew Journal and Flight Simulator. One such change was to slightly buff Bounty Hunters against undesired player behavior. Since the hunters only have one gun, the player could too easily turtle their attacks depending on the hunter’s weapon preference. So to fix this, we made hunters switch their weapons to laser shots when they notice that the player has not moved in a while. This lets them break through the player’s defenses and forces the player to focus on dodging shots again. We also buffed missiles, by increasing their speed more when the player’s engines are low and also by increasing the time between the player’s burst fire volleys. This makes it much harder to just sit there against missiles with low engines and high weapons. After lowering the level 4 weapon fire rate, we needed to increase the damage of each shot at level 4 to keep max weapons feeling impactful. That change then made it so that we needed to increase the health of large debris in Ship Graveyards and the health of sentries in Sentry Fields to not have weapons be too strong in those environments. In a small nerf to asteroids however, we did not change their health at all, so level 4 weapons will now be more effective in an Asteroid Field.  Next, we now have the player go straight into a Captain mode Voyage after finishing the tutorial, as opposed to a Voyager mode Voyage. This way, players can complete “The Chaser’s Voyage” from prologue to credits in what we lovingly refer to as “the canon story.” (Because the Chaser does not have the power to rewind time or magically respawn.) Finally, we decreased the amount of money clients offer. We had previously added a bonus to their offers of 1.3 times, but we’ve reduced that multiplier to 1.15 as it was too much money too consistently.

 

 To account for the fact that new players will probably get a game over after being put into Captain mode, we added a redone version of the tutorial’s death notice, which explains the game over conditions and our three modes. This notice appears the first time a player dies in the main game. Finally we made the enemy fighters in space battles no longer wait to start opening fire on the player. The space battles are chaotic, not time to waste, fighters!

 

Oh look, new mine effects and a new sensor function!

 

Our next changes were focused on adding some cool new features to already existing game systems. First, thanks to some feedback from the wonderful ROOKRULES, we decided we wanted to make it a little clearer which obstacles the player could collide with. We did this by buffing the sensors (level 2 of Auxiliary) so that they highlight incoming obstacles if they will collide with the player if no movement is made. This gives the player more use out of the sensors, but we didn’t stop there! We also made sensors show how far away Pirate and Bounty Hunter ships are from the player, similar to how Battleship distance is shown. This lets the player know not only when these enemies are falling back, but also gives the player an idea of how far they have to get away before the enemy retreats. Next was mines! We used to have mine explosions be stationary so that they could trigger other mines that flew into them, creating chain explosions. It felt weird having only those explosions not move, so we made them move just like every other explosion in the game. However, now we needed a way to keep chain explosions, as they are one of the coolest things about Minefields. So after a bit of brainstorming, we landed on shock waves as a trigger mechanism. Now, when a mine explodes, it sends out a sizable shock wave of shrapnel. This shock wave deals no damage to anything, but does cause mines hit by it to explode, creating more impressive chain explosions than ever before!

 

We also did a batch of small changes that can be split into 2 groups: quality of life changes and random minor adjustments (aka, the rest). Here are the changes, rapid fire style!

Quality of life changes include:

  • We made Clients show whether you’ve been to a planet before, to make planet hunting for filling out the Crew Journal easier.
  • If the player asks for help in a Space Battle, their side will no longer have their Battleships fire when near the player.
  • Repairs will now automatically start once you dock with a fleet or a space port. After all, you docked specifically for repairs, might as well get them started faster!
  • We slightly reordered the Tutorial’s first death notice and added back buttons to it.

For minor changes we have the following:

  • We made the Battleship laser shots cast more light on nearby objects to make them seem more powerful and made Battleships in Space Battles move their guns slower and have a delay before moving them again after shooting.
  • When a Bounty Hunter chases the player off from a dock, the Live Feed display for your crew mates will now display their names instead of their stations.
  • We updated some names of Crew Journal entries for length and lore feel and edited the “Guide to Battleships” Entry to better reflect the player’s ability to sense Battleship Cannons in storms.
  • We increased the volume of enemy shots to make them slightly more noticeable.
  • In the end game victory cutscene that plays after the player delivers their 1.5 million bounty, Pirate Lady Styx will now be in shadow, adding more mystery to her. Now she will only be unveiled if you pay your debt off in time!
  • Speaking of cutscenes we also bit the bullet and decided to flip some sprites to always face the center since it just plain looks better.

 

The LONG awaited Anchor Pirates!

 

And FINALLY we fixed TWENTY SIX different bugs! (And quite a few typos!) Too many to list here, with 1 slightly humorous exception. We have a lot of really cool pirate ship designs, with one of Eos’s favorites being the Anchor Pirates. This is the design the player fights at the end of the tutorial. Now, Eos had noticed something while she’d been playing through the game. She wasn’t seeing them. We thought she was just being unlucky, but since we were doing our final systems check, we decided to dig into this and see if she really was just unlucky, or if we had errored. . . We had indeed errored. Pirates 21-25 would never appear in the main game, nor the Flight Simulator. An embarrassing oversight, but one we are very glad to have fixed! So enjoy the “new” pirate type, the Anchor Pilots!

 

With this update now live, our plans are to finalize the options menu and to get the game officially out of Early Access and launched! We’re so close we can taste it! So until next time, safe flying!

 

You can read the full patch notes here and can follow Bright at Midnight on Bluesky! If you wish to play The Chaser’s Voyage, you can buy it while we’re still in Early Access on Steam:

The Flight Simulator Update for The Chaser’s Voyage (Version 0.8.0.03) is Now Live!

Hello everyone! The Chaser’s Voyage’s Flight Simulator is finally completed and available for you, the players! We’ve been using the Flight Sim for ages to test various things in our game, and from an early point, planned for it to be accessible to players as well. It has been functional for quite a while, but with incomplete and outdated UI. We obviously had to give it a fresh coat of paint before letting our players get our hands on it, but that also was one of our lower priorities. We already made it so that when the player loses to an encounter, they could practice it in the Flight Sim and playing the game itself also serves as great practice. So having a mode dedicated solely to practicing and training for certain encounters felt less urgent than adding in features like the obstacle combos, crew journal, playable tutorial, etc. But those updates are already done, and now the Flight Simulator is too!

 

 

Before I get into the details on the Flight Sim, I want to do a quick look back through the year and a look forward. This year, we got THREE major updates out vs the two per year we’ve had before! The crew journal was on of our biggest updates and we could not be happier with how it came out. The obstacle combos were a pleasant surprise tangent, but they’ve added a really great level of variety to the game. And of course, the Flight Sim is now out, which leaves only 2 main updates left, options and release! Next year we will be finalizing the options menu and after that, adding in some final polish and then we’ll be leaving Early Access and fully releasing The Chaser’s Voyage! It’s been one hell of a voyage and it’s so nice to see the the release coming up. Okay, with that stuff out of the way, let’s dig into the Flight Simulator!

 

 

The Flight Sim lets the player customize and practice almost any encounter that they’d find in the main game. The purely friendly encounters, like Merchant Fleets of Neutral/Friendly Aligned Fleets are not selectable since there’s nothing in those encounters to actually, you know, practice. Every other encounter is available though! The player starts by choosing their difficulty and insignia, just like when starting a new Voyage, then they select their encounter. Each option in the Flight Sim is accompanied by a fun little wireframe depicting the option. There’s also a preview window that shows what your encounter settings are. After that, if the encounter can have any obstacles, the player chooses how many and which obstacles to have. Just like the main game, only 3 obstacles can be active at once, and stars are incompatible with the electronic obstacles (Sentries and Mines). After the obstacles comes the storm if applicable, then onto the Chaser’s Options. Here the player can customize exactly how damaged the Chaser is, including which systems are disabled and the hull integrity. Once all those setting are chosen, the player can go up against their chosen encounter as many times as they want! One of the neat things about the Flight Sim is that it lets the players choose some options that are a bit more hidden in the main game. You can choose what bounty level the bounty hunters are, how dense asteroid fields are, and what the sentry affiliation is!

 

 

We also made a couple of changes to mines to make them a little more interesting and have a few more ideas for them for next year. We fixed a bug regarding Pirate’s chances to be friendly with player over Space Ports and straightened out a continuity error in one of our Crew Journal entries. Until next year, safe flying!

 

You can read the full patch notes here and can follow The Chaser’s Voyage and Bright at Midnight on Twitter! If you wish to play The Chaser’s Voyage, you can buy it while we’re in Early Access on Steam:

Surprise! The Obstacle Revamp Update for The Chaser’s Voyage (Version 0.7.0.05) is Now Live!

Hello everyone! As we were working on the UI finalization of the Flight Simulator, Eos had a devious idea: “Can we have multiple obstacles active at once?” This prompted quite the conversation regarding how we would attempt this (both design wise and implementation wise) and, more importantly, the pros and cons involved. Long story short, the pros definitely outweighed the cons, so we got right to work with revamping how we do obstacles in The Chaser’s Voyage. So let’s get into it!

 

Obviously the big feature in this update is Obstacle Combos, so here’s the run down. We’ve made it possible for up to 3 different obstacles to all be active at the same time! So you could have something like an asteroid field and a ship graveyard near a star! Speaking of stars, we decided that stars and the electrical obstacles wouldn’t make sense to overlap, so stars cannot combo with Sentries or Mines. Also, now that stars can have obstacles you have to dodge AND enemies to fight off, we decided that a Star with a radiation storm is just too much to handle with all the different sources of system breaks, so we’ve made stars no longer appear with radiation storms. They already could not spawn with a hail storm, since we found it silly to have everything frozen AND on fire.

 

As if stars weren’t bad enough, now we have to dodge Asteroids as well!?

 

For determining how often to have Obstacle Combos and how many obstacles to be active at once, our existing tier based encounter randomization system worked wonderfully. We normally have 1 Obstacle, 1 Encounter, and 1 Storm and depending on what Tier the player is in, we’ll limit how many of these can be active at once. So we just added in Obstacle #2 and Obstacle #3 to those calculations. This means in Tier 1 you’ll get no Obstacle Combos, as you can only have 1 thing active at a time, but in Tier 2 you can have 2 active at once. So you can then get an Encounter + Obstacle, Encounter + Storm, Obstacle + Storm, or now, Obstacle + Obstacle.

 

As you continue to progress we keep upping how many things can be active at once, maxing out at 4 different things. This gives a good amount more variety than previously and also makes for some really kick ass jumps. Fighting a Pirate in a Mine/Asteroid field with a Radiation Storm is TERRIFYING. It’s wonderful! This also lets us make the Ace, Voyager+, and Captain+ modes a little more. . . devastating. Since Tier 4 maxes out at 4 things active at once, you can’t actually get all of 3 Obstacles, 1 Encounter, and 1 Storm active in the same jump. Which is good because that’s really challenging. So we made the non-Tiered modes have that option available, and from the get go! Good luck everyone!

 

Running into a Pirate hiding out in obstacles has never been scarier!

 

While testing out these Obstacle Combos, we realized that when using autopilot, the day timer and the life support gauge were changing at half the rate compared to when autopilot was off. That’s quite the bug, so we fixed that immediately! But, by fixing that bug, we also increased the amount of time it takes to complete voyages. Every mid-jump that was autopiloted through was now twice as long in-game. This paired with the now more dangerous Obstacle Combos required us to make some balance tweaks. We reduced the damage the Chaser’s hull takes by 10% and increased all client payments by 1.3 times. Since the Obstacle Combos resulted in harder to dodge obstacles and the autopilot bug fix resulted in more in-game time being taken up than before, we felt we needed to slightly compensate on both damage and money. Even in a good run, repairs were stacking up to be much too expensive and the 100 day goal was significantly harder to reach.

 

For more minor changes, we added minor randomized pitch shifting to most of our sound effects, increased the sound effect volume for obstacles being destroyed, edited “KTC CEO Defends Illegal Minefield After Fatal Disaster” to no longer say that battleships don’t go through minefields (since, you know, they DO go through them now), added destroyed battleships to the background of space battles, fixed some typos, and squashed SO MANY BUGS. We’re really happy with how the Obstacle Combos have turned out and how they add more variety and a fresh layer of difficulty to the game and hope you guys enjoy them as much as we do!

 

You can read the full patch notes here and can follow The Chaser’s Voyage and Bright at Midnight on Twitter! If you wish to play The Chaser’s Voyage, you can buy it while we’re in Early Access on Steam:

It’s Finally Here! The Crew Journal Update for The Chaser’s Voyage (Version 0.6.0.06) is Now Live!

Thanks for waiting everyone! As the title says, the Crew Journal Update for The Chaser’s Voyage is FINALLY live! A lot of things delayed our work in real life, but we managed to hunker down and finish what I consider to be the biggest update to The Chaser’s Voyage since we first launched on Early Access.

 

The main screen of the Crew Journal, with the default entries unlocked. Will you unlock them all?

 

For those who haven’t heard about it yet, the Crew Journal is a collection of written in-universe lore that the crew uncovers and comments on while you play the game. There are over 300 entries in it, short ones for each planet, and a bunch of longer ones covering a wide range of topics: gameplay tips, galactic news of the war, species you encounter, and even silly junk mail. There’s a short novel’s worth of lore now in the game for players to unlock!  The Crew Journal is the players’ window into the larger story of The Chaser’s Voyage universe and we are so excited to finally be releasing it.

 

Ironically this is the first entry unlocked!

 

Alongside learning about the greater universe through your crew’s eyes, you will also learn more about your crew mates’ pasts! My favorite part of the journal is the crew’s comments at the end of each entry. The journal has gone through many edits (both writing and UI) and we hope you enjoy it! You can access the journal through the main menu, pause screen, and mid jump screen. It will even tell you if you have a new entry every time you jump, so you can take a breather in between encounters and read the latest that your crew has to say.

 

This button’s finally active?! It’s a miracle!

 

Alongside adding the Crew Journal we also changed how the crew’s voice lines are selected. They will now cycle randomly through all of the lines for an event at least once before repeating a line again! This should make for a more immersive and less repetitive experience. (Yes Tai, we’ve heard that war story already!) This update is the final planned lore update, so if you’re a fan of great character interactions, learning about the world(s) from the view of the underdog, or just engaging sci-fi space stories, then there’s never been a better time to get The Chaser’s Voyage! Especially since it’s now on sale via Steam’s Summer Sale for $10.19, 49% off! (There’s even a journal entry that will shed some light on our repeated use of 10/19, it’s got everything.)

 

And of course, no update would be complete without bug fixes and typos. We fixed a bunch of random ones as well as some huge ones in the Tutorial. Big shout out to our Discord for pointing out some nasty bugs, it means a lot to us!

 

The next major update on the list is our training mode, the Flight Simulator. It’s been a wonderful dev tool for us and hopefully shouldn’t prove too hard to finalize with some pretty UI elements. (Famous last game dev words.) Until next time, enjoy discovering the newly expanded galaxy of The Chaser’s Voyage! Safe Flying!

 

You can read the full patch notes here and can follow The Chaser’s Voyage and Bright at Midnight on Twitter! If you wish to play The Chaser’s Voyage, you can buy it while we’re in Early Access on Steam:

Patch Notes for The Chaser’s Voyage: Update 0.5.4.01 – 11/13/2023

Hello everyone! The final update of the year for The Chaser’s Voyage went live yesterday. After this week, we’ll be taking a break till the new year, to spend quality time with our family and friends!

 

The update is mainly bugs fixes, but there is a nice Quality of Life change to be found too. When in Voyager Mode, the player can now interact with their systems and Space Jump Drive while the Chaser is respawning. The fixed bugs were related to the Space Jump Drive, Tutorial UI color, and a weird Insignia & Bookmark save interaction.

 

Now with the tutorial redesign and client story updates done, we can get to work on implementing the Crew Journal next year, the biggest source of lore for the universe of The Chaser’s Voyage. We look forward to seeing you in the new year, and hope you’re excited for what we have in store. I know we are!

 

•Eos Note:

I just wanted to thank each and every person who played our game this year, gave us feedback, and reported bugs. For the first time in a long time, we can see the end of our long voyage on the horizon. We accomplished so much this year to get the game into a very playable state from start to finish (including making the tutorial twice!) We’ve been wanting to get the Crew Journal implemented for a long time, as it will add more reasons for players to keep playing as they learn about the characters and the universe.

 

I wish everyone some happy holidays and a happy New Year. See you next space jump!

 

You can read the full patch notes here and can follow The Chaser’s Voyage and Bright at Midnight on Twitter and join our Discord for more news and to give feedback! If you wish to play The Chaser’s Voyage, you can buy it while we’re in Early Access on Steam:

Patch Notes for The Chaser’s Voyage: Update 0.5.3.01 – 11/6/2023

Hello everyone! The final Client Update has arrived for The Chaser’s Voyage!

 

We’ve been busy going over all our client stories, updating almost all of them and adding a bunch of new stories, doubling the amount of stories each client has. In addition to doubling the available client stories, we’ve also improved the randomization for them. Now you will get every story for a specific Client type before getting any repeats!

 

 

We’ve also changed the name of Debris Fields to be something cooler, Ship Graveyards! This not only plays up their spooky nature, but also reduces the amount of “Fields” in the environment names, adding some more variety.

 

Finally, we fixed some bugs regarding the first scene of the Tutorial and also the Records screen.

 

You can read the full patch notes here and can follow The Chaser’s Voyage and Bright at Midnight on Twitter and join our Discord for more news and to give feedback! If you wish to play The Chaser’s Voyage, you can buy it while we’re in Early Access on Steam:

Patch Notes for The Chaser’s Voyage: Update 0.5.2.00 – 10/2/2023

Hello everyone! The latest update for The Chaser’s Voyage is now live, and adds a new client type, Aligned Cartographers!

 

 

Now, any time you would get a Cartographer, they have a chance to be aligned with the UGS or the Empire! Cartographers are some of our hardest clients, and aligned ones really step up the risk-reward factor. As they are aligned, you can get free repairs from their allies, a must have during such long voyages. But, they also will be hounded by their enemies, exposing you to hostile fleets and battleship pursuits! We hope you enjoy this new challenging client in your voyages!

 

In addition to our new client type, we’ve also updated our Mid-Jump effects a bit, making the jump speed lines more varied. And of course there’s the additional bug fixes. We added a bunch of new client stories just for the aligned cartographers in this update, and our plan is to add more stories and change exiting ones for each of our other client types in the coming updates. Look forward to it!

 

You can read the full patch notes here and can follow The Chaser’s Voyage and Bright at Midnight on Twitter and join our Discord for more news and to give feedback! If you wish to play The Chaser’s Voyage, you can buy it while we’re in Early Access on Steam:

Patch Notes for The Chaser’s Voyage: Update 0.5.1.04 – 9/18/2023

Hello everyone! Update 0.5.1.04 for The Chaser’s Voyage is now live! We’ve added some nice Quality of Life changes focused on gamepad use and fixed a LOT of bugs!

 

 

In this update we decided we wanted to make the gamepad controls clearer and found a few things that accidentally required using the mouse. The gamepad control labels now are more specific to different controllers, for example, pressing the right thumbstick would be shown as R3 on PlayStation controllers and RS on others. We also replaced the D-Pad control labels with animating D-Pad icons instead of their plain text used previously. After these changes we wanted to make it a little clearer how to interact with the Info Screen on gamepad, and so we added those labels to the Info Screen buttons. (They change to match your custom controls as well!) Next, in the mid-jump scene, the player could not actually interact with the Save & Quit and Crew Journal buttons via the gamepad. So we decided to change them to instead be labels that show the inputs used for Saving & Quitting and Opening the Crew Journal (not yet available). On the flip side, while docked, the player could interact with the Repair and Depart buttons via gamepad, but they could not toggle between Main and Info on the Info Screen via the gamepad. So we added the functionality to toggle them by pressing up on the D-pad (regardless of custom controls) and changed the buttons to be labels, like how we did in the mid-jump scene.

 

After those changes came a lot of testing to make sure they worked in a ton of different cases, which also revealed quite a few bugs! Some were bugs that occurred when Bounty Hunters chased the player off docks, others were bugs with setting custom gamepad controls, and finally, we fixed for some bugs in Merchant Fleets. Now that this update is done, we’re planning to get back to working on the various client updates, so we hope you look forward to them!

 

You can read the full patch notes here and can follow The Chaser’s Voyage and Bright at Midnight on Twitter and join our Discord for more news and to give feedback! If you wish to play The Chaser’s Voyage, you can buy it while we’re in Early Access on Steam: