Rebel Galaxy: Outlaw

man they really moved away from the broad side shooting the last game had? (or i could swear it did right? dang its been a while)

This is what they envisioned for the first Rebel Galaxy but around the time there was too much competition for a typical space combat game. And to be honest, this is WAYYYYYY better in my book.

It's a beautfiul blend of Freelancer, Privateer, Freespace 2, etc..
 
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This is what they envisioned for the first Rebel Galaxy but around the time there was too much competition for a typical space combat game. And to be honest, this is WAYYYYYY better in my book.

It's a beautfiul blend of Freelancer, Privateer, Freespace 2, etc..
long as they didnt omit it i could be good with it......it was one of the things i really got into with having 12 tweak able different weapons firing on my targets simultaneously
 
ONE WEEK TO GO!!!

The pre-release / streamer version has been out for almost a week now, and Double Damage have already been patching up what sounds to be a relatively bug free gaming experience! Here are the patch notes thus far:

Rebel Galaxy Outlaw Pre-Release version 0.80
  • *Richter stole patch 0.79 so you’re not missing anything.
  • *Trion Accelerator & Photon Cannon have new unique artwork
  • *Performing numeric entry in paint program and then exiting to rename ship would leave text entry in numeric mode (but not any more!)
  • *Paint tool tooltips are bigger *Paint tool numeric entry is much easier to read
  • *MFG Crosswind recognized properly as pedals
  • *Slight volume boost to commercials
  • *Very slight volume reduction to enemy fighter hull ‘clunk’
  • *Additional scene lighting tweaks in various conversations
  • *A few NPC character geometry tweaks for clipping
  • *EMP Javelin will be available in Bountiful Vista Equipment Bay in the event that the special mission version is inadvertently sold
  • *EMP Javelin title also has a star in front of it to make it stand out as ‘special’ more clearly
  • *Fixed a potential crash AFTER you died on death screen if another ship completed tractoring an object
  • *Leaving Richter’s mission areas after he has said to leave but before the mission has fully completed does not result in mission failure. That Richter is a real joker.

Rebel Galaxy Outlaw Pre-Release version 0.78
  • *Fixed crash in certain circumstances when breaking out of sublight due to atmospheric burn
  • *Fixed potential crash with certain stencil textures at certain zoom levels when painting near the edge in paint tool
  • *Some new stripe stencils added to paint shop
  • *Made a few instanced entity destruction that weren’t threadsafe…well, threadsafe
  • *PS4 button art revised, and missing art added
  • *PS4 button art on PC properly shows Share button instead of Pad
  • *Fixed ESC not saving when using it to exit paint tool
  • *Radar and Jumpdrives cannot be destroyed, only damaged – not only was it annoying, it was potentially catastrophic in unpopulated systems.
  • *Some lighting tweaks for various scenes and some minor character art tweaks
  • *Disable Transitions setting won’t be unavailable immediately after performing gamepad mapping
  • *A few minor spelling fixes

Rebel Galaxy Outlaw Pre-Release version 0.77
  • *Setting tips to OFF is now properly respected. We thrashed the tips into subservience.
  • *Can click on radio comm options with mouse again
  • *Shadow acne on some station exteriors when in 3rd person and in lower shadow settings or when in fullscreen windowed but at lower target resolution is fixed
  • *Cycle MFD button now properly shows as Cycle MFD/Secondary Context in key mapping screens
  • *Some siege mission descriptions that could have a duplicate word ‘station’ in them are fixed (once they regenerate)
  • *Orzu’s side mission Warning Shot – freighter no longer armed, and accidental police death doesn’t decrement disabled ship count, but instead fails mission properly
  • *Fixed some dangling disconnected hoses in a garage scene.
 
Only 15 hours to go at the time of this post!!! EXCITE!

Launch countdown timer: https://rebel-galaxy.com/counting-down-to-rebel-galaxy-outlaw-launch/

Recent patch notes

Rebel Galaxy Outlaw Launch version 1.00
  • *Dice has seen a recent boon in the galaxy, and players are now available at all casinos
  • *Durston exterior landing animationss on Sparks/Pellinore fixed.
  • *Corner-case where a tractor beam visual could be stuck on while in a turret fixed.
  • *If you only have turrets in mounts past mount 1, you can still properly switch cameras to turrets.
Rebel Galaxy Outlaw Pre-Release version 0.88
  • *Can now set waypoints on systems from the sector map and they will direct you through jumpgates using your player waypoint. Special shout out to CohhCarnage for this addition.
  • *Offscreen mouse cursor in windowed mode on map screens will not pan map. If it does again, we’ll sic a cat on the mouse.
  • *Debris/ice around Arbuthnott and Denver pushed out farther away from the docks. We heard you were tired of crashing into things.
Rebel Galaxy Outlaw Pre-Release version 0.87
  • *Fixed some issues with Unicode filenames for custom music folders. Thanks to Salsa for helping us pin this nonsense down.
  • *’Normal’ quality mesh for Sonora cockpit properly shows MFDs.
  • *Sieges and Blockades now make extra sure they never direct you to a hostile station.
Rebel Galaxy Outlaw Pre-Release version 0.86
  • *Damn it, Richter “borrowed” this patch for Richtertronics. We’ll make him give it back.
Rebel Galaxy Outlaw Pre-Release version 0.85
  • *Turrets in garages that scale to your ship are properly scaled.
  • *Maximum jump ranges for most side missions have been reduced to cut down on jump travel frequency. This specifically affects newly generated side missions, as boards repopulate.
Rebel Galaxy Outlaw Pre-Release version 0.84
  • *Paint tool now has ‘structure masks’ per ship for struts and greebles. Choose ‘Add Structure Mask Layer’ from the layer menu. Adds a layer with just structural art with alpha-lock defaulted on, so you can paint ‘under’ structural elements.
  • *Selecting or adding a stencil automatically turns stencils on in Projection Tool.
Rebel Galaxy Outlaw Pre-Release version 0.83
  • *Fixed some pool cue attachment issues on billiards NPC on Rasmussen…what a strange place that is!
  • *Separate Dialogue Volume control – NOTE! Changed the way the master sound grouping volume worked to properly support this – you may want to re-adjust all volumes.
  • *Jump fuel is only consumed AFTER a jump, not BEFORE the pre-jump save – so repeated reloads to a save before a jumpgate won’t deplete your fuel.
  • *Starvenger cabinet mission for Vista won’t erroneously warn that you have insufficient credits after purchase if your credits dip below the needed value
  • *Background ships on stations are now static and use separate materials so your paint jobs won’t show on them. No more random NPC jerk stealing your awesome paint job!
  • *Slight reduction in max random damage on risky jumps. It’s risky but it’s not that risky.
  • *Tweaked a jumpgate animation.
  • *Some new stencil artwork. Play with the paint tool to discover them all!
  • *Fixed weird corner-case meeting mission waypoint placement issue
  • *Some texture updates on Sandhawk and Sonora ships.
  • *Juno moved back a bit in the large garage scene so gestures can’t pass through the terminal. That was kinda creepy, right? Right.
  • *Abandon Mission button in PDA log is red and further away from Make Primary button.
Rebel Galaxy Outlaw Pre-Release version 0.82
  • *We made patch 0.81 internal only so Richter couldn’t steal it. Take that, ya jerk.
  • *You can now turn Radio on in the ship painting tool (Under the Options drop-down). There are also hotkeys to toggle it and tune it on F6, F7, and F8
  • *Unmapping critical controls will show a big red ‘CRITICAL CONTROLS ARE UNMAPPED’ message on key/buttonmapping menus
  • *”Conflict:cleared control” will properly hide upon reentry into keymap menu
  • *Cutting your throttle with a secondary control while drifting with dampers off will no longer reduce your speed, because that didn’t make a lot of sense?
  • *Ansel’s active range on Retribution story mission is larger and a match for Marla’s to make sure the mission conversations can happen at bigger range. Cuz they really wanna chat.
  • *Fixed an issue to do with failing and re-getting the Retribution mission that is too complicated to explain, and didn’t break the game, but boy was it weird and unique.
  • *Unmapping Cancel controls won’t render the Keyboard/Mouse onscreen ‘back’ arrows unusable in mouse mode
  • *Can press ESC to leave the on-station mission computer menu
  • *Some minor character weighting tweaks on Orzu
  • *Fixed some weirdnesses with button selection on the on-station mission log at the mission board
  • *Context holds won’t count as a throttle-up on release
  • *Damper cuts won’t count as a throttle-down on release
 
Yeah this looks pretty amazing. Pretty much a true Wing Commander Privateer successor.

It is not a Space sim, keep that in mind.
 
I want to try this but I still have another hundred, or two, hours to go in Assassin's Creed Odyssey.
 
Are the controls for this game similar to battlefront 2 star fighter assault mode? Where the reticle if slightly floating and not fixed. That's the game that got me to switch from using reverse mouse for 17 years. I couldn't control a floating reticle in reverse because it was similar to a mouse cursor.
 
Are the controls for this game similar to battlefront 2 star fighter assault mode? Where the reticle if slightly floating and not fixed. That's the game that got me to switch from using reverse mouse for 17 years. I couldn't control a floating reticle in reverse because it was similar to a mouse cursor.

You're really gonna want a HOTAS to play this.
 
Looks good but I also remembered I didn't finish Freelancer for some odd reason...

It's never too late!!! I have finished SP probably 10 times over the years. Every 2-3 years, I play through it again.I have all the necessary mods for widescreen if you are interested, PM me.
 
Yeah it is awesome. If you liked WC: Privateer, Freelancer etc.

It is not like Elite or anything, very arcadey ij a great way.

The game is setup around a controller, but has M/Kb and HOTAS functionality.
 
Ha, I love these guys' sense of humor...

From the game FAQ...

Q: WHEN? HOW MUCH?
A: August 13th 2019 for PC on the Epic Games Store! 30 bucks, euros or local equivalent.

Q: OK, but what about Steam? GoG? Humble?
A: It’ll hit Steam 12 months later, around August 13th 2020. We’ll consider other storefronts at that time too.

Q: All right, how about consoles?
A: PS4 and Switch versions are on the way; we just need time to complete ‘em, polish ‘em, rate ‘em, and certify ‘em.

Q: Wait, no Xbox?!
A: We’re considering it, but it would be after PC and other console versions. Keep checking back!

Q: Mac? LINUX?
A: Nuh uh. Sorry, just numbers. And who knows what's happening with OpenGL there.

Q: I'm a streamer / reviewer! How can I get a review code?
A: You can reach out to our press contact at [email protected]

Q: Is this a sequel to Rebel Galaxy?
A: It's a prequel! It's cockpit-focused this time.

Q: Hey, so Rebel Galaxy was that game where you couldn't fly up or down, did you make it so...
A: Yes. OK? Yes, you can fly up and down.

Q: Does this have multiplayer?
A: Nope. (Cue wailing and gnashing of teeth)

Q: Can I fly capital ships?
A: Nope! Sorry, all about the cockpits and beer coozies this time out. Plus you wanted to fly up and down.

Q: Can I manage a fleet?
A: This is totally not that kind of game. But you can play 8-ball and dice in crappy bars and bet for ship parts. So we've got that going for us.

Q: Is this game moddable? Cause I wanna put X-Wings in it.
A: Yes, it's moddable. What's an X-Wing? ? (The modkit will come a little later post-release after the dust settles)

Q: Can I use my HOTAS? It's dusty and lonely.
A: You betcha

Q: Can I use mouse/keyboard?
A: Yes and it's remappable and it's fine but please god just use a gamepad

Q: Can I paint my ship?
A: OMG yes. An absurdly definitive yes. Also you can 3d print it and have it mailed to you. Rad, yeah?

Q: How much music is in this thing
A: Over 21 hours of radio. It's a lot of friggin' music.

Q: Custom Soundtracks & Radio Stations?
A: Well yeah.

Q: Does it have a story campaign?
A: Yep.

Q: This looks like it has aim and flight assists. Is this game for babies?
A: Yes this game is for babies (i.e. us), but also we have pro modes for not-babies.

Q: How long is the game?
A: We dunno yet, but there's a reason we have over 20 hours of music...

Q: The main character is a lady. Do I have to play a lady?
A: Yes. Juno is awesome.

Q: This game looks like it has swears. I don't like swears.
A: That's... that's not a question?

Q: Why should I play your game?
A: If you don't think Spaceships, Biker Gangs, Decaying Blue-Collar Americana, Machine Guns and a complete disregard for accurate space physics go together, then there's probably not a good reason.
 
Encouraging PC players to use a controller.
and? gamepads on pc are nothing new(I had gravis "PlayStation" pads before PlayStation existed) and the thumbs sticks do a pretty good job for these types of games.
 
Encouraging PC players to use a controller.

Not every type of game works the best on a single control method. This is why options are good. People need to stop pretending that keyboard and mouse are the most optimal way to play every single type of game in existence. Gamepads have been a thing for PCs since the 90s.
 
and? gamepads on pc are nothing new(I had gravis "PlayStation" pads before PlayStation existed) and the thumbs sticks do a pretty good job for these types of games.
The entire point of a PC is having a mouse. Otherwise, might as well get a console and enjoy a 65" HDR display.
 
The entire point of a PC is having a mouse. Otherwise, might as well get a console and enjoy a 65" HDR display.
not its not, its one of the options. I use my pc from my couch on a 52" plasma, game pad works just fine for that.
 
Outlaw looks awesome! I just started playing rebel galaxy and I'm having a lot of fun in there, I'll have to pick this game up when I get back from vacation.
 
100% this game plays brilliantly with a controller (Xbox One Elite here)... Mouse and keyboard has never been a great way to play space games.

If you feel the need to scoff at a game where controller is the recommended input, then perhaps it isn't for you.
 
It does play best on a controller (I also use an Xbox one controller), it is what the game was designed around.

They are still tweaking the M/Kb and HOTAS usage, based on user feedback. It's a dev team of 5 people though.
 

has the language warning for a reason...


So thinly veiled righteous indignation masquerading as "woe is me", taking a disingenuously narrow view of the mess he himself created by taking Epic's bad deal.

Cherrypicked dumb-comments don't make any convincing case, nor do they change the fact that selling out to EGS was just shortsighted if not financially suicidal. A one-time payout to essentially kill their game.

In fairness, Epic doesn't tell developers how big the blowback will be when trying to convince them to delete their titles from Steam.
 
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So thinly veiled righteous indignation masquerading as "woe is me", taking a disingenuously narrow view of the mess he himself created by taking a Faustian deal with EGS, and now lacking the spine to just own it.

Cherrypicked dumb-comments that always exist do not make any convincing case, nor do they change the fact that selling out to EGS was just shortsighted if not financially suicidal. A one-time payout to essentially kill their game.

In fairness, Epic doesn't tell developers how big the blowback will be when trying to convince them to delete their titles from Steam.

They never "deleted" their game from Steam. They never promised it would be on Steam at launch. The game was premiered at the Game Awards last year and was announced as an EGS timed exclusive from the get go. The only "thinly veiled righteous indignation" here is from you.

I'd like you to provide proof that their game was "killed". Thanks to the developers behind Ooblets we know that Epic's deals provide upfront funding for development and come with a sales guarantee, meaning indie developers will make a profit no matter what. This is a huge boon for small studios as Steam is getting worse and worse for good indie devs all the time.

You should save the anger for Gearbox, Deep Silver, or the asshats making Ooblets, studios that actually deserve to take shit for their actions.

A video poking a little fun at some jackasses on social media might not be the best thing from a marketing perspective but they've mostly shrugged off the manbaby nerdrage bullshit from people since the announcement last year so one little video poking the trolls isn't worth getting all worked up over.
 
lol, a lot of those comments the dev read were over-the-top nerdrage or just "this game is different from the previous one thus I don't like it," but some did make fair points, like the one talking about all the cutscenes/automation and lack of ships.

I'm sure I'll check out RGO once it comes to Steam or GOG (I loved the first game and still play it occasionally) but the devs do come off as arrogant as fuck at times IMHO.
 

has the language warning for a reason...


Wow some those reviews are the typical bad stuff from game addicts. It's a major pain trying to make good game I would like to take a stab at it but most projects are in these massive studios where the average guy cant compete. I mean try topping off Cyberpunk 2077 or even Borderlands 3.
 
I'd like you to provide proof that their game was "killed". Thanks to the developers behind Ooblets we know that Epic's deals provide upfront funding for development and come with a sales guarantee, meaning indie developers will make a profit no matter what. This is a huge boon for small studios as Steam is getting worse and worse for good indie devs all the time.

Thanks to developers behind DARQ we know that Tim's "we're all about developers" is total nonsense, and all he really cares about is deleting games from Steam. It turns out that Tim watches the Top50 most- wishlisted on Steam 24/7 (why he hired the Steamspy guy) after they've enjoyed months or years of free publicity and advertising from Steam, and then tries to steal them at the last minute before release.

If the dev/publisher wants to sell on EGS *and* Steam so customers have a choice, Tim says "nope you can't sell your game on EGS unless you delete it from Steam". I recommend you give this a read because what's really going on behind the scenes is slowly coming to light now: PCGamer article, Medium article.

That said, the Rebel Galaxy Outlaw dev does seem like a good guy, made a bad business decision and handcuffed himself to a hugely controversial store, and that bribe check from Tim came with hidden downsides so now he's just going to have to ride it out.
 
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