Aug 28, 2019
Shortest Trip to Earth - Rogue Ambassador

Hello again most wonderful fellow rogues!
We have great news for those who have been playing with small screens - crew and module panels can be now minimized! They are also minimized as default for small screens (height 900px or less). In addition, several bugs have been fixed. We will continue to release hotfixes in the near future, and also look forward to release a small development roadmap soon. Thank you so much for your continued support and feedback!

New Features & content
  • Major Quality of Life update: Module & Crew info panels can now be expanded/shrinked
  • Added 3 new bioetec multicontainers into game

Rebalancings
  • Fate point achievements are now given during the game and not after player death
  • Set ship self destruct to 30 seconds. Battle end won't trigger instant enemy ship destruction any more.
  • Reduced evasion bonus of some artifacts and engines

Fixes & misc
  • Module slot upgrade and weapon crafting experience in tutorial is much smoother now
  • Tutorial weapon power check, fire assignment check and weapon crafted check can be skipped by player
  • Fixed tutorial getting stuck in battle when there are no modules to repair
  • Possible navblocker issue fix on bluestar ship
  • Fixed 2 SOS smugglers, 3 SOS-events and 2 ambushers
  • Player ship won't trigger self destruction any more if all player crew leaves the ship
  • Fixed module type for medbays. Added unit test to prevent this mistake in the future
  • Removed skull speech bubble from SecurityOfficers entering ship (only crew with Intruder role now uses it)
  • Typofixes
  • Ship perfomance optimizations

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Shortest Trip to Earth - Moonsugar
Hello fellow space survivors!

Today's hotfix repairs a number of issues stated below. We remain dedicated to fixing and improving everything in the Shortest Trip to Earth universe.

Thank you for your support and we wish you all a lovely weekend!



Changelog
  • Victory panel lines now animate faster (each line animation time is set between 1 and 6 seconds)
  • Crew/power presets now save crew role for each crew member too
  • Laser beams are now part of save game (better mid-beam game save/load, especially noticable with Lv10 boss). Rewrote how weapons check if their shot is in progress or not (caused weapons-not-shooting issue after game load)
  • Repaired 1 malfunctioning perk
  • Various updates to perks and ships
  • Damage to laser weapons now cancel the beam (but won't make it forget its target). Weapon overload won't make it forget its target anymore.
  • Melee hand weapons are now part of save game too
  • More performance optimizations (mostly in warnings and ship health code)
  • Explosives and synthetics containers graphical update
  • A few miscellaneous text lines have been edited

After 1.0.9, we made another build (1.0.10) and pushed it live, in order to solve these 2 very problematic issues:
  • Auto-aim didn't work at all any more
  • Nukes flew way too slowly when in slow-mo mode

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Shortest Trip to Earth - Moonsugar
Hello again fellow space survivors!

Thank you for all the positive reviews and post-launch feedback. We are also grateful for the supportive negative feedback, we will strive to fix, improve and expand everything in the universe.

Today's hotfix will repair a number of issues that were discovered & reported at launch by you guys.



Fixes
  • Everybody who saved and did not encounter level 9 bossfight (or escaped from level 9 bossfight) will be automatically helped forward to level 10 after the hotfix goes live
  • Improved performance with code optimization
  • Numerous typos fixed
  • Abusing module slot upgrades and downgrades on enemy ships is not possible anymore (player module slots can be still exploited in certain cases, fixing that is scheduled for the future)
  • Level 10 Neutralite fleets now always have ammo for weapons
  • Sector end now always unlocks ships (perks have a chance that the player gets fate points instead)
  • Players who didn't unlock ships when they should have will unlock them on the start of their next game (and get the achievement too)
Rebalances
  • Fixed mining lasers scrap value
  • Many modules, crew, ambushers and events have been rebalanced
  • Multiple instances of the same module now each have different prices
Misc
  • Added preliminary hover to both radar range elements explaining where the actual range comes from
  • Removed a non-funny starmap logline

There's a number of issues that we are still tackling. We are working as fast as we can to release new, updated versions as early as possible. Keep surviving!


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Shortest Trip to Earth - Moonsugar
Dear crew,

Get ready to grab the controls and prepare for take off, as Shortest Trip to Earth has exited Early Access and made a full release on Steam! In the final version of the game, you can check out never-before-seen sectors, fly new ships and fight challenging enemies, while exploring the vast universe in the game on your way back to Earth.



We are humbled to release our game after it has been critically acclaimed by press and rated as excellent by the community. After more than 5 years of continuous development, Shortest Trip to Earth is ready to meet the best space survivors of our little Earth - and of course kill them, being a rogue-like.



We have previously announced that Shortest Trip to Earth is going to receive a price increase at the end of its Early Access period. However, the European Commission has created a law that forbids (for a period of 30 days) raising a price and then offering a discount at the same time. Bit of a catch 22 isn’t it! However: we find it more important to offer a discount at launch to the community, so for the week of launch we will be offering a 15% discount while keeping the price as is. ːsteamhappyː

You might want to consider jumping on the bandwagonquickly though, since after the week of launch we do intend to raise the price (to $ 24,99), again, as was always the plan.

If you haven't already seen it, make sure to check out the launch trailer below.

https://www.youtube.com/watch?v=IKK6pjp1j9k&t=1s
CHANGE LOG
    New features and content
  • New feature: Crafting DIY modules in your ship
  • New feature: Crafting partially filled resource packs directly from Excess resource
  • New feature: the easier game mode ("Challenging") allows you to survive even with 0 HP (subsequent damage reduces ship max HP instead of killing you outright)
  • New feature: Power management view (hotkey "V")
  • New feature: Fully Upgradable Slots. Internal slots can be now upgraded into > core > hybrid > weapon slots. Basically you can have as many weapons as you want, if you have the materials
  • New feature: enemy ships will activate a delayed selfdestruct if their last crew dies. If a player crewmember is crazy enough to try to board an enemy ship, they will automatically try to escape if the enemy ship starts self-destructing
  • New feature: the "hold/release button" for firing all weapons together
  • New secondary feature: point defences now also shoot other projectiles (cannon shots have 2-4 hitpoints each) and also use target priorities: 1) Missiles/nukes 2) intruders 3) other projectiles
  • New secondary feature: key rebinding is now available
  • New secondary feature: unique ship-based craftable nukes
  • New secondary feature: fleeing pirates sometimes now make counter-offers
  • Chance to find new permanent fate perks in levels 1-9, one per level
  • Tutorial updated to include upgrading slots, crafting DIY modules and other new features
  • Sectors 9 & 10 added, along with the game ending
  • New space sector descriptions in main menu
  • New content: SOS signal can now summon a large variety of new encounters
  • New content: findable events of ships casting SOS
  • New content: multiple game endings added for you to discover
  • New content: updated level descriptions
  • New content: added discovery texts to all discoverable perks.
  • Tutorial updated to teach several new features
  • 50+ new events, including a few more planets and encounters to sector 8
  • 50+ new achievements
  • 10+ new enemy fleet types
  • 10+ new enemy ships for you to discover
  • 40+ new modules and nukes, including a variety of DIY nukes
  • 30+ new perks
  • 30+ new death texts
  • New music added to dialogues, main soundtracks and combat soundtracks

    Rebalances and difficulty-related features
  • Crew moving to Medbay now ignores some things just like when following regular Move order
  • Gave extra point-defence to Tigerfish
  • Pet slimes now have functional skills
  • All pets except cats are focused and never stop working on their assignments
  • One gunnery skill point now gives 0.5 accuracy rounded up
  • Randomized stealth levels of all non-SOS ambushers
  • Dronebays and Medbay are now better
  • Auto-unassign: crew will be unassigned from labs and gardens during combat
  • Some artifacts can now be used as crude modules, boosting ship HP or ECM
  • Increased scrap value of most modules
  • Excess fuel conversion is now a lot cheaper
  • Now the game shows crew count under enemy ship
  • Intruder AI should now be slightly better, further improvements are being worked on
  • Some sector endings now occasionally give extra fate instead of unlocking perks/ships
  • Some enemy fleets now have lower stealth levels
  • Some modules & drones are now cheaper, also more crew and drones available for sale
  • Sector 2 & 4 boss fights are now a bit harder
  • Updated fate point cost for a number of perks
  • All ship weapons that use ammo are now much better (they also use much less resources now)
  • Increased salvage value of ships in sector 1, 2 and 10
  • Rany ray weapons are slightly less accurate now
  • Each ship has different starting resources now (first ship has the best, last ship has the worst starting resources)
  • Added more hitpoints to most crew types
  • All boss ships will now leave 1 extra module and a bit more resources as battle loot
  • Replaced crew in majority of enemy ships
  • Stat updates to majority of ships
  • Rebalanced all modules
  • Made sector 5 bossfight more dangerous
  • Lowered default crew damage
  • Made player starting crew better against intruders
  • Reduced amount of enemy intruders
  • Made all pirate drones slower
  • Made Solipsist ships evade better
  • Sensor skill bonus is now 10% per skill point
  • Made sure smugglers are not demanding too much
  • Updated resource pack prices
  • All sensors are now even better
  • Tigerfish has better starting drones now
  • Updated starting crew skills
  • Updated Rat Fortress modules
  • Updated artifacts, made larvae a bit slower

    Visuals, Music, sound, UI & miscellanneous improvements, fixes
  • Hovering a module now shows a comparable info panel
  • Added rat music to rat fleet
  • Escape button will become animated if escape from battle is recommended by ship AI
  • Metal and synthetic elements in player panel are now red if not enough for repairs
  • All fleets have more detailed names now in starsystem view
  • Slots have type names on them now
  • Added music to dialogues of fleets and exit bossfights
  • Heads of sleeping/dead crew have the right hover outline now
  • Enemy ships can now disable player warp drive in a more intuitive way
  • Game welcome text updated
  • New help pages added for Crafting, Permanent damage, Slot upgrade & Weapontypes
  • Multiple crew selection help page added
  • Added "never deflects" line to missiles
  • Flipped buttons in results loot panel
  • Added better muzzle flashes to gatling guns
  • All ambushers, traders, smugglers etc. should now have custom music
  • Laser sounds slightly altered
  • RIP button animation added
  • SOS button hovertext updated
  • Updated star names
  • Added tournament name winners to crew name list
  • Updated perks and player ships
  • Modules scrap buttons have now safety confirmations
  • Asteroid defense icon changed
  • Results panel now opens internal view if new crew was received
  • Doors now have their own status visualizer
  • Shop repair button now plays animation when interactive
  • Updated exotics hover text in resource list on the left
  • Crew with module type assignment now returns to repair module after putting out nearby fire
  • Important slot upgrade cost balance fix, small re-balances
  • Cryosleep "de-freeze all" button has been fixed
  • Countless other small and big issues fixed

Let us know below what you're most excited about in the final version of Shortest Trip to Earth in the comments below.

Bon voyage!
- The Shortest Trip to Earth team



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Shortest Trip to Earth - Moonsugar


Hi everyone,

We are extremely happy to share with you that Shortest Trip to Earth will be fully releasing on August 15, following a successful Early Access launch.

Check out the brand new launch trailer here:

https://youtu.be/IKK6pjp1j9k
What to expect
  • Epic battles with brand new ships, weapons and enemies
  • Two never-before-seen new sectors
  • An optional easier game mode and updated tutorial
  • Multiple game endings for you to discover
Plus much, much more!

We can't wait to hear what you think of the final release!

- The Shortest Trip to Earth team :)



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Shortest Trip to Earth - Moonsugar
Hello space survivors!

We are excited to share our latest summer update with all of you, the Shortest Trip to Earth community! Read below to find out about all the awesome improvements this patch includes.



Starting from this update, you can upgrade module slots on your ship - only for an exorbitant price, of course! But this is not all, for your crew will now also gain 1 skill point due to experience after each completed sector. And finally, controlling your crew will be easier than ever. The game has also been thoroughly re-balanced. We are really interested to hear your thoughts on the game's difficulty after this update!


  • Hybrid slots that accept point-defences can be upgraded into weapon slots. (for the cost 1000 metal, 666 synthethics and 10 exotics)
  • Internal slots can be upgraded to internal core slots, giving the ship +1HP (for the cost 300 metal 100 synthethics and 1 exotics)
  • Improved slots can be downgraded to regain some of the upgrade cost.

One-Click Crew Assignments



You can now easily assign crew to various tasks/modules, and even toggle between allowing ship HP repair or not.
Click on "assignments" to send the entity with the best relevant skills to take care of it (+ sign), or unassign crew members (- sign).

If a drone and a living entity have the same skill level, a drone will be assigned first.
Crew can also be assigned to specialize on using a specific skill from their own crew info panel.
Drones & pets can be assigned to limited activities (because they have limited skills).
This permanently changes the crew logic and removes "roles" as such from the game.

Despite being occasionally a little inefficient, assignments will make the entire gameplay easier. It will never be consistently as efficient as issuing manual commands, because crew members can have good stats in multiple skills, and only the player can decide if a specific crew member needs to be a good gunner, a fair shield operator or if they should just work in the gardens or cryosleep.

New enemies

Smugglers that cheat can be now attacked in ship-to-ship combat, and there will be a few roaming hostile fleets with new ships for you to encounter.

For a detailed overview of the updated features, check out the latest changelog:

New features and content
  • Major new feature: the "Crew Assignments" allows you to assign crew to various tasks with a single click!
  • Major new feature: hybrid slots can be now upgraded to weapon slots, along with other slot upgrades
  • New feature: each non-drone crewmember gets an experience level at the start of a new sector (except the 1st)
  • New minor feature: cheating smuggler ships can be now attacked
  • New module type & feature: ships can now have laboratories that generates credits as you travel!
  • New minor feature: some pirates now fear nukes
  • New minor feature: variety of game over texts after ship destruction.
  • New enemy fleet types in levels 1, 2 and 4 (Life Tasters, Style Guardians, and others for you to discover)
  • New enemy ships (found encountering smugglers and Solipsists)
  • New crew skill: sensors (boosts range of all ship sensor operated by the crewmember)
  • Small content updates for 50+ events
  • New human crewtype: the scientist (starts with high science skill)
  • New modules, including: Tigerfish engine, Rats engine, Rats reactor, DIY rat shieldbattery, insectoid ECM,
  • New ship weapons: DIY raygun varieties (heatray & EMP)
  • Sector summary panel now shows how many perks have been unlocked and how many there are
Balance
  • "Rogue rat" some ship walls removed and 2 extra nuke slots added
  • rebalanced Bluestar & Atlas
  • Ships now start with 12 cargo slots
  • Cannons, missiles, shields and ECMs are better now. Many missile weapons have new missiles
  • Explosives are much cheaper now.
  • Good things in shops can now be more outrageously expensive, or a bit cheaper
  • more good but expensive things in some shops now
  • made universal expensibles shop module selection even better
  • Updated enemy crew & intruders in ships.
  • updated ships, weapons
  • DIY tanks and drones are now better
  • Shields and shieldbatteries are now slightly better
  • Updated drone fire resistances & desciptions
  • Increased fire resistance of player ships
  • Updated hitpoints of cannons, fire resistances of ships
  • Updated enemy ship deflections
  • Updated player and enemy crews
  • human crew stats rebalanced
  • updated nonhuman crew stats
  • spideraa ships are now stronger
  • Exotic cannon projectile can be seen by enemy point defences, but has 6hp
  • EMP weapon overloads now generally lasts 20 sec
  • Perk selection now shows the actual number of storage slots available in ship
  • almost all nukes have more hp now
  • reduced shield overload to 15 secs
  • module and shop price updates
  • updated pirate drones, smuggler ships, smuggler fleets

Visuals & misc
  • Selecting crew from multiple crew panel now gives an indication of who was selected
  • Giving a move command override recipient crew role to Unoccupied when that crew was Firefighter, Repairer or SecOfficer
  • Expanded help page for ship weapon types
  • Module data subpanel now combines shield, ship and module damage. (Module hover, weapon target hover and grouped dmg hover need work)
  • Replaced "drone" with "bot" in most events to differenciate them from player's internal drones
  • New help page for crew & skills
  • 3 new ship looks: decoy variants of existing ships
  • Menu background image changes now only when game is restarted.
  • Removed numbers from module descriptions, to allow later rebalancing without retranslation
  • Made intview camera pan area a bit wider (but not in shop)
  • Ratcruiser red floor softened
  • Some perk images changed
  • Disabled crew commemorate button now has a different hover text
  • Module actions panel buttons re-align/restructure
  • Warping can now be cancelled from selected warp module UI. Module hotkeys won't work any more while module is overloaded.
  • Shop UI visual tuning
  • Weapon effects now also shows if the weapon deals normal anti-crew damage
  • Crew commemorate button is now disabled instead of being hidden if the time is not right for the commemoration
  • Crew panel now closes too when E is pressed. Help panel now closes too when F1 is pressed.
  • Remapped ship exterior toggling from numpad+ to F11
  • Menu changes background image now only when game is restarted.

Fixes
  • Warping flash intensity slighltly reduced
  • Armored rat cryosleep module navmesh fix
  • A large number of rare or less evident issues fixed
  • Rogue Rat ship small fixes, removed old doors, slot numbering fixed.
  • Insectoid bossweapon now looks different on player ship
  • Crew names can now contain "e" again (was broken when hotkey e started closing crew panel)

Once again, we want to thank you for your constant feedback and support throughout Early Access. We hope you enjoy our latest improvements!

Join the Shortest Trip to Earth community!
Shortest Trip to Earth - Moonsugar
Prepare yourself for your trip back to Earth, and let this update make your journey even more challenging than before. Check out the gameplay video below to see the awesome new sectors and features that this update brings!



https://youtu.be/hsAdH4d8OqU
‘Enter the Spideraa’ is the 8th Early Access update of the game and it features two brand new levels: Sector 7 and 8.

The update also includes:
  • A new ship: be the commander of the brand-new Warpshell ship.
  • Exotic new species: battle the new hostile species Spideraa and witness a completely new ending to the game.
  • Enhanced crew skills: improve your crew’s skills with the warp-drive operation skill, the bridge operating skill, the research skill, the firefighting skill and the shield operation skill.
  • Visual updates to certain space stations.
  • UI/UX improvements and significant bug fixes.

This new update is important not only because it introduces two fresh sectors and the Spideraa faction, but also because of changes to economy mechanics and related UI/UX improvements. The introduction of long-awaited skills and a new spaceship (it's partially made of cloned warp animal tissue!) will increase the range of strategies one can adopt to maximize one’s survival chances.

We hope you love it as much as we do. And we will of course keep expanding all of it!


Join the Shortest Trip to Earth community!

Changelog
    New content
  • Sector 7 & 8 now implemented
  • New playable ship (the Warpshell)
  • New main menu backgrounds
  • New game ending
  • New shop types (Insectoid merchandise)
  • New or modified visuals for some stations
  • New crew skill: research (generates extra xenodata during research operations)
  • Split "operating" skill into three separate skills: Bridge, Shield, Warpdrive
  • New crew skill: bridge (gives +1% ship evasion per skill point)
  • New crew skill: shield (boosts shield recharge speed)
  • New crew skill: warpdrive (boosts warpdrive recharge speed)
  • Minor new skill: firefighting (it increases firefighting effectivity and will be the same for most of the crew)
  • New feature: fires can now damage ship HP
  • New feature: module power on/off settings are now saved together with crew positions
  • New species in the game world: the Spideraa

    UI & UX
  • Updated Crew info panel
  • Updated Module info panel
  • Storage panel & Weapon quick selection & ship info panels are draggable now
  • New main UI panel: Economy (includes consumption, production, research)
  • New sector map close/toggle buttons
  • Log panel can now have a toggle to expand/shrink it. Fixed minor log scrolling issue.
  • Earth outpost now shows in quest panel how many metals are still needed
  • Crew move position and module power are now visualized when load preset button is hovered
  • Weapon modules now have Accuracy number, and crew Gunnery skill is added to it
  • Point defence cover radius now shown in UI
  • Multiple crew window now has a gentle animation reminding that skill sorting is possible

    Balance & Misc updates
  • Tigerfish now has more evasion, Nukerunner has 4 weapon slots, Pumpkin Hammer has better starting weapons
  • Sector 3 has 9 starsystems instead of 11
  • SOS warplife is now a bit less deadly
  • Shops now offer a higher price for exotics
  • Spideraa shuriken value rebalanced
  • Shops buy more organics now
  • Starting crew has better organics skill now
  • Fierce Sincerity stars with cryodream recorders now
  • Point defence reload time updated to use gunnery skill
  • Material convertors do not need operators any more
  • Rebalanced all passive ECMs (electronic counter measures systems)
  • Menu panel SFX and UI sliders now make sound when changed
  • Updated help pages
  • Crew resource consumptions should not have commas any more
  • Hunger now causes crew skill to always drop to 1 skill point.
  • Accuracies and evasions are now added together, not multiplied
  • Sector view warp now shows properly calculated seconds
  • Updated hovers and engine module now show resource consumption per 100ru (was per 1ru)
  • Player crew in tutorial is now immortal (won't lose last HP)
  • Sector map is now force to close whenever certain windows are opened.
  • Shop repair arm speed now 25% faster
  • Better shields are now a bit more expensive

    Fixes
  • Selected module stats in shop (that had same stat with same value) should now be displayed properly
  • Fixed pet perk for Fierce Sincerity
  • Game load fix that helps to recover from being stuck at sector 5 now works again
  • Enemy escape attempt commtip is now removed from queue when there are no more enemy ships in scene
  • Fixed an issue that empty module slots in player ship prevented getting modules/nukes from perks
  • Saving during item unlock panel is safer now (it had a game breaking main quest lockup in one specific situation)
  • Quick layering fix to kind-of solve the commchannel covering storage panel issue in minimum resolution.
  • Projectiles and nukes are now properly saved and loaded. Improved outside-ship crew saving
  • Starmap texts are now saved and loaded properly
  • Now whether the player was in internal view or not is part of savegame
  • Fix for player ship (sometimes) losing its navmesh walls
  • Numerous typos fixed
  • SOS events couldn't resume their FSM state when game was loaded. Now fixed. (it caused shop to appear during battle with SOS fleet)
  • Fixed a typo that caused ships destroyed to show a totally wrong number in sector summary
  • Restored player control over camera
  • Container modules are now emptied when they are packed (resources won't temporarily disappear and cause warnings when moving modules)
  • When crew finishes repair successfully, they now display the right speech bubble

Shortest Trip to Earth - Moonsugar


Part 2 of the ''Many Good Things'' update is here. And it is massive! Think: Weapons! Ships! Modules! Boss Fights! Events!

Enjoy a huge assortment of new content, as well as significant UI/UX improvements and bug and balance fixes – all powered by feedback from the community, meaning YOU GUYS!

The update introduces…
  • A new ship, the Pumpkin Hammer!
  • The option to (spiritually or otherwise) commemorate lost crewmembers and contemplate meaning of life (or enjoy sensual hedonism) while you're at it
  • Many new narrative paths and a new (minor) game ending to be encountered
  • New game mechanics for gardens, shields and overloaded modules
  • Many new ship weapons & modules, including an arsenal of EMP-guns
  • Many new single-shot Nukes (bringing their total number to 21+)
  • A new epic boss fight, awaiting players in Sector 4



We've introduced significant stability/UX upgrades over the past months. This allowed us to start working on some of the most interesting unannounced features... first of which can be seen in this update.

New Content & Features
  • Major update: New playable ship, the Pumpkin Hammer! (Pumpkin Hammer will now be unlocked if the player had the Atlas ship unlocked before this update)
  • Major update: New narrative paths and sub-events to 200+ ingame events
  • New weapon: DIY EMP raygun
  • New weapon: dual EMP raygun
  • New weapon: smaller rat missile launcher
  • New DIY and other nuke modules
  • New biofish nuke module
  • Reduced damage area radius of all nukes
  • Game now has 21+ different nukes implemented
  • Many new modules added (containers, bridges, gardens, artifacts, etc)
  • All garden modules now work differently
  • New crew skill: gardening
  • All shields now work differently (causing more damage than shield has shield points will now overload all shield(battery) modules that are not turned off)
  • New game end type (if player leaves all crew behind)
  • New bossfight in sector 4. The Lair is now sector 5 bossfight
  • New module type: Auto-operating module (does not need crew or bridge to work properly)
  • New feature: game now has events which boost max HP of crew
  • New event type for commemorating dead crewmembers
  • Added 10+ new events into game, and also new event images, updates and renames
  • Added a couple of new ship-specific events for the new ship
  • Added some discoverable events to sector 6
  • Added a new shuriken cannon perk to Fierce Sincerity ship
  • Atlas ship update. Added new weapon, internal layout updated, removed some walls
  • Rogue Rat ship update. Added 2 internal slots, moved nuke slots, removed walls
  • Many new artifacts added
  • Updated many perks and added some new ones into game
  • Added new ship-specific perks
  • Added new station types (including drone shops)
  • Updated shop price hover texts and prices (everything is now a bit more expensive)
  • New revisitable gas giant type planets to sectors 1-6
  • Added new sun-centered asteroid circles to sectors 1-6
  • New hostile slaver/pirate ships in sector 6
  • Updated enemy Rat Cruiser ship
  • Updated what the cat might be thinking about :)
  • Added option to scrap modules for resources during merchant encounters
  • New combat-capable pet: the Moleculaati

Balance
  • Rebalanced all ships. Beginner ships are better now
  • Updated ship selection order
  • All player ships have more hybrid module slots now
  • ECMs now also fit into hybrid module slots
  • Reduced hull HP of some player ships
  • More robust modules (like engines, shields, batteries) now add between 1 and 4 ship HP
  • Changed some ship and Point Defence stats
  • Increased range of Point Defence modules
  • Rebalanced loot from ship combats
  • Rebalanced sector 4 boss ship
  • Some boosting and nerfing to intruders and ships in hostile fleets
  • Reduced crew in enemy ships
  • Sector 3 quest now requires less resources
  • Some metals containers now give +1 ship HP
  • Increased DIY drone prices
  • Ship repair price now always costs 25 credits per HP in shops and repair stations
  • Reduced speed of warp drives
  • Starmap camera now allows greater zoom out
  • Increased garden module importance for AI
  • Made shields slightly better
  • Cat now has operating skill but may stop operating at random moment due to being a cat
  • Updated module loot of all events
  • Updated stealth decryptors
  • Updated crew damage in events
  • Selling exotics earns now less credits
  • Renamed and minor rebalanced all sensors and sensor prefabs
  • Updated SOS signal enemies
  • All weapons have AoE damage now
  • Auto-gatling guns and red-beamer lasers now need operators
  • Reduced nuke slots on Atlas and Bluestar motherships
  • Reduced decoy nukes speed
  • Lowered scrap values and speeds of nukes. Increased turnspeed
  • Nuke lifetime is now 25 seconds instead of 15. Added potential for rat shops in sector 1 and 2
  • Removed option to sell large amounts of synthetics for 2 credits which made players super-rich by sector 4

Bug Fixes
  • Loading games overall stability increased and many issues resolved
  • Crew load from save game works better now
  • Updated level generation to be more compatible with savegame
  • Refactored sector end to be more savegame friendly
  • Quick select now disabled by default after loading the game
  • Refactored how sector warp lines are drawn and saved
  • Fixed POI revisit button "not working" after game load. Now the game also unpauses when clicking after loading
  • Save game system can now detect fresh installs and it won't unlock ships while updating save folder any more
  • Fixed saving & loading during second part of the battle result panel won't give extra resources each time the game is loaded again
  • All cases that disable accelerated internal time now have a warning icon on screen
  • Weapons can be more accurate now with good operators
  • Garden module shroomery animation overhaul to fix repetition
  • Fixed some pathfinding and visual glitches
  • Starmap and sector radar don't have glitchy visuals any more
  • Species encounter popups at the end of ambusher events won't prevent POI from finishing its flow
  • Whenever comtip is shown a log message about queue size is shown too
  • Fixed a buggy violent sly gas giant
  • Crew (intruders) won't enter the ship under a module any more. Also no hand weapons are visible any more when crew is outside the ship, in space pod
  • Module actions panel now works as it should when selecting overloaded modules on enemy ship
  • Text animation now works better at line ends
  • Now K-key can't be used to forcefully turn on modules that state that they can't be turned on. Fixing the free fuel from warp issue
  • Fixed some problematic module status visualiser issues
  • AoE damage area visualiser size is now correct
  • Comtip about fuel and other resources running low won't be shown multiple times any more
  • Comtip about enemy escape attempt is now closed a bit earlier during battle end
  • Comtip about enemy warping is now shown when the enemy actually starts loading warp module
  • Fixes to starsystem map radar
  • Firefighting crew now keeps distance from fire cell center
  • Improved module disruptor animation
  • Fixed an issue with "Store all and close" button in tutorial
  • Fixed Pirate Sekvoia weapon placement
  • No-resource and resource-full warnings now handle dump-excess and no-containers case better
  • Fixed some navblockers on containers
  • Rogue Rat slot numbers fixed
  • Organics-only engine can now be used when no fuel is left
  • Fixed module-getting related issue in battle results panel that caused POI to lock up

UI, UX and audio updates
  • Major update: Ship attack cursor now shows number of shots and their AoE size
  • Major update: Module status visualizers now have hovertexts
  • Major update: New "Revisit" button for revisitable events
  • Hovering ship HP now shows from where max HP comes from
  • Removed sound notification from all the green warning signs
  • Overhauled almost all audio sources, fixed panning and loudness issues
  • Added sound for "being chased by enemy fleet in star system map"
  • Added second menu background image
  • "Show Ship Exterior" button now has an animation
  • More projectiles have shield collision explosions now
  • Updated intro text for game start
  • Added latest updates summary to main menu
  • Added DIY drone nuke thruster visuals
  • Removed double spaces and typo’s from texts of all events
  • Fixed shop visuals appearing twice when resuming load game
  • Installing a module now shows seconds next to the install bar
  • UI element with log panel is now always on top
  • Added tutorial image
  • New difficulty images
  • Modules sold is shop should now be sorted by type
  • All perks now have small title letters again
  • Opening sector map won't lead player to help page any more
  • Added two warning signs: "enemy ships present" and "player fleet jammed"
  • Disabled "normal", "hardcore" and "tutorial" title texts from new game panel
  • Changed color palette of some drones
  • Fixed a typo that caused unlocked items to disappear after game update
  • Updated metal low warning
  • Repaired health bar issues in module status visualizers
  • Game now tries to regularly find "bugged out" crew and revive them. Adds log line too
  • Selecting module attack command manually now displays attack hover over player ship
  • Crew healing animation in medbay now only works when the module works
  • Organics pack is now green
  • Garden animations now diversified
  • Added a hover text to "ship evasion icon/stat" telling how evasion probabilities are combined
  • Added a hover text to ship deflection and evasion hover
  • Status visualizer icons now slowly blink if red
  • Logtext in a better spot now
  • Ship evasion chance is now everywhere shown as percentage
  • Crew now moves away from medbay after healing
  • Not selected crew outline is now yellow and less thick
  • Logtext now tells the names of crew that stayed behind
  • Integrity modules visually affect floors now
  • Warning sign if sensor range is reduced in starystem view due to being inside gas cloud
  • Shop panel hover texts now show average prices of resource
  • Shop buttons that select critical and in-wall damage token deselect other damage tokens now
  • Crew skills are now white (or red if hungry) in multiple crew selection
  • Help panel updates contain doors, organics & gardens, matconvertors and tuned/fixed some other small stuff due to late changes
  • Module actions panel now shows overload status instead of buttons
  • DIY EMP nuke has overcharge icon
  • New cursors
  • Other small UI fixes
Shortest Trip to Earth - Moonsugar


Our first update of 2019 brings... many good things! Most of the fixes in this update have been reported to us by you, so thank you! Check out the changelog below for all the juicy details. :) The next update ''Many Good Things'' (Part 2) is coming in less than 3 weeks. Until then, hang in there, space survivors!

There are now two difficulty levels: normal and hardcore. Currently the only difference between the two is the ability to pause >with the spacebar< during combat.

New Content & Features
  • There are now two difficulty levels: normal and hardcore. Currently the only difference between the two is the ability to pause during combat
  • Added a second slot to save crew positions
  • New module type added: cryodream recorders. Allows you to gain XenoData by extracting the dreams of your crew members sleeping in it
  • New series of modules implemented: DIY resource containers
  • Added 30+ new artifact modules
  • Cutscene to sector 2 improved
  • Asteroid help page updated
  • Accelerated time help page added

Balance
  • Damage tokens now have repair priority in between combat modules and regular modules
  • In terms of power distribution, weapons now have priority over shields
  • Minor buffs to starting ships: a few extra HPs, evasion/accuracy bonus etc...
  • Removed the fuel cost from most reactors
  • Increased the fuel cost of engines
  • Increased the price for hiring crew
  • All cannon projectiles are now slower
  • Downgraded enemy ship weapons for sector 1 and 2
  • Updated the selection of modules which can be found by engaging in events
  • The explosives-consumer reactor is now the only reactor which consumes fuel during travel
  • The target of weapon auto fire with the highest priority are now the enemy weapons, instead of the ship central mass point

Bug Fixes
  • Saving and loading crew positions now is more reliable when crew was operating a module
  • Fixed crew firefighting being too fast. Occasionally that issue made crew completely paralyzed until end of the game
  • Hitting an asteroid in the starmap will no longer stop player from moving while the hit audio is still playing
  • Any crew in space now has 100s to dock with a ship until it self destructs
  • Escaping ships will now cancel the warp if they are destroyed
  • When a crew member dies it will free up operator and repair spots immediately
  • Fixed shield point reload timer not resetting when module was turned off

UI, UX and audio updates
  • Shields have now loading bars
  • Added module repair time to module status visualizer
  • Increased crew outline and made small adjustments to the outline color
  • Damage token status visualizer updated. Now shows seconds too
  • A shield module loading baris added
  • Now showing power info for enemy ships (same logic as we show power for player)
  • The saving and loading of crew positions now has visual feedback
  • Damage hover text "Repairable only in station" is now displayed in red
  • Added "Almost full" cargo warnings
  • Added logline for enemy ship that escape from a battle
  • Enemy ship names are now modified to be unique
  • Beams and projectiles now emit a “DEFLECT” text
  • Clouds and some asteroids in the starmap view are now displayed on top of ships for an increased 3D effect
  • Renamed shield emitters to shield generators
  • Container modules are now aligned to all have the same visual direction (from bottom to top)
  • When a crewmember sits in a module that is offline, that crewmembers hands will now be still instead of moving
  • Hovering any player crew now also highlights other player crew
  • Results panel and shop now show comtip about weapon types
  • Dump excess and "convert to fuel" have different sounds now in resources panel
  • Player fleet now has "cloud" sound effect when inside starmap gas clouds
Shortest Trip to Earth - Moonsugar


Hey everyone,

First of all – thank you so much for all your engagement with Update 0.50 this past week. The team has worked really hard to deliver it this year, and it means a great deal to read your comments and feedback.

Since we entered Early Access in October, we’ve addressed several major issues and added some significant new content, including;

October 2018 Updates: Crew AI Fixes, Balancing

Throughout our first month of Early Access we made a lot of small updates. These addressed issues with Crew AI and game balance; as well as adding a bunch of perks, modules and drones. We made several adjustments and improvements to the UI too!

November 2018 Update: Accelerated Time & Tutorial

In November we added a tutorial to the game, along with accelerated time when nothing bad is happening. The first War Animal was introduced, as well as a heavy industrial drone as a perk for the Tigerfish.

December 2018 Update: Sector Six!

Our most recent update added a full new sector, as well as new perks, new enemy ships and new merchant fleet types. We made more improvements to Crew AI, game balance and the overall UI – not to mention we fixed a whole bunch of bugs!



As promised, before 2018 comes to an end, we want to share with you our plans for Shortest Trip to Earth in 2019, what we’re working on next and when you can expect the full release!

January 2019 Update: Many Good Things

Starting in January, we have a lot of new features to add, such as researchable artifacts, research lab modules and the option to repair and sell modules in certain stations. We’re going to review and redesign the critical damage for all weapons, and continue improvements to the crew – including showing skill bonuses more intuitively and even adding the option to leave wiling crew behind in certain locations.

February/March 2019 Update: Shipwide Crew Control

This massive new feature will allow you to easily assign multiple crew commands with just a few clicks. There will be a separate news announcement talking about it in greater detail, but we’re very excited about this one!

TBD Update: Crew Navigation & Internal Combat Optimization

With this update, we plan to permanently fix certain deep glitches to crew navigation & AI. These things take a lot of time, but save even more time in the long run.

There’s even more to come we can’t talk about yet, but we’ll keep posting regular updates throughout 2019 as we approach the full release - which is now officially planned for Q2 2019. For now, please continue to share your feedback and suggestions with us – and enjoy the game! ^_^
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