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Precursor’s Dawn - SciFi Tactical Space Combat
 
 
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Genre: Action, Strategy, RPG
Platforms: PC, Mac, Linux
Languages: English
Posted
Updated
Oct 3, 2016 @ 5:14am
Oct 18, 2016 @ 9:39am
Recent Announcements View All (4)
We have been Greenlit!
Thank you to everyone that stopped by!
If you miss the huge green sign at the top of the page, the news is Precursor's Dawn has been Greenlit!

Second Race Revealed!
Introducing the Thoth!


The Thoth are seen as Religious Zealots, focusing on discovery and science over everything. Their disregard for other's territory have started more that a few major campaigns of war. Now, with what is hailed as the largest discovery ever, the military has come into its prime. Every ship is armored to the beak and ready to defend against any creatures with less worthy causes.


Description
A space strategy game unlike anything before. RPG like elements that help to drive a robust and unique gameplay world. You will travel the vast distances of the universe in search of an ancient technology that will ultimately change the balance of power between the known civilizations. Once the technology is found, it is up to you to command, design, and deploy the most powerful fleet to protect the information at all costs. Our unique, combat system lets you summon ships into the battlefield while providing you with a broad overview of the gameboard. Couple this with Co-Op play and head to head multiplayer and you have a game that will leave you satisfied for weeks to come. All of this and more, brought to you using UE4 and AAA technologies.



Summary
  • Planned platforms: PC, Mac, Linux
  • Release date: Q4, 2017 on PC. Mac and Linux to follow
  • Approx. gameplay time: 10-12 hours (Race 1), 30+ hours (all 3 races)



  • Single & Multiplayer Turn-based Tactical gameplay
  • PC platform with additional platforms as stretch goals
  • Single player gameplay with persistent progression
  • AAA-style visuals & sound
  • In-depth upgrade and fleet creation
  • Three playable races
  • Varied Multi-player options
  • Lots of Space Ships

[kck.st]

With Precursor’s Dawn we wanted a game that at heart felt good to play. What do we mean by that? Precursor’s Dawn is more a game of strategy and adapting to your enemy than hoping you have the better roll of the dice or card draw. Furthermore, ships are not locked into a single hex. We wanted the size of the hull to have weight (space joke). When a battleship class moves across the field of combat, it encompasses more real estate than a frigate class. Using larger ships means there is more to shoot at and tactical movement to prevent bottlenecking your fleet’s movements.




Too often combat in games boils down to, “Does my Hero/tank/ship have more levels or experience than the enemy?” Precursor’s Dawn takes the path less traveled. The decisions you make to the types and load-outs of your ships can vastly alter the way you utilize them. Do you want to play with faster smaller ship, or use indirect fire weapons as you hide behind wreckage? Select the hulls, talents and load outs matching your play-style.

Combat in Precursor’s Dawn is based on a turn-based system drawing inspiration from Masters of Orion 2, Final Fantasy Tactics, Advance Wars, and WarHammer 40k.



Each Race holds their own advantages and lean towards their favored tactics, but with access to ancient technology you can deploy your strategy in multiple ways.




Create custom fleets that vary in skills, styles, and functionality. Use these custom fleets to defeat your opponent in unique and interesting ways; ensuring that each game is different and challenging throughout play. Unlock new skills and tech trees that can be used to further advance your style of gameplay.

The fun of customizing your fleet doesn’t end there. Within the fleet creator you can set up your fleet’s war paint. Create custom color schemes that can be defined throughout gameplay and per fleet. Select hull decals and their color to make your fleet unique. Throughout development we will add more decals and color choices to the game that will allow you to further personal each fleet. Not only will you have the ability to choose how you play the game with fleet customization, you can look cool while doing it (no sunglasses required)!




Within Precursor's Dawn, different races have battled for millennia. Only recently has a weak cease-fire taken hold preventing direct military action. Buffer stars between factions are still rife with conflict, never acknowledged officially. The discovery of a star system inhabited by a unique and ancient artifact, with its overwhelming promise of technology and resource threatens to undermine what has been until now, a fragile state of affairs.

While procedural generation can result in a near unimaginable number of places to visit and things to do, it can often lack depth and emotional engagement. Precursor's Dawn is a hand crafted experience where the history and culture of the races greatly impact gameplay to increase immersion and enjoyment, it is not simply about moving chess pieces on a board or demolishing your opponent's fleet. The single player campaign allows an in depth look into a race's civilization and culture.



Decisions you make in one battle carry onto the next. All of the competing races are far from the support of their homeworlds, therefore within the campaign you will face hard decisions over use of resources and ships.



Online multiplayer has becoming an increasingly important factor in many people’s decision to purchase games. Where single player campaigns can captivate a player and bring them a greater understanding of a game’s lore; The addition multiplayer options promises near limitless opportunities to enjoy the game both in a solo setting and with friends.

There are range of different Multiplayer modes within Precursor’s Dawn.
  • Head-to-Head (1 vs 1)
  • Co-Op (2 vs 2)
  • Siege (3 vs 1)

[kck.st]
Popular Discussions View All (1)
1
Oct 13, 2016 @ 11:29pm
Greenlight Page Feedback
tyrosr
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32 Comments
HellCow [Promo] Nov 5, 2016 @ 8:48am 
Hey, i woud like to promote your game or to test the game.
Also i can get some testers if necesary, Add me if interested in steam or send me a mail: Liecis19@gmail.com

(BUT my promotion will give honost reviews and votes if you dont want this then i suggest go to GREENLIGHT boosting group... and be one of the bad boosted devs... p.s its Steph if you havent heard of them..)
Stormynature  [author] Oct 10, 2016 @ 1:23pm 
@Howard M. Burgers, Thank you kindly, hopefully the replayability of our game will only be defeated by the release of our game after this one :).
Howard M. Burgers Oct 10, 2016 @ 11:30am 
Sounds fantastic. It looks like you guys have a good formula in place to ensure replayability. If you can accomplish the goals you've set out here, I think you've got a winner :-)
Stormynature  [author] Oct 9, 2016 @ 5:44am 
@The Dark Lord of Puns, Thank you kindly for your comments and upvote - it is very true our trailers are somewhat lacking in detail as to the full extent of the game. Some of this is because we are still using placeholder art that has yet to be replaced by appropriately polished versions (or at least acceptable level i.e. we don't want you watching our nyan cat battlecruiser zipping around the map ) and are still integrating - The irony is we are running 3 coders and 1 artist - so the art lags behind our tech side (which if you are into dev at all, will know this isn't the usual case). Still the whip is out and the flesh of the game will make rapid appearance in the updates.
The Dark Lord of Puns Oct 9, 2016 @ 5:16am 
Well, this seems fairly competent. I feel like you could use a bit more in the trailers, though. They seem to just show the combat, and not how you get from one fight to another. The description looks really professional, too. You have good grammar, headers, pictures and you seem to actually care about this game, which I'm sad to say is getting pretty rare on Greenlight. I think I'll give this one an upvote.
Stormynature  [author] Oct 6, 2016 @ 2:05am 
@despiseusername, Thank you for changing your vote :) - It may interest you to know with regard to the professional game dev comment - if you head over to Gamedev.net you will find myself, Riuthamus and Navyman (Tyrosr) are all longterm members of that community with solid reputations .
despiseusername Oct 5, 2016 @ 11:33am 
Thank you for replying as a professional game dev would. I changed my ask me later vote to a yes vote. Best of luck and hope you get greenlight fast.
Stormynature  [author] Oct 5, 2016 @ 6:42am 
@despiseusername Yes we were aware of the connection between downvoting and perceptions of an incomplete game/scam due to a failed/greedy kickstarter, but decided to run with it anyway. The game is fully funded with an investor group in place. The reasoning behind the kickstarter is business related and not something appropriate to this area as it concerns commercial information.

The background graphics will have a lot going on and elements of it will incorporate into the gameplay. One such element might be a piece of debris in orbit actually cutting through the combat area which you would see approach (if you looked that way) and it's potential efffect on the active gameplay. I cannot speak to performance issues this early in dev, but it would be appropriate to assume that such steps will be taken into account.

Homeworld is definitely an inspiration but we hope to go a different path in many ways. I hope this answers your questions :)
despiseusername Oct 5, 2016 @ 6:25am 
Ship combat to a small extent with how the weapons fire looks reminds me of the Homeworld series.

Is the background graphics going to have more going on? Will players be able to fine tune how much is there on the background to either make it look better or improve performance?

Some people downvote any game they see that has a kickstarter. Likely due to a bias that any game that has a kickstarter that fails will not see steam or that the kickstarter may be a scam if funded. Sadly there are greenlight submissions that created that bias. If kickstarter fails will the game still come about?