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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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Cool things on the cards this week as a few of the team are meeting up in Europe. Myself and Alex will spend a few days working together to balance the scene a little more and do a code handover and we’ll also be meeting with Vincent to discuss what happens after the Overhaul update is complete and we need to start looking at the campaign. He'll have answers to the tricky questions like managing lines, voice actors and localisation. Vincent has produced more video games than we can remember, including the heavenly spawn ‘Nexus: The Jupiter Incident’ (may golden petals fall forever at its feet) so we’re in good hands I feel. We’ll try and snap some photos!

Meanwhile John Harper, the resident scribe is plotting the treacherous path of the campaign and side quests, very exciting stuff – we have quite a tale to tell interwoven with all the short stories and vignettes you’ve no doubt seen on the blog but don’t worry if you missed them – they are all right here.

Ship build makes it's way over, all the descriptive text will be hidden away in a comprehensive tooltips system, which allow you to do things like compare modules very easily. Ship configuration makes it's way over to the Overhaul. All the descriptive text for the modules will be hidden away in a comprehensive tooltips system, which will enable you to do things like compare modules very easily.

So regarding the overhaul, we've finished moving across the mechanics we want to keep from the current alpha but one thing that has been left behind you’ll be happy to know, is the camera. A number of you have been screaming out for a Homeworld style ‘planar’ camera and we’ve added exactly that. In the current alpha our six degrees of freedom took 6 keys, 2 modifier keys and the mouse to master, in the overhaul it now takes just 1 modifier key and the mouse. Combine this with some inventive ‘adaptive scaling,’ the camera knows to adjust the sensitivity of movement based on zoom making things far less cumbersome. Try to look out for it in the smooth circular camera movements in the video below.

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.) and it’s all driven by a background concurrency simulator dubbed ‘Cerebrus’. This concurrency thing is cool because it means if you are in one zone, activity in the other zones continue in the background. Also of note, the ship configuration screen is now fully integrated and ships can be assembled using procedural weapons and modules that can now be found as loot.

Take it from us this is a but a small eclectic cross section of the progress made in the background really, the evolution is both rapid and exciting but sadly not something we can really show.

envoy 2016-04-25 16-49-27-53 The fleet panel continues to evolve with the unit grouping icons, the addition of working action icons and the enemy & allied forces sections.

The fleet panel evolves with some better hologram icons along with the addition of the ‘Action icon’ which is designed to give an at-a-glance status of what each ship is doing. Feedback from yourselves also suggested that there should be enemy and allied ships listed in the fleet panel so you don’t have to fumble about clicking in 3D - so we have added collapsible sections for those ships also.

It’s obvious that when you look at the fleet panel, it doesn’t leave much room if the player has a number of vessels in play. Also if the player has stations and support platforms in the current zone that could add additional clutter still. To combat this we’ll be bringing back the ‘Flotilla’ icons from the current alpha. But rather than have the groupings fixed before the game starts, you’ll create these groups using traditional shortcuts (eg. CTRL+2, CTRL+3, etc.)

When a group is selected, all player fleet icons outside that group will be hidden. Hopefully that will make things much easier if you have groups of ships missioning in different zones. But In the end, I wouldn’t be surprised if we added an alternative high density collapsible icon view similar to SoaSE – just for the sake of completeness.

1970839-669679_20120705_006 Top left, the dazzling and functional markings of 'Endless Space,' Bottom right our blank canvas.

We’ve put together a little video shot 1080p 60fps (below) just to highlight how well this thing is running. Maybe we should have left it a little longer before pushing anything out because parts of it are blatantly unfinished but hey it’s an alpha. The zone map at present is a fine example of programmer’s art – functional but not particularly beautiful! But the basics are there and you’ll be surprised at how quickly it gets bought to life.

We’ll draw inspiration from the 4X genre, notable SoaSE and Endless Space and make the zone 'jump-link' lines pronounced and contextual, highlighted if available, hidden if not. We’ll also add summary boxes to the zone giving a rundown of material composition and fleet strengths. Looking at the zone map, it’s easy to forget that there will be other planets, each with their own zones filled with topical resources and ultimately missions, so with all of that, still lots of work to do there.

SystemPic

So as usual, big progress everywhere and still lots to do. It’s just crazy, some tasks that you think can take hours might take days and vice versa. One thing is for sure however, the to-do list is getting smaller, so every day we get closer to the cake and that can only be a good thing!

Cheers from the team anyway, we're loving the likes and comments coming in.

Also enjoy this preview video which incidentally happens to be our 50th!? Checkout the channel page to see videos going right back to the very start (wincing here!)

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...

Open-world Overhaul: Captains Log #3

Open-world Overhaul: Captains Log #3

News 5 comments

But we need to keep the maps fresh. One thing we learned from the current alpha is that isolated clusters of rocks and gas do little to create a juicy...

Open-world Overhaul: Zones and UI

Open-world Overhaul: Zones and UI

News 7 comments

But why zones? Well there are inherent technical issues making a true open world space game, we found that the usable play area really falls far short...

Core Mechanics Overhaul - exploring the open world

Core Mechanics Overhaul - exploring the open world

News 5 comments

Immediately playing the prototype it’s a vast difference, the smaller ships become much more fun especially the Markab destroyer which was previously...

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 1 comment

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 186)
Epikton
Epikton

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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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zacury
zacury

Purchased complete!

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mawhrin-skel CreatorSubscriber
mawhrin-skel

Thanks very much bud!

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Latest tweets from @shallowspace1

RT @AndHereTheWheel: Part 5 of 'Paradijs Lost' up now at @ShallowSpace1 - Shallow.space #freefiction #gamedev #scifi

Jul 20 2016

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Secrets uncovered in the cataclysmic finale, but what of Eve & Jack… Steamcommunity.com #pcgame #indiedev T.co

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RT @DanArtDesign: Hi folks, some old sketches I have here to show you :D For this one I went more crazy with layer blendings #art T.co

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New progress update and an extended preview vid! Steamcommunity.com #gaming #pc #gamedev T.co

Jun 23 2016

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