Interdimension cover
Interdimension screenshot
Genre: Simulator, Strategy, Indie

Interdimension

Feature Update (Version 0.10.8)

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  1. A bonus effect for deployment value rewards has been added in campaign mode under higher difficulty levels.
  2. The maximum limit of deployment value in campaign mode can now exceed 1,000,000.
  3. A forced topology check has been added when exiting design mode.
  4. Some UI effects have been optimized.

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Feature Update (Version 0.10.7)

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  1. Improved the AI's combat logic to find better combat positions.
  2. Added the feature of exiting the campaign mode without saving designs.
  3. Fixed the bug where the skills that reduce ammunition and propellant consumption were not working.
  4. Adjusted the galaxy effects on the campaign mode's large map.
  5. Adjusted the UI controls' effects and fixed some text errors.

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Feature Update (Version 0.10.6)

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  1. Fixed a bug of algorithm of galaxy collapsing in campaign game.

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Feature Update (Version 0.10.5)

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  1. Optimized the obstacle avoidance AI.
  2. Optimized the combat AI.
  3. Fixed the bug where enemy ships did not cease fire in the combat tutorial.

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Feature Update Version 0.10.4

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  1. Optimized the ship AI's obstacle avoidance algorithm to reduce interference from internal ship module detachment.
  2. Improved the design and combat tutorials by adding more tutorial entry points.
  3. Fixed some UI display bugs.
  4. Added the champion ship from the recent player vs. player competition to the official ship library.

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Major Gameplay Update Full Version is Now LIVE!! (Version 0.10.3)

[color=#5DADE2]Hello everyone!

After more than a month of iterative development and updates, the gameplay update patch has finally been fully released. This patch greatly enhances the playability of the game and simplifies the gameplay operations and complexity. Below is a complete overview of the patch details. Please also note that after this discount promotion, the game price will slightly increase.

Adjustments and Optimizations


  • Tutorials related to game movement, campaigns, battles, and design have been added.
  • The function to manually set attack modules has been added, and it can be activated by pressing the spacebar during battles.
  • At the start of the battle, the player’s spawn position will dynamically adjust based on the detection range of the ships.
  • Campaigns can unlock out-of-game options, such as increasing initial funds or enhancing enemy difficulty.
  • Campaigns can unlock and collect enemy ships, and other ships can be imported from campaign mode to assist in design.
  • In the transformation panel, manually entering the position will modify the entire translation module, rather than setting it in the same position.
  • The default mode of the rotation tool has been changed to constant and can be modified in the design interface.
  • The functionality of the hide module has been optimized, allowing manual hiding and category-based hiding to take effect simultaneously.
  • The functionality of ship connection detection has been optimized, and issues with ship connection failures will occur less frequently.
  • The color hint effect of the selected module has been optimized.
  • The ability to select a range in the module list using the Shift key has been added.
  • The display logic of the connector controller has been optimized.
  • The function to randomly customize colors in the design has been added.
  • The energy consumption and heat dissipation of kinetic weapons have been reduced.
  • The AI movement algorithm has been adjusted to actively maintain a certain distance from the target and attempt to attack the enemy from the side.


Bug fixes



  • Fixed the obstacle avoidance bug caused by AI having detached modules inside the hull, which led to the AI continuously accelerating in one direction.
  • The phenomenon of flickering after overlapping modules on the same plane has been reduced.
  • Fixed the bug where the core would become disordered when importing ships.
  • Fixed the bug where mirrored modules could not be manually hidden.
  • Fixed the bug where the rotation value was incorrect in the surface alignment mode of the pick-and-place tool.
  • Fixed the bug where the laser effect position was inaccurate.


Roguelite Campaign Gameplay



  1. The remade campaign gameplay has very rich roguelite features. Players need to destroy the enemy’s attack while improving and strengthening their own ships in 30 rounds.

  2. After each level up, you will get random skill rewards, and even have a chance to get [color=#E74C3C]legendary[/color] rare skills. By combining your own ship design and [color=#E74C3C]skill build[/color], you can greatly enhance the ability of the ship, even a battleship against a fleet.
  3. During the round, the galaxy map will collapse due to space instability. Therefore, players not only need to consider how to circumvent the enemy in space, but also [color=#E74C3C]plan the route[/color] to avoid being isolated by the collapsed galaxy.

  4. Players will get [color=#E74C3C]unlock points[/color] at the end of each campaign, which can unlock more powerful modules outside the game, and build their own exclusive initial campaign ship.


Ship Rating Mechanism



  1. In the new version, the construction of ships is no longer constrained by the number of modules, but is determined by the total cost. Each module has different cost values according to its function, attributes, level, and size. Players need to decide their spaceship design ideas within a certain cost limit, whether they focus on firepower, mobility, or defensive capabilities, etc.

  2. Added a six-dimensional attribute chart for ships, namely [color=#E74C3C]firepower, movement, reach, tenacity, stealth, command[/color], players can get more intuitive ship design feedback from the six-dimensional attribute chart, and grasp the trend of ship capability changes in real time.
  3. According to different cost intervals, ships are divided into [color=#E74C3C]F, E, D, C, B, A, S[/color] seven levels. These levels give players a rough reference for judging the strength of the ship, and players can also set the highest level of the ship allowed in the room in custom battles. In sandbox mode, the ship will get skill points for each level upgrade, which can be used to add buff effects to the ship.



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Feature Update v0.9.9

Update List



  1. Added a feature in the campaign that adjusts the skill refresh weight based on the modules the player has unlocked and applied. If the module that the skill depends on is not unlocked by the player, it will not be refreshed. If the player is not using it in the spaceship, the refresh probability will be reduced.
  2. Added a hint in the campaign to unlock new collection ships.
  3. Optimized the enemy refresh algorithm in the campaign.
  4. Fixed a bug in the AI player’s movement algorithm.
  5. Fixed a bug where the connection detection in battle mode was too strict.
  6. Fixed a bug where other spaceship signals could be detected when the power was not turned on.
  7. Fixed a bug where the spaceship signal name was offset in the radar panel.
  8. Fixed a bug where the turret aiming was offset when moving at high speed.
  9. Fixed a bug where the display settings panel could not be displayed correctly.

Feature Update v0.9.8 — Transform Hand Tool

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Hello everyone, this week’s update brings some important updates.

抓取放置工具



A new Grab and Place tool has been added. After selecting a module, pressing the space bar will pick up the module, then moving the mouse to the target module, the grabbed module will be placed on the surface of the target module. During the grabbing process, pressing the left Alt key can switch between maintaining rotation mode and fitting surface mode. In addition, a plane moving mode has been added to the displacement tool to simplify operation.

Campaign Mode Improvement




  1. Added the function of collecting enemy ships. After you defeat the enemy in the campaign, you can obtain the enemy’s design. It can be read in the design game.
  2. Campaign mode can now import ships in the design scene, including enemy ships. This way you don’t have to re-place modules every time, but be aware that you cannot use modules that you have not yet unlocked.
  3. Added campaign history scores, which can be viewed at the start of the campaign interface.
  4. Added the function of using unlock points to increase the initial deployment value, so players can bring more powerful ships at the start.
  5. Added the function of setting the initial parameters of the campaign, which can increase the game’s score and experience by enhancing the enemy’s deployment value or quantity. For players who pursue challenges, they can get a better gaming experience.


Other Updates



  1. Added the function of sorting the ship list, which can be sorted by name or cost.
  2. Optimized some UI displays.


These improvements should significantly improve the overall gaming experience, hope you guys will like it.
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Feature Update v0.9.7 — New Navigation Controller

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Hello, everyone! This week’s updates bring some significant improvements:

Navigation Controller



The new navigation controller displays both attitude information and velocity data on a single HUD interface. You can control attitude using the keyboard (WASDQE) and velocity by dragging the mouse. Additionally, horizontal and vertical azimuth coordinates enhance clarity for the ship’s heading.

Relative Target Movement Mode



We’ve introduced a new movement mode: relative target displacement. When you set a target, switch to “relative target” velocity mode. Use the scan panel to define displacement direction and magnitude relative to the target—an excellent way to choose optimal engagement angles.

Other Updates



  1. Zoom distance adapts to ship size.
  2. Observation mirror remembers the last position.
  3. UI for ship controls is optimized.
  4. A missile flight logic bug is fixed.
  5. Attempt to fix a bug will cause crash.

These enhancements should significantly improve the overall gameplay experience. Hope you will like it.
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Feature Update v0.9.6

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  1. The hull value of all modules has been reduced, and the cost coefficient of the hull value has been increased.
  2. The algorithm for hull damage sharing has been adjusted. Now, the proportion of hull damage sharing gradually increases according to the level of the hull. The higher the level of the hull, the more damage it can bear for adjacent modules.
  3. Fixed a bug that caused ship connections to fail due to floating point precision.
  4. Fixed some UI display errors.

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