Element Space cover
Element Space screenshot
PC PS4 XONE Steam
Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Indie

Element Space

Funny bug | Alpha Phase (Old)

Bug fixing can be a bummer... but we had some pretty good laughs when we found some of them. That's why we saved them in order to share them with everyone!

https://youtu.be/aozVre-G8yg

AI Friend | Companion Character



https://youtu.be/zryJn9lWXdw


*Early Concept Art



Update Version 0.0.48

Tomorrow we will be uploading a new version, which will include the following features and fixes:



**Features**
Ingame Option Menu
Mouse Cursor confined

**FIX**

  • 4310: Characters are propelled too high after a hook during a melee atack.
  • 4311: When a CS_3 enemy which has planted mines dies, the mines are deactivated.
  • 4463: When you lose the game completely, it reloads the last lost mission.
  • 4495: Disruption Protocol can block entity inside a cover
  • 4507: The ragdolls bounce too hard against the floor and end up showing the ceiling (or lack of it)
  • 4508: Vincent stops attacking when he has clear shots at enemies
  • 4511: The default values of Quality and Camera are wrong
  • 4516: Sometimes, the Melee Lock disappears immediately after it was generated
  • 4519: Stepping out to aim can trigger Proxy Mines
  • 4520: The Proxy Mine range is bigger than what the HUD shows
  • 4522: Reinforcement units don't spawn with the HUD icon that explains the Faction Perk
  • 4527: The FNAS specialist does not return fire with Eye for an Eye Perk
  • 4530: Support Perk lvl 2 does not work
  • 4533: Entities set up as 'Ranged Defensive' don't perform reload actions
  • 4537: The CSAC_2 unit does not fire when walking into the perk range
  • 4538: Sometimes, the ES Specialist will have an invisible sword
  • 4545: The objective telling you how many scientists must survive is obscured by other text
  • 4546: If you use Share the Pain (Maria) with the Specialist, the game softlocks
  • 4548: If you enter the "Credits" section, you cannot exit it, locking the player on the screen
  • 4549: IF the SNP_2 soldier has no allies, he still casts the Shield skill
  • 4553: Using Trick Shot with no target selected may softlock the game

Yes Captain! | Main Character



https://www.youtube.com/watch?v=B4oPGWyZA2Q&index=3&list=PL7MGcvKnSR4_cCO9vZZs9MUhRX99SJ563

Background

*Early Concept Art

Skills

MSRM | Enemies



The MSRM's forces are the elite guard of the faction's leaders.
Their tactics of choice involve disruption and traps.

They can be particularly deadly when aided by one of their commanders.
An MSRM commander acts as the backbone of the fighting force.
His deadly power armor can withstand tremendous amounts of punishment. This defense is also his best offence, as the armor can store the energy of incoming attacks, to later release it in a single powerful attack.


What is your strategy to fight against MSRM's Forces?

ALICE | CHARACTER OVERVIEW




We want to share with you,this video first before release in press.

Best regards
Sixth Vowel's Team.

Enjoy and thanks for support Element Space
https://www.youtube.com/watch?v=MSx2cOGkhB0

About the saving feature

Hi people,

We want to share with you what we have been up to, and what’s coming up in the following days.

The game currently saves between missions. However, as many of you pointed out, some sort of saving function during missions is what the game needs the most.

Therefore, in our major next update, you will note that every story mission will have checkpoints after each battle.

If your party gets wiped out, you will start at the last checkpoint reached. The same rule applies if you need to exit the game.

You can expect this update to be released in January, or hopefully, sooner™.

In the meantime, we will be releasing a smaller patch in the following days. This patch will include lots of bug fixes and stability improvements.

Again, thank you for your support and feedback.

We love Alice | Companion Character



As a skilled Sensate, her martial arts skills are unmatched.
She’s one of the few people who can run straight into the center of battle and emerge unscathed. By mastering an ability called the Sixth Vowel, she can embody the elements. Often with fiery results.

Background


*Early concept art

The Congregation of Sensates

The Congregation of Sensates serves humanity in all ways, helping the innocent, protecting the weak and healing the wounded. It is a key institution for interstellar transportation.

It is led by the Sage Shieng, who has kept his station for over one hundred and twenty years.

The group was created mainly to provide the Galaxy with "Vagrants", Breath-users whose main occupation is allowing a ship to do Quantum Tunneling through space, allowing civilization to move around the Galaxy. With their rigorous training and stern dedication to the study of Breath and history, many believe that a Sensate ends up knowing much more about the Sixth Vowel than any other practitioner in the Galaxy.




Why we love Alice?



Alice was the first companion character we created in Sixth Vowel Studio. She taught us the importance of team work.
And, let's face it... she's a f****** amazing ninja monk in space!




Q&A

Hello everyone,

First of all, we’d like to thank you. We are humbled with such a passionate reception.
For our first Q&A, we took a bit more time to gather enough data to plan out our course of action.
From now onwards, we will try to answer your concerns as soon as possible.

Checkpoints, Saving & Heals:


On our internal tests, levels took significantly less time to complete. So we didn't feel the need to have many exit points. Now that the game is out, in real player hands, we realize that might not be the case.

We agree that not being able to take breaks when you don't have a lot of time to play isn't great. Having to replay through a whole level, just to get another chance at the last encounter doesn't feel right, either.

The answer is not as simple as restoring your health after every encounter. That won't be any help if you were doing great, and you failed at the last encounter. You will still have to run through the whole level.

Although we are not ready to announce specifics, we are taking steps to fix this issue. We don't want to make any rushed decisions which could hurt the game in other ways.

Hit chance percentages:


You guys wanted to know the reasoning behind these design choices.

Element Space isn't a game just about shooting people behind boxes. Other games have already covered that out pretty well, so we wanted to double down on what makes Element Space special, which is using (and abusing) character skills and party composition to great effect.

Instead of having a complex aiming system that might give the wrong impression that going in guns blazing will get you far, we decided to streamline it to its fundamentals.:

  • If there’s a big object between your squaddie and its target, then you will hit the object instead.
  • If there’s a small object between your squaddie and its target, then there's a 50-50 chance.
  • If there's nothing, well, you earned that shot!

This system makes the battlefield easier to read at glance, and has the added benefit of driving home the necessity to reposition.
Hiding behind boxes isn't a place for action heroes. That's why we built a lot of movement options, and we don't have a "mana" system to restrict their usage.

The data we gathered this week show us a strong correlation between skill usage frequency and combat success rate.
That been said, we are talking some measures to make sure new players interact with the game the way we meant.

Melee Lock and Cover nodes:


We’ve read there is some confusion on to how melee interacts with cover.

  • When 2 units clash in melee lock, they are no longer considered in cover.
  • Other units have a 50% chance to miss shots at melee locked units.
  • If a unit is freed from the lock it will automatically enter cover if it’s standing on top of a cover node.
  • Line-of-sight rules still apply. Meaning that if there’s a large object in between shooter and melee locked target, the shot will hit the object.

If any these rules fail to apply, that's a bug!

Combat start positioning:


Encounters are meant to be a puzzle to be solved.
You are presented with a situation that you need to get through with the team that you selected.
Being able to choose your start location it's something we experimented with.
Ultimately we ended up cutting it because they increased the scope way too much to give them proper support.

Story:


Element Space is a branching storyline! The missions that pop up by relating to other companions (loyalty missions) are being developed and will be included in the final release. Although relationships between characters are deep in Element Space’s storyline, there is no romance… yet.

Localization, Character Creation & Voice Over:


For those concerned about the game being available in other languages, yes, localization is in the pipeline. We are still debating which languages

For our first game, we wanted to focus and fully flesh out on Christopher Pietham's story.

Here is an active thread with our thoughts, on the subject.
Having a prebuilt character set allows us to full voice over for every single one of them.
Yes, voice-overs are coming.

General Feedback:


We are reading all the feedback and bug report you are posting.
There are some really interesting suggestions and issues we agree with and we are working to make improvements (Overwatch preview cone, key bindings, hacking turrets, to name a few).
Please keep in mind that, even we consider all feedback equally, not all of them will make into the game.

For those concerned about ultra-wide screens, we won't be providing support for 21:9 as a game resolution, since it's beyond our scope.
But if you run into any trouble (ie: stretching, crashes...) running the game in such monitors, please, let us know.

Bug Reports:


Lastly, every reported bug has been added to our backlog (QA guys say thank you!).

We are opening a new thread to concentrate our bug squashing efforts for you to Please try to post your new catches here.


On behalf of the whole team: Thank you for your feedback. Your support means the world to us!!!

Early Access' incredible first week!

Hello everyone!



We are Manu, Jorge & Laila and we'll be in touch throughout this Early Access trip, together with you.
Our first week was great! We had great repercussions in media, social networks and here at the Steam Community.
We (together with the dev team) are eager to answer all your questions, doubts and suggestions.

Welcome to all those who are joining the world of Element: Space!
Spread the word!