Tag: Patch Notes

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:

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!))

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: