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Avarice
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Posted:
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May 3, 2013 @ 10:36am
Jun 18 @ 4:54pm

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Recent Announcements View All (11)
What will Avarice be in the long haul? The ultimate corporate warfare game.
  • Open Beta: Everyone gets to try the six mission tutorial campaign for free, getting used to flying and shooting down mercenaries for cash :-). The player will be given ships by their employer, so no need to start worrying about building ships, although it will be available.
  • The Rebellion Campaign: Players will take part in a rebellion against an overbearing corporation. The employer won't be giving you ships this time, you will need to build own awesome ships, capable of taking out your opposition. Also, the random mission generator will be available for players to get some extra cash on the side.
  • World map... known as Macro internally.

Notice all those bold terms I put everywhere? They're all critical aspects of what make up Avarice's Macro game play.

Avarice is all about a fictitious world where corporations are the most powerful entities, waging war for profit. You, the player, start as a measly mercenary pilot, with a tiny craft. By flying the campaigns, such as the tutorial and the Rebellion, you will earn money, which initially is spent on building more powerful (and bigger!) ships.

Once you have enough cash, you can create your very own corporation, which allows you to access the world map. No longer are you bound to fighting other people's battles. You have complete freedom in what your corporation's goals are.

Perhaps initially you want to become a mercenary band, fighting other corporation's wars. Great profit, and allows you to start hiring fellow mercenaries to fight beside you. Unlike the campaigns, where you automatically arrived at the battle, now you must navigate the world map to arrive at the mission. When you arrive, you jump right back into the familiar action shooter you've been seeing in all the trailers, but now with your own band of mercenaries you've hired. You fly your ship, and your mercenaries fly as your fellow wing men.

Your hard-earned cash can now be spent on more things than your own ship, you can now spend it on your corporation, such as modifying your hired mercenaries' ships. Build the ultimate squadron.

Soon, you will have enough power that, perhaps, you want to start controlling your own industries. You want to create an oil monopoly? By all means, begin capturing oil derricks. Now that you have the derricks, you will need to hire someone to transport the oil to refineries. Hire a caravan to do that for you, so you can worry about the bigger picture...

Once you start taking your corner of the world, not surprisingly, you will be bumping into some other corporations' turf. Perhaps they have some oil derricks you want, or perhaps they want your oil derricks, one way or another, war will begin...

This is the Macro game.

That is what Avarice ultimately will become.

Even better, the long term goal is to make this all multiplayer. This means that you and your best friend could own a corporation, waging corporate war against another pair of friends, competing for most profits.

We are putting together a fancy video, to help demonstrate this concept, but for now, here is an ancient (1+ years) old teaser screenshot[i.imgur.com] :-).

That being said: we must go one step at a time, just like your mercenary pilot will. We want to deliver the best game play possible, each step of the way. As experienced game developers, we are avoiding the infamous "over promise, under deliver." Right now, we're promising what our Greenlight page says: that means awesome ship building, ship combat, and fun campaigns blowing up corporations :-D.

MEGA UPDATE! And new video!
  • Bigger guns!
  • Rounded ship parts. Ships look more stealth-bombery.
  • Rounded natural formations like dirt and stone (and soon to become even more rounded!).
  • Custom models for trees: trunks and leaf balls.
  • Environment texture revamp in progress (it's a lot of work for our one artist!).
  • Damage states are being added to nearly every block in the game. Previously, only a handful had intermediate damage states. Every block will ultimately have three states: pristine, damaged, and demolished. (our poor artist not only has to revamp each block, he has to redo each block twice!) It's very gratifying so far though!
  • Chain reaction explosions in the environment (was already implemented on ships), a la Raptor: Call of the Shadows. Blowing up buildings is awesome.
  • Bigger explosions, bigger sparks, bigger particle effects everywhere.
  • More dynamic lighting, tons of lighting. In levels, in the hangar, everywhere!
  • Mipmapping, so things look smoother far away. Not perfect, but better than before.
  • Dynamic depth of field. Inconsequential background stuff goes out of focus.
  • More feedback. Target lock beeps, incoming missile alarms, shaky UI on hit, and more.
  • New ship stats HUD. A combination of traditional and our "build your own HUD" blocks.
  • Entirely new GUI graphics. More subtle orange, angular corners, what'd you'd expect for sci-fi GUI.
  • New weapons, spreading out the progression, filling gaps.
  • New equipment prices,
  • Re-organized ship editor, with the tool box at the bottom of the screen.
  • New tool-tips for ship parts, giving you a ton of information, just like an action RPG.
  • Equipment icons!
  • Simple crosshair aiming, just like Crimson Skies, Ace Combat, Freelancer, etc. Sometimes simpler is better :-P. Makes shooting off parts of enemies so much easier.
  • Weapon balancing beyond the rock-paper-scissors. Rockets now have more area effect than homing missiles. Bullets are more about consistent damage where rockets and missiles are about burst damage.
  • Automatic target lock goes after thrusters first, then weapons, then a random block.
  • Laser designator allows you to choose which part of an enemy ship you are targeting, allowing for precise homing missile strikes.
  • Homing missiles finally got their turn speeds fixed. No more 180 degree turns for homing missiles :-P.
  • Recoil actually visible and impactful. Recoil based on weapon power and ship weight. A 70mm artillery on a light ship has a lot of recoil, while a flechette weapon on a big ship has nearly no recoil.
  • Performance optimization.
  • Enemies can now surrender if you destroy their weapons. Surrendered enemies give you more money than simply blowing them up.
  • Enemies have radio chatter, and it means something. They will radio each other for help, beg for mercy (surrender), and more.
  • AI pathfinding much smarter. Still needs a tad more work, but way better than it was!
  • C# scripting is now functional in the level editor, allowing for much more complex scripted events!
  • Randomly generated missions are very balanced. Testers said they "just felt right." :-)
  • Level editor supports prefab creation and stamping. Makes building levels so much faster!
  • Many more level editor options.
  • Randomly generated missions now spawn buildings through prefabs.
  • Tutorial campaign, as seen in the video. The five in the video are almost done, there is one more to be polished, for a total of six missions in the tutorial campaign.
  • Rebellion campaign has approximately six levels polished, out of fifteen.
  • Much more I'm sure...

It's been a busy many months!

Many thanks to Tribeca Flashpoint Academy students, the ZoopTEK team, our many advisors, and of course the fans. It's been an uphill battle, but we're not far away from our open beta :-D.

Thanks all for the support!
-The ZoopTEK Team

Description
Release date: Limited Alpha In Progress
In a world bought and paid for by warring mega-corporations, you are one of many mercenary pilots, capable of building their own futuristic combat craft. Through merciless air combat, will you fall like the rest, or rise in wealth and fame, building your own empire?

Deliverables
ZoopTEK has been around for 14 years, long before "The Notch Effect" (tm), or the indie wave. As experienced developers, we're not going to promise the impossible. While Avarice is surely expansive, we've diligently scoped the game down into smaller, practical deliverables. We hope you appreciate our transparency, and our focus on making each portion the highest quality we can provide!

Initial Features


Frequently Asked Questions

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Popular Discussions View All (15)
4
Feb 16 @ 3:07pm
PINNED: FAQ: How big are the blocks? Why did you choose that size?
ZoopTEK
2
Nov 10, 2013 @ 9:28am
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Jul 5, 2013 @ 12:09pm
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213 Comments
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Harnoth Jun 25 @ 11:42am 
Looks interesting.
J-Roc Jun 24 @ 6:28pm 
Could have some replay to it. Looks good!
ionutudor2012 May 22 @ 11:46am 
Voted
ww2guy May 21 @ 8:27pm 
no problem for such a good genre and exeution of a game hope it reached steam :D
SpλrkY Apr 30 @ 2:40pm 
Looks good.
@nxiety@dder Apr 4 @ 5:27pm 
Played some of it at a friend's house and it's really fun. Hope this game gets greenlit soon!
BotQ Mar 22 @ 7:16am 
Nice game.
[MEX] Cowless Cowboy* Mar 11 @ 12:21pm 
I do not know about videogame-making, but something i do know how to do is play them. So if you need someone to test the beta, projects, graphics, etc. im here guys, my support is to you guys
FreakonFlight Feb 26 @ 7:03pm 
Is there any way you guys can release an open beta!!
Jay Jan 8 @ 11:28pm 
Game is looking great! keep up the good work!