Hey everyone!
Happy Monday! We’ve got some exciting news. Our latest Fleetbreakers trailer has dropped and has been picked up by IGN! Head over to their site to check it out: https://www.ign.com/videos/fleetbreakers-official-demo-trailer.
As if that wasn’t enough, we’ve also got a new demo! It’s been a relentless summer/early fall, but the end result is something that we’re extremely proud of and excited to get in your hands. To get things going, we’re running a community playtest for the next few weeks, hoping to get as much feedback from you, your friends, your family.
So, what’s new? Where do I begin? Dave put together a list that I included below for your reading pleasure. In summary, a ton has changed.
We’ve made huge updates to the story, to the resource system, to game balance. There are new ships, new enhancements, new relics. We added an early version of a save system. That’s just scratching the surface.
(One huge caveat and apology: the game is so different, we could not maintain your game states. We really want your feedback on the new prelude, story and early game balance. Again, apologies to those of you who are coming back! It is worth starting over with all of the new stuff, but we also understand that could be frustrating.)
With that said, we hope you enjoy the new experience. To play, you simply need to download or update the demo. Join our Discord or the post feedback in the Steam community section.
The demo is available now for free on Steam. Enjoy!
Yohan and the LK Crew
The Big Changes
All new resource balance and systems
Prisma is only used in missions
Science and Credits are used to buy things on the Starmap for the current run
Flux is used to buy permanent discovery buffs
All new relics
All new ship enhancements (squadron mods rolled on each ship)
All new colonies and colony techs
All new balance paradigm with clearer "good against" relationships
Assault ships are good against Siege ships
Siege ships are good against Guardian ships and Stations
Guardian ships are good against Assault ships
Specialist ships are 'unique'
All new energy and shield system for Cobalt Expedition faction (the faction playable in this playtest)
Ship and station shields require Shield Generators to be built in each mission
More Shield Generators mean more shields for each ship and station across the whole map
Mid-run save and restore
New Content and Features
New ships and stations
New ship abilities
New/more story
New objective system for story and mission objectives
New achievements
New permanent improvements (discoveries)
New and improved missions/environments
New encounters
Command All (commands all squadrons on map at once)
New edge-of-map rendering
Turret stations display range indicators during placement
Starmap biomes (regions of hexes with same environment and buff/debuff fields)
New prelude missions/onboarding
Notable Gameplay Changes
Squadron pop cap defined per ship type now, so squadrons have more varied pop cap and buffs can affect it
All squadrons healed and refilled after each mission
Players start with Energy Scouts once Energy discovery is unlocked
Stun not inherently associated with Energy damage anymore, stun duration defined by instigator now
Cobalt stations limited by active station count
Squadrons can queue ship trains
Ship LOS (exploration range) much more widely varied
Squadrons can be given queued commands while they are warping-in
Misc
Loads of FX and graphical improvements (including a ton of bugfixes)
Tons of combat improvements
Camera zoom is saved between missions
Controller improvements and added options (e.g. sensitivity, dead zones)
Better display of queued commands throughout game
Perf improvements
Loads of UI improvements and polish (more stats, more details, better buff/debuff display, more tooltips, etc.)
Unified UI toasts (fly-out messages)
Queued command bugfixes
More onboarding callouts (though still on accelerated roll-out pace)
Crash fixes
Ability execution fixes (more reliable now)
Better map generation (more reliable placement, less overlaps)
Health and shield pips are consistent now
Better difficulty ramping during the run
Various enemy AI improvements (more aggressive, less dumb)
Better surfacing of tips
Achievement button only shows the 'new' flag if there are legitimately new achievements
