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Sector Six is under attack, the Machines, massive automatic spaceships are destroying everything! No weapon can stop the Machines, the only hope is the Elder Mechanism, an ancient device of the mighty Almadi civilization, who colonized Sector Six a long time ago.

You take the role of the Negati Armada's best fighter, who, due to a dramatic chain of events receives the Elder Mechanism. Go on an epic journey across the mysterious Sector, develop your spaceship, activate the Elder Mechanism and defeat the Machines, before it's too late!

Sector Six is an elegant and innovative RPG/Shoot'em up hybrid.
The core feature of Sector Six is the unique spaceship building from randomly generated parts, which can be obtained by destroying enemies - the minions of the Machines.

Other key features are:

  • Story driven missions including cutscenes and dialog
  • Unique silhouette art style
  • Complex combat system
  • Deep character customization
  • Millions of randomly generated items

The game is still under development, upcoming updates will further enhance the gameplay experience!

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Echo #50: 50th echo

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When I began working on Sector Six, I didn't knew that it would become this big.

I didn't knew that Sector Six is going to be in Steam, I didn't knew that it will get so much positive feedback, I didn't knew that one day I will write 50th development blog a.k.a. echo about it.

But it all happened and it's amazing!

So, how did it began?

In 2014, after finishing my first game, I immediately began working on Sector Seven. I had the idea of allowing player to build spaceships out of destructible blocks. Two months later Sector Seven was finished. It was weird, clunky, pretentious shoot 'em up with light RPG elements and many, many problems.

But I glad I made it, because without out it, there would be no Sector Six.

I promised myself that I would make Sector Seven sequel. Later I have decided not to, but then...

One quiet summer morning I woke up with weird images in my mind. It was epic black spaceship silhouettes and I knew they were built out many blocks.

I created new project file, called Shadow Sector the same day. Later I decided to call it Sector Six.

In the beginning, I didn't worked on Sector Six much, I was focusing on my other game, Lur. Just like Sector Seven, it wasn't a good game, but while making it, I got experience, that I needed to make Sector Six.

I have finished Lur on January 2015, redirected my focus on Sector Six and intense development began.

Back then Sector Six was similar to Sector Seven. There was no inventory, blocks were simply bought for currency. Those blocks didn't had any stats and they were destroyed on hit. Lose all blocks and game is over.

Back then I was playing Path of Exile and Torchlight. So another idea hit me. What if blocks had random stats and you could get them by killing enemies? I already knew how to make inventory and generate random loot from Lur, so I decided to give it a try. And it worked!

PictureOldest Sector Six screenshot I have


When I finally made Sector Six playable, I have uploaded first alpha version. After Sector Seven and Lur I didn't expect anything, so I was surprised when Sector Six received good comments and ratings. I knew that I can improve the game, so positive feedback about the alpha version made me really excited about the future of Sector Six. And I began working on Sector Six like crazy!

Months started flying by. Interface overhaul, combat overhaul, Steam release, graphical overhaul...

It was awesome and I think it will continue being awesome!
I said this before, but again, thanks for playing and supporting my game! And for reading this echo!

For those who are interested in seeing what was Sector Six like in the very beginning, I have uploaded old Sector Six version on Itch.io

Sector Seven can also be found there.


Now a bit about future!

Last week I have successfully implemented modified enemies!

PictureModifications


There's just four modifications yet, but there should be more in future.

Modification 1: Fires missiles at your location
Modification 2: Double armour
Modification 3: Drops swarmlings when destroyed
Modification 4: Drains ether

With modified enemies in, I can work on modular difficulty system! It should take me one, maybe two weeks to finish and then I'll update the game, hopefully it will happen this month!

After modular difficulty system... Well, there was massive interface update, massive combat update, massive graphical update... Now it's time for massive story update! After modular difficulty system I will be working on story missions. A lot of them!

So, that was the 50th echo, until next time!

Picture Modified scion swarm


PictureModified tank


PictureModified veteran


PictureOld Colowis background


PicturePink screen of death


PictureCombat overhaul in development


PictureInvasion core and the glitch of the thousand suns


Picture


Echo #52: Shaping modular difficulty system

Echo #52: Shaping modular difficulty system

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This week I was shaping modular difficulty system!

Echo #51: Mission overview

Echo #51: Mission overview

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This week I have began working modular difficulty system.

Echo #49: Modifications

Echo #49: Modifications

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Last week I have improved amplifiers, improved part and map tooltips, changed several part properties and fixed problems with the holy thunder.

Echo #48: Inventory, challenges and rewards

Echo #48: Inventory, challenges and rewards

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This week I have improved inventory! Now when you fill inventory, it becomes bigger, that means items will never be lost because there’s not enough...

RSS Files
Sector Six 0.6.5 Windows Demo

Sector Six 0.6.5 Windows Demo

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Extract .zip and run Sector Six .exe to play the game! Report issues in the comments.

Sector Six 0.6.5 Linux Demo

Sector Six 0.6.5 Linux Demo

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Game files in .zip archive, download, extract and play. Report issues in the comments.

Comments  (0 - 10 of 68)
Invader01
Invader01

The controls feel a little clunky, so I'm looking forward to any changes in that matter. Other than that, the aesthetics are so cool, and the overall execution is pretty good.

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alcoirishrog
alcoirishrog

Played the game on our channel. Really enjoyed it and hope it goes all the way!

Youtube.com

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Grimandevil
Grimandevil

im really looking forward for the full game.

there's something i've noticed during Colony Seeker fights. when it charges forward and u get in his way, it starts to constantly bashing u until u die. the controls arent working, so u cant step aside anymore.

also, if u fly all the way back, when fighting it, it will go off-screen, leaving u in empty space with nothing to do.

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Melarec
Melarec

Gives you time to reassert your bearings. Useful, I'd say.

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Zuurix Creator
Zuurix

Okay, I'll add this to my to-do list.
Thanks for playing =]

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Haunted_Memories
Haunted_Memories

have you thought of adding game pad compatibility?

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Zuurix Creator
Zuurix

Update: I got suggestion to make a co-op mode in Sector Six! I like this idea a lot, imagine building two spaceships and teamwork while fighting bosses! So I might implement controller support just to make co-op possible.

Of course, I'll need for people to support Sector Six to make this happen, because making co-op mode in Sector Six is as hard as to make whole new game.

Reply Good karma+1 vote
Zuurix Creator
Zuurix

Yes, but I don't think Sector Six will ever support game pads.

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Haunted_Memories
Haunted_Memories

alright.. maybe i might work on making a mod for it when the game is finished. if that is okay with you

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Zuurix Creator
Zuurix

I think you can only mod game that has mod support. Which leads to same problem, because Sector Six will not have mod support. But I might be wrong, I don't know much about modding.

And to be honest, I don't like mods. I tried to add them to few games, but it only ruined them.

Well, I can understand mods that fix game flaws, but only those mods. Others are horrible =]

Reply Good karma+1 vote
KryliaViru
KryliaViru

Well, to force a game pad on a game that doesn't have support for gamepads, you don't need to mod it. Instead, it typically involves some sort of keyhooking so, for instance, "R1" emulates the left mouse button, so on and so forth, but such things also require the user to configure all of which button to which key, and do fine tuning as well, (Deadzones, anti-deadzones, sensitivity, axis switching/rotation etc) so, yeah. There are special programs you can find for this, such as X360CE, JoyToKey, Motioninjoy, and Xpadder, among others.

If you do decide to use one of these, without any personal tuning pertaining to your specific gamepad, using a gamepad would be even MORE clunky than using the keyboard itself.

As for modding games that don't have mod support, that's kind of complicated, because it comes down to "at what point do we cross the line from modding to cheating" when modding that type of game, because usually it's more along the lines of hooking to alter specific hex/floating point values.

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Guest
Guest

Well, I'm getting controller in 5 days and I will start working on controller support.

EDIT: I'm Zuurix, I accidentally posted as guest.

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Sector Six
Platforms
Windows, Linux
Developer
Zuurix
Publisher
The Freekshow
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Style
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Role Playing
Theme
Sci-Fi
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Single Player
Project
Indie
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Latest tweets from @developerzuurix

New DevBlog! Echo #52: Shaping modular difficulty system Tinyurl.com #gamedev #gamemaker #shmup #rpgT.co

Sep 26 2016

Modular difficulty system interface. Don't ask =P #screenshotsaturday #gamedev #gamemaker #rpg #shmup #indiedevT.co

Sep 24 2016

Blasting invaders! #screenshotsaturday #gamedev #shmup #rpg #gamemaker T.co

Sep 17 2016

Modified revenant factory. ... Sorry. #gamedev #indiedev #gamemaker #steam #rpg #shmup T.co

Sep 8 2016

Added new amplifiers today! #indiedev #gamedev #rpg #SHMUP #game #gamemaker T.co

Sep 2 2016

New devblog! About new inventory, upcoming game challenges and rewards for completing them! Steamcommunity.com #gamedev #indie #shmup

Aug 29 2016

Sector Six is slowly turning into game I always wanted to make =] #gamedev #screenshotsaturday T.co

Aug 27 2016

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