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No amount of modding of Freelancer could give the features we offer, including a dynamic economy, in-game ship customization, and first person portions on stations and planets. You are welcome to join our discord[discord.gg] and try out our demo [pastaspace.itch.io] to see for yourself.
As someone who is a self-proclaimed expert in space gaming, I can confidently say you're an idiot. Do your research before making such baseless accusations, you feckless clown.
I'm playing the demo right now. While I admit my post was completely wrong, my assumptions before playing it were justified as the similarities were blatant and game cloning is definitely a common issue among classic games.
Trade lanes, aim assist, flight controls, docking stations, UI, menu layout, everything graphics detail related, etc... they all looked near identical to a modded Freelancer. Plus the mention of mods of a completely other game somehow being compatible to this game... I mean, how can anyone not make this assumption.
But yes, this is definitely a new game with new code. I just don't know why this dev decided to use so much of the outdated features of Freelancer in the new game. Why not use a more modern engine with modern graphics?
Also, the ability to walk around seems to add nothing at all to the game in my opinion. Maybe that will change as the development progresses, I don't know.
Also, Dynamic Economy does exist in the Freelancer Crossfire modpack, which is why you have to update every time you launch the game. I hated it though. Hopefully this one is better.
I'm not sure what "modern features" you think the game needs and that Unity somehow isn't a modern engine. We have full PBR support, dynamic shadows (coming in the next demo), HDR, all the forms of AA that people think are cool, global illumination, volumetric lighting, etc. But the game is also designed to scale across a wide variety of machines.
The ultimate goal is to take a classic space game that has never had a worthy successor and has long been considered abandonware, and build upon it in ways that nothing else can.
Unfortunately, NPCs look pretty bad in this game, I assume they're just placeholders given that they all seem to look the same too. Every texture currently looks like they're very low resolution / poly and I also had to disable a few settings cuz it all looked a bit blurry / gross when moving around in space. I could be wrong, but I don't think a classic look really works with 3d space games like this, especially given the competition out there.
A bit off topic here, but there's other feature flaws like it'd be nice if we didn't constantly have to wait in line for really slow NPCs to dock to stuff (especially since that wasn't a thing at all in Freelancer for trade lanes... only for stations, which wasn't quite as bad as this). Also, it'd be nice if the AI actually had some intelligence... for instance, pirates demanding money when my ship and level are far better than them and they don't stand a chance at all which was also an annoying issue in Freelancer too. And when they predictably flee after being wrecked, it'd be nice if it wasn't instant gone so we can intercept their cruise speed attempt like we could in Freelancer. Of course, these are all early days stuff in which I'm sure will at some point get looked into.
I don't know if your goal is to keep a classic look or something but with minor additions like HDR and whatnot, but I think texture quality / resolution matters way more in any game. HDR, AA, Shadows, etc are all just a nice extra.
You can bypass NPC queues by enabling manual docking (default L key). Pirates DO flee from you without a fight, but your overall level or power must be significantly over theirs, or you must be flying a particularly frightening ship (which are not available in the demo).
The instant flee is a bug however (and will be fixed in the next patch), you can disrupt NPCs still with the appropriate missile class, but they'll charge back up quickly.
I'll try manual docking again later, thanks.