Sector Six is a side-scrolling, sci-fi shooter with silhouette aesthetic, procedural loot and extensive customization.
All Reviews:
Positive (17) - 100% of the 17 user reviews for this game are positive.
Release Date:
May 1, 2016
Developer:
Publisher:

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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?

“Sector Six has been in development since January 2015. Core features have been implemented and in order to perfect the game, we require player feedback. Aside from feedback, the game needs some funding to be finished, so releasing Sector Six as Early Access is an ideal solution. Sector Six is currently in a late beta stage and with your help it will be improved in every way possible!”

Approximately how long will this game be in Early Access?

“The estimated release of Sector Six is Spring 2018.”

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

“The full game is planned to have new features like legendary parts, mission chains, and boss replaying. Features that are already in game will be expanded. There will be new region missions and new story missions that will lead to an epic culmination - player will have to fight the gigantic Machines. There will be new spaceship parts, abilities for all spaceship classes, colorful parallax backgrounds and improved sound effects. There will be additional language support and a Mac version.
To sum it up, the completed game will have a lot of content that would take many hours to complete and thousands of exciting moments!”

What is the current state of the Early Access version?

“Sector Six is currently in a late beta stage.”

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

“The base price of Sector Six will stay the same after Early Access.”

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

“We will listen to player feedback from Early Access Users and try to include as many ideas as possible. It's not possible to implement all ideas, but the most interesting one will be discussed within the dev team.”
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Recent updates View all (115)

May 28

Sector Six Release Countdown: 5!

Since the last time I posted, I have finished weapon and ether reworks!

Weapons now modify ability stats and ability ether costs increase with level.
These changes have significantly improved quality of loot and variety of possible spaceships.

There are three weapon stats now: Weapon damage, cooling rate, and ether efficiency.

Relays increase weapon damage, which increases ability damage.
Pylons increase cooling rate, which reduces ability cooldowns.
Nodes increase ether efficiency, which reduces ability ether costs.

It's possible to focus on one weapon stat to make spaceship deal a lot of damage or have low ability ether costs or have low ability cooldowns.
Or anything in between!

For example, during testing, I have built myself a spaceship that reduced cooldowns of its abilities by 94%!

While it dealt very low damage, powerful abilities like Shards of Chaos, Swarm Control, and Entropic Missile had really low cooldowns, so I was able to spam them and it compensated the lack of damage.

It was really fun, and I can't wait to see what you guys can do with this new system.

As for ether rework, it made each ability point spent increase ether costs of all abilities by 10%.
This allowed me to make part ether properties scale with level, so now parts that increase ether are more rewarding than ever!

Now I will be working on making tutorial and introduction shorter and better, which should take about a week.
After that, I will work on story mission XIV.

ETA is back to 50 days, because I have added new things to the list and because there were all those reworks that created a huge delay.
Let's hope my calculations will be wrong again, but this time to our favor!

Completed:
  • Ether rework: Ether properties now scale with level, ability ether costs increase with ability levels.
  • Weapon rework: Nodes now reduce ability ether costs and pylons reduce ability cooldowns.
  • Ability rework: Abilities now use same damage type and are unlocked as spaceship level increases.
  • Relics.
  • Mission XIII.
  • Rebalanced ability points: 1 ability point per level.
  • Mission XII.
  • Mission XI.
Not completed:
  • Mission XIV.
  • Broken Infinity endgame activity.
  • Restoration War endgame activity.
  • Shared stash in Deep Path to transfer items between player characters.
  • The Machines.
  • New save system.
  • 49 new achievements.
Completed – Minor changes and improvements:
  • Fixed inventory leak.
  • Adapted backgrounds to screen shaking.
  • Improved dialogue avatars.
  • Improved settings interface.
  • Added button that resets settings to default.
  • Added button that resets controls to default.
  • Modular difficulty system changes: Flow Stagnation maximum level changed to 1, rebalanced rewards.
  • Reworked Creation of Energy and Channel abilities.
  • Improved achievement interface.
  • Repositioned mission interface.
  • Fixed weapon amplifying.
  • Improved ability bar.
  • Made better ability icons.
  • Heavy Shield rework: Now called Power Shield, no longer slows down spaceship.
  • Improved ability and effect icons.
  • Improved Kithalia’s Blight set penalty
  • Improved barrager.
  • Toggle XP gain feature has been removed.
  • Improved Sector transition cutscene.
  • Improved pausing.
  • Improved HUD.
  • Improved ability level scaling.
  • Improved item management and filtering.
  • Repositioned item management buttons.
  • Stat page improvements.
  • Virtual and physical weapon clarification and stats.
  • New part properties.
  • Improved part names.
  • Higher grade parts are now more common.
  • Relic dismantling rewards.
  • Parts give less damage reduction and reflect chance.
  • Parts give less wave chances.
  • Improved item generator: Now produces more random items.
  • Item changes: Changed diode cost, changed certain item sprites, improved item use error messages, improved tooltips.
  • Fixed story mission X glitch.
  • Reworked phase break mechanic: Gain additional damage after taking certain amount of damage.
  • Channel ability’s ether cost reducing effect now lasts 3 seconds, making Channel much easier to use.
  • Cataclysm ability has been replaced with passive anti-shield ability: Breach.
  • Renamed Phase to Phasse, to differentiate it from phase mechanic.
  • Improved Aggression, Resistance, and Capacity: More powerful, more interesting, and consistent with other abilities.
  • Decreased starter part limit to 6.
  • Decreased starter maximum ether to 50.
  • Starter engine now gives less maximum armor.
  • Increased starter ability points to 10.
  • While Guardian of a Thousand Worlds ability is active, Concentrated Fire recharges instantly.
  • Improved alloy containers: New property, increased sell and buy price, reduced city stock.
  • Removed filled alloy containers.
  • Corrected W. warning button tooltip.
  • Ability to decrease the level of MDS modifiers even while they are disabled.
  • Fixed engine glitch.
  • Improved missiles that appear when player's spaceship leaves enemy range.
  • Guardian is now more mobile.
  • Potentially fixed Black Rain projectile problem.
  • Region update flashes are now brighter.
  • Veteran's ballistic attack is now slower.
  • Improved dialogue system graphics.
  • Oesa's Radiance set effect changed, now base maximum armor is equal maximum ether.
  • Damage bonuses now are applied to damage while Lodeon's Ultimatum set is active.
  • Fixed and improved certain set descriptions.
Not completed – Minor changes and improvements:
  • Sector map interface and map key.
  • Improve the implemented Machines.
  • Rework certain achievements.
  • Rearrange achievements in the achievement interface.
  • Level cap changes and game options.
  • Side mission dialogues.
  • Better default controls.
  • Ability to toggle side mission dialogues.
  • Fix stack buying glitch.
  • Lock modular difficulty system if the player level is lower than 3.
  • Holding shift button to dismantle and sell just one item from the stack.
  • Looting improvements.
  • Improve Techamer's cell.
  • Rework loot box.
  • Fix loot box stackable item glitch.
  • Improve artifact carrier.
  • Rework mission III. Again.
  • Improve siege mission.
  • Improve arena mission.
  • Fix dialogue clash with HUD glitch.
  • Expand dialogue box.
  • Improve shield particles and animations.
  • Improve MDS decorative map in mission select screen.
  • Fix Lodeon's ship glitch when skipping intro cutscene.
  • Intro logo skipping inconsistency.
  • Improve mission I.
  • Make Awakening of Inner Power support all missions.
  • Rework contribution system.
  • Improve text input.
  • Character customization: Rename character and change avatar icon.
  • Improve damage text.
  • Cathode rework.
  • Improve controller support.
  • Rework tutorial and class select.
  • Rework introduction.
  • Optimize.
  • Improve secured region interfaces.
ETA:
  • 50 days.
Progress:
  • 60% of the tasks completed.
  • I’ll post again when the percentage will reach 70%.
Until then!
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May 16

Echo #103: Weapon rework

It's been a week since I made the last post, so here's an update on what I'm working on.

Two days ago I have successfully merged classes and made abilities unlock when leveling up.

Yesterday I have started working on weapon rework.

Since abilities use the same damage type now, all weapons are the same and that is not good.

To combat this, I have made weapons reduce ether and cooldown of abilities.

I have doubled ether costs and cooldowns of most abilities.
Installing right weapons would reduce ether costs and cooldowns to their normal values.

It did make weapons more interesting than ever, but it was a little too messy.
Just replacing one installed ability with other, would require the player to hunt for a different set of weapons.

Plus, it didn't create any interesting decisions.

It feels like punishment for not installing right weapons and it's not what I want.

So, I am going revert all yesterday's progress and start working on the new idea.

The new idea is to make weapons work in a way that allows the player to build three different spaceships.

- Powerful spaceships that have higher damage, longer cooldowns, and burn more ether.
- Fast spaceships that have shorter cooldowns, lower damage, and burn more ether.
- Efficient spaceships that have longer cooldowns, lower damage, but burn less ether.

To make it happen, weapons will get two new properties - ability ether cost reduction and ability cooldown reduction.

To stop these properties from making abilities too fast or not expensive enough, they will not interact with ability ether costs and cooldowns directly.

Instead, the player will need to install a certain amount of weapons to reduce ether costs or cooldowns of abilities by 25%.
If requirements are not met, abilities will have base stats or even become 25% more expensive and/or slower.
Requirements will rise with the number of parts installed.

Basically, there will be three types of weapons and by focusing on one weapon type will allow the player to make spaceship powerful or fast or efficient.

What's also good about this system is that it doesn't really end with three spaceship types.

It will be possible to build balanced ships that are not bad or good at anything

It will also be possible to make spaceship excel at more than one field - maybe even at all three with enough rare, amplified weapons.

As for the final Early Access update, I'm still over a month away from releasing it.
This rework created a huge delay, but I think that it's worth it because the game will become a lot better.

Next week I'm hoping to continue the release countdown, so until then!











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About This Game

Sector Six is a side-scrolling, sci-fi shooter with silhouette aesthetic, procedural loot and extensive customization.



Save the Universe

Enter distant future and join the desperate fight to stop the Eight Machines from destroying everything.
Unleash apocalyptic weapons, break laws of physics, resurrect ravaged dimensions - nothing is impossible in a war of this scale.

Build your spaceship

Build your spaceship from procedural parts, obtained by destroying minions of the Machines and completing missions.
Every part has various properties and can be placed anywhere on the building field, allowing you to customize performance and appearance of your spaceship however you want.

Become master of spaceship combat

Test not just your spaceship, but also your skills as you dodge enemy projectiles and find the right timing to counterattack with your own.
Each enemy brings new attacks, defenses, and strategies to defeat - it’s up to you to hone your combat skills and take them down.

Spaceship part customization and part sets

Combine, upgrade and re-roll parts to create ones that are ideal for your dream spaceship.
If that is not enough, collect set parts to activate game-change set effects and transform your destroyer of invaders into something even more powerful!

Modular difficulty system

Make the game as hard as you want it to be!
Forget "Easy / Medium / Hard" - the modular difficulty system allows you to modify almost every element of the combat and even gives rewards for it.

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • Processor: 1.2 GHz or better
    • Graphics: 256 MB
    • Storage: 40 MB available space
    Minimum:
    • Processor: 1.2 GHz or better
    • Graphics: 256 MB
    • Storage: 40 MB available space
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