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.

Greenlight is being retired. For more information on how to submit games to steam, refer to this blog post.
18 Jun 2013 The playable demo is now available
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.

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hijackyl Jul 22, 2013 @ 8:24pm 
...should also allow the fire button to be mapped to keyboard.
hijackyl Jul 22, 2013 @ 10:29am 
suggestion to dev: make the right mouse button TOGGLE between mouse look and mouse pointer modes, the current HOLD of button to look is very unintuitive, awkward, and against everthing ingrained in anyone who plays FPS games. i won't hold my breath for gamepad support judging by this, but looks promising otherwise.
Psycho Jul 1, 2013 @ 3:24pm 
Thanks, will check it out and review.
Qon Jun 24, 2013 @ 3:59pm 
Part 2
-Tutorial boxes appeared and (accidentally) disappeared when I moved around and clicked other things, which means I missed some boxes. I do _not_ want to start over the tutorial just because I miss a box because you map shooting or accelerating in a certain direction to the same as tutorial progression. The hacking game tutorial box appeared after the hacking game. While trying to find the keys used for the hacking game my ship started shooting the enemy base and alerted it and some enemies started attacking me while I was still stuck trying to find out how to even start moving around.The tutorial tip: It didn't tell me how to move around... just what I should do. And the hacking game is more based on luck than skill.
-Movement physics is choppy () and feels unnatural and qollisions are bouncy and strange. This isn't gamebreaking but it's seems like you have difficulties solving the 3D vector math problems. It detracts from the overall impression of the quality of your game
Qon Jun 24, 2013 @ 3:58pm 
Part 1
So I tried the demo some minutes. While I'm quite negative here it's because of some gameplay unrelated details that prevents me from playing properly. I might give you gameplay related impressions when these serious issues are fixed so that I am able to try it.
-Very low FOV and no way to increase it. It is extremely annoying to play a game with low FOV. 130 degrees should be available at least.
-Mouseaim requires you to hold a button & the cursor is still visible & it isn't centered so it goes outside the view which couses you to spin. Also you get tabbed out if you qlick with the cursor outside the game (qursor isn't locked within the boundries of the game qlient/screen on a multi monitor setup). Go with normal fps aim (invisible qursor + move the qursor to the middle of the screen every frame) and show the cursor only when holding RMB.
Vux Jun 19, 2013 @ 10:00pm 
enjoyed the demo, but like krayzkrok I struggled with smooth flying inside structures.
A bigger font would help with reading the instructions
Suspect it will be too hard for most players at first, hopefully people give it long enough to see the potential
krayzkrok Jun 18, 2013 @ 8:24am 
- the "skybox" outside the bases is pretty horrendous, very obviously a cube! I hope you can improve this because it pulls you way out of the experience each time you see it. The sense of claustrophobia when you first leave your home base into the inky darkness though, that's brilliant.
- drone AI in bases tends to default to "ram player and sit 1" from their nose" which makes it hard to navigate around them and looks naff.
- mouselook smoothing would be nice! It's a bit jerky and makes precision targeting frustrating.

Sorry about the multiple posts! Thought you'd appreciate those thoughts though. Will keep a close eye on this, good luck with the Greenlight!
krayzkrok Jun 18, 2013 @ 8:23am 
- the tutorial isn't brilliant, mostly because you're fighting the controls while trying to read the text and navigate through your base. It goes pear-shaped when you're being attacked and tutorial boxes pop up obscuring your view.
- the hacking minigame is confusing as heck at first, no tutorial beyond a vague hint. Of course I figured it out, but not everyone will be so forgiving I think.
- the choice of textures for the base is... interesting. I've grown to like it, but at first you do spend ages trying to tell the doors from the walls! It does lend a certain learning curve to it though, such as finding security terminals.
krayzkrok Jun 18, 2013 @ 8:23am 
Ok, here's the big downside. As a huge Descent fan, I hate the control scheme you're using. Having inertia with no autocorrection isn't too bad when you're flying outside the structures, but inside the structures it's a nightmare, bouncing off walls, ricocheting down narrow corridors with no sense of control, ugh. It says a lot about how much I wanted to play this game that I stuck with it for two hours, getting slightly better with it but still feeling mostly out of control and frustrated. I'd really like to see you implement a Descent-like option to reduce inertia along any vector where thrust isn't being applied. That way you wouldn't slide all over the place and have to spend 10 seconds trying to figure out which direction to rotate in so that you can apply opposite thrust yourself, all the while bouncing off walls which change your vector every 3 seconds. It's not fun, and while it's manageable on the tutorial level, in the real game it makes within-structure combat a nightmare.
krayzkrok Jun 18, 2013 @ 8:22am 
Ok, a multi-part comment because of limited post length.

I just played the demo for a couple of hours. I'd say this has the potential to be fantastic. I love the atmosphere, the sense of isolation, the safety of your base and the horror of it being invaded is simply brilliant. Exploring enemy bases in stealth mode, sneaking around stealing fuel and finding the reactor, then escaping before it blows, I love, love, love it. It reminds me of Descent in a very good way, but it's really very different and promises a lot of depth. Seeing your base being dismantled, holes being blown into it, it's just gaming nirvana. Great music as well.