Funding for this project was canceled by the project creator on November 23, 2012.
Funding for this project was canceled by the project creator on November 23, 2012.
Divine Space is a 3D action role-playing game and adventure, focused precisely on hard science fiction. It has third person view, very simple controls and real-time combat system.
Click Play, listen to our in-game music and feel the spirit of Divine Space!
Mankind has populated the nearest stars as planets were colonized by land bases. Three opposing factions controlled space and suddenly, this delicate balance is disrupted. A human race, without realizing it, was on the verge of death or even something more terrible. What started as an accident soon developed into a terrible chain of events with an unknown source.
You will be involved in dramatic events of the global storyline from the very beginning. You will participate in emergency missions and then in close operations near the base. Going through it, you will be traveling between planets and different stars, meeting the most interesting and unusual characters and solving riddles to the plot. You will have to find origins of the danger and find a way to save mankind and the whole universe as we know it.
From start, you have a ship that is called 'Core'. Gradually, you will improve it and it's parts, weapons, engines and many other devices.
During construction, you can make your unique design. All the equipment affects the parameters of the ship, which will allow you to create your own type of ship. For example, it can be fast and maneuverable fighter or a deliberate, well-armored tank. In contrast to the other games, in Divine Space it's very simple and very fun to do!
Your character will grow, constantly gathering experience and moving through the ranks. He will have unique parameters such as spirit and tactics, and usual intelligence, reaction, charisma. Every parameter affects gameplay in its own way. Levels are giving access to quests, new ship parts, and other items.
During your adventures, you will encounter enemies, pirates, or just fans of easy money. You'll have to fight, where you will see how well you have gathered and equipped your ship.
In combat you can use a variety of devices, called 'spec'. Specs can repair your ship, set up energy shields, increase acceleration and maneuverability or boost your weapons on damage or shooting rate. They can be utilitarian, from invisibility and stealth mode and even offensive, hitting enemies in a lot of different destructive ways.
In order to gain advantage against others and to upgrade your ship, you'll need money. You will have numerous ways on how to obtain money such as trading and buying goods at low prices on the bases, planets or moons and selling them to other locations more profitable. Economy of the universe responds to changes in its balance such as a deficit or a surplus in goods. Fans of interplanetary trade will not be bored, that's for sure.
You can search and gather resources, some of which are rare and very expensive. If you do not like the peaceful existence, then you can become a pirate or a robber and collect tribute from the miserable diggers and traders, fighting the rangers or mercenaries.
After the battles, the ships can be repaired at the bases or special repair stations. You can sell things that you took via looting defeated enemies, refuel your ship, and rearm specs. On starbases, you can reconfigure the shape of your ship while the equipment and weapons can be installed or moved directly into space.
What adventure will you choose as our universe expands over time? Space will be filled with hundreds of stars. Majestic planets will orbit around them next to which will be different bases and stations. Ships, great and small, will travel between them. On the way, pilots will talk to each other, and of course to you too. Somewhere conflicts will erupt and calls for help will be heard - you will be able to respond and give a hand... or finish the poor loser.
Someone will be collecting resources and zealously defend his property from outsiders. Others will tell you where to sell water for the best price. Someone will demand a payoff or will blow your ship to the pieces. Rangers will hunt down pirates. Pirates will hunt traders. Traders will hunt for money and high profits.
Some areas will be safe while others will require you to not go alone. The beautiful universe of Divine Space is full of energy and teems with life, a life of which you can become.
Using our unique system, we are able to create thousands of stars and planets. All stars are as in the real world. The plot of the game begins at one of those stars - Gliese 581, which is very important for modern research programs: scientists have discovered exoplanets there, where alien life is possible.
DARPA, NASA, ESA, Roscosmos - all are looking for ways to colonize such planets. We anticipate that by 2045 the solution will be found, since now, in the world where we live, the rate of technological change doubles every decade. This is where the story of Divine Space begins.
In order not to spoil your fun, we won't talk here about the plot too much (although we really want to share with you all its wonders and mysteries). Suffice it to say, together we will look at how humanity might evolve after the establishment of the US colonial base near the exoplanet Gliese 581 g.
You will participate in the dramatic events that will develop from the very first moments of the game, first around nearby planets and stars, then on the borders of the settled part of the universe and even farther. You will take part in plots between the three major factions and five minor ones that link them. During your travels you will see great many interesting things, places and characters such as secret settlements, pirate hideouts and abandoned remains of unknown spaceships, smugglers, traders and miners, soldiers, diplomats and many others.
You will investigate origins of the unexpected conflict that brought the whole humanity to the edge of termination... or even something that is far worse. You will find a way to protect our world from the ultimate danger and to save the whole universe.. or, instead, you will change it forever.
We believe gamers are intelligent and we respect them. We believe profound games are necessary. Those games where the plot, characters and their relations, and the game world are not only a mere adjunct to special effects and graphics.
We believe that only in this way the game comes into being and only in this case you will say, having finished its first part: "Wow! That's awesome!"
We want you to keep coming back to 'Divine Space' as to a magnificent film or book. We would like you to return, more than once, to the solution of its mystery and the difficult decision that lies ahead. We wish to astound you, and the plot that is written will completely favor this task.
Our goal is to create first-rate hard science fiction based on the real world we live in. This is a game about us, about our probable future, and about what is very likely to happen after the beginning of space travels. We look forward and ask a question: "What will humanity become after several centuries?" It's a game of choice, about questioning what is good and what is evil. Is this so unambiguous as may seem? Creating 'Divine Space' we create a game with sense and deep narrative.
The scientific character of the game is particularly displayed in the fact that the stars are located in accordance with real astronomical data; they have spectral classes and other parameters corresponding to the real ones. While traveling over the game universe you (and perhaps your children) will get acquainted with some peculiarities of our part of the Galaxy. You will remember forever the location of the Sun, the names of the stars surrounding us, and which of them are the nearest, types of planets, and a great deal of other information.
We remember, love, and respect old games such as 'Star Control', 'Elite', 'Master of Orion', 'Homeworld', 'Space Rangers'. These games were made in the era of lack of complicated special effects or impressive graphics, but they are at least as entertaining as the most up-to-date ones.
Because then, at the time when there was no opportunity to make magnificent graphics, emphasis was put on the gameplay and fun.
This is an absolutely new explosive mixture of former games and modern technologies. But we understand: though a breathtaking plot and an endless, detailed game world must complement each other, they must not replace the art of visual effects. For this reason, we work together with brilliant artists and designers who create a stunning universe.
Target platform for the first, single-player version, is iPad. Afterwards, we will work on tuning it for Android (which, together with testing, will take just a few months), followed by development for the PC, Mac and Linux (from 3 to 6 months).
Once all those single-player versions have been developed, we will begin work on a multiplayer version (which will be an MMO), but also will keep developing single-player versions. Read more about our plans here.
And last but not least, 'Divine Space' is a free game.
It's possible to complete the game from start to finish without spending a dime. This means that absolutely everyone, even those who are not able to afford games (children or people from those countries and regions where it is impossible to use bank cards) can play Divine Space.
You can buy 90% of things for play money and only status (social) items and social abilities and speed-ups are not included into those 90%.
For those who wish, we have prepared premium-content and premium-account (that will never become something necessary and obligatory, imposed on the players). We make a game entertaining to play for everybody, and the acquisition of premium-content is an expression of gratitude and support for the developers.
This is the in-game currency, which you can buy for $, as usual in free-to-pay games. It is needed to maintain the atmosphere of a game; Those money are called Gal (Galactic Money). The amounts shown in the award of$, backers will get Gals in their in-game accounts in the appropriate amounts.
Backers, depending on their investments into our project, will have sums deposited into their game accounts exceeding their initial contribution and some other bonuses - up to life premium-account for all versions (exclusive only for backers!).
Read more about our F2P system in this update.
We are amazed at the opportunities Kickstarter opens for small talented teams. We have our own investments up to the alpha version (which is almost ready), after which we thought to look for a publisher and go the usual way.
Then we came across Kickstarter and realized: this is a chance for us to stay independent and make a game of the sort that we originally designed. Working with the publisher usually changes the game - not necessarily for the worse, often - for the better, but it does change. But now, thanks to you, terrific backers, things have changed.
Another important reason why we have chosen Kickstarter, and not other similar portals, is that your contribution goes to the developer only after the campaign has finished. If it does not collect the necessary funds your money does not even leave your account.
Many good projects at Kickstarter.com don't collect the necessary funds simply because their authors are unknown indie teams. They have no long-standing community that can immediately form a crowd of supporters of their favorite authors or a well-known brand. Therefore, the most important help you can provide for us is spreading the word about our project.
Simply pressing like, sharing on Facebook or tweeting, you will render invaluable assistance.
Tell your friends about 'Divine Space' over a cup of coffee, or at break between lectures or lessons; send a link to your colleagues - and you will greatly increase our chances of success.
We believe in your support and thank you in advance for it, whether you are a backer, or simply have shared the news of our game with your friends. Together we will make a game that many players have long dreamed to create. One where you, having torn yourself from it, could look around and ask: "What the hell system am I in now?!"
We highly appreciate that you are here! We will do our best, and even more, so that you will be satisfied and will be able to proudly say: "This game is there because of me!"
We welcome your comments, fan-art, discussions, questions and anything else you wish to share!
Check out our site at www.divinespace.org
Join and like our FB page at https://www.facebook.com/divinespacegame
Follow us on Twitter at https://twitter.com/AntiDanilevski
Join discussions at our forum: http://forum.divinespace.org
Brian Fargo (Wasteland 2 and many other great games), Ryan Payton (Camouflaj, Republique), Chris Avellone (Obsidian, Eternity and lot others), Eugene Zhukov (al-Skyjacker), Alexander Dergay (Legends of Eisenwald), Vic Wertz (Paizo, Pathfinder Online), Arthur Bruno (Crate Entertainment, Grim Dawn), Mike Zawacki, Heather Jane. We <3 you, you are wonderful and most kind people on the Earth!
Also, huge thanks to our partners and co-workers - Alexander Ronin for great music, Pablo Isidro for soundtracks, Tiziano Baracchi for amazing characters, Alexander Neskromnyak (Sami Group Studio) and many many others - it’s great to work with you all!
There are risks in any development, especially at the early stage of a project. We understand that it is impossible to avoid them entirely—but we can minimize them and we’re doing everything possible (and sometimes even some impossible things) toward that end.
The biggest risk is when a team does not reckon with the complexity of a project and it’s closed down, not having managed to grow to the point of release. In our case, the most difficult stage—the creation of the game's core (playable alpha-version)—has been successfully completed. Thus, the highest risk is already past.
Furthermore, we have paid special attention to the architecture of the project—as much from the point of view of design and documentation as from the code point of view. When testing of the prototype was completed and we were satisfied with the results of the playtests, we completely rewrote the early prototype. We’re now in the stage of completing the construction of a powerful, stable architecture that will be easily understood and supported by new programmers and designers who will join our team.
We are satisfied with the current results and are quickly moving toward our goal, which is already pretty close. We hope that with your help we will be able to release the first version by the summer of 2013.
A second basic risk is the absence of necessary financing. This risk is the scariest part for us, which is why we’re here. We need additional financing in order to make this brainchild of ours, in which we have invested so much effort, energy, and time. This campaign, if it’s successful, will reduce that risk as much as possible.
A third risk is deadlines. We’ve estimated that the necessary development will take 10 months, starting now. We feel that that is an adequate timeline, since we’ve already been working as a team since January, 2012 and we know how fast we work (we measure the speed of our team by the “agile speed factor” methodology as 1.58 at the present time). We know how to evaluate tasks, plan our work, and set realistic deadlines, without excessive optimism or fanaticism.
Are we serious? Many teams think that with the appearance of Kickstarter anyone can make a game. But we know that that is not so: the team is important; a serious relationship to the project and understanding of the complexities and processes is important. Having shot such a video, having prepared our game so that you can see it now, we want to show you: we understand what we’re doing and we understand that the game, as well as the campaign on Kickstarter, requires work. Lots of work, which we love.
Our project is more complex. That basically has to do with two features: The flight model, which we want to make as similar as possible to how vehicles are maneuvered in space; and the creation of a world consisting of a multitude of stars and planets (which must be constructed according to data obtained from the observatories); and all that has to be optimized to the extent possible so it will quickly work on tablets. We’ve successfully dealt with the two tasks and we’re now finalizing a new flight model. We hope to be able to show it to you soon, probably before the conclusion of the campaign on Kickstarter.
In this way we’re fully aware of the complexity of our task, all existing risks, and the responsibility that falls on us when we are successful on Kickstarter. And we’ve fulfilled our obligations; indeed, as Sun Tzu said, he who knows the enemy and knows himself will not fall into danger even in a hundred battles.Learn about accountability on Kickstarter
The plan is to release the iPad version in July 2013. The Android version will be released about 3 months after that and the PC/Mac/Linux shortly after that. The exact dates depend on many factors, including the sum we will gather.
The development of these platforms requires a much greater accuracy and quality of the code. The game that works fast and well on iPads, of course, will run without any problems on any modern computer even with weak video cards (such as an office machine). This means that the game will work almost anywhere - and everywhere will look great.
We've developed and tested controls for months specifically for tablets. After all, the quality of the game does not necessarily mean complicated controls. We are absolutely confident that tablets and touch controls will be fully supported.
We'll do everything possible to make the MMO version. The question is when we can start - it will depend on the commercial success of 'Divine Space' and the amount raised on Kickstarter.
That is correct. By the time we release our game, non-HD versions won’t be current on pads.
There are no hidden fees and never will be. We have chosen the democratic payback model: only those who are willing will pay. We know that many players either cannot afford to buy games or simply have no bank cards (e.g. people from faraway places or children). Such a model is more risky for us, but this encourages us to create a really good game, seeing as no one will play bad ones, and what is more, pay for them.
Neither, since both of them are evil. We are developing a Pay-to-Thank model, where payment is an expression of gratitude for our efforts and work.
Yes, absolutely. Also, we will try to add more of them, even to the first version.
You will work directly with the designer as tightly as you wish. The only limitation is that the ship must be made in the style of the game, it must correspond to the dimensions of other ships, and it must be technically feasible.
In the single-player game it is just for fun - the game itself changes its height when needed (but you cna do it manually too). But in the MMO version, it will be very helpful in team battles; e.g. if the team members spread properly within striking distance of some weapons they will avoid unnecessary damage. MMO will be a very interesting aspect of the game where a single-player arcade will turn into multi-player tactics during team battles.
Yes, we are, but only on our own income from the release of the game, not from money of our backers. All the resources collected on Kickstarter will be used only for the development of the game,; they won't be used for advertising, marketing, or anything else, not so important for the game itself. Our main goal is to create the game; everything related - in due course.
For many reasons. First of all, we want to make a game intended for the maximum number of players, including girls. These magical creatures do not like simulators. It's a fact! But quite a lot of girls, for instance, play 'Dark Orbit', and so that game becomes much more enjoyable. What's more, simulators and arcade games do not allow the implementation of truly massive battles (due to the limitations of modern communication channels). With the system we have chosen we hope to be able to implement even 500x500 (or more) fights for MMO version. It will be difficult but possible, and we are striving for it.
Yes, quite seriously. We arrange all necessary permits, accommodations, excursions, and most importantly - our presence at the launch of a real spaceship! With any luck, it will be a launch of manned spacecraft. This is a very rare event but, nevertheless, such a possibility exists.
DRM, free DLC and very likely - browser-based version.
- (43 days)