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Ultimate Space Commando
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Genre: Strategy, RPG
Platforms: PC
Languages: English
Posted:
Updated:
Sep 9, 2013 @ 8:05am
Mar 23 @ 12:05am

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Recent Announcements View All (24)
BETA 3.0 RELEASED!
Preface

Beta 3.0 is very likely the last major update before the Final Release of the game, which is now scheduled Q1 (preferably February) of 2015, and the stack of tasks remaining grows thinner and thinner by the day. The already completed Campaign content (much more than what’s available to the public) is being extensively tested both for bugs and balance or playability issues. Along with this, core gameplay problems and features also get fixed and enhanced, all making USC a really complete, more and more polished game. I again thank you for your support and patience, and look very, very much forward to finally present you the complete game with all its challenges and thrills!

About new content

This one is a truly major update: USC is getting infused by fully re-recorded, astounding sound effects, created and mastered by sound designer Eugene Black from Centralia, USA. All interface, general effect, weapon, alien and footstep sounds have been replaced and expanded by his wonderful, real studio quality works, providing a much better immersion and variety. Prepare for the Horde, they’ve never been more fearful! ;-) All the new sounds are available in Beta 3.0. It was worth the waiting, I can assure you! And be sure to check out his other works at:
https://soundcloud.com/wavepuzzle, and
https://soundcloud.com/mizontiq.

The Campaign is also getting new audio content! Composer Dmitri Arktor (from Cotton Mather Estates, Alphane Moon) is in charge of the new, all-around original soundtrack for the story of U.S.C. Wraith and her crew. He is also working on some terrifying ambient effects and tracks, making a deep, personal atmosphere for the whole Campaign. Once released, it will feature 16 original music tracks and a lot more ambient themes. Most of these are already complete (!), but you’ll have to wait for the Final Release for the experience, as the Campaign is still under development, and no more of it will be available as Beta content. Well, except for one „bonus” track that is now added to the Beta Campaign content—so be sure to check it out! As well as all his other magnificent music at:
https://soundcloud.com/arktor!



What to expect in the Campaign?

With the Final Release getting closer, I can now give you an update on what is really coming. The Campaign will feature about 30-40 missions, out of which 15-20 are delicately “hand crafted” (yet still random to some extent) and another 15-20 are “random” (yet still designed to accurately comply with difficulty & story elements). There will be also an “alien ambush” system: if you fail to complete or even attempt missions for a longer time (i.e. later in the Campaign you can choose to “wait an hour” any time to let your squads recover and your research progress go), the aliens will come and try to kill you off, adding more potential missions. Not often, but on important situations you’ll also have to make a (non-tactical) choice while on a mission, which further effects the story and the fate of your crew. The end of the Campaign is also going to be something special compared to all the various missions played before.

Research mostly plays a role in the story progression, not in acquiring new weapons or items (apart from the 6 weapon mods, as you can already see in the Beta). And by that I mean: researching or not researching a particular thing will indeed have an effect on the outcome of your whole endeavor. It’s your choice. New weapons, ammo and items are acquired through salvaging manufacturing blueprints on missions. The full crafting and prototype-weapon system known from Single Missions is also present in the Campaign. Your men gain XP over time (from killing and completing tasks like hacking systems, closing maintenance tunnels, etc.) and you can assign new skill points. They also gain skill by completing other kinds of tasks (healing someone, etc.).

All of the above are already working and being tested. A couple of the missions and some cut-scenes, a bit of game lore, and finishing touches remain to be done, along with some graphical tasks and an extensive testing to ensure the Campaign is not only bug-free, but meets the expectations regarding difficulty and gameplay.

About difficulty. The Campaign will be quite challenging. Based on your skills in turn-based tactics/strategy games (strategy as allocating and distributing your resources, building your squads is also part of the game), you might find the few starting missions only moderately hard, but this feeling will not last long. There is an “Easy” setting on Campaign creation for those who might find the game overwhelmingly difficult, but I always wanted to create a “hardcore” experience. There’s room for some casualties or sloppiness, but not much, and even less if you seek to achieve the best possible ending. The A.I. plays fair, constrained by the very same rules as your forces, but resources are scarce, some of your units are not that well-trained (like in a Single Mission), and the missions themselves are designed to be quite hard. The save system remains as it already was: the game saves automatically between missions, and you can choose to overwrite your only save when on a mission any time; that one you can load back as many times as you want, but you can’t have multiple saved situations. So use it wisely!



What else is in Beta 3?

A metric ton of fixes, minor rule changes and enhancements, what else? :-) Seriously, the list of things changed and fixed is longer than the list of changes since Beta 1 to 2.1 altogether! (See the Beta 3.0 Change Log announcement for the complete list). But let me summarize the most important gameplay changes here:
— many beloved low-end weapons have been tweaked, mostly to increase usefulness, but in some cases to counter being overpowered;
— the effects of environmental elements, such as fires, bio- and radioactive pools have been carefully re-balanced to be more consistent and also more useful/a bit less irritating;
— new interface functions: enemy health bars, extended inventory toolbar usability, improved auto-reloading, improved scanner mechanism, in-game volume and accessibility options.

The seven difficulty levels have been renamed, and now are called Beginner, Novice, Easy, Normal, Hard, Extreme and Ultimate. This is to give players a better hint on where’s their skill level currently at compared to what is considered “normal” or “hard” by us. The default Single Mission difficulty is now the new Normal (4/7). We expect good players to be able to complete Hard without additional crafted gear, Extreme after 20-30 missions of collecting, and Ultimate only beatable by “hardcore” USC players. The Campaign also has a difficulty choice at the beginning, Easy, Normal or Hard. On Normal, the “inner” (combat) difficulty of missions will be on Normal to Extreme, based on story and squad progression. Choose Easy here if you have problems winning Single Missions on Normal, as this will set the mission difficulty in the Campaign between Novice and Normal. Apart from naming and some minor changes to certain combat effects, the difficulties are identical to those in previous versions.



Thank you and happy hunting! Be sure to also check the Change Log in the another announcement! ;-)

BETA 3.0 Change Log -- Fixes and other stuff
Description
Release date: 24th Dec 2013 (Beta) -- Q1 2015 (Final Release)
What is USC?

Ultimate Space Commando (USC) is an old-school turn-based strategy game that focuses on actual field tactics as a small group of elite commandos become engaged in a deadly conflict with a yet unknown, but rather ravenous species of aliens. Make relevant strategic choices, develop tactics and equip your soldiers as you see fit, try to survive and give the aliens hell in the single-player Campaign. Build and customize 4-man squads to play various 'Single Missions', Scenarios and 'Defend the Base!' actions alone or in a hot-seat or TCP/IP multiplayer session with up to four players, either man vs. aliens, man vs. man or even mixed, with various objectives, official scoring system, and much more. A full-fledged and truly Random Map Generator makes every mission you play unique and challenging.

USC is designed to be an 'easy to pick up, but hard to master', and in general, a very difficult game. There are a few lower difficulty levels for 'casual players' and starters, but the real action begins on the higher ones! Completing the Campaign or any mission on a standard difficulty level requires sophisticated and well-adapted tactics, especially if you aim to be the best in the online competitions!

In addition to our Steam and Facebook pages, feel free to visit the USC Center[www.creatio49.com] for a complete Game Guide, tutorials, wallpapers, and more!

Key Features
  • Fully randomized maps (even in the Campaign to some extent) in three different environments (base, mines, outdoors). Still, you can use seed numbers to share your experience with your friends or to replay the best actions!
  • Fully destructible and manipulable combat environment with interactive, strategically important objects (such as safety doors or different types of crates).
  • Customizable Single Missions, plus Scenarios and a base building-defending game mode, all available in single-player, hot-seat or TCP/IP multiplayer mode!
  • Strong, story-driven Campaign mode with difficult choices and really tough battles.
  • Plausible combat system with 4 major properties (Health, Morale, Armor, Action Points) and 9 attributes, and a detailed weapon system (impact force, armor penetration, etc.)
  • RPG-style unit management (skill points, specializations, inventory, statistics).
  • Squads can be customized, saved and improved with every mission by finding crafting materials and blueprints.
  • Five different aliens all with their special attributes, plus champion and alpha bosses with unique abilities!
  • Zhe Wunderwurm! (A rather deadly and weird alien specimen.)
  • 18 different weapons and various ammo types, each with preferrable combat attributes and also disadvantages, some with unique properties; it's completely up to you how you build up your tactics!
  • A lot of useful gadgets and equipment to support your squad with, including first-aid kits, stimulants, grenades, weapon mods, and even a placeable turret!
  • And the model RD-1 Rubber Ducky, of course!
  • Crafting system: materials can be salvaged from various map elements, and be used to make even more special items available via crafting only.
  • Weapon prototypes: higher difficulty levels may surprise you with blueprints that can be used to craft special versions of your favorite weapons--at a price.
  • A semi-optional circuit-cracking logical mini-game embedded into the main action.

System requirements (estimated, will be updated!)

Minimum configuration:

Processor: any SSE capable CPU with ~1.8 GHz core clock (1.2 GHz for duals)
RAM: 1 GB
Graphics card: any DirectX 9.0 compatible, starting from Intel GMA series, 64 MB dedicated + additional shared memory
Screen resolution: 1024x600
Sound card: any DirectX 9.0 compatible
Operating system: Windows XP SP3, Windows Vista SP1/2, Windows 7/8
HDD space: ~200 MB (will be more for final release)
Other: DirectX 9.0 2010 Feb or later (has to be installed for Vista/Win 7 too!)

Yes, USC is designed to run on even a netbook!
USC runs purely on a 2D sprite engine. It is mainly CPU intense!

Recommended configuration:

Processor: any dual core CPU with 2.0+ GHz core clock
RAM: 4 GB
Graphics card: AMD Radeon 4800 series, nVidia GeForce 9000 series, 512 MB
Screen resolution: 1280x960 / 1360x768 (1024x768 is also fine)
Operating system: Windows Vista SP2, Windows 7
Popular Discussions View All (9)
14
Jan 27 @ 6:44am
Colors in USC
Aliza
9
Feb 16 @ 4:45am
PINNED: My first mission.
Ratha Wynter
9
Feb 11 @ 12:02pm
Bugs for USC Beta 1 Update 2
Ratha Wynter
134 Comments
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Aliza  [author] Dec 19 @ 9:54am 
NEW PLAYTHROUGH VIDEO: https://www.youtube.com/watch?v=0HKQExmmBAk. Beta 3.0 in action :-)! Uncut recording of an "Acquire data" type mission on Hard (5/7) difficulty with a still "green" squad (<20 missions).
Aliza  [author] Dec 17 @ 12:29pm 
Yes, that's it! :)
SouthLane Dec 17 @ 4:55am 
Thanks for new beta. Version 0.9.5.0 yes? I always get confused with these version numbers. :)
Anne Kittrell Dec 11 @ 6:55am 
yes! YESS!!!!!
rittersdorf  [author] Dec 11 @ 2:48am 
woohooo
Aliza  [author] Dec 11 @ 1:29am 
Beta 3 is available now! Be sure to check all three announcements! (1 main and 2 Change Logs--there's so much stuff it wouldn't fit even in two posts :D!)
Aliza  [author] Dec 6 @ 1:05am 
Beta 3 should be available next week. It's almost finished, but I have to wait for some arrangements with the new audio artists who joined the cause (more in the upcoming announcement). You'll have it real soon! :)
Anne Kittrell Dec 5 @ 10:06pm 
so?
Aliza  [author] Nov 23 @ 10:16pm 
Thanks! :) There are many games that inspired USC, but I made sure it is quite unique in at least a few ways, take the fully destructible random maps, the combat-weapon system and that you get to fight "the Horde", not only a handful of aliens ;)

By the way, Beta 3.0 is coming around really well, it will be available in a few weeks at most. It will feature a *ton* of fixes and improvements to core gameplay and balance. It will also contain new media, as I've previously said. After that, I just finish up & polish the Campaign and the Final Release should be here in Q1 next year with all the goodies! :)
Christian Brutal Sniper Nov 23 @ 1:38pm 
kindaa reminds me of XCOM in a way