Funded! This project was successfully funded on December 22.

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Discover a ever expanding universe in this endless Space exploration game. Featuring procedurally generated everything!

"I don’t know about you, but this is the game I’ve wanted to play my whole life."     - Owen Faraday / Pockettactics.com

"8 bit mass effect with style. promising"     - Nero / Steam User

"shaping up to be what could possibly be the best game of its kind that’s ever been made.."     - Craig Forshey / Super Game Droid

Our (not five year) Mission    

     Have you ever wanted to play your favorite weekly Science Fiction show and engage in the same exciting adventures they do? Travel to strange alien worlds, meet interesting and unique life forms and then if you want... shoot them? In Tiny Trek you will be able to do exactly that. You see, probably like me, you have yet to find a space based game that gives you gameplay that emulates the great Science Fiction TV shows we all love. And thus that is what I set out to do with my latest game project, Tiny Trek.

     Tiny Trek's mission is to provide you with the exact same experience as those favorite adventures we watched on TV, allowing you to sit in the Captain's chair and make those critical and dramatic decisions. From diplomacy, exploration and resource management to epic space battles and exploring alien worlds.

Are you ready to sit in the Captain’s Chair?

     From the creators of Vincere Totus Astrum comes for a universe of exploration and adventure. As the Captain of your own Starship begin your trek of literally endless worlds by first selecting your randomly generated race and ship, then set out for the stars.

     Encounter alien races and exotic locations as you travel in an endlessly procedurally generated galaxy. No two game are the same. As you explore, randomly generated “Episodes” will have you fighting hostile ships, helping aliens and exploring the surface of new planets.

     How long can you survive the deep of space? How far can you travel? Who knows what is waiting for you! Your trek begins now!

Setting out to the stars!

     The game starts with players selecting a Home Star from the intro screen galaxy view. From there you zoom into your new system and select a homeworld. The type of the star and the kind of planet you select orbiting it determines some of the base stats of your race. A low gravity cool and wet world tends to produce sentient species that are more docile in nature, where as more hostile environments lead to more aggressive races. These differences help decide how battle-hardened they are or how adept at science they may be etc. From these base stats a player then sets out to determine the look of their race through a set of procedurally generated tools and what kind of society they come from. All of your decisions up to this point help affect what your ship will turn out like. Using procedural generation the game creates unique ship designs which you can edit. Design choices affect a ship's capabilities and stats. Once you're done, it's time to set out amongst the stars.

     Tiny Trek is designed to be endless... Well, endless if you are a good Starship Captain, that is. Players could select one direction and keep on going, if they choose to do so. The way you lose, of course, is getting killed or running out of resources. As you travel, make sure to orbit some stars and collect fuel. Damaged and need repairs? Visit a planet rich in minerals and mine for them, or trade with a local spacefarer.

     Exploration in itself is fun, but throughout your star hopping you will encounter randomly activated "Episode triggers". The triggers are the starting point for an adventure that is created procedurally from the Mission Matrix. For instance, you may locate a plasma trail during interstellar travel. The bridge crew would then ask you if you would like to investigate. If you choose yes, then the game may take you to a ship in distress in an asteroid field, or one that is under attack or has crashed on a planet. From there, your choices affect the rest of the episode. Attacking the damaged vessel will mark you an enemy of that race whereas tractoring them out makes them a friend.

     And I think that is the cool thing about Tiny Trek. It is a game that is procedurally generated and thus your actions perpetuate the game world. For instance, that race whose ship you helped repair after they were marooned on Planet X sent word to their homeworld about your heroics. And so, when you are attacked by a hostile race later in the game, they may be flying by and lend a hand (thanks to the randomly generated "Episodes"). The current engine design supports over a hundred different episode combinations, and with your help we hope to make that number much larger.

-Galaxy is big: And when I say big I mean really big like a never ending Galaxy with stars, planets, nebula and other space phenomenon.

-Do you have that ship in a different color? Yes we can do that with our procedural generation algorithms.  Everything from the planets and stars to ships and races is created on the fly. And then to take it step further we provide you tools to edit your Ship and your race.

- Lets fire blue particle cannons full... Engage in battles of one on up to three enemy vessels. Cool thing is with the Mission Matrix, a ship might jump out of battle and you may get the option to chase them, once you catch up you may finish them off or two of his friends might be waiting for you.

--You think they have apples on an alien planet? I don't know if apples will be there, but the idea is that you can explore endless alien worlds and conduct various away missions. Planets will contain unique items that your science officer can scan, and your engineer can collect to bring back to the ship for trade.

-Making Friends will be important: Talk, trade and assisting other spacefarers will benefit you as each race you encounter will store an enemy, neutral or friend status. That will effect how your next encounter with them will be.

-Episodes for everyone! In Tiny Trek we have worked on creating a generator that creates randomized missions or as we call it, episodes. Each episode last around 3-8 minutes on average and include everything from search and rescue, transport, battles and more. Imagine receiving a distress signal, then approaching a ship to discover it's a trap. After defeating them and searching the ship discover that the stranded crew is on a nearby planet. The unique Mission Matrix generates over a 100 different "episode" types and puts them together.

-Stuff is cool... Player will be able to collect and store unique plants, materials and relics you discover on your journey. And trade them for other resources or information.

Why do we need Captains like you?

     Tiny Trek has come a long way in it's one year of being developed.  We need your help to get it finished. Tiny Trek will require a lot of polishing and testing as we enter the final development phase. In order to achieve that we need few things outside of the "hard work and sweat" stuff used to build it to this point. The funds raised will be used exclusively to finish out the game and get it to market. The funds would go to the following areas.

Additional Programming Staff: To full implement the vision of Tiny Trek I am going to need some additional code warriors to help me complete the game in a timely manner. I could continue to work on it by myself, But this would stretch out the release time. With the additional programming muscle I will be able to assure that Tiny Trek will be released with all the intended features and functions we all want, and what you deserve as the player. Areas in programming that will benefit from more coders involve the random sound engine, piecing together all the various episode functions and porting to all the aforementioned target platforms.

Music: Vincent Beers a outstanding chiptuneist has provided us two amazing 8 bit tracks for the game so far, To create a truly submersive experience more music compositions are called for to create the right mood in key areas of Tiny Trek. Portions of the raised funds will go to the creation of these musical pieces. 

Operational Costs: Being Indie is a tough business, involving lots of cheap ramen noodles and store brand sodas. However some of the costs of game development can't be deferred by time and effort. Fees, taxes and other associated business end costs are tough for a indie to produce, I am hoping with your help that these costs wont kill Tiny Trek.

Stretch Goals

     If we are lucky enough to extend the campaign beyond the funding goal we do have some additional goals in mind that would build a lot more fun into the game.

ACHIEVED! $6,000.00 Raised - Robust Editing Tools: If we can hit this mark we can afford to spend the extra time developing more editor tools for the player, providing more customization to you. More editing tools for your ships and races, more color options, and the ability to edit your home world. At this amount we would also provide procedurally generated weapon systems that you can edit.

ACHIEVED! $8,000.00 Raised - Server based content sharing: If we can raise up to this amount we will be able to hire the database programmer to assist in creating a option where a player could share their games content with another player, and the new player would be able to see that content in their game. Player could share their ship, race or items they encountered in their current play.

$10,000.00 Raised - Mega Melee modes: If we can reach the $10,000 dollar mark we will be able to expand the Melee combat mode we have planned out. We will be able to include the ability to create team battles where you construct teams out of your save files and download NPCs from the server. Then battle one ship at a time against another team. Another mode would be endless mode, where you ship of choice has to survive against a never ending onslaught of Saved NPCs and generated enemies. The third battle mode would allow you to combat against two enemy vessels and you have a friendly NPC to assist you, two on two. The fourth mode would involve a endless round of battles, where each battle is timed. Each victory adds more time to the clock, the faster you can defeat them the more time added to the clock.

Addons

Addition Copies for any platform - $5.00: You can add as many additional copies as you would like for 5.00 each, and can for any platform you select for each copy. This includes PC, Mac, Linux, iOS, Android and the Ouya!

Tiny Trek Soundtrack - $10.00: Get a digital download copy of all the music for Tiny Trek in MP3 and FLAC with cover art and jacket notes.

Steam copy of Clickteam Fusion 2.5 - $60.00: Get a copy of the same tool used to make Tiny Trek and start programming your own game with ease! More information on how Clickteam Fusion 2.5 works is here.

Donate with Paypal

A few of you have asked if they could donate with Paypal. So I am providing the below paypal option for funding. All the same rewards and Adonis will be honored. Please note in you funding which reward level you are after!

NO RED SHIRTS WE HARMED DURING THE CREATION OF THIS GAME

Copyright Gamesare Studios 2013 and Beyond

Risks and challenges Learn about accountability on Kickstarter

The core engine of the game is complete and working well, what remains is to string all the mission pieces together and flesh out more robust content generation for planets, items etc. The Mission Matrix is the last great challenge to the product but the initial code is working so far. With the help of Kickstarter I can assure that these last hurdles do not hinder or delay a mid 2014 release.

I work hard on my projects with the single goal of "would I play this for hours on end" . And I have dreamed of designing this kind of game since picking up that boxed copy of Starflight back in 86, and loading the two 5 1/4 floppies into my Tandy machine. If I can share that same feeling of wonder and excitement I experienced with that game to the current generation of gamers, Then Tiny Trek will be worth the effort. Thanks for reading and thanks for your support.

FAQ

  • So their will be a Mac version, we hope to have it come out the same time as PC, but it might follow a little bit behind. Anyone backing at 10.00 level can get either the Windows or the Mac and anyone backing higher than that will be able to get both.

    Last updated:
  • So we are going to ouput HTML5 and wrap it in a executable for Linux. Let me know if you have any questions on this.

    Last updated:
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