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We at Opposable Games are incredibly excited to announce that as of today Salvaged is officially available on Steam Early Access!
After the huge wave of support we received upon our approval on Steam Greenlight, we’ve been taking the time to ensure the game is everything it can possibly be. We’re now fully confident in the game and looking forward to hearing your responses.
For those who’ve not been following our game from the beginning, Salvaged is a unique sci-fi strategy game with an emphasis on its weaving narrative and customisable gameplay. Cast as Alex Pieterson, and given one of the toughest jobs in the known universe, players must lead their crew of hardened agents through alien-infested wrecks in search of valuable salvage and - as the story unfolds - something much more dangerous.
Designed for both virtual reality and standard play, Salvaged takes place from the command room of the Thaddeus with players literally viewing events through the eyes of Alex Pieteson. Salvage contracts (and the ensuing battles) are viewed through the headcam of each agent, with a Hollywood-inspired command center allowing the player to see all of the action at once.
Details on Early Access period
Despite being released to early access, Salvaged features a fully playable story-driven campaign mode that includes between 8 and 15 hours of gameplay (depending on player skill), as well as a raft of agent customisation options and innumerable strategies.
The early access period is designed to allow us to include additional features such as a post-campaign ‘endless’ mode and full HTC Vive support. This is on top of gameplay tweaks and general performance enhancements.
You can view all of the details on Salvaged and its early access period on Steam, where you can purchase the game right now for just $12.99/£9.99.
We want to put out a huge thankyou to those who have supported Salvaged along the way - in particular those who Greenlit the game back in 2015. We’re incredibly proud to finally be able to release the game, and that’s possible due to your support. We hope you enjoy the game and continue to support us by providing feedback!
Hello! It's been too long. We've been super busy working on Salvaged ever since passing Steam Greenlight, but today we've got a massive update that we're hoping will give everyone a chance to catch up on what we're up to. The following link directs straight to the Salvaged Blog, where lead designer Daniel Hunter-Dowsing has written up the details on the current state of the game (spoiler: lots of cool stuff). We've also copied the text below if you'd rather just read it without the beautiful pictures of our team at work. It's OK, we won't take it personally...
Phew. Well that was fun wasn’t it? Salvaged swooped onto Greenlight like some ironclad eagle of balls-out gaming ambition. For seven days our sweet chick of sci-fi awesomeness laid waste to Greenlight like Mothra by way of Tony Montana. Did it pay off? Of course it did! Seven days and lots of lovely positive votes later Valve sent us the good news and Salvaged officially became eligible for Steam. To quote Ric Flair: Woooo!
But what on earth have we been doing since? I hear you clamouring to ask whilst pulling the very hairs from your speckled scalp. Fear not! Let’s get you up to speed…
Firstly, a HUGE thank you to everyone who voted for Salvaged on Greenlight and left lots of messages of support. It genuinely means a lot to everyone in the studio. Once again: thank you.
So what’s been happening since? Well, to the blunt, we’ve been building the damn thing! Salvaged existed as a pretty comprehensive design document and prototype prior to Greenlight and now our job is to turn our budding zygote into a living, breathing, all-dancing (that’s not confirmation of a rhythm-action mode – Ed.) game-sapien.
First things first, we started building the opening sequence of the game – robustly known as ‘Intro Level 1’. This portion of the game encompasses the opening story beats, the first contract (‘mission’) and the game’s tutorial. There’s a lot going on here. There’s no foreplay from Salvaged – she takes control from the off whether you like it or not – and for us focusing on Intro Level 1 was a chance to lay all our gameplay cards on the table and build, test, respond, rebuild and so forth. It’s effectively a petri dish or microcosm of the entire Salvaged experience. We wanted to see our initial gameplay designs in action, see whether they work or not and analyse what’s missing or needs to be taken out to create the best Salvaged experience possible.
To that end, players can now hire new agents (all with exceedingly cool names pulled from our very own sci-fi name generator – watch out for a few cheeky cameos), buy equipment and weapons for them (wait till you see some of the beastly weapons tucked away in the Market), accept contracts – now titled by the wreck you’ll be salvaging from (they too have exceedingly bitchin’ names) and fight your way through a complete level. Oh my!
‘But Salvaged peeps,’ I hear you cry. ‘If it’s taken you three months to build one level will we EVER see the game in this solar cycle?!’ Calm yourself - there’s a plan. Salvaged features twenty story contracts. The nineteen contracts after Intro Level 1 use our very own level generator to build each level according to our design specifications. Contract 12 - 13 rooms, difficulty level 5, enemy batch: aliens and BOOM! You have a level. All we have to do afterwards is play through and tidy up any irregularities, make sure the story beats are correctly hooked up and then sign that bad boy off. Because we’ve refined the gameplay through creating Intro Level 1 the process of creating the remaining levels should be a lot, lot faster.
Intro Level 1 is 90% finished, but what of the last 10%? We recently did a hefty review of the game’s UI (user interface) and found a) it wasn’t up to a standard we were happy with and b) much of it had been made redundant by our work on Intro Level 1. Right now, with the new UI looking sexy and fresh, we’re in the process of re-wiring it into the game. Once this is complete, Intro Level 1 can actually be finished by the player (you’ll be able to get your reward and upgrade your agents! Huzzah!) and thus close the game loop for Salvaged.
Our progress was also slightly delayed by us upgrading the game from Unity 4 to – durm, durm durm – Unity 5! Yay! Why did we do this? Well obviously system enhancements and better performance aside (plus we simply have to be seen in the latest threads, we’re not barbarians after all), Oculus revealed that software for the Oculus Rift headset will need to be Unity 5 to run. Guess what’s an Oculus Rift launch title? Oh, that’s right, Salvaged! Yay! Thanks to the cool lighting performance of U5 creating the right visual tone for the game will be much, much easier. Our 3D guys are working on making the game look better and much more atmospheric – did I mention gun-mounted torches? I think I just did.
Whilst building Intro Level 1 and reworking its UI three new mechanics have been designed and implemented into the game, namely: crafting, skill mastery and agent ranks.
Crafting came about when we realised that the salvage items agents acquire across a level had very little purpose beyond being a pseudo-currency. We decided to revive an idea from way-back-when about being able to use the salvage items to craft new goodies – in this case we’re using salvage to build modified weapons and armour. Players will now have to pick and choose between selling or saving salvage – selling salvage means more funds to buy new stuff but saving it could mean building more powerful equipment – all the better for killing with, my dear. What ever will they do?
Killing lots and lots of enemies now offers some feedback beyond satiating your bloodlust. Once an agent has slain a certain amount of enemies their rank will rise from Novice to Adept to Veteran. I like this mechanic because I believe it’ll forge a stronger bond between the player and their agents – remember, Salvaged is all about the perma-death. Ranking is like the evolution of a pokémon; you fight hard and well and they grow into something stronger. That is the principle behind our ranking system. It also comes with its own rewards. Which leads me nicely onto …
Mastery! All agents have 12 skills that can be upgraded through the game. These skills range from passive skills (health, defence etc) to more aggressive skills relating to different weapon types. With the mastery system, once an agent reaches a new rank they are offered the chance to ‘master’ one of their skills. In doing so they will unlock a permanent boost to said skill. For example, mastering an agent's health skill means they’ll receive a permanent 50% bonus to their total health at every level. Groovy!
Aaaaaand that’s about it with where we’re at. Game development isn’t a fast process – even more so when we’re juggling multiple projects in the studio. But fear not! Salvaged is very much alive and kicking, in fact we plan to let it loose to kick down your front door before the end of the year! We’re still making a final decision about whether to release through Early Access or directly to Steam but once we’ve decided we’ll be sure to shout it from the rooftops. But not after 11pm, that’s just plain bad etiquette.
Don’t stop believing, and remember to check out our amazing audio log series if you haven't already. You can now listen to the whole series in one lovely package. [salvagedgame.com]
You are the Commander. You are Alex Pieterson. Send squads of hardened agents into alien-infested wrecks in search for valuable salvage. Plan, attack and survive in a deadly sci-fi universe.
In Salvaged players take on the role of Commander Alex Pieterson – salvager extraordinaire - sending squads of hardened agents into alien-infested wrecks in search of precious salvage.
Played entirely in the command room from a first person view, the player interacts with a series of screens in real time. Two screens deal with contracts and managing upgrades while Alex's tablet is used to send commands to her squad. The third, and main screen, shows the action from each agent's head cam in the full 3D environments.
Watch Your screens! Command the action from Alex’s tablet in the real or virtual world. Watch the action unfold in real-time via your agents’ head cams. Always keep your eyes open and your commands at the ready.
Plan, Attack, Survive! Your tactics mean the difference between life and death for your squad. Run in all guns blazing or flank and distract? With our node-based movement system you set the plan and watch it play out.
Upgrade and Triumph! That stock gear ain't gonna cut it forever. Keep the ever-increasing alien threat at bay by expanding your arsenal, sharpening your ship and advancing your agents with a powerful range of upgrades.
Single screen - Play using a single monitor with the trusty mouse/keyboard combo
Dual screen - Connect your iPad or Android tablet to command your squad
Virtual reality - Experience Salvaged in VR using the Oculus Rift DK2 or CV1
A detailed universe filled with shady and colourful characters is at the heart of the Salvaged story
Pit your agents against the horrors of the universe including; vicious alien beasts, rogue salvagers and a mysterious zombie-like species known as the Shard
A fully voiced cast guide you through a carefully crafted plot brimming with mystery and menace
Thaddeus, your AI sidekick, guides you through the events of the Salvaged universe but just how much can he be trusted?
Infinity Mode - Finishing the main story of Salvaged unlocks Infinity Mode, giving you unlimited amounts of procedurally-generated levels with a whole new AI character
A dynamic, virtual command room changes as the story progresses
From the start to the climatic end, as the mission contracts arrive from across the universe you decide in which order to complete them
"One of the smartest tactical-action games we’ve seen since X-COM" - Stephanie Carmichael, Gamezone[gamezone.com]
"Salvaged is right out there towards the edge of the new" - Ben Barret, Rock Paper Shotgun
"A cool multi-screen take on the tactical action genre" - Tom Bramwell, Eurogamer[eurogamer.net]
"Salvaged Lets You be Gorman From Aliens. I Bet You Feel Safer Already" - Leon Hurley, Kotaku[www.kotaku.co.uk]
"Salvaged is at an early stage of development, but its multi-platform play is something that we could get incredibly excited about." - Chris Priestman, Pocket Gamer[pocketgamer.co.uk]
We'll be providing updates here but you can also find us on the sites and social media channels below. We're a friendly bunch mind, so feel free to get in touch with us if you've any questions on Salvaged.
Who on Earth is making Salvaged? We're Opposable Games[opposablegames.com], a 12-strong indie company founded in 2011. Amongst our numbers we have veteran console game developers, people with experience in mobile development & user experience and some of the very best new creative talent around. We also smell nice.
I don't have a tablet or Oculus Rift, will I be able to play on one screen? Yes, you're able to play Salvaged on a single PC screen with the trusty mouse/keyboard combo. We're huge fans of VR and dual screen here but we’d never exclude fans from experiencing Salvaged on a single screen. We're committed to making sure Salvaged is an incredible and fun experience whether you’re playing on single screen, tablet or in the Oculus Rift.
I'm an Apple/Android fangirl/boy, will you be treating me/them with any preference? Both the Android and iOS dual screen apps are being developed in parallel and should look more or less the same. They'll be released simultaneously.
When can I get my hands on this fine-looking piece of hot game action? We're looking to get a demo out soon, with plans to release the full game in Q3/Q4 2015.
Why the tablet/mobile thing? What's wrong with a controller? It's different and it mirrors what our protagonist is seeing and doing, and helps to emphasise the fact that you're stuck in a control room while your poor team is being eaten alive on some far-away spaceship. Plus it enables us to do lots of cool futuristic interface things!
I'm a Mac/Linux user, can I play Salvaged on my machine? We're building Salvaged with PC and Mac in mind as first priority, but we're hoping to bring it to Linux a little after release.