Friday, August 9, 2019

Shortest Trip to Earth is fully releasing on August 15!


Hi everyone,

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

Check out the brand new launch trailer here:




What to expect

  • Epic battles with brand new ships, weapons and enemies
  • Two never-before-seen new sectors
  • An optional easier game mode and updated tutorial
  • Multiple game endings for you to discover

Plus much, much more!

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

- The Shortest Trip to Earth team :)




Sunday, June 30, 2019

Summer Update: Upgrades, Experience & Crew Assignments

Hello space survivors!


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



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


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

One-Click Crew Assignments



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

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

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


New enemies

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

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


New features and content

  • Major new feature: the "Crew Assignments" allows you to assign crew to various tasks with a single click!
  • Major new feature: hybrid slots can be now upgraded to weapon slots, along with other slot upgrades
  • New feature: each non-drone crewmember gets an experience level at the start of a new sector (except the 1st)
  • New minor feature: cheating smuggler ships can be now attacked
  • New module type & feature: ships can now have laboratories that generates credits as you travel!
  • New minor feature: some pirates now fear nukes
  • New minor feature: variety of game over texts after ship destruction. 
  • New enemy fleet types in levels 1, 2 and 4 (Life Tasters, Style Guardians, and others for you to discover)
  • New enemy ships (found encountering smugglers and Solipsists)
  • New crew skill: sensors (boosts range of all ship sensor operated by the crewmember)
  • Small content updates for 50+ events
  • New human crewtype: the scientist (starts with high science skill)
  • New modules, including: Tigerfish engine, Rats engine, Rats reactor, DIY rat shieldbattery, insectoid ECM, 
  • New ship weapons: DIY raygun varieties (heatray & EMP)
  • Sector summary panel now shows how many perks have been unlocked and how many there are

Balance

  • "Rogue rat" some ship walls removed and 2 extra nuke slots added
  • rebalanced Bluestar & Atlas
  • Ships now start with 12 cargo slots
  • Cannons, missiles, shields and ECMs are better now. Many missile weapons have new missiles
  • Explosives are much cheaper now. 
  • Good things in shops can now be more outrageously expensive, or a bit cheaper
  • more good but expensive things in some shops now
  • made universal expensibles shop module selection even better
  • Updated enemy crew & intruders in ships.
  • updated ships, weapons
  • DIY tanks and drones are now better
  • Shields and shieldbatteries are now slightly better
  • Updated drone fire resistances & desciptions
  • Increased fire resistance of player ships
  • Updated hitpoints of cannons, fire resistances of ships
  • Updated enemy ship deflections
  • Updated player and enemy crews
  • human crew stats rebalanced
  • updated nonhuman crew stats
  • spideraa ships are now stronger
  • Exotic cannon projectile can be seen by enemy point defences, but has 6hp
  • EMP weapon overloads now generally lasts 20 sec
  • Perk selection now shows the actual number of storage slots available in ship
  • almost all nukes have more hp now
  • reduced shield overload to 15 secs
  • module and shop price updates
  • updated pirate drones, smuggler ships, smuggler fleets

Visuals & misc

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

Fixes

  • Warping flash intensity slighltly reduced
  • Armored rat cryosleep module navmesh fix
  • A large number of rare or less evident issues fixed
  • Rogue Rat ship small fixes, removed old doors, slot numbering fixed.
  • Insectoid bossweapon now looks different on player ship
  • Crew names can now contain "e" again (was broken when hotkey e started closing crew panel)
Once again, we want to thank you for your constant feedback and support throughout Early Access. We hope you enjoy our latest improvements!

Join the Shortest Trip to Earth community!


Tuesday, November 20, 2018

One month after Early Access launch

Hello friends of Shortest Trip to Earth!  :)

More than a month has passed since we launched, and the feedback has been literally Very Positive, resulting 80% of players recommending to buy it:



So far, we've done 4 Updates:

Hotfixes and cloud saves
Balancing update
Content and crew behaviour update
Full tutorial and accelerated time update

Around December, we'll publish a roadmap for everybody to see what we are aiming for. 
For now, we will keep working on game UI, crew AI and various fixes.

Check our page on Steam:

Tuesday, September 25, 2018

Shortest Trip coming to Early Access!


Hello again, masterful space survivors!


Just letting you know that you can get Shortest Trip from Steam (Early Acces) starting from October the 9th!

If you haven't wishlisted Shortest Trip on Steam yet, please do. 
Indiegogo backers will receive their key via email.

Autumn has arrived, and we wish you all a merry time of fruits!

a world rich with micro-organisms
fruit ripe for harvesting
perhaps the leaves are edible as well?
bots ready to eco-harvest fungi
drones eco-harvesting fruit
fine selection of alien fruit

Thursday, February 8, 2018

Friday, February 2, 2018

We continue to work full-time on Shortest Trip *_*

We've been able to continue working full time and (if everything goes according to the plan) can continue this until Shortest Trip is ready and released. Expect more good news within February :3

Overivew of features & key changes since Indiegogo campaign demo:
(the new build is not out yet, we will let you  know when it is)

1. There is no constant resource cost any more.
    Instead, resource costs are now tied to distance travelled.

2. Aiming with ship weapons in combat is now done with the help of 
   "shot landing area" UI. The less accurate a weapon, the bigger the shot landing area.

3. Damage done against ship hitpoints is now visualized as scars 
    (damage tokens) on the ship which can be repaired by crew.

4. Some modules now work  without crew if ship bridge remains 
    operational (remote operation by bridge). Operating modules with crew also adds their skill bonus.

5. Enemy ships now have their own crewmembers who operate modules, 
    fight fires, repair stuff etc.

6. The main menu has a "Gallery" section where the player can collect pretty 
    scenery discovered in the game (currently a mockup).
    Numerous UI & smaller changes


And here are some screenshots and two new event illustrations for your viewing pleasure:





Saturday, November 4, 2017

Indiegogo campaign completed, 3rd adventure comic revealed
































Our Indiegogo campaign did pretty well! About 223 roguelikers contributed to our noble cause, and we were also approached by several cool publishers.
Before the campaign started, we agreed that development of the game itself shouldn't suffer because of it. The campaign probably earned a bit less because of that, but not delaying development is almost priceless for us :)
All Indiegogo contributors have our eternal gratitude and will receive a new playable within this year (seriously, thank you for helping us - we didn't lose our hope for humanity because of you!). We are currently working on a major combat system update. The new features havent been fully implemented yet but testing them feels already very satisfying. 

Follow by Email