Author: Cameron S Chapman

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

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:

What’s Next & Patch Notes for The Chaser’s Voyage: Update 0.4.1 – 5/5/2023

Hello everyone! Update 0.4.1 for The Chaser’s Voyage went live last Thursday as a quick bug fix update. We usually aim to update the game on Mondays, specifically because this allows us to be ready to update the game if any terrible bugs are found and that’s exactly what happened!

 

Those bugs are now fixed (more on that below) and so we’re moving on to our client updates! And unlike our past big updates, we’re going to be able to release the client updates in batches. We currently have 3-4 updates planned for the clients, including some fun color changes, updated stories, and most exciting of all, a new client type! We’ll tell you more as we’re closer to each update and we hope you look forward to them!

 

Now that you know what’s coming up, time to talk about this update! Some problematic tutorial bugs slipped through our testing for the Performance Update. Fighters and pirates took up pacifism and would not shoot the player anymore! The player also was able to communicate with the pirates, even after they started to crash, which could lead to endless communication sounds. There were also some small changes we had already made before finding these bugs, like fixing our landing pad sprites, making sure the tutorial always led into the intro cutscene, and fixing a typo. Overall small stuff, but the tutorial bugs were nasty enough that we wanted to push out a fix ASAP.

 

Our new and improved Landing Pad!

 

You can read the full patch notes here and can follow us 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 Performance Update for The Chaser’s Voyage (Version 0.4.0) is live!

Hello everyone! I know it’s been a few months since our last game update, but for good reason! We’ve been busy going through almost EVERY part of The Chaser’s Voyage in order to improve performance and make your voyage as smooth as can be! This update contains quite a few miscellaneous changes, so let’s get started with the main one!

 

 

We have improved performance for when things spawn, despawn, or interact with other things! This might not sound like much, but it required going through all of the game’s code and optimizing interactions, adding object pools (reusing objects after you’re done with them instead of destroying them), and making sure that everything still worked the way it should. (I happened to break quite a few things with my changes, so HUGE shout out to Eos for testing the game so much while I was busy trying to fix more things, especially since she was in the middle of a move!) This was the main focus these past few months and it was quite the journey to go through all the code and try to optimize it! Along the way, I noticed several other things that we wanted to change (or fix in the bugs’ cases), and those changes make up the rest of this update!

 

 

Some of the bigger remaining changes we made with this update have to do with obstacles. Not only did we fix some bugs regarding obstacle interactions and background obstacle spawn rates, but we decided to implement 2 new options regarding background obstacles. We added a slider that lets the player set the rate at which the background obstacles spawn and a slider that changes how bright the background obstacles are! In the earlier stages of creating The Chaser’s Voyage, we really wanted to fill out the screen space with fake background obstacles that the player couldn’t interact with, to add a bit more depth to the experience. We were cautious to not make those obstacles too bright though, lest they be confused for objects that the player actually needs to dodge. They were a little darker than we’d like, but we didn’t want to brighten them until we made an option for the player to customize the object brightness. We felt that this update was the right time to do that, and both added the option, and increased the default brightness of the background obstacles to better match what we wanted. Also, in fixing the spawn rates of the background obstacles, we were easily able to make a system to let the player control the spawn rate themselves, and decided to add that in as well.

 

Besides the general changes, sentries also got some tune ups. Sentries have enemies based on their affiliation (UGS dislike bounty hunters and the Empire dislikes pirates), but this was not being expressed the way we wanted it to be. The sentries would become hostile to these enemies, but usually after being attacked, not by default. The sentries now work how we want, and will target their enemies right from the get go! (Also, they will no longer target their army’s own fighters. Sorry about that fighter pilots!) Space battles also got a change, with exploding battleships no longer slowing down. This change was made to make sure that the battleships didn’t get too clogged up at slower speeds.

 

 

The next batch of changes are visual ones. We wanted to add some slight improvements to various visuals, to go with our performance improvements. First, we now have subtitles on as the default. Since our game starts immediately with the tutorial and more specifically with Argi talking to you, we wanted to make sure anyone who needs subtitles would have them from the get go. Second, we slightly darkened Nila’s subtitle color to better match the rest of the crew’s subtitle colors. Third, we added some subtle shadows to Battleships, Bounty Hunters, Buildings, Fighters, Merchant Ships, Obstacles, and Pirates. These help the sprites “pop” a little better (and in the case of buildings on planets, a LOT better). Finally we made it so that the insignia on the Loading Screen will now cycle through all of the insignias, not just the 3 Chaser insignias.

 

And, as always, there are the bug fixes. Since we were going through all of the game to make performance improvements we found a lot of bugs (and a couple of typos) that had slipped under our radar! They have all been squashed, but if you happen to find more, please be sure to tell us!

 

Here’s a link to the full patch notes, and for more news follow us on Twitter and join our Discord. (Where you can also give feedback! (Or bug reports!))

The Chaser’s Voyage is On Sale, 49% off, During Steam’s Spring 2023 Sale!

Hello everyone! Our Performance Update for The Chaser’s Voyage is coming along well, we just put out a new, awesome trailer, and it’s time for another Steam sale! Get The Chaser’s Voyage for $10.19 and enjoy!

For more news follow us on Twitter and join our Discord. (Where you can also give feedback!)

Patch Notes for The Chaser’s Voyage: Update 0.3.1 – 1/23/2023

Hello everyone! We’re back from a very nice break and hope you all had some great holidays! We’re hitting the ground running this year with a small update to The Chaser’s Voyage before we dive headfirst into our performance update. Other than crushing some cutscene related bugs, we made two cool visual changes with this update.

 

1) We added button press effects to the System UI buttons when the player is using the gamepad. This is a subtle change, but it goes well with the highlight effect we added last update!

 

2) We changed Lady Styx’s sprites for the Day 100 cutscene. Now she is hidden mostly in shadow with some ominous glow thrown in. We really wanted to make it so that her reveal was upon the player beating the game and paying off their debt, not when the player failed to pay it within 100 days. This not only adds some cool suspense and spookiness to getting the Day 100 cutscene, but also better matches how we handle her appearance in the Credits, where she’s in shadow until you’ve beaten the game.

 

 

We’re excited for what this year holds for The Chaser’s Voyage and we hope you are too! You can read the full patch notes here!

You can also follow us 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 Chaser’s Voyage is On Sale, 49% off, During Steam’s Winter 2022 Sale!

Hello everyone! We’re still on holiday break, but we wanted to pop in and let you know that you can get The Chaser’s Voyage for $10.19 (49% off) during the Steam Winter Sale from now till January 5th! Our final update before the break was our Playable Tutorial Update, so now’s a great time to get The Chaser’s Voyage and have some holiday fun!

For more news follow us on Twitter and join our Discord. (Where you can also give feedback!)

The Chaser’s Voyage is On Sale, 49% off, During Steam’s Autumn Sale!

Hello everyone! We just released our Playable Tutorial Update this week, so there’s no better time to go pick up The Chaser’s Voyage for 49% off during the Steam Autumn Sale this week!

For more news follow us on Twitter and join our Discord. (Where you can also give feedback!)

The Playable Tutorial (Update 0.3.0) is live!

Hello everyone! Just in time for the holidays, The Chaser’s Voyage Update 0.3.0 (the Playable Tutorial Update) is now live! There are some pretty exciting additions to the game with this patch, so here’s what’s new in Update 0.3.0.

 

 

First off, we have removed the temporary tutorial video and have implemented the playable tutorial! This took quite a bit of care and effort to make, and we’re really happy with the final result! The tutorial will automatically start when the player first boots up the game, and completing it is required to get to the rest of the game. So that means that the tutorial is not skippable. (Unless it has already been completed of course!) After completing the tutorial, the player will be put into a new Voyage. If bookmarked voyage data exists, the player will be allowed to choose to keep their data and go to the main menu instead. The tutorial will bring the player through 6 different encounters that we chose specifically to best teach the player all the skills they’ll need to play The Chaser’s Voyage. It will definitely be a tough tutorial (just like our game), but we have the Voyager Mode options enabled for the tutorial. Which means that every player, regardless of skill, will be able to complete the tutorial. This was very important to us as requiring the player to finish the tutorial before accessing the main game AND making the tutorial hard to beat would have been very frustrating for players.

 

Next, lets go into the story of the tutorial! You’ll be instructed by a new face for returning players: the Nygothan, Argi!

 

 

We’re excited for players to meet this new character, and you can read a bit more about her in this update we posted before. In addition to a new face, the player will also be flying a new ship! The tutorial is the prologue to the main story and thus takes place before the player has met the crew of the Chaser, let alone seen the ship itself! So before then, Argi will be teaching the player to fly in a rather fancy new imperial ship. I don’t want to spoil much more than this, but the tutorial’s story is very important to the overall narrative. When we set out to make the story for The Chaser’s Voyage, we decided on how the tutorial’s story would go and it’s connections to the main story. We’re really excited to finally get this big part of the backstory put into the game for players to experience! Speaking of story, we also added a new little animation to the New Voyage Cutscene, here’s a sneak peak!

 

 

The other big change is this patch is our addition of Boss Stops for when the player defeats Bounty Hunters or Pirates, as well as when the player’s ship reaches 0% Hull. As Eos said in this tutorial update: “At first, we wanted to keep things relatively simple. A simple sound effect over a brief pause in the action, but it kinda looked too much like the game hanging up. So, we added in some hit animations and decided to do something a little extra for when the player dies.” Here’s a look again at the Boss Stop for the Player!

 

 

And finally we made some smaller changes. We added a nice glow to the System Power bars for when the player interacts with them, and increased the glow for the jump buttons. This gives more obvious feedback for the players interactions with those systems and we like the added oomph. We slightly tweaked some of the Loading Screen tips about the species of Sector 99 and fixed a couple typos we found. And last of all was, of course, assorted bug fixes!

 

 

Here’s a link to the full patch notes for more details, and for more news follow us on Twitter and join our Discord. (Where you can also give feedback!)

 

Note from Eos: With this update, we completed another year of development on The Chaser’s Voyage. Like every journey worth having, it wasn’t without it’s time consuming side quests and frustrating obstacles, but we finally have things like the tutorial, gamepad compatibility, and cutscenes. It’s a lot of work for just the two of us and we still got a ways to go before we can mark this voyage as completed, but the road remaining is so much shorter than the road we have traveled so far. To everyone whose been along side us, thank you. We’ll be taking a much needed vacation off from this point out. We’ll see everyone shortly after the New Year! Stay safe out there!