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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. Rather than stressing out clicking on the units or dragging selection boxes during the heat of battle, standing orders are issued in advance leaving you to zoom around, activating abilities and arranging support and reinforcements. Should the tide turn in battle traditional control is still available.

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RadialPower
RadialPower - - 40 comments

Will the grand strategy level be in real time? or like Total War, turn based? You have my vote for real time.

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mawhrin-skel Author
mawhrin-skel - - 522 comments

It's all real time ;)

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Nanoelite001
Nanoelite001 - - 531 comments

In regards to the maximim ships per instance at a given time; does that mean that there is a reserve that you can call upon when your numbers drop like in Empire at War? or is it a definitive amount and you have to wait until the skirmish is over to use the rest of the fleet that didn't fit?

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mawhrin-skel Author
mawhrin-skel - - 522 comments

Good question, we like the idea of a reserve but it's something we haven't honestly thought about yet. In for a penny, in for a pound as they say and reinforcement wings being drip-fed into the instance could be a lot of fun!

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Description

More development footage from 'Astrometrics' which is the strategy layer in which the player will make global decisions about their fleet. Instances of combat or other encounters will be set in 'Tactical' which is what has been seen in the videos so far. We plan a seamless transition between the two modes but a max cap on the number of ships allowed in combat at any one time (like Total War)