A single-player, spaceship-building, crew-management, space-exploration game. (Short pre-alpha demo available)
A single-player, spaceship-building, crew-management, space-exploration game. (Short pre-alpha demo available) Read more
In Universe Edge, you will be able to build a spaceship, build a space station, and build a base on planets or asteroids. Build and interconnect equipment that has its own functionality and will contribute to your ship's overall performance. Manage your crew and keep them alive.
Planned Platforms are for PC: Windows, Linux, and OSX.
Vote Universe Edge on Steam Greenlight!
1. Pre-Alpha Demo
2. Current Feature List
3. Timeline and Plans
5. Funding and Stretch Goals
6. Not-Feature List
I have been working on the game full-time for about 5 months now (since November 2013) and have managed to push a short pre-alpha demo that you can try now on your browser :)
The demo is really short and there are still 14 months of development time ahead, but I hope it is enough to give you an idea of how the game will feel when it is done.
The browser might ask you to install a Unity3D plugin in order to play. That plugin is like Adobe's Flash plugin that you need to play Flash media.
There are things in the demo that aren't fully finished yet.
- The thrusters system isn't finalized yet, so it will only work in one direction.
- The Ship will always rotate on a fix point.
More info on Update3.
More info on Update4.
More info on Update6.
If the Kickstarter succeeds, this is the current plans and timeline for the development :
September 2014 : Release of "Ship-Builder" version of the game. This is a creative mode that will have enhanced tools for building ships. There will be no crew/gameplay on this build, it is purely for building ships.
It will be supported and updated towards/after the Main Release. You will be able to share the ships you made, or import them in-game to auto-construct them through Shipyard Structures that are scattered in the game. You need to provide building materials in order to auto-construct ships. (more details in Update #1)
December 2014 : Release of Early Pre-Alpha access of the Actual Game (Ship Building, Crews, Gameplay), this is a private release for Kickstarter backers.
It will be supported and updated towards the Main Release.
June 2015 : We enter the Alpha Stage of the Development. This build will feature a spaceship-building, crew-management, space-exploration game. At this date, the game will be fully playable.
This will be the very first public release of the game to further support the development.
What features to expect in the build on June 2015 :
- An extensive collection of different shaped blocks for ship building.
- Manage your crew, set their task, provide their needs, keep them alive.
- Build and design your power-grid, hydroponics, life-support, weaponry system, waste disposal, water recycling, crew recreational activities, food production, and other item crafting production chains.
- Several star systems that contain planets, asteroids and other structures.
- Roaming AI ships with which you can interact / trade / fight.
- Control multiple ships. One could be in one star system while the other is in an entirely different one. One could focus on gathering resources, the other could serve as a battleship.
- Crew visual customization and skill progression.
Features that may be worked on during/after this period :
- Ship Docking ( Dock smaller ships inside larger ships )
- Crew vs Crew ( Crew can board other ships and fight )
- Non-human creatures reside on planet.
- In-Depth Weapon Customization.
- Much deeper crew AI that can have traits which may invoke unique events inside the ship.
- Procedurally generated star systems and planets.
- Whatever the community wants (Except multiplayer, at least for now :p)
I want to work on this game for a long time, and the ideas are open-ended! It's gonna be a long adventure of game development. I am ready and dedicated to put my life towards this game, I hope you can help me push this game to be one of the best game of it's genre.
Albert Olivera - Programming / 3D Modelling / Arts.
Hi everyone! I am currently working on every aspect of the game alone. I am very lucky to live during this time when there are so many great tools and resources out there to enable me to easily work on a game like Universe Edge.
I have only four years of experience in programming/game development. 2 years when I was self-studying through Youtube Video tutorials, Forums, Freelance works. And another 2 years working as a GUI programmer.
$26,400 - Initial Goal - This will enable me to work full-time on the game for another 14 months. Enough time to make the game playable as an Early Access type of game, to further support the next stages of development.
$31,900 - A freelance musician will be hired to work on soundtrack and SFXs. (My current alternative if this goal is not reached is to work on the sounds myself using free resources like FreeSound.org)
$37,400 - A freelance artist will be hired to work on in-game textures and GUI artworks. (My current alternative if this goal is not reached is to work on the art myself since the game's style is minimalistic, I am also using free resources like The Noun Project)
$40,000 - SpaceHub: An online hub, where players can easily share and view other player's ship creations, profile, in-game stats, achievements and badges. (Estimated release is around Q3-Q4 2015)
Since I plan to work on the game for a long time, pretty much any great ideas that the community might come up with can be worked on in the future.
- Planet sizes are finite. They won't be large, but won't be too small.
- Landing on Planets is not seamless. There will be a transition in between when going from outer space to the planet. (Some sort of loading)
- No awesome realistic physics just like in Space Engineers. (You might have noticed in the demo that there are no physics yet. My plans for crashing is simple, just bump each other; the lighter the ship, the more chance you will get bounced off.)
- As of the moment, there is a hard-coded limit size of 999x999x999 for the ships. But chances are, PCs will lag out before they even reached that size. While it depends on our PC, It is also a very huge part of my responsibility to optimize the game as much as I can. As a mainly programmer person, this is what I love to do and what made me addicted to programming, the challenge of optimizing it to the very last bit of the computer's performance.
- The initial AI for other ships on Alpha consists of just pre-defined traits and goals that will define their actions. No historical simulations like the one in Dwarf Fortress are planned.
- There will be several star systems and planets on Alpha, I will be making them unique one at a time until I can see the 'bigger picture' and start a procedural generation from there. I would love the planets to be totally unique, not just in terms of different block textures and different names or resources.
- No plans for multiplayer, I am not designing the code base to handle multiplayer in the future.
- No deep emotion/personalities for the crew, they are only basic at the moment when procreation is introduced in the game. (You might have caught that in the video trailer :-) hahaha)
That's pretty much what I could think of at the moment, I may have missed a few minor features. Though those are not a hard and final plans, like I may have to spend much more time on the AI if they are too lifeless, and work on much larger planets if they are too small.
Risks and challenges
As someone with medium experiences in game development / programming, I have carefully selected features that my current skills can only handle and will fit into the timeline.
I have no plans for multiplayer at the moment, the planets are not infinite, there will be no realistic physics and planet landing will not be seamless. Mainly because I have no intensive experience to tackle these features at this time, but only time is needed for me to prepare and learn so I can go back to these features and work on them.
I am also a sci-fi noob. I didn't grow up having access to sci-fi shows, movies or books that could have inspired me to think of grand ideas for this game. Now that there are tons of resources out there, I will indulge myself with them.
The game's forums already have sci-fi fans who will help me with ideas and knowledge of the sci-fi universe. This means that this one-man project will not come from a single mind, but from a whole community, as I will rely heavily upon them.
The sandbox nature of the game makes a great foundation for all the weirdest, bizarre, alien ideas that our minds can imagine.Learn about accountability on Kickstarter
- (30 days)