Battle of Tau Ceti is a team-based multiplayer space combat game. Players pilot ships ranging from small one-man fighters to huge six player battleships or alternatively join crew as a gunner and take command of one of its turrets.  Fight the enemy for control over sectors allowing your team to collect resources which you’ll use to buy bigger, more powerful ships and ultimately destroy the enemy flagship.

Features:

  • 8 (multi)player controlled ships with unique weapons loadouts - plus 5 non-player ships.
  • Procedurally generated sector layouts and types (Normal, Asteroid Field, Dust Cloud, Gravity Well).
  • 8 ship ability modules for ship customization and strategic play.
  • Fully multiplayer battles that support games of varying sizes.
  • In-game text and voice chat.
  • Customizable controls (keyboard/mouse, joystick, and gamepad supported!).

Game Website: Battleoftauceti.com
Twitter:  Twitter.com
Youtube: Youtube.com
/r/battleoftauceti: Reddit.com


Battle of Tau Ceti - Alpha Gameplay Trailer - Indie DB

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Alpha 0.4.2a Screenshots Alpha 0.4.2a Screenshots Alpha 0.4.1a Screenshots
Blog RSS Feed Report abuse Latest News: Battle of Tau Ceti Alpha - Weapon Netcode Update! (0.4.2)

0 comments by Codestar on Jul 30th, 2014

After the recent netcode improvement that made ship piloting much smoother, I began to examine the weapons in comparison and found them lacking.  I quickly decided that I needed to make similar changes to how they work (especially the projectile weapons) in order to give them the feel that I really wanted.

There's not a whole lot that will differ visually as the changes here are to the core network functionality.  This is also why it took a little longer than the last couple of versions - making such fundamental changes tends to break things.  As with other recent updates, I think this takes another big step towards having fun, tight, engaging spaceship combat!

Reminder! I'm still running Public Weekly Playtests! Just download the latest build and hop onto the official dedicated server every Wednesday at 9pm EST (that's tonight!). This is your chance to play the game with other real people (as opposed to just bots) as well as contribute to the games success by finding bugs! Unfortunately, due to real life commitments I wont be able to attend this weeks playtest but I encourage anyone who is interested to still jump on at that time and try things out.  I'll be sure to have the server running and I'll see you next week!

Alpha 0.4.2a Screenshots 

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Battle of Tau Ceti Alpha 0.4.2 - Linux

Battle of Tau Ceti Alpha 0.4.2 - Linux

Jul 30, 2014 Demo 0 comments

This is the Battle of Tau Ceti Alpha 0.4.2 release for Linux. **** WARNING UNTESTED ****

Battle of Tau Ceti Alpha 0.4.2 - Mac OSX

Battle of Tau Ceti Alpha 0.4.2 - Mac OSX

Jul 30, 2014 Demo 0 comments

This is the Battle of Tau Ceti Alpha 0.4.2 release for Mac OSX.

Battle of Tau Ceti Alpha 0.4.2 Dedicated Server

Battle of Tau Ceti Alpha 0.4.2 Dedicated Server

Jul 30, 2014 Server 0 comments

This is the Battle of Tau Ceti Alpha 0.4.2 Dedicated Server for Windows.

Battle of Tau Ceti Alpha 0.4.2 - Windows

Battle of Tau Ceti Alpha 0.4.2 - Windows

Jul 30, 2014 Demo 0 comments

This is the Battle of Tau Ceti Alpha 0.4.2 release for Windows.

Battle of Tau Ceti Alpha 0.4.1 - Mac OSX

Battle of Tau Ceti Alpha 0.4.1 - Mac OSX

Jul 16, 2014 Demo 0 comments

This is the Battle of Tau Ceti Alpha 0.4.1 release for Mac OSX.

Battle of Tau Ceti Alpha 0.4.1 Dedicated Server

Battle of Tau Ceti Alpha 0.4.1 Dedicated Server

Jul 16, 2014 Server 0 comments

This is the Battle of Tau Ceti Alpha 0.4.1 Dedicated Server for Windows.

Post comment Comments  (0 - 10 of 25)
Guest
Guest Jul 17 2014, 2:02pm says:

This comment is currently awaiting admin approval, join now to view.

Codestar
Codestar Jul 30 2014, 11:30am replied:

If you start a game that you want others to connect to, all you have to do is create the server and it will automatically show up in the browser for anyone else.

I appreciate you mentioning the turret bug, I think I know what you're talking about and it should be an easy fix to get into the next build.

Hyperspacing between sectors is the most confusing thing and I definitely plan to address that. As MurcDusen mentioned, to jump to another sector, you just need to aim at it while holding the hyper charge button until it fills up.

Thanks!

+1 vote     reply to comment
MurcDusen
MurcDusen Jul 17 2014, 3:28pm replied:

Host IP should be useful, netcode is whacky yet and I'm not too sure whether every personally hosted game shows up in the browser. Best is you just join the dedicated 24/7 server, especially on Wednesdays 9PM EST, as there are public playtests held there with the dev (not too good a time for European sadly, should be about Thursday 0AM to 3AM or something depending on where you live...).

Never seen that turret bug before, gonna test that out.

I'm not too sure what your question about jumping is, but hyperjumps generallly just work from one sector to any sector with a clear line of sight. You just aim at a sector and hold your hyperdrive key until the drive is charged, then you'll automatically jump to that sector. The HC (Hyperspace Capacitor?) just lets you jump instantly when you use it, no charging required.

+1 vote     reply to comment
ChickenDelight
ChickenDelight May 17 2014, 2:02am says:

OK, two questions
1. Will this game be free when it is fully released?
2. Do you know what the system requirements are for this game?

+2 votes     reply to comment
Codestar
Codestar May 17 2014, 10:43am replied:

1. No concrete plans so far but expect it not to be. That said, all the alpha versions (now and in the future) will all be completely free.

2. I don't have specifics since I haven't done any true benchmarking but the requirements are pretty minimal. On the plus side, if you have any doubts the latest alpha build is available to try out right now. It even has an FPS counter built in (minus key by default)!

+2 votes     reply to comment
Petroph
Petroph May 6 2014, 1:41am says:

I'm loving this game. Though my only beef atm is that for some reason with AI, they WILL NOT for the life of me use the turrets on the Artillery Frigate. They worked for awhile, but now, they just cease to work on my end. They'll for for the rest of the other AI ships friend or foe. But not for me. So either I pressed a button that I shouldn't have pressed or something is glitched out in a config file that shouldn't have been glitched. I tried reinstalling sort to speak, but seeing as I have no idea where the config files are saved locally, it doesn't do anything.

+2 votes     reply to comment
Codestar
Codestar May 7 2014, 11:53am replied:

Glad you're liking it so far! The Artillery turrets not firing under AI control is definitely a bug and not a config issue. I've noticed it before myself but fixing it will require some dedicated digging to figure out what the problem is since the same code controls all AI turrets and only one ship has issues.

I'll make sure to work on this for the next build, thanks!

+2 votes     reply to comment
Petroph
Petroph May 8 2014, 12:27pm replied:

Ya, turrets on all other ships work fine. It may be something just related to the artillery ship alone. They used to work, however, now they do not, can't give you a reason why, but can just tell you that it looks to be only isolated to the arty ship.

+2 votes     reply to comment
MurcDusen
MurcDusen May 6 2014, 4:12pm replied:

I think that happened to me too... though I just assumed it was because the enemy was too far away or something... should probably keep an eye on that. Best solution of course would be to get some populated servers :P

+2 votes     reply to comment
Fireball24
Fireball24 Jul 30 2014, 5:19pm replied:

Man about that 7th answer I exactly wanted that aswell (too bad I am not that good at programming :/ ) I wish you good luck!

+1 vote     reply to comment
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Battle of Tau Ceti
Platform
Windows
Developed By
Codestar
Engine
Unity
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Release Date
TBD
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Futuristic Sim
Theme
Sci-Fi
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Latest tweets from @codestardev

Alpha 0.4.2 is up on IndieDB (http://t.co/YcXTlI1dUw). More improved netcode!

Jul 30 2014, 1:28pm

Just encountered a bug....don't think the next build is quite ready yet. T.co

Jul 22 2014, 11:09pm

0.4.1 Alpha posted now on IndieDB T.co Dedicated server is up and running!

Jul 16 2014, 10:48am

Alpha 0.4.1 going up tomorrow. Mostly bugfixes and server stability - no more crashing hype!

Jul 15 2014, 10:47pm

Until I can get more fixes to the 24/7 server, I have a script running to reboot it periodically. Server should be functional at all times!

Jul 11 2014, 10:02am

Dedicated Server has been having some issues. Just restarted it and it's working for the moment. Feel free to tweet me when it goes down!

Jul 9 2014, 5:07pm

Alpha 0.4.0 is up! New netcode and resource model as well as a 24/7 dedicated server! Join me for weekly playtest starting tonight at 9 EST

Jul 9 2014, 9:54am

T.co

Jun 26 2014, 10:42pm

Yeah!!!! Finally got a master server/facilitator set up on my own Amazon EC2 server. No more relying on Unity's development server! Aw yiss

Jun 19 2014, 10:09pm

Back in action! Right now improving how resource collecting works - simpler to understand and some sectors will be worth more than others!

Jun 16 2014, 5:04pm

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Battle of Tau Ceti
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