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XO
 
 
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Platforms: PC, Mac, Linux
Languages: English
Players: Single-player
Posted
Updated
Jul 20, 2015 @ 5:47am
Jul 27, 2015 @ 5:52pm
Recent Announcements View All (15)
End of the Year Update
Pirates, Boarding Parties, Comms and More
Events and Communications
We've stripped out the giant modal windows from previous versions of the game. Now when you receive a message, you'll see a small pop-up giving you information about the events taking place in the area. You can acknowledge (or ignore) them without pausing the game.



These transmissions, or 'barks' as we're calling them, feel less like interruptions. Some barks appear as timed choices, so you'll need to think fast when responding to things like distress calls (pausing does stop the timer.) The smaller windows also helps us keep the text shorter and more concise, which lets you focus more on the tasks at hand.

Pirates
Adding pirates and rogue military factions into XO was unlocked as one of our first backer missions on Kickstarter, and now they're in the game! Pirates are currently being represented as orange ships, and have a distinct behavior. Like a pack of wolves, pirates avoid combat and try to pick off weaker ships.



After dealing enough damage and disabling it, they quickly board and repair the ship, jumping out with their new prize. These opportunists will target civilian and military ships alike, and pose a serious threat to your fleet. However, we have a new player action to help turn the tide…

Boarding Parties
You can now take the offensive by sending in the troops! Capturing ships by a boarding action is a great way to fend off attacks and add starships to your fleet – we’re still balancing this, but we expect this to be limited in the number of times you can launch and/or it may have a chance of failing. We’re also considering using certain members on your council to increase your odds in a boarding action.

More Movement Iteration
One of the biggest updates to XO: starships and space stations are now constantly in motion. We’ve done a lot of work analyzing and experimenting with movement this month. Our first attempt was to make ships orbit the planet when they got close enough to begin gathering resources. This worked so well that we decided to make ships always orbit the planet, no matter how far away they are. So far this feels more rewarding and dynamic than our previous attempts.

Where ships would once park next to each other at fixed waypoints and have a static battle, they now loop and slingshot around each other as well as the planet. We’ve demoed the new movement at two expos and the response has been overwhelmingly positive. On top of that, starship movement is now faster and more responsive than ever!

UI Improvements
Last month we talked about new ideas to make the player feel more like an admiral. We tried ditching the old waypoint control scheme in favor of new command based methods, and the results are compelling.



We wanted to make selecting ships easier, and we have a cool new innovation to share. Instead of having to click exactly on a ship to select it, your cursor now draws a line to the closest object. Left-clicking will select whatever that line points to. Once you have a ship selected, you simply move the mouse until a line is drawn to your target and right click to engage with it. If you right click a civilian ship, you’ll follow and cover them from all threats. If it’s an enemy, you’ll race towards them and fire until there’s nothing left. If they’re lifeboats, you set a course to retrieve them. (Oh yeah, disabled vessels now abandon ship to lifeboats!)

Camera Controls and Mini-map
After deciding to keep ships and stations in constant orbit around planets, Justin and Dominic came up with the idea to make the camera move around the planet in a circle as well. Grounding and centering the planet in the world space feels so natural that I can’t believe we didn’t come up with it sooner!

Camera follow was added months ago, and now it’s even easier to activate. By double left-clicking on a ship you’ll select and center the screen on it. This allows you to jump around from one area to the next, all while following ships which makes for a satisfying cinematic experience.



You’ll also notice that our mini-map is no longer square, to go along with the new circular world space.

Audio Integration and the XO Soundtrack
Thanks to Skewsound’s help, we’ve got Wwise working in Unity! Along with their expertise, the tools Audiokinetic provides will allow us better control over 3D sound effects, and we hope to make Jim Guthrie’s soundtrack a dynamic experience while playing the game! Jim’s already cooked up over 20 minutes of music, which we’re starting to put into the build this week.

A few other things we’ve been working on:
  • An updated and improved tutorial
  • New civilian ship behaviors and coloring
  • Improved weapons effects for flak cannons and missiles
  • Streamlined interfaces in jumpspace
  • XO lore!
  • Replacing our busted server so we can get forums up and running this week

Lastly, if you’re in the Portland area we’ll be at PIGSquad’s Horror Game Marathon this Friday with the latest build of the game! Tickets are $3 and are limited to 100 seats, you can grab them here: https://www.eventbrite.com/e/pigsquad-horror-game-marathon-tickets-19052214687
We’ll be set up in the lobby all night.

See you on Twitch!
http://twitch.tv/intelgamedev

Description
Release date: TBD 2016
In XO you command a ragtag fleet of starships against an unbeatable enemy. You'll be evacuating refugees, scrounging for resources, overcoming political treachery, and assembling your flock from one jump point to the next. Your goal is to lead what's left of humanity out of reach from the unknown threat that pursues.





Overview

Inspired by sci-fi works such as Battlestar Galactica, The Lost Fleet series, and games like FTL, our strategy game will test your skills as a leader in times of great need.

You are the captain of the last remaining battleship in the fleet. A relentless, overwhelming enemy has emerged to abduct your people. There's no time to colonize planets, negotiate with alien races, or build an empire. You're outnumbered, out-gunned, and low on resources. Knowing when it's time to fight or flee will be the key to saving the human race.

Commanding your fleet and managing resources is only part of your job. You'll also need to lead a variety of personalities as you gather and protect a flock of civilian ships. Who you choose to elect onto your council will affect the entire fleet and alter the options available to you. Your leadership will either inspire loyalty and sacrifice, or drive your people to treachery and sabotage...

Gameplay

XO is a single player game. Newtonian physics govern starship movement in a 2D plane. The game unfolds in real-time but you can pause the action and issue commands. Most of the gameplay is procedurally generated, including events, weapons, star systems, and personalities. These rogue-like elements ensure XO will be replayable and unique during each session.

  • Emerge from jumpspace near a planet where you will begin rescuing ships, gathering resources, and defending against ever-stronger waves of enemies until you judge it is time to evacuate the fleet.
  • Navigate a complex political system as the war brings out the best and worst in people. Promote the finest in your fleet to your council. Heed their advice or face the consequences.
  • Choose the next planet to jump to based on limited intel, taking into account the resources you need, reported enemy strength, and refugees at each possible destination. Spin up the fleet's jump drives and lead your able ships to the temporary safety of jumpspace.
  • In jumpspace, use your resources to upgrade ships, manufacture weapons, and make critical repairs.
  • Continue this cycle until you amass enough firepower to defeat the enemy mothership and escape with as many people as possible.

Popular Discussions View All (1)
6
Jan 24 @ 3:39am
demo?
HunterAnubis
< >
109 Comments
mkay1712 Dec 24, 2016 @ 1:20pm 
Any word on when this will be released yet?
Praetor Augustus Jan 19, 2016 @ 3:16am 
... I love you forever.
Jumpdrive Studios  [author] Jan 18, 2016 @ 1:51pm 
@Imperator Agustus we're happy to say that XO already runs on Mac, Linux and PC. :) We haven't tweaked it for the Steam Controller yet but that works too! Also, Alpha is expected Q1 2016.
Praetor Augustus Jan 14, 2016 @ 1:18am 
Cant wait for this to come out, i know its a bit to ask, but is ther any chance there will be a mac port at some point after release?... i understand how difficult it is to actualy port things to mac,re-writing most of the code and all that.
Jumpdrive Studios  [author] Oct 6, 2015 @ 9:04am 
@Monkey of Doom - we're planning to be in Alpha by the end of this year, then Beta early 2016 with the full release to follow.
Skovtrolden Sep 30, 2015 @ 6:04pm 
Do you have an idea of a release date yet? half a year? one year? Two? :P
pardus Sep 5, 2015 @ 2:56pm 
me too
Praetor Augustus Aug 23, 2015 @ 2:31pm 
... I think im in love.
NovemberTerra Aug 19, 2015 @ 6:18am 
I really like the style of the game anyway, but for this sentence you'll get my money for sure! :D
Jumpdrive Studios  [author] Aug 18, 2015 @ 5:02pm 
@NovemberTerra "If the crew doesn't hate the XO, then he's not doing his job."