Airborne Empires cover
Airborne Empires screenshot
Genre: Strategy, Indie

Airborne Empires

Game name change and update

Hey VR strategy fans,

I wanted to update everyone on what is currently going on. The main reason there has been bad communications outwards is because we had so much going on!

We recently changed the name of the game, which you might have noticed. The new name is "Airborne Empires", which, except sounding cool as ****, is much more appropriate for the setting. Did not have the time to change icons/banners yet, but it's coming.

We have started rebuilding the entire game system, and moved it outside unreal engine. This has several benefits:
It is allow us to multithread the game, which in turn will allow us to simulate MANY more units on screen.
We have also implemented a lockstep system, which means that if we have too heavy game calculations you will still not lose framerate. This means is that in theory, we will be able to simulate an "unlimited" amount of units with 90 FPS, which is a pretty huge thing for VR.

We would love to work closer with you in the community, and would like to know how you want that to happen. We hang out in our discord mainly.
https://discord.gg/Z4BD48C

If you want to talk to us about the game and bring us your ideas, this is the place.

Peace out,
Jimmy

New build is now live!

Hello everybody!

As earlier announced, we will from now on be building the game to a much greater purpose than before.

Because of this, we will be trying to do weekly sprints, where we implement new functionality each week and test it. The old version is gone, and we will be building from ground up.

First out this week is a basic demo. We have created a new locomotion system, as well as a new map for testing. The combat for melee units have been fine-tuned as well.

All of this has been cut out for you guys as a new build.

Instructions:
- Grip buttons controls the camera. Grip 1 to move. Grip 2 to rotate and zoom.
- f on keyboard to reset
- alt + f4 to quit (hehe ops)
- Objective is killing the red bastards for not being blue #bluemasterrace

Been a long week. Time for a beer. Please bring us any feedback. :)

//Jimmy + team

Status update - We are still alive!

Hello again!

So, long time no write, again, this is truly badly done by us and I on behalf of me and the rest of the team apologize for this. It really should be handled better. The last time you guys heard from us we said we would have released the game by now. As you all can see, this is not the case. There is however a good explanation and a good reasoning behind this. And we have not been slacking this past month, rather, we are discussing a lot of changes not only to the game as it is known, but rather to the future of the game and the company.

So to start off we have decided as you might have realized to postpone the game. The reasoning to this is that when we started doing the game and developing it during the summer we had the intention of that the game would be yet another VR-tech-demo. To show what is possible to do with VR and what is possible to do within a RTS. Those intentions have now shifted. What we want to do is not a tech demo, what we want to make for you guys is the full and complete experience. So that is what we are now making. What our vision is, is a full blown VR-RTS complete with all the tactical elements from the old PC RTS's. We want basebuilding, resource management and epic battles. So that is why we have decided to push the release forward. What the new release date will be we cannot say at this point, but our aim is to release it sometime during the first half of 2017.

The thing that is going to change is that we will keep more in touch with you all. More specifically I have been designated the role as community manager, so any questions or feedback you have you can talk to me about. We should atleast push out one update post per week. You guys who are currently on the beta will recieve continous updates for the game until the game is complete. For those of you who wish to keep in contact with us and to be a part of the development, we would like to invite you to our discord channel. I will be available there (close to) 24/7 for your disposal! The link to the discord is https://discord.gg/WrP8XYw .

Until next time guys!
Duappe

Beta patch 0.1.1 now live!

Patch 0.1.1

Features

Options lever now working!

Options for Anti-Aliasing added. Increasing this will lead to pretty much the same effects as SSAA (supersampling), until we can implement options for it. Reducing it to medium or low will increase performance at the cost of visuals.

Difficulty levels for AI (normal is the default).

Known issues

Multiplayer might still not work. Our guess is a steam port forwarding issue, which will be addressed asap.

Game still not fully optimized. Known graphical issues will be fixed for next patch.

AI sometimes ignore enemy units.

Bug Fixes

Increased speed of musketeer and sniper walking animation

Added weapon to sniper unit

Exiting in single player now works

Pickup rotation for interactable objects fixed

Game framerate improved somewhat.

Characters should no longer get stuck when moving.

New unit sneak peek: The Steam Mech

Daniel just finished the model and is currently working on animations for our new unit: The Steam Mech.

http://imgur.com/gallery/NhPJh

The unit will be expensive to research and produce, but will act as the juggernaught of the battlefield. With high armor and rate of fire, it will shred lesser units; but watch out for snipers...