Author: Cameron S Chapman

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

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 It has been functional for quite a while, but with incomplete and outdated UI.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:

The Tutorial Revamp Update for The Chaser’s Voyage (Version 0.5.0.03) is live!

Hello everyone! Here’s another surprise big update, we’ve reworked our entire tutorial! We were planning on finishing up our client updates, but as Eos mentioned in last week’s blog post, we realized we needed to rethink how we did our tutorial. There’s quite a few changes to go over so let’s jump into it!

 

 

We changed a BUNCH of our tutorial, starting most obviously with our newly designed Prompts! We wanted something that better fit our game’s visual style and had a bit more pop to them, so we redesigned the prompt windows. Besides just the visual look, we also made two other changes to our prompts. We made it clearer what we wanted the player to do, sometimes separately from how to do it, and always with an underline to draw attention to it. We also made prompts no longer close on their own once the player satisfied the prompt. Instead there are now “Close Prompt” notices that allow the player to close the prompt after they’ve done the required action, but also allow them to continue reading the prompt if they want. There are more prompts now than there used to be, but teaching the player how to properly play with clarity is very important! In order to add more clarity, we also color coded the systems in the prompts and added icons where applicable, to draw a better connection between the game UI and the prompt instructions.

 

Next obvious change is to your crewmate Argi. We realized that while we really like all our lore, the tutorial is not the place to give it. It’s better to just get into the action! So Argi’s lines have been changed and reduced to help the tutorial flow better. For those who like our lore as much as we do, don’t worry, Argi still has plenty of character.

 

 

The final big change is to the tutorial scenes. The original tutorial had 6 scenes: Introduction, System Repairs, Imperial Fleet, Debris Field, Battleship Pursuit, and Pirates. We’ve not only changed the order of these scenes, we’ve also changed some of them, and added a couple more new scenes.

• The 1st still goes over the piloting basics and system management, but with MUCH less talking now.

• The 2nd scene is mostly the same, except we decided to better teach the player the relationship between the Auxiliary Systems and repairs.

• For the 3rd scene we have the player navigate an asteroid field, focusing on obstacle evasion. This replaces our debris field which was was more focused on general system management.

• We added a new encounter for the 4th scene, Imperial Sentries in a Radiation Storm. This is especially important as it gives the player much needed info on how to combat rad storms, as well as showing them the effects the storm can have on certain obstacles.

• The 5th scene is another new one, a bounty hunter! Bounty hunters tend to be a bit easier to deal with than Pirates (in one off encounters), so we wanted to give the player some experience with fighting enemy combatants before the final scene of the tutorial. This also serves as a way to teach the player about enemy weapon types, which we didn’t go over before.

• The 6th is the new home of the Imperial Fleet. We still wanted to teach the player how to communicate with this scene, but since we added more combat encounters to the tutorial, we also expanded on this scene and made it the docking and hull repair tutorial. This gets the player topped off for the final two challenging encounters.

• The penultimate scene is mostly unchanged, the player is taught how to survive an encounter with a pursuing UGS Battleship!

• The final scene is still the “test” of the tutorial, the Pirate Attack! This encounter is unchanged as it was hard enough before, but now the player should be better prepared for it after getting through this new and improved tutorial.

 

 

In addition to the tutorial changes are a couple of smaller quality of life additions. the bigger of the two is for gamepad users. We’ve added arrows to the Remaining Power section of the UI to show when the Increase Power and Decrease Power inputs are active. It’s a pretty neat little change that helps give some good input feedback. Secondly, the Battleship Distance screen now shows wire frames for both the battleship and the player’s ship, to make it clearer how the distance info is displayed.

 

And to wrap thing up as always, there’s the bug fixes! There were quite a few we found over the last couple months, and with your help, we can find more!

 

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 0.4.3.01 – 5/22/2023

Hello, everyone! Update 0.4.3.01 is live for The Chaser’s Voyage and it has a few surprise changes to our difficulty modes!

 

But first, look at our updated Ion Missiles!

 

To start off, let’s talk Ace mode. It’s the hardest difficulty mode in our game by default, and is meant for only the most skilled pilots. We didn’t want anyone to be locked out of trying Ace mode though, as it is also the only mode to not have our encounter tiering system, which means in Ace mode, all encounter combinations are available from the beginning of a Voyage. This is one of the 2 big features that makes Ace mode so hard, but it’s also a really unique way to play the game. Thus, we decided to make it so that the player only had to start a game in both Voyager and Captain mode in order to unlock Ace mode. A simple enough task, but one that would guide most new players away from starting on Ace mode.

 

We were pretty happy with this decision, but over time we’ve realized that it has unintentionally devalued Ace mode. There’s no sense of accomplishment for unlocking it, no sense of progression into the highest tier of play. We realized we needed to make unlocking Ace mode match the intensity of the mode, so we have changed how it is unlocked. In order to unlock Ace mode, the player now has to pay back their debt to Lady Styx on time in Captain mode. If a player has not done that yet, but had already unlocked Ace mode, it will now be locked for them. But if you’ve already paid your debt off on time in Captain mode, then Ace mode will already be unlocked for you. This should make unlocking Ace mode have more meaning and give thrill-seeking pilots another goal to aim for.

 

However, this still left us with our previous problem, having our “no encounter tiering” mode being locked behind a challenge that not everyone may be able to complete. We want as many of our game experiences to be available to as many players as possible, so we moved a future planned update up to the front of the line: the Voyager+ and Captain+ modes! These modes are almost identical to the existing Voyager and Captain modes, but with one exception: They have no encounter tiering! We had always planned to have these modes available in the final version of game, but their priority was on the lower end compared to things like the Tutorial and Cutscenes. With us increasing the difficulty of unlocking Ace mode though, this was the perfect time to put them in! Now all players, regardless of skill, will be able to experience our game in its most random form in any mode. Additionally we wanted to add a sense of achievement to unlocking them, so Voyager+ is unlocked by surviving a Voyage in Voyager mode, and Captain+ by surviving a Voyage in Captain mode. Since they are unlocked by beating the game, and put the player in the endgame tier of encounters, you can think of these modes as our New Game+!

 

Our Difficulty Selection screen with the new Voyage + options!

 

For the rest of this update we made some small miscellaneous changes. Battleships now deal less damage with their shots in Ace mode. They were just too powerful!! We made it more likely that the player will see Merchant ships and Battleships space jump, since it’s a pretty cool effect. We also updated the visuals for Ion Missiles to further distinguish them from regular Missiles. And finally, throw in some random bug fixes, and that’s everything! We hope you enjoy unlocking and playing our Voyager+, Captain+, and Ace modes!

 

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 0.4.2.04 – 5/15/2023

Hello, everyone! Update 0.4.2.04 for The Chaser’s Voyage went live yesterday and it’s the first of our client updates! There’s some really cool stuff to cover, so let’s not waste any more time and get to it!

 

An example of our new color coding AND new client type names!

 

The most obvious change in this update is the addition of color coding for certain text! As you can see above, we’ve color coded not just the territory names within the client info, but also any instances of “UGS”, “Empire”, and “Imperial”. Whenever “UGS” and the “Empire” appear in text, they will be color coded orange and purple respectively. Since these two factions have a big impact on client selection, we wanted to make them stand out more. This should make it easier to see at a glance where the client wants to go, and where their allegiances lie. All color coded text is also bold. If this color coding is a bit much for you though, don’t worry! We’ve also added an option to disable the color coding.

 

Expect to see new client type names!

 

With the color coding implemented we realized that “Imperial Traitors” and “UGS Traitors” gave the wrong impressions of who they were aligned with. So we decided to take this opportunity to revisit our client type names and ended up updating 4 of them! “Evil Scientist” is now “Outlaw Scientist” (a little more accurate and less mean to those poor scientists!), “Fleeing Criminal” is now “Fugitive” (cooler and more succinct), “Imperial Traitor” is now “Defector to the UGS”, and “UGS Traitor” is now “Defector to the Empire”. This means if a client type has UGS in it, they are always with the UGS, and the same with the Empire. The client types are changed in name only though, so don’t worry about having to learn the intricacies of a new client type. (YET! >:3)

 

The Client Selection Screen isn’t the only thing with color coding!

 

Besides the Client Selection Screen, we also added the color coding for the Empire, UGS, and territories to the “Info” section of the main console and to the insignia descriptions. Pretty much every place where the Empire or UGS appear in text is now color coded! We also fixed some bugs we found with the Main Console’s “Info” section, the insignia selection scrollbar, and the scrollbar speed setting in this update. We hope you look forward to our next big update!

 

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: