Hotfix : Battle HUD now displays correct keys for booster activation.
Build ID : 1153310 Hotfix : Battle HUD now displays correct keys for booster activation.
Build ID : 1153310
Hotfix : Battle HUD now displays correct keys for booster activation.

Rogue StarBoreal SunSpiderDeadman · FleetCOMM Technologies LLC, Rogue Star Games
Build ID : 1153310 Hotfix : Battle HUD now displays correct keys for booster activation.
Build ID : 1153310
Hotfix : Battle HUD now displays correct keys for booster activation.
Build ID : 1153310 Hotfix : Battle HUD now displays correct keys for booster activation.
Build ID : 1153310
Hotfix : Battle HUD now displays correct keys for booster activation.
Thanks for everyone's patience, FleetCOMM is now version 1.0. Here's what you can expect from this game and our gamedev crew over the next few weeks. 1.) I've managed to find some time to make the proposed chapter extensions, and we can now support this chapter-by-chapter extensi
Thanks for everyone's patience, FleetCOMM is now version 1.0.
Here's what you can expect from this game and our gamedev crew over the next few weeks.
1.) I've managed to find some time to make the proposed chapter extensions, and we can now support this chapter-by-chapter extension on a weekly basis.
2.) Unfortunately there's no way to revert to an "early access" product, while we clean up and polish the rest of FleetCOMMs chapters. There is an option to still sell the game at a discount, and plan to honor that discount until all FleetCOMMs chapters are released. We will try to renew this discounted price every week.
3.) We have a total of 9 chapters, from Zero through Eight. Originally, we were only considering 3 chapters + boss fights, with 65% of the game containing primarily boss fights. I've decided to balance that out a bit.
If you all have questions, you can send them to [email protected]
--Slade Villena, Programmer @ FleetCOMM
Thanks for everyone's patience, FleetCOMM is now version 1.0. Here's what you can expect from this game and our gamedev crew over the next few weeks. 1.) I've managed to find some time to make the proposed chapter extensions, and we can now support this chapter-by-chapter extensi
Thanks for everyone's patience, FleetCOMM is now version 1.0.
Here's what you can expect from this game and our gamedev crew over the next few weeks.
1.) I've managed to find some time to make the proposed chapter extensions, and we can now support this chapter-by-chapter extension on a weekly basis.
2.) Unfortunately there's no way to revert to an "early access" product, while we clean up and polish the rest of FleetCOMMs chapters. There is an option to still sell the game at a discount, and plan to honor that discount until all FleetCOMMs chapters are released. We will try to renew this discounted price every week.
3.) We have a total of 9 chapters, from Zero through Eight. Originally, we were only considering 3 chapters + boss fights, with 65% of the game containing primarily boss fights. I've decided to balance that out a bit.
If you all have questions, you can send them to [email protected]
--Slade Villena, Programmer @ FleetCOMM
We'd like to apologize for the continued delay on this game. This announcement outlines our reasons and the schedule involved with the remaining tasks for the project. Programming & Engineering 1.) Our project only has 1 programmer (me) and I split my time with a full time da
We'd like to apologize for the continued delay on this game. This announcement outlines our reasons and the schedule involved with the remaining tasks for the project.
1.) Our project only has 1 programmer (me) and I split my time with a full time dayjob (military research) and FleetCOMM. At the moment, there are still bugs popping up at the last minute, as well as the last load of tasks directly associated with this Steam release.
2.) I've been averaging between 16-18 hour work days including my dayjob which also happens to be game engine work, and I have been on this kind of schedule since the start of March 2016. I dedicate my weekends to programming FleetCOMM as well. I've been trying to knock down this schedule and get on with shipping this game, but work from both ends (at NASA Ames and here at FleetCOMM) have been increasing my work load drastically the past 3 months.
3.) I need to adjust and rest. My hours in FleetCOMM have been eating away at sleep and it's starting to interfere with the last bouts of programming needed to ship this game. While having this problem, I already have the issue of a series of delays.
It's regrettable that I'm forced to push back this release day down further, but I'm doing so to be realistic. I've been working a very hectic schedule and its been showing the strain with these delays and setbacks. I can assure people that there's no "drama" involved in any of this. All of it is just raw logistics catching up with a team that has very little resources and very little chances to rest. We're simply caught up with a whole load of work while not having enough people to throw at our remaining task list.
Thanks for understanding our situation. We're not exactly a well funded project, and we're working with a skeleton crew. We'll keep doing our best to keep you all informed and push out this project on the Steam store.
--Slade Villena, Programmer @ FleetCOMM
We'd like to apologize for the continued delay on this game. This announcement outlines our reasons and the schedule involved with the remaining tasks for the project. Programming & Engineering 1.) Our project only has 1 programmer (me) and I split my time with a full time da
We'd like to apologize for the continued delay on this game. This announcement outlines our reasons and the schedule involved with the remaining tasks for the project.
1.) Our project only has 1 programmer (me) and I split my time with a full time dayjob (military research) and FleetCOMM. At the moment, there are still bugs popping up at the last minute, as well as the last load of tasks directly associated with this Steam release.
2.) I've been averaging between 16-18 hour work days including my dayjob which also happens to be game engine work, and I have been on this kind of schedule since the start of March 2016. I dedicate my weekends to programming FleetCOMM as well. I've been trying to knock down this schedule and get on with shipping this game, but work from both ends (at NASA Ames and here at FleetCOMM) have been increasing my work load drastically the past 3 months.
3.) I need to adjust and rest. My hours in FleetCOMM have been eating away at sleep and it's starting to interfere with the last bouts of programming needed to ship this game. While having this problem, I already have the issue of a series of delays.
It's regrettable that I'm forced to push back this release day down further, but I'm doing so to be realistic. I've been working a very hectic schedule and its been showing the strain with these delays and setbacks. I can assure people that there's no "drama" involved in any of this. All of it is just raw logistics catching up with a team that has very little resources and very little chances to rest. We're simply caught up with a whole load of work while not having enough people to throw at our remaining task list.
Thanks for understanding our situation. We're not exactly a well funded project, and we're working with a skeleton crew. We'll keep doing our best to keep you all informed and push out this project on the Steam store.
--Slade Villena, Programmer @ FleetCOMM
Last Friday I decided to postpone the launch of this game due to a personal emergency, as well as for security reasons regarding malicious activity surrounding some of our online accounts tied with FleetCOMM Technologies LLC. FleetCOMM is still scheduled for launch, we can only a
Last Friday I decided to postpone the launch of this game due to a personal emergency, as well as for security reasons regarding malicious activity surrounding some of our online accounts tied with FleetCOMM Technologies LLC.
FleetCOMM is still scheduled for launch, we can only apologize for any inconvenience this may have caused, and also for your continued patience.
--Slade Villena, Programmer.
Last Friday I decided to postpone the launch of this game due to a personal emergency, as well as for security reasons regarding malicious activity surrounding some of our online accounts tied with FleetCOMM Technologies LLC. FleetCOMM is still scheduled for launch, we can only a
Last Friday I decided to postpone the launch of this game due to a personal emergency, as well as for security reasons regarding malicious activity surrounding some of our online accounts tied with FleetCOMM Technologies LLC.
FleetCOMM is still scheduled for launch, we can only apologize for any inconvenience this may have caused, and also for your continued patience.
--Slade Villena, Programmer.
1st Rule, all bans are permanent. 2nd Rule, ALL BANS are permanent. 3rd Rule, No Drama. It will be policed and deleted, period. 4th Rule, all discussion threads violating this policy will be quarantined immediately. credits to @woofycakes for the image above. twitter tumblr patre
credits to @woofycakes for the image above.