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high rated
Howdy there!

We've got another patch for you ladies and gents, focused on some frequently noted issues, both on the forum and through our customer support email. Some technical as well as QoL tidbits.

Windows 7 - We haven't forgotten about you. Don't worry. Full Win7 support is in the final stages and unless something unexpected pops out, we'll have a fix for you by weekend! We sincerely apologize for the delay.

CHANGES

- Dying before reaching the Starpoint and gliding through it while in death screen won't trigger the cutscene to happen. You won't be seeing what's on the other side.
- Fixed the selection screen in T-gate on lower resolutions. Extera is finally on sight.
- Fixed issues on multiple resolutions, such as hud stretching out of the screen.
- Scrolling lists will be smoother on all resolutions. (insert a clever joke about being a smooth criminal that I can't think of right now)
- Mission waypoints will remain visible until the mission is over.
- There's no oxygen is space so structures won't remain on fire after repairing them.
- Players won't be getting experience from fights which they didn't take part of. No more easy XP farming!
- While in defend mission, the enemies will be marked properly.
- Loading screen freeze is no more!

That's about it for this installment of "Here's what we've been working on". See you on the next update!
thanks for the changelog ;)

but is there no manual update download ?
only full installer v500 for manual download.

only gog galaxy can update to v503
(many people dislike galaxy use)
Post edited September 11, 2019 by magikyr
avatar
magikyr: thanks for the changelog ;)

but is there no manual update download ?
only full installer v500 for manual download.

only gog galaxy can update to v503
(many people dislike galaxy use)
As of right now, we don't have manual download, only through Galaxy. If you dislike using it, I'd suggest waiting for some bigger updates which will add more to the game. I'll post about all of the new updates here. :)
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magikyr: thanks for the changelog ;)

but is there no manual update download ?
only full installer v500 for manual download.

only gog galaxy can update to v503
(many people dislike galaxy use)
avatar
Di5missed: As of right now, we don't have manual download, only through Galaxy. If you dislike using it, I'd suggest waiting for some bigger updates which will add more to the game. I'll post about all of the new updates here. :)
ok thanks i use then gog galaxy for updates
Oh good. GoG still does it's offline installer update. Current v503 there replacing the v500 announcement version.

we're not going to be too far behind.
Post edited September 13, 2019 by cameronxx
high rated
Greetings!

We've prepared and released another bundle of nice fixes, improvements and tweaks. List of priorities has been greatly determined by your feedback, so thanks for feeding us with awesome info once again!
Windows 7 – We understand your pain, and we've finally confirmed fix for this platform will now work, and Win 7 should run the game as intended. Do let us know if you experience any additional issues.

CHANGES

Game runs properly on Windows 7
Fixed: invert yaw control now works properly
Fixed number of sound glitches on linked to interface
Fixed: autoaim system is now precise and give correct lead input for firing weapons
Fixed visual issues on options interface when using resolutions below 1080p
Fixed mismatch between fullscreen and windowed resolutions
Fixed: starchart icon will display correct player position when docked on planet
Fixed: when all missiles are depleted, missile slot will not still be shown as taken
Fixed: when all weapons are dismounted, normal aim cursor will be shown
Fixed: player ship will properly die when Starpoint mission is failed
Fixed: sfx loudness in corelation to distance is now set correctly
Fixed: ship final explosions now have sound
Added: ambiental sounds for all cutscenes in this Early Access version are added
Added: Player now receives exp for destroyed enemy ships
Added: HUD highlight with warning of low hull or ammo while boost equipment is available
Added: The use of HOTAS and gamepad at the same time is now enabled
Tweaked: off screen markers for objectives are now more visible, clear and different
Tweaked: UI target reticle is now upgraded
Tweaked: button designations on controllers are now in expected order


We're continuing our work according to your feedback, and at the same time we started preparations for first proper content update according to roadmap we recently shared!

Stay tuned!
high rated
Hello everyone!

It is time for the first major Early Access Update! A month after release, and according to our published roadmap, first "Skillshot" update arrived!

List of changes is sizeable, but we're certain you'll find some cool stuff here :)

New game version is already deployed to both Steam and GOG at the same time, and those of you with Galaxy launcher can access it immediately, while those wihout it will get access to it in a little while.

CHANGES:

ADDED: skill system, both gameplay wise and VFX
ADDED: various missile weapons, both guided, non-guided and torpedoes
ADDED: Steam cloud saves are now operational and work properly
ADDED: Steam trading cards are now implemented and work properly
ADDED: 3D sound
ADDED: various sounds including warnings and proximity alerts
ADDED: NavBuoy structures now have linked encounter events if attacked
ADDED: Space stations now have linked encounter events if attacked
ADDED: Ships on patrol paths now have linked encounter events if attacked
ADDED: Destructible container objects now have linked encounter events if attacked
ADDED: Anomalies can now appear in Gemini
ADDED: Asteroids now have linked encounter events if destroyed/mined
ADDED: Junkyard objects now have linked encounter events if destroyed/scavenged
ADDED: Player’s missiles can now miss the target, even when using guided projectile
ADDED: all campaign combat missions now have proper mission areas
ADDED: all asteroids now have correct explosions attached when destroyed
TWEAKED: military patrol paths are reworked and improved in all sectors
ADDED: drydocks now have new ship parts available for purchase: wings, engines, hulls
ADDED: various equipment items, including missiles countermeasures
ADDED: visual shockwave on missile hit effects
ADDED: visual shockwave on ship exploding effects
ADDED: trails and particles on all wings ship parts in the game
ADDED: objective notifications on campaign mission on Extera
ADDED: critical system failure (CSF) now applies to player in intended situations
ADDED: Keyboard shortcuts for accessing starchart, inventory and skills panels
ADDED: Brazilian Portuguese translation to game
ADDED: various new movement sounds for player engines and cruise mode
ADDED: sliders in options menu now work properly in non 1K resolutions and ratios
ADDED: additional support for several more HOTAS devices
ADDED: it is now possible to avoid missiles, especially by using cut engines
UPDATED: The chance that NPC drops loot when destroyed is drastically lowered if the player can't be credited with the kill.
UPDATED: The entire loot drop system has been rebalanced
UPDATED: Energy cost of cannons is heavily increased
UPDATE: Rate of fire of cannons is increased
UPDATED: Damage of cannons is drastically increased
UPDATED: Damage of scatterguns is increased
UPDATED: Reduced the projectile count of some scatterguns
UPDATED: Player waypoint is now correctly attached to the starchart structure
UPDATED: Game menu has rearranged option hierarchy according to most frequent use
FIXED: an error in the Main menu background video
FIXED: after a cutscene, the camera reverts to the mode it previously had
FIXED: sector Pyros now has correctly placed Nav Buoys, NPC paths, structure hull levels, event scripts, ship and structure render distances
FIXED: sector Outerlands now has correctly placed Nav Buoys, NPC paths, structure hull levels, event scripts, ship and structure render distances
FIXED: sector Caterton now has correctly placed Nav Buoys, NPC paths, structure hull levels, event scripts, ship and structure render distances
FIXED: player cannot be attacked anymore while docked inside Pirate Harbor station
FIXED: player cannot be attacked anymore while docked inside Lunae station
FIXED: while using photo mode and orbit camera, weapons and camera view works properly now
FIXED: when undocking or respawning, the camera will appear in the correct position
FIXED: during camera shake effect, HUD elements don't follow the same pattern
FIXED: Avenger shotgun weapon doesn't exceed buffer limit anymore and CTD is eliminated
FIXED: when the game is paused, particles are still drawn normally
FIXED: missiles now explode as intended when reaching their destination
FIXED: different number of heavy and light weapons installed on wings don't cause a crash anymore
FIXED: HUD hint panel now shuts down properly
FIXED: when game is running in the background, mouse pointer performs normally
FIXED: waypoint for Liberland carrier in campaign mission now isn't hidden behind planet anymore
FIXED: waypoints don't hang on starchart when you jump back and forth using Starpoint or Tgate
FIXED: Magellan refinery now has correct collision sphere
FIXED: Pyros bartender now has correct facial animations when accepting all quests
FIXED: in freeroam player set starchart marker is properly removed after reload
FIXED: starchart doesn't crash anymore when reloading identical save game a few times
FIXED: removed exploit where equipment cooldown was evaded by un-equipping the item
TWEAKED: options menu works more smoothly and is more user friendly
TWEAKED: various balancing and AI related issues

These are the most important changes and additions. We hope the list is sufficient for this festive occasion we call Roadmap Update 1. The long journey through Early Access is now one milestone closer to completion, but there’s still massive work ahead of us!

Some of you will also already recognize the improvements to some game elements you've specifically mentioned in your comments and feedback.Along all of this, we've also tweaked, improved and polished many more details in the previously implemented parts of the game, mostly based on what you good people reported. Feel free to give it a go and see what else has been improved.

In the end, let us reiterate that this update is the first of a dozen major Early Access planned updates, and we also fully expect to throw in a number of unplanned updates along the way. The number of these will, in part, depend on what you report to us, and what ideas you throw at us on Steam forums 

Have a nice weekend ahead, and don't hesitate to try out all the goodies we're prepared for you! In space no one can hear your enemy scream!

Cheers!
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MarioMihokovic: ADDED: Keyboard shortcuts for accessing starchart, inventory and skills panels
I was specifically going to request this if you didn't add it pretty early on. Great to see you've already done it!

I look forward to testing out the new content.
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MarioMihokovic: ADDED: Keyboard shortcuts for accessing starchart, inventory and skills panels
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Noric: I was specifically going to request this if you didn't add it pretty early on. Great to see you've already done it!

I look forward to testing out the new content.
Thank you! Some people requested that, and we're definitely taking into account everything you guys are suggesting! Thank you for valuable feedback once again!
high rated
Hello guys,

It's perfect time to roll out the second massive update for our latest game!

Gears 'n' Cogs is the second planned milestone for Starpoint Gemini 3, and it changes a LOT.

No more easy pickings dear space captains. Your ship is loaded with missiles? Fine, your adversaries have plenty of decoys, and they are not afraid to use them! You're proficient with cut engines maneuvers? Won't help you – enemies will have tricks of their own with new AI and behaviour routines.

But you're not helpless – to give you a fighting chance, newly introduced crafting system enables you to be creative and engineer a plethora of items and equipment to enhance your survivability.

Focus points of Roadmap update No.2 are:

• Newly added crafting and blueprints system
• Newly added radiation effects system for nebulas
• Heavily upgraded enemy AI and ship behaviour
• Visual treats regarding impact hull damage on all ships
• New range of upgradeable ship modules
• Campaign storyline missions received first rework

And full changelog list is here:

ADDED: new equipment and additional equipment tiers the already mentioned Nanoscrubbers take that accumulated radiation edge off
Higher tier decoys lure angry missiles away
Booster injection gets some of that juicy fuel back into your booster to keep going
Mines of all shapes, sizes and damage types will knock your enemies flat to the other side

ADDED: a whole lot of additional missiles (specifically higher tier missiles)
ADDED: 4 completely new weapons to purchase and use
ADDED: more weapons of the higher tier persuasion
ADDED: Missiles can now be found in loot drops
ADDED: new ship modules in drydocks
ADDED: new difficulty settings – easy, normal, hard, insane
ADDED: VFX on NPC ships when damaged. Effects increases progressively as hull drops. It also makes very damaged NPCs easier to spot.
ADDED: In-game HUD now shows the names of equipped and swapped weapons
ADDED: In-game HUD now shows live stats of weapons/shields/missiles
ADDED: NPC ships can now move and shoot following a specific path, if need be
ADDED: SFX when upgrading skills
ADDED: SFX for incoming enemy missiles and launched missiles
ADDED: a HUD warning if some action cannot be executed
ADDED: Steam controller support
ADDED: new equipment items
ADDED: Equipment now has short text info
ADDED: In-game panels can now be toggled via keyboard shortcuts
ADDED: camera shake effect when hitting an asteroid
ADDED: Encounters now have an ease-in period. they get more difficult as you progress further
ADDED: huge hollow asteroids that ships can fly through and use as cover
ADDED: enemy ships now spawn with different tiers depending on map difficulty
ADDED: new event when player enters the range of specific object
ADDED: outlaw faction ships now have appropriate trails
ADDED: player engine/trails change color depending on speed and currently used flight mode
ADDED: explosions on asteroid destruction
ADDED: title cards in campaign missions
ADDED: several types of enemy behavior templates
UPDATED: the way how missile damage is dealt. ALL damage is handled as blast damage. The further away from the detonation epicenter you are, the less damage you receive, as it should be.
UPDATED: controller software keyboard
UPDATED: color schemes of HUD waypoint and info icons
UPDATED: default reputation with certain in-game factions
UPDATED: balanced NPC vs NPC damage variables
UPDATED: collect all option works properly, players can remove items from cargo
UPDATED: NPC ships have different, more realistic firing arcs
UPDATED: HUD reticle more visible and has variations depending on equipped weapon
UPDATED: campaign missions in chapter 1 reworked and polished
UPDATED: cutscenes in campaign chapter 1 have been upgraded
UPDATED: improved visuals in nebulas
UPDATED: faction reputation alignment system has been reworked
FIXED: text alignment in station/bar dialogues
FIXED: all barman dialogues are now skippable
FIXED: shortcut for buy/sell trader buttons work properly now
FIXED: resolution setting in launcher will be properly saved now
FIXED: freelance mission ships are properly marked now
FIXED: impact explosions on ship hull work properly now
FIXED: player ship shield regeneration variable works properly on load
FIXED: scripts for freelance mission ending now work properly
FIXED: in-game dialogues work properly when paused
FIXED: possible resolution problem when automatically choosing setting in launcher
FIXED: launcher will no longer crash if Steam isn't running in the background
FIXED: NPC ships will target and hit player properly in all situations
FIXED: When changing control settings in launcher, resolution won't abruptly change with it
FIXED: Player is no longer stuck in photo mode when using it
FIXED: camera works properly when using the controller and holding down LT to follow target
FIXED: menu footer is changed correctly when using HOTAS
FIXED: key binding in controls cannot be duplicated anymore
FIXED: target locks will appear in correct positions now
FIXED: numerous HUD errors when playing the Spanish language version
FIXED: branching dialogues won't break anymore if using HOTAS/controller
FIXED: various controls binding issues with HOTAS and controller
TWEAKED: visual controls input when using HOTAS

Enjoy!
high rated
Bosses: Roadmap update 3

Don't Boss me around, maggot!

Latest update continues to expand the game universe, adding specially crafted Boss mechanics to spice up the challenge, along with new world sectors, stations, questgivers and much more.

Greetings captains!

Just before the holiday craziness kicks in, we've reached the third milestone. That means we're offering, just in time, some fresh new ways to expand your experience of the game and fill any free days you might have coming.

This update looks exactly as a December gift basket is supposed to look – a little bit of something for everyone!
You've already explored the available game areas? Good – now you have new ones to check out, including some pretty familiar planets. Or, you've mastered the combat system and you're unmatched out there? Awesome – Boss mechanics will make sure there is something out there you haven't seen yet and that WILL be an adequate challenge!

Also, if you're bored of your everyday bartender – new businesses have opened onboard new stations and planets.

Besides the obvious additions you can't miss, a huge chunk of improvements is a mandatory part of each update – missions, equipment, AI, HUD elements, ADAH companion etc...

Anyways, to avoid spoiling the surprise, here is the entire changelog, and you can unwrap the presents yourself as soon as update is downloaded.

In case you want to take a sneak peek into what's „in the box“, there is a new short gameplay video trailer that speaks a lot more than words:
https://www.youtube.com/watch?v=OJdtwtNe0T8&lc=z224ilep0yuithfvjacdp43340c041aq1zyicm5z30hw03c010c

CHANGES

ADDED: entire game mechanics for Boss units and Boss fights
ADDED: 12 Monkeys Boss with mechanics in Outerlands sector
ADDED: Jeepers Creepers Bosses with mechanics in Pyros sector
ADDED: new HUD elements and information regarding Boss mechanics
ADDED: new Starchart icons and fonts for Boss units
ADDED: new SFX and VO elements linked to Boss fights
ADDED: new Nexus Android barman
ADDED: NavBuoys now have direction lines and destination tags
ADDED: Planet Earth sector, with all available options and infrastructure
ADDED: Da Vinci space station with all station options
ADDED: Delta space station with all station options
ADDED: General Drake outpost with all options
ADDED: new interiors on added space station
ADDED: Outlaws Gunner ship model
ADDED: Outlaws Dozer ship model
ADDED: Templars Vanguard ship model
ADDED: Catapult Ruine model
ADDED: various damage resistance icons to display if an NPC is heavily resistant
ADDED: NPC shields now have different OnHit visuals, depending on what type of damage they are more resistant to
ADDED: visual and audio damage and explosion effects to structures, as their hull drops below certain thresholds
ADDED: damage VFX on structures, as its hull drops, is now accompanied by visual and audio explosions
ADDED: Completely redesigned, animated loading screen
ADDED: in-game loading panel upgraded with new visuals and hints
ADDED: all supported languages have translated crafting hints
UPDATED: new camera views and movements while controlling the ADAH drone
UPDATED: Missiles balance - Player now has a bit more chance to manually dodge an incoming homing missile
UPDATED: AI of enemy ships when using equipment items
UPDATED: Reputation of the Outlaws faction now calculates other factions reputations as well
UPDATED: Keyboard shortcuts and bindings improved
UPDATED: further improved controller support and input recognition
UPDATED: Critical system failure types and triggering points improved
UPDATED: ammo storage CSF has new mechanics
UPDATED: NPC ships resistance is added to ship templates
UPDATED: Faction reputation now properly affects ability to dock at some space stations
UPDATED: near death screen warning has different effect and intensity
UPDATED: responsiveness of controls while in boost is increased
UPDATED: lead on target marker works more precise now
UPDATED: loot selection box increased
UPDATED: clear definition of crafting results
UPDATED: energy capacity for light weapons rebalanced
UPDATED: starchart icons for random missions
UPDATED: rebalanced NPC heavy weapons usage
FIXED: load game panel can now be sorted properly
FIXED: purchase and usage of Hyperion wings module doesn't crash the game anymore
FIXED: correct VFX is now triggered upon completion of repair missions
FIXED: enemy ships will not leave mission area anymore
FIXED: destroy missions from barmen work correctly now
FIXED: missions to defend objects now work properly without enemies getting stuck and becoming immobile
FIXED: waypoints on repair and defend missions will now clear correctly when the mission is done
FIXED: Gas extraction VFX now shows correctly even with nebula in the background
FIXED: Ships trails don't flicker anymore when changing movement direction
FIXED: experience points are now awarded correctly after mission completion
FIXED: cruise and cut engines options do not interfere anymore
FIXED: Issues with structures, encounters and factions in sector Extera
FIXED: Issues with structures, encounters and factions in sector Pyros
FIXED: Issues with structures, encounters and factions in sector Caterton
FIXED: Issues with structures, encounters and factions in sector Outerlands
TWEAKED: NPC ship threat calculation tweaked
TWEAKED: basic global encounters updated to take NPC threat calculation properly into account
TWEAKED: basic global encounters now take into account player level and the specific map the encounter takes place on


These are the most important changes and additions. We hope the list is sufficient for this festive occasion we call Roadmap Update 3. The long journey through Early Access is now one milestone closer to completion, but there’s still massive work ahead of us! Some of you will also already recognize the improvements to some game elements you've specifically mentioned in your comments and feedback.

Along all of this, we've also tweaked, improved and polished many more details in the previously implemented parts of the game, mostly based on what you good people reported. Feel free to give it a go and see what else has been improved.

In the end, let us reiterate that this update is the third of almost a dozen major Early Access planned updates, and we also fully expect to throw in a number of unplanned updates along the way. The number of these will, in part, depend on what you report to us, and what ideas you throw at us on Steam forum.

Have a nice holiday ahead, and don't hesitate to try out all the goodies we're prepared for you! In space no one can hear your enemy scream!

Cheers!
LGM Games team
high rated
Shoot 'em Up 1/2: Roadmap update 4

Today special – shaken AND stirred

Starting 2020 with another update bringing many sandbox upgrades, beginning of UI 2.0, new starchart, visual effects and so on...

Hello captains!

Hope you had a splendid holiday season with many presents and time too play your favourite games!
We are starting right where we left off – with an update. Starpoint Gemini 3 is rushing to reach first half of planned major updates, and this update will make another step towards that goal.

This time, as we already mentioned in earlier announcement, unexpected paths of game development took us in a little bit different direction, and in order to avoid wasting any valuable time, we had to modify previously planned elements for this update. Few things planned for Update 4 will be delayed for Update 5, while several features from Update 5 is moved ahead for this Update. After next milestone, feature list from both Updates should be back in sync. Apologies if this will confuse some of you, but when we executed tasks for this update, we realized some features simply need to be forced to a more complete stage immediately as they can cause a chain reaction later. Following next milestone, everything should be back in pre-planned order as stated on Rodamap.

So, what is the cornerstone of this update? I'd say there are three pillars - first infusion of extra life into our Universe, then new Starchart to give you much better tool when understanding where the heck you're going and how this Universe looks like, and finally pretty extensive batch of improvements and fixes to existing features based on what players reported and suggested in forum discussions. Those of you that participated in them and threw ideas at us, will certainly recognize what we're talking about.

Once you boot up the game, how will these changes spice up your life? It's simple really – open a Starchart and notice you have a proper map that shows much more details and area objects. Each object has a pop up window describing in short what a specific location is, where it's exactly located and what's its purpose. Starchart also has 2 layers – local sectors and overall Universe map. Second layer allows you to cycle through all distant Star systems and see what local maps are available. Best thing is – you can access and browse sector maps within a specific system map even if you're not physically located in that system at all. Ladies and gentleman, you can now snoop around and determine your next target for pirating even if you're sitting half a galaxy away!

When your spying of global maps is over, and you finally hit the road in any given direction, be careful in traffic – it's gotten a helluva more dense. Trade convoys, individual ships going about their business, everybody using T Gates, Starpoints and Nav Buoys... you'll see much more stuff happening around. All these events are to be considered as a welcome opportunity or simply as greater variety of targets to plunder. But beware of unintended consequences – AI got first batch of updates, so trade ships and convoys will have armed escorts that won't sit idly by while you plunder the hell out of them.

But, enough of me talking, here's the entire changelog. Read through it as you wish and feel free to jump into game and check out the changes for yourself.

Oh, and, when you start cruising around, little surprise can be found – double tap forward key for max throttle  .

CHANGES

ADDED: New Starchart system, both visually and functionally
ADDED: Added info notes on starchart locations
ADDED: Dynamic map system with overview of all systems and sectors
ADDED: New locations and objects markers are now added to starchart
ADDED: New cutscenes when using fast travel via Nav Buoys
ADDED: Nav Buoys now have visual effects showing direction and destination point
ADDED: New game starting scenario – Outlaw
ADDED: Seed in random generator, adding more variety when statring new game
ADDED: NPC ships now use Fast travel objects and follow various behaviours
ADDED: Convoy system, meaning existence and behaviour of convoys and escorts
ADDED: Ship convoys near space stations
ADDED: Ship convoys near space structure clusters
ADDED: Ship traffic entering and exiting Starpoint
ADDED: Ship traffic entering and exiting T Gates
ADDED: Ship traffic entering and exiting Nav Buoy structures
ADDED: New ship model from Outlaw faction – Guerilla fighter
ADDED: New ship model from Outlaw faction – Stalker scout ship
ADDED: Hotkey to enable constant speed without need to hold forward movement button
ADDED: Ambient sound in bar on Delta station
UPDATED: Decreased number of spawned enemies near stations when player is low level
UPDATED: Map locations and objects near planets Extera, Earth, Caterton and Sora
UPDATED: Jeepers Creepers boss fight now works properly in any situation
FIXED: Missiles don't occassionally disappear and now have normal blast effects
FIXED: NPC ships now follow intended proffession behaviour
FIXED: Errors with loading when jumping to distant sectors
FIXED: Objects for fast travel (Starpoint, T Gate, Nav Buoy) are now of correct, civilian faction
FIXED: Targeting of gas collector ships now works correctly
FIXED: After dock, player marker on starchart will now resume normal behaviour
FIXED: Loading sequence allows ship collisions to work as intended
FIXED: Encounters will now spawn on correct positions
FIXED: Encounters will now use correct faction alignment
FIXED: Proximity trigger on stations now has correct values and doesn't interrupt level loading

Largest portion of this update is aimed at creating more vibrant and alive universe. And everything added this time for this purpose is just a beginning of creating a very vivid and lively feeling. Also, many features are only just a foundation for massive chunks of the game that are yet to come.

This time we can also announce that before next major update, we will be pushing out another not planned upgrade with some neat features that are nearly done but need a little bit more testing.
You're welcome to try all of this out, and bombard us with your opinions!

P.S. following this update, and in line with previously announced plan, price of Early Access Starpoint Gemini 3 will be increased for the first time. If you're interested, you still have several days to use original price + current discount!

Fly safe!
LGM Games team
high rated
Hello!

It wasn't previously scheduled, but we're pushing another smaller update today! Why? Because it's Monday and, unlike most of the world, we love Mondays :) .

But seriously - last major Update was released a couple of days ago, and we did have some more improvements almost ready, but delayed it until we test a few more details. Now, since next Roadmap update (5th in line) includes changes to storyline, and finally few more parts of the storyline missions, we will probably have slightly longer pause until that update. And improvements in today's upgrade concerns gameplay and HUD corrections, so there is no sense in keeping that away from you until next update.

Anyways, list is not large this time, but everything should be neat and useful:

CHANGES:

- ADDED: New jump visual effect when travelling via Nav Buoys
- ADDED: HUD notification when using equipment items
- ADDED: HUD now displays numbers on each equipped item showing how many are left
- ADDED: Shortcut hint for equipments on controller
- ADDED: New crosshair with live info on energy status and consumption
- ADDED: Animated VFX in crosshair showing when a target is close and in range for firing
- ADDED: New target lock - first iteration
- FIXED: several Starchart errors and missing info
- FIXED: Death screen will not crash the game anymore in any situation

That's all regarding important elements of this update. There are also some small optimizations and tweaks, but no need to push all that to the list this time.

We'd also like to remind you, fellow space enthusiasts, once again that price of game will be increased at the end of January, first time in Early Access, so anyone considering diving into our creation still has a few days to make use of lowest possible price.

In the end, a little taste of next major Roadmap update - that one will touch narrative side of the game on several levels. Existing storyline missions will get some changes and updates, and game story will progress several missions ahead, first time since release of Early Access.

Hope you find our little news today a good one to start the week with :)

Enjoy!

LGM Games
Wow! Thank you!
And Good Work! :)

I am going to hold on to buying until the next update, but this is going to be one super epic sci-fi sim!
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superstande: Wow! Thank you!
And Good Work! :)

I am going to hold on to buying until the next update, but this is going to be one super epic sci-fi sim!
We're certainly hoping to make it a truly great experience! Next update will go live before the end of March and will be largest so far, hence a bit longer delay between last 2 updates. It will bring new chunk of the main storyline, more vivid sandbox space, anti-capital ship combat, new ADAH mechanics, upgraded Starchart, new sectors and a lot more...