Create your own story amidst the dusty wastelands of the Wild West. Found cities, become a master hunter, or create your own mansion... experience the Frontier how it was supposed to be- with the power to transform it sitting at your fingertips!
User reviews:
Overall:
Mixed (42 reviews) - 54% of the 42 user reviews for this game are positive.
Release Date: Mar 4, 2016

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Early Access is the key to Frontier's development- we want to work as closely as possible with the community as we progress further into the creation of the game to make sure that we provide the features you want to see the most. We'll be talking to our fans on a one-to-one basis to find out exactly what they want to have added, and our favourite/the most popular options will be brought in future updates. Because we're an indie studio, Early Access means we won't have to spend huge amounts of money to develop the whole game before showing it to anybody- with Early Access, it takes the financial issues away and will subsidise development costs (although we can still continue development in-house in the case that we don't sell many units to start with, more money just means faster development).”

Approximately how long will this game be in Early Access?

“At this stage it is very hard to say how long we will be in the Early Access phase, although it's safe to say that we plan on continuing development for a long time. Frontier is a hugely ambitious concept and will undoubtedly take us some time to build, but that doesn't mean it's going to be months before it is ready to play. The first version contains a whole range of features, which we're going to build on extensively.”

How is the full version planned to differ from the Early Access version?

“The full release will eventually comprise all of our hard work, with features ranging from tobacco farming and hand-rolled cigarettes to crime and destroying or planting evidence. There are countless unique features in the future of Frontier- drinking contests, duelling, crop and cattle farming, easter eggs and even gold panning, there will be something for almost any gamer to enjoy. We have already designed the most diverse simulation of the Wild West ever imagined- now we just have to finish building it!”

What is the current state of the Early Access version?

“The current version is a stable and graphically impressive build which is the basis of future development. To summarise, we currently offer;

  • Core building system with over 40 different building objects
  • Resource gathering with tree chopping, mining and harvestable items
  • Early wildlife system with 6 types of animal for you to hunt (or be hunted by)
  • Basic combat mechanics (more weapons coming very soon)
  • Butchery- skin and eat any animals you kill
  • Early narcotics system- a personal hip flask with realistic drunk effects, wild marijuana plants and hallucinogenic species growing around the world
  • Base terrain- our first map, painstakingly handcrafted to impress

Will the game be priced differently during and after Early Access?

“Our intentions are to increase the price as Frontier grows, so the earlier you join us, the more money you'll save! We don't have any exact pricing plans at this stage, but we want the price to reflect our progress as the game world grows and develops.”

How are you planning on involving the Community in your development process?

“We already have extensive plans for where the game is going next, but most importantly, we will be changing these plans based on community feedback. We are going to be working with the community throughout development- none of that dead post nonsense which the devs never read. The entire team will be actively engaging with all of our fans to make sure that there is something for everybody in the game. Come and join us in the Community Hub to meet the team!”
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Recent updates View all (32)

April 23

Devlog #5- No, We Aren't Dead



So, it's definitely time for some news from us. I feel like I've repeated myself with this many times over so to summarise (please don't take this as any sort of a rant- I'm just outlining what's going on to try and better explain why everything is taking so long):

At this point, we're still not ready, but the rebuild is coming together now. We are still very much here, and working 7 days a week as we have been for several months now, and will continue to do so until the game is ready. All of our future plans are still on the table, and will be relatively easy to put into place once the framework is finished. All I can say now is that it's going well, and will take as long as it takes, and I personally guarantee that work will continue at this rate until the first true beta is out for you guys to explore. The first full release will be followed by intense change cycles- back to daily-or-so updates as we first provided (the reason we're unable to do this right now is that due to the amount of work involved, we have to finish the full rebuild before we can release the base version, but then we can get back to intense update cycles as we had initially, with constant improvements- only on a solid base this time around). Once we have all of the feedback in and polishes made, we'll move onto new features and begin the real Early Access cycle.

We've been hearing a few comments about us not understanding the resources required, and even points about us not knowing what we're doing based on an unfinished product, which I believe is down to the fact that we're yet to publish our first true build. At the same time, we appreciate this of course, because we can see that we still have a very interested community which wants to see the project completed! I'm still glad with our decision to go down the EA route so early, as it's allowed us to gather a lot of feedback with the initial builds and take these thoughts into consideration with the rebuild. The main time constraint right now is multiplayer, which I'm building in response to lots of requests for online gameplay, which is going extremely well. There is an enormous amount of work involved with every system due to security, because cheating has to be prevented for all features. In short, each system means that I have to consider offline gameplay, online gameplay (i.e. how things sync up, how people could try to exploit the system, and how things can be handled and compressed to cut down on bandwidth usage), and then of course we have to finish it off with all of the artwork.

To try and better explain this, take something as simple as picking fruit from a cactus. In singleplayer, it's pretty simple- add the fruit to the player's inventory, hide the fruit on the cactus model, and tell the framework to keep an eye on the cactus and regrow it's fruit over time. With multiplayer, it's a lot more complicated. If somebody wants to pick the fruit, they need to tell the server what they want to do, and simulate all of this locally with temporary data (Frontier's lag compensation system, so you don't notice any delay between asking the server and waiting for it to reply, which is included with every single networked system). The server then needs to check that the data they sent is valid, whether the cactus is ready for harvesting or not, and also that the player is close enough to be able to pick that fruit. If it's allowed, the server needs to reply to the player with their temporary data and the real data to replace it with, and also tell everybody else that the cactus was harvested. If any of the checks fail, then we know that the player was cheating, and the server then kicks them automatically. Likewise, when the cactus regrows, everybody needs to be notified that it's once again ready to be harvested, and they need to update their local knowledge of that cactus. This is all done with a heuristic LOD system, which basically means that updates are calculated based on time, and objects are only processed when players are nearby.

That's for something as simple as harvesting a plant- you can imagine how complicated things get when for systems such as framework security, identity verification, item syncing, etc. It will all be worth it in the end, allowing us to build a secure and efficient multiplayer environment to expand on.

Now, with all that out of the way, let's take a look at what's been going on!

Map Integration

The full 64km² terrain is now integrated, complete with ultra-HD rendering, PBR materials and a lightning-fast LOD system (in both single and multiplayer).

All games are randomised to add some variation. Plants, including grass, trees and cacti, and certain structures such as mines, are generated randomly at the beginning of every new game to allow us to stick with a high-quality base map while bringing exciting semi-procedural generation, to add some extra depth to each playthrough.



Mining



Karsten has built an awesome mine kit for us to use, which is now finished up and integrated. As touched on earlier, mine interiors are randomly generated at the beginning of every game, giving you different layouts to explore.



Mines contain respawning veins for ore collection.



Smelting



The mining system also encompasses a full smelting setup, which will fully come into play when ingame economies (with imports and exports) are added. For now, ingots are very useful crafting resources, which are made by smelting ore in a furnace, fuelled with wood, coal or even charcoal.



The are currently 5 metal resource types in game; iron, copper, lead, silver and gold (though coal and sulphur can also be found in mines). Basic iron, copper and lead ingots can be made for crafting, but silver and gold can be smelted into bars of masses 50oz, 100oz, 200oz and 400oz. This is geared toward trade at a future date, to build the foundation of an economy- more on this later!





Customisation Profiles

During a graphics overhaul, I added in a pretty unique feature- graphics profiles. The system allows you to easily customise exactly which graphics tech your game uses, which can seem a little technical in some areas, but is very straightforward to use. This includes the basics such as antialiasing, bloom and motion blur, all the way to ambient occlusion, chromatic aberration and advanced colour grading. Profiles are saved to a custom file format, making it easy to grab and share between machines. We may kick off Workshop support with these, to make stylised graphics profiles readily available to everyone.



HAARP

Our brand new weather simulation and control system, dubbed HAARP, is now fully integrated. We've done away with rain and storms for the time being to keep a consistent dry, scorched theme, and I have instead put more time into the core. This is shown throughout the screenshots, but to note the hidden features, there is full mist, atmospheric scattering, a 30-phase HD lunar cycle, dynamic star simulation and it's all fully deterministic, allowing it to be synced in multiplayer by simply grabbing a few bytes of data when a player joins.



Next, I'll be finalising the major systems. We're still waiting on some animation work, but I'll get to work on completing the tree chopping and mining systems as soon as I have the files. This will complete all the basic gameplay features. From there, I have a lot of minor tweaks to make, before doing a deploy test for multiplayer, at which point we will do final testing and then release the rebuild.

A huge thank you goes out to everyone for sticking around with us. I never wanted to spend half the time we already have doing this, but it's unfortunately a necessary evil. Please stay positive, and don't lose hope- we are still here, 100%, and the next time you see a post about the game being dead, please remember that we're right here, in the background. We'll try to keep you all as up-to-date as possible via Twitter, but we don't always have enough new content to grab screenshots constantly since most of the new features are all in code. On the whole though, things are going very well, if slowly, and we're approaching wrapping the base up!

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February 15

Devlog #4- Terrain, Weapons, Building, Containers, Animation

Time for some news!

We're making great strides now and are at a point where we can show off what's been going on. Lots of the main systems have been wrapped up and polished, and everything is starting to take shape!

Terrain



First off, a huge tip of the hat goes to Karsten for his awesome work on the terrain design! We're bringing you an all-new 64km² gameworld to explore and make your own! Shown here is a tiny slice of the whole thing; the final details are still being wrapped up, after which we'll be adding an enormous river and populating everything with cacti, trees and plants for you to harvest.



The terrain layout is very specific- there are lots of passes and vantage points which are perfect for ambushing players on their way back from a mining trip, or getting revenge on your rivals. And with plenty of secluded spots up on the rocky plateaus, you can discover the perfect spot for your hideout!

Weapons

The weapons systems are nearing completion. I've designed them in a way which will let us add new weapons with ease in the future; the basic animations are all motion capture clips, which are controlled through code while playing the game to reposition the player's hands and arms based on the weapon they're using.



The holstering system is fully procedural- you can carry a primary firearm on your back and a sidearm on your belt. You can easily swap active weapons through your inventory.



Building

The building system has been rebuilt from the ground up to bring the best performance possible. Additional polish and features will be added as the project progresses.





Miscellaneous

Certain building blocks now allow for item storage. The backend is in place for locking container access to certain player- by default we are leaving containers open so anybody can open a container, but a server option will be put in place to either lock container access to the player who placed the container, and/or to allow the owner of the container to grant access to other players themselves.

I've commissioned a set of animations from a master mocap studio which has worked on high-profile AAA titles, which include swimming and crafting clips. These will be retargeted ingame to keep them aligned with the camera view.

I've finished a kick/ban system for all multiplayer servers. Servers are VAC-secured as standard to detect clientside cheats such as aimbots, while our own security systems actively monitor hacking (for systems such as the inventory, crafting, building, and so on), and kick cheaters from your servers. You can easily kick and/or ban players from an ingame menu.



And for the inevitable- the timeline. Trust me, nobody wants to get this update out to you guys more than I do, but Lacuna won't push it out until we're totally happy with the core systems. Everything is getting there now- we'll post further announcements when we have enough new visuals to show off!

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About This Game

The Wild West...

The turning point of all Western civilisation, the dawn of an era- for the first time in decades people could leave their hard lives all over the world with the hopes of becoming rich beyond their wildest dreams.

Do you want to make money out of the gold rush? Or do you have other plans in mind? No matter! Whatever you want to do, you will be able to do in Frontier! Currently in Early Access, we have huge plans for development and a dedicated team who is ready to bring you a steady stream of updates so you're always finding new features to discover. With everything from tobacco farming and cigarette rolling to crime fighting and destroying evidence in the works, we are working towards creating the most diverse simulation of the frontier movement ever imagined for gamers to experience!

But what's it all about?


Frontier is whatever you want it to be. The current version already brings you a robust building system, resource gathering, stunning graphics with PBR textures, a huge map (which is tiny in comparison to the final world we're constructing), 6 types of animal to hunt, alcohol to keep you entertained on your travels, wild hallucinogenic plants to harvest and consume, a butchery system so you can skin dead animals, plus a beautiful and dynamic weather simulation.

But this is only the beginning.

Frontier is in it's infancy. Over the next few months, the game will grow to include countless new features, including intelligent NPCs to populate your cities, a detailed economic simulation, and an enormous and lore-rich environment, just to name a tiny amount of what we have planned.

Our designs revolve around player freedom. We want to put the world in your hands, giving you complete control over how you live your life in the Wild West. Create settlements and manage your people, become a cattle baron and make your fortune, compete in drinking contests in one of your own saloons, trade goods, fight outlaws, rob banks and engage in the hundreds of activities we have planned!

Upcoming Features


You're probably wondering exactly what we have in store for you. Well look no further, here is a brief summary of some of our more unique future updates. This list is not comprehensive, and is subject to change (with the guidance of the Steam community, although we fully intend to include everything on this list);

  • NPCs- A wide range of intelligent characters to settle your towns, spend money in your shops and interact with you throughout the world
  • An authentic arsenal stocked with period-correct weaponry, carrying everything from Winchesters to Gatling guns
  • Many more blocks for our building system, allowing you to create expensive, upscale mansions and cozy campsites
  • Enormous, lore-rich map system for you to explore, with different areas bringing their own environments and wildlife
  • Diverse activities system, bringing you everything from drinking contests and shooting challenges to bar brawls and bounty hunting
  • Indepth "Vice" System- New drugs to harvest and create, illegal activities to take part in for quick cash, and even poker tournaments

Community Involvement


Community involvement is going to be key to the development of Frontier. We want to know exactly what you like and don't like, and exactly what you want to see brought to the game in future updates. The team will be talking to players to hear their opinions and suggestions, and we openly welcome you to come and talk to us on the discussions forums or in our official Steam group.

System Requirements

    Minimum:
    • OS: Windows 7 (Will Work With Older Versions But Not Recommended)
    • Processor: 2GHz Dual-Core
    • Memory: 4 GB RAM
    • Graphics: DirectX 9 1GB GPU
    • DirectX: Version 9.0
    • Storage: 500 MB available space
    • Sound Card: Onboard, No Additional Sound Card Required
    Recommended:
    • OS: Windows 8/10
    • Processor: 3.5GHz+ CPU
    • Memory: 8 GB RAM
    • Graphics: DirectX 11 2GB+ GPU
    • DirectX: Version 11
    • Storage: 500 MB available space
    • Sound Card: PCIe Sound Card For Extra Gaming Immersion
    • Additional Notes: Can Ran Smoothly With Max Settings
Customer reviews Learn More
Overall:
Mixed (42 reviews)
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