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 (44 reviews) - 86% of the 44 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 (53)

June 22

Progress Update

Two exciting new videos for you to take a look at Commander, a short promo clip and an extended version below that’ll give you a little more insight!

One of 10 new models added in the Overhaul, this one inspired by an Angel.

We’ve added a crucial mechanism for understanding events in-game now with the notification panel. It’ll provide contextual notices along with links allowing you to move very easily between Zones, Ships and Space Objects.

You’ll also notice in the videos that unit groupings are now dynamic as promised, with ‘soft’ groupings enabling quick formation moves of ships and ‘hard’ groupings further adding keyboard shortcuts and distinguishing icons shown in tactical and on the map. With all those ships in play you’ll notice the fleet panel getting a little crowded there, but shortly soft groups will be listed under the emblem for each faction and they (and the Players hard grouping icons) will enable filtering of the fleet list.

Putting a unit into a group hides the tactical icon which declutters the main view. Units launched from a carrier are automatically put into soft groups.

Clarity is the name of the game for the UI in general at the moment, if the right parts are noticed at the right times and its obvious what the elements do then we consider it a win. Though some colours still need tweaking and some icons redesigned – functionally it certainly does the job, it’s a lot more inviting now with the feedback animation and we’re looking forward to hearing your thoughts on it.

Swinging development chat back round to combat, we needed a decision to make as to how exactly we would display damage. When polled over on the forums, the majority of people wanted to see rolling damage counters which kinda fits with the finding and fitting of better weapons and support modules you’ll come across on your travels. The alternative is health-bars, which really add a lot of visual load especially in dense scenes. Considering the scale we’ve now adopted which allows us to view more of those glorious details, we think a touch of realistic damage modelling might instead suffice to indicate health, if you’re too busy drooling at the battle to spare a cursory glance at the fleet panel.

https://www.youtube.com/watch?v=h5U_6QBz4W8
On that note, you might notice nothing is exploding just yet – we’re implementing a number of solutions there including smoldering wrecks, damage decals to tear open those bulk heads and toying with the idea of mesh deformation. We’re also looking at really using the physics engine to decorate the battles with ships spinning out of control, visibly reacting to shots hitting the hull.

Under the hood is also progressing well, taking the time to rewrite the base layers has paid its dues. With the implementation of NVIDIA Physx and all the background concurrency stuff we feared it might perform a little worse than the current alpha, but surprisingly not so. We’ve tested over a hundred ships in a zone and let them fight and the framerate doesn’t really drop and we can have much more NPC traffic milling around in the background zones than we actually need so it certainly all bodes well for the inclusion of other Planets and perhaps even other concurrent planetary systems.

Modular stations have evolved into clusters of supporting structures, each NPC cluster will have a main function ie. Shipyards or Trading Post which will define the services it offers the Player.

You’ll probably also notice that all the ships have names, we’ve gone through all the suggestions over the years, filtered them into good names and evil names and put them in. I think after we discarded the unsuitable ones we have over 300 hundred but it’s not enough. For the crack we added a few of our favorite sci-fi TV show characters to pad it out which hopefully made you chuckle but we should probably add some more… mature suggestions, we sure would appreciate it if you could pop some in the comments below!

The focus now is completing combat which is pretty much there, implementing the mission and dialogue system so we get some meaningful enemy unit placement, we also need a very basic tutorial and then we’ll put up the Beta. That’s obviously going to be a very exciting time as we have a series of tests and topics planned to get some constructive criticism flowing but the most exciting bit being you guys actually getting your hands on it!

On that point, it’s really tricky knowing just when is the right time to put it up and honestly, I say this with meaning – thanks for remaining patient. We’re pushing to get the Overhaul into the public domain very soon even with a rough alpha so we can get back to the normality of testing and updating.

As always thanks for the continued support!

12 comments Read more

June 3

Zone Theory and Unit Construction

The Zone Map is coming along nicely

So as you’ve probably worked out, one of the distinguishing features of Shallow Space is concurrent activity spread across several play areas that we call zones.

Each zone contains ships, fixed structures and ‘Space Objects,’ and linked to them might be resources, random encounters and quests. A Space Object is a procedurally grown cluster composed of rock, ice, debris or gas. If a ship is sitting within the confines of a Space Object it might be granted a number of Status Effects that can have a positive or negative effect on its systems.

Inside the zones, ships only have a limited ‘Deep Scan Radius’ in which a non-allied unit is fully revealed and Space Objects will need to be scanned to reveal hiding ships and resources.

These clusters of Rock form part of a Space Object. All parts of a Space Object need to be scanned before the contents are revealed...

Shallow Space will be bustling with traffic. AI ships completing various tasks will all contribute to the general ambiance and add unexpected incidents to manage while you build up your fleet. That traffic will move around from zone-to-zone and if it is allied to the Player will share sensor readings including links between zones and its contents. If a zone doesn’t contain a player or allied unit it will be considered ‘dark’ meaning very little information is visible most notably on the Zone Map in which icon and links are hidden.

Moving between the zones is a tricky mechanic because if we let the majority of these ships jump freely it’s probably not going to be all that fun. It certainly won’t be as fun as having the option of ambushes and boxing in, so a ships main method of traversing zones is to travel to predetermined ‘Jump Safe Areas,’ these are choke areas which serve as links between the zones. ‘Short Range Jump’ is an ability allowing you to move instantly within the zone but its cooldown will affect the use of the Jump Safe Areas. Cruiser and Capital ships can also be fitted with an auxiliary ‘Point-to-Point’ support module which will allow them to jump across several zones at once but its use consumes Hydrogen.

Anybody coming to or leaving for Zone 24 via this Zone will land here.

In the Beta, the sandbox will be initially contained to one planet so we can hammer out any issues on a smaller scale but eventually each planet will harbour a number of zones and the planets type will generally dictate the types of materials and activity that are generated in those zones.

One or more of a planets Zones will contain a waygate – enabling mainstream travel between planets and other planetary systems.

Lets talk about unit construction and fleets...

As the player progresses the game they will receive instructions on how to build ships and structures, these instructions will unlock blueprints. The player will also be able to build research structures to unlock blueprints in addition to finding them in the wild.

Finding a nice little corner here to setup shop - unit construction is in.

Fixed structures will provide a number of other additional facilities to the player such as power, refining, construction, storage, weapons or sensors platforms, and some structures can house the small but potent Corvette units. Fixed structures can be placed in any occupied zone.

Unit construction will be slower than a traditional RTS, the focus will be on selecting quality units to build up flotillas that fit your particular playstyle with fewer units than in the present alpha. Even still the Player can dynamically assign ships to groups that can fly in formation. These groups can operate independently anywhere in the Shallow Space sandbox likely questing, patrolling or gathering resources.

After the completed beta we’ll be adding Officers and unit veterancy so you can turn them into hero units which will add abilities and bonuses to grouped ships. Much fun.

Let's talk tooltips and UI for a second...

Behind the scenes there is a lot of information driving the cogs of the game, some of that useful to the Player, much of it would confuse. Of course the trick is getting the right information on screen at the right time and so we’ve been investing considerable effort into that over the last month.

Ship Configuration now happens in-game, modules can be hot swapped with a 60 second 'weapons fooked for a bit Captain' cooldown status

We’ve moved to a window based system that will let you handle everything from inventory management to ship configuration and unit construction. Not only will this feel more immersive by reducing the amount of time the Player spends ‘out of the game,’ but it allows for a certain flexibility when doing tasks such as comparing loadouts.

We appreciate that the big issue with this is ultimately, the more ships you have, the more windows onscreen and we’ll combat this using composite windows such as ‘Combined Inventory’ and have constructed a window manager that remembers the last size and position of the window and even which zone it was open in. We envisage the Zone system might also act as a sort of desktop further enabling concurrency, an example might be to bounce seamlessly from unit construction to observing a battle in a neighbouring zone – with the windows hiding, reappearing as required.

But the real heroes (and a large timesink development-wise!) will be the tooltips that really leak those glorious details.

In other areas we’ve been scheming and plotting with regards to sound effects and music. Starting again in that area using some of our funds to enlist the help of a professional editor who has already completely themed the UI with SFX. Separately, we have the building blocks to a procedural battle music system with a thrilling score written by the same guy who wrote the music from the last video. From the visual side we have some new ships we’ll shortly be unveiling including a new ESE secret-faction prototype Battlecruiser. Over on the story side we’ve started fleshing out the first non-linear campaign and are adding to it with side quests and additional backstory.

So as we hope you can see, progress remains strong here with only a few lead items left on the todo list and good old clean up before we’re ready for Beta testing. So look forward to the unveiling of some new ships, a breakdown of what to expect in the Beta and a new video coming soon!

19 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 (44 reviews)
Recently Posted
Mr.Doge
( 4.8 hrs on record )
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
( 1.8 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.
Helpful? Yes No Funny
Zachev
( 0.7 hrs on record )
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 on record )
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 on record )
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
( 13.2 hrs on record )
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
Attila Hellsfury
( 0.4 hrs on record )
Early Access Review
Posted: April 4
I played about 20min and I can say very nice Alpha Version. I hope this game will make it (we will see)

Now is the question buy an "early access" or wait ? When you want support an indie dev team yes buy it, but when you want a playable game don't buy it.

I will stick with it :)
Helpful? Yes No Funny
SilverWingedSeraph
( 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.
Helpful? Yes No Funny
Emperor of Man
( 1.3 hrs on record )
Early Access Review
Posted: March 26
This game has great devs, great ideas, and I really feel that this game will be great. Just go read the posts from the devs and you will see what I'm talking about.
Helpful? Yes No Funny
Toaster_Assassin
( 0.3 hrs on record )
Early Access Review
Posted: March 14
Cons
horrible memory issues
command prompt opens at random
camera is beyond useless


Pros
got my refund
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
2 of 2 people (100%) found this review helpful
Recommended
4.8 hrs on record
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.
Was this review helpful? Yes No Funny
Most Helpful Reviews  Overall
39 of 45 people (87%) found this review helpful
2 people found this review funny
Recommended
3.7 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
21 of 23 people (91%) 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
18 of 22 people (82%) found this review helpful
2 people found this review funny
Recommended
9.3 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
18 of 22 people (82%) 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
19 of 24 people (79%) 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
11 of 12 people (92%) found this review helpful
Recommended
2.4 hrs on record
Early Access Review
Posted: December 21, 2015
It has been a while since we've goten a good Real Time Tactics games. So long in fact, when you consider tha Nexus the Jupiter Incident was pretty much the only one.

Considering that it is in ALPHA -let me stress again ALPHA (so expect the occasional bug)- it is still a solid product, that has one of the most responsive, consistent, and interactive devs I have ever meet. The visuals are absolutely gorgeous, the ships beautiful, and the atmosphere being built around in te Shallow Space universe is totally indepth.

Shallow Space, even in its current iteration is gently, but surely scratching that itch, left by Nexus.
Was this review helpful? Yes No Funny
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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11 of 12 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
Recommended
1.8 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.
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