
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.
THIS IS A WINDOWS UPDATE ONLY.
I am still working on the Linux version. It\'s taking longer than I expect but progress is still on going.
Fixed a bug in Mission 8 that could cause enemies to not target the mission area.
[/*]Fixed a bug in Mission 6 that could cause the fuel rods to spawn in the wrong spot.
[/*]Fixed a bug that could cause enemies to lose track on the player after the player died despite being configured to not lose track on the player **(Still testing this!!)**
[/*]Fixed a bug in the Mission 16 script that could break the mission and stop players from progressing.
[/*]Reduced the cost of all modules, fighters, and weapons by half.
[/*]Potential fix for a crash that could make the game unplayable on some systems. crashing on startup.
[/*]Fixed a bug that could cause spawns to not appear in the right spots on the Hoban\'s Run Mission.
[/*]Fixed a bug in Mission 6 that cause enemies spawned at the Depot to retarget to an environment path on spawn.
[/*]
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