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Star Trek: Voyager - Across the Unknown
I tell you what, I'm pretty happy with the results of this "Artificial Intelligence".
Nice job.
Also... Clearly, it's a work in progress, but I did get a small chuckle at you not bothering to work on/add Ensign Kim's voice. To quote my wife, "No one ******* likes him. He's a boring character and a horrible actor." So, I appreciate the laugh this early in the morning.
Also... Clearly, it's a work in progress, but I did get a small chuckle at you not bothering to work on/add Ensign Kim's voice. To quote my wife, "No one ******* likes him. He's a boring character and a horrible actor." So, I appreciate the laugh this early in the morning.
Just need to fix a few bugs, sometimes it doesn't play audio when transitioning between dialogue types. Modding unreal engine games is a pain.
It turned out that the localized/source strings differed for some dang reason, the source strings having a lot of minor errors. Once I finish regenerating these I'll upload it to ModHQ.
Commas sometimes have unnatural pauses, I think this may be limited to Tuvok because of his unnatural speaking pace. I've run out of runpod credits so I'm not going to regenerate anymore audio.
Commas sometimes have unnatural pauses, I think this may be limited to Tuvok because of his unnatural speaking pace. I've run out of runpod credits so I'm not going to regenerate anymore audio.
The autosaving is also uneven and some mission completes don't activate saving for some reason.Rienen wrote: ↑ February 19th, 2026, 14:56Watched some additional reviews.
No manual save or save on exit. Someone claims the dev did this on purpose to make "choices matter/more impactful" (zero citation). If true, I find that funny, given that there are outcomes you're forced into despite specifically choosing something else.
Edit: Dev response from their discord "Currently only auto saves, but since it came up alot already we will be looking into improving the save feature."
Static difficulty settings (not a huge deal to me).
You take penalties for sticking to a sector/chapter too long as a way to encourage players to keep going.
Writing is meh to passable. One reviewer specifically stated this sticks true to Voyager and doesn't delve into Nu-Trek styles of writing.
Clearly, lots of reading and the UI is a bit clunky/cumbersome.
It's stupid as hell.
Writing is horribad. It's like a retelling of Voyager but written by someone with a 12 yearold's vocab.
So... Voyager, I guess.
I really hate it when games don't allow you to save manually. It's as if developers really enjoy you wasting your time trying to get to the next checkpoint, whenever that may be.Brother Chad wrote: ↑ February 20th, 2026, 19:20The autosaving is also uneven and some mission completes don't activate saving for some reason.
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rusty_shackleford
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Impressive how bad the performance of this game is. UE5 is a disaster
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Played an acquired version of this over the weekend. As someone who has multiple rewatches of most pre-Nu Trek series, I felt like I needed to at least give it a run-through. I'm in the last sector now and don't foresee more than 20-30 minutes more "playtime" before it's over.
It sounds like I've had better performance than Rusty, but given the type of game that this is (X-Com base building, on top of CYOA static pictures intermixed with very clunky 3D ship combat), I would have expected better. Also, I'm doing my first run without the voiceover mod Hank linked above, but I plan on doing a 2nd run through with it, right after this one, to see how the different choices will play out.
Watching reviews, limited let's plays, and knowing how similar mechanics worked in other games already tipped me off that the resource management and morale system were complete ********. So, I didn't bother playing on any type of advanced difficulty. I was here to simply experience the "What-If" nature of the story. Not to get frustrated fighting systems that would only make sense if this game were based ENTIRELY on the 2-part episode "Year of Hell". Which, I think, would've made for an interesting concept, but it is what it is.
Pros:
If you watched and know ST:V, it's fun/interesting to experience the story outside of the TV show.
Space combat has an auto-resolve.
The game isn't too long. So, running it back for a second playthrough isn't quite as daunting/painful as, say, replaying a long-form RPG.
Disappointed but not something I'm going to call a Con, just yet:
The early "What-If" scenarios/alternate outcomes were all either "all roads lead to Rome" outcomes or felt completely surface-level with very little impact. As such, I stopped attempting them after the 2nd sector and decided to use my next run to completely go against canon. The ones I did do stopped being relevant the moment the story was over. Perhaps others have more impact and longer reach than the earlier ones, but this felt like a missed opportunity.
Cons:
My previous post talking about the save system still rings true. It sucks, and they've already acknowledged it
The time/cycles required to complete missions and research, when compared to when you start receiving a warning for excessive "Time in Sector", could use some tuning. Discourages exploration.
Coming from ST Online, I didn't care for the ship combat in this game. I get what it was going for (Capt giving commands), but it felt clunky, disconnected, and out of place.
I had multiple side missions end before they began due to an early failed RNG dice roll. This meant I was straight-up locked out of doing it and lost any Technology and/or Recruitable Hero rewards. This just feels bad and unfair.
Despite the dev's claims, I'm 100% convinced that they used AI-generated images for the CYOA-mode still images. I'm not against them doing this, but man... they could've at least QC'd the faces of the characters, their uniforms, and their equipment. There were multiple times where canon crew members had the wrong face (ie Temu-Janeway).
This post got away from me. So, I'm just going to call it there.
It sounds like I've had better performance than Rusty, but given the type of game that this is (X-Com base building, on top of CYOA static pictures intermixed with very clunky 3D ship combat), I would have expected better. Also, I'm doing my first run without the voiceover mod Hank linked above, but I plan on doing a 2nd run through with it, right after this one, to see how the different choices will play out.
Watching reviews, limited let's plays, and knowing how similar mechanics worked in other games already tipped me off that the resource management and morale system were complete ********. So, I didn't bother playing on any type of advanced difficulty. I was here to simply experience the "What-If" nature of the story. Not to get frustrated fighting systems that would only make sense if this game were based ENTIRELY on the 2-part episode "Year of Hell". Which, I think, would've made for an interesting concept, but it is what it is.
Pros:
If you watched and know ST:V, it's fun/interesting to experience the story outside of the TV show.
Space combat has an auto-resolve.
The game isn't too long. So, running it back for a second playthrough isn't quite as daunting/painful as, say, replaying a long-form RPG.
Disappointed but not something I'm going to call a Con, just yet:
The early "What-If" scenarios/alternate outcomes were all either "all roads lead to Rome" outcomes or felt completely surface-level with very little impact. As such, I stopped attempting them after the 2nd sector and decided to use my next run to completely go against canon. The ones I did do stopped being relevant the moment the story was over. Perhaps others have more impact and longer reach than the earlier ones, but this felt like a missed opportunity.
Cons:
My previous post talking about the save system still rings true. It sucks, and they've already acknowledged it
The time/cycles required to complete missions and research, when compared to when you start receiving a warning for excessive "Time in Sector", could use some tuning. Discourages exploration.
Coming from ST Online, I didn't care for the ship combat in this game. I get what it was going for (Capt giving commands), but it felt clunky, disconnected, and out of place.
I had multiple side missions end before they began due to an early failed RNG dice roll. This meant I was straight-up locked out of doing it and lost any Technology and/or Recruitable Hero rewards. This just feels bad and unfair.
Despite the dev's claims, I'm 100% convinced that they used AI-generated images for the CYOA-mode still images. I'm not against them doing this, but man... they could've at least QC'd the faces of the characters, their uniforms, and their equipment. There were multiple times where canon crew members had the wrong face (ie Temu-Janeway).
This post got away from me. So, I'm just going to call it there.
Last edited by Rienen on February 23rd, 2026, 15:38, edited 1 time in total.
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rusty_shackleford
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The performance when viewing the ship/bridge would drop down to ~30 FPS which is just unacceptable for what, without any exaggeration, looks like a PS2 game most of the timeRienen wrote: ↑ February 23rd, 2026, 15:28It sounds like I've had better performance than Rusty, but given the type of game that this is (X-Com base building, on top of CYOA static pictures intermixed with very clunky 3D ship combat), I would have expected better. Also, I'm doing my first run without the voiceover mod Hank linked above, but I plan on doing a 2nd run through with it, right after this one, to see how the different choices will play out.
Thank you for your attention to this matter!
Steam friend code: 40552640 https://steamcommunity.com/friends/add | email: [email protected]
Having trouble running an old Windows game?
Rusty's Stuff Collection
Steam friend code: 40552640 https://steamcommunity.com/friends/add | email: [email protected]
Having trouble running an old Windows game?
Rusty's Stuff Collection
Well, we can't be having people going exploring in a Star Trek game, now can we?Rienen wrote: ↑ February 23rd, 2026, 15:28The time/cycles required to complete missions and research, when compared to when you start receiving a warning for excessive "Time in Sector", could use some tuning. Discourages exploration.
I think I would be more excited about this if it wasn't just a retelling of Voyager.
Tricky given the returning characters are a selling point, but just have Q send them to the Gamma quadrant or something and lampshade the fact that it is the same setup for an adventure.
Tricky given the returning characters are a selling point, but just have Q send them to the Gamma quadrant or something and lampshade the fact that it is the same setup for an adventure.
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rusty_shackleford
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It's Voyager except you can shape the story quite a bit from what I can tellJ1M wrote: ↑ February 23rd, 2026, 17:45I think I would be more excited about this if it wasn't just a retelling of Voyager.
Tricky given the returning characters are a selling point, but just have Q send them to the Gamma quadrant or something and lampshade the fact that it is the same setup for an adventure.
Thank you for your attention to this matter!
Steam friend code: 40552640 https://steamcommunity.com/friends/add | email: [email protected]
Having trouble running an old Windows game?
Rusty's Stuff Collection
Steam friend code: 40552640 https://steamcommunity.com/friends/add | email: [email protected]
Having trouble running an old Windows game?
Rusty's Stuff Collection
Another part of the problem is the VA studio ineptitude. The actors actually NEED good direction, and the chunks are often recorded in a semi-random order, as given from the devs.Xenich wrote: ↑ February 19th, 2026, 17:16He is phoning it in. When he did Voyager, his acting had a lot more emphasis and attitude into the things he said, a cadence as if he were constantly setting up for a punch line or quirky comeback. Here he sounds like he just sat down, looked at the script and just read it off in even tones.Hank Hill wrote: ↑ February 19th, 2026, 16:12They actually got the real actor but he doesn't sound right, I can't tell you why.Jordy wrote: ↑ February 19th, 2026, 16:07First thing you notice is how off Tom Paris sounds. Probably because it's the only voice you hear.
The few really good studios do recordings more like shows, with a skilled director and using rearranged and re-connected scripts, which helps the actors immensely.
Last edited by Rand on March 7th, 2026, 20:01, edited 3 times in total.
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
Reject your retarded-wing political programming and learn to think.
If you can.
Reject your retarded-wing political programming and learn to think.
If you can.
