This build is the follow-on to the Dev Omega build. All of the game's binary packages have been updated along with some bug fixes, more game and quest guidance, and some general playability tweaks. The Cetus combat trials have also been updated for better guidance.
This build is the follow-on to the Dev Omega build. All of the game's binary packages have been updated along with some bug fixes, more game and quest guidance, and some general playability tweaks. The Cetus combat trials have also been updated for better guidance.
In late 2017, I started work on a small sandbox space game. There wasn't much to it. You could fly a ship, deploy mines, and build a few things. The star systems were auto generated. There were some wild creatures and your one ship, the Astrela, could laser them and fire the occa
In late 2017, I started work on a small sandbox space game. There wasn't much to it. You could fly a ship, deploy mines, and build a few things. The star systems were auto generated. There were some wild creatures and your one ship, the Astrela, could laser them and fire the occasional torpedo.
One year later and that had morphed into a full blown RPG with the Cetus campaign. Astrela Starlight was still pretty rough but went into Early Access. Several years later, ASL has now reached the completion of all of the original development goals, with a few changes and additions.
Thank you to everyone who has supported the journey of Astrela Starlight. From the Cetus, to the Saurum, the Avar, all the way to the Ecxos planetary station, I am sincerely grateful and hope you enjoy solving the mystery of Lystran. - Daniel C. Ray, author of Astrela Starlight
Development of the game will slow to bug fixes and features requests for now. Changes in this release:
Drag and drop functionality added to systems control.
Various UI sounds added throughout the game.
Volume control for UI effects.
Flight of the Astrela added to game start screen.
Final end game animation added with credits and dedication.
Fixes for derelict ships that kept exploding.
Alert sound added when a ship switches to hostile.
Pause system updated.
Reclaim 'Y' key added.
Minor bug fix in Quest guidance code.
Polish of Ecxos, Hohlrom, and many other UI elements.
All trade stations now have a communication item for "Trade" in additional to the usual trade button.
Fixed issue with ship recall system and ship name.
Fixed issue where the player could jump a station through someone else's Lygate.
Single ship recall added for trade at Elpin station in upper systems.
Mini-star model updated to look like an actual star, changes based on high material.
Animation added to celestials when high material changes.
Render changes and updates to dust field.
Coordinate offset added to game to fix odd oscillation issue when far out in star systems.
Minor changes to weapon beam renderer.
Fixed issue with how aux rector cooling boost was calculated.
Total redo of Stardock model. Model now visually shows when Refinery, Shipyard, and Factory are mounted.
Final version of derelict ship salvage completed, trade to remove contents, then reclaim the vessel.
Minor tweaks to several ship's mass and turn rate for better engine performance.
Updates to VSync code and frame limiting.
Some audio normalization and changes to the main voice of the game.
Button added in graphics settings to switch windowed <-> full screen. Graphics settings can also be controlled by holding CTRL while starting the game.
Today's release contains Quest Guidance. Quest Guidance adds indicators to the HUD, jump system, and Galaxy Map showing targets that are part of the quest. When starting a new game, the player will be asked if they wish to enable Quest Guidance. When loading a save game that was
Today's release contains Quest Guidance. Quest Guidance adds indicators to the HUD, jump system, and Galaxy Map showing targets that are part of the quest. When starting a new game, the player will be asked if they wish to enable Quest Guidance. When loading a save game that was saved prior to this release, the player will also be asked if they wish to enable Quest Guidance. Quest guidance can be enabled/disabled and configured in the Quests menu.
Also in this release:
Major performance update to the jump process and star system loading process. Building star systems is never easy.
Several graphical changes to the UI. Some minor polishing of menu functions.
Fixed issue where some ships showed as having trade items in the Target Info screen when they were empty.
Svem was causing the Cetus anomalies to visually appear unsealed after completing his quest, fixed.
Fixed an issue with the Toreisan blocking the jump system in Tord.
Radiate level in Nidium has been lowered.
Plaesmrc ship is now radiate immune.
Plaesmrc ship now comes equipped with the Hohlrom generator. Generator can still be built separately.
Verbose help menu added to the Lygate system. Describes the process of Lygate connection and usage.
Addition of Player Information menu to the upper right of the radar. Shows total score, quest completion status, and general status.
Target Info rename wasn't accepting 'enter' key in some cases, fixed.
When communication ends, camera will swing around and face original target.
Several updates to the main help screen to show new UI and added features.
Some items in Quest information were updated to better describe what's been completed for certain quests.
Factory Lv2 no longer requires equipped Factory Lv1 to build, same for Lv3, doesn't require Lv2 or Lv1 to build.
Repair crews now operate across the entire ship instead of being divided equally between systems, making repairs more efficient.
Mines now are now materialized at the celestial target instead of having to travel there. Player must be within 2,000k of celestial target in order to deploy mines and other orbital stations.
The experimental branch of Astrela Starlight is the last step before release. Everyone is welcome to use the experimental branch. If you wish to join the experimental branch, go to your Steam library. Right-click Astrela Starlight, choose Properties -> Betas -> select the "
The experimental branch of Astrela Starlight is the last step before release. Everyone is welcome to use the experimental branch. If you wish to join the experimental branch, go to your Steam library. Right-click Astrela Starlight, choose Properties -> Betas -> select the "experimental" branch, and the password is "theaslexperiment" without the quotes.
Builds in the experimental branch are for testing only. Updates are made without warning or announcement. Updates made to the experimental branch may cause bugs and break any functionality of the game.
The latest round of updates in mainly focused on some performance items, the HUD, and working with celestials. Several other items included below: Update to HUD for more usability. Overlapping HUD items further away will fade behind closer ones. Active target will always appear i
The latest round of updates in mainly focused on some performance items, the HUD, and working with celestials. Several other items included below:
Update to HUD for more usability. Overlapping HUD items further away will fade behind closer ones. Active target will always appear in front.
Some celestial updates to Nidium to fill in the empty area of the system.
Added more Elpin to Celor system.
Fixed issue when merging Astrela and Tserilecx where some materials in storage didn't merge.
Several updates to Astralecx model, textures, and engine effect.
Navigation pop-up could appear on occasion when communications was active, fixed.
Minor updates to audio and UI.
Changes to Hohlrom menu for easier understanding of resources required, also better clearance checking.
Updates to Lygate system for better clearance checking and object behavior after jump.
Changes to anomaly missions and effects to better show that specific anomalies have been sealed.
Items in orbit of an Excos target world are now removed.
General performance updates to loading star systems, objects, and some UI items.
NAV radial occasionally showed on non-player owned vessels, fixed.
The latest update has moved from the experimental branch into general release. This includes some changes to models, effects, and other general bug fixes. Changes included in this release If a vessel is permanently wrecked, its cargo can be salvaged, and now the vessel can be rec
The latest update has moved from the experimental branch into general release. This includes some changes to models, effects, and other general bug fixes.
Changes included in this release
If a vessel is permanently wrecked, its cargo can be salvaged, and now the vessel can be reclaimed.
A small green dot will now appear on the mining station screen. The dot indicates that another mine is orbiting the target celestial and is already mining the noted resource.
New models of the Astrela and Tserilecx have been released along with new engine effects.
Engine effects have been expanded to all ships in the game.
There were some camera jittering issues related to the Tserilecx' tractor beam, fixed.
Filters have been added to the trade menu. Previously selected items will not be filtered.
Changes to deep scan detonation quest for more helpful descriptions on where to search.
Teselor is now identified as a Citetrek corporation vessel.
Ecxos reactors quest now shows that you have talked to Wile.
Some minor UI updates in the databank and changes to material images contrast.
Extra wrecks added to Tord as a further breadcrumb trail.
Cleanup of duplicate materials in a few UN sectors.
Available materials increased on Hohlrom created celestials, still reflects system radiation level.
Minor text update to Lune's wild cap station mission referring to Rheel.
The five rifts mission now recommends setting pulse to max range.
Screen resolution mode list now shows refresh rate.
Fixed issue when returning to loading screen, then starting a new game, where menu remained.
Summer update is here with some community requests and other tweaks and cleanup. Community requests: Databank entries can now be set as a priority so they show at the top of the list, like mines. Copiae will show incoming streams from the mines in the system. Saurum Lv2 H2 collec
Summer update is here with some community requests and other tweaks and cleanup.
Community requests:
Databank entries can now be set as a priority so they show at the top of the list, like mines.
Copiae will show incoming streams from the mines in the system.
Saurum Lv2 H2 collector added, collects up to 200, requires Lux.
Updates to the speed and visuals of the jump system.
Other changes:
Minor UI changes in radar, target info, quest interface, and main engineering.
Target info mode-swap has pop-up description and disappears when not required.
Fixed intermittent issue with enter key in save game window.
Mouse pop-up in upper left quadrant of the screen will show lower to the right so it's not under cursor.
Several small tweaks in the UN and UNN star systems to balance resources.
Two extra wrecks added in Tord as a better breadcrumb trail.
Extra comet added to Osti for resource balance.
Avar Fuge trade station Lv3 ship changed to Lv5.
Two new nebulae added in Saurum Lacu for better visual effect.
Audio tweaks to Rheel and Maelir.
Some cleanup to Como's derelict model.
Planetary engine fragments will no longer show in systems control, they will also be removed by Skal at end of mission.
Minor update to ancient stardock quest information.
An update has been released from the experimental branch with various player related fixes and some community requested features. The "next enemy" HUD algorithm has been updated to better find nearby hostile vessels and cycle through them in order. Minor update to the vessel expl
An update has been released from the experimental branch with various player related fixes and some community requested features.
The "next enemy" HUD algorithm has been updated to better find nearby hostile vessels and cycle through them in order.
Minor update to the vessel explosion effect.
The pulse system's "north" pointer has minor changes to the model and texture.
Various small text updates to some quest information items.
The Astrela's specularity has been lessened, helping with bloom.
UV update on the Lv1 and Lv2 mining station.
Issue fixed in the Galaxy Map where the jump button was taking too long to become available.
The navigation UI can now be locked open by clicking on the steering wheel. Forward, reverse, left, and right can all be held down the UI, like holding WASD.
Some 2D image updates to NPCs, quest items, and the radar system.
The solar info and HUD filters pop-up would overlap in some circumstances, fixed.
Minor changes to some object names in Nidium, Thetan, and Osti.
Issue fixed with sound mixer that was causing a scratching noise on load or system jump.
Some encounters data wasn't unloading properly. Now being cleared as expected.
Vessel collision damage system updated for more dramatic effect based on velocity.
Vessels that are permanently derelict will no longer show a faction in the target info.
"Control this object" button in encounters fixed.
Some minor UI updates and more explanatory pop-ups in Main Engineering.
Ship's system information modifier removed from info window, replaced with mass and energy boost.
Jump points are always marked as scanned and show more appropriate target information.
Issue fixed where Copiae would sometimes pull resources during a jump.
The latest set of updates has changed the way weapons are released from various ships. Several audio updates and cleanup of how asteroids and comets are named. Weapon mounts and locations updated on all ships in the game. Repair related audio now states "vessel" repair instead of
The latest set of updates has changed the way weapons are released from various ships. Several audio updates and cleanup of how asteroids and comets are named.
Weapon mounts and locations updated on all ships in the game.
Repair related audio now states "vessel" repair instead of just hull.
Asteroids and comets in all star systems now use standard naming.
Audio for highest power setting changed to "Battlestations."
Button added to trade menu for select and deselect all.
Several changes to help screen showing default keyboard mapping.
2D images updated throughout the game with better textures.
The reclaim verify screen now shows materials that will be reclaimed.
Bow and stern lights added to the Tserilecx, are we coming or going?
Several updates to NPC descriptions and text in quests.
First update since full release. Some general functionality changes and weapon re-balancing. Most notably, the Level 2 mine schematics added in Obice. Level 2 mine added to the trade station in Obice. Lv2 will mine all resources on a celestial in sequence until the celestial is d
First update since full release. Some general functionality changes and weapon re-balancing. Most notably, the Level 2 mine schematics added in Obice.
Level 2 mine added to the trade station in Obice. Lv2 will mine all resources on a celestial in sequence until the celestial is depleted.
An issue was fixed with power systems calculation.
Blackout transitions between menus have been updated.
Advanced engineering system added for better information about each vessel.
Scanner and detection range colors on the radar were changed.
Objects will update on the radar when coming into detection range.
The radar list will now show what objects have been scanned.
Mines will now scan a short distance around them.
Scanner Lv1 detection range updated to 6000k, scan range to 2500k.
Slights updates to Kyraine, Dolan, and Deca's dialogs.
Reclaiming a target will automatically switch to the next owned target.
Several updates to the available materials in Kattar asteroids.
Deca's first mission reward updated to Lv2 Cetus flight enhancement.
Total update and re-balance of all weapons in the game.
Wild rifts will no longer show on radar.
Update to Toreisan weapon images.
Increased total Thorite in Medius.
Visual updates to lower HUD.
Location of Exolux asteroid in Ius updated.
Some resource changes in Janua.
Pulse range slider now shows the Pulse detection distance.
After two years of development, Astrela Starlight has finally transitioned from Early Access to Full release! Lots of updates over the last two weeks. Work continues based on community feedback. Changes to several Cetus trade stations for more space and appropriate goods. Updates
After two years of development, Astrela Starlight has finally transitioned from Early Access to Full release! Lots of updates over the last two weeks. Work continues based on community feedback.
Changes to several Cetus trade stations for more space and appropriate goods.
Updates to celestials in the Cetus star systems for better resources.
Mining button graphic flipped for on/off mode.
Mines are auto targeted when deployed for easy configuration.
Celestial sensor Lv1 price reduced to 100 H2.
Lighting directions updated in several systems.
Added left shift key to filter HUD and only show player owned vessels.
Added 'R' key to switch HUD target to next owned player vessel.
Button row added on lower HUD.
Dirn will now remove tungsten from inventory upon quest completion.
Hullust moved to Thetan with new mission for mining resources and learning how to use the Copiae. Ship updated to a Cetus frigate.
Deph's resource requirements reduced.
Svem's dialog updated.
Mining station reclaim is now 80% of original cost.
Copiae storage increased.
Hydrogen giants added in Cetus space.
Backspace and ESC key added for radar controls.
Dolan's audio updated for more information on scanning the wrecks.
Fixed issue buying engine in Volri.
Fixed issue where station with recall equipped could recall itself causing HUD crash.
Skal mentions using pulse to find derelicts.
Nanta's mission now states how close to build the Lygate.
Build menu will now close when building an objects in space.
Unscanned celestials count in telemetry was fixed.
Repulsors changed to Pulsors, will pacify hostile wild creatures.
Celestial fragments updated with the system name where they were found.
Overlay issue with repair H2 count fixed.
Some audio elements have buffer added to stop replay when buttons are multiple pressed.
Ecxos trade range updated to 1000k.
Port and Starboard slots on Astralecx set to XL.
Ecxos cost updated with more neutronium.
Derelict Astrela and Tserilecx have proper images.
Recall to station starts jump system cooldown.
Vessels that are jumped in now have default names.
Pulsor cap station states range in databank.
Pulsor Lv2 iron cost reduced.
Databank filter for NPCs is filtered by default.
Rogue is now spelled correctly. Rouge is a color.
Cernaw's audio configuration updated.
Copiae will now transfer 100 mass per cycle, fixed neutronium issue.
Trade stations now limit trade loss.
Camera tracking height lowered slightly, pulse result raised slightly.
Trade station communications window avatars updated.
Astrela will now repair systems once the hull is fully repaired.
Hohlrom detonation must be initiated from a remote vessel.
Minor polish to the Engineering panel's power controls.
Reisian and Entriden avatars updated.
Refinery UI updated to show resources on target vessel only.
Performance update to the main jump control.
Cernaw's mission updated to say there are two anomalies.
Additional Elpin added near Como's derelict ship.
The right-click pop-up window has been disabled.
Renan's mission mentions Deca's location.
Cernaw shows information when each anomaly is sealed.
Additional quest information items added for the four leaders and Praeter in Northern Eminations.
Minor update to how the game controls screen resolution.
Lygate menus polished.
Any vessel with a shipyard installed can now repair hulls and systems, same as the Astrela, and at greater range.
Coffee added to radar.
Pore's mission control updated to fix repetition issue.
Fixed camera issue when going back to the entry screen.
Cetus combat trials are completed. Forward systems are locked until completing each trial. Trade station audio updated.
Minor text alignment changes in system information screen.
Galaxy Map updated so systems can be clicked on and set as center. Jump button polished.
Lots of audio and volume changes throughout the main story.
Fixed issue with music some sounds not using the correct mixer.
Pulse particles speed increased.
Velocity and axis lock on celestial objects has been updated.
Binaries for MacOS marked as x64.
Early Access information removed, thanks for supporting indie games!
Lots more audio and bug fixes this week. The NPC Hullust was moved to Thetan and a mission created for the Copiae resource station. Cetus Trade Station name updated. Ruby count on Kattaran updated. Mine on/off graphic updated. When switching to a mine, the mine will become the ta
Lots more audio and bug fixes this week. The NPC Hullust was moved to Thetan and a mission created for the Copiae resource station.
Cetus Trade Station name updated. Ruby count on Kattaran updated. Mine on/off graphic updated. When switching to a mine, the mine will become the target for easier management. Celestial Sensor Lv1 price dropped to 100 H2. Inore and Arae systems light updated. Holding down shift will now filter the HUD to only Reisian vessels. Dirn will now take the tungsten at mission completion. The 'R' key will now change the target to the next owned Reisian vessel. Dephs audio redone and his required resources reduced by half. Cetus station voice updated. Svem's audio redone to match text.
Major audio updates this week as we continue towards full release. Fixed issue with purchasing shipyard schematics in Arae. Added Copiae station to Cetus station and Avar station. Added the Stardock recall system to two Saurum stations. Major changes to Dolan's audio. Cetus, Saur
Major audio updates this week as we continue towards full release.
Fixed issue with purchasing shipyard schematics in Arae.
Added Copiae station to Cetus station and Avar station.
Added the Stardock recall system to two Saurum stations.
Major changes to Dolan's audio.
Cetus, Saurum and Avar trade stations have complete audio.
Praeter's audio volume increased.
Reisian audio for Dolan and Dera fixed from "I" to "we".
Sloar now properly mentions Devoran at the end of the Saurum gravity quests.
Caldus and Vertec voices updated.
Some changes to Reisian audio for Dereto.
Dereto's voice completely redone.
Wile's audio finalized.
Repaired some issues with standard auxiliary system loadouts on defense stations.
Major updates this week to the radar systems. Both radar screens have been completely re-written and polished. The avatars for each object in the system have been updated and some issues fixed with scaling. The rotating detection and scan range bars should behave and scale correc
Major updates this week to the radar systems. Both radar screens have been completely re-written and polished. The avatars for each object in the system have been updated and some issues fixed with scaling. The rotating detection and scan range bars should behave and scale correctly. Most importantly, the performance of the radar within the game and when it is being interacted with, has dramatically improved.
The journey field, which is the dust surrounding the current vessel, has been updated. It should better track the active vessel and be more visible as vessels move. In addition, all vessels other than the Astrela, Tserilecx, and Astralecx, must now be within 200k of a jump exit b
The journey field, which is the dust surrounding the current vessel, has been updated. It should better track the active vessel and be more visible as vessels move. In addition, all vessels other than the Astrela, Tserilecx, and Astralecx, must now be within 200k of a jump exit before jumping out of a system.
Lots of other bug fixes and updates this week:
The speed bar wasn't always updating correctly when vessels were changed.
H2 collector particle field is now rotated correctly.
The Ecxos cannot be towed by the Tserilecx or Astralecx.
The Ecxos cannot project itself to another star system, it must use the Ecxos jump drive.
The regular jump menu has received several performance updates. It should load must faster.
Lygates cannot move the Ecxos.
Keys to switch between targets and the current ship are now disabled during a jump.
Descriptions of Reisian vessels in the databank has been updated.
All objects that are capable now have a viable reclaim. Usually gets back about 50% of what it took to build.
Major update to the various nebulae this week. Color and textures changes, along with a significant improvement in performance using a new type of particle system. Also this week: Significant changes to the build system and game's size on disk. Disabled control of ships heading u
Major update to the various nebulae this week. Color and textures changes, along with a significant improvement in performance using a new type of particle system.
Also this week: Significant changes to the build system and game's size on disk. Disabled control of ships heading using the mouse. Some further smoothing of camera follow modes. Several changes to wild creatures and their attack methods. Fixed issue with sizing of some hover pop-ups.
Major updates to the mouse tracking system as well as the camera systems. All camera modes should be much more smooth. The mouse should be functioning slightly better when zooming in and out as well as rotating below the object that is currently in view. The tail of comets has be
Major updates to the mouse tracking system as well as the camera systems. All camera modes should be much more smooth. The mouse should be functioning slightly better when zooming in and out as well as rotating below the object that is currently in view.
The tail of comets has been updated to look a little better and use less particles.
All shield bubbles in the game have also been updated to better fit each ship and station.
Some final polishing to the refinery before release. Cleaned up the list that shows the material targets. Moved refinery selector so that it is next to refinery controls. General refinery graphics update. Selecting a refinery switches the target material to the current material t
Some final polishing to the refinery before release.
Cleaned up the list that shows the material targets.
Moved refinery selector so that it is next to refinery controls.
General refinery graphics update.
Selecting a refinery switches the target material to the current material target.
The refinery has gone through a first-stage polish. More polish work is in progress. A tow beam has also been added to the Tserilecx so owned ships and stations can be moved. Other changes this week: All HUD filters updated to be more readable. Trade/transfer changed to yellow. S
The refinery has gone through a first-stage polish. More polish work is in progress. A tow beam has also been added to the Tserilecx so owned ships and stations can be moved.
Other changes this week:
All HUD filters updated to be more readable.
Trade/transfer changed to yellow.
Star System Map renamed to Galaxy Map.
Further changes to the game loading time.
Anomalies show correctly in the HUD filter instead of "fountain."
Issue with navigation window closing prematurely fixed.
Reclaim pop-up window polished.
Camera movement in entry sequence updated to be smoother.
Rename screen polished.
Jump system should be somewhat smoother due to delayed cleanup of existing star system objects.
This week includes a major update to Astrela's loading time as well as an Unity update. Load time should be less than 5% of what it had grown to. Other parts of the game should load quicker as well. Also this week: Several changes and polish to the pulse wave the UI screen. The S
This week includes a major update to Astrela's loading time as well as an Unity update. Load time should be less than 5% of what it had grown to. Other parts of the game should load quicker as well.
Also this week:
Several changes and polish to the pulse wave the UI screen.
The Systems Control screen will now highlight compatible slots when you select a system.
Fixed issue when hovering over pop-up menus that was causing them to close before leaving the hover area.
Fixed issue with jump box not properly coloring locked gates.