Explore the vast emptiness of space. Take command of your ships, create your empire.
Helium Rain is a realistic space simulation game.
We want to build a world that feels real. Your ships have generators, radiators, weapons, engines, cargo bays or life support systems - they all work together. Every thruster on your ship plays a role. Aim for engines to pin down your enemies, or send them spinning around by destroying power stations. Most of our ships have more than thirty individual parts !
The massive gas giant Nema is your new home. The planet is a near-infinite source of fuel, her orbits a swarm of asteroids, her irradiated moons a silent threat. Helium Rain gives you an empire to build, but you will need to claim it for yourself, and defend it against your competitors. It's up to you to decide if you will trade resources, start wars, or just avoid trouble.
You can customize the most important parts of your ships - your main engines, attitude control thrusters and weapons. You can choose your colors, and of course, you can fly every ship in the game.
Helium Rain is built with Unreal Engine 4 and targets the most powerful gaming rigs. The game will ship with support for 4K rendering, supersampling, high-quality shading and post-processing effects.
Want to learn more ?
It's been a few months since our last update, so there is a lot to talk about here. Now only a few months away from the game's release, we have lots of new content and features to show off !
Let's start with combat gameplay from Helium Rain. This gameplay video is directly from the game, you'll see me attack a pirate squadron with our new weapon, the Sparrow guided bomb. This bomb features a vectored engine and can track its target until it's shot down - or fuel runs out.
The fight becomes almost overwhelming when the fast and agile Ghoul fighters start turning around my heavy Phalanx fighter... But heavier weaponry and armor prevails in the end.
The combat is considered done, so this is close to the final gameplay experience.
Remember our previous devblog entry ? We have completed the might Anubis cruiser, using feedback from the community. It's a sight to behold ! Here is a view from the bridge, cruising through an asteroid field.
What's a telescope useful for ? it's a mid-game station that you will use to discover new playable areas. When you first start the game, only a select few areas are available - you will need to complete contracts to earn the coordinates to more areas. Some trading fleets will also, from time to time, tell you where they are coming from.
Finding new sectors is very important, as building stations is more and more costly with the number of existing stations in that area.
We just updated to the newest Unreal Engine release, enabling much better background blurring on menus, and a much nicer-looking tonemapper. We try to follow up with engine versions in order to deliver the best possible look to the final game.
Here is what the game looks like now.
We added a new playable area, Night's Home. it is the capital of one of the largest factions in the game. Multiple stations are buried inside a large asteroid complex. You can of course capture all of them !
We are working very hard to complete our quest system, where dynamic quests are offered to the player. Contracts, as we call them, are not just generated, they are extracted from the game. A mission to destroy a spacecraft will ask you to destroy one that exist whether you accept the contract or not. A mission to deliver resources will be offered if those resources are actually missing. And so on.
We want to craft a real world that is connected together. We never artificially create objects, enemies, or resources - it's all linked together through a realistic economic model. This is something very few games actually do :)
Thank you for reading !
Helium Rain's combat system is now finished ! We're moving on to implementing quests, exploration, and technology progress.
It's been four months since Helium Rain launched a private Alpha version. Testers had issues with it, so instead of moving forward with a public release...
After some weeks in private testing, we've decided to rework some of the core mechanisms, and we're still adding new content to the game.
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