A betrayal game unlike any other. Experience a unique mix of card game, crisis management and backstabbing. You have just retrieved the ancient Star Relic from the hands of the Swarm, now you have to survive until you escape from their reach. Will you be able to succeed against betrayers and a relentless ancient force?
Hi Sailors, we are here once again to show some of our progress since our last devlog! The game has changed drastically since our last update and we are now working on the final missing foundation stones. You guys can expect a lot more updates in the next couple weeks.
Our all new main menu screen. There are still some functionalities we want to add later on but the core is done.
We have a completely new character selection screen and flow. Players can now easily read about each character, show their pick intentions to the other players and select their desired character in any order.
Dodge and miss chances are no more! The space combat now uses a health/shield system, adding an extra layer of strategy and making it more predictable. This is the main and first step in the direction of what we want combat to be.
Swarms ships now show their next intention during the turn start. This simple change should add yet another layer of strategy to space combat, as players are now able to make decisions based on how the Swarm will act at the end of the turn.
The second floor rooms are now done! There are some utility rooms such as the “Conference Room” where players can call for a timeout to discuss loyalties and other rooms focused on the Joker title mechanics.
Second Floor:
First Floor:
And that’s what we have to show for now. Lastly, we have an exciting announcement to make next Thursday, so stay tuned and don’t forget to Follow us to not miss it!
Hi Sailors, welcome to our first devlog. We previously called this “devlog” as “Monthly Roundup”, but due to our development schedule, sometimes we weren’t able to do a new post around the end of the month. Our goal is still to have at least one post per month, but that may vary depending on what’s happening on the development.
Speaking of what happened before the Steam reveal, we spent the last couple of weeks making sure everything would, at least, meet the minimum expectations. These are some of the most important changes we did:
The new shield now has a more rounded shape and its reflection changes based on the camera view making it possible to have a smaller visual “footprint”.
Two Faces now also have the second set of animations (Scared, Winning, Losing).
The pilot head and the pin are now animated instead of a static image.
The information distribution of all popups has been improved and any effects applied to the element (cards, rooms, modifiers, etc) will now be displayed. In addition to that, you can access additional information about the element you are looking at by pressing the encyclopedia hotkey button (Defaults to F1/Right mouse button).
All challenges representations have been improved and simplified. The Swarm activation has also been moved out from the challenges (more on that on an upcoming devlog)
The new fire now uses a shader instead of particle emission. There is still work to do on the animation and variation, but so far we really like what we are achieving here.
Just some small texture changes here. This change also made the stars be affected by the bloom effect.
Yay, the first floor rooms are finally done 🎉! We are still going to iterate on it’s looks but at least we don’t have to use placeholders anymore.
Hello Sailors! Space Betrayers arrived at Steam! The game has been under development for quite some time and we are finally able to share with everyone about it.
Don't forget to add us to your wishlist to receive updates about the game! See you guys soon!
Hi Sailors, welcome to our monthly roundup! March was a month of improvements over old systems and getting things ready for a soon-to-come surprise!
So, let's break down the most important things that happened last month:
Previously all game destinations were hand-made and pre-defined, making the number of destinations kinda limited.
In order to add variations to each background, we made some tools to procedurally generate the background textures, clouds, and stars. These changes also greatly improved the performance of our backgrounds. There is a lot that we want to add in the future to make each background look even better but our current results should be enough for now.
This change also paved our way for some future updates where each destination will have some sort of modifier, so they not only will look different from other destinations, but it will also add custom rules.
This is the first time that we really took a dive into our ships as we have been using some placeholders textures and shaders. All ships have now received some extra polish and a new set of shaders. There are still some reflection effects that should only be noticeable during gameplay.
This is a small change that should improve handling a large number of cards. This change should not affect users using aspect ratios wider than 16:9.
The third and final type of this new batch of animations. These should mark all animation types that will be included in our initial release.
And that’s it for today, we really expect to have some great things coming during April! See you guys soon!
After a long time of work, all of the eight starting characters now have their basic animations. That said we can finally start to work on some new animations focused on more specific actions and moments.
Here is a small preview of two of these new animations:
The Star Relic model is almost done, there is still work to be done on the texture but its overall shape is done.
The Star Relic is an indestructible cube with powers and properties yet to be discovered. Its glow is a form of radiation that can be tracked down from very long distances. This radiation has a pattern that can look seemingly random but if properly harnessed can be used to calculate jump coordinates.
This is additional feedback of what and where a card will be played, used as an extra layer of feedback to help players quickly understand what his action will do.
Almost all interactions with the cards have been reworked to improve the overall feel on how easily the player can choose and interact with the cards.
In addition to these changes, the cards will now show some depth while rotating, making the card flip animations look better.
And finally, cards now rotate according to the pointer position, adding an extra layer of animation to the parallax effect.
Once again, we have some brand-new card artworks to show.
We also took some time to do some adjustments to the UI and improve our 4k support.
That's all for now guys. You can support the development of our game and gain access to Alpha builds by becoming a Patron. See you next time!
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