Jet Lancer - Conspiracy


Hello Pilots!

Steam Trading cards have made their way to Jet Lancer, alongside our new badges, emotes, and backgrounds! Play Jet Lancer to unlock them all!



In addition to the Trading Card update, we've got a number of quality of life improvements for Jet Lancer's Arcade Mode. Patch notes below!


1.1.4:

  • Made the Afterburner tutorial more forgiving
  • Slight aim assist for beam weapons to assist gamepad players
  • Fixed drop rarity for Arcade reinforcements
  • Precise aim module is now enabled for the railgun in Arcade Mode
  • Railgun now scales with the Blast Radius upgrade in Arcade Mode
  • Updated text and localization
  • Disabled score popups if they would be equal to 0
  • Performance Optimizations


As always, if you're enjoying Jet Lancer, we'd appreciate it if you left a review!


Until next time!

-The Jet Lancer Team
Jet Lancer - Conspiracy
Hello Pilots!

We’re pleased to announce the addition of a new way to play Jet Lancer- Arcade Mode! We’ve been working on it for a long time and we finally get to share it with you all today. Taking inspiration from roguelite games and some much requested features from the community, Jet Lancer’s Arcade Mode is our take on an endless, wave-based score-attack mode.



  • Unique, stacking upgrades, make each run one-of-a-kind. The longer you survive, the more powerful you become.
  • Three new pilots with unique jets and handling.
  • New progression system to unlock additional pilots and their jets
  • New Primary Weapons!
  • Flamethrower: Immense repeatable damage at very close range.
  • Railgun: Instantaneous precision shots.
  • Coil Gun: Chain lightning between grouped enemies.
  • Multi-boss battles - fight multiple bosses from the story mode at the same time.



Arcade Mode unlocks part-way through the Story, after completing OP 21: Airshow.

We hope you enjoy stretching your three lives to the absolute limits, but if you just want to fly around and enjoy yourself without the worry of dying to a stray mega-laser, all of our customization options for dodge windows and damage negation are still there for you to take advantage of.

We do have some standard patch notes this time around too:
  • Added score multiplier meters to make the scoring system easier to understand
  • Tweaked difficulty and score requirements for certain operations
  • Buffed some of the weaker modules
  • Better performance on low-end PCs
  • Better support for high resolution monitors
  • And hundreds of bug fixes and tweaks!

We’re excited to see what you all think! Be sure to join the Jet Lancer Discord and tell us!



Lock and load,

Code Wakers
May 15, 2020
Jet Lancer - Conspiracy
Hello Pilots,

We’ve been blown away by the response to Jet Lancer so far. We’re immensely grateful that we’ve put out a game that so many people have connected with and are enjoying.

We’ve heard there were a couple issues that needed fixing, specifically in regard to OP 16: Babysitter, and OP 37: Going Up. We addressed both of these missions and a few other bug fixes in v.1.0.26, which is available on Steam now.

You can find a complete list of changes below.

Balance Changes
  • OP 16: Babysitter. Dramatically increased Ally HP. He’s still a bad pilot, but it should be much easier to keep him alive now.
  • OP:37 Going Up: Lowered score requirement in NG mode to be more easily achieved.
  • Stealth Missions: Reduced laser targeting rate
  • Dumb Bomb Module: Increased damage and reduced cooldown.
  • Guided Rockets Module: Slightly increased base score
  • Rocket Swarm Module: Slightly increased base score
  • Overcharged Bullets Module: Reduced cooldown
  • Adjusted rank thresholds for early NG missions.
Bug Fixes
  • Fixed an issue where the game would crash if you missed with the MegaLaser.
  • Fixed an issue where hacker jets would dive into the ground.
  • Fixed an issue where drones would hack at ludicrous speeds if you ventured too far from them.
  • Fixed an issue where gamepad joysticks would not properly work in some menus.
  • Steam’s screenshot key (F12) will no longer skip dialogues.
  • Autoroll module now works properly with STERN REBUKE’s rotating laser attack.
  • Renamed “Flashing” to “Strobe Effects” in the settings menu for better clarity
  • Fixed minor text issues.
If you want to chat with other Pilots or the Jet Lancer team, you can do that on our Discord.



If you’ve played Jet Lancer, please consider leaving a Steam review. Your feedback is incredibly valuable to us, and we’d love to incorporate as much as we can into future updates.

That’s it for now. We’re only a few days into Jet Lancer’s existence in the wider world, and we are overwhelmed with the positive response it’s gotten. We hope you’re enjoying your time with the game and will continue to do so.

Until next time,
The Jet Lancer Team
Jet Lancer - Conspiracy
Jet Lancer is Clear for Takeoff!

The wait is over. We're excited to announce that Jet Lancer is available now on PC, Mac, and Nintendo Switch, playable in English, French, German, Russian, Simplified Chinese, and Japanese! The main story takes about 5 hours to complete, followed by an unlockable New Game + with more aggressive AI, new jet upgrades, and an unlockable alternate ending.

You can view our newest trailer here:

Thank you so much for your support and encouragement throughout development. The enthusiasm of this community has been what's carried us through to today. If you'd like to support the game further, please consider leaving a Steam review. They are major contributors to Jet Lancer's success.

For announcements, tips, and to connect with us and other pilots please join the discussion in the Jet Lancer Discord.



See you in the skies,
The Jet Lancer team
Jet Lancer - Conspiracy
Today we're sitting down with the dynamic duo behind Jet Lancer, a partnership better known as


For the folks reading this who aren't already familiar with you, who are you, what do you do on Jet Lancer?
Vladimir: I'm Vladimir, a self-proclaimed artist and game designer on this project. Although in reality, both of us did a little bit of everything while working on Jet Lancer.

Nicolai: And I'm Nicolai, mostly a programmer and a bit of everything else when necessary. I also make sure our mountain of code doesn’t come crumbling down.
If you were both ACE Pilots, what would your callsigns be?

Vladimir: Utah, probably? That was my old nickname I’ve come up with for some milsim game.

Nicolai: Call me Bob, because that’s the nonsensical nickname my dad has always called me by for no apparent reason. Secretly I prefer to stay on the ground for the most part.

How did you two start working together, how did Code Wakers come to be? How did Jet Lancer happen?

Utah (V): I've always had a passion for military aviation and been working on a similar game about a decade ago, but back then I was obviously lacking experience to go anywhere with it. But one day I stumbled upon a video showcasing some gameplay of SkyStrike on Atari ST. It immediately sparked my interest to try one more take on the same concept, but with new knowledge I've accumulated over the years. I wrote a design document and made some art in just one week, then pitched the idea to an old friend of mine who helped with coding the gameplay prototype.

Bob (N): I joined Vladimir in working on Jet Lancer after the initial prototype was made. We met through a mutual friend when Vladimir needed someone to help with the programming side of things, so it was the perfect match at just the right time. We started out as hobbyists working on Jet Lancer in our spare time and slowly turned it into a more serious thing. It has been quite smooth sailing honestly.

Was there a particular game or series you played growing up that inspired you to make games?

Utah (V): Anything that had map editor or mod support of any kind. That was literally the main selling point of any game to me, and in some cases I never even played the game in the intended way, spending time just toying around with mod tools.

Bob (N): I was interested in games from before I can even remember as a young child. One of the earliest games I played for hours was the original Age of Empires. It fascinated me that there was this “living” civilization inside the computer and I basically wanted to make games ever since. Took me a while before I realized how to do that though.

You've been working on Jet Lancer a long time. What was the most fun or memorable part of this process for you?

Utah (V): Testing stuff that Nicolai added to the game for the first time. New bosses, enemies, etc. It's always super exciting to see some new content in the game.
Also, just solving game design problems. For more conventional game genre, let's say a platformer, you already have a huge pool of inspiration to draw from when it comes to gameplay mechanics. With Jet Lancer, we had to invent a lot of stuff almost from scratch. For example, coming up with bosses and enemy AI that will accommodate a player's ability to zip around the sky at literally supersonic speed with no physical borders.

Bob (N): It's tough to choose one specific moment, but just seeing the game progress little by little has been great. I don't think me from 3 years ago would have pictured it to become what it is now. And as Vladimir says, the great thing about working together is that you can often boot up the game and be pleasantly surprised by some new additions.

You both have more hours in the Jet Lancer cockpit than anyone else right now- do you have any tips for pilots picking the game up when it launches on May 12 on PC and Switch?

Utah (V): Performing a dodge roll while your engines are off increase your turn speed a lot. Using it for super sharp 180 turns, followed by a short burst of afterburner, will increase your mobility to a whole new level.

Bob (N): And focus on your evasions! Keep yourself alive foremost, then put in the damage when you get the chance. Also try to keep yourself close to the action and experiment with the wide arsenal of weapons and modules.

Who is your favorite character in Jet Lancer?

Bob (N): Apart from the objectively correct choice of Lem, I also really like the dynamic between Ash and the Captain.



Utah (V): Are you asking me to pick my favorite child?

I am now- which is your favorite Boss?

Utah (V): From development perspective, it's definitely Empress. It's animated entirely through code with some inverse kinematics involved, and it was extremely fun to work on it and tweak things around to make sure animation feels just right.

Bob (N): Empress is one of the coolest looking bosses for sure. Maybe I will choose Tower, the serpent, which is a fun early game boss. It was also one of the first bosses I worked on. The high mobility makes it really well suited for aerial combat and the fact it's a flying mechanical snake that spits lasers is also pretty cool.



A few questions from folks on Discord and Steam:

A lot of people are comparing this game to Vlambeer's Luftrausers. Does the gameplay have anything in common with Luftrausers? What makes Jet Lancer different?

Utah (V): On the surface, they are quite similar, both being 2D aerial combat games. And Luftrausers players will probably feel at home when it comes to basic handling and air-to-air combat. As for differences, there are some obviously noticeable ones, like story-based structure of the game with short missions featuring different objectives and lots of giant killer robots to fight.

When it comes to core gameplay, I think the main difference is that in Jet Lancer you don’t have health regeneration, instead you get a dodge roll that makes you invulnerable for a brief moment. The whole game was designed around this concept. We put enormous effort to make sure that the game will always feel fair and there will never be a situation where taking damage is unavoidable. This affected everything: enemy AI, bosses behaviour, camera movement, UI.

Was there anything particularly challenging about developing Jet Lancer? How did you overcome these challenges?

Utah (V): When Jet Lancer was in its early stage of development, and it was still a passion project that I had to work on in my spare time, it felt like this colossal ball of different interweaved parts that's impossibly hard to untangle. When you are left on your own devices and without any feedback and oversight, it's hard to measure your progress, prioritize right things, know when something is good enough to call it done, etc. What helped me a lot is to break the whole project into microtasks, each one usually taking 10-60 minutes to complete, and then arranging them in dependency pattern. You can do that either physically, with some sticky notes and any wall you'll find fancy, or digitally through some management tool. After each task is done, drawing a cross or a star on it helps a lot with motivation, because you can see you progressed further with each crossed out sticky note.

Bob (N): One of the design challenges that took the longest to solve was how to make the game work as well as possible in a side-scrolling view. It's no fun if you get hit from something that you couldn't see until the last second. We ended up making a dynamic camera system that can slightly pan and zoom to frame the action best for any given moment, as well as added enemy indicators in the HUD that show the rough distance and direction to enemies around you. There are even some high level mechanics like bullets doing less damage the longer they travel, to deter players from hiding in a corner. That also makes for some fun risk/reward gameplay because you can be more effective at close range.


How can Lem talk? He's a cat!

Utah (V): To be honest, I would be more concerned about how he operates heavy machinery with his tiny cat paws.

EDITOR'S NOTE: Shortly after publication Jet Lancer's writer, Cory O'Brien, Callsign: Froppy, reached out to clarify, "Lem can talk because of a custom vocoder he designed and built himself." So I guess that clears that up.

Will there be Steam Trading Cards

Utah (V): It’s ultimately up to Steam to decide, but we’re already working on artwork for them behind the scenes in case we’ll get approved.

Just two more questions: What's after Jet Lancer?

Bob (N): We're just as excited to find out! We have some vague ideas, but nothing set in stone yet. Something in 3D or involving multiplayer would be cool some day. For now we are just looking forward to the launch of Jet Lancer and are hoping to support it with further updates.

Utah (V): Yeah, by a lot of miscellaneous use of 3D in Jet Lancer, you can probably guess how eager we are to try out a fully 3D game. But in a short term perspective, I just plan to grab a bag of popcorn and watch people play it on streams or whatever. I was never able to see how the game looks from the player's perspective, and I'm super excited to finally see people experience it!

Where can people find you on the internet?

Utah (Vladimir): I'm on Twitter @WhyNotArtDump

Bob (Nicolai): Twitter @nicolaigd or come join our Discord and we'll all hang out there.




That's it for our chat this week! Jet Lancer launches May 12th, if you haven't wishlisted the game yet, you can do so using this widget:
https://store.steampowered.com/app/913060/Jet_Lancer/


See you in the sky.
Jet Lancer - Conspiracy
This Friday we'll have an interview with Jet Lancer Developers, a duo known as Code Wakers! As part of that discussion we'd like to open up the floor to questions from the community!

If you have questions about Jet Lancer, bullet-hells, fighter jets, 80s anime, game development, or anything else we'd love to know what you're interested in learning more about.

Leave your questions as a comment on this post!


We will give extreme preferential treatment to any questions about Lem :)


If you want to join the community elsewhere you can join our Discord by clicking this banner!


And don't forget, we're just over a week until Jet lancer launches! If you haven't had a chance to wishlist the game yet you can do so by clicking this button here:
https://store.steampowered.com/app/913060/Jet_Lancer/

See you on Friday!

The Jet Lancer Team
Jet Lancer - Conspiracy
We've teased some information about the story and characters of Jet Lancer, this week we're talking with the force behind those elements. Meet Cory O'Brien, Jet Lancer's writer.

For the folks reading this who aren't already familiar with you, who are you, what do you do, what other projects have you worked on?
I'm Cory O'Brien! I'm a writer who accidentally ended up in video games, and I'm not mad about it. I used to write a blog where I retold myths like I was drunk on chat, and then I published some books like that, and then I wrote for Monster Prom, and Max Gentlemen: Sexy Business. I also helped design a spooky robot interrogation game called Inhuman Conditions, and I'm currently helping with narrative design for a neon-dystopian social media adventure called HoloVista.



You've written on multiple incredible titles at this point- how did you get started with games writing?

Like I said: totally by accident. The creative director for Monster Prom, Julian Quijano, slid into my twitter DMs one day because he liked my first myth book, and I was flattered so I agreed to work on Monster Prom. Things sort of snowballed from there. At the same time I became friends with Tommy Maranges (the nerd behind Philosophy Bro, and a co-creator of Secret Hitler), who introduced me to a lot of folks in the Chicago games scene, and the next thing I knew I was going to cons and living the dream!

Was there a particular influence, like a specific game or book, you had growing up that inspired your style?

There's a lot of stuff, but probably the most important influence on my style early-on was the Hitchhiker's Guide to the Galaxy by Douglas Adams. Reading Douglas Adams (and also Mark Twain's incredible essay, "Fenimore Cooper's Literary Offenses") really taught me the power of a carefully constructed sentence, and I've never looked at language the same way since.

You worked closely with Vladimir from Code Wakers for the story and dialogue in Jet Lancer, what was that process like?

Vladimir was a joy to work with. There was a pretty clear understanding early on that we each had our own areas of expertise, and we would defer to each other in those areas. I like to think that the art, animation and style that he created for the game really informed and meshed with the narrative I ended up building.

Where do you even start on a new project? Characters? Plot summary? The big truth-revealing twist?

I start with constraints. Working in games, the first couple weeks of a project are almost always about getting familiar with the constraints of a project: characters and assets that have already been created, how the interface displays dialogue, themes the lead designers want to explore, and so on. It's not romantic, but I actually find it much easier than trying to create a story out of thin air. For Jet Lancer, one of the most fun parts for me was figuring out how to build a narrative around some of the really cool boss designs that already existed. Some people say constraints stifle creativity, but I think those people probably just aren't that creative.

What was the most fun part of this process for you?

Building in little recurring gags in addition to the main storyline. I live for detail stuff like that.

Jet Lancer draws a lot of inspiration from other games and media- Platinum Games, Macross, Ace Combat. Was there anything on the narrative side you were inspired by?

Cowboy Bebop, for sure. I love the chemistry between the crew of the Bebop, and I tried to bring some of that to Jet Lancer. Gundam Wing, too, for obvious reasons. Also, any games writer who says they aren't influenced by Portal 2 is a liar. There was one more game from my childhood that was a huge influence on the story I created, but I'm worried that saying what that game was would spoil part of the plot, so I won't!

As spoiler free as you can, what is the story of Jet Lancer?

You want spoiler free? Okay. Jet Lancer is a story about the torture we put ourselves through when we think we're not working hard enough, and how hard it is to know if you're doing the right thing, but with giant robots.

Who is your favorite character in Jet Lancer? Is there a piece of dialogue you are particularly fond of?

DON'T MAKE ME CHOOSE! Lem is my darling. I think my favorite line of his is, "I'm a cat. I've decided I live with you. It would be rude to disagree." There's also a minor character named Peter who I think is pretty funny, but I'll let you encounter him for yourself. As for the character who was most fun to write... I can't tell you. You'll have to play.


If you were an ACE Pilot, what would your call sign be?

Froppy

Excellent. Well Froppy, If people want to read more of your words, where can they find you?
Well, there's a list of things I've made over at http://coryob.com/writing. You can also follow my on twitter, @bettermyths, or subscribe to my patreon, at http://patreon.com/bettermyths. That last one is especially fun, because it includes a swear of the month club that teaches you all about how to curse more effectively. Some older swears of the month are available at http://swearofthemonth.club.


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That's it for this week! We're getting ever closer to launch so if you haven't had the opportunity to wishlist Jet Lancer yet you can do so by clicking the button right here:

https://store.steampowered.com/app/913060/Jet_Lancer/

And you can join our discord to talk with other players and us, the Jet Lancer Team!


Until next time,
The Jet Lancer team
Jet Lancer - Conspiracy
This week we're sitting down with the dynamic duo behind Jet Lancer's music and sound design. Meet Zach Fendelman and Patrick Crecelius, a partnership known as Fat Bard.




For the folks reading this who aren't already familiar with Fat Bard, who are you, what do you do?

P: We’re a music composition and sound design duo for a wide variety of games, from indie hits like Crashlands and Battle Chef Brigade, to IP mobile games like Harry Potter Wizards Unite. We both live in St. Louis, Missouri and have been doing game audio for about 8 years now.

Why the name "Fat Bard"?

P: We were trying to come up with a name for ourselves and decided to go the “band name” route, where we’re one entity instead of using our actual names. Like a band name we figured as long as it was something short, simple, and memorable that’s all that really mattered. The name “Bard '' was something we wanted to try using, and we had a few ideas but settled on “Fat Bard”; it just stood out to us as something fun that would stand out. We also thought we could do some awesome branding with the name “Fat Bard”, and we’ve had some great artists do renditions of him.



You really flex your rock and metal skills on the Jet Lancer tracks, how did you decide that was what the "sound" of Jet Lancer was going to be?

Z: When we initially discussed the soundtrack with Vladimir he was interested in a combination of chiptune rock and some heavier metal genres (metalcore, deathcore, and djent for the nerds out there). After creating the first song and figuring out the scope of the game, we realized we’d need a plethora of different styles capturing a wide range of intensity in order to match the increasing difficulty of the levels. From there we started to pull from other genres like math rock, post-hardcore, black metal, and post-rock; not only to create a range of intensity but also to give the player a good variety of songs to listen to. It was also important to us that we add something new to the universe of metal and rock game music instead of just copying successful soundtracks like Doom 2016. Additionally, Vladimir was always open to our artistic vision and allowed us the freedom to experiment, so by the final song we had a wonderfully eclectic OST.

Did you have a particular instrument or preference for how you start writing a track?

Z: Many of the songs either started with a chord progression, a guitar riff, or a drum beat. It’s quite different to make music like this by yourself as opposed to in a band setting, so focusing first on the “hook” of each song was helpful in figuring out how it may evolve. The most important thing for me was to make sure that each song was unique and pulled from a new pool of styles. I grew up listening to a lot of music from these genres so I made a big reference list with dozens of bands to help give us some ideas on overall composition and production.

What's the most fun part of this process for you?

Z: Working through a song and then hitting that “aha!” moment is always special. Sometimes it’s a guitar line that makes me think “that’s so badass”, and other times it’s an obnoxious breakdown that makes me laugh and think “this is so stupid and ridiculous, I love it.”

You both have been writing music for games for a while now, how did you get into music and how did you know you wanted to start composing on your own?

P: I’ve been playing music since I was a wee lad, starting on piano, picking up violin in 3rd grade, guitar in 8th grade, then bass and ukulele in college. I was very fortunate that my parents supported me in wanting to pursue music. After college I started teaching and doing audio engineering for local bands, which is actually where I met Zach. I’ve always been writing music, but in the past always for personal enjoyment rather than for public release. Starting music for games with Zach felt natural and was a perfect creative outlet, as I was feeling a bit stifled at the time.

Z: I loved listening to old rock bands as a kid which led me to pick up the guitar when I was about 13. I started writing my own songs a few years later, formed some bands, and eventually found myself making my first recordings with Patrick. I got into producing through my highschool actually, which offered an electronic music class where you could play around with Garage Band, Logic Pro, and Reason. It was run by the orchestra teacher, who always arrived an hour early to rehearse with the orchestra. I started showing up an hour early and she’d let me into the music lab to work all the way through my first period. This was actually where I made some of the first Fat Bard songs on our initial demo reel. I went to music school at a local college to learn music theory and expand my ideas of what music is and how you can put it together. Since I stayed in town, Pat and I could grow the business and work towards the goal of going full time once I graduated.

Is there a particular game or games you played growing up that made you want to do this for a living? Or a game whose soundtrack is just so downright amazing everyone has to listen to it?

Z: One of the games that really influenced my musical taste was actually Tony Hawk’s Pro Skater 4. That soundtrack has such an amazing collection of bands and artists (Iron Maiden, Less Than Jake, Agent Orange, The Distillers, NWA, just to name a few). As far as original soundtracks go, Digimon World 1 was a huge influence on me as a gamer, and that soundtrack is like a time capsule into my childhood.

P: I don’t think there was a particular moment or game as a kid where I thought that I could compose for games as a career, to be honest I didn’t even consider it until my mid twenties. Goes to show you you’re never too old to start something new! Game music was always important to me though, and was a huge factor for what games I kept coming back to over time. As far as favorite soundtracks it’s mostly SNES/PS1 era RPGs like Chrono Trigger and Final Fantasy Tactics, I’m a sucker for strong melodies with interesting chords behind them.

Sound design is a core part of a great game. What makes a good sound effect? Are there any you're particularly proud of in Jet Lancer?

P: Sound effects should be both satisfying and informing to someone playing a game. It’s got to feel good for the overall artistic direction, but also tell the player what’s going on. It’s always amazing to see games that can be played without sight. My favorite sound from Jet Lancer is the afterburner. I wanted a sort of sonic boom that wasn’t too crazy and pronounced since you’d be performing this a ton in game, and I thought to use a big iceberg crack to get that effect as the main layer you hear, which to me makes it stand out a bit and give that typical thing you’d hear in flight games it’s own flair.

Do you have a favorite song or riff from Jet Lancer?

Z: One of the most intense songs in the soundtrack is influenced by 80s thrash metal as well as the black/death metal band Behemoth. It has these crazy, noise guitar solos and long stretches of blast-beats. I think it’s quite different from the types of extreme metal you hear in other games which is exciting to me.

Last question, if you were an ACE Pilot, what would your callsign be?

Zach: Nebelung

Patrick: My call sign would be Benson.

And that's it! Thank you so much for chatting with us! If people want to hear more of your music where can they find you?

P: You can find us in just about every place you’d find music; Apple Music, Spotify, Google Play, Youtube, Bandcamp, etc. If you’re wanting to stream our music we’d love it if you’d follow us on Spotify, and if you’re thinking of purchasing an album Bandcamp is the best place to do that as it supports us the most financially.


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That's it for our interview with Zach and Patrick! The Jet Lancer soundtrack will be available on Fat Bard's bandcamp page later this year. We hope you enjoyed this peek behind the curtain, next week we'll be talking with the writer behind Jet Lancer's narrative design, Cory O'Brien.

Over and out,
The Jet Lancer Team

Jet Lancer - Conspiracy
We've talked a bit about the story of Jet Lancer- you play as a flight-school burnout trying to make her way in the world, but we wanted to take some time now that we've announced our release date for you to all to learn a little more about the individuals in Jet Lancer. So today we're talking about

Jet Lancer's Characters!


Ashlyn Leguinn is convinced she's the most deadly thing in the sky, and she might be. After being dishonorably discharged from the academy she pursued any opportunity to get back into the air. She has partnered with Captain Orson Ratskeller, a mercenary working in the Sheltered Sea and has continued to push her limits ever since. She hasn't found a breaking point...yet.

Likes: Breaking the sound barrier, being the best, saving the day.
Dislikes: Failure, “Safety Precautions”



Captain Orson Ratskeller finds himself as the leader of a small, highly effective group of mercenaries. After a vicious fight with Sky Pirates left him with a badly damaged ship and a crew numbering in the single digits he was ready to retire. If it wasn’t for a chance meeting with a highly skilled pilot and a great deal on some grey market equipment to kickstart a new mercenary duo he would have. He and Ash have been working together for two years. Like many in the trade, he's most concerned with keeping a positive cashflow to keep his engines running and his crew fed. He's quiet about his history, leading some to believe there's more to him than meets the eye.

Likes: Discipline, Order, Money
Dislikes: Paying for repairs, Needless Casualties



Lem is the smartest person - well, cat - in the crew. His mind is sharp, his claws are sharp, his insults are sharp, but he's very fluffy. As is tradition with cats, he will do what he wants, most of the time that's tinkering with the LANCE.

Likes: Fish, Heavy Machinery
Dislikes: Baths, Pierce



Pierce Gilette graduated as top of the class in the flight academy once Ash dropped out. He has since gone on to a comfortable pilot's position within the government. His rivalry with Ash drives him to be better, though he's not afraid to take a short-cut on the way to doing the right thing.

Likes: Being the best
Dislikes: Mustard




There's some more characters we'd love to tell you about, but to talk about them would just be spoilers, so instead we'll tell you a little bit about what we'll be talking about next week!

If you've seen the Jet Lancer trailer you've heard the absolutely pounding basslines and shredding guitar of our composers, Zach and Patrick from Fat Bard. In our next update we'll be chatting with them a bit about what makes a good game soundtrack and their process for working on Jet Lancer's soundscape. We can't wait to share it with you all.

Don't forget to join the Jet Lancer Discord or follow us on Twitter if you're looking for more Jet Lancer news between now and then.


Over and out.
Jet Lancer - Conspiracy
Hello everyone!

Normally there's some preamble about what we're going to discuss, but we're too excited to share some big news with you, so we're going to cut to the chase:

Jet Lancer is launching on May 12th
for PC, Mac, and Nintendo Switch!

We'll be launching with 6 languages:
  • English
  • French
  • German
  • Japanese
  • Russian
  • Simplified Chinese

You can check out our new trailer below, or on our Steam page!

https://youtu.be/UU3g-hUNWEc
We're immensely happy to share this information with you, and we're so excited you'll be able to play the game soon. To keep up to date with Jet Lancer you can join our Discord, or if you want to be notified when Jet Lancer watches, you can add it to your wishlist here!

https://store.steampowered.com/app/913060/Jet_Lancer/

Thank you so much for your support so far. We're excited to fly with you all on May 12th.

Until next time,
The Jet Lancer team
...

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