Before I hit you with the spiel it's probably best to just show you the latest development video:
We cite 'Homeworld' and 'Nexus: The Jupiter Incident' as our sources of inspiration but when we examined the gameplay of these two great titles; Nexus as an RTT game with absolute control over each ship and system; vs. Homeworld as an amazing RTS featuring en-mass warfare - we felt that the ideal command experience lay somewhere in-between.
Ships in Shallow Space large and small are grouped into Wings and then Flotilla. Perks and attribute bonuses earned by player progressed Officers and equipment earned in mission will influence ship attributes and available abilities in those formations.
The player configures the bulk of their forces before a mission and gets a certain amount of points to spend. They can pick ships they've preconfigured and setup Flotillas for various tasks, these tasks are further underlined by a 'Class' system which will denote the Company or Regiment the Flotilla is 'borrowed' from granting bonuses to that role. (Examples include '227th Highlanders' (Assault Practitioners,) '178th Pioneers' (Support & Acquisition,) '107th Wasps' (Carrier Command.)
Each of the players Officers grant bonuses to the amount of ships that can be commanded and therefore, the amount of slots to put ships into. The player will get a certain number of MP (military points) to spend before each mission, but they likely won't be able to fill their Battlegroup with the allowance and should instead pick the mightiest of Capital craft with a keen support function the player can then use that support function to gather resources and construct more ships in-mission in a more standard RTS fashion.
Abilities such as 'Short Range Jump' will allow you to instantly withdraw your forces from battle, terrain altering ship modules will allow you to shape the vast arenas teaming with NPC life, into meaningful areas of operations and the heavy customization features will mean the player can play out the mission exactly as they want to, rewarded by many areas of progression including RPG-style character advancement and additional ship variants and modules.
Other examples of diverse tactical choice would include:
- Missiles/Torpedoes will come in different types for different jobs
- A wide choice of Carriers and Corvettes
- Ships can be rigged with different type of weapons (Turret and Fixed) with differing damage types (Energy, Kinetic, Precise.)
- Blueprints to Hull and Weapon variants can be found in-mission and the game will feature a random loot drop system for the Single-player campaign.
- Ships can be configured with hull and weapons modules for seemingly infinite combinations.
^^ Image from 'The Omega Directive' a fleet modernisation program we have going on in the background ^^
In addition to all the customization, the wings/flotilla system allows us to do some very clever things with the AI and the planned Officer/Crew RPG features. The player will complete RPG-like activities and complete tasks with their custom fleet such as collect incidental missions from NPC forces, hunt out enemy fortifications and progress the main quest-line set by command as well as resource collecting, unit construction and all the standard RTS fare.
Along with all this we are modernising the games assets to implement the very latest of technology with PBR rendering and the ability to ship the end game with 4K textures. The game is a single player, campaign driven type with skirmishes, multi-player planned for the skirmish modes at the least and we expect Early Access at the end of October/start of November. Advanced press previews will be available upon request.
The project is indie to the core supported with only the money in our pockets and the folks good enough to preorder so if you do have $15 lying around throw it our way and you won't regret it because you'll get one hell of a game.