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Shallow Space is a 3D Real Time Strategy game inspired by Nexus: The Jupiter incident and Homeworld.

Shallow Space focuses on organised mass RTS space combat in a fully 3D environment. Ships in Shallow Space are nearly always grouped into Flotillas and Wings, and orders issued to these structures cascade to the subordinate members. Standing orders are issued in advance leaving you to zoom around, activating abilities and arranging support and reinforcements, fine tweaking deployments with traditional controls where nessecary. Should the tide turn in battle traditional control is still available.

The scope of play will be instances situated at Lagrange points in several core planetary systems in which you will be tasked to assemble your battlegroup to deny the opposing force access to your zones of control. You will do this by mining resources, building stations, acquiring blueprints for ships and weapons assembling your fleet from the individual turrets right up to flotilla organisation and officer ability management. You will complete both structured story and incidental missions for rewards and you will play the game as a battlegroup commander, a small cog in a very big wheel.

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Cry Havoc!

News 3 comments

dddd9

We’re running at fever pitch here as development pauses while we start fine tuning for the First Playable Beta and the fruits of all our labor truly begin to unfold. At the same time the shared work space is filling with new assets, sounds, music and lore all waiting to be injected so we think it’s fair to say that things are about to get really interesting around here.

A few words on the latest video to start with.

Firstly, all the music you hear will be in the game. SFX are back in the game with over 50 new additions and all the 3D spatial sounds have had the low band pass reverb treatment so the room suitably rumbles as ships roar pass and the sounds are pleasant both loud and clustered.

We’ve added 80 minutes of music (more to come) along with the 10 piece procedural battle music piece we spoke of. A whole host of particle effects and shaders have been tweaked and added just for the sheer glory of it, and to the absolute delight of the 3D team, the ships no longer look like they are made from polished acrylic.

Under the hood massive work has gone on to make the combat AI (especially the Corvettes,) a little more believable with more specific behaviour added relating to plotting intercept vectors for distant targets and keeping units in firing range. Of course, the trouble with all this clever AI behaviour and dazzling imagery is its a bit of a nightmare to test… I’ll try and explain.

envoy 2016-08-10 22-51-53-40 Use of physics for movements, fine tuned particle and screen space effects, 3 years of learning, testing and adjusting. The space battles are now truly mesmerizing.

So I’m working on a wing members reaction when their wingleader is destroyed, I put in the required code and hit play and here I am in Zone 1. I get as far as selecting a Carrier to launch a wing.

‘Oooo that’s a nice shaped asteroid cluster, let’s take a look at that.’

PEW-PEW-PEW… THUNK – cursory glance at the fleet panel 'nope – none of mine.' Spin the camera round and it’s a pirate Cambridge and… yep it’s on an intercept course.

Hmmmm OK I’ll bite; ‘launch all fighters, Carriers withdraw to extremity of indicated asteroid cluster, group the Battlecruiser and Light Cruisers together and plot an intercept course, authorise use of special weapons on the Battlecruiser, prepare lead Capital ship for a short range jump to tackle the…’

BZZZZZZ – THAWCK – ‘that sounds like XL weapons fire, a siege laser maybe, it can’t be here already…’ Spins camera round for a look and it’s a lone allied Homan Battlecruiser, emerging from an adjacent nebula, main guns blazing.

I pulled the fleet back and watched, this should be interesting.

envoy 2016-08-10 15-32-39-71 Of course, no sci-fi game is complete without the requisite doom-beam. Here is a Battlecruiser firing a Light Siege Laser.

What happened was the Homan completely took apart the Cambridge with a Siege Laser (not particularly overpowered, much) despite having a quarter of the hit-points and a fraction of the targets cumulative DPS.

What this means is that all the new little tricks we’ve rolled in; the more individual nature of the ships, directional shields etc. – are leading us to something that is very difficult to achieve which is asymmetric balancing. Had the enemy had even one Light Cruiser as an escort, that lone Homan wouldn’t have stood a chance.

This is going to be essential in separating Shallow Space from the normally predictable nature of combat of some RTS games and creating something that is continually engaging as you discover your own way to tip the scales in your favour.

Another thing to consider is my excitement playing it. You have to imagine that I’ve been making this thing for over 2 years now and the novelty of it wears off. But these battles have me shrieking like an ecstatic child, spinning round in my faux-leather racing chair grinning from ear to ear.

Now if they do that to me playing with ships I’ve just plonked in there to test, imagine your own reaction when your hand-picked prototype Battleship trains its proverbial ‘Borg’ guns that you bastardized in a lab somewhere, and swings it’s freshly painted ass around for an alpha strike.

Yes my friends: GLOOORY AWAITS US!

Of course while I’m sat at my desk processing all this, literally spasming with joy – I’ve bloody forgotten what I was testing!

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This little beauty hit the shared workspace just yesterday; the 3 piece ‘Tartarus’ Modular Shipyard, complete with iris Corvette docking hatch. We can add all that to the 12 other installations that will be switched on after the First Playable release.

On that point, keep your eye on the Official forums, in particular this thread and you’ll be treated to instructions to get to the First Playable of the Beta on Steam. First Playable will be a silent launch for the die-hards – once it hits, we’ll roll out patches practically on a daily basis for a fortnight or so to get us were we need to be.

So we are on the home stretch, literally down now to tidying up menus and adding a help system. If you’re new to the project, grab a copy because it won’t be this cheap forever and if you’re one of the thousands waiting in anticipation, get excited - it’s allowed because it’s nearly time!

Overhaul Progress Update

Overhaul Progress Update

News 1 comment

Under the hood is also progressing well, taking the time to rewrite the base layers has paid its dues. With the implementation of NVIDIA Physx and all...

Zone Theory and Unit Construction

Zone Theory and Unit Construction

News 2 comments

So as you’ve probably worked out, one of the distinguishing features of Shallow Space is concurrent activity spread across several play areas that we...

Open-world Overhaul: It's Evolution #5

Open-world Overhaul: It's Evolution #5

News 3 comments

The game also now has a rudimentary AI that will simulate such tasks as auto-attacking, mining and trading (soon to be extended with patrolling etc...

Open-world Overhaul: Material Concerns #4

Open-world Overhaul: Material Concerns #4

News 0 comments

In a 4X colonization would be that thing, but this is an RTS (an open-world one at that) so we have to think outside the box. But you don’t have to...

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Shallow Space Press Pack (November 2015)

Shallow Space Press Pack (November 2015)

Other 0 comments

Contains the latest alpha press release announcement, the previous 'Greenlit' announcement and a collection of screenshots and logos for the game and...

'Monolith' Sampler album (with Bonus Sound Track)

'Monolith' Sampler album (with Bonus Sound Track)

Audio 2 comments

Experience the psychedelic soundscapes first-hand in Captain Panic! and Systeks album 'Monolith.' This free sampler includes 4 tracks from that amazing...

Shallow Space: The Gift (a Short Story)

Shallow Space: The Gift (a Short Story)

Guides 0 comments

Track the exploits of the AIM (Alliance of Interstellar Mercenaries) leader Marlon Kurtz as he begins his biggest ever heist in the face of the TCN (Terran...

Comments  (0 - 10 of 189)
ledernierrempart
ledernierrempart

will the game be mod friendly?

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NeighborKid
NeighborKid

I hope so at some point.. love to see a Battlefleet gothic mod for it!

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mawhrin-skel CreatorSubscriber
mawhrin-skel

Best endeavours i'd say, although consideration has been made for it - multiplayer first.

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Epikton
Epikton

Hi, we're a music studio that produces epic orchestral, dramatic film scores,
cinematic movie trailers, corporate and middle-eastern ethnic music.
Some of our music licensed and used by popular video games like "Dayz" and "Warthunder".
We would like you to know that we are available for work as a freelancer.

www.epikton.com

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RyuuKage
RyuuKage

I've been interested in the game for quite some time, but what turned me off from buying in was the camera controls. I had a lot of trouble trying to navigate the camera around since it was always locked to a flotilla, and switching between flotillas wasn't intuitive in the demo I tried. I've gone through all the updates I've missed and haven't seen it mentioned, so sorry if this has been answered somewhere.

What is the current state of camera controls and flotilla switching? Is it the same as the demo, and if so, is it better documented for the player? I really want to get into Shallow Space but the issue was a deal-breaker for me.

Congrats on Early Access and all the progress that's been made though! :)

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mawhrin-skel CreatorSubscriber
mawhrin-skel

Hi there! Getting camera controls to be right for a 3D RTS is no small feat and a lot of work has gone into them to make them much more intuitive. For example, since the demo; you can drag to select height, use the F key to focus on the ships and use WASD or MMB to pan and break camera focus.

It's safe to say that things play very very different from the demo now, which is why we've removed it from the download page. You can find out more about the changes to the controls in this article Shallow.space

Also we are still responding to feedback about the camera, so if you can suggest changes to the control system they might get implemented. Generally though, the camera controls aren't something people mention now and in fact, we've even received some praise about them.

Thanks for your interest, and I hope we can lure you over :P

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RyuuKage
RyuuKage

Thank you very much for the reply! I'll be looking that info over. :)

Generally I compare RTS cameras to the one in the Homeworld games, since that's my favorite design overall.

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Hi
I never gotten too much into Nexus despite that i have the game ever since it got out , probably because i liked Homeworld and Hegemonia Legions of Iron more

Shallow Space has a bit of Sins of a Solar Empire in it and a bit of Star Ruler the first in it too , games i played and liked
So , hmm i think i will try it because it seems really good

Personally i'm not so much into macromanagement of fleets like the videos show mostly and i'm more into close and personal battles up to flying a single ship in the space sims way - when i see them so small and so many i get confused and understand little BUT i do love what happens when they fight and how the ships look
The game is , however , a step forward from 4X titles like Armada 2526 or Distant Worlds in the way battles are simulated in the sense that you'd want ships and battles there to look like in Shallow Space
I think i'm gonna like this game once i learn how to manage fleets
So , you got a 10 from me and i wish you well with this game

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mawhrin-skel CreatorSubscriber
mawhrin-skel

That's pretty awesome of you thank-you!

Actually it's quite a common criticism, some people just want to dive straight into the game without the micromanaging so we're adding the ability to save fleets and the game will come with a couple that have been preconfigured.

So keep a look out for UPDATE 5 which is coming either tomorrow or the day after! It also adds a new ship, 3 new weapons, 4 new abilities and a ton of other stuff. :)

Thanks again for the ranking and the feedback, it is comments like this that allow us to develop the game and make it more enjoyable for you. Cheers! James

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You are very welcome James

When i see something i like , i always praise and vote it fully because being nice costs nothing but it's priceless in the same time

I did criticize negatively some mods but i won't do it again because i was met with hostile resistance but what is good and feels good no matter if it's not appreciated its value remains the same

Shallow Space speaking , you know , managing fleets is really not a bad idea at all , it gives the player more control over which ones you want to fight rather than the other games where you just recruit them , they pile up and then you go fight - i mean the ships

Now i wonder if the game has a campaign but if not Skirmish is fine to me
I forgot to notice that the game is still not a full version yes ?it's early access ah well this is not a big deal , there's always room for improvement and if you love what you're doing is what matters

I also wonder if you can setup your galaxy beforehand 4X style or you got predetermined maps but i best find out by myself

I played a lot of space based games but not all of them i remained playing I am mostly into : Starpoint Gemini 2 and Sins of a Solar Empire now but Shallow Space is going to look good on my desktop along the others :D

Cheers to you too ! I'm Anyna and i'm somewhat known but if you wanted to share real names then it's Gabriele

Ah yes ! Last thing i'd like to ask : do they have classes ? will Shallow Space have , you know : battleships , dreadnoughts , titans even ? I'm asking because i'm still trying to figure out the concept for the game but it seems you are bringing a new concept which is a really cool thing

See you around

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mawhrin-skel CreatorSubscriber
mawhrin-skel

> Last thing i'd like to ask : do they have classes ? will Shallow Space have , you know : battleships , dreadnoughts , titans even ?

Yes, there are Corvettes, Destroyers, Cruisers, Battlecruisers and Capital ship initially. You can find out a little more about that here: Shallow.space

Glad you're enjoying it, it's gonna get even cooler pretty quicker with the cool stuff we plan to inject into it so keep your eyes here! Thanks! :)

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Wow I cannot wait to lead them to glory !
Their sizes are proper and their concept are amazing but dang ! the Corvette is so small to the others
Nice way of putting things

Yup these classes are just fine
Thanks for showing me You'll be doing fine with the game

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RT @AndHereTheWheel: The latest @ShallowSpace1 fiction is live, with Part 1 here: Andherethewheel.co.nz #freeebooks #sciencefiction #gamedev

Sep 19 2016

RT @PaulPepera: "June 20, 2126" - next piece in my industrial space art series. bigger + caption > Artstation.com T.co

Sep 13 2016

RT @AndHereTheWheel: The next @ShallowSpace1 fiction starts now - 'The Watchers - Part 1 'The Find', available at Andherethewheel.co.nz #freefiction #scifi

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RT @elitedangerous1: @ShallowSpace1 This looks Great. Is this coming to xbox1?

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RT @AndHereTheWheel: The MFC Carrier 'Hermes', an interesting design: Shallow.space @ShallowSpace1 #gamedev #scifi

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RT @buffalovision: lifesaving tip for #infiniteloops #unity3d. would literally never have found the prob in my editor script otherwise T.co

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Concentration \ Programming Music 010 (part 2) Youtu.be via @YouTube

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