- Starlight: Eye of The Storm in Early Access Now - 23 February 2021
STARLIGHT: EYE OF THE STORM We're back folks! After a long 6 years, we've come a long way learning from players like you and also coming up with great game ideas to show for. And we present to you: Starlight: Eye of the Storm! https://store.steampowered.com/app/1492210 What's this game about? Starlight: Eye of the Storm takes place roughly 6 months before the events of this game. It talks about the final secret mission our protagonist Jun Jimin has undertaken for the UNC Council. Thomas Lock knew about her exploits, often referring to Jun as a top ace pilot in the navy before she became a fleet commander. The game itself is a 2D vertical shmup set in a 3D environment that brings you instant fun and memories not just its retro-feel but also some familiarity with the Foresight universe. What is it so different from other shmups? Starlight: Eye of the Storm has several special abilities th…
- The Truth behind the Foresight development team - 27 February 2020
Dear commanders, This is your developer here - Jeremy - seemingly the only guy fronting the support cases, fixing the bugs and developing the game. Well, the fact is - it's not too far from the truth. I've always withheld talking about our team size and strength because I'm pretty sure nobody will give a damned. Everybody including myself, is only interested if the game is fun or not. Team Strength So what's our true strength? 1x Programmer/Coder (me) aka Producer (guiding the vision), Particle and Effects Artist (ie, the bloom, distortion, anamorphic lens flare and all the pews pews you see in the game), aka game orchestration developer (this part is alike a modder given a lot more powers) 1x Composer (also me) - wasn't very good but I tried my best anyway. 1x Audio Producer (yeah me) - I had to be on site to train every voice actor/actress to perform the voice acting correctly and con…
- Revealing the lore - 30 September 2019
Background Potential spoilers warning! In the UNC campaign, roughly, mission 5, Lock witnesses a negotiation between Vasily and Pugalenthi on an uneasy alliance. The negotiation was initiated by the Slavic Sirerians and was accepted by the UNC Council of Foresight due to one single reason - a new homeworld away from a nuclear-devastated Earth. In the middle of the mission, the purist faction known as the Sirewraths attacked and literally ended any possible negotiations. What was the Patriarch's plan? It's known by now that the Patriarch has 8 banner fleets under his command and he himself had a very thin line of command to the Sirewraths. In short, he created the fleets to compete against each other for power and has a link to an external rogue (but powerful) faction that unites the Slavic Sirerians as a whole. From this perspective, it'd seem that the attack was at least, tacitly sanct…
- 4 YEARS already?!! - 28 November 2018
Haha hi everyone, Yes, it has already been 4 years since Foresight was released. But first things first, let us give you a BIG THANK YOU for all your support! What has happened to Foresight so far? 2018 is a rather quiet year for Foresight until several serious bugs were reported. While the code is definitely getting older, we took it upon ourselves to ensure that our players deserve what they've paid for; a fully functional game. Thus, patch V1.3 was conceived and developed to cross Foresight's codes over to a newer API and engine, thus receiving additional stability that came with the upgrades. 4 years ago, we made up our minds that even if the game crashed and burned; even if there's only 1 person playing the game, we'll be obliged to support the player. That's our commitment to our players and we've always been consistent about it. You can expect the same level of commitment if not…
- Patch 1.3 released! - 5 August 2018
Dear all, As promised, Foresight 1.3 has been released! What's new? - The main font resolution has been upgraded. Just, see it for yourself to see the difference. - You can now V-sync while being in windowed mode. - Change of engine version from 1.0 to 1.2. StridesLib Engine v1.0 was built based on the much older VS2005 runtimes. However, in v1.2, it's built on the more recent VS2015 runtimes. Thus, for backward compatibility's sake, both runtimes will be installed on your machine. StridesLib Engine v1.2 did resolve a lot of stability issues. However, Foresight might not have fully be compliant to it yet. Adjustments - There was a feedback long ago that Foresight looked like a white saturated mess in heavy battles. After that, we went into observing popular space battle scenes like TCW to understand how best to represent explosions without over saturating things. As such, we've modified…
- Proposed Patch - Upgrading Foresight to a newer framework, bug fixes - 27 July 2018
Hi all, In light of some of the bugs reported, we'll be planning to release a patch to formally address these issues. However, there'll be a change in the runtime libraries requried and this change will automatically be reflected when the patch is released. The change will still preserve support for the old Windows XP as well as support for the latest Windows 10. The only problem we might encounter is remote regression errors that might occur beyond our means to detect it. Therefore, we'll need more time to build the game again before we can release it as a patch. Thanks again for all your support! It has been a long 4 years since release and we've gone through many ups and downs to learn from you. P.S. We're currently already working on our next game, which explains why Foresight patches are getting slowed down. Thanks again and we'll announce the release of the patch as well as progre…
- Multiple-screen issue - Addressed - 8 January 2018
Dear all, It has come to our attention that new players encountered a strange bug where their game, when started for the first time, will have 2 separate screen, a smaller screen and a full screen. Workaround - Restart the game just once. This is a first-time resolution detection issue. What will we do? This is likely to be a legacy code that was broken during our very last build. We're currently looking into it and might have a fix in the near future. Conclusion We apologise for any inconveniences caused. We hope you'll continue to play the game and please let us know if you have any feedback; be it suggestions, complaints or anything. We'll be listening. Thanks, Jeremy
- Multiple-screen issue - Addressed - 8 January 2018
Dear all, It has come to our attention that new players encountered a strange bug where their game, when started for the first time, will have 2 separate screen, a smaller screen and a full screen. Workaround - Restart the game just once. This is a first-time resolution detection issue. What will we do? This is likely to be a legacy code that was broken during our very last build. We're currently looking into it and might have a fix in the near future. Conclusion We apologise for any inconveniences caused. We hope you'll continue to play the game and please let us know if you have any feedback; be it suggestions, complaints or anything. We'll be listening. Thanks, Jeremy
- Patch V1.2b-iii released! (was soft released some time ago) - 10 October 2017
Dear all, First of all, sorry for the weird lack of announcement whenever a bug fix patch is released. We were in the midst of preparing for GDEX in Columbus, Ohio as well as building our next game, Starlight. Despite this, we didn't neglect Foresight and have been actively fixing bugs and releasing them. What's fixed? The bugs get harder and harder to find. Each of these bug can almost be classified as super bugs since they require a very specific scenario to reproduce. The latest patch fixes crashed pertaining to multiplayer games where having hundreds of fighters engaged in a major dogfight will cause the client machine to crash. The fix also includes improvements to synchronize ships who happens to be out of sync, ie, position and sector off-sync. Previously, only the position is synced, causing a weird glitch for clients (not servers) where ships entering a bottom-right wormhole wi…
- Patch V1.2b-iii released! (was soft released some time ago) - 10 October 2017
Dear all, First of all, sorry for the weird lack of announcement whenever a bug fix patch is released. We were in the midst of preparing for GDEX in Columbus, Ohio as well as building our next game, Starlight. Despite this, we didn't neglect Foresight and have been actively fixing bugs and releasing them. What's fixed? The bugs get harder and harder to find. Each of these bug can almost be classified as super bugs since they require a very specific scenario to reproduce. The latest patch fixes crashed pertaining to multiplayer games where having hundreds of fighters engaged in a major dogfight will cause the client machine to crash. The fix also includes improvements to synchronize ships who happens to be out of sync, ie, position and sector off-sync. Previously, only the position is synced, causing a weird glitch for clients (not servers) where ships entering a bottom-right wormhole wi…
- Patch V1.2a-i released! - 4 September 2017
Dear all, As we're on the hunt for some of the most elusive bugs in Foresight, we bring you the latest fixes, mostly multiplayer issues and some weird single player issues as well. Addendum Caught the following bugs during a routine code review and has since fixed them: 1) When a player dies, all ships belonging to that player are always asked to halt even when it might be stationary or stopping. While it may not be much in single player, it'll hurt quite a bit by sending halt packet per ship per frame to all players until it's been destroyed. Fixed. Bug Fixes 1) You can no longer recruit officers if you have insufficient funds. For some reasons we detected the fund situation but didn't block it. 2) Fixed a multiplayer bug that causes the game to crash after 3-4 minutes especially when AI starts to have fleets. 3) Fixed a white blinking issue where the screen may sometimes without warni…
- Patch V1.2a-i released! - 4 September 2017
Dear all, As we're on the hunt for some of the most elusive bugs in Foresight, we bring you the latest fixes, mostly multiplayer issues and some weird single player issues as well. Addendum Caught the following bugs during a routine code review and has since fixed them: 1) When a player dies, all ships belonging to that player are always asked to halt even when it might be stationary or stopping. While it may not be much in single player, it'll hurt quite a bit by sending halt packet per ship per frame to all players until it's been destroyed. Fixed. Bug Fixes 1) You can no longer recruit officers if you have insufficient funds. For some reasons we detected the fund situation but didn't block it. 2) Fixed a multiplayer bug that causes the game to crash after 3-4 minutes especially when AI starts to have fleets. 3) Fixed a white blinking issue where the screen may sometimes without warni…
- Patch V1.2a Released! - 1 September 2017
Dear all, First of all, thanks for your support and feedback. With it, we're able to improve the game and make it more stable. This patch fixes major bugs with multiplayer and some minor ones with general flow of the game. What's new? - Foresight now uses StridesLib v1.2 engine which is far more stable than v1.1 used by the previous build. Modifications - Voice profile data file modified slightly to reduce the amount of searches performed when a certain file cannot be found. This is to improve game performance consistency. V1.2a will NOT work with V1.2 on multiplayer. Please update in order to play online! Bug Fixes MULTIPLAYER FIXES: 1) When the client cancels a build order or request order on a production structure, the next-in-line icons aren't updated, causing a misunderstanding. 2) Scoreboard doesn't work properly in multiplayer mode, showing itself prematurely. 3) Fixed a bug wher…
- Patch V1.2a Released! - 1 September 2017
Dear all, First of all, thanks for your support and feedback. With it, we're able to improve the game and make it more stable. This patch fixes major bugs with multiplayer and some minor ones with general flow of the game. What's new? - Foresight now uses StridesLib v1.2 engine which is far more stable than v1.1 used by the previous build. Modifications - Voice profile data file modified slightly to reduce the amount of searches performed when a certain file cannot be found. This is to improve game performance consistency. V1.2a will NOT work with V1.2 on multiplayer. Please update in order to play online! Bug Fixes MULTIPLAYER FIXES: 1) When the client cancels a build order or request order on a production structure, the next-in-line icons aren't updated, causing a misunderstanding. 2) Scoreboard doesn't work properly in multiplayer mode, showing itself prematurely. 3) Fixed a bug wher…
- V1.2 is RELEASED! - 11 April 2017
Dear all, We're proud to announce that Foresight V1.2 has been released! As usual, we'll reveal what has been added, what's improved and the super long list of bug fixes. New Implementations Most of the new implementations are in the code. This means it's not something you can actually see in-game except that the game may now feel a little smoother and less prone to crashes. What you can see is this: Anamorphic Lens Flare is a new feature implemented as part of StridesLib 1.2, the game engine that powers Foresight. StridesLib 1.2 has a lot more new features and a brand new rendering framework with improved flexibility. However, not all of its power is shown in Foresight. We understand that different people may have different taste and our settings for the anamorphic lens flare may not be something you like especially when the graphics were originally designed to mimick some level of suc…
- V1.2 is RELEASED! - 11 April 2017
Dear all, We're proud to announce that Foresight V1.2 has been released! As usual, we'll reveal what has been added, what's improved and the super long list of bug fixes. New Implementations Most of the new implementations are in the code. This means it's not something you can actually see in-game except that the game may now feel a little smoother and less prone to crashes. What you can see is this: Anamorphic Lens Flare is a new feature implemented as part of StridesLib 1.2, the game engine that powers Foresight. StridesLib 1.2 has a lot more new features and a brand new rendering framework with improved flexibility. However, not all of its power is shown in Foresight. We understand that different people may have different taste and our settings for the anamorphic lens flare may not be something you like especially when the graphics were originally designed to mimick some level of suc…
- V1.2 will be delayed :( - 7 April 2017
Dear all, Most of the tests have passed. However, in our standard tests, we do actually run tests for Intel Integrated Graphics and ATI cards; Foresight's debugging is done on a Nvidia card. We do not use vendor specific features. However, in some cases, some things do differ between video card vendors. Therefore, in this case, the Cutscenes are actually the ones in question. We're currently working to understand the issue and resolve it as soon as possible. Here's a preview on roughly what v1.2 will look like: The anamorphic lens flare shown here are exaggerated for effect. As mentioned before, the in-game effect will be noticeable but won't disrupt gameplay. The in-transition effect will be slightly more pronounced, enough to see the effect but won't appear everywhere. Please be patient with us for a few more days and we'll get it out as soon as possible. Thanks and have a great weeke…
- V1.2 will be delayed :( - 7 April 2017
Dear all, Most of the tests have passed. However, in our standard tests, we do actually run tests for Intel Integrated Graphics and ATI cards; Foresight's debugging is done on a Nvidia card. We do not use vendor specific features. However, in some cases, some things do differ between video card vendors. Therefore, in this case, the Cutscenes are actually the ones in question. We're currently working to understand the issue and resolve it as soon as possible. Here's a preview on roughly what v1.2 will look like: The anamorphic lens flare shown here are exaggerated for effect. As mentioned before, the in-game effect will be noticeable but won't disrupt gameplay. The in-transition effect will be slightly more pronounced, enough to see the effect but won't appear everywhere. Please be patient with us for a few more days and we'll get it out as soon as possible. Thanks and have a great weeke…
- Update: V1.2 will be out soon! - 6 April 2017
Dear all, Foresight V1.2 will be out soon and it will feature some upgraded features from the new iteration of StridesLib. This version will not include some of the additional contents we wish to put into the game but will fix quite a few bugs with the game itself. Of course, that'll mean there'll be future patches, mostly on contents. A notable shift (not change) is that Siege mode will not longer be restricted to just fighting large bases. Scenario-based co-op missions may be added from time to time to add to the fun. Thus, please hang on a little while longer as testing is currently underway. If all goes well, we'll deploy the patch by Friday 7th April towards midnight SGT! Thanks for your patience and support! Jeremy
- Update: V1.2 will be out soon! - 6 April 2017
Dear all, Foresight V1.2 will be out soon and it will feature some upgraded features from the new iteration of StridesLib. This version will not include some of the additional contents we wish to put into the game but will fix quite a few bugs with the game itself. Of course, that'll mean there'll be future patches, mostly on contents. A notable shift (not change) is that Siege mode will not longer be restricted to just fighting large bases. Scenario-based co-op missions may be added from time to time to add to the fun. Thus, please hang on a little while longer as testing is currently underway. If all goes well, we'll deploy the patch by Friday 7th April towards midnight SGT! Thanks for your patience and support! Jeremy