Category: Games

Guide to the Galaxy – Planets of Sector 99

Now that we’ve met your crew, lets find out more about the galaxy you’ll be flying through in The Chaser’s Voyage. All of the action takes place in a small section of the galactic map called Sector 99. To the wider galaxy, it’s known as the last bit of territory before one enters The Frontier (an unexplored and enticing section of space), which makes it coveted by all sorts of galactic powers, such as the UGS, the Empire, and even gangs of pirates. Your adventure always starts on your home planet of Azedo (a small backwater farming planet), but from there the worlds you can visit open up as over 260 planets become possible destinations requested by your clients. While your stays on each planet will only be brief,  your Crew Journal will give you little hints at the much bigger world you just happen to be visiting.

 

A small shanty town on the Snowy Mountain world of Porons.

 

One of the most difficult things of operating on an indie game budget (or really any kind of game budget) is that it’s not often possible to make the world you’re exploring as vast and deep as you’d want it to be. Since The Chaser’s Voyage’s inception, we knew the player would be hopping from planet to planet. Of course, it’s immersion breaking and boring to always just be heading towards some unnamed “planet”. How’s this universe supposed to feel lived in if you know nothing about it. So, we decided to name our client planets, making one for each combination of several factors, such as land to water ratio, primary biome (borrowing the ever classic single biome trope), population density, and civilization type. So pretty soon, we were able to visit places like the sparsely populated shanty towns of the snowy world of Porons or one of the massive factories that sprawl along the wastelands of Neraka or even the modern cities of the jungle world, Shirenko.

 

A modern city on the Jungle planet, Shirenko.

 

We felt like this made each planet have it’s own identity. After enough time playing, planets like these would becomes as familiar to the player as some of the crew or key figures mentioned in the Crew Journal. With this kind of identity also came a desire to make the planet feel more alive. We didn’t want to always just show static images when the player was landing and taking off, so we added in some simple weather events. On Korri for instance, it could be snowing when you visit it, while on a jungle or forest world, it might be raining. Some buildings also have smoke effects to help make them a little less static. Background ships were added as well, to give the feeling that you are in a space port town, with ships landing and taking off every day.

 

A large factory complex on the Wasteland world of Neraka.

 

Ambient sound effects were also crucial. We made sure they were subtle, so as to not be intrusive, but if you listen carefully you can hear the winds blowing across a desert planet or the moving of machines on an industrial world. Finally, with each planet becoming more alive and characterized, we gave them small snippets of backstory that fills out your journal whenever you visit a planet for the first time. They are little comments left by your crew reflecting some of their thoughts, observations, or even the history of the planet. We sadly can’t let the players freely explore all these worlds, but we wanted to give the impression that you are just one part of this larger galaxy that is full of adventures and stories to tell. Ironically, I think it helps grounds the story we are telling.

 

A fancy city on the Snowy Forest world of Korri.

 

The art for the landscapes of each planet as well as the different kinds of buildings we use was done by Felix Yuniar.

 

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Meet Your Crew: Edwin Drage – Your Reluctant Shield Operator

“So after a rough couple of months, I finally found an assistant. His name is Edwin. He runs this farm here on Azedo. Okay, he’s less of an assistant and more of a guy letting me use his spare barn and giving me some food and shelter. In exchange, I promised to help him with some of the machinery around here. He even said anything unfixable I can just have. He’s pretty nice, but he just seems so lonely out here. Told me he used to have a family and a friend, but the family passed away I think, and the friend left on some adventure.” – Wolfe’s Logs, Entry #256

 

In the story of The Chaser’s Voyage, Edwin Drage is your childhood friend who grew up besides you on your remote home planet, Azedo. A simple farmer who has never left his own little world, both figuratively and literally. Everything changed when you reappeared after surviving a deadly pirate attack and being stranded on a desert planet. He helps you recover and witnesses you getting your ultimatum to deliver one million units to Lady Styx in one hundred days. It’s because of Edwin that you meet Wolfe, who appoints you as the pilot and captain of her ship, the Chaser. When it comes time to take off on your voyage, Edwin is quickly appointed the Chaser’s shield system’s operator, despite the fact that he has never wanted to go to space, and reluctantly becomes your fourth and final crew member.

 

Edwin is best characterized by his constant worry and inexperience. He seems to be the only one on your crew concerned that any moment could be your last as you weave through dangerous asteroid fields and shake off pirate pursuers. This deep concern for everyone’s safety, particularly his own and yours, makes him the perfect person to operate your shield systems. He will always be the first to remind you that you can never put enough power into your shields to absorb the damage you take during the course of your journey. Edwin is also a fish-out-of-water who knows barely anything about the larger galaxy. For players starting up their first voyage, you too might have a lot of the same questions regarding the UGS, the Empire, the war, the ceasefire, the bounty hunter’s guild, the pirate lords, and other galactic topics. Luckily, your crew, through various conversations and your ever expanding crew journal, is more than happy to explain everything to him.

 

Despite his, sometimes, overwhelming anxiety, you’ll learn that Edwin is more than just a simple farmer who has no place amongst the stars. Edwin is very attentive to his job (often stressing out about whether or not he’s doing good enough), he displays an actual concern for the clients you pick up, he’s your crew’s best chef, and, at times, you might even see his worry slip away as he takes in the amazement of going off on a real adventure.

 

Edwin’s real defining trait though is his undying loyalty, which you’ll see grow and evolve as your voyage becomes more and more like the nightmareish experience Edwin always thought it was going to be.

 

Edwin’s design remained fairly consistent throughout most of our development. Character designer and concept artist, Nate Donahue, at first presented a design of a more lanky male character in a jumpsuit to be the “childhood friend who hates space travel” type character. Eventually, Azedo was fleshed out more to become a kind of small, farming planet and Edwin became a farmer. We didn’t want to change his design to be something more “farmer-esque” and so we decided that his farm was mostly automated by robots that he would be in charge of repairing and maintaining. In reality, the most change we made to Edwin was his jump suit color, which was originally tan. We decided it should be blue to match the color motifs for shields, making it easier to remember his role.

 

One element we were excited to keep was his purple eyes, which in the universe of The Chaser’s Voyage, has a special significance. We’re not going to say what that significance is yet, so you’ll have to keep following us to find out. When it came time to get the final art down, Zachary Noah (Link is NSFW and 18+ ONLY) thought it would be good to add something small, like a necklace.

Personality wise, Edwin was always meant to be the most inexperienced of the crew, with an absolute fear of anything space travel related. This led to a lot of good opportunities for him to play off the personalities of the others. Since your character doesn’t talk, Edwin was also perfect for serving as a point of view proxy, asking any questions the player might have about the universe they were now in. Edwin’s voice is provided by our lead programmer and other Bright at Midnight Game Designer, Cameron S. Chapman.

 

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Meet Your Crew: Nila Bhattacharya – The Imperial Outcast Turned Auxiliary Systems Operator

“By 4-1521, Emperor Basal agreed to permit any world that wished to be free of Imperial control to peacefully secede. While Basal did this to prevent a civil war, it also gave way to a period of decline, where the Empire’s influence would rapidly shrivel. During this time, the sense of Imperial patriotism possessed by loyalists morphed from enthusiastic to zealous, with those not conforming often facing shunning or exile.” – Excerpt from “History of the Grand Xaltiam Empire, Chapter XXIII”

 

The next crew member we’re showcasing is arguably one of the most important: auxiliary systems operator, Nila Bhattacharya. Described to you at first as a former Imperial science officer by Wolfe, Nila’s responsibilities involve managing a plethora of sub-systems meant to keep the Chaser up and running. In the background, she acts as your crew’s navigator, plotting out each jump point as you go from planet to planet. To you, the captain, her more important roles will be managing your repair drones, life support, and communication systems. She takes her job very seriously and is always ready to support the crew.

 

Nila is a serious, by-the-books type of operator. While your other crew mates might be described as more instinctive and impulsive, Nila’s approach to obstacles is more procedural and analytical. She’s the type of person who will use the Chaser’s onboard instruments to scan a ship to determine if it’s a pirate or bounty hunter’s ship, rather than eyeball it like your other crew mates. This attitude sometimes causes Nila to miss the obvious, but you’ll find her just as reliable as the next person. She’s always letting you know when communications are possible to request repairs from nearby space ports and fleets or even when you need to call for aid in the middle of a large battle. You’ll also find that Nila is the most formal of your crew. She respects your rank of captain enough to solely refer to you as Captain. She’ll write reports on her analysis of the Chaser for you (even though it’s highly unnecessary), she’ll often provide you with information on how to handle a situation, and she’ll otherwise be the voice of reason amongst your ragtag crew.

 

Despite all that, Nila can be described as “odd” and as someone who never quite “fit in”. As you travel on your voyage and learn more about the galaxy, you’ll also learn about Nila’s past: serving the Xaltiam Empire as a sage (the Empire’s term for science and engineering related military positions), how she protested against the war by resigning and how that forced her to leave her home and venture out into Sector 99 where she would eventually end up on the Chaser. You’ll learn that despite her somewhat sterile attitude, she is someone who clearly cares about the ideals she thought the so-called “Empire of Peace” was built on and why, despite everything, she still considers herself a loyal Imperial citizen (even if she sometimes has to carry out missions against the Empire as part of her job.)

 

Nila was designed by our concept artist, Nate Donahue, and the final art was done by our character artist Zachary Noah. (Link is NSFW and 18+ ONLY). Personality wise, she was intended to be the Spock to your Kirk, and a foil to your other crew mates. With characters like Tai, who was always eager for a fight, and Wolfe, who wore her emotions on her sleeve, having a character like Nila balance them out made for some fun character interactions. Her backstory also allowed us to give some perspective on the Empire, which we imagined players would have some biases against as soon as they heard the word “empire.” Her backstory and personality really acted as a springboard for this whole imperial culture that we aimed to make as different from the more “federation” type of government the UGS was shaping up into becoming. Character design wise, she went through several hair styles until we decided to settle on something that seemed more practical than wild. The glasses also helped make her face stand out amongst the other crew mates. Her color scheme was finalized to be based on the color choices we had already made regarding the Xaltiam Empire, with the emblem on her jacket being added after the “Imperial Shadow Legion” insignia was designed. Her coat was imagined as some kind of casual wear but reminiscent of a lab coat, to reflect her background as a scientist and engineer.

 

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Adding Gamepad Support

 

Hello everyone. We’ve been super busy adding and testing gamepad support for The Chaser’s Voyage. It took a lot of tweaking, but we finally got a control scheme that feels really good to use. Personally, I love playing with the Xbox gamepad now.

 

You can check out the gamepad in action on our twitter.

 

Once we get more gamepad functionality in, we’ll add it to the early access build so that you guys can get to play around with it. What was really tricky was finding the perfect control scheme for our, admittedly, non-standard game. We wanted something that was as easy and intuitive as our keyboard + mouse controls. We’re hoping you guys will like them, but even if you don’t, we do plan on making this control method just as customizable as the keyboard + mouse control scheme.

 

Default Gamepad Controls (Xbox Controller):

• Left / Right Thumbstick: Move The Chaser

• D-Pad Up: Toggle between Main Screen and Info Screen

• D-Pad Left: Engage / Disengage Autopilot

• D-Pad Right: Save & Quit (when available)

• Left Bumper: Activate Comms

• Right Bumper: Activate Space Jump Drive / Repair Space Jump Drive (if broken)

• Start: Open Pause Menu

• Select: Open Crew Journal

 

To increase power to a system, you hold the Right Trigger and then press the corresponding face button. To decrease power, you hold the Left Trigger and press the corresponding face button. Finally, to repair a damaged system, you just press the corresponding face button without holding either trigger. Each face button corresponds to one of the Chaser’s systems:

• A Button: Weapons Systems

• X Button: Shield Systems

• Y Button: Engine Systems

• B Button: Auxiliary Systems

• Right Trigger (Hold): Increase System Power

• Left Trigger (Hold): Decrease System Power

 

We’re really looking forward to having people play The Chaser’s Voyage with a gamepad and we hope you all like it as much as we do.

 

Follow us on Twitter and join our Discord where you can get more news and give feedback!

Meet Your Crew: Wolfe – The Creator of the Chaser

“I’ve been seeing reports of a ship of an unknown class making trouble for everyone in the 99th Sector. I may not have proof, but I’ve seen enough of your handiwork to recognize it when I see it.” – Wolfe’s Mom.

 

Our next crew member highlight is focused on the chief engineer of the Chaser, the young and brash Wolfe. When you first meet her, your friend Edwin warns you that she is a bit “much”. She isn’t impressed by you, but figures you’ll do as a pilot. Which is good because she and her ship are the only way you’ll be able to make your one million units in time to pay back Pirate Lady Styx. While you’re taking the role of captain of her ship, she’ll be in the back, monitoring and updating you on changes to the engine and space jump systems.

 

As you are on your voyage, you’ll learn that she is very proud and protective of the Chaser, which she sometimes calls her baby. To her, ship building is as much as an art as painting or making video games are. Don’t be surprised when she criticizes the craftsmanship of pursing pirates or bounty hunters before actually warning anyone that you are being pursued by said pirates or bounty hunter. Her attachment to her ship means she gets very annoyed when you damage it, so do try and be careful. Wolfe’s demeanor often comes across as overly critical and bratty, but over time you’ll find that this attitude comes from her principles and youthful confidence in her abilities (even if it takes her a few tries to get things right). You’ll also find that she has a deep respect for her crew mates, which she expresses in her own way. To her, Edwin is a loyal friend, Tai is someone who shares her passion for mechanical things, and Nila is a reliable ally who Wolfe can always count on for sage advice (even if she doesn’t want to hear it).

 

Wolfe’s origin however is shrouded in mystery. Throughout your travels you will unlock “Wolfe’s Logs”, a series of writings from Wolfe’s adventurous life before the start of the game, detailing her inner thoughts as a teenage runaway and the tribulations she endured while trying to build the Chaser. You’ll learn how she first met Tai, Nila, and Edwin and to just what extent the Chaser is a ship that pull off miracles.

 

Wolfe, like the other main characters, was designed by Nate Donahue, with the final art in the game being done by Zachary Noah (Link is NSFW and 18+ ONLY). She was always envisioned as having a young skater/artist vibe but Zachary had the brilliant idea of adding in some mechanic’s elements, such as her thick gloves. Because the Chaser is her ship, her color palette was also how we decided on the default colors of the Chaser. Don’t worry if black, orange, and yellow aren’t your style, the Chaser’s colors are customizable! Her voice is provided by the amazing Alex D. Smith.

 

Follow us on Twitter and join our Discord for more news and to give feedback!

Meet Your Crew: Tai – Blowing Stuff Up is His Specialty

“Can’t confirm anything yet, but select hunters are being told that an escape craft was missing from the Tyrant’s Demise after the battle, maybe meaning that not everybody who survived the battle was questioned by the UGS. Officially, there is no bounty for this person. Unofficially, someone high up in the UGS is offering money for proof of this missing crew member’s silence. I think it’s clear to say that someone wants the truth about what happened at Yeppa to stay hidden. ”  – Miguel Dins, Commander of the Stars of Freedom Rangers

 

In our first crew member highlight, we’re talking about the Chaser’s weapons system’s operator, Tai Chew. When he is first introduced in the opening cutscene, he is described by Wolfe as an ex-UGS who has experience working on UGS ships the size of the Chaser and bigger. Through the course of your voyage, you’ll also learn that Tai has plenty of war stories from his time serving in the UGS military, isn’t afraid to share those stories, and is always itching for a fight.

 

Whether you’re fighting bounty hunters or pirates, he’ll always be more than happy to return fire and take them down. Even when up against the Empire, or his old allies, the UGS, he’ll take his job as one of the ship’s main methods of defense very seriously. At first, this could come off as him being a trigger-happy soldier always eager to blow something up. As you learn more about him though, you’ll find that his gung ho attitude comes from a fierce loyalty to his friends. He acts as a mentor to Edwin, an friendly/annoying older brother to Wolfe, and a respected colleague to Nila, who years before the start of the story, would have been his enemy.

 

Where does Tai’s loyalty come from? As you dive deeper into the lore of the The Chaser’s Voyage universe via the Crew Journal, you’ll learn more about his past, detailing his enlistment and life as a member of the UGS. Particularly his time serving as a member of an elite group of UGS Pirate Hunters onboard the UGS battleship “Tyrant’s Demise”. In fact, you’ll even be able to read about some of his greatest exploits, such as the Battle of Hydriis. You’ll also learn that Sector 99, the sector of the galaxy where your adventure takes place in, was where Tai mainly operated. You might casually hear him mention planets he’s been to before.

 

Dig further into Tai’s past and you’ll learn more about his involvement with the Battle of Yeppa, a devastating conflict that ended the Galactic Ceasefire and restarted the war between the UGS and the Empire, as well as why Tai is no longer fighting on the front lines for the UGS.

 

Like all of the main characters, Tai was designed by Nate Donahue with the final art in the game being done by Zachary Noah (Link is NSFW and 18+ ONLY). Throughout his design process, his distinctive spiky white hair, eyepatch, and robotic prosthetic arm were a constant (although his arm went through several iterations). He is voiced by the talented Shaun Richardson.

 

For more news, follow us on Twitter and join our Discord, where you can also give feedback.

The Chaser’s Voyage now has Cutscenes!

Hello everyone! Yesterday, the cutscene update of The Chaser’s Voyage went live! This version includes the much awaited addition of cutscenes, along with some other minor changes.

First, we’ve updated our Splash Screen, making use of the promotional art that we showed off last week. This is replacing the green space background that the Unity Logo and Bright at Midnight Logo appeared in front of.

 

 

We also updated some of our insignia designs! Here’s the new designs for the Proto-Chaser, Neo-Chaser, Tyrant’s Demise, and The Mark of Death Insignias.

Proto-Chaser InsigniaNeo-Chaser Insignia
Tyrant's Demise InsigniaThe Mark of Death Insignia

 

The most important addition to Version 0.0.8 is, of course, our cutscenes! We’ve added 4 different cutscenes to our game, replacing our current temporary story screens. These cutscenes help introduce the player to our cast of main characters and the story of the game, give more narrative weight to when the player fails to pay off their debt in time, and reward the player for beating the game! After each of our two victory cutscenes, our credits will now play.

We also added a few options for the cutscenes and credits. If you’re someone who wants to get right into the action, you can automatically skip the intro cutscene. (Don’t worry, even with this option off, all cutscenes can be skipped by pausing if you want.) We also let the player automatically skip the victory credits if they have already beaten the game. The cutscene dialogue can also be advanced automatically!

 

 

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!)

Cutscenes Are Almost Complete!

Hello everyone! We’ve been working on getting our game’s cutscenes up and running so you guys, as the player, can get a bit more immersed in the narrative of The Chaser’s Voyage. We wanted these to have a little more pizazz than just a simple text box explaining what’s happening. So, here, take a look at what we have!

 

We really tried to make them flashy. The character names you see on the top actually scroll across the screen, which we felt added a bit of a modern sci-fi feel to them. The dialogue text animates in quickly, as if it was being typed. And the box’s border is set to match each speaker’s color scheme.  Also, like most of our game, these cutscenes are fully voiced. The currently speaking character will be shown normally and the previous speaker will be darkened. We even created a little Star Wars-esque hologram effect for some extra flair. We’re really proud of how these are turning out. All that’s left for us to put in is an auto-progress option and a prompt for manually going to the next line.

 

As for where these cutscenes will appear? Well, there are four situations where a cutscene can take place. When you start a new game, you will get a small recap of what happened at the end of the tutorial/prologue, followed by an intense message from Kharon, the first-mate of the notorious Pirate Lady Styx. That leads into Edwin taking you to see Wolfe, who then introduces you to Tai and Nila. Don’t worry, there will be multiple options that will allow you to skip this cutscene if you want to dive straight into the action, but this cutscene sets up the general plot.

 

The next time you get a cutscene depends on how well you do during the game. Obviously, if you make the 1 million units back in time and send it to Lady Styx, you get a cutscene that wraps up the story and congratulates you on a job well done. If you fail however, you instead get a cutscene that triggers something we think makes our game pretty unique.

 

Failing to make Lady Styx’s money back in time is not a game over trigger. Instead it starts a new phase of the game. One where you no longer are bound by the 100 day time limit, but instead must make 1.5 million units while being hunted down by elite bounty hunters. Unlike the bounty hunters you will encounter during the main game, these ones aren’t after your clients, but instead are after you, and will hound you all across the sector, until they, or you, are defeated. This part of the game will emphasize your survival skills, as you have to deal with some of the hardest challenges The Chaser’s Voyage can throw at you.

 

If you manage to make the 1.5 million units, you are then treated to a victory cutscene that is different from the normal one.

 

And that is where we are so far. Of course, we always appreciate feedback either here or on our Discord. Once we get in our last couple of cutscene features we will be updating the Early Access build on Steam so you can experience them for yourself. Please follow us on Twitter if you want to keep up with the latest news on the game.

Starmap 2022: What’s Left In Early Access.

Hello everyone. We’ve been in Early Access for a few months now and we’ve continued to work on The Chaser’s Voyage in preparation for releasing the final build of the game. To give everyone an idea of what’s left to do, I created this little “starmap” detailing our plans for the rest of the year.

 

For Phase 1, we’re gonna finish up the essential components that will replace some temporary placeholders and improve the overall experience of our game. Right now, we’re working on getting our cutscenes done so that anyone playing the game can enjoy the base narrative of The Chaser’s Voyage.

Once the cutscenes are done, we will implement the tutorial. Right now, we have a video that teaches people the controls and mechanics of the game, but that was never in our vision for the final product. This new tutorial will let players learn how to play The Chaser’s Voyage in a more hands-on way that will also act as a prologue to the main story.

Once those are both complete, we will have hit our milestone of having the game ready for streamers. We will be connecting with our friends over at VoxPop Games to get their streamers playing the game and spreading the word. We’ll also try and have an updated trailer that will show off our new features, as well as give VoxPop Games equal standing with Steam as a place where people can purchase and wishlist the game.

 

Phase 2 will be our homestretch to complete all the features we really want to add in before launch. First, is a client update. Client stories were actually some of the first in-universe stuff we wrote for the game since they play a role mechanically, resulting in a lot of ideas that weren’t solidified. Since then, we’ve written a lot more narrative and added a lot more world building elements, which naturally means some client stories need to be adjusted to better fit the larger backstory. There was also plenty of room for more in-universe stories and adventures that you and your crew play a part in, so we will be adding in even more client stories.

In addition, we’re going to add in a brand new client type. If you’ve played the game, or watched our streams, you might have encountered the cartographer client. Cartographers are map makers who explore the galaxy to discover new planets and routes for fame and fortune. They are neutral clients who offer incredibly high rewards for extremely long trips, meaning your repairs could be limited and bounty hunters will be a constant threat. But, what if you also had to worry about a pursing Imperial batttleship? Or having to break through a patrolling UGS fleet? Aligned cartographers offer the same a challenge as a normal cartographer, but with the added threat of aligning with one of the two warring factions. This makes choosing such a client much more… exciting!

 

Going back to the lore, phase 2 will also see us adding in the Crew Journal. It’s a collection of excerpts from in-universe books, news articles, messages, and transcribed log entries that periodically unlock over the course of all your voyages. These entries can provide you with extra tips on how to survive in Sector 99, teach you more about why the galactic war is happening, provide info on every species of client you meet and every planet you land on, and even give you some backstory for each of your crew mates. There are over 380 entries in this journal, all of which also come with commentary from your crew.

 

The last big thing we want to include in The Chaser’s Voyage is the addition of a training mode we’ve been calling the “Flight Simulator.” A limited version of it already exists in Captain and Ace Mode, in the form of letting you retry a scenario after you lose, allowing you to practice your toughest encounters until you’re ready to start a new voyage. In the Flight Simulator, you’ll be able to choose any scenario to practice, preparing you for any challenge The Chaser’s Voyage can throw at you.

 

But, the Flight Simulator is not the last last thing we want to add. That would be some extra modes we’ve been excited about, but that never seemed as important as everything else. Right now, Voyager and Captain Mode split the challenge of the game into tiers. Things start off fairly simple, but eventually you will be given bigger threats, like battleships, and combinations of threats, like pirates in a debris field during a hail storm. In Ace Mode, you can get any combination of enemy, obstacle, and storm right from the beginning, while also taking more damage. For our last update before we exit Early Access, we want to add bonus “plus” modes that let you play Voyager and Captain Mode without the challenge tiers, but also without Ace Mode’s extra damage. These modes will be a fun twist for those who like Ace Mode’s randomness, but prefer a less punishing experience. This means there will five difficulty settings to choose from in our game, instead of three. Combine that with the 24 insignias currently in the game and that’s a lot of different ways to play The Chaser’s Voyage! But don’t worry, insignias unlocked in Voyager and Captain Mode won’t need to unlocked again in the Voyager+ and Captain+ Modes. The “Plus” modes are just a fun addition after all!

 

Once all of these things are complete, we plan on leaving Early Access and concluding major development on The Chaser’s Voyage. We have some ideas for later additions and polish, and will also be responding to any feedback we get, but nothing too big or game changing. We’re aiming to complete this starmap by the end of 2022, but estimating development time isn’t an exact process, which is why we decided to group the remaining work into phases rather than specific dates.

 

During this entire process though, we’ll also be focusing on updating some of the art and putting together an art book that will be sold with the game on Steam. If you want to keep up-to-date on stuff like that, we’ll be posting a bit more regularly on this blog and you’ll also be able to find more on our Twitter and our Discord.