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描述

Shortest Trip to Earth
From the writer of “Teleglitch: Die More Edition” comes Shortest Trip to Earth, a roguelike spaceship simulator featuring exploration, ship management, game-influencing decision-making and real-time tactical battles.

Onboard combat against hostile intruders is a messy business Explore a detailed and deadly universe Embark on a perilous journey through a procedurally generated universe and explore massive space sectors crawling with exotic lifeforms. Engage in action-packed tactical combat against hostile ships, boarding parties and inter-dimensional space monsters.

Each ship comes with its own strengths and weaknesses

Master the art of survival by customising your ship with modular components and perks. Choose from a range of spaceships and manage life within your vessel - from crew, pets and drones to ship modules and weapons. Shape your journey through hundreds of multiple-choice events, featuring unique hand-drawn illustrations.

A selection of crew types

Shortest Trip to Earth features unforgiving permadeath, but you can unlock perks to increase the odds of survival on your next run. Key Features

Master the art of survival in unexplored space!

Traverse a procedurally generated universe full of intrigue

Ship customisation & crew management

Epic real-time tactical space battles

Onboard combat, featuring hostile intruders, drones and battle-hardened pets

Hundreds of random events with unique outcomes

Uncover fascinating and exotic stories from across the universe
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螢幕擷取畫面

#1. Shortest Trip to Earth (GOG) 由: Iceberg Interactive
#2. Shortest Trip to Earth (GOG) 由: Iceberg Interactive
#3. Shortest Trip to Earth (GOG) 由: Iceberg Interactive
#4. Shortest Trip to Earth (GOG) 由: Iceberg Interactive
#5. Shortest Trip to Earth (GOG) 由: Iceberg Interactive
#6. Shortest Trip to Earth (GOG) 由: Iceberg Interactive
#7. Shortest Trip to Earth (GOG) 由: Iceberg Interactive
#8. Shortest Trip to Earth (GOG) 由: Iceberg Interactive
#9. Shortest Trip to Earth (GOG) 由: Iceberg Interactive
#10. Shortest Trip to Earth (GOG) 由: Iceberg Interactive

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新功能

  • 版本: Windows, Linux
  • 發佈日期:
  • Patch 1.1.16 (16 January 2020)

    We are truly excited to unveil this latest batch of hard work. From new difficulty options to upgrading cargo space & saving crew into quick selection UI; this update contains a lot of new features, while also making your life easier and rebalancing many things.

    Please read the changelog below for a full overview.

    New content & features

    Added one new game mode (Beginner mode) and updated existing modes

    New feature: Ship module storage can be now upgraded for greater capacity

    (the storage module is now visible in UI only)

    New feature: "warp to system" button in the star map view (in star systems that you can warp to)

    New feature: It's now possible to save crew members to empty slots in the quick selection bar

    New feature: It's now possible to change the order of the guns in the quick selection bar

    New feature (turned off in the beginner mode) "Permanent module damage": a critical hit (~20% of all hits) may reduce max hitpoints of module permanently by 50% (read the in-game help page about permanent module damage for full info)

    Improved feature: crew will load their combat weapons even during movement or mid-magazine (previously, reloading was possible only while standing and after emptying gun magazine)

    Improved feature: crew role button now opens when hovering over it

    Improved feature: selecting a module in loot panel or storage now activates Install/Move command, making placement markers visible

    Created new memorial service popup for pets
    Balance and related

    Multiple starting ships can be now unlocked during a single run

    Completing a level may now unlock both a ship and a perk

    The Tigerfish starting module set and stats have been improved. It's now a better ship

    Made most of the shield batteries better

    Reduced amount of intruders for some enemy ships

    Updated level 9 ships

    Added 2 nuke slots to a small Slaver ship

    Rebalanced the toughest enemy fleet in sector 1 (made it less dangerous)

    Swapped firefight and repair priorities for repair officers (should fix one navigation overload issue and repairing burning modules issue)

    Sector 2 boss won't allow player escape any more.

    Besides Cryosleep and Sensor modules, enemy ship crew now also ignores working in Garden and Lab modules during battles

    Smugglers now offer much more favourable deals

    All non-biotech reactors now also give explosives as scrap

    View sector button in sector map is now visible even if warping is not possible.

    Rebalanced stats of numerous enemy crew
    Updated info & visuals

    Updated Tigerfish description

    Updated ship health points hover text, it now shows remaining ship max hp and also combined permanent damage

    Enemy projectiles now have hover text describing how to prioritize those projectiles for point-defences

    SOS button is now animated when the player has no fuel

    Module hover box is now moved when over right or bottom screen edge

    Sectors text: "Sector info" changed. Minor changes here and there

    Updated projectile names

    Updated tutorial texts

    Artifacts have type icons now

    Enemy warp drives are now more closely monitored and "enemy warping" comtip is closed when enemy warping is prevented

    Added help page for permanent module damage

    Menu now shows what game mode is currently on Item hover in info panel now has sorting

    Crew level up icon now blinking in UI

    Most of the item hovers in PlayerPanel are now sorted by +- values

    Updated sector summary "perks found" hover text

    Changed organics pack avatar colour to green

    Moved craftable container modules from Essential to Cargo group
    Fixes and Misc improvements

    Major fix: idle enemy crew won't leave the ship any more on battle start

    Idle enemy crew accidentally outside their ship will now try return to their ship

    Fire officers now only see a fire in the same ship the crew is in. Intruders now only pick targets that are player crew and also in a player ship

    Fixed DIY bridge scrap cost

    Fixed 1 gas giant text

    Aiming a beam at an enemy ship without a shield doesn't highlight shield points bar under the ship any more

    Enemy warp drives are now more closely monitored and "enemy warping" comtip is closed when enemy warping is prevented

    FirstGameLoad scene now shows "Loading..."

    6x cryosleep attempted nav-mesh fixes

    Game loading is now faster and UI stays responsive (asset bundle loading is now asynchronous)

    Ship modules can now be placed and replaced with right-click into storage panel UI

    Removed one name from human name pool, reduced level4 boss beam weapon accuracy by 1

    Fixed a bug that caused all game modes to apply beginner starting resources

    Storage UI element animation tuning

    Fixed one com channel picture in the tutorial

    Fixed sound issues when multi selecting crew so that multiple quick selection slots get selected too

    Fixed an issue where drag selecting a crew while it dies caused a drag selection box to not to disappear.

    Fight fire command is now a priority over the repair and operate command when hovering a "burning module"

    Fixed an issue that tutorial sometimes got beginner mode starting bonuses (when the previous game was in beginner mode)

    Repairs stopped comtip is now triggered more reliably when repairing stops
    Patch 1.0.14 (13 September 2019)

    Hello and merry existence again, fellow space rogues!

    Todays update will provide all-round gamewide optimizations to many parts of the game, and most importantly rebalances many enemies (making them stronger), including bosses and hostile SOS fleets.

    Read the full changelog below for specifics:

    New stuff

    New (optional) enemy added to sector 7

    Added Bluestar victory achievement

    Added "current weapons DPM" to Ship stats panel

    Removed walls from Atlas warp drive slot

    Only one ship can now be unlocked per run

    Module actions (move, scrap, store) now disabled when it would destroy the ship due to reduced ship max hp bonus

    Module slots upgrade/downgrade button is now disabled if the action would destroy the ship

    If there are unused skill points on level start then comtip will ask if it should auto level up crew

    Load crew/power profile buttons are now keybindable
    Difficulty affecting Rebalances

    Gave all Spideraa ships more crew

    Sensor module "Sector Radar Range" won't be boosted by crew skills any more

    Updated sector 3 boss (now more dangerous)

    Gave nukes to sector 4 and 5 boss ships

    Made some SOS enemies stronger

    Rebalanced pirate and rat ships

    Added 2 empty nuke slots to sector 4 boss insectoid ship.

    Added 2 nuke slots to sector 5 boss ship.

    Added 2 nuke slots to Squid bounty hunter ship

    Gave more ammo to 2 smuggler cargo ships

    Rebalance bigger squid ships (now stronger)
    Visual & Misc updates

    Weapons in quick select panel now show READY text

    UI improvements

    Module jammed status visualizer icons added

    Hovering ship health now shows exterior view if done in internal view

    Warp module being jammed now uses new effect (it used to use overload effect)

    Crew skill level up effect

    Added more player choosable UI scales

    Added "Duncan" to crew name pool

    Added comtip about minimize button for small screens (height <=900)

    Damage tokens are now unmarked when leaving a repair shop

    All shrinkable windows are now expanded by default
    Fixes

    Fixed a freetravellers event

    Fixed some typos in module descriptions

    Fixed crew skill numbers when an item in crew roles panel is hovered

    Fixed module slot placement error on lev 10 boss

    Fixed 1 perk for endurance, rebalanced some perks

    Lovers type cryodream recorder navmesh tuning

    Space pods with player crew will never self destruct any more

    Fixed an issue that UI scale by default set itself to 0.01 in certain conditions.

    1.75x UI scale now uses 1.5 scale cursors

    Sector 10 exit is now spawned in the middle of the map

    Fixed sector 10 warpship captain portrait
    Patch 1.0.13 (06 September 2019)

    Hello once again, fellow space travellers!

    This patch gives you +9 new achievements, modifies existing achievements slightly plus fixes some more issues and glitches. Read the full changelog below and have a merry weekend!

    New content

    Added 9 new achievements. Updated a few existing achievements.

    Added "Cohh" and "Carnage" to human crew name pools.
    Rebalances

    Removed some core slots from the Endurance ship

    Made spideraa fleets stronger

    Changed Tigerfish starting crew slightly

    Rebalanced 2 nukes
    Fixes

    Updated "module crafts available warning" hover text

    The game now counts retirings as deaths for death count achievements (on perk screen start button press)

    Stop fire button fixed

    Ship module maxHealth is now saved together with health (fixes minor issues when loading a game that has module prefabs with updated maxHealth)

    Minimized windows have red expand buttons now
    Patch 1.0.12 (05 September 2019)

    Hello and merry existence again, fellow space survivors!

    Today’s hotfix will bring you numerous quality-of-life updates. Most importantly: significant updates to UI, such as being able to select all wounded crew or drones.

    Additionally, DIY tech that can be crafted has been organized into neat categories, and many glitches fixed and optimizations implemented. As a cherry on top of cake, the Gardenship and Bluestar now have the possibility to craft themselves a second nuke slot.

    Various misc & quality of life updates

    DIY modules are now organized into neat categories

    New options: "Select wounded crew/pets" and "select broken drones"

    Crew/power preset save button now requires confirmation, it cancels if not used in 5 seconds

    Local warp gates now show in starmap where they take the player

    Asteroid hit on starmap won't cause ship to stop any more

    Crew that operated labs and gardens will attempt to resume working in them after battle

    Added shield point generation speed to Player stats panel

    Crew assignments panel can be now minimized

    UI buttons that select crew now show more clearly where the selected crew is

    Speech bubble "cannot operate" added to crew status visualizer

    Some sounds tuning on crew selection

    Crew now always tries to go to the nearest module operating spot (should prevent bridge operators changing seats on bridge after loading crew preset)

    Weapon and point def loading bar is now coloured yellow while reloading

    Added some cool streamer names to human name pool: Nookrium, MetalCanyon, Enter_Elysium, Tortuga Power & Mousegunner.

    Renamed crew "assignments" to "roles" Rebalances

    Added 1 upgradeable "undeveloped" nuke slot to Bluestar and Gardenship

    Crafting a module now has a delay just like module move/install has

    Enemy weapons with accuracy below 16 will now usually target player ship hull centred (after a few shots)

    Level 10 boss fight key target is now harder to hit

    Made Spideraa ships stronger, made 1 Spideraa laser stronger

    Made a Spideraa container better

    Starting from second or third sector won't give crew level-up point any more.

    Rebalanced slot upgrade costs

    Rebalanced bridges. Bridges can now have a maximum of 3 crew.

    Rebalanced ship starting stats, engine evasion bonuses, exotic toy perk

    All bridges can now be operated by a maximum of 3 crew

    Rebalanced sniper guns, now slightly more accurate

    Rebalanced 3 ship augmentation perks

    Many enemy ships rebalanced slightly stronger, added to human crew lists

    Nuke launcher health and nuke projectile health are now always the same. Increased reactor importance and lowered weapon importance for enemy ship AI Fixes

    Level 10 boss won't drop its planetkiller weapon any more

    Fixed "lovers met" count shown in game end stats

    Fixed Endurance infinite nuke glitch

    "Allow ship HP repair" is now saved and won't reset after loading game

    Tutorial exit warp gate name is now visible on starmap

    Added a fix that completes level 5 when the save game is stuck after winning the boss fight

    Boss ships are now always positioned opposite of player ship

    Fixed module outline rotation issue
    Patch 1.0.11 (28 August 2019)

    Hello again most wonderful fellow rogues!

    We have great news for those who have been playing with small screens - crew and module panels can be now minimized! They are also minimized as default for small screens (height 900px or less). In addition, several bugs have been fixed. We will continue to release hotfixes in the near future, and also look forward to release a small development roadmap soon. Thank you so much for your continued support and feedback!
    New Features & content

    Major Quality of Life update: Module & Crew info panels can now be expanded/shrinked

    Added 3 new bioetec multicontainers into game
    Rebalancings

    Fate point achievements are now given during the game and not after player death

    Set ship self destruct to 30 seconds. Battle end won't trigger instant enemy ship destruction any more.

    Reduced evasion bonus of some artifacts and engines
    Fixes & misc

    Module slot upgrade and weapon crafting experience in tutorial is much smoother now

    Tutorial weapon power check, fire assignment check and weapon crafted check can be skipped by player

    Fixed tutorial getting stuck in battle when there are no modules to repair

    Possible navblocker issue fix on bluestar ship

    Fixed 2 SOS smugglers, 3 SOS-events and 2 ambushers

    Player ship won't trigger self destruction any more if all player crew leaves the ship

    Fixed module type for medbays. Added unit test to prevent this mistake in the future

    Removed skull speech bubble from SecurityOfficers entering ship (only crew with Intruder role now uses it)

    Typofixes

    Ship perfomance optimizations
    Patch 1.0.10 (23 August 2019)

    Hello fellow space survivors!

    Today's hotfix repairs a number of issues stated below. We remain dedicated to fixing and improving everything in the Shortest Trip to Earth universe.

    Thank you for your support and we wish you all a lovely weekend!

    Changelog

    Victory panel lines now animate faster (each line animation time is set between 1 and 6 seconds)

    Crew/power presets now save crew role for each crew member too

    Laser beams are now part of save game (better mid-beam game save/load, especially noticable with Lv10 boss). Rewrote how weapons check if their shot is in progress or not (caused weapons-not-shooting issue after game load)

    Repaired 1 malfunctioning perk

    Various updates to perks and ships

    Damage to laser weapons now cancel the beam (but won't make it forget its target). Weapon overload won't make it forget its target anymore.

    Melee hand weapons are now part of save game too

    More performance optimizations (mostly in warnings and ship health code)

    Explosives and synthetics containers graphical update

    A few miscellaneous text lines have been edited

    After 1.0.9, we made another build (1.0.10) and pushed it live, in order to solve these 2 very problematic issues:

    Auto-aim didn't work at all any more

    Nukes flew way too slowly when in slow-mo mode

    Patch 1.0.7 (22 August 2019)

    Hello again fellow space survivors!

    Thank you for all the positive reviews and post-launch feedback. We are also grateful for the supportive negative feedback, we will strive to fix, improve and expand everything in the universe.

    Today's hotfix will repair a number of issues that were discovered & reported at launch by you guys.

    Fixes

    Everybody who saved and did not encounter level 9 bossfight (or escaped from level 9 bossfight) will be automatically helped forward to level 10 after the hotfix goes live

    Improved performance with code optimization

    Numerous typos fixed

    Abusing module slot upgrades and downgrades on enemy ships is not possible anymore (player module slots can be still exploited in certain cases, fixing that is scheduled for the future)

    Level 10 Neutralite fleets now always have ammo for weapons

    Sector end now always unlocks ships (perks have a chance that the player gets fate points instead)

    Players who didn't unlock ships when they should have will unlock them on the start of their next game (and get the achievement too)
    Rebalances

    Fixed mining lasers scrap value

    Many modules, crew, ambushers and events have been rebalanced

    Multiple instances of the same module now each have different prices
    Misc

    Added preliminary hover to both radar range elements explaining where the actual range comes from

    Removed a non-funny starmap logline

    There's a number of issues that we are still tackling. We are working as fast as we can to release new, updated versions as early as possible. Keep surviving!

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