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News New Game - Star Trek: Voyager - Across the Unknown

Jeeze I found it hard enough already, almost ran out of Deuterium a couple times

So did I on the first playthrough.. but then I realized I was just gathering resources willy nilly without paying attention to how much I can store.
On the second and third run, I was just stocking up resources as I needed them.
I was careful with Deuterium (to get it when I needed it), and more generous with gathering Duranium.
That way you can manage better until you can make the cargo bays to increase storage capacity.
 
So is this a rogue-like kind of like FTL, or can you reload a previous save if you hit a dead-end or die?
 
Jeeze I found it hard enough already, almost ran out of Deuterium a couple times

The number in the circle in the top center tells you how many cycles until you run out of deuterium. So you can easily keep track of how long you can go before you run out. The nice thing is that there are lots of sources of deuterium in the star system so it is easy to just fly to a source and get more.
 
So is this a rogue-like kind of like FTL, or can you reload a previous save if you hit a dead-end or die?

The demo is relatively limited in what it provides right now... and we're suspecting it might not fully represent of the final gameplay.

I couldn't find the option to save a game mid progress (at least in the demo), but that could also be something I missed or hadn't explored.

I noticed I can't change the resolution of the game though - which is a bummer... its stuck at maxed out res for now.

But you can change graphical details - lowering from Epic to High offers pretty much identical visual fidelity at least from what I could tell - so there's no need to run the game on 'Epic' mode at least.

I'm mentioning the graphical resolution being stuck at maximum (at least for me), because its potentially indicative the menu itself isn't finished, hence the potential limitation in saving/loading games.
 
Looked reasonably promising to me. Hard to judge from the relatively small snippet, especially as it borrowed so heavily from Caretaker, but hopefully the alternate paths will be numerous and well written. Maybe it’ll also be moddable?

The combat wasn’t impressive and I’m a bit concerned about the technical side of things - it ran my GPU far harder than it should - but otherwise it will hopefully wind up being decent.
 
I just wanna know if there are cheats so I can fully test what the game can do ;)
More camera movement and zoom would be nice too, just to look at everything. The ships are so detailed and you can't even zoom in much.
The rooms of course have to be shown from just one view I guess, but that reduces the nice 3D graphics to the level of the 25th Anniversary or A Final Unity point-and-click bridges.
That's what it reminds me of, old games, which is good! It's a combination of Anniversary (Judgment Rites), AFU, Sim Tower, Starfleet Command, and maybe the BotF combat part :D
Now they only have to make the controls less clunky, cause holding the mouse wheel to move the MSMD is awful, and add at least some keyboard controls.
 
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I am curious if the game will be more sandbox style or more structured. The demo is basically just the tutorial so we don't really know how the rest of the game plays out. After the Caretaker mission, will the sector map show a bunch of star systems and the player can basically do whatever they want or will the game show 1-2 star systems and "guide" the player towards a certain next story? Maybe the sector map populates with more star systems as you upgrade stellar cartography?

I am also curious how long will the game be? The fact that the demo let's you bring Voyager home after the Caretaker mission suggests that the game can be very short depending on the player's decisions. So it seems like it will be possible to bring Voyager home after only a couple hours of gameplay. But can a single campaign last for dozens of hours of gameplay depending on your choices?
 
I do wonder how many shortcuts home there will be.

This brings up another question. In the demo, I don't think I saw any counter or indicator to how much distance or time was left to get home. So how is the game going to represent how far Voyager has to get home? A counter would make sense to give the player's overall progress towards getting home to the Alpha Quadrant. Since the game uses cycles as a unit of time, it could give a count of "cycles until getting home". For example, after the Caretaker mission, you could have say 300 cycles to get home. It would represent how many cycles it would take to get home if you just travel system to system all the way back to the AQ without stopping. Every time you travel to a system that is closer to the AQ, it would reduce the counter by 3-6 cycles. Shortcuts could knock off a bigger number of cycles. So for example, you use a wormhole and it knocks off 30 cycles or you use a Borg transwarp conduit and it knocks off 50 cycles. I think seeing that counter gradually get down to 0 as you finally get home would be rewarding to the player and it would represent well how long it takes Voyager to get home. But I wonder if the game won't bother with this and just provide shortcuts with dialogue that you are closer to home without quantifying it or have choices that do let you jump all the way back home, like using the Array, and just say "congrats, you made it home". Personally, I think a counter that shows your progress towards getting back to the AQ would be better.
 
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A new preview video has been posted, offering a sample of the kind of options available later in the game:

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Also, there is a way to manually adjust the resolution in the demo, under Settings -> Graphics -> Screen Mode.

The demo runs on Steam Deck, also!
 
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