Final Launch Update
2020-09-08After over three years of development, our two person, part-time indie team is proud to release the last patch before our exit from Early Access. This launch is a huge milestone for us. Since entering Early Access, we have uploaded over 20 patches for Starblazer and given out over 1000 keys. We want to thank all of the fans and supporters for their constant feedback, encouragement, and playtime to make a great space RTS game for VR. We could not have done it without the support of our community. The biggest areas of focus for us in this final patch before release were Performance and final Bug fixes. We have optimized Starblazer to give you a smooth 90 FPS. All bugs that we know of have been fixed and overall gameplay improved. You can read the full list of bugs and performance enhancements added this patch.
Read the full notes
From here, we will continue to support the game (in particular we still have lots we want to do in terms of AI). If you want to join the other Starblazers and meet the devs, join the conversation on our Discord: https://discord.gg/eFqWcT5 Gameplay Tweaks: • Attacked Bruisers can defend themselves if the attacker is within a certain distance, chasing down ships if necessary. • All UI icons are cleaner with a rounded single layer Sprite. Highlighted icons show up with a blue neon border now as well. • Increased radius of the Medic to allow for better healing of Bruisers. • Inkers is moved to a more accessible spot on the Bridge and the door can be opened to access. • AI will create new paths immediately after killing their target. • AI will also path ships as soon as they've been created and built by the Builder to avoid clogs. • A delightful noise lets you know that you opted to change your fleet's colors. • Splitters can withstand Bruiser fire for longer duration. • Ships can now accelerate to top speed, rather than instantly hitting max velocity. • The character Comet is added to the Garage in Explore Mode in honor of Dave of Many Names for being the first to beat Puzzle Mode. Performance Improvements: • Changed render queues to decrease draw calls • Baked Occlusion culling in all levels • Removed warping FX • Optimized all scripts calls to run under 2-3 ms • Removed extraneous textures, such as the hologram models • Sized up lightmaps to 4096 • Disabled shadow mapping • Improved static batching • Disabling procedural skybox • Disable runtime illumination • Dynamic instancing of materials • All new WaitForSeconds calls pre-initialized • Log files disabled • Removed instantiation / destroy of hologram models, re-using for performance • Limited overdraw on all maps by removing unneeded meshes • Removed all dynamic menus and animations • Removed thruster variation animations • Weapon checks only update every half second instead of 0.1s. • Fade (transparency) calls no longer every frame, only when needed. • Navigation path meshes fully disabled when not in use, not just invisible. • Removed all spotlights to limit breaking of static batching. • Limit all scenes to one reflection probe • Changed transparent shaders to less computationally intensive ones • Load asset bundles at the beginning of a round to save time • Sparkles Fx removed from the fleet boxes in Fleetbuilder • Removed redundant multiplication from every frame with speed functions • All ships given more aggressive LOD design models • Reorganize asset bundles so that they load by color combination, not ship type • Low resolution textures created and used for all low poly LOD models • All maps changed to static objects when possible • Vsync disabled in project settings • Flattened out sprites into single transparent layers to reduce draw calls Bug Fixes: • Pacifist Achievement now can also be achieved with a Flagship and Builder. I have no idea how you'd capture with a Builder, but I put in there anyway since I have no doubt Dave could find a way. • I hopefully solved the problem of the ships getting stuck in the Builder by not activating their colliders until they leave the Builder. It's a bit of a cheese, but it doesn't seem to impact physics too poorly. • The AI was supposed to find a new ship, but a bug was preventing the search. Should be more responsive now. • The weird pathing was done by ships that were docking (support Flagship) but detecting ships in their path. They won't do that now. • The Multi-Tool Achievement will now capture all ships built. • All of the "go to every location, map, etc." achievements should be working for now. They'll still display a little goofy, but that's just a learning for our next game. At least they'll record properly now. • Infinity Mode Achievements will now trigger on the time change for both 5 minutes and 10 minutes. It had some earlier test values in them that prevented the trigger. • Switching the game from Full-mode to Arcade no longer leaves the menu disabled in Puzzle mode. • Fleetbuilder announcement removed in the Explorer version. • Door now triggers and opens in Demo Room when the user approaches. • Gap closed in the window of the Bridge to avoid the cold vaccuum of space. • Visual bounds of the Builder extended to prevent accidental clipping from dynamic occlusion. • Ships selected after the Builder has been selected now will pull up the virtual projection plane. • The single rogue robot on Level 26 will not accidentally attack Orbit. • Paths of Evil Orbits improved on Level 26 to make sure they don't fly too high. • Ships disable colliders before exiting the Builder to prevent getting stuck. • The command to support Flagship will no longer create crazy paths, just straight lines. • Build every type of ship in the game achievement fixed. • Flagship can now will Passive Aggressive achievement. • All maps and all fleets achievements now work properly. • Infinity Mode 5 min and 10 min achievements now trigger. • Mis-presses on the projection plane eliminated by disabling the projection plane when the controller is on the same level. • Ships now fully switch back to opaque when leaving the Spectre's radius. • Medic built animation fixed to exit cleanly. • Fleet lighting improved in Fleetbuilder. • Color combination of red on blue texture pack fixed for the Fighter. • Splitter will damage ships 100% of the time when attacking. • Ship highlight no longer stays on last ship selected after moved to a waypoint. • Enemy selection no longer flickers for invisible ships. • Blossom AI will no longer shoot past a player on the hyper lanes • Splitter vs Splitter now does damage consistently • Ships will no longer get stuck behind slow moving ones, choosing to build a path around them when impatient. • Removed the enumerations on backend from Arcade Mode. • Redundant player designations no longer added to the end of user name in Arcade Mode. • Waiting for players sign removed from Mini Battle • Flickering assets removed from the ceiling of Demo Room, Tutorial, and Erosion. • Bruisers spaced out further in Level 3. • Barrier collider added in Bridge and StarRaver to keep player from falling out. • Blossom fleet starting position moved to prevent player from spawning in the wall





