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: