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Shallow Space

Infectious Vibes

The team expands and expectations are set as we get it together, jumpgates and stations start the fill the test sector and find new GIF’s and images over on IndieDB

the original aim was just to keep this as a one or two man indie effort (but) it seems the game wants to be more than that and the community simply won’t let me go at it alone.

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Indie DB

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September 12, 2014

The Gift VI

John rewrote the story to flow as a single piece, so the sixth part is kinda blended into the fifth. But you can download the entire saga here in PDF which includes the remaining part. Look forward to more short stories from John in the very near future.

The Gift is the first official tie in story to feature in the Shallow Space universe. Mercenary Marlon Kurtz has planned the biggest heist in the history of man kind on the most alien of planets, but first he must counter the might of the Terran Navy. ‘The Gift’ sets the scene for the upcoming Alpha release of the upcoming computer game ‘Shallow Space’

Volcanic planet - shallow space

Download “The Gift (PDF)” the-gift.pdf – Downloaded 69 times – 125 kB

0 Comments
September 12, 2014

Incoming Singularity

Well making this game is proving to be a bit of a mammoth task, there must be tens of thousands of lines of code by now. I know one thing for certain; it gets better everytime I touch it and as I emerged victorious from my tussle with the core mechanics, my eyes settled on that big lifeless floating model of a gate that was screaming out to be used and so I did.


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2 Comments
September 10, 2014

Some of the latest in-game screenshots featuring the new UI and shield effects.

 

0 Comments
August 31, 2014

Formations

In this latest video you’ll hopefully be able to see that i’ve implemented the basis of the player pack mechanic, which the AI has been using ever since the video ‘Emergence,’ but what does a ‘Pack’ entail? and how will it help you control your battlegroup? Well i’ll start to build those foundations here…


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August 31, 2014

UI Simplified

Busy all round here, still combing through the code, rewriting and bug fixing – but one things for sure, it’s shaping into the basic game quite nicely.

sspace 2014-08-19 22-03-52-47


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August 21, 2014

The State of the Art

New update over on IndieDB where I talk about getting noticed by some big names, some talk of the new UI and I start eluding to the bigger picture

Shallow Space isn’t about creating a single title, for me it’s about perfecting a recipe and breaking that down into bite size chunks….

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Indie DB

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August 15, 2014

The Gift V

The Gift’ continues in part 5 of 6, if you missed the previous parts, you can catch them here in the Story category -we are forging lore here as John has also released his first Shallow Space novel so you can catch Part 6 early. Find out more about downloading it for Kindle on John’s blog post ‘Where the heck have I been?


THE-GIFT-COVER


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August 12, 2014

Turrets Revisited

So I’ve created a big battle sandbox of sorts and with the key bits tested and a few mental observations made; I decided to take it right back to the basics and explore the view from the individual ships and comb back through the older code.

sspace 2014-08-09 14-14-11-40


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3 Comments
August 11, 2014

The Plan: Stage 1

New post up on IndieDB after my break where I start to put the project into perspective hinting at potential dates for taking it to the next level.

Stage 1 is basically making sure that what I want to do can be done; information gathering, prototype creation and building a strong team to propel the idea forwards…

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Indie DB

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August 5, 2014

Shaping the User eXperience

So the mechanics are getting there, I can orchestrate big enough fleet battles now but it’s time to rein in the control. While I unpacked my new flat (in the blistering heat) I had a little think about gameplay inspiration and my thoughts settled strangely on a keen favourite of mine. Now I don’t know about you, but the remake XCOM: Enemy known caught me by surprise when Fraxis smashed it into the 21st Century.

Xcom-Enemy


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5 Comments
August 1, 2014

The Gift IV

‘The Gift’ continues in part 4 of 6, if you missed the previous parts, you can catch them here: Part 1Part 2 and Part 3 – it’s turning out to be a story so epic we can’t even fit it into 5 parts so instead you’ll get 6. Part 5 will be released in the next few days.

Marlon spotted the silhouette atop the diamond butte and froze.   Beyond, the fierce lights of the research base lit up the night as if Helios was about to rise. He returned his focus to the figure.  A poor sentry position, thus likely his guy, but not guaranteed. 

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1 Comments
July 28, 2014

(Jörg Reisig) @_Chorge says “Looks very promising!” high praise from Jörg, considering he is working on Dreadnought

Chuffed to see there’s an interesting read over on Rock, Paper, Shotgun; we have orders from above: It seems Ben wants to play the bad guy and likes the proc gen stuff – very interesting indeed!

Just the lightest touch of grand strategy in my Homeworld? Don’t mind if I do, sir.”

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RPS

The Human Fleet

We’ve turned our minds to the concept art for the human fleet. The ships we’re using are just placeholders and will be replaced for much more high-poly shiny assets. So we’ve got the first sketches in from the concept artist, what do you think of the models below? Head over to SpaceSimCentral and cast your vote or leave a comment below.

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Slate1

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July 17, 2014

While I’m working hard to get the mechanics down, Alex is really making the most of the placeholder assets blending them in with the planets very nicely.

 

1 Comments
July 17, 2014

Station assault

The Elizabeth is joined by the Katherine in this assault on a space station.

So in this video I decided to do a little bit more of a stress test, what’s becoming apparent is that I might need to invest in some sort of hardware capture device because it is murdering the framerate. Either that or I’ll start recording the vids on my gaming machine…


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4 Comments
July 14, 2014

“Perdition awaits at the end of a road constructed entirely from good intentions, the devil emerges from the details and hell abides in the small print.”
- Iain M. Banks, Transition

The Human Condition

Up on IndieDB today I give a general progress update and you can catch more of a peek at the explosions with an animated GIF and another piece of concept artwork.

I often sit here scratching my head thinking ‘I didn’t program it to do that’ and with the 3 dimensions of movement and the prohibitive turret arcs which the AI are aware of, it often has the feeling that there is something much smarter afoot…

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Indie DB

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July 12, 2014

The Gift (III)

‘The Gift’ continues in Part 3 of 5, if you missed the previous parts, you can catch them here: Part 1 and Part 2

Captain Tom ‘Hurl’ Gregory’s command chair kicked as the FTL tunnel evaporated. The pressure released on his back and the colour out the viewport coalesced into the painful brightness of Helios, the smallest, shittiest, least useful system in the whole of the Empire.


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July 9, 2014

Celebrating our 100th post on the Shallow Space blog here’s some very early screenshots of Alex at work on the enhanced effects. I’m looking forward to seeing what he does with the weapons, I’m focusing hard on the mechanics and story but it’s hard not to get distracted!

 

2 Comments
July 8, 2014

Order to Chaos

So up until this point the test sector has contained a splattering of AI ships strewn about the place seemingly at random. But is this conducive to steady gameplay or concise storytelling? I think not…

Random ship placement, although it makes for good eye candy, it makes for maniacal combat situations.


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2 Comments
July 7, 2014
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July 4, 2014

Roll the Dice

Head over to the IndieDB page to read the latest news post and get an exclusive peek at the latest concept ship art (AKA Space porn)

We’ve got sketches flying about now, I met an interesting contact on the Nexus 2 FB page (join that by the way, much Q&A and idea exchanging) and this contact has some pretty potent looking sketches…

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Indie DB

0 Comments
June 30, 2014

@DSSMathias “You are certainly doing everything right in that department. Your fx look wonderful.” High praise indeed, thanks! :)

The Gift (II)

Here we have part 2 of ‘The Gift’ following the trials of the leader of the mercenary faction Marlon Kurtz. Part 1 is available here.

The system patrol craft pinged him half way to The Gift. Kurtz ignored the hails and threats and maintained his beeline. The Gift grew beyond the viewport, the albedo of the sharp crystalline landscape giving it a blocky feel.

His scanner detected a second ping – another patrol craft trying to cut him off. He checked his position against his team’s coordinates dirt-side and adjusted his trajectory.


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June 30, 2014
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June 29, 2014
1 Comments
June 29, 2014

UI Revisited

So we’ve taken a turn for the macabre; the much darker skybox, the understated yet eye catching UI – ‘what’s going on?’ you might ask, my answer to you: Progress.

sspace 2014-06-29 23-37-19-31


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1 Comments
June 29, 2014

Fighters Galore

So as promised here we are with a game related update specifically on what I’ve been working on for the last week or so which is Fighters and Carriers, with some action shots of the Earth-like planet thrown in. With this capability given to the AI we really start to see the small test sector take on a life of its own…

Two friendly TCN Light Carriers patrol past a Military Outpost, A Battleship stationary in the distance.


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5 Comments
June 22, 2014

The Gift (I)

Here we have the first of a 5 part short story setting the scene for the Shallow Space universe written by our resident author John Harper, enjoy.

Marlon Kurtz breathed out ice, freezing into fractals against his helmet’s visor. He glanced at the deactivated controls of his little starship’s cockpit then checked his survival suit’s controls, again. Five degrees, as programmed. A week of refrigeration conditions had sounded better in planning than practice, but he reminded himself he was still 278 degrees above absolute zero, and thus a target for anyone looking hard in his direction, so he grunted and tucked his gloved fingers back inside his armpits.
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1 Comments
June 22, 2014

Perfect, the enemy of progress

That’s right folks it is, while I prodded and preened the code it struck me that this could go on for some time if I let it and truth be told, having a bit of a look around,  I seem to have cast myself head first into the great unknown of the 3D RTS genre and lets not forget that it’s been left alone for a long old time.

sspace 2014-06-21 18-35-13-82

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1 Comments
June 22, 2014

Functioning within Normal Parameters

Head over to the IndieDB page to read the latest news post:

I think one of the problems with space games in general is that the ships tend to sit on top of each other when firing, its only when playing the game with the planet inserted that I realised that I can go much much bigger with the level design…

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Indie DB

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June 17, 2014

Course Confirmed

By now there is various information scattered around this site and others so it’s probably a good idea to lay down our intent. From your point of view much is assumed about Shallow Space and this article will start to elude to our direction.

sspace 2014-06-08 00-01-44-99


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June 10, 2014

Battleship

So with the Elizabeth born and good to go I literally couldn’t wait to get some active turrets on her, I took the opportunity to write in stations turrets (I call them Very Heavy turrets) which are now featured on the Battleship, Leviathan and Military Outpost, enjoy.

 

1 Comments
June 8, 2014

@LBokkers said “@ShallowSpace1 That looks seriously gorgeous.”  Thanks :)

Gallery 14

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June 7, 2014

Dreamscape

So I take a little pause from bug fixing to dress the scene up a little bit, of course the asteroids have always looked a little too solid in previous imagery and there isn’t much in the scene to add depth, suffice to say that has changed.

Nebulas, the spice of space

Nebulas, the spice of space


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5 Comments
June 7, 2014

@Acsii211 said I’m really looking forward to getting my hands on it! :D”

A Numbers Game

Some exciting developments in Shallow Space now as we gear up for the alpha and demo releases. Many of the remaining bugs have been squashed and work has commenced on the core mechanics with a touch of work on the UI.

Panel

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3 Comments
June 1, 2014

The Golden Ticket?

So we’ve been greenlit, it’s almost as if a set of pearly mystical gates have appeared before us, beckoning us in – after only 6 days as well.  Joy aside I do think that is a bit of a double edged sword because although we were in limbo, we were also being seen by thousands of people a week and if it’s one thing I’ve learned as a lowly Indie Developer it’s that you just can’t argue with that level of exposure.

greenlit


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4 Comments
June 1, 2014

Gallery 13

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May 31, 2014

Exodus

The passengers applauded as the UES Halifax broke its mooring, the first step of a hundred year journey.  Their shouts rose and fell like waves upon an old Earth beach, grating against the pain in my own heart.

The drydock drifted across my targeting port, a sparse tangle of girders and power conduits.  Inside, blue arcs danced across the half built Ajax, scheduled to depart in six months.


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May 27, 2014

Regret

-was my first failure as a General. Not that we lost the battle, though that is what history will remember, but because I didn’t put my men first. They were boys, all of them. Not in age but experience. Policeman, athletes, kids with eyes full of dreams.


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May 23, 2014

Troubles of perspective

I’ve been setting my mind to what is likely to be the most irritating issue of RTS movement in all 3 Dimensions and that is perspective.

Height indicators are often used in 3D games, Elite being a classic example - but you can see it quickly becomes a mess...

Height indicators are often used in 3D games, Elite being a classic example – but you can see it quickly becomes a mess…


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May 22, 2014

MisterUltimate said “@ShallowSpace1 Checking out your site. Looks wicked my friend.”

Out there

Since writing this post and getting Greenlit, we’ve been toying with the idea of Kickstarter because it’s a lot of work and success is very hit and miss. This article talks more about our (my!) current feelings on the subject The Golden Ticket?

Shallow Space hits Greenlight! As we gear up for the Kickstarter campaign we figured that it’s best to maximise the temporary surge in publicity by running the Greenlight and Kickstarter campaigns in parallel, starting with Greenlight.

logo_ohgodmyeyes


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May 22, 2014

Moving ever forwards

So we’re still whipped up into a frenzy by the rate of our progress and I was thinking that it’s easy to forget just how far we’ve come in 3 months, so I’ve put together another video featuring the best bits with a cool soundtrack to boot.


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May 15, 2014

@mrkenz0 said “Those screen shots look fantastic. Much respect to you sir.”

Shallow Space 9

Over the last few days I’ve been busy adding one of the station models and testing various weapons configurations. There will be many types of stations in game: mining stations, shipyards, trading docks, storage yards to name a few. The military outpost is probably the most awesome model so naturally, it goes in first.

The stations offensive capabilities are brought to bear as a hostile ship near its defensive perimeter.

The stations offensive capabilities are brought to bear as a hostile ship nears its defensive perimeter.


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4 Comments
May 11, 2014
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May 6, 2014

Leviathan

So we mentioned that there are presently 3 designs for capital ships, we’ve seen the Battlecruiser and the Capital Carrier but the final one of the three is perhaps the most important of them all – the Leviathan.

Unity 2014-05-05 22-01-55-79


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9 Comments
May 6, 2014
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May 2, 2014

@gamepopper says “Woah that looks like some good space… o____o”

All together now (new Promo video)

Satisfied that the game now accurately represents the intention i’ve knocked together a promotional video that showcases everything I’ve programmed in so far (apart from time-slow ooops!) In the video we have the TCN (Terran Confederate Navy) Player faction in Blue, the TCN computer controlled sector patrols in Green and the evil mercenaries in Red.

In this screenshot I’m engaging the (currently) hostile Mercenary faction with the help of a friendly computer-controlled TCN sector patrol pack.


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May 2, 2014
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April 30, 2014

Emergence

I have to say that playing with this whole procedural generation lark, it is a most powerful tool. It is both the simplistic in its application but yet complex in output, the generation of asteroids was just the beginning because now i’m generating the ships and their cohesive packs and… Well lets just say that now, I’m really having fun.

sspace 2014-04-27 11-42-27-75


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2 Comments
April 30, 2014

@Acsii211 asks “So what is ‘Shallow Space’ exactly?” it’ll refer to two things in-game – but mainly it’s the nickname the Navy has given the limited area of travel around the home system.

Joining the procedural generation

So now that the house is in order, the guys have their various tasks and we have a pretty new blog to attract some attention it’s time to turn my mind back to the serious.

Started work on the procedural stuff, these asteroids start in random places everytime the game is launched.


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0 Comments
April 26, 2014
0 Comments
April 26, 2014

Hive of activity

The Shallow Space development team is a hive of activity at the minute, as I continually comb through the code tweaking this and adding that, Yogev works on perfecting the musical score and Enry has started sketching concepts as I feed him the ideas.

In this concept drawing a station is depicted, its resource collector’s harvest materials from nearby asteroids.


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2 Comments
April 21, 2014

@Omniste said “Sounds great! I’ll be backing as soon as you launch the funding campaign, pretty sure I know 3-4 others that will too :)

0 Comments
April 19, 2014

Temporal mechanics

The more I make and play this game the more it becomes clear that the player is going to need a coping mechanism when the battles ensue. Sure I spoke about being able to pause the game but I think that’s a little last decade, I fancy something new.

Test 2014-04-17 12-41-05-07


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2 Comments
April 19, 2014

Neal Winter said “Progressing very nicely. The artistic direction is superb. Are you intending to port to Mac as well?” (Yes)

Aaron said “@ShallowSpace1 Now THIS looks like my kind of game! Looks awesome so far!” Aaron is now doing some work for us.

Test 2014-04-11 15-12-12-00

0 Comments
April 16, 2014

The state of the art

So it looks like I might have put a pretty decent post up on IndieDB, because that combined with the change in art direction has seen a sudden surge of interest. I’ve also found a third home on the Nexus 2 Facebook page, some of the input  i’ve received there has been priceless.

movement waypoints

The movement waypoint will allow the player to develop patrol strategies and plan pack manoeuvres in advance of the action. This is something some similar RTS’s of this genre often miss.



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April 15, 2014
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April 13, 2014

The odysessy

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April 13, 2014

Jos van Egmond said “@ShallowSpace1 Yeah I remember again :) it looks quite epic! Well done with the engine trace lines.”

Captain’s log supplemental…

I know my last post was only yesterday but over the last few days i’ve been chatting to somebody who I believe is one of those enlightened individuals. I’m sure you know the kind, you can’t explain it, they have invisible beams of light shining from them and all you can do is admire.

Test 2014-04-11 15-12-20-06

Its amazing what a skybox and a few tweaks can do, as it started coming together my jaw hit the floor.


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April 11, 2014