Strap into your favorite starfighter in this exciting multiplayer space combat game reminiscent of Wing Commander and Crimson Skies!
Strap into your favorite starfighter in this exciting multiplayer space combat game reminiscent of Wing Commander and Crimson Skies! Read more
Sector 13 is 3rd-person starfighter combat. Personalized weapon load outs and a huge variety of starfighters give you the ability to optimize your war machine to your preferred play style. Intuitive controls make it easy to navigate around and through the natural and man-made obstacles in Sector 13's stellar arenas.
Sector 13 combines the adrenaline-fueled action of games like Halo and Quake 3 Arena with the combat flight mechanics from games like Starfox and Crimson Skies.
How is Sector 13 different from all those other big space sims that got Kickstarted over the past couple of years?
Sector 13 is a space sim without being a hardcore simulator. Our arenas are stylized versions of outer space densely populated with huge, mined-out asteroids, sprawling space stations and under-construction capital starships. This is a fast-paced action shooter with lots of things to fly around and through, with a simplicity of controls that makes players at any skill level feel like a badass starfighter jockey on day one. No slogging through huge manuals to learn how to play, no indecipherable keyboard control diagrams. Just pure, simple, get-in get-out multiplayer deathmatch in space.
Cool, but surely you’re gonna let me customize my starfighter.
Absolutely! It wouldn't be a space combat game without ship customization. We've got tons of defensive and offensive hardpoints that allow you to tweak the weapons load-outs, performance characteristics and abilities of your starfighter. Flying a heavily-shielded beast of a bomber that could use a little more afterburner juice? Strap on an extra fuel pod. Feel like your cluster missiles would be happier punching holes in targets with their big brothers? Sling a pair of area-nukes under your wings for some extra firepower. And while you're at it, might as well slap a new paint job on the whole thing to make sure everybody knows who's coming for them.
But won’t the hardcore players have an advantage over me with all those upgrades?
The core philosophy of Sector 13 is that no starfighter is fundamentally “better” than another; they are all just different. Some starfighters are faster than others, some have more firepower than others, some are more heavily defended than others. But every starfighter has a number of advantages and disadvantages to balance them out.
This philosophy extends to the hardpoint system as well; no single weapon is fundamentally “better” than another. They all have different abilities that work better in different situations, and you get to choose which combinations work best for your individual play style.
If you'd like to help us get Sector 13 approved for Valve's Steam platform, head on over to our Greenlight campaign page and consider giving us your vote!
- 16-player competitive & cooperative multiplayer
- 25+ unique, playable starfighters
- Dozens of customizable hardpoint weapon configurations
- 12+ densely-populated arenas
- 4 different game modes:
- Blow Up All the Things (Classic Deathmatch)
- Corporate Wars (Team Deathmatch)
- Capture the Flightpod
- Bury the Ace (Regicide)
- Releasing on PC, Mac and Linux, and with your help, Xbox One and PS4
The minimum funding goal will result in all the features listed above. Additional funding above the main goal will unlock the following features:
Humanity has expanded beyond the stars.
Worlds once apart are now connected by the phenomenon of foldspace. Government and industry feed on the never-sated desire to expand borders and push limits. New life and new technology: today's dreams are tomorrow's truths. This is the golden age of exploration and expanding horizons.
Yet, there is still war.
Beyond the Great Rift lies the newest of humanity's conquests. These virgin territories promise wealth in unrivaled quantities. The multi-sector entity that is the Galactic ConFederacy designated this region as Sector 13, placing it under its military protectorate, and ultimately, its control. But against all standard directives, the Galactic ConFederacy also invoked the first full-sector charter for corporate action within this region. Any and all industries were given the legal right to claim land and space within Sector 13.
Nations had none.
This tumultuous rush for resources and lack of government muddied the legal aspects of fair play, and as industries multiplied, so did the acts of violence. The deployment of highly-skilled combat units into Sector 13 was soon as commonplace as other commercial ventures. Industries became syndicates to protect their interests and increase their cost-effectiveness. Not only was Sector 13 a new region for settlement, but few elsewhere could produce with such quality and at such a budget, whole worlds sometimes functioning as nothing more than factories for the production of a handful of products. It was a laissez-faire system realized, something the known galaxy had previously never experienced.
The perfect free market.
Wealth and influence have shifted a thousand times in Sector 13. Now it is held by the Great Four: the Daetrexx, the Magnarri, the Ourobine, and the DrakCon. These are megacorporations carried by a trillion souls.
This is their Sector. This is their war.
The starfighters of Sector 13 are the stars of the show. Each one is unique in styling, combat role and performance characteristics. Here are a few examples:
Designed as a short to medium range starfighter, the Raven has been the backbone of the Magnarri fleets for decades. Strictly carrier-borne, the Raven's role is that of an escort, and fleet defender. Its balance of firepower and agility give it excellent ship-to-ship interceptor and dogfighting capabilities. Its only drawback is the need for specialized scramble and recovery equipment in order to achieve the ships full potential as a defensive screen. The Raven can be found throughout the galaxy modified for more conventional fighter roles including atmospheric superiority.
Originally designed to replace the Blade as a space superiority fighter, the Rapier was intended to be every bit the dogfighter that the Blade was, while improving its range, firepower and weapons payload. The Rapier exceeded Daetrexx expectations, even though it never replaced the niche the Blade filled due to it being far more expensive. The Rapier instead found itself marketed as an extremely effective heavy fighter. A next generation powerplant, hardpoint connectors, and shield generator all contributed to the Rapier's legendary status among elite military and mercenary units, but the mystique around the Rapier cannot be fully explained by any list of technical specifications or engineering accomplishments; the Rapier has simply been loved by any unit that it has seen extensive use in. Typical duties include: small-scale capital strike craft, ground support light attack craft, capital escort, bomber escort, and space superiority fighter roles.
Originally designed as a ground support fighter, the Venom design was so effective that a space capable version was produced shortly after the original Venom entered service. Though not as fast as the Cobra, the Venom retains a slight edge in manoeuvrability along with upgraded weapons and aerospace capabilities to fill roles that the Cobra was not suited for, such as medium attack and strike fighter roles. Several versions of the Venom include upgrades for fighter/bombing, Capital strike, ground support, reconnaissance, and other non-conventional fighter roles.
The Wyvern evolved from the need for an attack starfighter that maintained its fighting prowess in a wide range of atmospheric conditions as well as a high performance deep space fighter. The Wyvern fulfills these needs well, with a range of adaptable roles that the ship can perform. The Wyvern, while still considered an excellent dog-fighter and ground support fighter, easily navigates in atmosphere better than any other starfighter in the DrakCon fleet. The increased range and speed over the Draco make it better suited in escort roles, while the increase in power output to secondary weapons systems makes it a more flexible attack craft. However, concerns among fighter pilots about the compromises to agility in deep space and primary weapon systems have kept it from reaching the level of success seen by the Draco.
One of the more popular variants of the Guardian, the Sentinel is intended for purchase by star systems as a value package offering. Realizing that most star systems are rarely forced to engage a technically superior enemy, this configuration's purpose was to act in a ground support and suppression role in small scale inter-system conflicts, local rebellions, and large scale policing actions. The key revision was to cut power requirements of the craft in half, while boosting the amount of munitions. This lead to a compromise that actually increased maneuverability and maintained top speed, while still packing the famous Guardian firepower. However, this compromise also came at the price of lighter armor and less energy available for shielding. The cost savings more than justified these compromises to most military budgets, and as a result, the Sentinel is one of the most common variants of the Guardian.
Every starfighter comes equipped with a stock rapid-fire weapon that has essentially unlimited ammo, and a homing weapon of some type. In addition to the stock weapons, each fighter has a defensive hardpoint, which can be fitted with a passive attribute upgrade, or some kind of defensive technology such as chaff or mines. Starfighters also have a variable number of offensive hardpoints on which additional special weapons can be mounted. Here are a few examples:
At launch, Sector 13 battles will be fought within four different combat theaters. These are large regions of space where the various factions are fighting for control, and each contains a minimum of three arenas.
As an abundant source for the raw material civilization needs, the asteroid ring around the third planet in the Vegir system is contested by a number of prospectors trying to reap its stellar gains.
The rings formed in the early life of Vegir 3 by a cataclysmic moon-on-moon impact that scattered crystallized magma from the mantles and denser metals from both cores. Much of this material was captured in orbit around the gas giant, and is easily exploitable with low tech hydro- and thermoclastic mining technologies.
Competition between the factions has led to all-out hostilities in attempts to control the region. Because the system doesn't have a foldspace choke point, much of the combat plays out in and amongst the rings and mining structures around Vegir 3.
This ancient region is home to several black holes in slow orbit around each other. Between these exist stars in various stages of incandescent death. Star-matter crushes down into white dwarfs, the helium shells of supergiants glow blue as their remaining hydrogen is blown away on hot interstellar winds, and supernovas collapsing into themselves emit beams of radiation that set subatomic dust clouds alight. This is a region of agony and hellfire on the best of days.
It is here the Daetrexx Macrostructure builds its newest and strongest warships. Kilometers-long destroyers lie in various stages of construction surrounded by the cosmic chaos of Hell's Porch.
The enemies of Daetrexx have come to realize a hidden production facility exists here, balanced precariously between the tumultuous gravity wells, and it's only a matter of time before the shipyards are finally located. But until then, they continue to bring out advanced weapons of war that give the Daetrexx the edge in any symmetrical fight.
An orphaned ice crystal field exists in the heliopause halfway between stars. Being an unlucky recipient of a gravity slingshot from a gas giant in the Kamma Doré solar system, the iceteroid field has been on a 40,000 year journey away from its home sun. Within the field's water crystals are organic chemicals and mineral precipitates in volumes that are optimal for the construction of Ourobine sol cells, the most energy-dense solid state elecrochemical cell on the free market.
This crystal field is teeming with Ourobine robotic sub-sentience that swarm the fractal geometry. Deposits are melted and collected. Chemicals are separated and fractionated out in gravity towers. The sol cells are assembled and delivered to fusion chambers where pulses of decaying neutrons charge the solid state metals. Any neutrons that aren't caught by the apparatus spread through the ice fields and chain react with the deposits in the ice to create scintillating waves of light.
The Ourobine will not give up this region without heavy losses, and if capture is imminent, the fusion chambers are prepared to deliver oblivion.
Light is the eternal historian, and its photonic record proves the unfortunate fact: the brightest of humanity's endeavors is always war.
The Starship Graveyard is the result of a brief but intense event 20 years ago, when battle lines were drawn, and the four megacorporations attacked one another en masse. The shocking effectiveness of their weapons can be seen to this day by looking at the region through a gravity lens and reconstructing the light readings.
Individual engine signatures can be seen flaring from the largest vessels, high intensity SCANR pulses fight disruptive ECM technology, and there are the blasts from high energy weapons collapsing shield weave and vaporizing armor.
The losses were colossal, and no faction came out on top. The sheer magnitude of floating hulks with unstable reactor cores, and unknown quantities of unexploded ordinance makes the area a minefield. The GCDF patrols the region to keep the worst scavenging at bay. But the megacorporations are regularly involved in recovery and intelligence-gathering operations in the area.
The event was instrumental in changing the way the corporations wage their wars. It also called into question how much of a grip the GCDF really has over Sector 13.
Daetrexx Macrostructure Theme
The Drak Consortium Theme
Jay-Dev "Grumpy Sam" Karunaratne
Designer & Writer
Sound & Music
Sector 13 has been a passion project for over 11 years, with the current incarnation in development for the last 3. The cofounders of Reactor Interactive, Ryan and Drew, began building the game as a side project in college, and have never stopped designing, building and rebuilding the concept in their spare time, along with many talented volunteers that have shared in that dream.
The money raised on Kickstarter will allow us to work on Sector 13 full-time and bring the completed game to you within one year. As we meet stretch goals, we will be able to enhance the core vision for the game by bringing on more artists, programmers and designers.
For the fans of the last decades’ greatest space shooters, and the competitive multiplayer gamers out there, Kickstarter is the perfect vehicle for you to give us your ideas and tell us what does and doesn’t work in the design as the game evolves to completion. It’s also the best way for us to maintain our independence from publishers who might wish to manage away the most innovative aspects of the game.
Risks and challenges
Any software development project comes with the inherent risks of difficult-to-predict completion times and often-changing requirements. This goes double for video game projects because you often don’t know if a feature is going to be fun until after it has been coded up and art has been made.
We have reduced these risks in a number of ways. The most important mitigating factor is the fact that we already have an extremely fun-to-play pre-alpha demo that some of you can play as soon as this campaign is successfully funded. More and more of you will be able to start playing alpha and beta builds long before the final version is scheduled to be completed, so that you can be hands-on in tracking our progress and letting us know how you feel the game is shaping up.
Another mitigating factor is that because we are using the extremely versatile Unity 3D engine, we can quickly prototype new gameplay mechanics without investing a lot of time that would otherwise be wasted if the prototype doesn’t work out as planned.
And last but not least, we are a very experienced team of professional game and software developers with a proven track record of delivering on-time and on-budget. Many of us have worked remotely with one another for nearly a decade, and we know each others’ strengths and weaknesses very well. We're a very cohesive team that has had years to hone our workflow and work very efficiently with the limited time we've been afforded thus far - a trait the vast majority of new indie teams do not share.Learn about accountability on Kickstarter
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