The PC/Mac demo is now available on Steam!
Build a ship, complete a mission and wave it goodbye when your crew defect to the other side. Then design a new ship to hunt down those mutinous traitors in an endless cycle of punishment and revenge. Don't make that new design too good though, because odds are you'll be fighting it pretty soon.
- Unprecedented freedom of creation - Create the most powerful ship in the galaxy piece by piece, with more than 175 components available and many more to come.
- Exploit your designs - Create the perfect design to complete the mission, but remember to build in a weakness you can exploit later when your crew inevitably turns against you.
- Epic scale - With unlimited combinations available from tiny fighters up to battle stations the size of a small moon.
- Fight your friend's ships - Upload your successful ships and take on the best designs the community has to offer.
- Dynamic Music System - Building your ship defines a music theme unique to that ship.
Coming soon - Seamlessly swap your creations between platforms. We will be holding an extensive alpha for Windows and Mac, with the full release also arriving on Linux, iPad and Android tablets.
The game has two phases: Construction and combat. The construction phase involves placing a power core that determines the size of the ship that can be built, and then adding a selection of ship components. These can be placed, scaled and rotated in any arrangement and will operate according to game rules/physics, affording you a high degree of creativity.
Ship components will have a range of stats and behaviours based on their main function. There will be three main visual styles when the game launches. TriStage components are very industrial and mass produced. SSN is a streamlined vision of the future and 2255 is a retro throwback to the days of pulp magazines and the space race. New styles and themes are planned, based on feedback from our community.
- Core - Cores are the power source of a ship and also the ultimate weak point. If the core takes a hit, the ship will be instantly destroyed. Bigger and better cores will be unlocked through the course of the game, which will allow you to use more powerful components and build bigger ships. Every component attached to a ship will use some of the core power, which limits the size of ships to a certain number of components.
- Weapons - Choose from lasers, blasters, missiles, torpedoes, mines, rail guns, turrets, flak guns, point defense guns and much more.
- Crew - They're just going to turn against you and chuck you into space, but sadly you still need crew to run your ship. As well as providing the numbers you need to use ship components, crew modules can also provide your ship with bonuses to various stats.
- Hull - Hull is where a ship gets most of its armour from. It may be heavy and it will slow your ship down, but hull is vital if you want to survive being hit.
- Wings - Despite what 'scientists' will tell you, spaceodynamics is a real thing and wings will help you to design a much more agile and manoeuvrable ship.
- Engines - The real difference between a good ship and floating space garbage.
- Special - Certain components will boost or specialize the abilities of your ship. Shields, radar, heat sinks, exhaust ports, ion intakes, flares and counter measures can all be used to give you an edge, but can also leave you vulnerable if you can't protect them. Carrier Decks and Shuttle Bays allow you to launch any of your previously designed standard class ships off larger super class ships.
Combat - The combat phase involves you taking control of your ship from a top down 2D perspective and taking on enemy ships. If victorious, you move on to the next mission. If you fail it's back to the drawing board to design a new ship that might fare better.
You will cycle between the construction and combat phases, creating and fighting in a continual progression through better and bigger ships as the missions and the story progress. After each mission, however, you will lose your ship to defection and will be forced to defeat your former crew in the following mission. This creates an achilles conundrum for the player. Build the perfect ship, but build in fatal flaws you can exploit later.
Planet Asbestos - Fighting has broken out between corporations, governments, pirates and private citizens over the rights to prospect for a theoretical particle that theoretically exists in only one place in the universe. Theoretically, that's planet Asbestos. The research and mining costs have already bankrupted several planets, thus inflating the value of the probably nonexistent particle and creating a stock bubble that supports the entire economy of the galaxy.
Your job - Defend the planet for the Suppressed Systems Navy. Your crew has been drafted from prison, which is turning out to be a less successful policy than was promised. Morale is low. Mutiny is inevitable.
Missions - Will consist of a primary objective, after which your mutinous crew will turn up in your previous ship and try to finish you off. Primary objectives include a wide range of scenarios, ranging from taking on simple waves of fighters, to capturing space stations, to evacuating passengers off a burning cruise ship, to building a ship that looks enough like an enemy ship that you can fool your way past their shields and drop a nuke on their stupid face.
Challenge mode - Gives you the ability to fight against ships designed by other players. It’s not direct multiplayer, as the opposing ship will be AI controlled. The missions can be set up similarly to campaign missions, with secondary objectives to complete, or they can just be quick skirmishes with one ship against another.
Take on your friend's ships - Random ships from the community and your friends list, ships of certain classes or weights, survival modes vs waves of ships, or even ships that just coincidentally share the same name.
Rewards - The Alpha: You'll be the first to get your hands on Super and Hyper class ship components when we open the early alpha up to our Kickstarter backers. Just pledge in the Ambiguous Wind class or above to reserve your spot.
The T-Shirt: Pledge in the Tactical Amputation tier or above to get your hands on one of these Kickstarter exclusives!
The Art Book: It will include the initial concepts for every piece, hints and tips for how to play the game and maybe even our list of secret keyboard shortcuts (when we’ve eventually added them all). It’s basically an old school manual for the game, with a lot of art to liven it up.
Pledge at the Power Pod Class ($AU20) or above and get the pdf version. Pledge at the Death Horror Class ($AU200) or above and get the luxurious hardcover version signed on the inside cover with a handwritten, highly complimentary message about how attractive you are!
Localization - Should we meet our goal, we'll be localizing Defect for French, Italian, German, Spanish and Russian.
Our music and sound is all composed by acclaimed sound designer, Stephan Schutze. Over the past 15 years Stephan has created audio for nearly every available game platform, working on everything from composing the orchestral score for Jurassic Park: Operation Genesis to recording fighter planes for World of Warplanes. Stephan has been making games with us for more than 10 years now, most recently on Stunt Star. He has been hard at work creating a system where all the structural ship components have their own music theme, which builds into a unique final piece of music for every ship you design. That piece is dynamically modified during combat to build up the drama as your ship is damaged or as the fighting gets more intense. Yes, it's as crazy as it sounds.
Three Phase Interactive is Paul Baker (programmer, project manager), Chris Burns (animator) and Drew Morrow (artist, designer). We started out at Blue Tongue Entertainment/THQ more than 10 years ago, working on a very long list of pc/console titles that you almost certainly never played, but they taught us a lot. We’ve worked on The Polar Express (PS2, GC, PC), Nicktoons Unite! + sequels (PS2, GC, Wii), El Tigre: The Adventures of Manny Rivera (PS2), Marvel Super Hero Squad (Wii), Monstaaa! (iPhone, iPad, Android) and various unreleased titles (PS3, X360, Wii). We went on to form our own studio, Three Phase Interactive, and we've had millions of downloads of our first game Stunt Star, a physics puzzler, on iPhone, iPad, Android and Windows Phone.
We work with contractors from time to time, and Sam Izzo has been working as a part time programmer on Defect. Sam has a lot of experience on a variety of projects, working on Barnyard (GC, Wii, PS2, PC), de Blob + sequel (Wii, PS3, X360), Homefront (PS3, X360), Deus Ex: Human Revolution (WiiU) and FRAMED (additional keyboards!) (iPhone, iPad).
Defect is a big step up in terms of scope, but we've been working on it for two years now thanks to support from Film Victoria and Screen Australia and it's at a point where the core aspects of the game are up and running. The money we're asking for will be used to expand on every aspect of the design. More time will let us create more components, and more importantly, components that have new and unique abilities. Imagine weapons that create black holes, or engines that propel you by dropping nukes. We can improve the AI and add many more campaign missions. We will be able to add more music and sound. And it will give us time to run a beta to get feedback from you about what you want to see in the game.
So far, we have around 30 playable missions and 175 ship components. The basic functionality of the map screen and challenge modes are in, but there is a lot of work left to do. Scoring and progress systems have been started and will be tied into earning credits to build your ships. Enemy AI will be expanded and improved, more characters and backgrounds will be created, and the story will be woven into the campaign missions.
More of everything will give you more possibilities to create that perfect ship you've always wanted...and then blow it up. So get yourself and your friends on board and help the Suppressed Systems Navy protect corporate interests. It's that or the poison mines!
Risks and challenges
Defect is a pretty ambitious title for a small team, so feature creep is a real danger. We've released a lot of games in our development lives though and we understand how to stay realistic about schedules and task planning. If we have any delays, we'll keep our backers up to date with exactly what is going on.
Development across a number of different platforms is a challenge. But we've planned from the start for Defect to work on anything, so controls and art have been optimised to suit each platform. You'll need a pretty recent iPad or tablet to run the game well, but we're trying to make it work on as many devices as we can.
We've designed Defect to have no end to the amount of content that can be added, which makes it challenging to balance and test every component against every other component. The beta will give us a lot of valuable information about the way people actually play the game, and the kind of ships they build. Any changes we make to component stats or game systems during that time runs the risk of ruining your carefully designed ships. We hope you'll stick with us through that difficult process.Learn about accountability on Kickstarter
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