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Voidship: The Long Journey
Genre: Action, Strategy, RPG
Platforms: PC, Linux
Languages: English
Players: Single-player
Apr 15, 2016 @ 3:33am
Feb 8, 2019 @ 10:01am

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Wohoo! We're Greenlit! A giant thank you to all!
This honestly came as a pretty big surprise to us. We've been pretty hands off with this campaign for about 3 weeks. We were busy with a few other things. We had just made a detailed PR action list and were planning on starting to fulfill it soon to get this greenlight going properly. Now it turns out we don't have to (we will save the list for before actual release).

So a definite surprise. But it was an absolutely awesome surprise! I woke up at 8AM on saturday to a message from the other developer Madis. As pre-coffee me tried to make out what he meant I couldn't quite understand if I was still dreaming. I ran to my computer, booted it up... and there you go. Greenlit! Still feel very happy about it now 2 days later.

As I said. Thank you all who voted!

Where is the game at:
It's always very hard to tell how far along development of a game is in concrete terms. So instead of just one percentage and no indepth descriptions I'll break this down a bit for people who are interested.

The main engine of the game/core gameplay is almost done. We have some last minute gameplay tweaks we want to make in the code, which change it a bit. Adding a bit more emphasis on the crew management part for instance. So I'd say 80% done on that front worktime wise.

Graphics - Practically all done. Need to draw a few more module sprites for the player and some weapon effects. I already have a mountain of graphics in the style though, so this takes very little effort. To make new weapons for example I usually already have a previous sprite I can tweak/reprogram the effects for. 90% done worktime wise.

Scripting/Balancing - Now this is where the main actual gamedev stuff is still to be done. There are a bunch of really fun player weapons/special systems still to be scripted. Also the whole game still needs a lot of balancing. Basically we have to play the game hundreds of times tweaking all the variables like how much damage each weapon does, how much money you get per resource drop etc. About 40% done in that regard. Luckily this is something that it's easy to get more people on. Our scripting is pretty well layed out in .xml files.

Sound/Music - The sound design currently is passable, but not the best. I am talking to a few people in that field to help us out. I just ordered 3 more music tracks from our musician: bringing our total to 5 soon. That would be at about 50% of the final game.

Story - We have the base setting. We have the base idea/story backdrop and know what we want to achieve. The concrete ingame dialogue/cutscenes themselves are waiting on funding though. So about 10% there.

Overall Polish - This is an extra task which will depend on if and how much funding we get. I have a wishlist that is a month long of small extra features we could add which would really make this game great. A lot of stuff has been already polished really thorougly though. Like weapon effects, UI interactivity, transitions from one screen to another etc. So I'd also say 50% done there.

Overall all these things put together is about 2.5 months of full time dev time. We don't currently yet have the resources for full time work though, so it will take more than that. A lot of this is hinging on us getting outside funding aswell, since it can't be completed on our funds alone anymore.

What we're currently doing:
We are slowly keeping up with the development of Voidship, but our main focus is on a few much smaller projects to get us additional funding for this one. We really love this game. I've been dreaming about making it ever since I started making my first hobby gamedev projects 15 years back. We'd rather go slow now for a few months and get the proper resources to finish it in a polished state, instead of throwing it out there as it is in a month.

So this is our main job at the moment. Figuring out and acquiring the resources we need to finish this thing properly.

Part of this is considering outside investment and a possible crowdfunding campaign. So far we were so busy making the game itself that these last steps are still in the planning stages though and I can't give any concrete info on which we'll choose.

There is work to be done. But luckily not an immense amount and I am confident you will all get to play this game later this year!

That's it from me and our update. As I said before, thank you all for voting and thank you all for your support!

- Mikk (One of the two main developers)

Release date: Mid-Late 2016
Voidship: The Long Journey is a 2D top-down space combat/role-playing game.

You are the captain of a modular spaceship entrusted with a mission which might take centuries to complete. Gather resources, crew and technology to build your spaceship into a titan warship to fulfill your objective.

If you love exploring and battling through unknown quadrants of space with a fully customizable warship... Voidship: The Long Journey is for you!

  • Real time 2D space combat - Battle against a variety of unique evolving alien races.

  • Custom modular ship - Combine weapons and special modules to build a ship suited to your style of play. Your route to victory might be a slow powerful warship armed with mines and nukes. Or build a fast long-ranged shuttle to beat your enemies guerilla style.

  • Travel time as part of strategy - Your travel in space takes hundreds of years, your crew will age and ship will deteriorate. Plan your long-term strategies well.

  • Randomly generated maps and rogue-like gameplay - Each playthrough a new randomly generated world to explore.

  • Complex strategic gameplay - Pause the game at any moment to see a tactical overlay on your enemies and their weaknesses. Use Ion Bombs to disable specific enemy systems, deploy defense satellites, lay mines. Learn your enemies weaknesses and discover new technologies to be able to beat them.

  • Crew management - Gather/recruit and manage crew members. Each will give you unique bonuses, effecting the abilities of your ship and battle outcome.

  • RTS or shooter control interface - At any point during battle gameplay you can switch between RTS or shooter mode.

  • Highly moddable - All game scripting data is easily accessible. Official Mod tools included with the release.

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Cydonian Games  [author] Jun 1, 2016 @ 1:38am 
@Slaanesh Awesome! Hopefully we will later this year! :) Just a little bit of it though.
Slaanesh May 30, 2016 @ 8:45am 
@GameSaurus Shut up and take my Money! ;)
Cydonian Games  [author] May 30, 2016 @ 6:48am 
Thanks for the support! :)
SnoutUp May 26, 2016 @ 4:42am 
Voted yes! This looks great, best of luck!
matteus May 2, 2016 @ 3:51pm 
Looks cool and promising. Upvoted.
Cydonian Games  [author] May 2, 2016 @ 4:00am 
@Game Development Championship - Awesome! Thanks for reaching out, I'll take a look right now.

@tdwsaturn - Thank you, very much apreciated! :)
tdwsaturn May 1, 2016 @ 2:13pm 
Looks like a fun game. Migh have to try it out if it makes it through greenlight.
The GDWC Apr 27, 2016 @ 5:24am 
Space combat games are a rarity, and the idea to combine both a shooter and an RTS game is definitely innovative. There is a lot of potential here.

We are running the Game Development World Championship and would like to see you participate. It's good for your visibility and won't cost you a penny.

You can check it out at .
Cydonian Games  [author] Apr 25, 2016 @ 10:53am 
Awesome! Thank you both!
Бублик Apr 25, 2016 @ 5:56am 
Cool game! Vote yes!