*Dependent on Greenlight
Galaxy Heist is:
- A game focused on boarding other players ships
- Large teams split into 4-5 player sub teams and put on large flagships together
- Take control of the flagships turrets or jump into a small fighter to help defend the ship
- Use the tether mechanic to force yourself onto other ships
- Fight inside ships to take over and destroy them from the inside
- 100% skill based, no pay to win or grinding your way to a stronger character
- Play competitive PvP, custom players vs AI matches, or offline
- Works with Oculus Rift
Some samples of our soundtrack
-Megan McDuffee, Composer
Greenlit in one day! Thanks everyone who voted!
Galaxy Heist is a space game that brings the world of large space battles into the word of close quarter first person shooters. Each match players start out in space, on board a large ship with other players.
Each large flagship holds up to 5 players. At least 12-15 large flagships in each space battle(will continue to rise as we optimize more). Players have three main choices of activities when in space:
- Pilot one of the large flagships that acts as a base for the 4-5 player sub teams
- Control one of the turrets on the flagships, firing cannons, bullets, and the boarding tether
- Pilot one of the drone fighters to scout ahead for your team or to add extra firepower in the battle
Each flagship gets four drone fighters to accompany it. If a player is controlling a turret then AI will control his drone and help defend the flagship from incoming attacks. Once a player takes control of his drone fighter, AI will control his turret back on the teams flagship until he returns or is blown up.
“The players on my ship suck, I want to jump to another ally flagship”
No problem! Use an escape pod to move between big ships and change teams during the space battles. This is especially useful if a flagship is being boarded and players want to help one of their ships defend itself. Don't forget you have the option to to fly your flagship alone with only the company of AI if you wish.
Space battles can take place in a wide range of environments and areas of the galaxy. Expect dynamic areas to fight in such as giant moving wreckage, areas full of raining meteors, and of course battles on the home front.
Boarding ships is the bread and butter of Galaxy Heist and can be done alone, with/against other players, or with your team against AI.
Once an enemy ship loses all power and becomes disabled, it’s free pickings for nearby enemy ships. Any large ship can take control of one of their turrets, fire a tether over to them, and begin the boarding process.
Boarding a ship is necessary in order to completely destroy it and remove it from the battle. If left alone, a flagship will fix itself and the team on board will continue to fight.
Interior FPS Battle
Pulling yourself into a disabled enemy ship will begin the server travel, effectively putting your team on a bridge connecting to the enemy ship. The enemy players will spawn on their flight deck, ready to defend against you.
The inside of every large space ship is different, offering unique strategies on how to get into the flight deck.
Some of the interactive features inside each ship:
• Blow out windows with a vacuum canon and watch the decompression rip nearby players out into space.
• Interactive oxygen system that needs to be successfully turned on after decompression to prevent suffocation.
• Interior engine cooling system with spinning fans, keep your limbs away from the spinning fans
• Exploding components, including doors that can be blown open with C4 and explosive oxygen tanks.
Player and ship customization is something that we will continue to build on in the future so that players can have more and more options when it comes to aesthetic changes. At the moment players can run around inside the ship of their choice as Mercenary, Soldier, and Engineer.
Character Customization: Players can customize the colors on three different groups of materials for each character. This is chosen before the player jumps into any space battle and their preferred character is used whenever the player boards a ship during that match.
Ship Customization: Player can also customize the colors on their flagship. For each sub team of players (4-5 players), they will share a flagship that is randomly chosen from one of the players pre-picked preferences.
We've gotten the game to a playable level but in order to finish it we need your help in raising the rest of the funds needed.
Below is how the initial funding goal will be split. Any extra money raised for stretch goals will be put aside until the game is in a safer state and closer to completion. This is done to prevent scope creep as getting the game finished is the priority.
"Funding the game with only my own money over the past year has forced me to get very good at budgeting development and keeping the scope of the game to a realistic and achievable level. Other miscellaneous business expenses have already been covered so all kickstarter funds go directly to the game." - Ryan, Founder
Pricing model is setup as a one time fee for the game, period. No monthly subscription, no cash shops, no launch day paid DLC of items that should already be in the game.
Good news everyone! Thanks to Microsoft BizSpark Plus we've been given $60,000 of credits and a dedicated support team to setup all the servers, databases, and any other back end support that Galaxy Heist will need. All dedicated servers will be hosted on Microsoft Azure servers optimized for game hosting. The 8% of funding that was budgeted will be saved and used as a backup for servers or any other unexpected costs.
Some more extended gameplay from April.
Stephan Messier - 3D Characters and Animations
Saxon Dixon - Level Designer and 3D Asset Modeler
Jason Choi - VFX Artist
Alireza Khajehali - 3D Asset Modeler
Jack Mckelvie - 3D Asset Modeler
Megan McDuffee - Composer
Wanja Svasek - Concept Artist
Risks and challenges
As a lot of the core gameplay features have already been developed and tested. The main risk is having the current system work on a much larger scale with servers that can host the matches while providing a smooth experience for players.
To counter this we've been working closely with Microsoft to setup the entire system back end on Microsoft Azure servers so that all PC and Xbox One dedicated matches are as smooth and efficient as possible.
Additionally, as mentioned above in the funding section, all stretch goal money will be saved while only the initial goal money is used to get the game to a presentable state. Once we have a version of the game much closer to completion, the stretch goals will be added on. This will be done to ensure the game doesn't get carried away with adding extra content and fall victim to scope creep.
Scope creep is a common occurrence with games, were developers get carried away with possible features and run out of funding before the game can get close to a finished state. Finishing the game is the absolute priority, adding extra features and stretch goals will be done carefully.Learn about accountability on Kickstarter
- (32 days)