This game has been Greenlit by the Community!

The community has shown their interest in this game. Valve has reached out to this developer to start moving things toward release on Steam.

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November 13, 2013 - Ultramoose

I'm excited to announce that the full version of DreadChase will be available on both GamersGate and Desura shortly. Late last year I decided to tackle a neglected genre and DreadChase has been the result. Elements of DreadChase have been inspired from a range of games including classics like Descent, System Shock and Thief as well as more obscure titles like Airborne Ranger (C64) and the first game I ever played, Dung Beetle (Apple II).

I've had a great deal of fun building this game and hope you enjoy it :)

June 17, 2013 - Ultramoose

I have released a playable demo over on my own site. I cannot link to it directly here but you can reach it from my twitter link on the greenlight page. Try it out, it is a very safe bet that you have not played something like this before :D

The demo consists of a single scenario where you have a small hostile base nearby that you can eliminate. The warp drive on your base is crippled yet the stealth field is intact, so the bad guys will not find you immediately. In the demo you are not able to repair warp drive failures, you are trapped. I wanted people to see what coming under siege is like when your base is discovered. With no way to escape to other destinations/dimensions your pursuers will find your base. The hostile base is on the small side and represents the level of threat you face early on in a campaign. The demo only has low tech military hostiles yet they are still dangerous in numbers.

While the hostiles do not know your position unless you are spotted by radar/scans/flares, they do coordinate searches and investigate disturbances. Mastering stealth mode (pseudo cloaking) via gliding and avoiding collisions will help you tremendously. Hit and run attacks, diversions and sneaking around will help your survivability. While you can go around guns blazing, smashing through doors and tearing up the place doing so has consequences, causing bases to marshal reinforcements and arranging search patterns near your last known location. Hacking is a very powerful capability that can turn the tide in your favour, with a wide range of different subsystems that can be targeted.

I consider playable demos to be important for many reasons, not least of which is showing that the developer is confident in the quality of the product. A demo can convey far more than a video ever could, as you can get a feel for the control scheme, performance, compatibility and elements of the gameplay. This is amplified for games with exotic premises and unique gameplay like this one.

I have held back most of the content for the upcoming full release. The demo is a representative slice of the gameplay, a balance struck between not wanting to overwhelm players while simultaneously wanting to surprise them.

May 9, 2013 - Ultramoose

Time for an update :)

I've uploaded a video showing some of the stealth gameplay and what it looks like to infiltrate a mid-sized enemy base. The main advantages in using a stealth approach is that while your presence in the area has not been detected they will send out fewer reconnaissance patrols looking for your base. The security countermeasures that get deployed can be quite harsh, especially in high-sec areas.

I briefly show the hacking minigame in the video as well. The hacking opportunities are extensive, letting you bypass door locks, capture security turrets, disable units, cut reactor power etc. I built the minigame with the aim of keeping it both interesting and obvious with regard to what you have to do.

The past few months have been very productive and I'm getting closer to being able to release a playable demo. I have also been preparing for PAX Australia which takes place in Melbourne this July. If you are attending then be sure to come over to the indie pavilion and say hello :D

February 10, 2013 - Ultramoose

Hello again :D

Uploaded a video showing why it is dangerous to finish warping with live military units inside the envelope. A hostile base arrives and immediately launches units to attack my base, so I engage it head on and attack. Even if I had not been caught in the blast wave that would still not have been a victory - being discovered left little time for salvage or stealing fuel. The military is very effective in sieges, so staying hidden and keeping ahead of the fleet is important.

The hacking mechanism and alien threats have been implemented. Hacking is pervasive and combined with stealth allows for a lot of threats to be tackled without revealing your presence. Aliens are a very different threat to the military, not nearly as organised but capable of taking over structures and multiplying very quickly. Setting them against each other also makes for an excellent distraction.

Progress is going well though I'm still not going to put up a release date yet. Thankyou for the feedback :)

December 17, 2012 - Ultramoose

Hey there :D

I've received a lot of encouraging feedback so far and figured I'd address some of the questions people have asked.

My focus is on getting a playable demo out asap - I've always felt that being able to get hands-on with a game is the best way to figure out if I would like the full game. I'm not setting a date on that yet as Xmas tends to be fairly hectic. I'm finding it quite fun to play but I want to add a bit more polish first.

The UI is a work in progress, I will keep iterating on it until it 'feels right', and yes, the radar display is going to shrink a bit. The video you can see was taken pre-input smoothing. Full 6 degrees of freedom can make some people feel a bit seasick but I'm trying to mitigate that as much as possible.

Re: 4 dimensions, parallel dimensions are central to the gameplay. Most bases span multiple 'pocket' dimensions and are larger on the inside (think Dr Who's Tardis), mainly to protect against nukes. As well there are nodes connecting up the normal dimensions, eg. normal space and hyper space.

I'm building one of the games that I have been wanting to play for a very long time and having a blast doing so. I cannot wait to see how people react when they are trying to outrun shockwaves!

Thankyou for your time :)

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