Show/Hide Show/Hide

Nomads of the Fallen Star

 
Trading Cards IncomingJun 26, 2020 - Community AnnouncementsGreetings adventurers, Firstly, thank you all for the support! I was recently made aware that Steam enabled Trading Cards for Nomads of the Fallen Star, due to enough player interest. {STEAM_CLAN_IMAGE}/34274166/5eeafc8fc00a4c09d9544460a290078b595ce1c7.png It has been done and sent for approval, and shall be released as soon as it's approved! Regards, HuyPatch Notes (v1.09)Aug 23, 2019 - Community AnnouncementsJust a small update to fix a reported bug: * The mercenary mission to deliver a data-crystal to an agent in hostile territory could lead to combat against the wrong faction target or wrong NPC (near dead). It should now be functional and more dangerous (as intended). Have a good weekend and thank you for the support! -Huy https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34274166/91ceaf4994d8a3b2f9d52d263a32983138a27e91.jpgPatch Notes (v1.08) & Misc UpdatesMay 5, 2019 - Community AnnouncementsChanges in v1.08: * The slider when buying tradegoods has been changed to be less fiddly, it's now more precise for smaller amounts. * NPC scavengers when they have a bounty hunt contract vs player squad will now accept smaller bribes. Misc notes from the developer: I've ported the game over to mobiles, both iOS & Android recently, making the UI & text more suitable for smaller displays and touch interface. Android: https://play.google.com/store/apps/developer?id=Halfgeek iOS: https://itunes.apple.com/us/developer/anh-huy-phan/id896041754 Future game project: I had two game in mind that I wanted to work on moving forward, a fantasy open world with empire building inspired by Heroes of Might & Magic (3), or a new sci-fi space epic focused on large fleets & empire building. I've always loved space theme and sci-fi more than fantasy, but I hesitated to go down that route for the next game due to the many titles in this genre. Games like Star Sector and Stellar Tactics where its a one-man dev effort have raised the bar so high that I was afraid I had no chance to come close. But after much thought, and recalling why I became a gamedev in the first place, I decided to go back to my favorite genre: space. To travel among the stars as a nobody, to eventually becoming the leader of an empire and deciding the fate of the galaxy is too big a calling to ignore. :) With this game, I want to capture the dynamism and economic depth from Eve Online (I was an avid player back then in its early days), where player factions would wage war on each other, driven by the economic engine of resource gathering, shipping and production. Combat will be an expanded Star Nomad 2 style, real-time with tactical pause, with a focus on mixed fleet and space carrier warfare. While I may never reach the same level as those talented one-man devs out there, I will try my best to not disappoint gamers who also love this genre. Finally, I want to thank all of you guys for your support on this gamedev journey. -HuyUpdate #16: Tweaking time (QoL)Mar 20, 2019 - Community AnnouncementsPatch Notes (version 1.07.7): * Added separate icons for the current time mode, pause, 1x and 2x time in the top-left menu, besides the time-dial. * Clicking on these time icons will trigger the appropriate time mode. The current method; to cycle through pause/1x/2x modes, will remain as is for those who prefer less clicks. * When entering menus where time is paused, the game will remember your previous time mode. When you exit menus, it will no longer force 1x resume, but it will select the previous time mode. Thank you for playing and providing feedback. If you enjoy the game, please leave a review to support me. -HuyUpdate #15: Some QoL feature requestsMar 12, 2019 - Community AnnouncementsPatch Notes (version 1.07.6) - Added a function to discard unwanted cargo & equipment. In the squad inventory menu, + Left-Click on tradegoods or equipment icon to throw it away. - Expanded the Communications Log to include more older messages by selecting the next page icon (if there's older logs). - Updated tooltip for the Handgun Specialization Perk to indicate that it does not apply to Energy Weapons. - Changed the way the repair tools function, the squad will now only repair equipped weapons, armor and shields to not waste repair tools. Thanks to all of you guys for playing and supporting me. Have a great week! -HuyUpdate #14: Balance change & bugfixMar 2, 2019 - Community AnnouncementsPatch Notes (version 1.07.5): - Lowered the crafted armor optimal level for all recipes. The intent is to make armor crafting more attractive and viable compared to high tier armors from the factions. - Lowered Lamellar Armor damage resistance from 40% to 35% (damage threshold/absorb remains unchanged), it was previously too good for the common availability with stats similar to more advanced synthetic Combat Armor. - Fixed a bug with the Perk "Quickfeet", it should now correctly trigger +2 AP on movement once per turn. Thanks for playing and supporting my gamedev journey! Have a good week, -HuyUpdate #13: Camera control changes & improvementsFeb 26, 2019 - Community AnnouncementsPatch Notes (version 1.07.4): - Camera panning with the key will extend further, enabling you to pan across the entire worldmap. You may also right-click on the map and the camera will position there, releasing right-click will snap back to the squad. - The player squad will only interact with resource nodes on the map if they directly click on it. This should prevent annoying unwanted interactions during travel. - The 3rd squad member can be recruited earlier, this change is intended to improve early game progression. - Outposts will only show the mission icon if there is an available mission from random events (Raiders & Xenos). Major towns always have the mission icon active. - NPC faction militia will sometimes mention that to be their ally, you have to help them fight their enemies directly. - Fixed a bug related to crafting time and completion during resource scavenging. Thanks for playing, if you enjoy it, please leave a review! Have a good week! -HuyUpdate #12: Small bugfix and minor balance changeFeb 23, 2019 - Community AnnouncementsPatch Notes (version 1.07.3): - Fixed some typos and a few dialog choices. - Increased the NPC Scavenger jealously AI factor, when you compete with them on trading and trade missions, they will be more envious and it could lead to anger and other bad things. - Slightly reduced the maximum amount outposts will pay for Fuel Cells & Firesand. Both are lightweight tradegoods with too high profitability making it a no-brainer choice. Thanks for playing and I hope you all enjoy it, have a good weekend! -HuyUpdate #11: Trade mission log & bribing militia warbandsFeb 17, 2019 - Community AnnouncementsPatch notes: - The communications log for trade missions also displays the quantity of tradegoods that the town or outpost seeks. - Fixed a dialog bug when attempting to bribe hostile faction militia warbands. - The faction militia warbands have learnt to demand fraction-based bribes instead of a flat amount. As always, thank you for the support. If you enjoy the game, please leave a review to help me able to remain a gamedev. I plan to make a grand Heroes of Might & Magic 3 inspired dynamic open-world game as my next project, and I know I'm going to bite off more than I can chew, but I'll have fun doing it. Have a good week! -HuyUpdate #10: Some more improvementsFeb 14, 2019 - Community AnnouncementsJust a small one today. Patch notes: - The Option to auto-pause the worldmap on loading from town/battle also applies to when crafting is complete. The intent is to help players who miss the notification not waste crafting time idling. - Expanded the comparison tooltip (on mouse-over) for Weapons added in the last update to Armor & Shields too. - Fixed a bug with the squad sometimes moving to a new destination when clicking on the dialog choices to exit an interaction. The weekend is nearly here, have a good one all and thanks for the support! Oh, happy Valentines! :) -HuyUpdate #9: More UI & QoL improvementsFeb 12, 2019 - Community AnnouncementsSome more improvements based on player feedback. Patch notes: - Added a "Get All" icon in the post-battle loot menu to improve QoL. The tooltip will warn of the potential of carrying too much weight. - Added a weapon comparison tooltip. It will cycle through your recruits and find the most appropriate equipped weapon to compare with the mouse-over target when in the barter menu. When inside the squad inventory menu, it will compare with the currently selected recruit. - Changed the armor crafting to mention Takaya's level for more clarity. - Caravan guards on the map will carry more munitions so they can put up a better fight vs hostiles. Non-patch notes: It's been a slow start on Steam, but if I am able to earn enough money to pay the bills, then I will remain on the gamedev journey and begin a new project (while fixing bugs and polishing Nomads of the Fallen Star). For the next game project, I'm quite torn, so if you want to share your feedback and thoughts please do. I have narrowed it down to 2 game ideas. 1. A Heroes of Might & Magic 3 inspired dynamic open-world. Fantasy setting, with the focus on Empire building and management. Taking care of the supply chain to keep your people happy and productive, while you hire heroes to lead armies (with various mercenary recruits) on a worldmap. You can build farms, workshops & armory etc. in towns that you liberate to produce equipment for your armies. 2. A grand scale space epic, focus on larger fleet battles and Empire building & management. There's lots of spacesims these days, which is why I am hesitant to go with this option, but in my mind, I see the potential for a much better Star Nomad 2 style game as I've learnt a lot over the past few years to create meaningful depth. -Huy ps. If you enjoy the game, and want to say thanks, please leave a review! :)Update #8: Auto-pause on worldmap and a tweak to DC faction standingFeb 12, 2019 - Community AnnouncementsJust a small one today based on player feedback. Patch notes: - Added option to enable auto-pause when entering the worldmap from town or battle. You can toggle it on (default is off) in the Options menu. - Doing the Merchant Guild patrol missions and escorting caravans will also increase standing with Derelict City up to neutral. This should help those who found themselves on the bad side of DC and unable to enter to recruit a squad member. Thanks for the support and have a good week! -HuyUpdate #7: Faster Combat FlowFeb 10, 2019 - Community AnnouncementsLate-game combat can slow down due to lots of enemies, so it was something I noted from player feedback and my own play that I felt could be improved. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34274166/f526e3782c79d4b7e3335b345db951cd33502a1a.jpg I've updated the combat functions and AI checks to be quicker, and in my own testing, it is a lot better, with larger battles still flowing quickly. Other changes: - Increased the size of player & NPC squads on the worldmap based on the zoom level. It should be bigger when you zoom out. - Increased the size of the trade, raider and xeno mission indicators beside outposts when you zoom out. - Scavengers, Raiders and Mercenaries in late-game have access to better equipment so they are not a push-over. - Random encounter bosses have much higher morale. - Changed Scavenger AI, if they are low on Zen (money), they won't try to recruit more mercenaries at town and focus on making money instead. - Fixed a bug with Beastfury crafted armor stats. - Fixed a bug with trying to recruit Takaya with larger font option. Thanks to everyone who provided feedback, and especially to those who leave a review (it helps much more than you know for small solo-devs like me). Have a good week! -Huy Small hotfix 12th of Feb: A bugfix to prevent save-file corruption. Previously when you enter town it saves, however, if you hit ESC immediately upon entering, it will pause, and the save will not be completed. Thus, if you ESC then return to the title screen, it can corrupt your save. It takes about 1 second to save the game when entering town. I have released a small hotfix that prevents the ESC function until after 1 second upon entering town.Update #6: Some more improvements based on player feedbackFeb 9, 2019 - Community AnnouncementsJust a small one today... Patch notes: - The squad now can have a small speed bonus if they are carrying below 50% of their max carry weight. - Added to the squad's tooltip (flag) the current world-map travel speed. This is affected by your encumbrance. - Medium armor has been re-balanced to not have the 1 AP penalty. It felt too restricting for the upgrade path from Light -> Medium. It still retains the speed and evasion penalty to balance against Light armor. Heavy armor remains the most protective, at a cost to AP and hence, offensive power. - Added to the armor tooltip the AP penalty of the armor. - Fixed a bug that prevented DC Militia squads from leveling up as they roam and fight gaining XP. - Fixed a bug when players attack a wounded squad on the map (from a prior fight), their Hitpoints can be too low. - Fixed some typos. - Platesteel & Advance Combat Helm now repairs to 100% durability - Bone armor has the correct 6 STR requirement Have a great weekend everyone and thank you for the support! -Huy Update #5: UI improvements, larger fonts, game balancingFeb 9, 2019 - Community AnnouncementsI've been burning the midnight oil trying to get this update with the UI changes ready for the weekend. Apologies for missing it by a day. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34274166/91ceaf4994d8a3b2f9d52d263a32983138a27e91.jpg Patch notes: - Added an option to have larger UI, tooltip & dialog font. You can select it in the title menu's Options. I tested it on my small notebook and it's much better! - Improved the Squad Management UI, it is now less cluttered and more functional with the stats and combat skills separate. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34274166/e53ba52683a1a214f6ba28dbe6d40425d6d166cc.jpg - Made the mission waypoints larger and improved it's visibility on the map. - Squad & NPC talking heads also have a background talk-box to improve clarity. - NPC communications as you travel has a clearer font and a background talk-box to improve clarity. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34274166/575beb9677b1c802643aa3574c77e383d443c32e.jpg - NPC communications text slow down the fadeout if players are on 2x speed. - Added the ability to use healing items outside of combat, while on the world map to speed up hitpoint regeneration. Mouse-over the hitpoints bar for further information. Get Iona busy crafting those chems! - Resource nodes can now spawn within range of the player's vision. Previously, it would only spawn in the fog-of-war. This should provide more nodes in the late-game when there are many NPC Scavengers roaming and competing, clearing most of the nodes before the player has a chance. Yes, NPC scavengers steal your resources so take them out when you see a weak gang! - NPC Scavengers will not prioritize scavenging spaceship wreckage resource nodes when you progress to a story mission that requires those resources. - Increase space wreckage resource node spawn chance % slightly - The squad recruits will alert if supplies or ammunition is running low, and Iona will offer a tip on how to break open a box of trade-quality Munitions (S) or (L) for the squad to stock up on usable ammo. - The description of the tradegoods Munitions (S) and (L) have been changed to clearly indicate it's a box of ammo that needs to be opened for the squad to use in combat. - Expanded the tooltip within outposts & towns (the faction's flag) to indicate the importance of the economy, and added the export/import info. - Changed most NPC hand-gunners to wear light armor, they will have 8 AP and be more of a threat, while relying on their evasion & shield for defense. - Changed the description for Adrenal and Psycho items to clearly indicate they boost AP. - Fixed a rare OS timer-related bug which causes delays in menus or glitches on Windows 8. The changes to the UI and especially font-size involved many menus and dialogs, if you spot an error please let me know on the bug report forums. Also, due to lots of changes, if you see any weird glitches post-update, pl...Update #4: Changes based on player feedbackFeb 3, 2019 - Community AnnouncementsThanks for the great feedback, many of the things you guys request makes a lot of sense! Changes: * Added the function to hit ESC to exit out of menus. * Moved the mouse-click loot prompt to the middle so players can better see it and not exit battle without taking loot. * Change the font for the world events log to be slightly larger and more clearer. * Increase the scaling of text (squads & outposts) on the worldmap when fully zoomed out. * Added the town where you got the contract mission in the missions log to help you recall where to return to cash in. * Contract missions will indicate clearly that the time is in Days. * Added a tag in the weapon description to identify 1-Hand (1h) or 2-Hand (2h). Bugfix: * Fixed a bug where your squad could scavenge a resource node while moving to another location. Thanks for playing and if you like it, you can help me by leaving a review. Regards, HuyUpdate #3: UI improvements & bugfixFeb 2, 2019 - Community AnnouncementsThanks for your feedback, I'll try my best to improve the game where possible from your suggestions. Changes: * New combat UI, to make it clearer the Hitpoints and Action Points of each unit, without relying on mouse-over for the details. Hopefully you find the new design both informative and not too cluttered. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34274166/cfd5a4ea0de340b2f041c6914cada34e1cde7031.jpg * Increase the max zoom out limit to see a larger area of the world. You can use it in combination with camera panning (Shift) to find distant locations. Bugfixes: * Fixed the data-crystal delivery contract mission (the choices now work). * Fixed instance of 0 tradegoods in the loot tables available for looting. * Potential fix for OS timing issues with menus for Windows 8.1, please note I don't officially support other Windows version besides 10 due to lack of testing machines. ----------------------------------------------- I am currently working on making the text/font larger to accommodate more players. However, due to my use of spritefonts and a lot of font-size dependency for the UI size & positioning, it will take me a few days to make sure I don't break anything in the process. Thanks for supporting me, if you enjoy the game please leave a review. It matters a huge deal for small-fry solo-devs like me. -HuyUpdate #2: UI tweaks and bugfixFeb 1, 2019 - Community AnnouncementsChanges: * When mouse-over trade, raider, or xeno mission icons next to outposts, it factors in the location of the screen your mouse cursor is at, so the tooltip will be presented in the screen area that you can see clearly. Bugfix: * Fixed the VIP escort contract to have a correct destination target. * Fixed a rare loot bug when you click on some items causing it to duplicate. If you have some quality of life suggestions, I welcome feedback on the discussion forum. Thanks for the support! -HuyUpdate #1: Added pause feature on worldmap and bugfixJan 31, 2019 - Community AnnouncementsIn this small update (v1.01), there's some balance changes, a feature add and bugfixes. Changes: * Added active pause on the worldmap: Space toggles Pause, Normal, 2x time. * When Iona craft items below her skill level and succeeds, there's a high chance she gains a skill level. * Combat Droid armor damage reduction and resistance lowered from 10/50% to 8/40%. * Particle beam weapon armor penetration lowered from 50% to 25%. Bugfixes: * Fixed inaccessible mission waypoints. * Fixed rapid clicks to confirm an ability attack triggering extra attacks for the player's squad. This bug also caused the turn order to skip some units. Both are fixed. Thanks for the feedback and support, it's very much appreciated! -HuyRelease day! A foreword from the solo-developer.Jan 30, 2019 - Community AnnouncementsG'day to my fellow gamers, Like many of you, I have probably spent way too much time gaming when I was younger instead of focusing on my study. Fortunately, I somehow managed to graduate university, and got a career as a research scientist. However, years later, I kept on hearing that voice in my mind, a reminder of missed opportunities to chase my younger self's dream of being a game developer. I didn't want to reach middle-age as a miserable old man... So I did it, I didn't know anything about coding, but I quit my career in research to chase that elusive dream. I started with tiny games to learn to code and progressed further as I learnt more. A few years later and a few games wiser, today, my biggest project which has occupied nearly the last 3 years of my life is releasing on Steam. If I could describe what Nomads of the Fallen Star is briefly, it is an intelligent economic simulation that creates emergent gameplay opportunities for the player. Your decisions matter. It will affect the gameworld, as factions wage war to conquer territory, as the colonists and merchants roam & work the wasteland to survive... you will be there among them, how central a role you want to play is up to you. The story (main and side) is personal. It's themes are duty and personal responsibility and I hope many of you manage to reach the end. I look forward to hearing your thoughts and feedback, as well as any bug reports (hopefully not too many!) you may find in your play. I hope the game will be well received, if it manages to sell I can continue this gamedev journey towards greater games in the future. If it bombs, let it be an example, for anything worthwhile in life is hard. Regards, Huy ps. If you're a content creator or curator on Steam and interested in reviewing this title, feel free to contact me on twitter (@AH_Phan) or email.