Shallow Space features organised RTS space combat in a fully 3D environment. Gather blueprints, resources and construct your fleet; turret, support system and hull and dominate the arena!
User reviews:
Overall:
Positive (47 reviews) - 87% of the 47 user reviews for this game are positive.
Release Date: Oct 21, 2015

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Well we have such a huge game planned with multiple active play areas, forging that procedural emergent universe going to take a lot of feedback to perfect.”

Approximately how long will this game be in Early Access?

“We anticipate Shallow Space will be in Early Access for a year, but we’re prepared to spend as long as it takes to get the recipe right!”

How is the full version planned to differ from the Early Access version?

“The game will quickly evolve into the zone-based open world sandbox that will be 90% feature complete towards the middle/end of Early Access.

You’ll quest and patrol the region of Shallow Space playing the game from the eyes of a trader, staunch naval Commander, pirate or miner, building up a fleet and performing RPG-style quests with objectives.

The released game will have additional branches of quests and side quests layered in to build upon what should already be a very expansive game.”

What is the current state of the Early Access version?

“Shallow Space is currently a fully playable alpha with the ability to configure ship hulls, design fleets and includes a few playable maps.

Shallow Space is by no means a complete game, you may encounter game breaking bugs and areas pending an injection of content but the game will progress quickly as we resolve issues and fold in the planned mechanics.

We have a really positive and friendly community, come ask us if you're unsure. (Official game forums, Steam Community)”

Will the game be priced differently during and after Early Access?

“The price of Shallow Space will increase as we add more content and the open-world mechanics.”

How are you planning on involving the Community in your development process?

“Already community feedback is having a huge positive impact on the games design!

Our team will listen carefully to the comments raised on both the Steam internal and game forums and the community will be invited to vote on planned features, control methods and content over on the Offical game forums.”
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Recent updates View all (57)

August 12

Cry Havoc!



We’re running at fever pitch here as development pauses while we start fine tuning for the First Playable Beta and the fruits of all our labor truly begin to unfold. At the same time the shared work space is filling with new assets, sounds, music and lore all waiting to be injected so we think it’s fair to say that things are about to get really interesting around here.

https://www.youtube.com/watch?v=lWDw8zCI7EQ
A few words on the latest video to start with (click YouTube icon to get fullscreen.)

Firstly, all the music you hear will be in the game. SFX are back in the game with over 50 new additions and all the 3D spatial sounds have had the low band pass reverb treatment so the room suitably rumbles as ships roar pass and the sounds are pleasant both loud and clustered.

We’ve added 80 minutes of music (more to come) along with the 10 piece procedural battle music piece we spoke of. A whole host of particle effects and shaders have been tweaked and added just for the sheer glory of it, and to the absolute delight of the 3D team, the ships no longer look like they are made from polished acrylic.

Under the hood massive work has gone on to make the combat AI (especially the Corvettes,) a little more believable with more specific behaviour added relating to plotting intercept vectors for distant targets and keeping units in firing range. Of course, the trouble with all this clever AI behaviour and dazzling imagery is its a bit of a nightmare to test… I’ll try and explain.

Use of physics for movements, fine tuned particle and screen space effects, 3 years of learning, testing and adjusting. The space battles are now truly mesmerizing.

So I’m working on a wing members reaction when their wingleader is destroyed, I put in the required code and hit play and here I am in Zone 1. I get as far as selecting a Carrier to launch a wing.

‘Oooo that’s a nice shaped asteroid cluster, let’s take a look at that.’

PEW-PEW-PEW… THUNK – cursory glance at the fleet panel 'nope – none of mine.' Spin the camera round and it’s a pirate Cambridge and… yep it’s on an intercept course.

Hmmmm OK I’ll bite; ‘launch all fighters, Carriers withdraw to extremity of indicated asteroid cluster, group the Battlecruiser and Light Cruisers together and plot an intercept course, authorise use of special weapons on the Battlecruiser, prepare lead Capital ship for a short range jump to tackle the…’

BZZZZZZ – THAWCK – ‘that sounds like XL weapons fire, a siege laser maybe, it can’t be here already…’ Spins camera round for a look and it’s a lone allied Homan Battlecruiser, emerging from an adjacent nebula, main guns blazing.

I pulled the fleet back and watched, this should be interesting.

Of course, no sci-fi game is complete without the requisite doom-beam Lazor. Here is a Battlecruiser firing a Light Siege Laser.

What happened was the Homan completely took apart the Cambridge with a Siege Laser (not particularly overpowered, much) despite having a quarter of the hit-points and a fraction of the targets cumulative DPS.

What this means is that all the new little tricks we’ve rolled in; the more individual nature of the ships, directional shields etc. – are leading us to something that is very difficult to achieve which is asymmetric balancing. Had the enemy had even one Light Cruiser as an escort, that lone Homan wouldn’t have stood a chance.

This is going to be essential in separating Shallow Space from the normally predictable nature of combat of some RTS games and creating something that is continually engaging as you discover your own way to tip the scales in your favour.



Another thing to consider is my excitement playing it. You have to imagine that I’ve been making this thing for over 2 years now and the novelty of it wears off. But these battles have me shrieking like an ecstatic child, spinning round in my faux-leather racing chair grinning from ear to ear.

Now if it does that to me playing with ships I’ve just plonked in there to test, imagine your own reaction when your hand-picked prototype Battleship trains its proverbial ‘Borg’ guns that you bastardized in a lab somewhere, and swings it’s freshly painted ass around for an alpha strike.

Yes my friends: GLOOORY AWAITS US!

Of course while I’m sat at my desk processing all this, literally spasming with joy – I’ve bloody forgotten what I was testing!



This little beauty hit the shared workspace just yesterday; the 3 piece ‘Tartarus’ Modular Shipyard, complete with Iris Corvette docking hatch. We can add all that to the 12 other installations that will be switched on after the First Playable release.

On that point, keep your eye on the Official forums, in particular this thread and you’ll be treated to instructions to get to the First Playable of the Beta on Steam. First Playable will be a silent launch for the die-hards – once it hits, we’ll roll out patches practically on a daily basis for a fortnight or so to get us were we need to be.

So we are on the home stretch, literally down now to tidying up menus and adding a help system. If you’re new to the project, grab a copy because it won’t be this cheap forever and if you’re one of the thousands waiting in anticipation, get excited - it’s allowed because it’s nearly time!

10 comments Read more

August 1

Sleeping Beast

With the business admin tackled, the last week or so we’ve been back into the code, forging the few last remaining items on the todo list before we unleash the Beta. In this article we’ll talk about what to expect from the Beta and just what is taking the most time while on the way touching on some exciting new mechanics we’ve introduced.



So when we first released the Shallow Space Alpha onto Steam we made the classic mistake of releasing without enough content. Before launch we digested guidelines and looked at examples of other EA games, but it still wasn’t really clear to us back then that people who buy into EA games still expect a more-or-less feature complete piece. We can’t make that mistake again.

So we thrashed the keyboards hard to play catch-up and it turned into a cool little thing, but adding content in the current Shallow Space Alpha posed us a problem because it took almost as much time to design and integrate the maps and missions as it did to actually write the game. Then if you consider that as we add more new stuff, sometimes the old stuff would have to be redesigned or recreated completely as we get closer to finishing you can see we arrive at quite the problem. If we had to simplify that development effort into a ratio, let’s say ‘design, implementation, content’ it would sit at around 30:30:40 respectively.

But then we decided to make Shallow Space open-world.

So now the development experience is very different. Rather than hand designed maps one-by-one, we instead give the game instruction to create an unlimited number of unique maps itself and rather than perfecting the behaviour of ships that will follow the same path each time, we instead give the ships a limited level of awareness and allow them to collectively make decisions based on their tasks and surroundings.



With this new twist, the major effort is lodged in the creating and training of that behaviour, and the now procedural nature of the content means it can be folded in comparatively effortlessly once the core is established. Going back to our simplified effort ratio of ‘design, implementation, content’ I’d describe it as 40:40:20.

So why is the content now 20% of the effort, will you get less of a game?

Nope. It simply means that through some clever planning in the first place, we can amplify what we inject and turn it into even more content. An example is the Objectives system; when we’re designing the missions we now specify a simple set of parameters such as; roughly how big should the enemy force be compared to the players, the composition, the task, should they be hidden, spread across multiple zones, etc. The game takes this limited information and explodes it into a series of detailed chained Objectives and triggers with the possibility of random encounters and rewards.

So what we’re trying to say is, now is the time for us to build that foundation (and build it right) and it’s taking a little longer but once it is built, the rest of the actual game should come together reasonably quickly, quickly enough to be very entertaining from where you’re sitting.

But before we reach the point where we can pump content into the new and shiny Early Access Alpha, we really have to test the proposed confines of that content – the game itself, to make sure it is both bug free and is actually fun.

But that’s easy right? That’s the bit you guys do.

Well in the current alpha, the control system could be described as convoluted, definitely so when you compare it to the new alpha in which you can control all 3 axis of camera motion simply with the mouse and a modifier key Homeworld-styles.

Many people (myself included) simply got used to the old system and persevered. While this isn’t particularly great for the project, it does underline the importance of a more stringent set of tests to better promote feedback which we’ll release with the Beta on the Main Forums. The tests will be designed to drill into each of the games core mechanics as we systematically switch them on, allowing us to correct issues and implement suggestions in a more structured fashion.



We appreciate that not everyone has the time to spare for that, so we’re hoping to gather together a hardcore of Players willing to get their heads into the patch notes to raise awareness and spend an extra few minutes completing survey’s on the forums.

So where are we right now?

Well the todo list basically sits at: Tutorial framework, explosions - wrecks - loot, menus and loading screens so not a massive amount left now, so look forward to an increase in visible updates, story and media as we move closer towards the Beta launch.

In particular keep an eye out for more exciting new imagery over on the Steam community page, a new ‘short’ story series tracking the exploits of a Mineral & Fusion Corp freighter, breakdowns and 3D turntables of the new ships and stations appearing in the Overhaul and exploratory articles looking at life in the new Shallow Space.

Cheers for all the well-wishing and your continued patience while we build up to the awakening of this sleeping beast!

7 comments Read more
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What do I get right now?

Explore the various ship hulls and module types and get an inside peek at the upcoming mechanics hunting for rogue ships hiding in rock clusters and nebulas, and orchestrate detailed fleet battles.

You’ll also have access to the ‘tactical simulator’ so you can test out ship designs and hone those design skills in the hangar before you’re cut loose in the procedural open galaxy due next update.

Key Features:

  • Fully 3D space combat
  • 5 different classes of fully configurable ship
  • Customizable shields and hull markings
  • Simulated ballistics and projectiles
  • 70+ ship modules (weapons, support, ammunition)
  • 12+ ships
  • 10+ abilities

About This Game

What you will be getting


Construct your fleet ship-by-ship by foraging in dangerous asteroid clusters and nebulas for resources and completing quests. Build up your modular base to include all the things a fleet commander needs; refineries, factories, power stations, shipyards and trade docks. Evolve your ship Captains careers, customize your ships using loot savaged from wreckages, become embroiled in action spanning huge playable areas and work across multiple planetary systems to bring order to Shallow Space.

An innovative ‘zone’ system lies at the heart of what we’ve dubbed the ‘Open-world Overhaul’ and through it NPC traffic will trade, mine and fight just as you do.

Pick-up missions to receive rewards in the form of ships modules and blueprints and construct defences, or go at it you own way by mining and trading. You’ll manage forces across multiple play areas all running realtime in a universe teaming with life.

Additional Key Features:

  • Procedurally generated zones, loot and quests
  • Emergent gameplay
  • Ship movements using NVIDIA PhysX engine
  • Enhanced abilities system
  • Directional shields and subsystem targeting
  • Flexible unit groupings

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 7/8/10 64bit
    • Processor: Intel i5 or i7
    • Memory: 4 GB RAM
    • Graphics: Intel HD 5500
    • Storage: 4 GB available space
    Recommended:
    • OS: Windows 7/8/10 64bit
    • Processor: Intel i5 or i7
    • Memory: 8 GB RAM
    • Graphics: Radeon R9 270X/NVIDIA GeForce GTX 760
    • Storage: 4 GB available space
    Minimum:
    • OS: OS X 10.7 or above
    • Processor: Intel i5 or i7
    • Memory: 4 GB RAM
    • Graphics: Intel HD 5500
    • Storage: 4 GB available space
    Recommended:
    • OS: OS X 10.9
    • Processor: Intel i5 or i7
    • Memory: 8 GB RAM
    • Graphics: Radeon R9 270X/NVIDIA GeForce GTX 760
    • Storage: 4 GB available space
    Minimum:
    • OS: Debian Based x64
    • Processor: Intel i5 or i7
    • Memory: 4 GB RAM
    • Graphics: Intel HD 5500
    • Storage: 4 GB available space
    Recommended:
    • OS: Debian Based x64
    • Processor: Intel i5 or i7
    • Memory: 8 GB RAM
    • Graphics: Radeon R9 270X/NVIDIA GeForce GTX 760
    • Storage: 4 GB available space
Customer reviews
Customer Review system updated! Learn more
Overall:
Positive (47 reviews)
Recently Posted
Private Lowest Class Obvious
9.7 hrs
Early Access Review
Posted: August 20
This is a fantastic game, and it has a lot of potential. Would definitely recommend!
Helpful? Yes No Funny
FANTA DEFENDER
1.1 hrs
Early Access Review
Posted: August 19
Little bare bones Space game that feels like a mix of Homeworld and Nexus: The Jupiter Incident. Definetly has a lot of potential.
Helpful? Yes No Funny
Lord1123
1.9 hrs
Early Access Review
Posted: July 17
Reminds me of what made the old school space games great.
Helpful? Yes No Funny
Hermano
0.5 hrs
Early Access Review
Posted: July 12
i played 10 min. Looks great, ships are preaty and combat looks beautifull.
But, i have a 17 inch monitor and the box option to chance screen resolucion dont even appear on screen, its hard to control the camera too.
Its a good project, keep it up
Helpful? Yes No Funny
Mr.Doge
4.8 hrs
Early Access Review
Posted: June 10
As you can see I have barely played an hour of this game but I already have fallen in love with it. Unlike most space rts games your not limited to a 2D plane. You can move your ships everywhere! The customization is endless and so is the gameplay. A sandbox mode is well on its way as is multiplayer. If you love space rts games with heavy customization and plenty to do the buy this.
Helpful? Yes No Funny
finds-them-and-kills-them
1.9 hrs
Early Access Review
Posted: May 25
Great graphics, really good controls, but not much content in there yet (just skirmish and ship building, no campaing, no tutorial). I'll advice you not tu buy, but keep a close eye for further updates, or jump in and support what looks like a promising game.

As allways, I apreciate the GNU/Linux support.
Helpful? Yes No Funny
Zachev
0.7 hrs
Early Access Review
Posted: May 6
As I am writing this, there is very little content compared to what is coming (but those ship models though!), and I purchased the game knowing this as I wanted to support the developers.

Be sure to check out their development roadmap if you're curious about what is coming:
http://shallow.space/roadmap/
Helpful? Yes No Funny
gbrodgers
1.9 hrs
Early Access Review
Posted: April 30
This is a great game! It is amazingly polished to still be in Alpha. The control scheme may be the best of any full 3D environment space fleet game I've ever played. This developer clearly knows what he's doing! Worth buying in its current state.
Helpful? Yes No Funny
[☭] Cube 2: FOSS gaming
5.1 hrs
Early Access Review
Posted: April 20
Although Shallow Space is early acces and not finished at the time of this review it performs very well and is quite polished. Linux kernel 4.2.0-18-generic + proprietary fgrlx @ 120 FPS. 4.2.0-18-generic + free radeon @ 110 FPS. Both FHD with an AMD Radeon HD 7870 XT and an AMD FX-8350. About 30 FPS in Wine on FreeBSD kernel.

Game as described by the publisher and devs (it's fun!).

Pretty responsive forums and help!
Helpful? Yes No Funny
(AJSA) GreyKnight
13.5 hrs
Early Access Review
Posted: April 10
This a very interesting game from what I see, it's kinda like if Homeworld, Nexus TJI, Sins of a solar empire and FTL fused together to make an ULTRA SUPER SPACE 4X RTS!!! or something like that...

The things that I like about the game right off the bat is the customization of you fleet. Not only can you change the color of each ship you enlist in your military force, you can also choose their loadouts in terms of weapons, sensor equipment, shield enhancements as well as energy modules. So you have fun blast away your feeble foes and look good doing it.

UNLEASH THE PINK BATTLESHIPS!!!

Space combat feels very much like nothing I've seen in a space game. It's a beautiful mesh of homeworld ship scaling and Nexus the jupitur incident's combat manuevers, when the capital ships engage they are constantly flying and zipping around it's target dealing damage while fighters fly around with guns ablazing trying set its enemy ablaze! It's very easy to get lost in the beauty of it all.... until you notice that huge explosion at the corner of you screen was your best battleship.

Exploration is an amazing thing to see in a game like this. I thought it was going to just be like a traditional rts but instead, it's going to also have 4x elements to the game! Having a persistant fleet and traveling the stars in search of glory sounds like a joyride in my book.

As for the cons the most obvious one is that since it's early access you will run into some bugs here and there. Now the one I see a lot are nervous buyers that like what they see but feel a cold shiver go down their neck once they see the tag "Early Access", I too also dread to see that tag as well. Also theres no multiplayer and I'm also not sure if it will be implemented since it's primarily a singleplayer game. so you could either wait for release for the game or hop in ready to help make this game become one of the best space games on the market, your choice.

Me? I'm blowin up space nerds with my pink battleships :)

10/10 would fire all Lazors again
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
3 of 3 people (100%) found this review helpful
1 person found this review funny
Recommended
1.1 hrs on record
Early Access Review
Posted: August 19
Little bare bones Space game that feels like a mix of Homeworld and Nexus: The Jupiter Incident. Definetly has a lot of potential.
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
Recommended
9.7 hrs on record
Early Access Review
Posted: August 20
This is a fantastic game, and it has a lot of potential. Would definitely recommend!
Was this review helpful? Yes No Funny
Most Helpful Reviews  Overall
41 of 50 people (82%) found this review helpful
2 people found this review funny
Recommended
3.8 hrs on record
Early Access Review
Posted: October 21, 2015
Rescinded until the Shallow Space overhaul launches.

If you're still interested, you can find my review for the current alpha version here: http://pastebin.com/PweaKK3m
Was this review helpful? Yes No Funny
26 of 30 people (87%) found this review helpful
3 people found this review funny
Recommended
4.9 hrs on record
Early Access Review
Posted: April 3
NOTE: Early Access Review, 2016-04-03
TL;DR was TL;DR: Buy it. Right now. Video review at https://www.youtube.com/watch?v=HzwwVeWKwNc

TL;DR: Do you like Rome: Total War? Do you like Homeworld? Then you absolutely must buy this game. Are you a fan of RTSs but never played Rome or Homeworld? Give it a try anyway. Are you a CoD or DOTA player who's never touched real time strategy? Buy it for the pretty spaceships and explosions. Basically, buy it.

So, what is it? In short, it's Rome: Total War in space. Line up armies, face them off against eachother. A campaign mode is coming, but is not here yet. It's so much more, as well; ship and fleet customization give it a whole extra dimension of depth above most RTSs. Nonetheless, it's very intuitive and feels incredibly responsive.

The good:
  • Graphics and UI are beautiful and very well designed
  • The UI, while not typical of RTS games, is impressively intuitive. I went from "how do I move" to feeling like Ender in about ten minutes, WITHOUT a tutorial. The Tab-key locking and simple move queuing makes complex strategies a joy to plan and execute.
  • The UI again - it's so good, it deserves another entry. With such a complex game to control, and what with not being finished yet, the game could be forgiven for being confusing and hard to learn, but it's not. In addition to what I've mentioned, the game slows when planning moves or when enemies are first detected, giving you the chance to think a little more about strategy - very important for new players.
  • The music. I'm not sure if it's dynamic or not, but it's highly appropriate, highly atmospheric, and greatly enhances the immersion.
  • The fleet maneuver dynamics. Watching an entire flotilla wheel around and steam head first into the enemy, guns blazing, might not be the most astute strategy, but it's certainly impressive. Even just flying a fleet around in space is fun.

The bad:
  • The most obvious first: It's not finished. There is no campaign mode and no tutorial. There will be - the buttons for them are there - but they aren't implemented yet. Honestly, I don't think a tutorial is really necessary, but I for one will be happy to see the campaign mode.
  • Minor gripes in re: not being finished yet: I'd like to be able to move the camera by clicking on the minimap, and a few other things like that, but really who cares? It's Early Access. They'll fix it.

A few observations:
When I first started up a skirmish, I didn't realize it was fully 3D. I accidentally held down the left button during a move and saw the prediction line shoot up into the void, and I thought, "I could really get lost out here." That's a great thing, in my book: a space game that really gives a good idea of the vastness of space.

I run Linux - an unsupported version, no less - and the game runs flawlessly. I do appreciate that effort from the devs.

Conclusion:
Buy it. Just buy it. It's only $15, and it's already an incredible game - and it's certainly not going to get worse as Early Access goes on.

EDIT: Yes, I posted this review after playing for about 30 minutes. The game really is that easy to pick up.
Was this review helpful? Yes No Funny
21 of 25 people (84%) found this review helpful
2 people found this review funny
Recommended
9.6 hrs on record
Early Access Review
Posted: October 21, 2015
Pro's
- Amazing attention to detail
- Personalized ships for any situation
- Forming and commanding an armada

Con's
- U.I. feels confusing and a bit cluncky
- Asteroid Deposits feel Distant from starting points in certain maps
- Only have a certain amount of MP for ships to luanch your fleets

KEEP in mind this an early access game some things are bound to change.
Was this review helpful? Yes No Funny
20 of 24 people (83%) found this review helpful
4 people found this review funny
Recommended
1.4 hrs on record
Early Access Review
Posted: October 21, 2015
I recommed this game. But be aware. If you overcap the MP and press random keys. You will end up deleting all your fleets and taking the commanders with you. Since I did this. I dont know how to undo this. If I dev could respond or perhaps message me about this it would be appreciated as there is no "Undo " button


EDIT: I found out that if you restart the game it goes back to normal :D

Dev should look into that bug though.
Was this review helpful? Yes No Funny
20 of 25 people (80%) found this review helpful
2 people found this review funny
Recommended
2.5 hrs on record
Early Access Review
Posted: October 21, 2015
For a game in Early Access, the potential is definitely there. Being able to customize your ships in both appearance and loadouts is a great feature. The visuals are certainly stunning, from the ships to the skybox, there is lots of eye candy outside of just the explosions.

The drawbacks are that there is not a whole lot to do at the moment, meaning the single-player campaign is not in place, no Multiplayer, and the ship selection is still fairly small. Of course, these things are all planned features, but the level of communication and activity level from the devs shows that they are committed and passionate about finishing the game.
Was this review helpful? Yes No Funny
14 of 15 people (93%) found this review helpful
Recommended
1.9 hrs on record
Early Access Review
Posted: May 25
Great graphics, really good controls, but not much content in there yet (just skirmish and ship building, no campaing, no tutorial). I'll advice you not tu buy, but keep a close eye for further updates, or jump in and support what looks like a promising game.

As allways, I apreciate the GNU/Linux support.
Was this review helpful? Yes No Funny
12 of 13 people (92%) found this review helpful
Recommended
9.6 hrs on record
Early Access Review
Posted: December 19, 2015
I had decided to back this game before it entered early access, based on the old demo, interaction with the developers, and the idea itself. As a reminder, the game sets out to create something of a hybrid between Nexus: The Jupiter Incident and Homeworld. To achieve this, it builds around "squads" of spaceships commanded by officers that will gain RPG stats and progression later, adding special abilities and deep customization to the mix, and aiming for an expansive, strategy map-driven narrative campaign.

Of course, we aren't there yet. At the currents stage of development, the name of the game is instead bug-hunting in the skirmish mode and customization hangar, which offer somewhat limited functionality, but definitely enough to determine the mechanics and decisions the game will be based around. Reaction of the developers to bugs reported on the forums are prompt, with many bugs fixed in the next update, which come in every week or two, and also add more ships and modules to play with. Currently, the tally stands at 3 hangar-stored shiptypes - light through heavy corvettes - 3 cruisers - also light through heavy, for variety - one battlecruiser with one more to be added in the next update, this class boasting heavier weapons, such as a fast-firing centerline gun on the Pleiade's Homan class, two battleships, light and medium and one carrier.

Each of those ships offers several slots for weapons and equipment, and different strengths and weeknesses, somewhat dependent on the faction that constructed it. The bulk of the current selection is the sleek, elegant designs of the Pleiades Corporation, with the battleships hailing from the Mineral&Fusion Corp and being decidedly blocky, and the third corporate faction, Incorporated (^^) currently in production for their modular designs, with eleven modules for the cruiser-size alone. All this information is also available on the game's blog (http://shallow.space/blog/) and actively discussed in the forums (http://forums.shallow.space/).

While the game is addmittedly in its infancy - alpha stage, in fact - it runs smoothly and crashes are typically around transitions, with the most easily triggered ones already fixed and work progressing on the rare others. While the selection of combat scenarios is small and map scripting limited so far, the combat is fun and proceeds apace, even though balancing is only scheduled for when more assets are placed. The railguns really need to be buffed, for example XD (inside joke).

The developers are also eminently approachable, and while they have a set concept, they are willing to listen to user suggestions and discuss their decisions. Production of ship models and coding are currently progressing side-by-side, and for an independent, largely self-financed project, the speed and even more so the quality achieved is quite respectable - and this is by no means the final graphics, many effects are still simplified, with the goal being the sort of stunning vistas space games are known for.

In conclusion, while it is understandable that some people may not want to buy the game at this mostly skirmish and ship configuration testing-stage and join the hunt for the remaining bugs, the price is low enough to easily gain entrance now and only play extensively once the beta hits, and the options become more complex and the tactics more varied. The campaign, though, will have to wait until release, to preclude spoilers - but some tidbits of story are on the blog as well.
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11 of 12 people (92%) found this review helpful
1 person found this review funny
Recommended
9.3 hrs on record
Early Access Review
Posted: February 21
First off, I don't play RTS games, so I cannot really compare this game to anything else. But, although I am unfamiliar with the genre, I can tell that Shallow Space is aiming to be something unique. Most importantly, the game is in early access, but the developers are very active on their website and on Steam, and respond to almost every post; whether it be feedback, praise, criticism, or just general questions.

Disclaimer: This part of the review is about the game as of 22, February, 2016, and will likely change with further additions/changes to reflect the current state of the game.

As for the gameplay, currently it is all about outfitting your ships and building up your fleet to send into battle. Right now, there are a few Skirmish matches and a simulation mode, which allows you to test out your custom or generated fleets and flotilla configurations against a similar fleet of AI. You can choose to mirror your exact fleet for the enemy to see how well you perform with certain ships, and possibly see how the AI uses them to better advantage. There is a lot of depth to how the ships can be set up and positioned, as you have a fully traversable 3d environment. Plotting the courses for your ships to take is a dream and even at this very basic level of functionality is quite intuitive to use.

The ship design is gorgeous. There is a ton of detail in the models, and the visuals for the backdrops are similarly amazing. You can customize every ship in your fleet with various kinetic and energy based weapons, outfit them with extra generators for more power, deeper scanning radius, and you can issue further commands from Carrier or Capital class vessels, such as deplying smaller Corvettes or issuing focused-fire commands. Future updates will include resource gathering and station building/management, added depth to ship shields and weapon mechanics, and much more.

There are some crashes and a few bugs here and there, but for Early Access the optimization is great and it runs really well. Most negative reviews on Steam are from user-error through interface malfunction or bug related issues, but much of that seems to have been corrected by now.

The developers have some amazing things planned for this game, and they are very passionate about making it as good as it can possibly be. A planned feature is to let you take executive control of your ships in battle, and to expand the current skirmish style gameplay into a more open-world one. If you like space games, and you want to command a massive fleet of warships either to engage in all- out tactical 3D combat, or if you just want to SEND THEM ALL TO DIE....then this game is definitely one for you.
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