Running 9.2 here...and I mentioned this before but for some reason it didn't start occurring for me until after about an hour of playing.
I had kinda forgotten about this one but I noticed the update and sale (yay TA watchlist!) Anyway I am running iOS 8.3 and also encountered the jitterbug. Really annoying, but the game state is saved and load times aren't *too* bad when restarting so it could be worse. Also, I'll cut you some extra slack because of the Red Dwarf reference I noticed # ;D Btw, I found some items that are now in the 'personal cargo' section (some datacubes and a survivor), is there anything I can do with those? They are not clickable and I have no extra info on them)
Encountered the jitterbug, very disappointed because I was excited to play this game. It looked promising up until the game breaking bug. Running a 9.2 iPhone 5s
I thought I'm the only one who has this issue with 9.2.1 but apparently it's a bug. Game only stutters while fighting pirates and exactly when I try to look them (to shoot). Very frustrating.
I updated to iOS 9.2 in the meantime and the same problem exists. And it's definitely got something to do with something visual, as the poster above me said, it's mostly when another ship (particularly pirates) comes into view that it breaks. If you keep steering, the jitters stop when it leaves the view port (and restarts when it enters the view port again)
Hey guys. The latest news on the bug is that it’s looking likely to be shader related. Unfortunately, it’s proving to be very challenging to pin down. Some people are reporting absolutely no occurrences of the issue yet others get it constantly, but I’m hopeful to have some good news soon. The time of year didn’t help but we’re working very hard to fix it. Because of the severity of the bug, I’m considering pulling the game from the store temporarily. I’m aware how frustrating bugs are for players and I don’t want to cause further disappointment. As soon as I’ve got some more news, I’ll post it here and once again I’d like to apologise for this issue. As always, I’m happy to field further questions here or you can fb or tweet me.
As always, even in this difficult moment, good job Captain! We are all whit you!!! Please report asap here or on FB page. Thanks and happy new year to everyone!!!
That asteroid field mission Truncana had trouble with a few pages back is one of the worst designed I ever saw. So many flaws: 1) This is 3 dimensional space, for cheese's sake. You can just fly around the field, you know? 2) Ok, let's assume you can't fly around: You can still evade the asteroids. 3) More assumption: Your engine is too damaged to evade. That's really stretching things, but ok. Call a tugboat? Or, simply *stop* your engine before you bump into that asteroid and let the guy with the big guns blow it up before you continue onwards? Assuming you need to fly through the field (as in #2): The reasonable thing would be to plot a course, and then just *wait* until the gunguy has cleared the path. I failed it like 5 times already. Not because I cannot deal with the pirates etc., that's a piece of cake. But either because that super dumb trader flies directly into my lasers. Or because I cannot figure out fast enough where exactly he is going and shoot down the asteroid in the way. Here's to hoping they'll redesign that one completely.
after a little practice I assure that it is beatable. I did it in ten tries, but I did. About your theories I must say that the ship is drifting whitout control just because their engines are offline, and inertia does the job...
Hi guys. The update is in submission so hopefully it won’t be long till I can make an announcement. Its main purpose is fixing the flickering issue, but there’s also been a few game balance tweaks. Regarding the price point, I thought I’d take a quick players’ poll. As I’m sure you’re aware, the mobile paid app market is brutal, with a lot of quality content fighting for App Store attention. If anyone has any strong opinions on what they’d expect a title like Rogue to cost, please feel free to let me know. I’d obviously like Rogue to appeal to as big a demographic as possible and price has an important role to play in that outcome.
Great news about the update, Captain! About the price I don't know, I would have paid Rogue Star every price...
Glad to hear about the update! As for price, that is a difficult one. I thought $5 was quite fair. If it had been $8 I would have still been very happy with it. Don't know how things went when the app was on sale, but I'd say even in App Store terms, the game is worth at least $3 in my opinion.
I also paid $5 and I'd happily pay it again. I think that maybe between $3-$5 is a good price point, but I don't know hoy many people are willing to pay that. If I had to highlight a "but" when I bought it on release date, it's that I expected 5-6 solar systems as the one available, not only one. Once I finished the main quests I thought "done already?", and I'm sure I had a lot of hours of gameplay. I don't know what took me to think there were other solar systems (something in the description), but I was truly expecting more than one.
Thanks for the feedback guys. Price is a very tricky question on mobile (freemium rules currently), so it's good to hear as many thoughts on the subject as possible. Players’ perception of value is really difficult to gauge, as well as reaching the players who are interested in the genre. I’ll keep in mind your thoughts while considering price. As for the size of the game, I'd love to open things up (this is hinted at occasionally in-game) and perhaps this will happen in the future. The important thing was to ensure a release, which is why I chose to keep things as tight and focused as possible.