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March 4, 2014 - Guild Software
Earlier today, we were notified that our game has been Greenlit, and will be accepted for launch on Steam! Thanks so much to all our players and supporters on Greenlight who have made this possible, as well as to Valve for giving us the go-ahead.
Now that we've been approved, we can start scheduling development for Steamworks integration and firming up our plans for release. At this point, I can't say exactly when we're going to launch on Steam; we would like to add support some of the cooler features of Steamworks, and we want the launch to coincide with some new graphics, gameplay and other changes we have in development, to make our Steam debut as polished as possible.
We will post more specific news updates as we move ahead. We'll be evaluating options like Steam Early Access, as well as considering how we might give something back to the thousands of people who supported us on our Greenlight quest.
Thanks so much, everyone!
July 24, 2013 - Guild Software
As you may see from our recent press release, we're officially launching support for the Oculus Rift family of head-mounted virtual-reality displays.
Just in case you've somehow avoided the news about the Rift, the device provides a head-tracking "virtual reality" display that you wear on your face, allowing you to "look around" within a game environment and gain a much more true feel of "immersion" within the virtual world. Although the consumer head-mount VR concept has been tried before over the years, the Oculus Rift has a very large field of view, which lends a much deeper sense of immersion thanks to the use of your peripheral vision. We think it's a pretty fascinating device, and we expect there will be a lot of interest from PC gamers.
Our strategy on any "new" concept we approach (like, say, porting a full PC MMORPG to mobile devices) is to implement, release and then iterate. User input and discussion is pretty paramount to that process. We did a lot of iteration on the mobile interface, changing defaults and moving things around, tweaking settings and values, to make our game playable there. We expect a similar evolution with VR devices, like the Rift.
Thus, our current release is considered our "first generation". We've gone out of our way to try and come up with an implementation that could be developed fairly quickly (one developer for two weeks, in this case), which would result in real-world game usability. Thus far, most of the other Rift implementations we've seen have been very basic, and require removing the head-mount display to access menus and interface screens on a normal monitor. We chose to put the entire interface into the virtual space, to see how that would work, with the goal of a minimum of "lifting" the device.
We also support the next-generation "HD" version of the Rift, which is likely to be closer to the final consumer retail device. Supporting this within the game is relevant for a few reasons, as it allows us to better optimize our use of the available resolution, and change various interface settings based on the device. We haven't actually seen the game on an "HD" device yet, but we hope it looks cool.
The VR display surface is anti-aliased, as this drastically enhances the visual quality on the current (lower-resolution) devkits.
There are a few points worth noting about the state of the current implementation, as well as what we'd like to enhance:
- We do not yet support the integrated compass. This means we are not magnetically disciplining the head-tracking of the device, it is purely using the accelerometers. We find it usually works pretty well for awhile, maybe 15 minutes or so, but it may eventually get out of calibration (with your head pointed "straight" the view is "off-angle" in some way). We have added a console command (/resetovr) to allow you to re-calibrate quickly during gameplay, which you can also bind to a key (access the console with ~ aka tilde, then "/bind z resetovr" would set it to your 'z' key). Plus, the game auto-calibrates the view on every station launch. We will add support for accessing and independently calibrating the Rift's compass on startup, which should help, but for the moment we're more interested in putting it out there and getting some player feedback.
- Multi-pass renderer effects are not enabled on the Rift. This includes things like full screen lighting effects, glow, and the like. We need to make some engine changes before this will be possible, but it's not a big priority at the moment. Functionality >>>> Glitz.
- Depth is in the "eyes" of the beholder. We did a fair amount of tweaking of the "3D depth" of various HUD elements, vs the game objects, to reduce eye-strain or the need to re-focus. But, given the different eye spacings and other individual factors, people may find other depth settings to their liking. We've made this a variable that can be re-defined during gameplay.
- For the moment, our Oculus Rift support is limited to the Windows version. The Rift device itself does support Mac and Linux, but we have not as of yet. Again, this is just a first-generation implementation, and as always you can expect us to refine and expand it to other platforms as we move forward.
- We expect you to have a fairly decent videocard. There is no explicit "hardware requirement", but keep that in mind.
I'd also like to make some design changes to the HUD, to bring more of the critical elements into the FOV at all times, but this is more of an issue with the lower-resolution "developer" kit than it's likely to be with the final "HD" retail device. Showing more of the outline of your current ship around you, to help with spatial relationships, would also be nice.
I'm sure there will be lots of input and thoughts and suggestions, and as always I welcome them. Please feel free to start related threads on our Suggestions forum, etc.
I hope you're all as excited about this as we are. Take care, and as always, thanks for your support.
July 24, 2013 - Guild Software
We've had some major changes and additions lately, this will cover the high points of release over the last 8-10 days:
VO 1.8.258 included:
- High-resolution planet textures, drastically increasing the visible
detail of planetary surfaces.
- Totally new procedural nebula backgrounds with much greater resolution
and detail. (Nebula development is ongoing).
- For the moment, these new textures and graphics are only available on
PC platforms: Windows, Mac, and Linux.
VO 1.8.257 included:
- Conquerable stations now require you to stay in the docking bay for
30 seconds before you conquer the station.
- Capship pilots can now enter and leave their own turrets through the
Tactical menu in their PDA. (iPad and Windows Store versions do not
yet support this)
- Offline tutorial is now available to Windows/Mac/Linux PC platforms.
It will start on first run of a fresh install and are accessable
through the Options menu from the Login Menu.
- If a Green Throttle controller is detected, the on-screen HUD touch
controls will be disabled.
- PC platforms now use the same button-click sound that the mobile
- Fixed problem of not being able to control turrets when not in
- Fixed startup error on Windows XP when attempting to load the Windows
Vista/7 audio driver.
VO 1.8.256 included:
- Fixed black/wrongly colored ice asteroids on OpenGL drivers when
shaders are turned off.
- Capship owners now get Entered/Left messages in the capship's chat
room so the owner knows when someone docks/leaves their capship.
- Fixed a lua error for /key console command if any arguments are missing.
- Android version now ignores SIGFPE instead of crashing.
- Android controllers can now be used to open dropdown listboxes (with
the 'A' button) to change settings.
- Fixed problem with not being able to open the virtual keyboard on some
editboxes with the 'A' button on game controllers of the editbox was
- Preliminary testing support for upcoming feature, TBA.
A few followup points on the latest graphics updates: nebula development is still ongoing, as it says in the MOTD, we expect to drop in some additional graphics in the near future.
We have quite a few smaller gameplay changes, fixes and improvements in the works, along with some pretty big ones a little further out.
Among other things, we've been "back-propagating" some of the advancements we launched on mobile, like the "offline tutorial" for new players, and other things, bringing the PC versions in synch with everything else and also updating the PC graphics.
As far as graphics go, you can expect more significant changes through the end of the year. This will not detract from gameplay development, which is largely unrelated and uses different personnel.
It is still a priority to release a public "roadmap", showing the plans with the intended milestones and targets. I don't have a release date on that yet, but I'd like to see it before the end of summer.
June 28, 2013 - Guild Software
This is not a major update, rather a small set of improvements and tweaks, but since we haven't updated the Steam page lately I thought I would pass it along to any of our followers over here. Mostly, this patch includes improvements for OUYA owners, as well as preliminary support for the upcoming NVIDIA Shield and some other gear. There will be some bigger changes coming in the near future, which were hinted at in our "Developer Status Update" on the game site last week.
VO 1.8.255 includes:
- Delivery missions now only deliver to stations and not capships.
- Virtual keyboard can now be turned off on the Ouya version.
- Added Amazon Appstore In-App Purchasing.
- Improved tab order for UI controls.
- Fixed corruption when only one light source is in the scene.
- Basic control support for the NVIDIA Shield.
February 19, 2013 - Guild Software
A new "Free to Play" goal has been added to the VO Kickstarter, designed to co-exist with subscriptions and prevent any "Pay to Win" advantages vs subscribers.