Full notes
Full Rogue Eclipse update
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What changed
- Gameplay
- UI and audio
- Events
Rogue Eclipse changes
Howdy howdy,
Hope everyone has been keeping well; thank you all so much for the support, kindness and outreach for the release date reveal! We’re honestly incredibly grateful, overwhelmed and humbled by the amount of love and positivity we’ve seen for the game!
As we (iA) head into launch imminently I figured I’d take the opportunity to go over some of the changes that have been made since the demo last year!
Controller/Gamepad Presets:
I’m pleased to say we’ll multiple controller presets available at launch; for those of you eagle-eyed pilots there should be some familiar looking layouts in there 😉
In addition to this, we have controller sensitivity, mouse sensitivity and inverted axes so in theory that in tandem with the presets should hopefully have most folks covered!
Post Launch we look forward to adding fully remappable controls (if there are any control/gamepad presets that ya’ll would like us to add in the meantime we’re more than happy to investigate integrating those into the game!)
HUD Revamp:
We received extensive feedback about the HUD presentation for Rogue Eclipse, we’ve combed through everything that was provided through the feedback form, forums and livestreams - to put it bluntly every single aspect of the HUD has been completely looked at. From the typeface to line thickness through to the shapes we very much revamped the visuals.
BEFORE [1] / AFTER [2]
Just to highlight a few of these changes:
Any tuning upgrades you’ve selected for your starfighter is now directly reflected onto the HUD
When you destroy enemies starfighter regeneration is far clearer on screen
As combat gets more intense we’ve added minor elements to ensure that you can still see the HUD even when all of the explosions are on screen!
Menus Refresh:
Menus have also been adjusted, not as significantly as the player HUD but nonetheless typography has been swapped out, the buttons have been made larger and moreover there was an extensive focus on ensuring the readability was improved on handheld. The first image is what we had last year, the second image is from this year (we also indicate your previous selection as well in the case of the launchbay!); feel free to swap back and forth to see the differences!
BEFORE [1] / AFTER [2]
Visuals:
Our environments, skybox and lighting have gone through some pretty significant overhauls! I’d like to particularly highlight the work done by our Environment Artist Dan Cordell and Tech Artist Jodie Azhar who have really enriched and breathed more life into them. We can’t wait for ya’ll to see the spaces you’ll be blasting through when the game launches!
Localization:
We have seen the requests and we’re actively looking into additional languages to include in the game post-launch, please stay tuned for further updates on this front!
Press Preview:
I’m pleased to say last week we had a special hands-on press preview with Rogue Eclipse as a part of ‘ For One Night Only ’, an event hosted by UKIE (special thanks to them for hosting us!) There’ll be a livestream on the 29th of July 7pm BST on Twitch, Youtube and Steam so be sure to check it out!
Right, with that in mind we’re gonna get back to finishing Rogue Eclipse - please continue to wishlist and share Rogue Eclipse on your socials of choice (Bluesky, Youtube, Tiktok) and we look forward to sharing more updates soon!
Thank you all so much again and hope everyone has a wonderful week!
Husban (Mcdoogleh)
Source
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