•Demo Added a demo to the Steam Store Page. The demo includes the tutorial and 6 different preset clients for a curated look at what The Chaser's Voyage has to offer. The Chaser, Proto-Chaser, and Neo-Chaser insignias are all unlocked in the demo, but the other Insignias are lock
•Demo
Added a demo to the Steam Store Page.
The demo includes the tutorial and 6 different preset clients for a curated look at what The Chaser's Voyage has to offer.
The Chaser, Proto-Chaser, and Neo-Chaser insignias are all unlocked in the demo, but the other Insignias are locked.
The Flight Simulator and Records are unavailable in the demo.
Some Crew Journal entries are unlocked in the demo, but the other entries are locked.
• Pirates:
Pirate's special cargo dialogue now also plays when the player is carrying a Imperial or UGS Smuggler, same as when they have a Supply Officer or Merchant.
• Bug Fixes:
The timer for when a pirate can be communicated with now can be any time between 5 and 8 seconds, instead of just being 5, 6, or 7 seconds.
The distance bar formatting for the tutorial's capital ship & bounty hunter now match the main game's formatting.
Removed redundant instances of color coding in client stories.
The back button on a gamepad now correctly exits the options menu that is opened via the Voyager mode death notice.
The Chaser's hull value is now properly saved when saving and quitting on a client planet.
The Voyager Options button in Options now correctly has the selector on when the button is disabled while in Captain Mode.
Fixed a bug that would cause some encounters to seemingly pause if they were the next encounter after a player jumped away from a bounty hunter who chased them off a dock before the hunter could talk.
In this update we add automatic bookmark saves and a few other quality of life updates in addition to a bunch of bug fixes. • Bookmark Saves: Bookmark saves are now made automatically at every client planet and mid-jump. Bookmark saves are no longer deleted when resuming a voyage
In this update we add automatic bookmark saves and a few other quality of life updates in addition to a bunch of bug fixes.
• Bookmark Saves:
Bookmark saves are now made automatically at every client planet and mid-jump.
Bookmark saves are no longer deleted when resuming a voyage, but do get deleted when starting a new voyage, quitting a Captain or Ace mode voyage, getting a game over, or completing a voyage.
• Flight Simulator
Changed the Encounter preview for Battleship Pursuits from "Imperial Pursuit" and "UGS Pursuit" to just "Battleship Pursuit".
• Tutorial:
The Quit Game button in the Tutorial's pause menu has been replaced with a Skip Tutorial button. This button is only present if the player has not completed the tutorial yet. If they have, it will instead be the Quit Tutorial button.
The Skip Tutorial confirmation button is grayed out for 3 seconds to let the player absorb that they should not skip the tutorial unless they already know how to play.
• UI:
In Voyager Mode, the Quit Confirm prompt in the pause menu will now specify that you will be able to resume your voyage after quitting.
In Captain and Ace Mode, the Quit Confirm prompt in the pause menu will now warn that you will lose your voyage progress if you quit.
• Voice Lines:
If the player cannot get repairs when encountering a merchant fleet or a non-hostile aligned fleet, then the no-encounter dialogue will play instead of the fleet dialogue.
• Voyager Mode:
The death notice in Voyager Mode now includes a button to Restart from the last Client Planet.
The death notice in Voyager Mode now includes a button to Customize Difficulty, which brings the player to the Voyager Options menu.
• Bug Fixes:
The engine color on the main menu now properly changes color when you change your insignia in the Flight Simulator.
Fixed a bug that caused a delay before the ship UI could be interacted with after leaving a planet.
The Player Death Stop that occurs when colliding with an instant death object will no longer play if the collision was not what killed the player.
Fixed a bug making fleets leave earlier than intended.
Fixed a bug that would cause the starting cutscene to incorrectly play if the player had "Auto-Skip Intro Cutscenes" on when starting a Voyage, but later turned it off.
If the player is hated by both the Empire and UGS and dies during a Battleship Pursuit, restarting the encounter will no longer sometimes switch which affiliation the battleship is.
The Low Oxygen Warning will stop playing if the Chaser's oxygen runs out or it is destroyed.
Resuming a bookmark save will no longer delete the list of bounty hunters currently pursuing the player.
When defeating a Bounty Hunter or Pirate over a Space Port, the player can no longer start communications to dock until after the enemy has finished blowing up.
The Tyrant's Demise and The Imperial Shadow Legion insignias no longer cause hostile fleet encounters to never appear over empty space.
Changing the difficulty mode in the Difficulty Selection menu, then changing the difficulty in Insignia Selection menu and then backing out to Difficulty Selection will no longer make the difficulty description be blank.
• Typos:
The Jump Drive Charge Rates in the Engine System Crew Journal entry now match the pause screen reminder charge rates.
Changed "he was worried" to "she was worried" in the Crew Journal entry: Wolfe's Log #75.
Removed the underline and added a space between the units and the distance of "00 qx" in the distance from pirates, bounty hunters, & battleship UI.
We've got a bigger small update for everyone today! We adjusted a handful of insignias (as well as added engine color effects to each insignia), adjusted some balance, and fixed some bugs. Enjoy! • Asteroid Field: In Medium Density Asteroid Fields, small asteroids are more likely
We've got a bigger small update for everyone today! We adjusted a handful of insignias (as well as added engine color effects to each insignia), adjusted some balance, and fixed some bugs. Enjoy!
• Asteroid Field:
In Medium Density Asteroid Fields, small asteroids are more likely to appear and large asteroids are less likely to appear.
In High Density Asteroid Fields, small asteroids are even more likely to appear and large asteroids are even less likely to appear.
• Bounty Hunters:
When hit by ion weapons, there is a chance one of the hunter's systems will be depleted for a short while.
• Fighters:
When hit by ion weapons, the fighter's gun will be disabled.
• Insignias:
All Insignia names in the Insignia Selection menu are now visible even when not unlocked yet.
The engine trail colors now are different for each insignia.
The 1019 Insignia switches between other random insignia engine colors.
Insignia Effects:
The Angel of the Radiant Moon Insignia's effects for each client are now displayed in their client info when selecting clients.
The Angel of the Radiant Moon Insignia's healing effect now heals the Chaser's hull at a rate of 1% per second instead of 1% every 8 seconds.
The damage the player's gun deal with the Blaster McKannon Insignia is increased to start at 12 and go up to 18, instead of 1.7 to 12.5.
The Bounty Hunters Guild Insignia now gives 15%, 30%, and 45% tips for delivering Bounty Hunters with Low, Medium, and High bounties, instead of 5%, 15%, & 25%.
The Emblem of Altiam Insignia now heals the Chaser's hull at a rate of 1% per second instead of 1% every 8 seconds.
The Jolly Styx Insignia now gives 10k-25k units per Pirate or Bounty Hunter defeated instead of 5k-13k.
The Jolly Styx Insignia now gives the player missiles, ion cannons, and lasers for weapons. Adjusting weapon power changes what each gun fires.
The Knights of the Golden Eclipse Insignia now has a shields burst that deals damage to obstacles and enemies once the player has taken enough shield damage.
The Phantom Nebula Insignia now always gives you a bonus when delivering a client while there are unearned bonuses.
The Stars of Freedom Insignia now gives 10k-25k units per Bounty Hunter defeated instead of 5k-13k.
The Stars of Freedom Insignia now gives 15%, 30%, and 45% tips for delivering clients with Low, Medium, and High bounties, instead of 5%, 15%, & 25%.
The Wolfe's Logo Insignia now causes the player to lose reputation when they deliver an affiliated client in addition to its other effects.
• Options:
The scrollbar sensitivity setting now defaults to 15%.
• Pirates:
The chance that pirates willing to communicate with the player will actually leave them be is now 75% instead of 50%.
Added a 5 to 8 second delay before the player can communicate with pirates.
When hit by ion weapons, there is a chance one of the pirate's systems will be depleted for a short while.
• Bug Fixes:
Removed a small mark from the Stars of Freedom Insignia sprite.
The Stars of Freedom Insignia's bonus from defeating Bounty Hunters will now actually apply.
The Speed Lines no longer permanently stay off if the player goes to 0 engines.
Unpausing the moment you click on an option submenu button no longer freezes the options menu.
Edwin's low oxygen voice line will no longer play during take off or landing when docking while low on oxygen.
The Hailing Pirates voice lines will no longer interrupt other voice lines.
Missiles will now correctly collide with defeated enemies.
The scrollbar sensitivity setting now properly works.
• Typos:
Removed the extra period at the end of Mysterious Hermit client story #18.
Changed the Unlock Condition wording for the Silinera Shipyards Insignia to "Have the auxiliary systems powered on for a certain amount of time" instead of "Have the auxiliary systems at full power for a certain amount of time" to correctly match the actual unlock condition.
Fixed the misspelling of "chassis" in the Customize Ship menu.
• Bounty Hunters: Bounty Hunters can now recover up to their max hull before encountering the player again, instead of being capped at 75% or 50%. • Bug Fixes: Radiation Storms will now only disable Pirate and Bounty Hunter systems once combat has started. Fixed an issue when, af
• Bounty Hunters:
Bounty Hunters can now recover up to their max hull before encountering the player again, instead of being capped at 75% or 50%.
• Bug Fixes:
Radiation Storms will now only disable Pirate and Bounty Hunter systems once combat has started.
Fixed an issue when, after restarting an encounter, certain music would not play if it transitioned from music that has an intro and not just a full loop.
Voice lines that are stopped by death and are the next line to play after death will no longer not have subtitles.
When leaving a fleet or space port, the background music will no longer restart.
In a Crew Journal Entry, navigating to the scrollbar from the Leave Entry or Exit Journal buttons will now make the scrollbar's position jump to the top or bottom depending on which way the player navigates.
When a scrollbar is selected by button navigation, it will now stop at the top or bottom during held input, instead of instantly going to the next menu element.
• Typos:
Removed redundant text from the Crew Journal Entry: Excerpt from “History of the Grand Xaltiam Empire, Chapter I”.
• Clients: Added some more names to the client name possibilities. • Crew Journal: Added a Mark All Read button to the Crew Journal. • Difficulty Tiers: Removed the 9 guaranteed encounters from the beginning of Voyager and Captain Modes. Clients in Tier 1 no longer offer less mon
• Clients:
Added some more names to the client name possibilities.
• Crew Journal:
Added a Mark All Read button to the Crew Journal.
• Difficulty Tiers:
Removed the 9 guaranteed encounters from the beginning of Voyager and Captain Modes.
Clients in Tier 1 no longer offer less money.
Encounter combination possibilities in Tier 1 now match Tier 2.
• Insignia Info:
Made it clearer that this screen displays the currently equipped insignia's effects.
• Options:
Keyboard Settings are now locked when Gamepad is the current control scheme and vice-versa.
• Tutorial:
Decreased the time it takes to close a prompt from 0.5 seconds to 0.3 seconds.
Reworded the "Close Prompt: _" alerts to instead be "Hold _ to Close".
If a gamepad is plugged in when the player first starts the tutorial, then the Gamepad Connected Notice will appear to ask if the player would prefer to play with a gamepad or mouse & keyboard.
• Bug Fixes:
Hopefully fixed a bug that rarely caused the game to reach an unresponsive state with no menu UI elements active if the player died in Voyager Mode.
When starting the Tutorial, the gamepad setting "Hold Increase / Decrease Power" will now be set to true and "Hold System Buttons" set to false.
The default resolution set when turning on the game for the first time will now properly be in 16:9 aspect ratio when available.
Fixed a possible memory leak when resuming a Voyage Mid-Jump, changing from UI to Player inputs, after quitting a Voyage.
Fixed a bug that sometimes caused the white warning flash on some obstacles to be overlayed beneath the obstacle instead of on top.
The "s" in "Imperials" in client stories will now be properly color coded when color coding is on.
The Day Count correctly switches when the player has exceeded the max amount of displayed days.
The Failure to Pay Off Your Debt Cutscene will no longer be able to trigger while the player is in the Flight Simulator
Starting the Tutorial no longer automatically switches off of Keyboard controls when a gamepad is plugged in.
• Typos:
Fixed typos for "Gamepad" and "Keyboard" in the Gamepad Connected Notices.
• Bug Fixes: The game will no longer start in the tutorial if the player has already completed it. • Typos: Fixed the typo in "It was to be used for emergency medical treatment, but the device never made it past the prototype phase." in Nila's comment on the Nygothan Crew Journal
• Bug Fixes:
The game will no longer start in the tutorial if the player has already completed it.
• Typos:
Fixed the typo in "It was to be used for emergency medical treatment, but the device never made it past the prototype phase." in Nila's comment on the Nygothan Crew Journal Entry.
It's finally time. Thank you all so much for your support during our voyage through Early Access, but now a new one begins! The Chaser's Voyage has officially launched! It's been quite a long journey to get here, but it's been worth it. There were some small tweaks we made transi
It's finally time. Thank you all so much for your support during our voyage through Early Access, but now a new one begins! The Chaser's Voyage has officially launched! It's been quite a long journey to get here, but it's been worth it.
There were some small tweaks we made transitioning out of Early Access and into v1.0, so you can view the patch notes for this update below. (There are also a LOT of bug fixes in this update!)
Patch Notes for Update 1.0.0.05:
• Credits:
Updated the credits to include Audio Editing, Additional Audio Editing, and Chibi Crew Art.
Updated the Team Pets section.
• Flight Simulator:
Sped up the transitions between different screens in the Flight Simulator.
• Insignias:
The random effects of the 1019 insignia will no longer trigger during autopilot nor when in a client planet scene.
Sped up the transitions between different screens in the Insignia Selection Menu.
Wolfe's Logo now requires 10 non-affiliated missions completed to reach max reputation instead of 50.
• Loading Screen:
Changed the text on the starting loading screen to an animated "Initializing all Chaser systems . . ."
• Options:
Voyager Options are now disabled during the first time the player is playing the tutorial.
• Particle Effects:
The bottom engine particle effects on the tutorial ship and the Chaser will now only be active if Engines are at level 3 or 4.
Slightly Adjusted the engine particle effect for bounty hunters, pirates, fighters, and the player's ships.
• Sprites:
Added a light shadow to laser shots to make them more visible against similar colored backgrounds.
• Bug Fixes:
The 4th Tutorial prompt no longer prevents the player from pressing the top half of the system buttons.
The correct Boss Stop Sprite is now used when the player crashes into the UGS Battleship during the tutorial.
Selecting Restart in the Flight Simulator after dying to a Bounty Hunter or Pirate will now highlight the correct button on the confirmation window.
Hopefully fixed a bug that caused the blue depletion flash to stay after it was done flashing.
Trying to pause while the death notice is active in the Flight Simulator will no longer lock the player out of certain actions.
Background Obstacles no longer are invisible before opening the Options menu.
When making a Pirate open to communications above a Space Port while damaged, Comms will no longer stay active after docking with the Space Port.
If the player is communicating with a Pirate over a Space port while damaged and then the pirate retreats, comms will be cancelled instead of bring you to the planet while showing the Pirate logo.
Fixed the Insignia Selection Menu's gamepad navigation in regards to the scrollbar placement and which buttons are counted as in the middle of the screen.
Changing the difficulty on the Insignia Selection menu now has all locked insignias cycle through their static animations properly synchronized.
Fixed the size and position of the top selector for the Crew Journal Entry's scrollbar.
Adjusted the audio for all the crew voice lines in all cutscenes.
Fixed a problem that was causing certain tracks to not loop properly, mainly all looping music tracks and the engine ambience track.
Slightly shortened the silent part at the end before looping in the Empty Space 2 song.
Weather will now be remembered when saving a voyage while on a client planet.
Bounty Hunters and Pirates should no longer say their half health line when being destroyed by the Phantom nebula Insignia effect.
The Jump Drive will no longer sometimes be stuck looking empty when docking when it is flashing while full.
PlayStation 4 and 5 controllers now change their light color when the crew talks during landing and take off sequences.
PlayStation 4 and 5 controllers now update their light color to match the cockpit color at the start of each scene.
The player's affiliation will be Imperial or UGS in the Flight Simulator if they have the Imperial Shadow Legion or Tyrant's Demise insignias equipped respectively.
Insignia Changes in the Flight Simulator menu should now correctly affect the client type in the Flight Simulator.
The Autopilot button will no longer become active for a split second when defeating an enemy while at full Space Jump charge.
If a Bounty Hunter comes back to chase the player again, defeating them will now properly change the music.
Pausing while in the Crew Journal or Options while in the main menu now closes them.
The Chaser's Guns are now visible when customizing its colors.
The Difficulty Selection labels will no longer flash when changing screens.
Bounty Hunter 10 no longer takes double damage.
Time and repairs will no longer continue when viewing cutscenes.
Argi will no longer not speak when restating a jump after suffocating Mid-Jump during the tutorial.
• Typos:
Fixed the typo in Argi's tutorial line 6 in the tutorial scene 7: "We can use our guns to shoot them down or we can protect ourselves with our shields."
Replaced "you guys" with "all of you" in "I am not. I will stay with you guys as long as I am able to and I’m prepared to do whatever I must." in Nila's comment
It's finally time, this is the final big update for The Chaser's Voyage before we leave Early Access and officially launch the game! We plan to launch around the end of September / the beginning of October, so get excited! This update is no slouch, with a big focus on redoing and
It's finally time, this is the final big update for The Chaser's Voyage before we leave Early Access and officially launch the game! We plan to launch around the end of September / the beginning of October, so get excited! This update is no slouch, with a big focus on redoing and finalizing the whole Options menu and making some final bigger balance changes centered around damage and clients. Also, with this update the entire game is now controllable with a Gamepad. See you soon for launch!
Patch Notes for Update 0.10.0.09:
• Clients:
Changed the following clients' Jump Count ranges:
Altruist: Increased Jump floor from 2 to 3.
Bounty Hunter: Increased Jump floor from 2 to 3 and Jump ceiling from 5 to 6.
Defectors to the Empire and the UGS: Increased Jump floor from 4 to 5 and Jump ceiling from 6 to 8.
Medical Transportation: Increased Jump floor from 2 to 3 and Jump ceiling from 5 to 6.
Merchant: Increased Jump floor from 2 to 3 and Jump ceiling from 6 to 7.
Mysterious Hermit: Increased Jump ceiling from 6 to 7.
Royalty: Increased Jump floor from 6 to 7 and Jump ceiling from 11 to 12.
Imperial and UGS Smugglers: Increased Jump floor from 2 to 3 and Jump ceiling from 5 to 6.
Imperial and UGS Spies: Increased Jump ceiling from 5 to 7.
Imperial and UGS Supply Officers: Increased Jump floor from 2 to 3.
Very Wealthy: Increased Jump floor from 4 to 5 and Jump ceiling from 9 to 10.
Increased the Imperial and UGS Spy unit range from 17,250-51,750 units to 34,500-74,750 units.
• Damage:
Decreased the damage done to the Chaser's Hull from 140% to 100%. (This does not change the player's chosen Hull Damage modifier in Voyager mode options.)
Increased the damage dealt to the Chaser's shields from 90% to 100%. (This does not change the player's chosen Shield Damage modifier in Voyager mode options.)
• Gamepad:
Removed the temporary View Default Controls notice.
• Loading Screen:
Added tips from the Pause menu's System Info screen to the Loading Screen tips.
• Mines:
Battleships' Particle Disrupter Cannon shots now instantly explode mines.
Decreased the Explosion hit box size by 40%.
• Options:
Finalized the Options Menu.
Volume Settings and the Scroll Speed Setting from old saves will be reset to default upon loading the game to account for changes made in how they are tracked.
• Repairs:
Lowered the cost of Hull repairs from all sources from 125% to 80%.
• Ship Customization:
Slightly changed the Customize Ship menu, moving some options around and adding the ability to reset the colors to default.
• System Info Screen:
Updated the System Info screen slightly.
•UI:
Added an additional UI element to the top of Scrollbars to make it clearer when one is selected or highlighted.
• Bug Fixes:
Changing Money in the Flight Sim now works correctly.
Mines now correctly collide with Battleships.
Sentries no longer ignore enemies.
The UGS Smuggler clients now offer the same Unit range as the Imperial Smuggler clients.
The Pirate Distance UI will now go away when the pirate dies.
Fixed a small UI sizing issue during the Cutscene for failing to repay Lady Styx on time.
Fixed two Null Reference Errors that occurred when encountering a Neutral Fleet above a Space Port.
The Loading Screen tips are now correctly in a depleting list to ensure players see all the tips before showing repeats.
Fixed a blurry area around the top label in the Flight Simulator.
Bounty Hunters will no longer be able to die from suffocation while the Player is Mid-Jump.
The Chaser's lasers should no longer slightly home in on missiles that are not targeting the Chaser.
The On/Off Indicator of the Toggle Buttons now also count as the button for clicking purposes.
Adjusting Sliders with Keyboard inputs will now ramp the speed the slider moves, just like when done with a Gamepad.
Missiles can now collide with each other again.
Scrollbar screens will no longer move when dragging on an interactable element like a button or slider.
Made the Scrollbars in the Client Selection, Crew Journal, and Insignia Select Menus fit better within the screen UI.
The shadows for Pirate Ships' guns now correctly move with the guns.
Obstacle and Storm Warnings now appear again.
Turning off Skip Intro Cutscenes while at Azedo no longer plays the cutscene.
Changing Damage done to Obstacles or Enemies in Voyager options now correctly updates damage when the player does not change Weapon power.
We've been cramming away at one hell of an update for The Chaser's Voyage. This update doesn't contain one single big change like the rest of our big updates, but instead is crammed full of a bunch of random changes we've wanted to make for while and even more bug fixes. This is
We've been cramming away at one hell of an update for The Chaser's Voyage. This update doesn't contain one single big change like the rest of our big updates, but instead is crammed full of a bunch of random changes we've wanted to make for while and even more bug fixes. This is our last big planned update before we tackle finalizing the options menu, so we wanted to go all out!
Patch Notes for Update 0.9.0.14:
• Battleships:
The Battleship laser shots now cast more light on nearby objects.
After communicating in a Space Battle, your allied Battleships will no longer fire when near the player.
Battleships in Space Battles now move their guns slower and have a delay before moving them again after shooting.
• Bounty Hunters:
Bounty Hunters will now switch to Lasers if they notice the player has not moved recently.
• Clients:
In Client Selection, planets that are not yet unlocked in the journal will have a yellow mark next to them to indicate that they are new.
Clients offer 1.15 times their original money (instead of 1.3).
• Crew Journal:
Edited the "Guide to Battleships" Entry to better reflect the player's ability to sense Battleship Cannons in storms.
Changed the names of the Entries: "Auxiliary Systems", "Follow-Up Report on Auxiliary Systems", & "Intercepted Bounty Hunters Guild Message" to "Initial Report on Auxiliary Systems", "Initial Report on Repair Drones", & "Intercepted Guild Message".
• Cutscenes:
Styx is now in shadow in the end game victory cutscene after the player delivers their 1.5 million bounty.
Flipped some sprites to face towards the center.
• Death Notice:
Added a reworded version of the Tutorial's Death Notice that pops up the first time the player dies in the main game.
• Docking:
Repairs now start automatically when docking with a fleet or space port.
• Mines:
Mine Explosions now move like all other explosions.
Added shock waves when a mine explodes. These shock waves can trigger other mines to explode after a short duration.
• Missiles:
Sped up missile movement speed for when the player's engine speed is below 4.
• Performance:
Simplified the collision boxes for almost every collidable object or ship in the game.
Removed unnecessary collision checks between things that should not be able collide.
• Player:
Slightly lowered the fire speed between burst fired volleys for the player's guns.
Increased the damage of the player's Level 4 laser shots from 7 to 12.5.
• Space Battles:
Hostile Fighters will now immediately start shooting the player instead of waiting until the encounter has progressed for a bit.
• Ship Graveyard:
Increased the Health of large debris from 40 to 60.
• Ship UI:
The Live Feed display that appears for your crew mates when being chased off by a Bounty Hunter now displays their name instead of their system.
• Sensors:
While the player has Sensors active (Level 2 Aux), obstacles that will collide with them will flash as an early warning system.
Sensors will now display the distance of enemy Pirate and Bounty Hunter ships, similar to how Battleship distance is displayed.
• Sentries:
Increased Sentry health from 10 to 80.
• Sound
Increased the volume of the enemy weapon sound effects.
• Tutorial:
After the first time the player completes the Tutorial, they will immediately go into a Captain mode game instead of a Voyager mode one.
Reordered the Death Notice screens in the Tutorial.
Added back buttons to the Death Notice screens in the Tutorial.
• Bug Fixes:
Client Money offered now displays the correct amount of money they will pay you instead of displaying less money.
Diplomats in Client Slot 2 now have their affiliations properly set to only Imperial or UGS when using the Bright Crown Insignia.
Fighters should now properly attempt to avoid running into guns on battleships.
The Tutorial Ship's collider now better matches its sprite.
Changed Tai's face from Sad to Excited for the voice line Enemies Defeated #4.
The Records for the correct Insignia will now be properly saved when the player Bookmarks a Voyage with one Insignia equipped, equips a different Insignia in the Main Menu or Flight Simulator, and then Resumes the Voyage.
The game no longer thinks it is in the Tutorial if the player quits the Tutorial via the Death Notice tutorial menu.
Radiation and Hail Storms now correctly disable the Distance display during Battleship Pursuits.
Enabled lighting on some sprites that didn't have it and disabled lighting on some shadows that did.
Battleships in Space Battles should no longer not fire when they otherwise should.
Fixed a rounding issue causing Client money offered to be 1 unit more than the money they actually gave the player.
The Crew Journal category scrollbars no longer awkwardly jump into the correct position when exiting out of an entry.
Friendly and Neutral Sentries will no longer be selectable in the Flight Simulator when the Jolly Styx insignia is equipped.
When the Jolly Styx Insignia is equipped, the player will now correctly be treated as if they are an enemy to the Empire and the UGS at all times.
The Restart Tutorial, Quit Tutorial, & Quit Game Confirmation windows in the tutorial now properly close when unpausing the game while they are open.
When there is only a radiation storm and sentries, the voice line for Radiation Storm should now always play instead of no line playing.
Fixed a Null Reference Error with the docking animations code that occurred when the player beat the game with the Skip Victory Credits option on.
Docked repairs will no longer occur in the background while in a cutscene, now preventing a bug that put players back into the game after the victory cutscene ended.
Fixed an issue with the Day 100 Cutscene's space background being the wrong size on different resolutions.
Fixed a Null Reference Exception when beating the game after receiving Styx's bounty and encountering a Bounty Hunter.
The "Dock With Neutral Fleet" line will no longer play when there is a neutral fleet in a Radiation Storm.
Pirates 21-25 can now appear.
Autopilot no longer increases certain timers by double in certain situations.
The Tutorial Battleship's cannon shot is now the correct size.
The Tutorial Battleship now waits the correct amount of time before moving vertically after it fires its cannon shot.
Smoothed out the animation of the right blue bars in Planet and Species Crew Journal Entries.
• Typos:
Added the missing second t to that in "I see that you will..." in Monk Client Story #15.
Fixed the incorrect pronoun use in Medical Transport Client Story #1: ". . . no one on this planet can seem to help him/her/them . . .".
Fixed typos in the sentence: "Thus, he would have been no match for the bounty he was trying to steal, let alone from someone like Vatch." in the Crew Journal Entry: "Intercepted Bounty Hunters Guild Message"
Added the comma before "but" in the following entries of the Crew Journal:
"...of the Empire, but criticized by..." in Entry: "Galactic Ceasefire Finally Signed".
"...this whole time, but we were..." in Entry: "Senator Barku's Conflict of Interest".
"...received substantial damage, but fortunately were..." in Entry: "Fatal Disaster in Illegal Minefield".
"...on the planet, but was captured..." in Entry: "The Truth of the Battle of Yeppa".
"...Bounty Hunters Guild, but had been..." in Entry: "Blaster McKannon".
"...few more pages, but I don’t..." in Entry: "Imperial History XXXV".
"...UGS would have, but... wait... focus Wolfe..." in Entry: "Wolfe's Log #75".
"...It stung at first, but I had friends..." in Entry: "Wolfe's Log #256".
"...couple nights ago, but I told him..." in Entry: "Wolfe's Log #682".
"...I sound angry, but... you remember Balks?" in Entry: "Subject: Thoughts on the Guild".
"...spotted on Padisa, but has since gone..." in Entry: "The Mark of Death".
"...evade Imperial taxes), but haven’t seen any..." in Entry: "Territory Cheat Sheet".
"...for criminal conduct, but managed to escape..." in Entry: "The Empire's Most Wanted List".
"...“spooky” or “haunted”, but they’re actually big..." in Entry: "Chlik".
In this update we've added the Flight Simulator! This is the training / practice mode for The Chaser's Voyage that we've been using to test the game, but now made pretty and accessible to our players. In addition to the Flight Sim, we made a couple small changes to how mines work
In this update we've added the Flight Simulator! This is the training / practice mode for The Chaser's Voyage that we've been using to test the game, but now made pretty and accessible to our players. In addition to the Flight Sim, we made a couple small changes to how mines work as well as fixed a lore inconsistency and sneaky bug.
Patch Notes for Update 0.8.0.03:
• Flight Simulator:
Fully enabled the Flight Simulator.
The Flight Simulator contains all hostile encounters, obstacles, and storms, allowing the player to practice any encounter they want.
The player also can customize the damage the Chaser has at the start of the Simulation, to better reflect a mid-voyage encounter.
As is the case with the main game, there can only be 3 Obstacles chosen at a time, and some obstacles are not compatible with others.
Pressing Start on a Gamepad will move the button selection indicator to specific buttons on each screen.
• Obstacles:
Mines now will be set off by any laser shots, not just powerful ones.
Mine explosion damage will now rapidly decrease after 0.08 seconds.
• Bug Fixes:
Pirates over Space Ports will now have the correct chance to be friends with the client.
• Typos:
Changed the name "Talin" to "Talis" to in the Crew Journal Entry: Famed UGS Battleship to Receive Third Award For Heroics
• Bug Fixes: Background Asteroids and Sentries now spawn correctly in the Tutorial. When using a PlayStation gamepad in the Tutorial, once the player has fully repaired their hull while docked, the Start/Stop Repairs notice should correctly be replaced by the Repairs Completed no
• Bug Fixes:
Background Asteroids and Sentries now spawn correctly in the Tutorial.
When using a PlayStation gamepad in the Tutorial, once the player has fully repaired their hull while docked, the Start/Stop Repairs notice should correctly be replaced by the Repairs Completed notice.
• Typos:
Changed the subtitles for Tutorial Line 4 in Scene 5 from "Of they they do" to "Of course they do"
In this update we've added the feature for multiple obstacle types to be active at once, a few balance changes (to account for both the more dangerous Obstacle Combos and a serious bug fix affecting how in-game time progressed during Autopilot), and we fixed a ton of bugs! Patch
In this update we've added the feature for multiple obstacle types to be active at once, a few balance changes (to account for both the more dangerous Obstacle Combos and a serious bug fix affecting how in-game time progressed during Autopilot), and we fixed a ton of bugs!
Patch Notes for Update 0.7.0.05:
• Clients:
Clients now offer 1.3 times more Units. This is to offset the longer in-game time it now takes to finish a jump due to fixing the Autopilot time bug.
• Crew Journal:
Edited "KTC CEO Defends Illegal Minefield After Fatal Disaster" to match up with the fact that Battleships can pursue the player through a Minefield.
• Damage:
Lowered the Hull Damage taken by the Chaser by 10%.
• Obstacles:
Radiation Storms and Stars can no longer appear together. (Hail Storms already could not appear with a Star.)
Added Obstacle Combos, where multiple obstacle types are active at the same time.
As you get further into the game, Obstacle Combos become more common, and you can get up to 3 obstacles active at once. This is part of the Tier system, so it does not affect the Ace, Voyager+, and Captain+ modes. Obstacle Combos are available from the start of those modes.
Stars cannot combo with Sentry Fields or Minefields.
• Sound:
Added minor randomized pitch shifting for most sound effects.
Increased the volume of the explosion sounds for when Asteroids, Debris, and Sentries get destroyed.
• Space Battles:
Added the destroyed Battleships found in the background of Ship Graveyards to the background of Space Battles.
• Bug Fixes:
Fixed a Quality Compression issue with the Difficulty Selection Screen's Background.
Fixed a bug regarding Storm chances in Tier 2. (Storms were slightly more likely to be chosen in Tier 2 than intended.)
Reduced the default scrollbar scroll speed when used with a mouse.
In the Voyager and Captain modes, Outlaw Scientists should no longer have the Empire nor the UGS as enemies when the player finishes the first batch of encounters before reaching the end of Tier 1.
In the Voyager and Captain modes, Clients should no longer offer Tier 2 payment amounts when the player finishes the first batch of encounters before reaching the end of Tier 1.
In Tutorial Scene 7, using the Jump Drive at full charge will now end whatever line is currently playing and start the end of the tutorial correctly.
The Pause Screen should now always slide in immediately when the Pause input is pressed.
The Day Timer and the Life Support gauge will now properly increase or decrease when using Autopilot, instead of progressing at half speed.
The Unlock Progress for the Corrupted Entry in the Crew Journal will now properly update.
The Voyage Updates Entries in the Crew Journal should now properly continue to unlock if you unlock some in a Voyage and then restart the Voyage.
Missiles and Ion Shots will now always spawn hit animations when they collide with an object.
Foreground and Background Battleships in Space Battles should no longer spawn with frozen explosions on them.
Background Battleships in Space Battles should no longer display explosions behind the ship itself.
Typos:
Added a space between "Dr." and "Xiima" in the Crew Journal entry: Article From “The Cartographer Issue #600: New Theory About the Ancients”
Added a comma to "Name’s Wolfe by the way." in the New Game Cutscene Line #35 .
Fixed pronouns for the knight in Defector to the Empire Client Story 19.
The "s" in "Imperials" in Client Stories will now also be purple when color coding is on.
Removed the extra l in traveller / travelling in the subtitles for the following lines:
Non-Event 20: Edwin: "We always dreamed about traveling through space, seeing all the stars and planets, but... I don’t think ever like this."
Merchant Fleet 6: Tai: "These merchant ships are pretty brave to be traveling all the way out here."
Pirate 3: Bargaining Success 2: "Draugmeer will take pity on you today. Farewell, travelers." / "Draugmeer will take pity on you... for today. Farewell, travelers."
Imperial Fleet: Neutral Landing 5: "It’s been a while since we’ve had a traveler. We’ll try to make your visit here comfortable."
• Bug Fixes: The Unlock Progress for each Alphabetical Planet Category will now update correctly. Rapidly pressing the Confirm button on a gamepad after opening the Crew Journal via the Select button will no longer cause button navigation issues.
• Bug Fixes:
The Unlock Progress for each Alphabetical Planet Category will now update correctly.
Rapidly pressing the Confirm button on a gamepad after opening the Crew Journal via the Select button will no longer cause button navigation issues.
This giant update for The Chaser's Voyage contains the long awaited Crew Journal, a big Quality of Life change to voice line randomization, and a bunch of bug fixes! Patch Notes for Update 0.6.0.06: • Crew Journal: Added the Crew Journal, a collection of over 300 written lore ent
This giant update for The Chaser's Voyage contains the long awaited Crew Journal, a big Quality of Life change to voice line randomization, and a bunch of bug fixes!
Patch Notes for Update 0.6.0.06:
• Crew Journal:
Added the Crew Journal, a collection of over 300 written lore entries that unlock as the game is played. Each entry in the Crew Journal also has written commentary from your crew.
The Crew Journal is accessible from the main menu and the pause screen. On Mouse & Keyboard controls it is also accessible on the mid jump screen.
During gameplay with a gamepad, the "Select" style button (or touchpad on PlayStation controller) can be pressed to open up the Crew Journal without needing to pause first.
• Cutscenes:
Slightly reduced the flicker effect on Lady Styx's hologram.
• Options:
Reduced the max speed of the Scrollbar Speed slider to more reasonable levels.
The gamepad type shows up under Gamepad Controls (for testing / feedback purposes).
• Voice Lines:
Almost all of the crew's voice lines will now no longer be repeated until every other line of that type has been used.
• Bug Fixes:
Fixed a bug that cause some lighting on Mines to be incorrect when fighting an enemy using Ion weapons.
Fixed a bug that would cause incorrect cutscene text to reappear in the text box when Lady Styx's hologram was turning on.
Fixed a color issue on Lady Styx's red hologram effect.
Hunters will no longer be able to chase the player off of a Space Port shortly after they have jumped away from a fight over the same Space Port. They now will wait the full in-game day before being able to chase the player off of the port.
Fixed a Null Reference error that would occur when in an Encounter with a Space Port and an non-Allied Fleet.
The Outer Space Planet Sprite for Space Ports will now correctly be able to be the White Water World versions 2 & 3, instead of just White Water World version 1.
The System Info screen will no longer be whited out.
The player can no longer depart early from the Imperial docking sequence in the Tutorial while using a gamepad.
The Depart Prompt during the Imperial docking sequence in the Tutorial will now properly close when departing via a gamepad.
Insignia Info in the Pause Screen will no longer be selectable during the Tutorial.
Pausing during the Tutorial now works correctly.
Starting the Tutorial while having Bookmarked Voyage Data now works correctly.
Jumping out of the first scene in the Tutorial now works correctly.
• Typos:
Changed "You got to help." to "You've got to help me." in Fugitive client story #2.
Changed "I got to go in person" to "I gotta go in person." in Fugitive client story #10.
Changed "All I got to do now" to "All I gotta do now..." in Bounty Hunter client story #11.
Removed an extra space between "food and water" and the period in Altruist client story #6.
Uncapitalized "Galactic Ceasefire" in Merchant client story #14 and Imperial Supply Officer client story #14 & #19.
Removed the extra "a" from the "Achilles Fetch was a like a father to Tai." loading screen text.
Fixed the spelling of the second "retreating" in Enemy Retreat Line 06: "They’re retreating? They’re retreating! That means we won!"
• Obstacles: Made it less likely that the big ship pieces in the background will be overlapping in Ship Graveyards. • Voyager Mode: The player can now change their system power and activate the Space Jump Drive while the Chaser is respawning. • Bug Fixes: The Docked Options and S
• Obstacles:
Made it less likely that the big ship pieces in the background will be overlapping in Ship Graveyards.
• Voyager Mode:
The player can now change their system power and activate the Space Jump Drive while the Chaser is respawning.
• Bug Fixes:
The Docked Options and Save Data UIs in the Tutorial will now correctly be the default UI color, rather than the player's custom color.
The Space Jump Drive's progress bar will no longer sometimes be empty when the Jump Drive is damaged while it is fully charged and flashing.
Fixed a bug that prevented the Space Jump Drive from activating if the player's cursor was over the Jump Drive while respawning, and had not moved off the Jump Drive.
Fixed a bug that caused the Space Jump Drive to light up when the cursor was near it, but not yet within the activation range of the button.
Fixed a bug that would cause the wrong insignia to be used in certain situations if the player made a bookmark save, changed their insignia, then resumed the bookmarked save.
The Main Menu Theme will no longer keep playing after loading a Bookmark Save that was on a planet.
• Typos:
Added "met" to "but you haven't met {him/her/them}" in Defector to the UGS client story #17.
• Clients: Updated almost all stories for each client type, except for Aligned Cartographer. Added new stories for each client type, except for Aligned Cartographer. Client Stories will now no longer be repeated until after every other story for that client has been used. • Obsta
• Clients:
Updated almost all stories for each client type, except for Aligned Cartographer.
Added new stories for each client type, except for Aligned Cartographer.
Client Stories will now no longer be repeated until after every other story for that client has been used.
• Obstacles:
Renamed Debris Fields to Ship Graveyards.
• Bug Fixes:
Edwin's part of Debris Field Line 5, where he says "G-g-g-ghosts?" now correctly uses his scared face.
On the Records Screen, changing your insignia or difficulty inside the insignia selection menu will now update the record display screen appropriately.
The Pause Screen is now no longer hidden behind a black screen if the Gamepad Connect Notice appears at the very start of the Tutorial.
The Tutorial Ship will now start with the proper amount of power in each system when the Tutorial is started automatically.
• Typos:
Replaced ' with ’ in the Aligned Cartographer client stories.
• Clients: Diplomats will now always be aligned when the Tyrant's Demise or Imperial Shadow Legion Insignias are equipped. Added a new Client type, Aligned Cartographers. • Mid-Jump: Changed the warp speed lines in the background. • Bug Fixes: Moved the Client faces in the client
• Clients:
Diplomats will now always be aligned when the Tyrant's Demise or Imperial Shadow Legion Insignias are equipped.
Added a new Client type, Aligned Cartographers.
• Mid-Jump:
Changed the warp speed lines in the background.
• Bug Fixes:
Moved the Client faces in the client details portion of the Cient Select menu so they no longer overlap with the Client Type: "Imperial Supply Officer".
Fixed a bug that caused some player lasers to not deal the correct damage if the player changed Weapons power during combat.
Fixed a bug that caused the Jump Info screen to not update after the player picked up a client with the same Client Type as the previous client.
Fixed a bug that sometimes caused music to continue to play when entering Mid-Jump scenes, especially from loading a Quicksave Bookmark.
In Voyager Mode, Longest Life records will now be properly recorded when the player does not die in a voyage.
• Bounty Hunters: When a Bounty Hunter chases the player off of a Space Port or Merchant Fleet, the Bounty Hunter's hull will be fully recovered. • Docking: When using a gamepad, the Repair and Depart Buttons are instead now labels, and show the inputs used to Toggle Repairs and
• Bounty Hunters:
When a Bounty Hunter chases the player off of a Space Port or Merchant Fleet, the Bounty Hunter's hull will be fully recovered.
• Docking:
When using a gamepad, the Repair and Depart Buttons are instead now labels, and show the inputs used to Toggle Repairs and Depart.
When using a gamepad, the Toggle Main/Info input now works while docked.
• Mid-Jump:
When using a gamepad, the Save and Quit Button and the Crew Journal Button are instead now labels, and show the inputs used to Save & Quit and Open the Crew Journal (Not yet available).
• Options:
Changed some of the gamepad control's input names to better match different types of controllers.
Added D-Pad icons that will now be shown instead of text for gamepad controls that use the D-Pad.
• Ship UI:
Info Panel:
The Info button is no longer intractable while choosing a client.
While using a gamepad, the Main, Info, Autopilot, and Comms buttons now show the input to activate them when they are usable.
• Bug Fixes:
When the player enters the custom control menu after their gamepad gets disconnected while customizing the controls, the Custom Gamepad Controls will now properly be the previously saved controls.
The Keyboard controls should no longer be incorrectly active when opening up the options menu while using a gamepad.
The A Button on the Nintendo Switch Controller now properly works with menus.
Customizing gamepad controls will no longer change the default gamepad controls as well. (To reset the default gamepad controls to normal, use the "Reset Defaults" button in the "Gamepad Options" menu in options.)
When using a gamepad, the Next and Previous alerts on the Repair and Auxiliary Prompts in the Tutorial will now always be activated by pressing Right and Left on the D-Pad respectively, regardless of the player's custom controls.
The Tutorial Prompts will now display the default gamepad instructions instead of keyboard instructions when the player has custom gamepad controls on.
The input for Space Jump on Custom Gamepad Controls will now properly be set when restoring the defaults.
The Increase Power and Decrease Power arrows in Remaining Power will now animate smoothly when Autopilot is enabled.
When the Info Screen is showing the Comm Info, the Comm Button will now correctly have the Selector lit up.
Bounty Hunters chasing the player off of a Merchant Fleet should now work correctly.
Bounty Hunters should now fire their weapons properly after chasing the player off of a Space Port or Merchant Fleet.
The de-docking animation that plays after a Bounty Hunter chases the player off of a Space Port or Merchant Fleet will no longer be cut off.
Merchant Ships will no longer spawn in the middle of the screen after docking with the fleet.
The Jump sound will only play one time when fleets jump while Autopilot is enabled.
In Voyager Mode, restarting an encounter where the player died to a Bounty Hunter that chased them off of docking will no longer result in Null Reference errors.
Missiles now use the correct explosion sprite again.
Fixed a Missing Reference Error that would occur after the player destroyed a Pirate or Bounty Hunter and then died via Hull Depletion or destroyed a Bounty Hunter in the same encounter.
This major update for The Chaser's Voyage contains huge changes to the tutorial, a few quality of life changes, and quite a few bug fixes! Patch Notes for Update 0.5.0.03: • Battleship Pursuit: Updated the Battleship Distance UI to include wire frames of the Battleship and the pl
This major update for The Chaser's Voyage contains huge changes to the tutorial, a few quality of life changes, and quite a few bug fixes!
Patch Notes for Update 0.5.0.03:
• Battleship Pursuit:
Updated the Battleship Distance UI to include wire frames of the Battleship and the player's ship.
• Cutscenes:
Changed the text for the second half of the Into Cutscene.
• Ship UI:
Added arrows that appear in the Remaining Power UI to indicate when the Increase Power and Decrease Power inputs are active while using a gamepad.
• Tutorial
The Tutorial has been revamped and now has new encounters, new prompts, and new voice lines.
The Tutorial Pirate's Engine Systems are no longer breakable.
PS4 and PS5 gamepads will now properly show a purple light during the tutorial when no character is talking.
Updated the Tutorial Death Notice to match the new prompt designs.
The Tutorial Death Notice now informs the player of the 3 Game Over conditions.
• Bug Fixes
Lighter, bigger Capital Ships will no longer spawn in the background during Hostile Fleet encounters.
The large Capital Ship that appears after docking with a Fleet will no longer appear multiple times after the player passes it by.
Capital Ships will no longer be too grouped up together for a short while after docking with a Fleet.
The Restart Jump options in the Death Notice in Voyager Mode now work correctly.
The Tutorial Ship's engines will now correctly be off when the Player has 0 power in Engines at the start of an encounter.
System Buttons will no longer stay highlighted or pressed when docking with a Fleet if they were highlighted/pressed before docking.
Bounty Hunters and Pirates will no longer stop dodging the player's shots after a while.
Fixed a Null Reference error that would occur when in an Encounter with a Space Port and an Allied Fleet.
Fixed a bug that caused the player to sometimes be hit by a Pursuing Battleship's Particle Disruptor Cannon after they had successfully dodged it.
•Typos:
Capitalized all instances of "imperial" in client stories.
Replaced ' with ’ in the Tutorial Death Notice.
Removed unnecessary capitalizations of "Vyxidril" in client stories.
• Battleships: Battleship shots now do less damage on Ace Mode. Non-hostile battleship fleets will now have more ships, increasing the chance for the player to see them space jump. • Difficulty: Ace mode will now be unlocked once the player pays back their debt to Lady Styx on ti
• Battleships:
Battleship shots now do less damage on Ace Mode.
Non-hostile battleship fleets will now have more ships, increasing the chance for the player to see them space jump.
• Difficulty:
Ace mode will now be unlocked once the player pays back their debt to Lady Styx on time in Captain mode.
If a player had unlocked Ace mode before, but hasn't yet payed back their debt to Lady Styx on time in Captain mode, then Ace mode will now be locked for them.
Added a new feature for Voyager & Captain Modes: Voyage+
Voyage+ is unlocked for a mode by surviving a Voyage in that mode.
Playing Voyage+ will unlock all possible encounter combinations from the very beginning of the Voyage.
• Graphics:
Updated the visuals for Ion Missiles.
• Merchant Fleets:
Merchant fleets will now have more ships, increasing the chance for the player to see them space jump.
• UI:
Adjusted the Difficulty Selection screen elements to add in the "Start Voyage +" button and the Voyage + unlock conditions and effects.
• Bug Fixes:
If Money is at 0, the Main Console will no longer say the player has 1,000 units at the start of a jump.
Adjusted the font size of the "Info" section of the Main Console so that "Imperial Supply Officer" fits while color coding is on.
Communications will now be stopped if they are happening when the Chaser is destroyed.
Fixed a Missing Reference error that occasionally occurred when merchant ships jumped away after a long time.
Merchant Ship #4 will now correctly play it's space jump animation when jumping.
• Typos:
Removed the Extra ":" and spaces from the "Info" section of the Main Console when the next territory is Neutral or Pirate.