Tag: The Chaser’s Voyage

Indie Impact 2025 Dev Spotlight: The Chaser’s Voyage

Last November, Cameron and I were invited to take part in a charity event hosted by Indie Impact over on Twitch. It was a showcase of indie games streamed over the course of a weekend to raise money for the Stonewall Community Foundation with interviews with a variety of LGBTQIA+ indie developers (including us!) It was a ton of fun to do and the charity event was extremely successful. Big thanks to Indie Impact for playing The Chaser’s Voyage and giving us an opportunity to speak about our game for an hour.

If you want to stay updated on what we’re doing you can follow Bright at Midnight on Bluesky! The Chaser’s Voyage is now available on Steam:

The Chaser’s Voyage: Post-Launch Thoughts

Well, we finally did it. We put out our first game and I couldn’t be prouder. I know this might sound like hubris, but I still think The Chaser’s Voyage is one of the most fun games I’ve ever played. I hope that everyone else who is willing to give our little passion project a try will feel the same way. Now that we’ve launched, I wanted to share some closing thoughts on the development process for the game.

 

1) Our biggest hurdle was always the art. Neither of us are artists by training. I mean, I doodle a whole bunch, but I always used to think that if we could have a trained artist on hand or by commission, then that would be better. Now, I don’t necessarily think that’s the case. I mean, if you are an artist or have an artist on your team, then that’s probably best. (And I use artist to mean someone who can draw and compose images, because game design and programming are an art form as well.) But if not, it’s probably better to just teach yourself. It seems daunting, but I was surprised by how quickly one can learn how to compose some kind of image that looks good with just time and practice. I personally think that I’ve improved quite a lot over the course of The Chaser’s Voyage’s development and I think in the future it will be best to just hone my skills and do it all myself… even if it’s not going to look like the people who have millions of dollars to commission the best artist. Of course, there will always be something where it would better to hire a professional.

 

2) Game design is an ever evolving process. The best decision we made was making combo encounters, and that was a really late addition to the game that only came about when we were thinking of how to do implement the flight simulator. I know of some indie devs who kind of wing the whole project and run out of steam very quickly because they don’t have a road map. I also know of some who are very rigidly attached to their designs at all stages of development that they miss out on some good opportunities. There’s a time for both improvisation and a time for executing a well-thought out plan, but the real trick is planning enough ahead of time to know where you’re going and being open enough to recognize when things need to deviate.

 

3) You really need a thick skin to survive in this industry. At the time of this writing, The Chaser’s Voyage is new and we don’t have a long line of people eager to play our game (yet), but we have at least one review copy handed out and a showcase lined up and, to be honest, I’m so nervous about both. I’m sure that over the course of our lifetime, there will be people who like The Chaser’s Voyage and people who don’t like The Chaser’s Voyage, and that’s fine. But I think the worst feelings I’ve ever had when developing this game were around some of the negative feedback we had gotten.

Obviously at times we’d get negative feedback, which is pretty normal and mostly welcomed. Some of the earliest feedback we got led to some of our best ideas. If you unlock and play Ace Mode in our game, then you will no doubt note its difficulty. That was more or less the only difficulty early on, but negative feedback on this challenging mode led to the creation of our Voyager and Captain modes, which are Cameron’s and my favorite modes, respectively. More than a few times however, we’ve had people who just didn’t like our game, sometimes without even offering any real criticism. Something didn’t click with them or they were perhaps not the right audience, but regardless, it feels awful when people write off your art before they even give it a chance.

But, then there’s those times when you see people really engage with your game and you see things click for them. You see their eyes light up and you know that everything just works. I live for those moments. Seeing people enjoy The Chaser’s Voyage powers me up to move right past any nonconstructive negative feedback (while still keeping an open ear to the constructive kind).

 

3.5) The experience of wrapping up The Chaser’s Voyage, submitting it to others for judgement, and hearing both constructive and nonconstructive feedback has caused me to significantly reevaluate not only how I engage with games, but also how I engage with games media. I used to be (and still kinda am) snobbish when it comes to video games. Very much a “I love games. If I don’t love it, I don’t play it.” type. But knowing that some people took my game, didn’t play it, but decided to pass judgement anyway, made me realize that that’s a shitty way to engage with games. Over the last year, I’ve tried, played, and beaten more games I would consider “bad” than ever before, but also found games that have become some of my favorites of all time even though they didn’t click at the beginning. Yes, there are still some real stinkers (even popular games can be bad still), but there are some real hidden gems out there if you just give them a chance.

I’ve also really stopped engaging with too much of the negative media surrounding video games. No more “Top 10 Worst Games of All Time” type videos for me, especially if they’re about indie games, because that’s a really toxic way to engage with a medium that I love. A genuine fear I had was ever ending up on some popular YouTuber’s “Worst Games” list, where they use my art as content while probably misrepresenting it. It’s just not something I wish to engage with anymore, especially now that I’ve, officially, finished and launched my own video game.

 

I guess what I’ m saying is, the development of The Chaser’s Voyage has changed me, as would anything that takes 10 years to make, and they’re all changes for the better. I’m a better artist, a better game designer, and a better person thanks to this long, LONG voyage. Of course, it helped that I wasn’t on it alone. Cameron, thanks for the adventure. Let’s take a short rest and then head out on another one.

Hopefully a shorter one this time though.

 

The Chaser’s Voyage has officially launched!

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

 

 

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

 

 

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

 

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

 

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

 

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

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

 

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

 

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

 

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

 

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

 

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

 

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

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

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

 

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

 

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

 

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

 

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

 

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

 

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

Quality of life changes include:

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

For minor changes we have the following:

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

 

The LONG awaited Anchor Pirates!

 

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

 

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

 

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

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

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

 

 

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

 

 

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

 

 

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

 

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

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

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

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

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

 

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

 

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

 

Ironically this is the first entry unlocked!

 

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

 

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

 

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

 

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

 

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

 

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

Update On the Crew Journal

Hello everyone. Last update I said how were hard at work on the in-game lore for The Chaser’s Voyage, which would take the form of a Crew Journal. Well, here’s some screenshots of what the Crew Journal will look like.

 

 

 

 

As you can see, not every category will be unlocked at the beginning of the game. As you progress through the game, making it further and further into your adventure and unlocking insignias, you’ll learn more and more about the history of the galaxy and just how all the pieces line up and affect your voyage.

 

The banners were made by me using both original assets and repurposing those already in the game. Stylistically, I’m pretty happy with how they turned out.

 

Your crew will also be providing insight by leaving comments on each entry. These little dialogue exchanges can expand on information presented in the main entry, talk about something tangentially related, or reveal a little bit more information about themselves.

 

We hope that everyone uses the Crew Journal as a way to measure their progress. It’s the main tracker of meta-progression we have in the game and acts as a non-gameplay-affecting reward for players who keep playing on their voyage to improve and try out all the game’s features.

 

With most of the general layout completed, all that’s left now is to further polish it, design the layout for the entry selection screens, and implement the text. And there is a lot of text.

 

You 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 Chaser’s Voyage Starmap for 2024

Hello everyone. Cameron and I are back from our winter break and ready to continue our work on (and hopefully finish up) The Chaser’s Voyage this year. So first, let’s go over what we’ve accomplished last year by looking at the Starmap for the game.

 

 

Last year, we revamped the tutorial, we added in a new client type, the aligned cartographer, and we updated client stories to improve randomization and fall more in line with our game’s lore. We also made other client tweaks such as highlighting mentions of factions in the client stories, so that you, the player, can really know which clients are good and which will lead to a horrible death.  Along the way, we made plenty of little updates, including making some UI changes to improve the experience for gamepad users. When we first made this Starmap, we put the biggest obstacles and challenges first, but we didn’t anticipate some unexpected challenges, like prioritizing implementing gamepad support and making a full performance overhaul. Now though, we are happy with how these things have come together and we’re ready to tackle the final parts of The Chaser’s Voyage before launch.

 

So what are those parts? They’re the fun little extras that we’ve been dying to get into the game for a long time now. The first is our lore, which takes the form of our Crew Journal. We’ve talked a bit about it before, but to reiterate, it’s pretty much where a bulk of our game universe’s history and character backstories lie. They’ll take the form of various in-universe pieces of media, such as news articles, private messages, or non-voiced character interactions. It’s all extra stuff, but we’ve made a huge effort to ensure that the galaxy you’re flying the Chaser through is a reflection of a consistent world full of other stories to tell or have yet to be told.

 

With so much lore though, all together it’s the same amount of words as a short novel, one of the first problems we were encountering with the Journal was how it affected the startup loadtime. We actually had all the lore in the game for a while in outdated UI, but since it was inaccessible we removed it for the Early Access builds. Luckily, Cameron seems to have found a promising solution already. At the time of this writing, we are now exploring how we want to present the Crew Journal visually. So, fingers crossed that we’ll be able to get that into an early access build soon.

 

After that, we’ll only have one more major feature to work on, which is the inclusion of our training mode, the Flight Simulator. This will allow players to create their own scenarios that they can use as practice for the main game. For instance, if pirates chasing you through minefields are always giving you a hard time, you can set the simulator to those same conditions and practice until you master the encounter. You can also adjust your starting health and choose which systems are already damaged upon entering the encounter. The cool thing about implementing this feature is that we already have it in the game, it’s just inaccessible. The reason for that is that is two fold. 1: There are options only intended for our use (to make it easier to capture exactly the footage we want for trailers since so much of our game is determined randomly). And 2: We are planning on overhauling the visuals for the Flight Sim UI, since the ones we have now are fairly bare bones.

 

After the Flight Sim, it’s a matter of cleaning a few things up, maybe adding some features we didn’t think of at the time, and bug testing before finally launching out of Early Access. Some of these features we’ve already implemented, such as the Voyager+ and Captain+ modes, which lets players play the Ace mode’s encounter randomization on lower difficulties. One of the big things that needs to be cleaned up is our options menu, which is not finalized since we don’t want to set anything in stone while we’re still developing the game and adding new options and setting.

Now, you may have noticed that we also have a “Milestone” between “Phase 1” and “Phase 2”. We wanted to reach a more polished state before we started really using VoxPop’s platform. We are still definitely hoping to collaborate with streamers in order to get the word out there, especially after last year’s updates. Neither Cameron nor I are really into marketing, but we’re determined to do everything we can to make The Chaser’s Voyage succeed.

 

I have a lot of high hopes for this year. We’re gonna keep working towards making The Chaser’s Voyage really soar and we’re hoping you’ll be with us when this voyage finally takes off!

 

You 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: