A freeform space-based realtime strategy game where the player controls groups of starships and fighters. The game is built around a randomly generated starmap which the player must rid of all enemy ships. During this quest, stations around the map can be used to purchase ships, weapons and modules. The enemy will be trying to seize control of your stations, and take the sector for themselves. Through a variety of mission types, you must capture stations and push forward until the Dust Zone is safe once again.

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It's been a long while since my last Dev Blog, but development on Dust Fleet hasn't stopped, and there's plenty of new stuff to see!

Space ships

Development Update

The game is shaping up well, most of the major systems are in place. I'm really starting to get a sense of the finished product, which is very exciting. I've set myself a deadline of June for completing the Alpha version, so right now it's all hands on deck. Here's how June's looking for me:

Production Schedule


I'm not anticipating much time between Alpha and Beta phases, so I'm hoping the second part of 2017 will be pretty exciting for all of you who've been keeping an eye on Dust Fleet.

Dust Fleet has been a spare-time project for me, and I've only really been able to spend about 5-10 hours per week on it, on average. With that in mind, the development time of the game equates to about one year if I was working full time, so I'm pretty pleased with that - especially since I've been doing the graphics, code and design.

There have been more changes and updates than I can cram into this blog post, but here are some of the ones that make for prettier screenshots!

Missile vs Laser

Up to now, missiles have been a long range heavy-hitter, with lasers filling a medium-range role. THe best counter for lasers is to send in fighters to take them out first. And now we have a good counter for missiles - the anti missile laser may take up a whole turret slot, but the safety of your capital ships is worth it! Just look at how they cut down the missile barrage. They aren't perfect, though. Some missiles slip through, and a sufficient number of missiles will overwhelm them.

Anti-missile lasers

Knight Watch

The Knight, an ancient ship model of mine that originally dates back to 2006 and was used to test the graphics pipeline for the Dust Fleet prototype has been refurbished again. I applied all the knowledge I've built up while working on Dust Fleet, and I'm really pleased with the result. Gone are the murky texturing job and non-planar polygons. Instead, the new Knight is beefier, cleaner and sharper. It's the first ship the player gets, so I felt it was important to make a good impression. It's also been paired with a rebuilt twin plasma turret that looks twice as good while using half the polygons.

Knight-C

Knight C

Knight C in-game with custom paint job


The AI Strikes Back

For the longest time, the enemy in Dust Fleet would do nothing but fire at you if you came close. Now, at long last, they will seek you out and fight back!

Space war!


But that's not all. Dust Fleet has always been designed primarily as a single-player campaign. With that in mind, the AI will be a tough opponent, able to call in a large reserve of reinforcements for you to grind down. In this way, battles will resemble a kind of winnable "horde mode", with your objectives being slightly different depending on the win condition for the area you're fighting in. More on that in a future blog. But in the meantime, enjoy the sight of the AI calling in a bunch more ships to replace their losses.

Enemy reinforcements jumping in


More to come

There's plenty more going on, so check back soon for more news and updates on development. Stay up-to-date by following @DustFleet on Twitter. You can also follow the game on Steam and add it to your favourites. Until next time, spacers!


Dev Blog #14: Bring The Rain

Dev Blog #14: Bring The Rain

News 4 comments

Sometimes you just want that cruiser out of your sky, and you want that to happen yesterday. Dust Fleet is here to help you out.

Dev Blog #13: Dust Fleet

Dev Blog #13: Dust Fleet

News 7 comments

In this update: a new name, a new UI and the path to the finish line. It's time to focus on the details that make the game feel fun, and the mechanics...

Dev Blog #12: In space, no one can hear you code

Dev Blog #12: In space, no one can hear you code

News 2 comments

Commence pre-launch checks, strap yourself in and throttle up - the Fleet dev update is back.

Dev Blog #11: Unlocking the Galaxy

Dev Blog #11: Unlocking the Galaxy

News 4 comments

It's been a busy three months - a successful Greenlight campaign, a new website, huge improvements to the UI and major gameplay additions. Here's the...

Comments  (0 - 10 of 33)
RyuuKage
RyuuKage

Been watching closely for about 6 months, just wanna say the game is looking great and I look forward to playing on Steam. :)

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sirjuanitoPRO
sirjuanitoPRO

your game is on Steam or Steam Greenlight ?

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DiscoJustice Creator
DiscoJustice

It sure is! Find it here: Steamcommunity.com

Reply Good karma+1 vote
Coal-Chip-Cookie
Coal-Chip-Cookie

I just found this game and it looks awesome! Definetly tracking.

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An|nA
An|nA

I like this game's style , it feels a bit like Homeworld 2 where you can target and hit individual enemy ship systems

I'll definitely wanna try it once it comes out and randomly generated maps is a good idea that surely will offer replayability

I'll vote you max once i can and i'm tracking it

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23-down
23-down

I completely agree with @⧊⋂≬∩⧊ this game looks epic.. You proof very well that even indie devs can release AAA titles. I will definitely buy this when it comes out. How ever I do hope there will also be a single player campaign at some point. Sand box alone makes it nice but not perfect. Also don't forget about a research tree or some space wreckage that you can salvage to gain resources or some new unique technologies or units.

Should the need arise: You can hire professional voice actors for free or for some money even. They're kinda good folks over there. Just promote your project accordingly and they will flood you with offers to do voice acting and sound effects for you.

Voiceacting.proboards.com

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DiscoJustice Creator
DiscoJustice

I'd really like to do a single-player campaign, but writing a story isn't something I'm very good at. Having said that, the version of this game that comes out for release won't necessarily be where the updates stop. Once the game meets the design criteria, I'll be looking to see what else I can add.

I'm definitely going to need a bit of voice acting just for unit responses, so thanks for that link!

Reply Good karma+2 votes
DiscoJustice Creator
DiscoJustice

Thanks! Still working hard on it, hoping to show off some new stuff real soon.

Reply Good karma+2 votes
An|nA
An|nA

Thanks DiscoJustice

Cannot help to point out that you're really cute

Take your time , your progress is great already

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Jetcutter
Jetcutter

Glad to see a bit of activity

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Dust Fleet
Platforms
Windows
Creator
DiscoJustice
Engine
Unity
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Sci-Fi
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Single Player
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Indie
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Latest tweets from @dustfleet

RT @DustFleet: The completed mining ship in-game, doing what it does best. #gamedev #screenshotsaturday T.co

Sep 30 2017

The completed mining ship in-game, doing what it does best. #gamedev #screenshotsaturday T.co

Sep 29 2017

Good dev advice in this thread: T.co

Sep 29 2017

Utility ship ready for it's detail pass. T.co

Sep 14 2017

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