
The Gameplay of Pirates of Frontier's Reach will see the player skip the long trips between locations and drop right into the action. Taking on Sorties players can test their loadouts against a swarm of enemies of a single type. While on Patrols players can pilot their starfighter around areas filled with obstacles and secrets where barnstorming will be the only way to get the prize. And Campaign missions will keep the story moving forward and unlock new and interesting starfighters and weapons for the player to use.

The Starfighters of Frontier's Reach are old and rugged but more than a fit for the jobs they fill out in the frontier worlds.

Pilots Serving in the Privateer Fleet will have the ability to fit different weapon systems to their starfighters to meet the needs of each mission they take on.

Outfit Your Starfighter and tweak performance parameters within various ranges to achieve the desired performance you want out of a starfighter.

Fly From the Cockpit or Third Person Perspective and experience a difference in both the game difficulty and immersive value. The choice is yours!
The Future of Pirates of Frontier's Reach is one in which I will use the automation tools I've crafted over the past few months and plan to refine in order to deliver weekly story driven content for the community to engage with.
The Multiplayer of Pirates of Frontier's Reach is currently not being planned at all but the future is a crazy place so things may change.
Blind Alien Productions is a small team made up of the following people.
Scarlett Toney aka Soliloquis - Co-Founder, CEO, and Lead Unity Developer.
Tucker Wolf aka SaburewolfJR - Co-Founder, Character Artist, and Lead Unreal Developer.
Alberto Vazquez aka DarksithKnight - Co-Founder, Lead Level Designer, and Prop Modeler.
Bharat Mallula aka ROG242 - Business Consultant, UX and UI Designer, Art and Design Consultant.
Zachary Gray aka the New Guy - Systems and Gameplay Programmer.
While the roles here are the most prominent, the team as whole shares a lot responsibilities across the board. As such, most everyone touches on or provides feedback on just about every aspect of the game.
A number of quality of life tweaks and bug fixes have been made.
- volume on cockpit notifications
Cockpit notifications have been partitioned out to their own audio mixer so that the volume can be changed independent of all other volume settings.
- stereo effects on incoming beeps.
Some slight stereo effects have been added to incoming missile notifications for those missiles that are close enough to be an immediate threat, this is still be tweaked but it's functional.
- Setup wings default for the warmap.
When playing on the warmap which ever wing you select before starting a warmap mission will be stored and recalled later when you go to run another warmap mission immediately after completing or abandoning a warmap mission.
- Fix placespace boundary not deactivating RCS mode.
Hitting the playspace boundary should now deactivate the RCS thrusters.
- Tone down sparks emissive
Reduced emissive value on sparks in the cockpit.
- Rename vent target tags for fuel station on Katedralli
- Check collisions on cargo crate stacks
Modified collision boxes on a stack of cargo containers for greater accuracy.
- Typo in mission for getting Prince Edmund alliance
- rename train target tags
- check waypointer on Brigade Carrier Assault scenario.
Modified the Brigade Carrier Assault warmap scenario to better guide the player through the scenario at the beginning.
- Add an objective step to the Brigade Carrier Assault to better track and describe what is going on.
Modified objective description to better explain how to complete the scenario.
- make some tweaks to flight saving and loading.
Fixed a bug that could make saved flights break warmap scenarios.
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