This project's funding goal was not reached on November 22, 2013.
This project's funding goal was not reached on November 22, 2013.
PLAYABLE DEMO is awaiting for you right now!
Skyjacker is based on the "Abyss Lights" book series written by our project lead, Eugene Zhukov. The player is the lone human in a galaxy of conflict - abducted by aliens, raised by pirates, wanted by privateers and mercenaries alike. You start on the bottom of the Pirate Stock Market and work your way up to the top, not by deliveries and fetch-quests, but through brutal missions like assassinations, sabotage, kidnapping, robberies, infiltration and extractions.
Bump space hulks and asteroids into collision courses with your enemies and watch the pretty fireworks.
Disable and destroy component parts of a ship. Cargo ship's getting away? Slow it down with some neighborly torpedoes to the engine.
Salvage the parts you didn't destroy and mount them on your own ship. Add insult to injury - rip enemies apart with their own guns!
Swap out engine parts to change the behavior of your ship - play it like an arcade game, like a classic space game, or with full inertia and momentum.
And all this in professional graphics and gameplay.
Want to cut your teeth in creating your own missions? Have a need to express your creativity? We got you covered with the Mission Constructor toolset. The Mission Constructor consists of art assets and design framework that will allow you to create remarkable missions. It includes everything YOU need to implement YOUR mission without writing a single line of code
Players can go through scenario based missions, playing as a single player with AI partners, or with other players in co-op mode.
Furthermore, a session based multiplayer mode provides such types of gameplay as Deathmatch, Team Deathmatch, Capture the Flag and Last Man Standing.
No matter how you choose to play the SKYJACKER universe is in details that unfold around you. There are ten significant alien races, each with unique biological features, social structures, interlocking histories, and star faring technologies - some industrial, some organic, and a few biotech that literally farm their spaceships in deep space.
We've developed a radical set of visual designs that don't rely on classic cubic forms.
Furthermore, we've got the talents of composer Krzysztof Wierzynkiewic ("Witcher 2" and "Bulletstorm") to help bring out the colors of space.
(click on image to enlarge)
You can click HERE to see a well organized spreadsheet with tiers of rewards.
SKYJACKER is already a creative product with years of investment. We put our own time and money in, making ends meet by running odd jobs in the game industry. We finally decided to take the plunge last year and struck out on our own. We united under Digitilus and reached out to Kickstarter with a smaller-scale offering, SKYJACKER: Starship Constructor.
We found backers willing to put their faith in us - and we can never thank them enough! Their support and guidance helped us deliver a quality product and build the foundation needed for the next stage of development.
Now, like the space game genre itself, we’re back. Our current goal is: April 2014 for beta, July 2014 for a release candidate, September 2014 to stamp out the major bugs, and then launch! This only represents our timeline for being feature-complete; additional content from stretch goals or further development will take longer to release. We DO have people we’re eager to bring on board, but some things just take the time they take…
We don’t have the deep pockets of outside investors behind us; we need your help to reach this last mark. So, in advance: thank you. Thank you for checking Skyjacker out. Watch our trailer, give us feedback, back the project, join our community, get some swag. Help us contribute to the legacy of space games - and help SKYJACKER rise!
We’re crowdfunding SKYJACKER through Kickstarter and on our website. All funds raised will be combined to determine which of the overall stretch goals we meet. Here’s what we’re working towards:
TAKE NOTES! If we don’t make some of our stretch goals during current kickstarter campaign, that doesn't mean they won’t happen! We will run direct crowdfunding campaign on SKYJACKER website till the end of 2014. - This is our vision for SKYJACKER!
The risks are minimal. We need to complete the remaining environmental art content, such as: solar plasma clouds, asteroids with armored tunnels for interior battles, and a dozen of new skies. Additional programming and game design work that remains: assembly of game missions for the Single Player mode, and data transfer optimization for the Coop mode, as well as mission constructor toolset, game testing and localization .Learn about accountability on Kickstarter
We want to do it. We’re on Greenlight - come over here make it happen: http://steamcommunity.com/sharedfiles/filedetails/…
Click on YES, and help us get SKYJACKER greenlit!
We want to do it. If things work out Rift support will be a launch feature, not a stretch goal.
(We borrowed a Rift from a neighbor and it looks promising, but OUR dev kit is in the mail… bad timing, we caught the tail-end of the previous manufacturing run. We need some dedicated R&D time before we can commit to a 100%-for-sure-yes.)
We want to do it. We won’t promise something unless we’re 100% certain we can deliver; sadly, we aren’t on the short-list to receive an SDK. It’s Linux-based and we know we can do THAT, but until we’ve either got a build running on a Steambox or some REALLY thorough documentation, we just can’t commit.
Absolutely! We’ve got a Thrustmaster at the office that we routinely use for testing and recreation. Skyjacker will natively support every joystick, gamepad and HOTAS we can get our hands on, and our devs have a fair few to offer. (Not to worry - SKYJACKER will also remain fully optimized for a mouse + keyboard experience.)
You can play Skyjacker as you see fit. The engine of your ship determines its flight model; you can play it like an arcade game, like a classic space game, or with full inertia and momentum. All competitive multiplayer modes will be undergoing severe testing to ensure these all play well together - if needed we’ll lock everyone in an instance to the same flight model.
There are other factors too. The condition of your ship’s parts will alter its behavior as damaged wings or engines can slow you or drag you off-course. Spatial anomalies, collisions and explosions can all have an impact. But the basic “ideal circumstances” movement of your ship is up to you.
Maybe! We’re not morally opposed to putting SKYJACKER on consoles, but it’s not something we can offer as a launch feature and it wouldn’t be prioritized before any of our current stretch goals.
Unity has some support for consoles, with more in the works (Playstation platforms and Xbox One builds were announced at Build 2013). But putting a game on a console isn’t the same beast. It requires additional certification for every step of the process and has a much slower turnaround for patches - we can’t send them a “work in progress” build with the expectation of iterating more features and fixes over time. We’d also have to do Stuff to accommodate each platform’s expectations for hosting and server-client protocols. Finally we’d need to support and moderate the additional communities.
All of these elements make a console release more problematic than the simple act of changing Unity’s export settings. We won’t divide our attention on your dime - SKYJACKER’s home is the personal computer.
- (45 days)