A space exploration RPG that features classless character progression, squad-based tactical ground combat and a living universe where your actions have consequences. Gather your team, equip your ship and explore.
Main features:
Build a team of space mercenaries and explore a vast open-world universe
Classless character progression system with hundreds of perks
Engaging narrative based on thousands of years of lore, intrigue and faction warfare
Accept dynamically generated missions, follow the main story or explore - the choice is yours
Discover ancient civilizations, abandoned stations, cave systems, anomalies and the ruins of hundreds of years of unrelenting warfare
Tactical, turn based team combat - take advantage of cover and use your action points wisely to ensure victory
"Azimuth", a synergistic combat system, presents new challenges for strategic players
Action based space combat utilizes energy management and unique skills and perks
40 ships to choose from. Each can be customized and specialized as cargo, mining, exploration or combat vessels
Devices allow the player to fit a total of 12 unique effects both beneficial and combat specific across their team members
Tons of gear, most of which can be upgraded with Nano-Tech and component parts to customize your team and ship further
Trade commodities across the universe, discovering the best trade routes in a dynamic economy
Mine for minerals in space and on planets and sell them to the highest bidder
Scan systems to reveal new exploration opportunities or sell the data for profit
Spoiler:
So far so good. The game has so far only the prologue, but only with that it provides many hours of gameplay.
I advise you to just skip the USS DAUNTLESS tutorial and go directly to the game. The tutorial will be reviewed by the developer and is currently very slow and takes almost 3 hours to complete.
For those who are already accustomed to the old games of Fallout 1 and 2 or Jagged Alliance 2 the game is of the same type, plus space travel.
Looks interesting, but as it is developed by one man it will be years before it's finished.
I don´t think so
I have the game. And I can say that I have never seen a developer more involved and passionate about his project than Don Wilkins. If you see how he handles this game from the start and how much updates / fixes are made available is something impressive.
The game is very well planned. Just say that even in early access, the entire save system is finished, so nothing you do now is lost, your save is continued with each new update and even after the game's launch you can continue with it.
Right now you can have 15 to 20 hours of play easily. In fact a lot more, because the missions are dynamically generated each time you get one.
The next big update will bring the combat in space.
The last few months have been pretty crazy around here. Since the last major patch, I've been focused on opening the FTL gates and there is still a lot of work to do. Most of this time has been spent wrapping up all the procedural mission sets needed to make sure the universe is populated with locations to explore. This has been thousands of hours of work over the last year between me and a talented modeler/ level designer I work with. I'm happy to say that work is now done - I'm finished with the level sets for the next content patch.
Another large block of work that is finished is generating the interiors for the various stations found in the universe. That means the interiors are in the game, loading based on where you are in the universe, vendors are placed and faction mission contacts are available. You can now dock at trade stations across the universe in the development build - if you have the proper level of faction needed. In a future patch you will be able to hack station security remotely and board the stations of hostile factions. Doing that will place a station on alert and you will need to fight your way through the station to disable various systems like external station turrets and interior defense systems. Should be interesting.
All the space stations that were completed some time ago have been added to the universe. Later I'll be adding external turret systems to the stations for faction warfare.
The incursion system is now working in all systems that have stations or a faction presence. I'll expand on this in the future with faction warfare and more.
I've also added volumetric effects to all systems as well as LUT Color Grading. They add a lot to the visual appearance and diversity of star systems.
For the last week I've been focused on performance on the Star Map. The game processes tens of thousands of independent AI vessels. The Star Map uses LOD algorithms to display ships and systems that are nearby and places them into a secondary processing queue when they are out of range. Every ship has a task or set of tasks and when they are out of visual range, they switch to a secondary process that uses universe time to determine arrival, task completion and assign new tasks. It's a fairly complex system and seems to be running well. I'm going to give myself another week with this to make sure everything is performing and running as expected.
And finally, the revised animations are finished, including special attacks for all weapon types. You might notice that "stealth" will be going in the game. I'll add these animations into the game when I get through a longer list of tasks I'm working on right now.
yeah. Single developer, also his wife (i think she helped with the project), got very sick.. but who knows though, could be an excuse?
These games takes time, I think Kenshi took like 10 years (counting before it was on Steam), also a single guy who took some external help sometimes for assets.
This guy can write btw, the dialogue is very natural and believable.
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