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About Deep Space Settlement with 2 comments by StephanieRct on Dec 19th, 2014

First off, I want to thank everyone who has pre-ordered DSS and in doing so putting their trust in me and my team. I am very grateful to you all.

We’ve come a long way since I started DSS and while the road has been bumpy, I have never lost the motivation to make DSS the best game I can deliver. The passion to work on DSS only grows stronger with time. Until recently the game was entirely funded out of my own pocket and through the strong dedication of my team members.

That being said, I had to take several side contract jobs to keep money coming in the project and, by doing so, delaying the release of DSS a bit further each time. But better release late than never. I have set myself the goal to release the first playable version before the end of 2014 and it is clear now, that I won't be able to release something that’s fun enough before the end of December.

A money & time game

In July, around the time we were on Greenlight, a great part time contract opportunity presented itself and accepting the job enabled me to secure the funds for the development of DSS for the rest of 2014 and the following 4 months of 2015.

Combined with the pre-order sales revenues, but minus taxes and after putting some funds away for unexpected (dev related) emergencies, this allowed us to secure 2 more months, so were are good for a solid 6 months total of development into 2015. Of course, contract work came at the cost of time. Time I was not able to put on DSS dev, putting us behind schedule. Money was good but timing was bad.

State of DSS

I've put on hold a lot of features and striped others that were not completed/fun/enjoyable enough for my taste.

There are very few options when setting up a new game at this point, but the basics are there. I'm now focusing on integrating the latest art, sound and music assets from the team. Namely the lab station, the colony station’s hospital & academy, lots of new factories, enemy corvettes, our own original DSS score and a whole bunch of SFX.

Once this is done, I'll be doing a lot of debugging and balancing. Furthermore There is the Steam integration and paperwork that need to be done. Then it's wrapping things up for the big FP release day. I won't give a definitive schedule, but I will do more frequent updates on the state of development as it goes. After the latest assets integration, I will stop working on adding stuff and focus on wrapping it up.

What to expect

The first playable is a pre-alpha release, by that I mean there will be a lot of features missing. It won't be the dynamic game it aims to be but the core mechanics will be there. Setting up your first colony, building your local economy, exploring your sector, mining asteroids, building and designing small and big ships, some basic trading and engaging in combat with hostile forces in your sector.It will give you a taste of the potential DSS has as well as getting you familiar with the core mechanics. It will show you a very strong foundation from which we will continue to build upon.

Single player will be solid. I can't guarantee multiplayer will be as solid, but it will be a priority to fix any potential MP issues as soon as they arise. It will be possible to mod the game at this point, so any modding enthusiasts will get a notable headstart.

Thanks everyone for sticking with me and DSS throughout the years, I really value your support and patience. I know you are all eagerly waiting to get a taste of DSS and I am very grateful for your continued interest.
-Nie

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Post comment Comments  (110 - 120 of 121)
desp1zer
desp1zer Aug 4 2009, 3:00pm buried:

(buried)

is there a way to download the custom build engine to make indie games off of it?

-12 votes     reply to comment
matt050
matt050 Aug 17 2009, 3:52pm replied:

From the summary:
"The engine used to build this game was a once-off creation, designed explicitly to run this particular title. This is not a _real_ game engine, this is a generic category."

+5 votes     reply to comment
feillyne Staff
feillyne Oct 20 2009, 1:12am replied:

Not a real engine... _-_ Ppl pls read descriptions! :-D (No, no, don't read. ;->)

+2 votes   reply to comment
bloodfest
bloodfest Nov 30 2008, 11:02pm says:

And CoD5 used CoD4 engine...

+7 votes     reply to comment
darktemplar242
darktemplar242 Jan 21 2009, 8:36pm replied:

cod5 use heavily modified cod4 engine(low-mid lvl modification)
cod4 use heavily modified cod2 engine(high lvl modification)
cod2 use heavily modified id tech 3 engine wich is used by quake 3

if someone searched more then me,please correct me

+28 votes     reply to comment
.Omena
.Omena Apr 16 2009, 1:32pm replied:

Thumbs up xD

+3 votes     reply to comment
Killer_man_1996
Killer_man_1996 Apr 15 2009, 4:03pm replied:

YOU'RE RIGHT!!! A TV FOR THIS GUY!!!

+5 votes     reply to comment
geokes
geokes Nov 7 2008, 5:07pm says:

I thought Fallout 3 used Oblivion's engine...

+8 votes     reply to comment
HeckXX
HeckXX May 5 2009, 7:44pm replied:

Fallout 3's engine is named Gamebryo, it's used in Fallout 3 and Oblivion, but it's also used by other companies, so it can't be called a "custom engine" at all

+1 vote     reply to comment
daleluck1313
daleluck1313 Apr 10 2009, 10:29am replied:

Yes, it does. A custom-made engine still, but it should have a name when it's used over multiple games I'm sure you'll agree.

+5 votes     reply to comment
SaintWilly
SaintWilly Feb 9 2009, 10:13am replied:

if im not mistaken it does(both awsomest games ever XD)
and if u pay attention, they used the same voice actors in oblivion for fallout3 XD lol

+5 votes     reply to comment
DarkLord-pnd-
DarkLord-pnd- May 26 2009, 4:43am replied:

And if you pay attention, they both have the same people who made them.

+6 votes     reply to comment
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