Command Line Pilot news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed playersNot available
- SteamPulse tracked peak1
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score100% positive
- Total reviews14
- Release dateJul 21, 2021
- DeveloperAlexander Van den Bulck, Harry Lane
- PublisherAlexander Van den Bulck, Harry Lane
Genres: Indie, Strategy, Early Access
Company pages: Developer: Alexander Van den Bulck, Harry LanePublisher: Alexander Van den Bulck, Harry Lane
Command Line Pilot Steam news
Command Line Pilot news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Hiatus - 2 January 2022
Greetings pilots, Command Line Pilot has been a passion project of Harry and me since the very start. We’ve put in a lot of hours, enjoyed creating it, loved the feedback we received and learning a lot from it. Unfortunately, as you may have noticed, development has slowed down over time. We have spent many hours of our spare time working on this game, and as live goes on, that spare time has become increasingly rare. Unfortunately the development of the game has reached a hiatus. Harry and I have discussed the future of the game and have concluded that we may still continue working on it in the future if our schedules allow it. We would regret not being able to finish development of the game and we hope that we will eventually find the time in the future. We have truly enjoyed the journey so far. We hope the game has provided many of you with some interesting new challenges and a coupl…
- Devlog #4 - 29 September 2021
Hi everyone, In this fourth edition of the devlog we’ll talk about one of the big upcoming changes: The reworked upgrade system. Apologies for this delayed devlog. I personally moved to a new home during these past weeks and I completely misjudged the amount of time and effort that would cost! But enough about that. Let's talk about upgrades. The current upgrade system Currently you are presented with 3 upgrade options after defeating a boss. These options are chosen at random from the pool of available upgrades and can be paid for with gears earned from your completed missions. This system was inspired by the game Slay the Spire which also allows you to choose 1 upgrade (called a relic) after defeating a boss. This game allows you to choose 1 of these upgrades without paying any cost. This requires the upgrades to have about the same overall strength in order for your choice to be mean…
- v0.9.3: Improved replayability - 27 August 2021
Greetings pilots, What's new? Each mission now has multiple possible layouts in order to improve replayability. You now also start each playthrough with 1 life! Defeating a boss will reward you with 1 bonus life. Losing a mission will cost you 1 life instead of resulting in instant game over. Remaining lives provide you with a bonus score after defeating the final boss. A summary of your results will now be shown when defeating the final boss. Postponing the new planet We were actually hoping to share version 0.10.0 with you which contains the third planet Obscuro. All the systems and content for this new planet are ready except for the art. As you may have noticed in our third devlog we are hobbyist game developers. We love this game, the process of developing it and how well it has been doing on Steam. Unfortunately we may sometimes have other obligations, as is currently the case for…
- Devlog #3 - 20 August 2021
Hi everyone, In this third edition of the devlog, we’ll help you get to know the development team a bit better. First we'll talk about the team and then I’ll kick off with introducing myself. The team Our team consists of only 2 people: Harry Lane: Artist & illustrator Alexander Van den Bulck: Game designer & programmer The project started with the original prototype I made back in 2019. The prototype contained the core gameplay that the game still has today. It was made with primitive shapes, placerholder art and ‘programmer art’. Lacking any art skills, I knew I would not be able to release this game on my own. I reached out to artists online who might be interested. Harry quickly responded and joined the project in 2020. He reworked all art assets and significantly improved the visual appeal of the game. We’ve been working on the game together ever since. Introduction: Alexander As H…
- Devlog #2 - 6 August 2021
Hi everyone, In this second edition of the devlog, I thought it might be interesting to talk about how we test new features. First we'll look at how we handled this during the early prototyping phase of the game, then we'll dive into how we currently handle it and how you can try out the new features on our beta-branch. Physical playtests You might think that the first prototypes of the game were also digital, but they weren't! The concept of the game was easy to test with paper prototypes. This allowed us to test the core game idea and iterate on it much quicker than we could have done by coding it with a game engine. At first we played the game ourselves as first iterations are still too rough and unstable to test with others. Eventually the paper prototype was ready for much needed 'outside' feedback. We started by inviting friends over for playtest sessions. Their feedback helped us…
- Devlog #1 - 30 July 2021
Hi everyone, I thought it might be nice to share some (behind the scenes) stuff in a weekly devlog. We’ll start off with weekly post every Friday and we may transition to a monthly post depending on how much information we have to share. Last Thursday we had our Early Access release and I thought it might be cool to share some info about that. It was definitely a very exciting first week for us. We had some specific goals and expectations. We reached most of our goals and also had a couple of unexpected things happen. Units sold Our goal was to reach a wishlist conversion of 10%. This means that we were hoping that 1 out of every 10 wishlisters would purchase the game on Early Access release. I’m happy to say that we reached that goal! What did surprise us was that wishlisters amounted to 50% of our sales. This means that for every wishlister that purchased the game, there was also a St…
- v0.9.1: New feature for providing in-game feedback - 25 July 2021
Hi pilots, We have added a feature for providing feedback or reporting bugs in-game. You can now press F8 at any time to send us feedback directly inside in the game. Harry and I are happy with our Early Access launch and will share more info about the launch in our first devlog post next Friday. We were planning on using our Discord server to gather feedback from players. However, we noticed that very few Early Access players were joining the server. In order to lower the boundary for providing feedback, we quickly implemented an easy way for players to provide feedback in-game. Feel free to use this feature for reporting bugs, things you like, don't like or suggestions! If you want to join our Discord server you can do so by clicking here. Hope to see you there. Have fun! Alexander
- Early Access Release - 19 June 2021
The game now contains everything we envisioned it needs for an Early Access release, and we believe that it is time to take the next step. We have been involving playtesters since the early prototyping stage. Their feedback has helped us shape the game into what is today. Providing players with the opportunity to engage with us during Early Access feels like a very natural continuation of this approach. Harry and I are looking forward to welcoming our Early Access players, engaging with them and providing them with regular content updates & bugfixes. We are excited to embark on this journey together and curious to see where it will lead Command Line Pilot. Hope to see you on 22 July! Alexander & Harry
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