IMOT is a Roguelite, Tactical, Turn-Based, Real-time Strategy Action Packed Space Opera. Battle your way across the solar system, customize your fleet to master your enemies and fight for the survival of the human race... There is no quarter, no port to hide, only the cold emptiness of space...
All Reviews:
Mostly Positive (10) - 70% of the 10 user reviews for this game are positive.
Release Date:
Jun 2, 2018
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?

“As a gamer, the feedback that we, the community, provide to the developers is one of the most impactful things during the early development process. It is proven that early access is one of the best tools that – when used correctly – can help to create an excellent game. And our goal is to achieve this.

The community is the most important part of any game; and we think that involving the them from the earliest possible point of development is extremely important in order to unlock its maximum potential.

In memory of TITAN is a blend of a Turn-Based Strategy game in combination with RTS (Real Time Strategy) elements; oriented to tactical strategy which requires a lot of balancing and tweeking to make it work correctly in a fair multiplayer environment. Being a blend of genres, we truly believe that early access will unlock better mechanics and a more complete gameplay experience for In memory of TITAN.

Early Access will allow us to have a direct pipeline to reviews, bug reporting and player based feedback; all that will make In memory of TITAN a better game.”

Approximately how long will this game be in Early Access?

“Around 8-12 months; however, being early access, it’s very hard to estimate a release date. What we do know is that our priority is the implementation of multiplayer in the game. First Co-op, then PvP.

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

“The development under Early Access will focus on the design of procedural missions and the implementation of the multiplayer.

In memory of TITAN will be multiplayer oriented and will use single player just as a history-telling tool with the ability of playing single player content as co-op with your friends. Being honest, the story of In memory of TITAN will be unveiled out upon full release; story missions that were designed in early access may change on release.

For the full version we plan to add:

  • Story Mode – 50 story missions–: The first missions are designed to teach the different mechanics of the game and prepare the player for the multiplayer mode. The story mode will grant the player a starter ship deck to boost the multiplayer experience and unlock procedural mission nodes along the way.
  • Procedural Missions: These missions are normally multiplayer (co-op or PvP), which will give, as reward, boosters for the loot system and/or specific loot, depending on the difficulty and rarity of the mission.
  • Multiplayer: Finish implementation of 2 multiplayer modes, Co-op and PvP.
  • Co-op: Limit of 5 players, with a total limit of 10 ships.
  • PvP: 1v1, 5v5, depending on the mission goes from a player controlling 10 ships per side to 5 players per team, maximum total of 20 ships per match.
  • Loot System for Multiplayer: Multiplayer missions give reward of packs containing 2-5 items of different rarity depending on the way in which the mission is completed and its difficulty. These can be used to build a deck; that by ship it must have a "ship class", "commander", "perks" (up to 4), "weapons" (up to 3) and/or "wings" (up to 4).
  • Open Solar System Exploration: Through procedural missions and quests.
  • Items: 25+ ship class, approx 100+ weapons, 100+ perks, 50+ commanders, 60+ ace wings, 6 normal wings.
  • Crafting System.
  • Rare Unlocks.

And many more yet to be announced.”

What is the current state of the Early Access version?

“The core of all the parts necessary to achieve our release goal are made but some of our Art and UI elements are not final and most of our systems need testing still.

The early access version consists of:
  • 5 history missions with approximately 5-7 hours of play. (Prologue)
  • 11 Ship-class.
  • 15 Weapons.
  • 15 Perks.
  • Turn-based initiative system.
  • Ship loadout system. (Work in progress)
  • Passive proximity combat AI (RTS element)
  • Destroyable levels. (Work in progress)
  • Solar system exploration through missions zones.
  • Procedural system of cameras for combat cinematics. (Work in progress)
  • Our Art and UI elements are not final and most of our systems need testing still.

And many more features that are not final hence they require testing.”

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

Yes. The price will vary depending on the features and production. It is estimated a higher price for full release since it will have features such as Multiplayer, Open Solar System Exploration, Competitive Ladder, among others.

This is an incentive for players who opted for early access and helped the development of the game.”

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

“The community will participate giving feedback via the Steam Community Portal. In addition, live Q&A sessions will allow the players have a direct input on the development process.

Players who opted for early access and helped in the development of the game will be rewarded.
How?
There will be a poll with multiple concepts of an exclusive ship for early access, "designed by the community, for the community".

Nothing in IMOT is written in stone, and we would like you to help us make it the best.”
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Recent updates View all (3)

October 29

Changes are coming!


Eva: Syntetic Humanoid Assistant

Hi folks,

It's been a while since our last announcement, this one will a long one. So brace yourselves because there is a lot I will cover on this post.

First of all, I'm starting a weekly devBlog, and will be updating our Opt-In-Tester* beta build each time we do changes for testing purposes, we used to keep our testing builds private but that's the first change we are introducing, we want all of you to be able to experience In memory of TITAN in all stages of its development, mostly because we want your feedback to make our game better.

I will announce our current changes to UI, Gameplay mechanics, Camera, Units, RTS/TurnBased game flow.

Be advised that the changes introduced on this post are a WIP and will be deployed for testing as soon they are finished.

*Tester builds are now accessible to all who purchased In memory of TITAN Early Access, to enable it please opt-in on the betas.

UI Changes:
We felt that our current UI feels dated, cluttered and not very helpful, so we plan to change it to a more condensed style with more information displayed in a dynamic fashion that will give players a more direct and helpful feedback of what is happening on the battle.
We will include pre-calculations for hit%, damage, and more, also confirmation request for movement, combat, and action points spending skills or attributes.

Since 2 factions are in play on IMOT, the GTD and JC, we decided that also to help distinct ownership we will build 2 skins for our UI using as base the following designs...







Ship fleet menu for editing will get a complete rework, and now the ships will display a live feedback on looks, skins, names and modules installed on it. Yes you heard it right "names", now you will be able to rename all your non-hero ships to whatever you see fit, making you a real master of the fleet.

Gameplay Changes:
This will be tied in part with camera changes for IMOT, as the combat flow will be revamped, currently you can only select 1 weapon to start combat and then a event/cinematic occurs and you are locked until said event ends, in the following updates we want to move away from that, while keeping the essence of the game intact; titanic ships pounding each others until they cease to exist.
Now you will be able to select multiple weapons and fire them all at the same time on a "salvo" mode; or you will be also able to attack different ships with multiple weapons and not be locked for a combat cinematic.

But for the guys who liked the drama of the close quarter battle all is not lost since we will introduce a free cam mode that will help you explore the map and your surroundings with ease.


Prometheus Nuclear Device

Camera Changes:
Space is a deep cold place, the sense of freedom is something that we got initially wrong, to explain the issue further; we originally introduced a fixed location approach to RTS, in essence a do what you can with only the information of your direct surroundings; witch is OK for a single ship command, but once you put more vessels on the mix and different ways to finish a single mission it gets really difficult to keep track of your surroundings if your point of vision is fixed on a single available ship.
Our plans to address this issue is to use standard Strategy camera panning system to move around, also we will introduce the ability to scan other ships or asteroids by clicking them and if they are on a direct line of sight they will be scanned and a detailed information of that ship will be available for you and help you make more strategic decisions.
Lastly a free cam mode will be available on explored space, this will help you find new paths, and hidden objects scattered across deep space.

New ships Class-Carrier:
We are proud to introduce our carrier class ships, and new factions. More information of these TITANS will become available soon. But here is a taste of what is to come.


JC-Ashura Carrier-Class


GTD-Posiedon Carrier-Class


New Faction: Pirates

Fighters, bombers and support ships:
With carriers come fighters, scouts, bombers and support vessels, not only TITANS are the ones who dominate space; even the smallest ones may change the course of history...

Fighters will use a more RTS style control merging it with the passive combat system of the main vessels. On multiplayer you will be able to control your fighters if available and disrupt the enemy defenses while you nuke them or you could launch a bombing strike on key isolated targets that are outside your range. A more dynamic combat will unlock endless possibilities and ship combinations.




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September 1

Version 0.2a Update:



Patch Notes:
  • Balanced weapons and passive systems.
  • Added ship highlight during turn phase: To help identify friend from foe and other proximity mechanics, intractable ships/objects will be highlighted.
  • Added installed ship perks on the ships HUD.
  • Added weapon quick access buttons on the ships HUD.
  • Added quick access turn ending buttons on the ships HUD.
  • Added quest pointer on mission select screen, it helps locating active quest and main quest missions.
  • Added Siege mode capable ships and options.
  • Added Special Class weapons mount on capable ships.
  • Added GTD-Artemis Class Hull: the Artemis Class is a ultra long range particle cannon, it requires to be on siege mode to fire its special weapon the Antimatter Cannon.
  • Added procedural generated lightning effects as replacement of all electrical effects.
  • Fixed bug during deployment phase.
  • Fixed crash on load of mission select screen.
  • Fixed bug on ships death, when killed by passive guns under ships active combat.
  • Fixed bug when finishing missions will not unlock some mandatory hero ships as result of mission completion.
  • Optimized grid and FoW functionality.

GTD-Artemis Class:


The biggest change for this patch is actually under the hood… we changed to host based authority; it allow us to start the host/client multiplayer and co-op implementation that is going to be playable on the upcoming opt-tester branch patches.


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About This Game



Tactics? Turn-Based? Real-Time? Roguelite?
You grew up playing Turn-Based Tactics and RTS but always wanted to have the best of both worlds... The action packed thrill of the RTS, the customization of an RPG and the depth of the Turn-Based games. You always wanted more...? We'll like to introduce RAPSO (Roguelite-Action-Packed-Space-Opera). Behold a modern blend of Tactical Turn-Based RPG games (Front Mission, Final Fantasy Tactics, etc), with RTS games (Starcraft, C&C, Homeworld, etc) and Roguelite elements for flavor; all that plus multiplayer, co-op and procedural generated missions and you'll get a never ending, ever changing RAPSO.

*Multiplayer, Co-Op and Procedural-Generated missions are still not implemented.



Features: (Upon Full Release)
  • RAPSO: Venture into the solar system with procedurally generated side missions and quests.
  • TurnBased/RTS Action: Initiative roll based turns with active consequences... Weapons systems, perks, passive support and more; affect other ships and players in real-time.
  • Exploration: Different systems, missions, loot, ships... Fortune will smile upon the most adventurous.

The way home is full of many different paths, each one more rewarding than the other; and is your job as a commander to venture across the vast loneliness of space to protect Terra and all mankind. Or band with your friends and battle your enemies as a group, even other commanders will fall to your, in our Action-Packed PvP.



In Memory of TITAN is currently on Early Access and comes with:
  • 5 history missions with approximately 5-7 hours of play. (Prologue)
  • 11 Ship-class.
  • 15 Weapons.
  • 15 Perks.
  • Turn-based initiative system.
  • Ship loadout system. (Work in progress)
  • Passive proximity combat AI (RTS element)
  • Destroyable levels. (Work in progress)
  • Solar system exploration through missions zones.
  • Procedural system of cameras for combat cinematics. (Work in progress)
  • Our Art and UI elements are not final and most of our systems need testing still.

System Requirements

    Minimum:
    • OS: Windows 7
    • Processor: 2.4Ghz Dual-Core or equivalent
    • Memory: 4 GB RAM
    • Graphics: Nvidia GeForce 7 series or equivalent
    • DirectX: Version 9.0c
    • Storage: 6 GB available space
    Recommended:
    • OS: Windows 10
    • Processor: 2.4Ghz Quad-Core or better
    • Memory: 8 GB RAM
    • Graphics: Nvidia GeForce GTX 1060 3Gb or better
    • DirectX: Version 11
    • Storage: 6 GB available space

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