Genre: Real Time Strategy (RTS), Simulator, Strategy, Adventure, Indie
Void Destroyer
Void Destroyer 2 - Reveal/Announcement/Coming Soon Page and Kickstarter
Hey guys!
Proud/excited/nervous/anxious to show you the first glimpses at Void Destroyer 2.
Here's the first trailer:
https://www.youtube.com/watch?v=DDbUKgadJ4M
Check out the Coming Soon Page on Steam -
http://store.steampowered.com//app/369530
As you can see there's a new art style - I hope you like it - there's a lot of thought behind the scenes put in for the art style, as far as uniqness and viability for an indie project.
I hope you follow and wish list the project - and let a friend (or two!) know about it.
A little bit about Void Destroyer 2:
It is a space sandbox game - and like Void Destroyer it will also combine space combat and RTS elements - up to the player to decide/chose when to use what. But this time in a non-linear environment.
Many of you asked for a sandbox type game set in the Void Destroyer "world" - so I'm happy to oblige. And as an added bonus the two games don't share the exact same genre so Void Destroyer will remain a awesome space combat and RTS mission based game.
Also - like Void Destroyer I've turned to crowd funding to help - so if you are into that sort of a thing ;) consider backing the project on Kickstarter.
Here's a link: https://www.kickstarter.com/projects/1718477862/void-destroyer-2
Without your support - Void Destroyer 2 wouldn't be possible - the proceeds from Void Destroyer go towards its funding.
I'm very excited to be featured on the Steam Summer Sale - unlocked via the Monster Mini Game. There's so many amazing games on sale, its an honor being included.
EDIT: the feature discount is over - but the regular Summer Sale Discount is still pretty nice ;)
Thanks for considering purchasing Void Destroyer. I hope that the Summer Sale brings a lot of new fans to the game.
Feel free to ask questions, post feedback, you can friend me on Steam, post messages on the forums, or just email me (paul @ void destroyer . com ).
Here's some info to hopefully maximize your enjoyment of the game.
What is Void Destroyer:
Void Destroyer is a mix of RTS (like Homeworld) and space sim (like X series, Freelancer, Tie Fighter, Wing Commander) games. It features both fleet command and direct flight (including capital ships). It is a story based single player game. There is an instant action mode with pre-built scenarios, and a battle editor for you to setup your own crazy fights. There is also a free "Mini Sandbox DLC."
Void Destroyer has crazy big battles, that you can control from a fleet view, or fight in a fighter. There's boss fights, unique challenges and huge alien death cruisers.
Void Destroyer is an indie game - that cost $40k USD (not including my time spent) most of which was raised via Kickstarter. It took 5 years to make (with me working mostly nights and weekends on it).
There aren't many games that mix these two genres - mixing genres is often too big of a risk for most AAA and even smaller studios. Luckily indie games thrive on risk, that's our currency.
Also you can friend me and message me - or email me - paul @ void destroyer . com
Difficulty/Getting Started Issues:
Depending on your experience with space sims and RTS games - the game can can be a bit more challenging at the beginning than most other games - it is a mix of two genres and you are tossed into the commander role very fast. Enemy forces come at you with the intention of winning.
The RTS and space sim genres don't have nearly as many games released each year - so players tend to be less experienced with them - thus there might be a steeper learning curve - but once you get past it - you can become a immortal space warlord.
So if you ask me, its worth it.
Tutorials: Very much recommended.
Difficulty options: The game features difficulty options, these are best used before most of your fleet is destroyed.
Command ship upgrades: There are some very powerful abilities that can turn the tide of battle. That destroyer giving you problems? Capture it with the command ability, now you've taken out an enemy and gained a ship.
Hints and tips: The game's built in guide has a hints and tips section.
Also you can friend me and message me - or email me - paul @ void destroyer . com
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Once again, thanks for your interest in Void Destroyer, I hope you have a great Summer Sale.
Paul
Mini Sandbox DLC Released!
Hey guys!
The mini sandbox DLC is now released and available to all owners of Void Destroyer for free.
To add the DLC to your game - in the Steam client, click on Library, then click on Games, then click on Void Destroyer. Then check the "Installed" check box next to the Mini Sandbox DLC and the DLC files should download and install.
I whipped up a quick video to give an overview and details:
https://www.youtube.com/watch?v=0ZIzwzEJemQ
What is it?
A few months after Void Destroyer's launch - I started experimenting on what is planned to become Void Destroyer 2. It quickly became apparent that given a bit of effort and care (not to mention generous testing from players) I could release the current work on Void Destroyer 2 into a playable DLC for you guys - and that is what the mini sandbox is. A prototype and proof of concept for Void Destroyer 2.
So while it lacks a many (many!) of the planned features of Void Destroyer 2 - it lets you have fun in a sandbox environment. You start off with a basic ship, and are left on your own from there. You can travel the game world, explore the void, do missions, battle pirates (or become one), bounty hunt targets, buy a better ship and even build up a fleet.
Because the DLC re-uses all of Void Destroyer's assets, because the interfaces for the sandbox elements are very minimal and unoptimized, and because all the work (code wise) goes on to Void Destroyer 2, and because "Hey, why not?" - I decided to release it for free.
In addition to giving you guys a unique and fun game mode - I hope that it gives us something to discuss for Void Destroyer 2.
If you want to toss some ideas for Void Destroyer 2:
I hope you enjoy and thanks for supporting the project!
Paul
PS: thanks to all the testers! If there are uncaught issues while playing please be sure to let me know.
Testers sought for Mini-Sandbox DLC - Steam Codes Inside
Hey guys - getting ready to release the DLC early next week. Here's some codes to do further testing.
Please try to grab a code - only - if you have the time to test this weekend and give feedback - otherwise the DLC is free anyway early next week.
Also I'd be nice if you let me know which code you grabbed so I can remove it from the list. Plus if I know that the codes ran out - I could post some more if more testing would be good.
I'm looking for some Void Destroyer fans to help out testing the upcoming "Mini Sandbox DLC"
Mini sandbox DLC? What's that? You ask...
Well its a planned free DLC to Void Destroyer.
Its basically what the name says - a fairly small and basic sandbox - set in the Void Destroyer universe (after the events of the main story).
I want to keep this brief because there will be a larger post/announcement as the DLC gets closer to release but here's the basic info:
As I started working on Void Destroyer 2 - I realized I could release a sort of a proof of concept/prototype of it as it is fairly playable - though simplistic game (in the general scope of sandbox games). Simplistic for various reasons - for example there are no civilians (due to not having assets to have a civilian faction) and just getting started on the sandbox route.
Anyway - I thought you guys might enjoy the mini sandbox so I hope that becomes the case and this DLC adds to the value of the game and your enjoyment.
Back on topic
I'm looking for a few dedicated testers to donate about an hour or so of their time testing the initial build and then a few more hours for later builds. If you are interested and if you have racked up a bit of time on Void Destroyer (so that I know that you'll be ok being tossed into the DLC at its earlyish state).
Post a message on this forum: http://steamcommunity.com/app/259660/discussions/11/
We'll go from there.
Thanks - and thank you for supporting the project.
Paul
Void Destroyer - First Month - Update
First I want to say that - Void Destroyer - being an indie project, relies on its player base for far more than just money. I want to thank you for your support, patience and feedback. Together we've made Void Destroyer a better game!
Void Destroyer's launch went so well - that I decided to quit my day job. Thanks to you I am now a full time game developer - this is something I dreamed about during the years of Void Destroyer's development. And now its here! When I look back and reflect - I am left speechless, so lets leave it at that.
Most of all I want to highlight "pretty mode" - during Void Destroyer's development, many players asked for the option for "tactical mode to look like ship mode." I've kept this in the back of my mind for a few reasons, now that the game has been released it was a good time to look into this and (although there were many challenges) it went better than expected :)
Here is a video update with more details: https://www.youtube.com/watch?v=VBg9h1enyDA
Direct Link
Thank you once again! There's more planed - but I ran out of room!
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Full patch notes:
Suggestions and Requests:
On screen messages (eg: ship build/destroyed) now show faction colors.
Tiny tweaks to dialog to better inform player of possibility of resource sharing.
Added toggle "all turrets auto control" and "all turrets player control" by player request. Player didn't want to press F5 repeatedly when in F5 mode to shut off player controlled turrets - instead have it as one button. Default / key.
Re-enabled - "turret target only" in command mode. Splits up ship targeting and turret targeting. SHIFT + T by default. This is for players that want ship crew to pilot, but want to do targeting and firing by themselves - without it impacting ship orders.
Color blind assist HUD - check box added to Options menu for Color Blind Assist. Changes HUD markers (non targeted ships) friendly to blue. Changes friendly ships on radar to blue as well.
Ship mode - additional feedback via GUI messages and color coding.
Improvements to Command mode - toggling turret groups (better feedback and prevention of same turrets selection). Additional feedback via GUI messages.
Sped up tactical/ship mode transition.
F5 to select all combat ships, SHIFT + F5 to select all non combat ships.
Command ship abilities - using them when outside of the command ship (support/additions - based on player feedback).
In during move command - moving mouse to the edges of the screen will move the camera like in "mouse GUI" mode.
Can now toggle on/off the "auto mouse move helper" - now default off. Hold down the CTRL key to toggle on.
Oversight - pressing M key (to initiate move command) now works just like right clicking on empty space (first marker is at mouse's position).
Guard command.
Mouse "GUI" toggle - hold down CAPSLOCK key (by default) (CTRL key is a modifier and thus problematic when you take your finger off of it - it doesn't exist any more to be tested against - long story) to be able to click GUI elements while in ship mode, when released mouse flight control (or look if in turret/command modes) will be re-enabled.
Toggle all turrets primary/auto added to cockpit/chase modes.
Select all ships of a particular class - go to the "fleet" GUI, double click on the ship class buttons to select.
"Tactical mode that looks like ship mode" - can be set as default in Options - Game play - then check the "pretty mode" check box.
New "tactical mode that looks like ship mode" - added toggle to "highlight" (changes the outline color) to faction colors to help recognize which ship is on which side. Default key - CAPSLOCK - might tweak the effect to be less ugly.
Camera improvements- can now zoom in out while the camera is changing focus. It feels a bit jarring... but hey the camera feels less static, and its optional.
Camera work - when "attached" camera zoom will be slower/faster depending on distance to attached object (command mode and orbit/attached in tac mode).
Sped up "focus tactical on other object" camera movement.
Added gamma slider (slight performance loss if used).
Mod support - added "always on particle effects" to ships.
Not being able to have more than one sun in one map.
Sound engine improvements - more sounds, less pops, and possibly improved performance.
Cloud saves enabled.
Repair ships - better management of repairing orders - via guard and patrol commands.
Difficulty:
Wardrum gets a 21% heal when reaching the Palm, first wave is delayed by additional 60 seconds.
AI bases don't max out their attack numbers when an enemy ship is nearby (this seems to have caused a lot more than intended frigates in the Hub mission).
Difficulty tweak - AI bases have 50% chance of adding additional unit to the next attack wave (before was 100% chance).
2 new platforms added to early game.
New Tutorial - "Self Paced Training Mission" - a fairly complete mission covering, command ship upgrades, building, combat, research, and some tactics. Combining these elements to put them into context.
Difficulty help - the "you died" screen now has a button for the tips/hints section.
Additional damage setting added (25% less damage to player ships).
Bug fixes:
Tiny fix to control mapping GUI (section not automatically appearing).
Queued music wouldn't clear on load - causing big saved file issues and probably other random anomalies.
When having targets queued, issuing a "regular" attack command (non queued) wouldn't clear targets.
Sound engine - UI sounds would sometimes be cut off in big battles.
Carriers without turrets/weapons didn't function properly.
SPROG fire mode not working properly in military parade formation (WIP).
"New leader" button in formation GUI - old leader would leave formation instead of joining as follower - messing with formations is scary because its formations which are a bit source of crash bugs (but this seems pretty safe).
Part of mission sending some ships away didn't take them out of unit cap.
Gravity drive position offsets (resulted in ships oddly jumping to far off spots).
Bug fix with target queues.
Crash Bugs:
<*>Formations- auto leaders and military parade formations.
<*>Formations - selecting leader.
<*>Automatic naming of ships -conflict resolution code wasn't enough (trading ships entering/leaving bases on cargo delivery triggered this).
<*>Issuing a go to command then issuing another command in the meantime.
<*>Mouse over while shipyard being built.
<*>Transfer station destroyed while a cargo pod was being delivered.
<*>Loading a game where a ship entered a gate causes an anomaly in loading.
<*>Entering gate while ship was being produced - on map transition base was deleted and when shipyard wanted to return resources.
<*>Ships exiting gate trying to form up with lead ship that exited gate - in case the leader died.
<*>Loading game twice or more then interacting with command ship abilities GUI (old GUI events not cleared properly).
New Objects:
Platform - Radiation Field generator - a area of effect bomb in space.
Platform - Gun
Void Destroyer - Release Announcement
Over a year ago Void Destroyer launched on Early Access, now I feel it is ready to officially launch. To kick things off I created two new trailers, they are on the store page, but I'll link them here as well:
The mega music trailer: https://www.youtube.com/watch?v=zVdito6v1cY
Direct link
The more subdued mechanically focused trailer: https://www.youtube.com/watch?v=O0rFGZuqXb4
Direct link
I hope you enjoy watching the trailers as much as I enjoyed making them (playing the game).
Void Destroyer is a unique project, there's simply not many (any?) games like it out there. This makes it a challenging game to sell - in an already challenging and competitive environment. It takes a bit of time to understand all the possibilities that it offers to the player and the two genres. So if you are part of gaming communities or know someone who might be interested in the game, please let them know about it (for example: chose the trailer you like the most and pass it on).
At launch I'll be focused mostly on release issues - hopefully this will be a short list. After that I plan on putting in some features and tweaks that I've been saving - so that they don't delay the launch. And after that I'll investigate and pursue longer term plans, I'll keep you guys informed.
I feel the need to express some gushy stuff, so if you start rolling your eyes, feel free to safely skip reading the rest.
It's been an incredible journey, and whatever happens - this is a realization of a dream.
I want to thank Kickstarter backers for the funding that they generously trusted me with. Without you I don't know if launching on Early Access in the first place would have been possible.
I want to thank Early Access players, also for trusting me. Without you I wouldn't have been able to accelerate development. Without you I wouldn't have solved a incredible amount of issues and add things that I've overlooked. Without you I wouldn't get valuable feedback on the game to make it a better experience.
I also want to thank future players - I hope that you have a lot of fun playing the game and we have a lot of fun together discussing and improving the game. If you experience an issue - please feel free to contact me, either on the forums, friending me on Steam or through email - paul [at] void destroyer [dot] com
There's a lot more to be thankful to - Steam, the incredible game development communities, the artists musicians and devs who helped me get here. The incredible times we live in where knowledge and tools are so shared, friends and family. People tend to say that this is a one man project - but that is only the case you ignore hundreds.
thank you
Paul
Void Destroyer - Release Plans
Hey guys - I'm planning on switching from Early Access to release.
For potential customers - Void Destroyer will launch at its current price - $14.99 with a "industry standard" discount applied at launch. So if you are thinking of purchasing and want the discount - wait until launch day to purchase (add the game to your wish list). If you don't care about the discount - wait till release day anyway to spike sales and to gain Steam's attention ;)
I thought about increasing the price (I see other indie projects with higher prices), but I think that $14.99 is a great price for the value that the game provides. I want players to think - a great game at a great price, I have to tell a friend. The game won't be a success without that and future games are at stake.
So the current plan:
Today: Finalize tutorials (one left). Update Steam version.
Then start working on main launch trailer.
Tomorrow: Finalize some annoying issues (mouse control of ship not always being on - is big on my list).
Next week: Constant tests
Game play trailer, "dev video" trailer
Work on store page, new screen shots, home page
Marketing (emailing YouTube channels)
Launch: Week after that (week of January 19th) - release on either Tuesday or Wednesday or sometime soon after, depending on conditions.
What does the release mean?
It means that I feel ready to leave Early Access. That Void Destroyer is feature complete, that is is stable, that it has a variety of game modes, that the new player experience is solid (tutorials and in game manual). And is a fun and interesting experience - at a great price.
Because Void Destroyer has been continually updated - you won't see some grand patch.
Short term plans and goals post release:
Handle release launch issues - hopefully a big influx of players - but this also means potentially a lot of issues that slipped through my grasp. Update as needed to fix issues ASAP.
Investigate porting (this depends on sales and cost of a port)
Investigate localization (this depends on sales and cost)
Add a few features that I didn't want to delay the release (for example: wing man commands and improvements to skirmish mode).
Investigate work shop support.
Investigate trading cards.
Most likely create better modding tools.
Long term plans and goals post release:
This is hard to say, a lot of this will depend on sales and based on feedback from you guys and new players.
Thank you for supporting Void Destroyer, Early Access has been an incredible thing for this project, without Early Access Void Destroyer would have been a much weaker game. I hope you guys are happy with your purchase and I hope we make space sim and RTS history together.
Paul
PS: as always feel free to contact me with feedback and thoughts.
Quick Update - in game Guide is now available
Hey guys - Void Destroyer now has an in game guide.
It covers ship mode, tactical mode, non spoiler mission tips and other topics.
Check it out - and feel free to give me feedback on how it could be improved. I tried to design it from your questions on the forums.
The game guide is available from several places:
In the main menu - Guide button
In the - in game menu - (next to save/load) - Guide button
In tactical mode - click the ? button in the different interface screens.
Hope that this goes a long way towards reducing early game frustrations - some of you might be having and improves your enjoyment of the game.
thanks for supporting Void Destroyer!
Paul
Base Skirmish mode
Hey guys.
There's been more than a few requests for a "skirmish" mode (a fairly traditional RTS type game mode) and I usually tended to reply - that was the intention of the already existing battle editor (with some improvements that were planned in the future).
When I play RTS games I usually stayed away from skirmish modes (I preferred the story type game play) so I may have been a bit biased against including this, but the more I thought (prompted via your requests) about RTS games the more I realized that every one I can think of has a skirmish mode. So I decided to add it in.
So here's what "Base Skirmish" mode - in Void Destroyer - is:
An quick and easy way to setup RTS style (base versus base) battles
Player can add/remove friendly/enemy bases to the skirmish
Player can chose map size (determines distance between friend and foe)
Player can chose difficulty (determines starting resources, starting ships, starting defenses and AI ship/base building quotas/numbers)
Player can chose whether research is necessary or all tech is unlocked
Player can have the command ship in the mix - which is upgradable (or fully upgraded with unlocked items - player's choice)
Enemy bases will build marine ships and defensive platforms
Friends/enemies, upgrades, research is unlocked via playing the mission/story game
Player can add special ships/platforms to the map (eg: boss ships, friendly hero ships)
So some of these weren't possible in the battle editor (for example enemy bases wouldn't build defensive platforms - a feature I disabled a while back to keep story mode from being even more "challenging"). But now are possible in both skirmish mode and the battle editor (skirmish mode is basically a quick battle editor configurator). So now maps created via the battle editor can have research, can have the command ship and enemy bases can be a lot more active threats.
The cool thing about skirmish mode is that you can really customize difficulty - for example - have an easy start, but have a one friendly versus many enemy bases - which still results in a hard game. Or if you want start a very chaotic game - start in a tiny size map with multiple bases and watch the constant stream of ships engaging each other.
I still have a bit to go on polish of skirmish mode, but the overall bulk of the work should be done so I wanted to release it out to you guys. As always hope you enjoy and thank you for supporting the project.
Paul
PS: I also improved arena mode - you can now add multiple types of ships in (both friend and foe) and can have the command ship in the battle as well.