
Pilot a starfighter in Frontiers Reach. Fight through an interstellar war and customize your way through a retro-futuristic space combat campaign.
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About
Take control of a powerful starfighter and enter a conflict stretching across the frontier. Tackle story missions, side operations, and high-stakes combat scenarios as you battle enemy forces, support the war effort, and adapt your ship to each mission. With customizable loadouts and fast-paced space battles that change the shape of the conflict, every mission gives you another chance to prove yourself among the stars.

It is the year 2230. After nearly 100 years of expansion and colonization in space, the human species now stands on the brink of war. On one side is the corrupt and aging Sol Confederacy. On the other is the fledgling, Frontier Republic.
Neither one is willing to compromise and the coming war will see entire worlds decimated for it.
But way out on the fringes of colonized space. On a lonely moon called Frontiers Reach. Captain Anya Zuban and First Mate Rhen Malavik are prepping their vessel, the Heliosiren, to lead a group of survivors deep into uncharted space to escape the coming war.
Each fighter in your hangar performs different duties but you are not restricted from choosing any of them. Pick the one you want and customize numerous aspects of it. From the color of the paint to the different types of modules and weapons that can be equipped.


With more than 30 different locations in space and on planets there is a wide diversity of environments to run missions in. Whether you're fighting battles to win over planets, running skirmishes on friendly nodes, or rescuing vessels in distress to add to your fleet.

A military science fiction fantasy based on reality; Frontiers Reach takes heavy inspiration from the Cold War Era of the real world to create a brand new realm in the genres of science fiction and space games. A heavily stylized art direction that focuses on capturing the magic of Atompunk, Cassette Futurism, and Retro-futurist art styles from the mid 20th century.



Some 2D character art.
2 pieces of music.
The main narrative voice which is about 2 hours of dialogue generated with Microsoft Azure Neuro-Voice, an AI playing the role of an AI.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 20 reviews with recorded playtime.
Reviews
[h1] Негодный Звездолёт [/h1] https://steamcommunity.com/sharedfiles/filedetails/?id=3326899023 [h1] СЮЖЕТ [/h1] В описании указано, что имеется. Не дошёл туда. [h1] ГЕЙМПЛЕЙ [/h1] Игровой процесс задуман симулятором управления неким летательным аппаратом в 3D Запустил туториал. Звездолёт управляется ужасно. Управление неинтуитивное. Сесть и сходу полететь не выйдет. Тем не менее, всё же немного разобрался с назначением клавиш. На A и D пепелац оооочень медленно поворачивает. А мышью нам предлагается перемещаться по вертикали. НО. Во время движения мышью наш самолет ещё и начинает вращаться вокруг своей оси и это приводит к тому. что его начинает мотать во все стороны совершенно непредсказуемо. Рассмотрим плюсы и минусы игры, подведем итоги. [h1] ПЛЮСЫ: [/h1] 👍Хорошее музыкальное сопровождение. [h1] ТО, ЧТО МОЖЕТ БЫТЬ КАК ПЛЮСОМ ТАК И МИНУСОМ: [/h1] 😐 Графика какая-то супер-простая. Не отвратительно, но и не порадовала. [h1] МИНУСЫ: [/h1] ❌ Ужасное управление. Может в игре есть и сюжет и всякий контент, но это всё совершенно бесполезно с таким полётом нашего пепелаца. ❌ Туториал плохой. Не чётко доводит информацию — что именно тут делать. ❌ Нет русского языка текста. Требуемый уровень познаний английского — достаточно высокий. [h1] ВЫВОДЫ [/h1] Леталка не понравилась. Очень кривое управление. Даже не знаю какой тут дать подсказ разработчикам, если только — переделывайте. [code] [b][url=https://store.steampowered.com/curator/6851324/]Если понравилось – жмите палец вверх и подписывайтесь на куратора Runner Streams. Здесь масса скрытых бриллиантов игровой индустрии.[/url][/b] [/code] https://steamcommunity.com/sharedfiles/filedetails/?id=3326899168 Всем хороших игр!
The best thing about this game is that it isn't Ace Combat. Now, don't get me wrong, I'm a massive AC fanboy. I've got a stupid number of hours in 4, I damn near bought 7 on day one, and the Zero theme is still on my playlist, so let me be perfectly clear when I say that the biggest compliment I can give this game is that it's not Ace Combat. I've been looking for an arcade flight game that would scratch the itch I got from the AOA limiter from Project Wingman, and I've always wanted something that respected the inherent 3-D nature of space battlefields, and this game does both. When I first started playing, it took me about 2 hours of mucking about in the tutorial to get a handle on the controls, and for good reason. Unlike AC or PW, your inertia has a massive impact on your flight path. It's less about picking a line and following it like an arrow, and more like driving a car on drift tires through the sky. Once the controls clicks, it feels exactly as cool as that. I originally thought the controls weren't tight enough for the numerous tunnel sections the game throws at you in the first few missions, but the truth was that I was too used to gunning it through canyons in other games to realize that there's no stall limit, just how well you can angle yourself to compensate for gravity. This game isn't AC, it isn't PW, and it isn't Sky Rogue. It's a unique space and land based half-arcade/half-sim starfighting game with an interesting aesthetic and a very dedicated dev behind it. Try the demo for a while, and you'll find out if you'll like this game too.
WOW! this game/development team show A LOT of promise!! If you like aerial combat, spaceships, and stunning otherworldly settings than this game will peak your interests! I think what i like the most about this game is that the Dev Team ACTUALLY updates the game WEEKLY!! super cool to see a team that is dedicated to its craft!!! Deff give this game a try!! i am excited to see what this Dev Team has to offer in the future! multiple thumbs up!!
I can't recommend this in it's current state, and not for fifteen quid either. There's some [i]incredible[/i] potential here, but it needs some work. TL;DR wishlist and keep an eye on, unless you can deal with the things below. ETA: Steam doesn't seem to be tracking my playtime correctly - I've significantly more than the time listed. [olist] [*] Very little weapon feedback. It's almost impossible to tell if you've hit something or not. I strafed a row of fuel tanks with my machine guns and I couldn't tell if you if I hit them at all, if I totally missed, or if I did hit them and needed a second pass. A hitmarker for the guns would go a decent way to solving this. It's the same issue with guided weapons too - did my missile hit? Unless I can see the target go down, I have no idea. [*] The gunsight is tiny. It does count gravity for you, which is cool, but without any visible tracers to "walk" fire into a target, anything but the high RoF default guns are really hard to use, even on ground targets. I'd love to see some work done here, even some alternate styles. Elite Dangerous (and I loathe to bring that up here) allows for the selection of leading/trailing gunsights. But even if nothing changes, you could double the size of the current one and it'd be too small. More visible tracers would be nice too. [*] The scale seems... off. Ground targets seem too small, which seems to feed into the above issues with combat being difficult. Combined with the lack of visual clarity, enemy ground installations turn into a blob of HUD markers and tiny specks. Good luck picking out enemy AA installations or anything, because I sure couldn't. Targeting priority seems fine, but as before, enemy bases become a blob of HUD markers with very little way of getting useful information out of them. [*][b]UI[/b]. It's full of scroll boxes, and yellow text in a typeface I struggled to read. I like the style of it, and it certainly matches with what the games going for, but finding out what a weapon does shouldn't be a chore. The ship selection could do with some kind of overhaul too. I'd love to be able to compare stats at a glance, or filter by role or something like that. Cockpit instruments have similar issues too, but overall are pretty good for the ships I've seen. [*]More control options. I like the flight model as is, but controlling the throttle with a controller is a chore - I'd love to see auto centring for the throttle, like how [i]Ace Combat[/i] does it. To it's credit, everything is re-mappable, but custom deadzones are always nice. [*] CTDs galore. I often have 3-5 CTDs before getting to the menu, which is never a good sign. Once I'm in the game, performance is great, everything runs smooth. It's just getting the thing started in the first place. [/olist] I appreciate there's a lot of negatives there, but it's clear that this is a WIP that has had a lot of love and talent go into it. This is all my experience too, maybe I'm just awful at the game, who knows. YMMV. The dev's done an incredible job for such a small team, and I can't wait to come back in a few updates and see how things are. If they keep this up, this could be up there with the other indie flight game greats like Sky Rogue and Project Wingman.
At this time this game feels like pre alpha. Real poor optimization for a game with graphics that look like they are from 2009 and basically just instant action with one level and a tutorial. I see that in the trailer it looks like theres more than one and there might be but you cant pick them or if you can it isnt obvious. This game needs way more time.
The game feels fast and interesting to fly, but even on low settings it was struggling in a 1v1. Feels like ps3 graphics without ps3 optimization, which is a real shame. I'll keep an eye on it for future updates, but I'm refunding it until it improves. If you have a beefy pc try and see if it's better, as mine isn't, and tell that experience. If you don't have a beefy pc, don't try it yet. specifics: -kept kicking me out of the settings every 10 seconds forcing me to go in, change a setting or two if feeling lucky, then close menu and repeat -tutorial mission establishes enemies as green targets while missiles are red, kind of weird and it took me a few minutes to get that -launch sequence is very weird. Sometimes it lags, goes slowly, and thrusts you into the air randomly, while other times it would bug out and wouldn't let me change the perspective into 1st person.
It's a fighting shooter, stars wars type of game, shoot the death star. Seems polished, if you turn the graphics to ultra it does look good, controls are ok for this type of game. My problems with it is why such small targets, the ship shouldn't be that big or the targets that small, the scale doesn't seem right, also when you get shot the ship becames a pinball for some reason, that's a bit anoying. I had some problems getting the controller to work, the graphics seem to have some issues (just turn all options off), and the mission got reset for some reason, to many tries maybe, i don't know, lost my progress. I still think it's fun, polished, looks good, plays nice
Needs more time in the oven but its pretty fun, seems interesting in a few years honestly kinda wish there was more optimization updates
The game certainly needs a lot of polish. A proper Controller support (No button 3 for this or button 4 for that stuff) will be god-sent, because that could make this game hell of a lot more fun. I am especially starved for Ace Combat like games and this is right up my alley. But, I simply cannot recommend this now because of how janky it feels. But considering that the developers are still working on fixing it, I hope one day it reaches the place when I can heartily recommend it. Just to clarify, underneath all the jank, there is something really special here. I, especially the low-poly look of the levels. But, I just wish it was fun to play. EDIT: The game now shows proper controller buttons, however, I really cannot get used to the flight model. Perhaps, I am overstepping my bounds here, but I wish it has a simpler flight model, like perhaps Everspace 2 has, it would make a really enjoyable experience. I cannot complete the flight tutorial. I mean it is partly my fault because I am not very used to sim-type flight model, but I really want to play this game.
Game's quite hard but has a certain charm to it, particularly a fan of the RCS function that works similar to Ace Combats Post Stalll Manouvers or Project Wingmans AOA. A little unpolished but worth a go.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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