Sometime in 1986, my father had a choice while browsing the shelves of big glossy boxes at the local computer shop. The choice was which space game to purchase: “Star Fleet I: The War Begins” or “Starflight” from Electronic Arts. They both featured similar names and cover art and the former was published by a company called “interstel.” (A few of you just grinned in acknowledgement of that quirky coincidence.) (hint: Even though Star Fleet was published by an intergalactic corporation, Starflight was a much more significant game.)
Thankfully, he chose Starflight. At home, we had a Columbia Data Products MPC on which it could run. It was the first low cost PC compatible clone on the market. This new game seemed like the perfect way to explore its capabilities.
I spent that entire summer with my brother and father playing Starflight. We were unreasonably obsessed with this game. It was like no other game we had seen. We scrawled out vague clues in a notebook. We scheduled evenings of together time to conduct exploration. We marveled at the scientific terms and seemingly accurate portrayal of planetary characteristics. We anxiously flinched at the “motion detected” message which always held the potential for either game-ending plasma bolts or a mysterious new riddle. It all felt deeply immersive, like you really were exploring a galaxy. It was as if you were directing the action top-down from a keyboard and CGA monitor which were miraculously, somehow, connected to a starship and its crew countless light-years away.
The curious side of me wondered how you could possibly fit such a grand game on two modest 5.25” floppy diskettes. The idealistic side of me envisioned even grander games in the years to come, games with better graphics and meticulously detailed planets. No other adventure game had anything near the scope of Starflight and it seemed obvious that its example was the one which all future exploration games would follow. In 1986, most games were just a collection of simple scenes, perhaps several rooms to explore, nothing near an entire galaxy full of life sized planets with all kinds of hidden secrets. Starflight’s technology and scale were awe inspiring. Its jaw dropping plot twist was the icing that confirmed its legacy forever in my memory.
I spent decades waiting but the even grander games never came, not really. No one followed up with bigger and better Starflight. Sure, I played its fantastic sequel. But, throughout the 90’s and 2000’s the idea of a giant procedurally generated galaxy to explore fell out of favor. No memorable attempts in that style made it to market.
So, in the winter of 2004, while working a temp job, I purchased the cheapest version of Visual Basic .NET at a local Officemax. I had fleeting thoughts of writing that game. Perhaps I’d add it to my portfolio as an example to kickstart my programming career. These were the beginnings of the projects that have landed us here. I'd like to show the evolution of my efforts during the past 20 years.
The first thing I did with VB.NET was write something that very much looks like a Visual Basic program. I dressed it up with some backgrounds and colorful buttons. This application, called “Little Bang Toolkit”, created metadata for an entire galaxy. Naturally, I created galaxies that were 30% bigger than what was featured in Starflight. Bigger is better, right? It took me roughly 3 weeks of hobby programming to complete. (That vast empty space in the upper left was where I intended to render the planet you’d selected in 3d. I figured that wouldn’t be too hard. I was naive in 2004.)
After a while, I had Little Bang Toolkit exporting a file representing the galaxy because I wanted to do something with that file. I wanted to make my game. A significant start to the code I’d need had already been done. The rules engine and factory methods for the planets and their creation were coded. There was even accurate scientific flair in the form of star types, lithospheres, atmospheres and hydrosphere with actual compounds and elements. Looking back, this code wasn’t bad. Rudimentary, sure (the concept of a dictionary seems to have eluded me) but written well enough.
In another project I successfully read in the metadata to render an appropriately sized 2d galaxy. I figured out how to use DirectInput to capture the keyboard so you could fly a simple ship around. Eventually, I had created enough code to enable star system entry. As you entered, you could see each planet. Or, more accurately, simple circles rendered with DirectDraw in two dimensions because the skills needed to render the 3d planetary meshes were still beyond me. I had also picked a name for this project. It would be called “Outerspace.”
During Outerspace’s early development, I met some other folks online who had similar ambitions. I browsed starflt.com and lurked the forms. I posted sheepishly, asking for opinions on my game and its progression. There were quite a few deeply invested individuals with the same inspiration and aspirations. Occasionally, a newcomer would present their work. We’d all get excited because a few of those efforts looked really promising. It gave us hope and we’d wonder when that next game, that true tribute to Starflight, would be available for download. It was a vibrant online community. The original game had deeply motivated so many.
About the 3d planets. I needed to learn 3d graphics programming. It was late 2004 and I plodded along, reading tutorials, setting up simple polygons and doing scene instantiation. One day, I found a white paper describing a technique for tessellation and fractal displacement of a geosphere to create a realistic planet procedurally. I was pretty excited. Implementing this algorithm was within reach. Then, after a month or two of trial and error, I had a 3d planet:
A 3d planet from Outerspace:
Around this time, another developer joined me and helped me port the beginner VB.NET code to C#. He helped me write classes to represent the crew members and starship attributes. He wrote several classes to handle GUI primitives and completed the UI. He wrote the welcome screen. Meanwhile, I continued to work on the planets, mineral harvesting and planet side life. The work was really adding up. What had we decided to undertake? Making an open world RPG was really hard.
In fact, it was too hard. The project eventually languished as we both found our careers and family lives come back into balance. Another Starflight tribute game had met what seemed to be their collective, inevitable fate, a failure to finish. Work on Outerspace stopped completely somewhere around 2006.
In the years after, I’d think about Outerspace occasionally. I had pangs of regret for not finishing it. In 2014 I published the code on github. Then, in 2016, I got an HTC Vive and the first several days of VR blew my mind. For a hobby game developer, the early days of playing Job Simulator and Valve’s Lab demo were incredibly optimistic and wonderful. It didn’t take long for me to revisit my Starflight tribute project with the idea of being on those planets in life size VR room scale.
In Part II I’ll describe the 6+ year solo development cycle for the Project Coreward codebase. Thanks for reading and Borno, you’ll get your money one day.
The new major update for Shadow Empire: The Hazards & Hardships , is out now and ready for you to explore.
The Hazards & Harships major update introduces many new features and rules that make the game a new experience for everyone. Some of the main highlights are:
Hazard Exposure Level (like on a Moon without an atmosphere) increases construction costs and makes combat super lethal due to the fact that even a small puncture in an envirosuit can cause instant death.
With the new modeling of Water Salinity, dissolved Heavy Metals, PH levels (acidity-alkalinity), notably Food and Water production will often not be as obvious anymore.
The newly added Battle Report, that is accessible through the History Window and it allows you to inspect the battles fought during the other player’s turns in much more detail than previously.
The Private Economy has been reworked with the addition of Private Farmsteads and the ability for your Population to go into debt. This will allow very small groups of Population to eventually scratch out a viable living in a new Zone.
The Tech Tree has received an additional 20 Tech Fields, including: Furnaces, Ammo Factories, Landmines, Ablat Coating and Techs to obtain Hide Points for your Models.
The Artificial Intelligence (AI) has received a lot of love and should prove more of a challenge than in v1.20d. Notably it has a better handle on its economy and is more likely to use Tanks now.
New portraits, double the resolution and more moddable
Ammo-usage has been completely revamped and especially offensive warfare supported with artillery and/or mechanized equipment can now become quite expensive, as well as a serious logistical challenge.
On the contrary: Infantry has now become relatively more economical to use.
Energy weapons, once developed, will still be powerful, but Ammo-based weaponry should not be ditched that lightly anymore, especially on Planets with low air pressure and/or gravity.
Ensuring adequate Energy production, especially in the early game, will also be more challenging. However Organic- and Scavenge Furnace Assets have been added to the game.
But that's not all. For those of you who want to know every detail of this major update, a detailed changelog is available at this link. As always a big update like this one also brings dozens upon dozens of other smaller and bigger improvements, fixes and fine tunings.
This year we are planning to release a lighter update in December compared to previous years that will be tag v1.10.5 with some changes, additions and bug fixes. We are working on something bigger for early next year.
Experimental will start on 22 November 2023 and we aim a Public release on 12 December 2023
We hope you’re enjoying cosy autumn evenings in and the crunchy fallen leaves! 🍂
We just wanted to jump on here and give you a little sneak peek at what we’ve been working on recently… Beams!
Build with more possibilities
Adding beams to the build of your chicken-legged home opens up loads of design ideas that we’re so excited for you to play with. 🐔
From cute and cosy balconies and porches, to fancy pavilions and platforms, we’ve already had so much fun experimenting with these beams! You could even build a fancy roof framework… the sky is the limit.
We’ll be sharing more of what we’re working on very soon, so watch this space!
Are you a content creator?
We noticed there's a lot of content creators in our community, so we just wanted to let you know about Lurkit: https://www.lurkit.com/campaigns/reka
If you're a content creator, click the link and you can request to be considered for a key when REKA launches. We hope this is helpful for those of you that were looking to stream our witchy game, and if you have any questions, please do let us know!
(If you don't have an account with Lurkit, feel free to get in touch directly with the lovely Sam at sam.mckie@fireshinegames.co.uk to request a key instead.)
This update continues to add game improvements gained from Supreme Ruler 2030 development, specifically the Battlegroup Manager. Integration of this feature is ongoing, but a number of other fixes have been made to the engine so the decision was made for those to be moved from fasttrack to public.
<!> GAME SPEED <!>
The game option for Boosted Fasted Game Speed from SR2030 now exists in GR as well. When on, game speed is capped. When off, it's the same as before. It can be found in the Game Options - General section
Fixed RoE panel that had gotten broken in version 1202
Fix capturing land on other planets
BattleGroup Manger screen added
Functional improvements to the controls for unloading units from cargo
Fixed orbital stations on undeveloped moon again remains part of the empire if adjacent
Fix to display of remaining build time of facilities
Fix to alert messages all disappearing if the list has too many messages
Fixes to resource allocation system in the supply chain panel
Fixes to space facility defense values
Fix to building orbital station over pirate planet gives the station to the pirates
Fixed lobby option to limit playable factions
Game option for No Merchant Marine added (does reduce game performance somewhat)
General pathing improvements at planet level
Improvements to transport units responding to transport requests. Will attempt to carry more than one unit.
Improved supply indicator in land department
Production facility output values added to facility tooltips, facility popup and supply chain report
Fixed pulldown list icons at space level
Show Excluded/Only Favorites in defense department UI
Set favorites or excluded directly in the list line of unit designs
Leads To tech projects are now previewed directly in the list line of research
Please take note of the following confirmed issues.
▣ Issue - An issue where party members' vision becomes limited to a dead party member in The Archmage's Hall of Dimensions Karon boss fight. ※ This issue is currently under investigation. (Updated - 15:42 UTC) - An issue where some characters cannot be selected as event characters for the Level-Up, Power-Up With Behi! event. ※ This issue is currently under investigation.
(Updated - 15:42 UTC) - A tooltip error with the Kaleido Box (1-5) Box sold in the Court Supplier Ande NPC Shop. ※ The tooltip will be fixed as soon as possible.
(Updated - NOV 22, 05:05 UTC) - An issue with the deletion date of the DFO Weekly Mission Completion Reward being set to Thursday. ※ This issue will be fixed on the DEC 5 maintenance. Rewards obtained between NOV 28 - DEC 5 will be deleted during the DEC 5 maintenance.
(Updated - NOV 24, 01:35 UTC) - An issue where the Skill Atk. increase option is not applied properly when using the Arad Pass 2023 Season 4 Ninja Kai Platinum Title. ※ This issue will be fixed on the DEC 5 maintenance.
(Updated - DEC 4, 07:09 UTC) - An issue with the expiry date of the Adventure Ruby Ticket Coupon available through the Mileage Shop. (Mileage will be issued as compensation for users that have been affected by this issue on the DEC 5 maintenance) - An issue where 2 skills are missing for the Enchantress from the Unique Rune Selection Box available through the Mileage Shop. - An issue where the installed image of Land Runner Type B is not visible in Dungeon Life Online. - An issue where The Spirits of the Crusade monster uses a shield pattern that was previously supposed to have been removed. - An issue where symbols are shown mistakenly on the minimap during the symbol pattern in the second phase of Bakal Raid. - An issue where some C, D Type Avatars are not shown properly in the CERA Shop for Female Slayers. ※ These issues will be fixed on the DEC 5 maintenance.
We sincerely apologize for any inconvenience caused by this issue and thank you for your understanding.
Do you hear the rumbling in the ground? Do you feel the electricity in the air?⚡ It is the sound of great big news approaching us straight from the third realm!
We are proud to say that this update will involve even more content from new scenes to twists and turns in the story that you have come to love from us. Brace yourself for another trip through the Realms with us, leaving you clamoring for more!🔥
We hope that you enjoy, And have a great day ahead!
x4 New Paths Added Randomized branches tweaked. Extension to the "backrooms" level. There is now a scary surprise in the backrooms level. Textures in the "backrooms" level will change on a trigger. Invert Y Axis in other settings. Minor bug fixes.
The point of the previous patch was to remove OP stuff (Gem High, Mayhem, Exp Gain) that were choking everything else from being usable. It did make the game on Difficulty 30 a lot harder. A lot of people don't want that. So with this patch I've made difficulty 30 to be consistently beatable with a wider range of builds. Hopefully this makes the game more fun than just having to seek only one type of gear or skill. For those who want a challenge, we will eventually add something that allows you to make the game much harder beyond what the current Difficulty Adjustment system offers. Unfortunately, this will have to come with a later patch.
General
@ Passive Experience Gain +50% value @ Experience Gain Percent +20% value @ Experience Gain Curve Buffed (~20% Less Experience required, varies from level to level) @ Enemy projectiles should now render over everything
Difficulty Adjustments
[Difficulty made easier to support more builds:] Enemy Health bonuses -73% Enemy Movement bonuses -50% Enemy Attack speed bonuses -20% Enemy Attack damage bonuses -38% Boss Life gain difficulty modifier 40% > 35% per level (120% > 105% max)
Skills
[Wisdom:] New skill added for Time. Increases experience gain. @ [Gem High:] Duration +14% @ [Flare:] Chance to proc 40% > 45% @ [Breath of Fire:] Damage +20% @ [Chain Lightning:] Added +2 bounces on each level @ [Lightning Orbs:] Added +1 orb on each level @ [Lightning Bolt:] Added +1 bolt on each level @ [Haste:] Movement +14% more value
Changes prefixed with '@' were inspired by community feedback.
After months of development, we’re releasing the Path of the Ocean Update! In this update, you’ll find new units, new techs, new maps, and plenty of changes! To celebrate, we're even giving you a 40% discount here on Steam, starting at 10am PST.
We all agreed that the game’s naval aspects were lacking and needed some reworking, and this update does just that! So, let’s get you up to speed on all the new, fancy things that you can find in this update. If you were hoping to find our previous blog posts for further details, you can find them by clicking these links: Blog #1, Blog #2, and Blog #3.
If you want to read a specific section, use this Table of Contents:
No, not the Tech, we mean we’ve changed how we view the game’s naval aspects and the role they play in the game as a whole. As part of this, we’ve swapped the positions of the Sailing and Fishing Techs, as well as reduced the cost of the Port to 7*, making it easier to get on the water earlier. We want players to not be locked behind some very expensive techs and buildings, and felt it’d be much better if “going naval” was an easier experience and good way to start expanding.
We’ve also added Fish resources to Oceans, as well as added the new Aqua Crop resource, so that growth on the Oceans isn’t so punishing since we’ve reduced the Population gained from Ports from 2 to 1.
New Units
Raft
Replacing the Boat, the Raft is the new baseline unit you get when you place a unit onto a Port. It has no attack, a movement of 2, and can be upgraded into the other naval units in friendly territory.
Scout
Unlocked at Fishing, this fragile naval unit has the Scout ability, allowing it to see 2 tiles away! It also has a range of 2, and excels at putting pressure on enemy Bombers, which we’ll discuss in a moment.
Rammer
Unlocked at the new Aquaculture Tech (which replaces “Whaling”), Rammers are tough, robust melee ships that are designed to close the distance to enemy Scouts. They’re also really good for sieging an enemy costal city.
Bomber
Unlocked at Navigation, Bombers are long-range bombardment ships, able to to use Splash damage to injure groups of units at once. Of course, this comes at a cost, as they’re slow and don’t have Dash, forcing them to wait a turn to set up before they can fire. They’re also good at removing hordes of enemy Rammers, despite not being able to deal retaliation damage.
Juggernaut
The Juggernaut isn’t a standard naval unit, but what you get if you put a Giant onto a Port (since they’re too big for Rafts). The Juggernaut will deal damage to all adjacent tiles every time it moves due to its Stomp ability, and this will even happen if it disembarks. Much like Bombers, though, it can’t deal retaliation damage, so you’ll need to keep them defended.
New Aquatic Resources
Aqua Crop
Much like their land-based equivalents, Aqua Crops can be turned into Aqua Farms after you’ve researched Aquaculture, gaining 2 Population at the cost of 5*.
Starfish
The source of the Stars that Polytopians use as currency, Starfish have replaced Whales. They function similarly, but with some differences - Starfish need to have a unit on their tile in order to to be harvested for 10*, and they can be harvested in neutral or enemy territory, making it a race to get them all! You’ll be able to harvest Starfish with the Navigation Tech.
New Buildings
Bridges
The Roads Tech now allows you to build Bridges across 1-tile water gaps between landmasses. Now you can use them to cross those little rivers that might show up, allowing for a sneak attack or easier expansion. They cost 7* and can’t be placed diagonally.
Market
With cheaper, easier-to-get Ports, we took the opportunity to re-design the Custom House. They’ve been transformed into the Market, which will level up and gain +2* for each unique Sawmill, Windmill, and Forge adjacent to it. Its Star income will be doubled if it’s next to a Port, granting you a maximum of +12* if you’ve managed to get a Sawmill, a Windmill, a Forge, and a Port next to it. We did this because we didn’t want the Market to only be useful on water-based maps, and now it can be used on all map types! We also wanted to encourage some clever city planning in order maximize Star income, so you’ve gotta plan a little more. 🙂
Lighthouse
Unlike the other two buildings, the Lighthouse isn’t built, but found. In each of the 4 corners of the map, you can find one of these, and finding them all will give you the Explorer Task (which was changed from “Explore all tiles” to “Find all Lighthouses”). Finding a Lighthouse will also grant your Capital 1 Population for free and add your color as a tier, so the Lighthouse will grow with every tribe that finds it.
New Maps
Continents
A common complaint was how poor the Continents map was, so we’ve decided to overhaul it! You’ll now find rivers separating some landmasses (which are good for Bridges), or you might find maps where everyone gets their own continent, or maybe even find maps where everyone’s equally spread on a few landmasses. There’s a lot of variety in what you will find, and we hope it spruces up the gameplay around both land and water!
Pangea
Pangea is a new map type that is summarized as “a single landmass surrounded by water”. Like a fusion of Drylands and Continents, we expect Pangea to have a lot of fighting in the middle, while also providing you options for sieging cities on the coasts. Both Continents and Pangea maps will try to prioritize putting capitals on the coast, meaning you’ll have to watch both land and water when trying to defend.
The Specials
These new philosophies and units have forced us to make some changes to the Special tribes as well. We’d like to point out that we’re not done with adjusting these tribes and plan to give each of them a more proper rework in the near future, but for now, we’ve had to adjust them to bring them to this new baseline so they can play with the new features.
So, without further ado, let’s look at what’s changed for each of them.
Aquarion
Aquarion, getting some love in the first time in forever, has gotten some very interesting changes in order to get them on the water faster, as well as to specialize them a little more for the water..
Aquarion now begins with the Riding Tech and an Amphibian
Crabs now have 2 movement and 5 Defense
Tridentions now have 10HP
Amphibians, Tridentions, and Crabs now don’t get a movement bonus from Roads
Elyrion
Elyrion doesn’t really get any adjustments in this patch, but due to the game losing Whales, they lose the Navalon (which astute readers probably noticed in the picture earlier), which has been completely removed from the game. Much like the other Specials, they’ll get a rework in the near future, so don’t be sad for too long. 🙂
Elyrion loses access to the Navalon, but is able to harvest Starfish like any other tribe
Polaris
Our icy friends have gotten the most dramatic changes of any Special tribe in this patch, Since the Regular tribes get access to the water much faster, we had to ensure that the Polaris could keep up, and decided to give the Mooni Auto-Freeze, so it will freeze adjacent tiles (and units) by simply moving. In order to ensure that this isn’t too strong, the units of all the other tribes can now break ice after moving, creating a more dynamic push-and-pull for ice spread.
Mooni gain AutoFreeze, but now have 1 Defense and lose the power to manually Freeze
Gaami defense moved to 3, instead of 4
The Frostwork tech replace Fishing, which allows for Mooni & Outpost
Ice Fishing replaces Aquaculture, allowing for harvesting Fish
Battle Sleds are now in Sledding, which replaces Sailing
Ice Fortresses are in Polar Warfare, which also allows for harvesting Starfish
The Ice Bank now makes +2 stars for each level instead of +3 stars
Cymanti
Cymanti hasn’t gotten much in the way of changes, but some things were rearranged for them, such as putting the Raychi in Pescetism, their equivalent to Fishing. We’ll be taking a look at them in the near future, so don’t worry.
Hydrology replaces Sailing, allowing for earlier Algae
Raychi are now in Pescetism, which replaces Fishing
Cymanti's "Fishing" tech now replaces Aquaculture, granting the power to harvest fish. We know it's confusing.
Oceanology grants the ability to harvest Starfish
Exida now has 2 movement and creep
Other Changes
Here’s all the other small balance and design changes that don’t directly correspond to the main focuses of the update.
Swordsman no longer has “Fortify” ability
Lumber Hut costs 3 stars
Roads cost 3 stars
Parks give +1 star per turn
Network Task unlocks automatically when connecting your first city
Explorer Task unlocks automatically when you find your first Lighthouse
Improved AI
Killing a unit with a Cloak will ensure that a Dagger will spawn in the city
Changelog:
General
Sailing and Fishing techs swapped place
Ports now cost 7 stars and give 1 population
Ships can only upgrade in friendly territory
All normal ship types are replaced
Sailing gets Ocean movement and Scout ship
New tech: Aquaculture (replaces Whaling) which adds Aqua Farms and Rammer ships
Aqua farms that improve Aqua Crop resource
Navigation get Bomber ship and ability to gather stars from Starfish resource (replace Whales)
Bridge building (7 stars) in Roads lets you connect two land masses
Market (replace Customs House) gives 2 stars for each unique type of production building nearby (Windmill, Sawmill or Forge). Income is doubled if next to a Port.
Windmills also grow from Aqua Farms
New Pangea map type
Improved Continents map type
Giants turn into Juggernauts when embarking
Find 4 Lighthouses for Explorer task (instead of revealing the whole map)
Finding a Lighthouse gives 1 population to your capital
New Naval Units:
Raft (replaces Boat) - defenseless transport
Scout - fast and fragile exploration vessel
Rammer - sturdy naval melee ship
Bomber - Slow but powerful long range destroyer
Juggernaut - Powerful and inflexible melee ship with area damage
New Resources:
Starfish - Replaces Whales. Must have a unit on it to harvest it for 10 stars, even in neutral or enemy territory
Aqua Crop - make farms on water
Aquarion:
Start with riding and an Amphibian
Crab get 2 movement on water and improved defense
Tridentions now have 10hp
Amphibious units can no longer use roads
Polaris:
Autofreeze Moonies with reduced defense
Gaami defense now 3 (was 4)
The Frostwork tech replace Fishing, which allows for Mooni & Outpost
Ice Fishing replaces Aquaculture, allowing for harvesting Fish
Battle Sleds are now in Sledding, which replaces Fishing
Ice Fortresses are in Polar Warfare, which also allows for harvesting Starfish
The Ice Bank now makes +2 stars for each level instead of +3 stars
Cymanti:
Hydrology replaces Sailing, allowing for earlier Algae
Raychi are now in Pescetism, which replaces Fishing
Cymanti's "Fishing" tech now replaces Aquaculture, granting the power to harvest fish.
Oceanology grants the ability to harvest Starfish
Exida now has 2 movement and Creep
General Changes:
Swordsman no longer has Fortify ability
Lumber hut costs 3 stars
Roads cost 3 stars
Parks give +1 star per turn
Network task unlock automatically when connecting your first city
Explorer task unlock automatically when finding a Lighthouse
Improved AI
Killing a unit with a Cloak will ensure that a Dagger will spawn in the city