Sector Six cover
Sector Six screenshot
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Genre: Shooter, Role-playing (RPG), Indie

Sector Six

Light of the Locked World: A new game by Zuurix

I have started working on a new game!

It's called Light of the Locked World.

It's a fantasy RPG with local co-op and PvP, set in a world of Caios II.

Three hundred years from the game's present, magical artifacts were sunken in the world's only sea.
Magic leaking from artifacts and pressure of the depth created perfect conditions for abyst crystals to grow.

Abysts amplify magic and are very valuable.

After abysts were discovered, miners and all kinds of opportunists have rushed to Caios II.

Abysts have a dangerous property - if there is a large quantity of them in one place, they cause anomaly called the Glow - abysts start glowing and all sentient beings close to them permanently lose sanity.

This and the fact that abysts can be used to create very powerful weapons forced the Council of Lords to send contraptions known as worldlocks to Caios II.
Worldlocks disrupt teleportation spells, making it impossible to enter or leave Caios II, keeping the abysts isolated from the rest of the worlds.

Three hundred years from all that player characters arrive at Caios II.

It's a wild, vivid world, full of dangers, ravaged by wars, and tainted by occurrences of the Glow.

The game will not have a main story quest chain, instead, it will have several independent chains. Complete all quests to win the game.
You won't have to read much - there won't be many dialogues.

The meat of the game will be exploration and combat.

Combat will be real-time and position based: The way you attack will be based on what tile you will stand on.
There will be three types of tiles: The ones next to solid objects will be called "Limited", the ones next to enemies - "Melee", and the ones that are neither - "Open".
You will be expected to move between different tiles and use abilities to deal with constantly changing situations, all while dodging enemy attacks.

Weapons will determine which abilities you will have.
You'll get weapons and other equipment by completing quests, from enemy drops, trading, crafting, and exploring.
You will be able to fully equip your character and equipment will change your appearance.

There will be several cities in the game - in them you will get most quests, craft, buy, and sell items, but the rest of the game will take place outside cities, in uncivilized, poorly mapped lands.
In them, you will find enemy encounters, loot, secrets, and many other things.

Your character will start with nothing, it will be bad at everything, but it will learn and become strong.

Doing activities will make you better at them, and will increase the level of roles.

For example, fighting with magic will increase the level of Mage role, and crafting items will increase the level of Materialist role.
The current plan is to have 9 roles: Warrior, Archer, Mage, Survivor, Materialist, Gatherer, Alchemist, Explorer, and Merchant.

You will be able to invite a friend to play with you, against you, or anything in between.

No content will be exclusive to co-op, it will be possible to fully complete the game playing solo.

I want to complete this game in a year, but it might require more time, as it is quite ambitious.

So that's pretty much it.

Keep in mind that this is my current vision of the game - things will probably change.

More things will become clear when an alpha demo will be available, which should happen in early 2019.

As for Sector Six, I won't abandon it, but as I will be focusing on Light of the Locked World, the updates will become less frequent and smaller.
Still, I'll keep fixing glitches and adding new content. The next Sector Six update is planned for early December.

Anyway, I'll be tweeting about Light of the Locked World regularly on Twitter, and posting entries to its development blog on my website.
That's primary places to keep in touch with the game's development.

You can also join my Discord server.
Invite link >>

I hope all of this sound good, until next time!
https://steamcommunity.com/sharedfiles/filedetails/?id=1573213477

Legacy version: Do you want it?

Hey all,

Because of large reworks and old save file deletions, I said I would add Sector Six 0.9.5 legacy version.

Now that the whole save system mess seems to be over - haven't heard about corruptions or anything like that since last save system fix, it would be the time to make a legacy version available.

Question is, does anyone want it?

If you want it, please tell me so.

As a reminder, Sector 0.9.5 is a version with an incomplete story, no relics, no endgame content, old save system - you would be able to play with ships you built during Early Access if you kept the save files, and old XP/weapon/ability/class/part systems.

PS.: Still working on weapon rework, not much left now. Today I'll add last of the planned new relics and start working on time attack mission changes + new enemies.

Echo #106: Second weapon rework

I've been working on another weapon rework for a while now.

The first weapon rework made pylons and nodes reduce ability cooldowns and ether costs.
It was a good idea on paper, but because pylons and nodes don't affect attack abilities, relays were much more useful than pylons and nodes.

So I have decided to have another rework to make pylons and nodes useful.
Another goal is to increase attack variety.

Second weapon rework makes all weapons increase weapon damage, and work differently with different abilities.

For example, Missile Strike will release missiles from relays, shards from pylons, and AoE waves from nodes.

Same is with other attack abilities, so in total there will be 9 different attacks, 3 for each weapon type per attack ability.

As I'm writing this echo, I have already made 8 attacks, only one to go!

So that's part 1 of the second weapon rework.

Part 2 is to re-implement ability cost modifying effects to the game.

Right now the plan is to add relics with these effects:

===

House of Hate, Isotope Equalizer:

Triples weapon damage
Doubles ability ether costs
Doubles ability cooldowns

===

Atomic Library And Muon Loom:

Reduces ability ether costs by 90%
Reduces weapon damage by 90%

===

Tempoquake, Cryoflash:

Reduces ability cooldowns by 90%
Reduces weapon damage by 90%

===

Zero Spire, Coolant Injector:

Doubles ability ether costs
Halves ability cooldowns

===

The Pendulum:

Halves ether generation
Reduces ability ether costs by 25%

===

Part 3 is giving abilities weapon synergies.

For example, installing relays will increase the chance of Shards of Chaos ability releasing 10 shards instead of 5.
Most of the abilities should have some sort of weapon synergy effects.

It's a lot of work to come up and implement these effects, so I will be adding them gradually.

Attack ability changes and new relics should come out with the next update.
The next update should be released this month.

Aside from weapon rework, the update will include new enemies and time attack mission rework.

Hope this sounds good.

Until next time!

PS.: You can now help translate Sector Six to your language >> https://steamcommunity.com/sharedfiles/filedetails/?id=1563321679 https://steamcommunity.com/sharedfiles/filedetails/?id=1558959075

Community translation support

Now you can help to translate Sector Six to your language!

Get started: https://steamcommunity.com/sharedfiles/filedetails/?id=1555466753 If you have any questions, need more help, or anything, go to this discussion:

Link >>

In other news:

I'm working on weapon rework!
https://steamcommunity.com/sharedfiles/filedetails/?id=1558959075

Update! Amplifier Well, Upgrade Sockets crash fixed + minor changes and language select

Changes:
  • Mission page is now saved.
  • Changed initial player name to "Aos".
  • Removed "Gain XP" toggle, because it's not needed anymore.

Fixes:
  • Fixed: Amplifier Well, Upgrade Sockets relic crash the game.
  • Fixed: Damage from colliding with minions is not calculated properly.
  • Fixed: Pyramids have wrong names and threat levels in arena missions.
  • Fixed: The Core changes after you fail the mission.
  • Fixed: Vendor hint bug.
  • Fixed: Potential issue with True Champion achievement.

Multiple language support:

I have added the language select screen - currently, it's only possible to select English. Soon I will make game text files available to everyone who will want to translate Sector Six to other languages, so, hopefully, more languages will become available.

[Fixed] Warning: Amplifier Well, Upgrade Sockets relic cause crash

I have released a fix to this problem.
The new relic - Amplifier Well, Upgrade Sockets - crash the game. Not instantly, but after you save and press "Start" on the main menu - so avoid installing this relic.

If you already have Amplifier Well installed and saved in your save file, you have two options:

1)
Wait for the update.

2)
Erase save files with Amplifier Well, Upgrade Sockets.
To do that, run Sector Six, then go to C:\Users\\AppData\Local\SectorSix, find the folder that contains your save files, and delete them, then close the game and start it again.


It should look something like this

Note: If you want to keep backup copies of your save files, don't keep them in SectorSix folder.

I'm very sorry!

Update! Version 1.0.2 save file fix + minor changes

Changes:
  • Changed reliquary item drops: Triodes are now as rare as diodes, no relic fragments.
  • Shortened relic fragment description.

Fixes:
  • Fixed: Version 1.0.2 save files cause a crash.
  • Fixed: Anodes generate a different level part.
  • Fixed: Minor number formatting bug.

Save file update:

Loading older save files in this version will set Restoration War contested region to Venerion.

PS.: This announcement was supposed to be posted earlier, but there were technical issues with Steam.

[Fixed] Warning: Save files created in version 1.0.2 cause crash

I have released a fix to this problem.
While fixing version 1.0.3 save system problems, I have made a mistake and save files created in version 1.0.2 crash the game.

You have two options:

1)
Wait for the update.

2)
Erase version 1.0.2 save files.
To do that, run Sector Six, then go to C:\Users\\AppData\Local\SectorSix, find the folder that contains your save files, and delete them, then close the game and start it again.


It should look something like this

Note: If you want to keep backup copies of your save files, don't keep them in SectorSix folder.

To find out if you have version 1.0.2 files, simply run the game, press "Start", and if doesn't crash, you can play.

Update! XP and experience changes, fixes + new content!

Save system status:

This update should fix the last problem with the save system, hopefully, save files will no longer get corrupted.
If you're still having problems - report them immediately.
I also recommend backing up save files just in case - don't forget that Sector Six save file folders get synced and backups get erased in they are stored there.

New content:
  • Added new minion: Pyramid.
  • Added new relic: Incarnation of Impossibility, Trapped Phasar.
  • Added new relic: Amplifier Well, Upgrade Sockets.
  • Added new relic: Duality of Transience, Etherion's Catalyst.
  • Added new relic: Mark of Defender, Hero's Exempt.
  • Added new relic: Strengthsource, Tridenkorian Flagship Systems.

Experience changes:
  • Removed region XP bonus.
  • Enemies now give 200% more XP.
  • Boss enemies now give less XP, but with global 200% increase it should still be right.
  • Reduced region XP rewards back to 50%/100%/200%.
  • Players will no longer gain XP after failing mission.
  • Players will no longer gain XP in lower level regions.

Vendor changes:
  • Reduced mythical part and etalon prices.
  • Removed generic and optimized part vendors.
  • Removed some of the advanced part vendors.
  • Replaced removed vendors with fractal part vendors in regions 2, 6, 9, 15, 17, 20 and 29.
  • Replaced removed vendors with part vendors in regions 2, 8, 15, 18, 20 and 25.

Ability changes:
  • Reworked Guardian of a Thousand Worlds ability.
  • Reworked Breach ability: Now deals weapon damage whenever enemy shield is removed.
  • Searing Beam now unlocks at spaceship level 18.
  • Entropic Missile now unlocks at spaceship level 4.
  • Spread Mines and Detonate now unlocks at spaceship level 12.
  • Attract Mines now unlocks at spaceship level 13.
  • Creation of Energy now unlocks at spaceship level 22.
  • Concentrated Fire now unlocks at spaceship level 6.
  • Phase Recognition System now unlocks at spaceship level 11.
  • Entropic Fracture ability has been renamed to Dimensional Fracture.
  • Unstable Shield ability has been renamed to Heat Shield.
  • Entropic Missile cooldown has been increased to 10 seconds.
  • Entropic Missile ability has been renamed to Nuke.
  • Capacity ability has been renamed to System Capacity.
  • Resistance ability has been renamed to Defense And Retaliation.
  • Moved Rapid Fire Mode animation.
  • Made minor improvements to Assemble Obelisk ability.
  • Player bladed mines now pierce destructible minion segments.

Term changes:
  • "Phase threshold" changed to "Phase charge speed".
  • "Phase intensity" changed to "Phase damage".

Miscellaneous changes:
  • Optimized parts now have two properties, but can no longer be upgraded with amplifiers.
  • Dropped parts can no longer have cooling rate and ether efficiency.
  • Changed part upgrade chance: Creates pop-up, upgraded instantly.
  • Instead of "Warning: Difficult mission" game now shows recommended spaceship armor and damage for that mission.
  • Waves now affect all minions on screen - minions outside the screen are not affected.
  • Changed what minions spawn in regions to reduce repetition.
  • Effect timers no longer stop while spaceship is in a dust cloud.
  • Improved Asylomandrenlysk's animation.
  • Improved mission 1 artifact carrier collisions with the player.
  • Reduced the number of missions required to fully clear regions. Note: Changes will be visible in new saves only.
  • "Press any key" now applies to the mouse in a first game screen.
  • Base phase damage has been increased from 0% to 100%

Fixes:
  • Fixed: Physical part boost calculation mistake - works with virtual parts as well.
  • Fixed: Damaging wave damage calculation mistake.
  • Fixed: It's possible to break story mission 1.
  • Fixed: Mission 3 database collision bug.
  • Fixed: Bulwark pulls problem.
  • Fixed: Oesa's Radiance set effect is not changing maximum armor correctly.
  • Fixed: Overload ability cannot reduce spaceship's armor to 0.
  • Fixed: Phase delay timer graphical issue.
  • Fixed: Cathode region reward.
  • Fixed: Players can receive level 91+ items.
  • Fixed: Vendor hint is visible after the player gets advanced access, not before.

Have fun!



Echo #105: XP and experience changes

For a while now Sector Six had a bad gameplay loop.
This is how I think it works:

1)
Level 1 player plays at level 1 region and reaches level 2.

2)
Player sees "Warning: Difficult mission" on level 2 region missions because often player's spaceship has level 1 items.

3)
Player decides to stay at level 1 region to get better items and to clear the region.
Because it's a lower level region, the player gets XP slowly.

5)
After completing numerous missions in level 1, the player reaches level 3 and moves to level 2 region.

6)
But level 2 is now a lower level region, and the player continues getting XP the slower way.
Region 3 missions still have that "Warning: Difficult mission message", because the player was playing in level 1 region and can only have level 2 parts.

7)
At this point players only have two choices: Play in level 3 region that is difficult and slow because enemies are strong or play in level 2 region which is easy, but leveling up takes a very long time because enemies don't give much XP. The only way to get out of bad gameplay loop is to play those difficult level 3 missions, until the ship is good enough for them and move to level 4 region as soon level 4 is reached. The other choice can make the player always stay in lower level regions, always out of range of good experience.

Probably there are more reasons to why that happens, such as mistakes in spaceship building, the high rarity of weapon damage parts, players just wanting to clear the regions, etc.

In the end, it all combines into a hellish mixture of mechanics that makes game slow and boring.

I intended for players to always stay in their level regions - that's where the game is most fun.

Changes to combat the bad gameplay loop:

1)
Change "Warning: Difficult mission" message
For example - "Recommended maximum armor for this mission: 4000 | Your ship has 3800".

2)
No longer give XP to players after they fail the mission.

3)
No longer give XP to players in lower level regions.
This would allow players to play at their own pace - it's probably the most important change.

4)
Reduce the number of mission completions needed to clear the region.
For players who like to clear regions, this makes the game slower than I intended.

5)
Remove pylons and nodes from drops until they are reworked to be useful again.
Pylons and nodes would still be obtainable from vendors.

6)
Make generic parts better.
I think this would make the game more fun overall.

7)
Remove region level XP bonus and instead double the amount of XP minions give.

Right now I'm implementing these changes and also trying to fix the save file corruption problem.

Patch is coming soon.