Entries from November 2023

Welcome

Welcome to the official page of Spacecraft Tactics!

Do you want to learn more about the game?
-> About The Game, Development Timeline, Youtube

Are you interested in creating your own mods?
-> Modding Guide, Api Documentation, Maven Repository

Server status
-> Server Status

Game Music Tracks
-> Bandcamp or extio.de

Steam Store Page
-> https://store.steampowered.com/app/2642080/Spacecraft_Tactics


Release!

Hi,

I can't believe it, the game has been released!

Every person has a list of things they want to do in their life. Releasing my own game is on my list, and I've now done it!

I would like to thank all the people who supported me during the development of the game with their understanding, suggestions and tests. My family, colleagues, but especially the following friends who have tested the game with me again and again: Ekty, Moztr, Shutdown

So it's not over yet, I'm determined to continue to support and improve my game in the future!

 

 


2 weeks until release

Hi,

I can't believe it, after 7 intense years of development, the game will release in about 2 weeks on 2023-11-27!

When I started developing the game, the initial idea was having a project for 1 year. Only static turn-based tactical battles, staying mostly in a FTL-like view and micromanaging ship systems from there. But the vision for the game was quickly getting more and more ambitious, away from static battles to controlling ships in a dynamic 2D world while still keeping all of the micro management without overwhelming the player at the same time. By centering the game around a campaign with ship progression and RPG elements. By developing a game design that allows all different kinds of game modes. And of course also by providing a much better replayability by including a ship- and scene editor and even providing the possibility to implement own code in groovy programming language.

I worked on the project alone the entire time and only in my free time, alongside my full-time job in a technical management position, which in itself is very demanding both in terms of expertise and time. There were times when my agenda for the game definitely felt a bit too ambitious, and as is probably usual in such projects, there were a lot of ups and downs.

Now the development is finished. I'm still doing final tests and polishing some details, but the game is pretty stable already and the campaign plays exactly as I imagined.

I am aware that the game is rather niche, some elements, especially in the campaign, can be considered hardcore and therefore may not appeal to every player. But I hope that a community will form that has a lot of fun with the game and perhaps shares its own ships, scenes or even creates mods for the game.

I feel like an actor who has put a lot into a new play and now has doubts before the premiere.

Personally, I'm happy with the result and would definitely do it again despite all the effort!

 


Page 1 of 1, totaling 3 entries