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.
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!
Change of plans, new rework is coming, the final Early Access update is slightly delayed.
Since the last time I posted, I've been working on inventory improvements, mission XIV, ability scaling, new HUD, and other things.
On this day, 2 years ago, Sector Six was released on Steam and I'm giving away a few keys on SteamGifts and Steam group!
This and previous week, I've been improving Sector Six loot. I have made many changes to random part generation system, made higher grade parts more common...
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