We've finally nailed down all of the major features that we want to offer in the game (we had a tonne of ideas, difficult to whittle them down) and are now building out a rough prototype as quickly as possible. Here's a short-list of features off the top of my head, I'm still figuring out exactly how I'm going to present it on the Kickstarter campaign, which launches April 21st, so feel free to ask questions about these snippets. It will really help me to hear your thoughts and to challenge myself to explain them.


  • Command a crew of 8 units, each with their own unique background, character and attributes
  • Player units can build, repair and deconstruct towers. They can also fight enemies but are relatively weak such that combat is not their primary focus
  • Once a crew member has died, they are gone for the rest of the game
  • Randomized story elements occur on each "tile" you choose on the map. There will be varying degrees of probabilities ranging from common battle to stumbling upon a brutal boss fight or discovering awesome ancient alien technology
  • 3 Tower Classes: Attack, Defend & Resource Extraction
  • Procedural generated maps, every game you play will be unique.
  • Environmental effects such as earthquakes, asteroid impacts and volcanic eruptions add increased levels of difficulty


Show & Tell

My partner Neil has been working on blocking in the procedural generated map, path finding and implementing some basic fog of war. Here he's showing off some of it. It's just placeholder blocks right now, I'm working on the basic version of the art right now.



And here you can see an early mockup attack tower with some logic built in. The idea was I wanted them to just work based on whatever enemy they get assigned and the distance that enemy is from the tower.