Lightspeed Frontier news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed playersNot available
- SteamPulse tracked peak2
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score70% positive
- Total reviews44
- Release dateMar 7, 2017
- DeveloperCrowdwork Studios
- PublisherRiveted Games
Genres: Action, Adventure, Indie, RPG, Early Access
Company pages: Developer: Crowdwork StudiosPublisher: Riveted Games
Lightspeed Frontier Steam news
Lightspeed Frontier news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Reworks - Update v1.18 - 24 November 2018
Hello there! Yes, despite what you may have heard we're not all dead quite just yet. Development's been seriously slow the past few months and it took a while to get the random additions in order for an update release. So let's see what's changed. Weapon Reticles So one of the problems with combat's always been not knowing exactly which way your guns are pointing before shooting, which led to many a misfire. That should be gone now however, with these new reticles. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F26909000%2F023d539e1c0d81b7abdcc4cc37aee8751198a56d.gif There are four different reticles for different gun types. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F26909000%2F69e6c991be89e4b54d2f5e06b24b044222cab81f.png The only ones displayed are the ones that are in the currently enabled firegroups to reduce clutter on larger ships and they sta…
- Deploy Armor! - Update v1.17 - 20 May 2018
Hello everyone! This update is a bit late if we look at our usual schedule, mostly due to the Nordic Game conference and university work, but also some other things. So sorry about that, but now it's here and it's live! We've got mostly new module additions this time, a slight overhaul of the galaxy map and some building system additions. I think this does nearly double the old number of modules so at least we have that going for us which is nice. There are also some inventory overhauls that are nearly done but didn't quite make it into the update yet, so stay tuned for those. New Modules New 3 unit long armor modules, bound to come in handy. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F26909000%2Feecd162c9a7939d01d1aec5fb19e5859943fc7f1.png Some 6 unit long armor modules for those extra large ships. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F%25E2%2580%25A6
- Hotfix 1.16a - 8 April 2018
Hello again so soon! Turns out there were a few rather problematic bugs in the recent update, so here's a fix to iron out all of what we've found. Changelog: Fixes: the main menu news section should now display stuff again fixed an issue where in some cases detaching the last pod made it go invisible until the next module was added corrected some info text grammar mistakes group selection no longer resets weapon fire groups to secondary fixed a threading reliability issue detached active npc ships turn on generators properly now updated station easter egg effects fixed a rare-ish building related crash when detaching modules Changes: reduced reaction wheel power draw slightly increased spawn rate of command pods on derelicts reduced crash damage by 20% despawn time of far away derelicts and free floating modules has been decreased to 12 and 7 minutes, respectively That is all, have a go…
- Hotfix 1.16a - 8 April 2018
Hello again so soon! Turns out there were a few rather problematic bugs in the recent update, so here's a fix to iron out all of what we've found. Changelog: Fixes: the main menu news section should now display stuff again fixed an issue where in some cases detaching the last pod made it go invisible until the next module was added corrected some info text grammar mistakes group selection no longer resets weapon fire groups to secondary fixed a threading reliability issue detached active npc ships turn on generators properly now updated station easter egg effects fixed a rare-ish building related crash when detaching modules Changes: reduced reaction wheel power draw slightly increased spawn rate of command pods on derelicts reduced crash damage by 20% despawn time of far away derelicts and free floating modules has been decreased to 12 and 7 minutes, respectively That is all, have a go…
- POWAH! SPEEED! - Update v1.16 - 5 April 2018
Good morning/day/evening and welcome! This update is a little bit different than usual, as it focuses primarily on optimizations and performance gains, as well as some building system and ship destruction upgrades. And what performance gains are there you ask? Massive! Insane! Monstrous! It's all a bit technical however, so if you don't feel like reading the entire thing skip to the part with the group selection and ship breakups. Let's start from the top: Physics Engine Upgrade https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F26909000%2Fcb80f11357fa0ef52f76a3106986e47c82b1d023.png Long story short, the game uses the Bullet Physics Engine to power all ship ship movement and collisions, BUT until now it was actually not the official version of the engine. What it did use was a 2004 Java port of it, since well the rest of the game is Java and it was compatible out of the b…
- POWAH! SPEEED! - Update v1.16 - 5 April 2018
Good morning/day/evening and welcome! This update is a little bit different than usual, as it focuses primarily on optimizations and performance gains, as well as some building system and ship destruction upgrades. And what performance gains are there you ask? Massive! Insane! Monstrous! It's all a bit technical however, so if you don't feel like reading the entire thing skip to the part with the group selection and ship breakups. Let's start from the top: Physics Engine Upgrade https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F26909000%2Fcb80f11357fa0ef52f76a3106986e47c82b1d023.png Long story short, the game uses the Bullet Physics Engine to power all ship ship movement and collisions, BUT until now it was actually not the official version of the engine. What it did use was a 2004 Java port of it, since well the rest of the game is Java and it was compatible out of the b…
- Anniversary, Control Overhaul and Other Things - Update v1.15 - 1 March 2018
Hi! Yet another long awaited update is upon us, with way more changes and fixed than additions as it happens. The main probably being the way ships are controlled - for the longest time the main way to fly what are basically capital ships was using jet fighter-like controls with complete disregard for physics. Well that changes today, with all ship rotations now fully done using physics forces and steered using PID controllers. Yesterday also happened to be a 3-year anniversary of the first ever build of the game ever, so I've prepared a few comparisons for nostalgia's sake. There's also a few new modules, a new news section in the main menu where you may or may not be reading this and much more. Let's jump right in! 3-Year Anniversary So yes for those interested I've got a short summary of the early beginnings of the game. Back then I was hardly a programmer and learning as I went, wit…
- Anniversary, Control Overhaul and Other Things - Update v1.15 - 1 March 2018
Hi! Yet another long awaited update is upon us, with way more changes and fixed than additions as it happens. The main probably being the way ships are controlled - for the longest time the main way to fly what are basically capital ships was using jet fighter-like controls with complete disregard for physics. Well that changes today, with all ship rotations now fully done using physics forces and steered using PID controllers. Yesterday also happened to be a 3-year anniversary of the first ever build of the game ever, so I've prepared a few comparisons for nostalgia's sake. There's also a few new modules, a new news section in the main menu where you may or may not be reading this and much more. Let's jump right in! 3-Year Anniversary So yes for those interested I've got a short summary of the early beginnings of the game. Back then I was hardly a programmer and learning as I went, wit…
- Hotfix 1.14a - 19 January 2018
Hi guys, We've managed to fix some of the stuff in your recent bug reports (and a known issue) - which prompts this quick fix patch. There's also some random stuff that's been added already and there's no reason to not include it. Changelog: Fixes: fixed sound being sometimes muted when starting the game or a new save fixed shader crash issue with the module construction effects (again) stars should no longer look odd when the bloom filter is disabled Other Changes: controllers are now no longer disabled through the launch parameters, but can be enabled by editing the settings.cfg file and setting UseJoysticks to true (not that anyone would need it at the present time, but anyway) more planet and star system names That's pretty much it, have a good one!
- Hotfix 1.14a - 19 January 2018
Hi guys, We've managed to fix some of the stuff in your recent bug reports (and a known issue) - which prompts this quick fix patch. There's also some random stuff that's been added already and there's no reason to not include it. Changelog: Fixes: fixed sound being sometimes muted when starting the game or a new save fixed shader crash issue with the module construction effects (again) stars should no longer look odd when the bloom filter is disabled Other Changes: controllers are now no longer disabled through the launch parameters, but can be enabled by editing the settings.cfg file and setting UseJoysticks to true (not that anyone would need it at the present time, but anyway) more planet and star system names That's pretty much it, have a good one!
- Just-Kidding-We-Are-Not-Dead Update 1.14 - 14 January 2018
Hello again! It's been a while since the last real update. While I could give you a hundred excuses as to why we've been dead for two months, long story short they're all about university studies and lack of motivation. Not all work has been still however, we've slowly managed to build up a quite a long list of random stuff. There have been numerous changes, updates to the sounds, galaxy generation, map, planets, and lots of fixes. No new modules or models this time unfortunately, as not even one of the ones showcased in the previous news post is done yet. Our current direction for the next update has changed somewhat, and the station expansion will likely have to wait while we implement more drastic changes that will hopefully make the game more playable in the long run. New Gas Giants The shader I was working on is finally up and running in-game, giving us brand new animated gas giant…
- Just-Kidding-We-Are-Not-Dead Update 1.14 - 14 January 2018
Hello again! It's been a while since the last real update. While I could give you a hundred excuses as to why we've been dead for two months, long story short they're all about university studies and lack of motivation. Not all work has been still however, we've slowly managed to build up a quite a long list of random stuff. There have been numerous changes, updates to the sounds, galaxy generation, map, planets, and lots of fixes. No new modules or models this time unfortunately, as not even one of the ones showcased in the previous news post is done yet. Our current direction for the next update has changed somewhat, and the station expansion will likely have to wait while we implement more drastic changes that will hopefully make the game more playable in the long run. New Gas Giants The shader I was working on is finally up and running in-game, giving us brand new animated gas giant…
- Progress News Report - 18 November 2017
Hello everyone. There isn't that much to show so far and pretty much none of it is related to the main theme of the next update (which will be passenger modules and more in-depth station management). Here's a short summary of what's we already have however and some of it is in the beta branch if any of you want to take a peek. ;) Continuing Graphics Upgrades The shields will be getting a nice overhaul. With the old geometric triangle bubbles gone, these have a changing hex-based texture that reacts to impacts. It's also a lot more transparent when idle so it should be less of an annoyance when building. A new gas giant generation system is also in the works (with animated winds and stuff) but they may not make it into the next update quite yet. Sometime soonTM for sure however. They tend to look really good from afar right now, but the up-close part isn't even close to being done. Modul…
- Progress News Report - 18 November 2017
Hello everyone. There isn't that much to show so far and pretty much none of it is related to the main theme of the next update (which will be passenger modules and more in-depth station management). Here's a short summary of what's we already have however and some of it is in the beta branch if any of you want to take a peek. ;) Continuing Graphics Upgrades The shields will be getting a nice overhaul. With the old geometric triangle bubbles gone, these have a changing hex-based texture that reacts to impacts. It's also a lot more transparent when idle so it should be less of an annoyance when building. A new gas giant generation system is also in the works (with animated winds and stuff) but they may not make it into the next update quite yet. Sometime soonTM for sure however. They tend to look really good from afar right now, but the up-close part isn't even close to being done. Modul…
- Update 1.13a - 2 November 2017
Hello space travellers! This is more of a halloween-removal patch, but there are a few things we've managed to add since then, along with some crucial fixes. M-3567 Alligator-Type Ronald Railgun Ah yes, moar dakka! The industrial faction now finally has some bigger guns up its sleeve with the new railgun. It has a 244 degree turning radius, a gun elevation of 42 degrees and is the largest turret as far as occupied space goes. It mostly owes that to it's barrel which is a nimble aimer despite its impressive length. The range to which it can more or less instantly fire its projectiles is just over 8 kilometers, dwarfing the range of any other weapon in the game right now. It is however not as powerful as one might expect and won't be breaking any records in rotation speeds. Compression Tank Mk1 Mesh & Texture update Continuing our research alliance faction overhaul, the mk1 fuel tank is n…
- Update 1.13a - 2 November 2017
Hello space travellers! This is more of a halloween-removal patch, but there are a few things we've managed to add since then, along with some crucial fixes. M-3567 Alligator-Type Ronald Railgun Ah yes, moar dakka! The industrial faction now finally has some bigger guns up its sleeve with the new railgun. It has a 244 degree turning radius, a gun elevation of 42 degrees and is the largest turret as far as occupied space goes. It mostly owes that to it's barrel which is a nimble aimer despite its impressive length. The range to which it can more or less instantly fire its projectiles is just over 8 kilometers, dwarfing the range of any other weapon in the game right now. It is however not as powerful as one might expect and won't be breaking any records in rotation speeds. Compression Tank Mk1 Mesh & Texture update Continuing our research alliance faction overhaul, the mk1 fuel tank is n…
- Halloween Update 1.13 - 25 October 2017
Doot Doot Hey, we're back and just in time for Halloween! This time we've managed to finish a large portion of the unfinished 3D model backlog, lots of fixes and some special Halloween stuff as well. In this town of Halloween Special stuff first, but I won't go into details for obvious reasons... There's some cosmetic stuff. Module colors are back again, this time in different styles. And some more interesting stuff. And when you get bored of it, you can turn it of in the options menu (game reboot is needed). New Modules As you can see, this update is mostly about the new modules. Some reworks of alredy existing ones and a bunch of new ones - with a few more arriving next week after the Halloween period ends. Industrial Conglomerate I feel like we've been somewhat neglecting this faction recently, so this time it gets a new structural wing element, the old reactor and basic engine have…
- Halloween Update 1.13 - 25 October 2017
Doot Doot Hey, we're back and just in time for Halloween! This time we've managed to finish a large portion of the unfinished 3D model backlog, lots of fixes and some special Halloween stuff as well. In this town of Halloween Special stuff first, but I won't go into details for obvious reasons... There's some cosmetic stuff. Module colors are back again, this time in different styles. And some more interesting stuff. And when you get bored of it, you can turn it of in the options menu (game reboot is needed). New Modules As you can see, this update is mostly about the new modules. Some reworks of alredy existing ones and a bunch of new ones - with a few more arriving next week after the Halloween period ends. Industrial Conglomerate I feel like we've been somewhat neglecting this faction recently, so this time it gets a new structural wing element, the old reactor and basic engine have…
- Hotfix 1.12a - 11 October 2017
Hello again, due to the increased activity on the forums here we've managed to track down a few critical bugs in the current version. Some are a bit too complex to implement in the current version so you'll have to wait till the next update (which should be soon). Changelog: Fixes: entering a black hole in the central system should no longer crash the game fixed crash when making a distress call (when out of fuel) That's all, have a good one!
- Hotfix 1.12a - 11 October 2017
Hello again, due to the increased activity on the forums here we've managed to track down a few critical bugs in the current version. Some are a bit too complex to implement in the current version so you'll have to wait till the next update (which should be soon). Changelog: Fixes: entering a black hole in the central system should no longer crash the game fixed crash when making a distress call (when out of fuel) That's all, have a good one!
Patch notes and updates
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