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This game is about the Special Forces specialist, who was kidnapped from Earth to the Space Prison, where he will be suffering from thousands of tortures, or will pave his way out of the Prison with his gun.

The game is ment to be middle-fast rogue-like shooter based on the sci-fi setting. Though cause of lack of budget and not having friends that can draw beautiful pictures, I ought to create some stuff by myself. Sometimes it is successfull, sometimes not.
As the development continues I am adding new mechanics and possibilities to game.
At last I want to add mod abilities so anyone could create new types of rooms for the game in future.

Current gameplay state:


You can check out the game's page on:

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I really wanted to have time to finish the preparations for the Steam Workshop this week, but as it often happens with what's new for us, the development of a tool for loading mods into the Workshop has taken some time. Initially, I was afraid that the development might be delayed due to the fact that SteamAPI was unknown to me, but I was mistaken - most of the time it takes to implement functions that provide convenience in describing the modification and its publication =) Nevertheless, I finished the prototype, which it’s mostly functional - until, however, it sends modifications to Steam, but I will fix this trifle next week. There were no difficulties on the way. Everything is pretty prosaic.

Here you can see how does this modification upload tool works


In addition to preparing for the workshop, I developed a modification manager. With it, you can load any mod, either fully or partially, for example, if you like only a character from a mod, or some kind of enemy. There were some difficulties with the manager’s implementation, but they mainly related to the imperfection of the Unitys UI system - it is simply bad. Most of the controls had to be created by myself. In addition, me as the interface designer is the same as the artist - very mediocre: D

And here is the work of the Modification Manager in all its glory with three different use cases


What exactly has been done, point by point, can always be seen on the board in Trello; although I didn’t mention every little thing there, I think because both the manager and the workshop tool are such integral mini-programs - it’s much easier to keep a few big tasks in mind than to keep breaking them down into even smaller subtasks.

There is still little, possibly unpleasant news for someone, I don’t know. I'll raise the price of the game. There are, currently, not much purchases, so if they become less (less than zero: D), it won’t become worse. Why did I decide to do this? It is believed that people, the community of modders that will help be interested in the game modding, live in a higher price category. In addition, the features of mod-building, which I have already implemented and continue to implement, are not found in every game, even more expensive in production. Therefore, I warn you that on the day the update is released with the Steam Workshop and the mod manager (supposedly 19.02), the price will be increased. And if you could not decide to buy the game or not, now is the time to support me at a lower price. And if you are inspired by this project in the same way as I do, you can always make at least a small modification and/or support me on Patreon.

That's all. Until next week!

SpaceGeon Development diaries #12

SpaceGeon Development diaries #12

News

Another week has passed, and the next news came out=) I've added modification support, wrote manuals on how to create mods, released the game in early...

SpaceGeon Quick note

SpaceGeon Quick note

News

This week I was working on the mod support and still working on it. Hope to finish the work before the game's early access release.

SpaceGeon Development diaries #11

SpaceGeon Development diaries #11

News

On the week I've revealed the Demo, and started the mod support development.

SpaceGeon Development diaries #10

SpaceGeon Development diaries #10

News

These are the results of the last week. I was working hard to prepare the demo, though couldn't finish it before Sunday=(

Add file RSS Files
SpaceGeon Linux Demo

SpaceGeon Linux Demo

Demo

To start playing simply download the zip file, unzip it wherever you want, chmod +x LinuxRelease.x86_64, and start the game as you would do with any other...

SpaceGeon Alpha.0.3 Demo

SpaceGeon Alpha.0.3 Demo

Demo

This is the first SpaceGeon demo based on the ver. alpha.0.3

Comments
Bazlik_Commander
Bazlik_Commander

**
I can't wait option with modes.
Add ability to use stationed turrets,
..and defend position of horde attack.

Reply Good karma Bad karma+2 votes
Surtr_Nerd Creator
Surtr_Nerd

Nice Idea! I think, I should add this to my next TODO list=)

Reply Good karma+2 votes
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Spacegeon
Platforms
Windows, Linux, Android
Developer & Publisher
Surtr Nerd
Engine
Unity
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Style
Genre
Roguelike
Theme
Sci-Fi
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Single Player
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Indie
Twitter

Latest tweets from @surtrn

RT @davidepesce1980: Find out how Terraria, Minecraft and other games use procedural generation to create their game world in this artic… T.co

Feb 25 2020

#SpaceGeon #Steam #Workshop support is ready. You can create your own #mods, share them and download mods from othe… T.co

Feb 19 2020

RT @BoleroTactics: Yall heard of caternary curves? I was beginning to lose hope getting this shader to work good. Now it works good :)… T.co

Feb 16 2020

New #Spacegeon #devlog is out now on IndieDB and Steam. Check it out: Indiedb.com #indiedevT.co

Feb 15 2020

Watch the #Mod #manager in work for the #SpaceGeon #game. Next week there'll finall be the Steam Workshop support.… T.co

Feb 15 2020

Finally made #Mod Manager, that will allow #gamers to choose different parts from different mods(i.e. chars from on… T.co

Feb 12 2020

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