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I think know some of the answers already, but in a FAQ for everyone, they could fit i think :
Will you support Linux PC ? Currently runs quite well under Proton but native would be great.
How will be the strategy layer of the game loop ? Succession of missions with team progression, or some kind of base building etc ?
How many people work full time on the game, and how many side-persons ?
What’s the engine used to make the game ?
What are your plan post-launch, beside bugfix ? Some free updates, juicy paid DLC, another game ?
How long do you plan supporting the game, beside bugfix ?
I can play in english, but will you do translation (French here) ?
How open to mods would be the full game ?
Can we customize the mercs with new portraits, voices, genders... ?
Will you split weapons in more categories ? ie it’s somehow weird to see Sniper as "light" just like a hand pistol. Also, how many weapons and gadgets etc have you on your super secret hidden list ?
Is the universe really without limit ?
The current missions from the demo easily go for more than one hour each. Do you have shorter missions ? Longer missions ?
Is there an "end" to the game (and what form does it take), or can i play forever with my favorite team and eat as many aliens as i want ?
Are mission randomly generated, hand made, a bit of both ?
How many scenes are we going to meet in mission (base interior, exterior, lot of corridors, open ground...) ?
Through Defend the Base, Operations and Single Missions, client profile (later linked to Steam profile) AND squad file-based progress will be available. The Campaign will feature a completely independent approach with roster, squad and global inventory management, strategic map, random events, selectable missions, base building (not for HQ--that is your ship--, but for mining materials), etc.
I am the only developer who does the design, writing, and the entirety of programming. But there's also Csaba who does a tremendous amount of testing (among other things), and a lot of people from our publisher, Firesquid (and some others) who do all the PR, marketing, QA, testing, design, sound engineering, music, and graphical art tasks. The full Credits are available from the Main Menu.
Unity.
It's too early to tell exactly, but if everything goes well, there's plenty of ideas (and content) that could be added as either free or paid DLC later. And when I'm saying "paid DLC", I'm definitely thinking of an "expansion set" with plenty of new content, continuation of story, etc.
Can't really answer that right now, see above. :)
Yes, French is among the languages we definitely want to localize the game into.
No modding support is planned right now. We're trying to balance the content as well as we can (online leaderboards, etc. will be a thing). Later on I can see some kind of user generated content support added into the game, but via an integrated mission/campaign editor, and not actual modding.
Yes, you can already edit their data, and custom portrait and squad logo support will be a feature of the full release.
The split between melee/small/heavy arms is correspondent to the 3 respective skills. You're right about a sniper rifle not being as "small" as a pistol, but "small" here doesn't refer to the size of the weapon, rather to the way you handle it and the size of caliber (and type of firing mechanism) it uses.
Weapons that will be SURELY added at some point: energy rifle, flamethrower, bio-rifle, laser scorcher (all of these will have very unique mechanisms).
Gadgets: scanners, force field generators, decoys, "aura" generators, other kinds of turrets and mechs.
The actual size of the universe extends beyond that of the observable universe, which is a whopping ~27.6 billion light years across, so in practical terms, I guess...? XD (spacetime bending over itself and not being an actual infinite 3D space is another topic)
I guess that depends on many factors, but a single mission will usually take time somewhere between 30-240 minutes, depending on difficulty levels and the number of marines involved. Around 60 mins for the average mission.
There's no real end to the non-Campaign game modes, and if in the future we see that even Ultimate is not a challenge for the best players, we'll surely add new challenges ;-). The Campaign will have an end, but it will depend on your choices and actions.
Every mission is procedurally generated, but there are a lot of parameters we can use to make some things fixed, controlled, or even unique for specific missions.
There will be four main environment types (base interior, planet surface, mines, and spaceships), but all of them will have alternate versions/tilesets/atmospheres that you can basically count as something else. For example, hydroponic labs will be a room variant that can pop up in any environment, but drastically changes how that part of the map looks and feels like.
Thank you for allowing us to ask questions!
Questions:
Is it as tactical/hard as the previous one? (I hope so!)
Are there more tactical options per unit? (I again hope so)
Is it a continuation of the original story or is it a remake or something else?
Will the campaign have different endings depending on your choices/accomplishments?
Edit: nvm, just saw 'multi-ended' on the store page
How does the complexity compare to the original?
Do you always take the same amount of units on missions? If not, what's the maximum? Thanks!
It sounds really good, really nice!
Thank you for playing USC, and for your continued interest in the franchise!
Absolutely! More tactical choices have been added with different elemental effects, the ability to crouch, and with new kinds of hazards and combo possibilities -- to name a few! (There will be also new enemies and variants, etc.) There are currently 7 difficulty levels, with the highest ones being extremely punishing and only suited for well geared-up squads and players with really thought-out tactics.
Yes. Beside the crouch ability, the skill system has been redesigned, and provides much more "personality" / tactical effect for each marine. The new door lock/relock system, an ability to seal (weld) doors, disable or enable power, etc., also gives more tactical depth.
It's a direct continuation of the story, with a great escalation of events. ;-)
Yes, that's correct! But also, during the Campaign, there will be additional layers of choices: a renown system with USCF and the major funding corporations (with their secret scheming), and an ability to deploy "yourself" -- an avatar marine that is you in the story -- in missions directly.
Nothing has been cut, only added. To an extent that doesn't feel *too much*, hopefully! :P
No. Campaign missions will let you decide how many units you take, in a range of 4-12 marines usually, but the technical maximum of the game is 24 (!) units per mission, not counting deployables (turrets/mechs). Also, when playing solo (not hot-seat co-op), the default setting now is "parallel squad turns", which lets you act with any of your marines in a turn, irrespective of what squad they are in.
I know the campaign will have hold over on points but it seems like a more "sandboxy" squad development mode would be a nice addition as well.
Just got USC Counterforce with a friend and we tried to play together. Is the Remote Play Together feature the only way to go multiplayer? We couldn't find any other until now.
In this case, will there be a "true" multiplyer feature in the future? Wille it be only co-op or also versus?
The only way I could find is to re-create the data for the four-man squad and change the order of the characters.
There are no plans for "persistent" squad progression. Looted items in Operations and Single Mission modes are not brought back to Squad Assembly (but this will be different in the Campaign). Your loadouts (squad configuration) are always reset to the configuration you started with after your missions. Progression in non-Campaign game modes is through item unlocks, crafting materials, and weapon upgrade blueprints (which is a meta-progression). What you described is similar to what you will find in the Campaign mode. 😊
Marines don't gain XP in these game modes either. Non-Campaign squads are built on the foundation of providing a meta-progression that doesn't scale infinitely with playing (that would be overpowered 😄)!
Yes, Remote Play Together is and will be the only way to go multiplayer.
The game is developed by a team of two developers, given the size and the plans for the game, we had to make a choice. This decision led to having Remote Play Together as the only way to play with friends. Having an online coop would be interesting, but it is important to explain why we made this decision. Making a stable and enjoyable online coop mode is complex. It involves synchronizing game states, dealing with latency issues, and ensuring balanced gameplay. This leads to technical challenges and extensive testing that would significantly slow down development. Implementing an online coop feature requires dedicated effort to create and maintain servers and grouping systems, which are time-consuming and resource-intensive and would prevent us from working on the planned content of the game. Therefore, to allow us to focus on improving the game and work on future features, including the Campaign, we chose Remote Play Together, which still allows you to play with friends without an in-built online coop.
It is not possible for now, but this is a good suggestion that we're considering and we'll discuss it internally. This would indeed be a nice addition!
How do weapon tier & quality work?
i was halfway thru a load out got something wrong deleted all , then lost interest
i want to play i want to make my own squads , but i would like to jump in through the window sometimes
Hey, thanks a lot! The weapon tier & quality are quite complex topics. We plan to publish a devblog about it to explain how it works! 😊
Thanks for your honest feedback! There is already one sample squad ready to go, Squad Omicron. We also plan to add more sample squads in the future that you can use and modify directly! 😊
Should you play USC first, or does this game work as a standalone?
Do you have any idea how long development will take? (I know, it takes as long as it takes, just curious if you have a time frame in mind)
Thanks! I just purchased this game, so I'm asking questions while I install it.
Thank you for the kind words!
USC: Counterforce takes inspiration from the old XCOM games (like X-COM: UFO Defense). In USC:CF, you can freely (re)assign skills and specializations to your marines. There is no class system. You can interact with the environment (destroy items/walls/doors/obstacles, push/pull objects, turn them on/off, hack, create explosions, or even breach the hull, but only in the spaceship environment for this one). Unlike XCOM, you can do multiple actions per unit and turn because it uses an Action Point system. You can shoot at an enemy, move, shoot again, push an object, and crouch, for example, within the same turn.
USC: Counterforce is the sequel to USC, but it is not necessary to play it first.
We will provide more information regarding the end of the Early Access period and the launch of the Campaign, which will mark the full release, as we come closer to the end of development. But rest assured, we are keeping our noses to the grindstone in the meantime!
No problem, feel free to ask more questions!