Haul cargo, trade salvage and keep your space suit close as you search for fame and fortune among the stars in a game that puts an interstellar twist on the truck sim genre.
It’s been a week since launch and we just wanted to say thank you again for all the support and feedback we’ve been receiving from the Star Trucker community.
I know we talked a bit about priorities in the previous post but I thought it was worth diving a little deeper into what’s been going on and what the future holds for Star Trucker.
So I’m going to split this post into two parts. Firstly we’ll provide an overview of how we’re treating ongoing work and then I’ll go into a bit more detail regarding the next patch.
[h2]Phasing[/h2]
As you already know, we’re a super small team ( Currently 2.5 of us! ). We’re planning to ramp up by bringing on board some extra code support to help Dan but it will take time to finalize so we have to be super careful how we prioritise current and future work.
Knowing this we’ve tried to plan out some phases. We can’t give solid estimates but it should give you an idea of how we’ll tackle things going forwards.
It’s also worth noting that there might be multiple updates during a phase and some tasks could move around due to complexity and time scales.
[h3]Phase 1[/h3]
[list]
[*]Critical fixes (see the “Bugs” section below)
[*]Difficulty tweaks - Focusing on essential items like power cells / air filters and revisiting fines
[*]Custom key bindings
[/list]
[h3]Phase 2[/h3]
[list]
[*]Extended controller support ( e.g. HOTAS )
[*]Balance refinements - Focusing on economy, sector hazards and upgrades
[*]Sector optimizations and updates
[/list]
[h3]Phase 3[/h3]
[list]
[*]Online radio support
[*]Corporation and cargo updates
[*]Extended CB system (e.g. send out a recover SOS / ask for gossip)
[/list]
We also have a couple of cosmetic packs already in the pipeline. These don’t require code support so shouldn’t delay new features / balance tasks but they are pretty cool ( I would say that though... ) and every sale will help fund future updates.
Beyond these phases we’ll begin work towards a longer roadmap with some more substantial feature / content work. Once we’ve locked down a plan we’ll be sure to update you all!
[h2]Progress Tracking[/h2]
In the name of transparency we want to give you a slightly more detailed update on what’s been going on since launch / what we’re up to this week.
It’s kinda hard to break it down properly but hopefully this will give you an idea of where we are with the next update and the issues we’re currently trying to address.
Some of these have only been found thanks to the keen eyes of the community so please continue to report bugs to the [b][url=https://t.co/iYZwOCIZ2L]Raw Fury Support Desk[/url][/b] so that we can keep squashing them.
[h2]Bugs[/h2]
Many of these fixes should be in the next patch but a couple might slip to a subsequent update.
[h3]Done[/h3]
✅ Fixed an issue preventing saving after dying during warp
✅ Fixed an issue preventing warp gates working after a recovery
✅ Fixed an issue preventing access to x2 dropzones in Darkside
✅ Fixed an issue preventing access to a weigh station in Enigma Belt
✅ Fixed an issue where under some circumstances items vanish from containers on reload
✅ Fixed an issue with weigh stations ignoring your cargo capacity skill level
✅ Fixed various string issues
✅ Fixed an issue where some side jobs were not showing "Wait for CB Call" prompt on the Convoy screen
✅ Fixed issue with oversized Panel Trailers generating in multi-trailer jobs resulting in some drop zone deliveries being impossible
[h3]To Do / In Progress[/h3]
➡️ Fix an issue where the job board is not showing the correct reward values
➡️ Fix an issue where job rewards are not calculating correctly
➡️ Fix an issue with some dropzones thinking you can deliver oversized trailers to them
➡️ Fix an issue where under some circumstances the job board freezes
➡️ Fix an issue where reloading a save sometimes unhitches your trailers
➡️ Fix an issue where under specific conditions the mileage counter shows an incorrect value
[h2]Balance [/h2]
We’re working on some initial balance adjustments to help make the game fairer and more consistent. A future update will focus on a more robust balance pass once we’ve collated more data.
[h3]Done[/h3]
✅ Increased frequency of essential items in shops ( e.g. power cells and air filters )
✅ Adjusted Power Cell costs and maximum charge levels
[h3]To Do / In Progress[/h3]
➡️ Adjust recovery penalties
➡️ Adjust abandoned job penalties
➡️ Adjust repair costs
[h2]Miscellaneous[/h2]
Where possible we’ve also been chipping away at some other bits n pieces. Some of these are listed below…
[h3]Done[/h3]
✅ Electrical and Atmospheric Cloud optimizations
✅ Spark City Station and Tommy T Diner optimizations
✅ Various platform and girder LOD optimizations
✅ Updated Power Cell labels to reflect their quality ( e.g. Power Cell ++ )
[h2]Roundup[/h2]
So that’s the current situation! As you can see we’re working hard to improve player experience and address various issues. Not only that but an update is imminent, our team is expanding and we’re planning a LOT of great new stuff for the future.
So once again, thank you for your support and patience. We hope you’ll stick with us as we find a sustainable cadence for updates and begin working on new features and content.
Peace out.
[i]- Monster Dave
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