Deep Space Settlement is a real-time strategy game focused on empire building and grand-scale space battle. It is currently in development.


  • Build your interstellar empire
  • Gather and convert resources to power your empire's economy
  • Trade resources between players and NPCs across star-systems
  • Random events, RPG style
  • Customizable ships and stations
  • Build giant capital ships supported by an armada of smaller, more maneuverable ships
  • Create fleets
  • Unlock new technologies
  • Unlock new ship abilities through an XP system
  • Defend against invaders and conquer new star systems
  • Single- and Multiplayer
  • Story and sandbox mode
  • High modding capabilities, access game content through XML and game logic through the API

If you want to support the development, you can pre-prorder the game right now!

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enemy nexus enemy nexus + triple corvette slipways enemy Nexus in-game
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11 comments by StephanieRct on May 31st, 2015

Programming (Stephanie)

I’ve been working on the game saving code. Up until now I had to write custom code for each object type in the game so they can be serialized to a file enabling me to save the current game and load it later. This method was very error proned. Let’s say I forget to serialize some piece of data from the ship units like their current attack target, saving and loading happens without any error but now the ships don’t fire at anything. Miner ships aren’t mining anymore and stay in a state of limbo doing nothing. So with this method I would have to test out every possible cases and fix error when I happen to find one. Not the best position to be in for a first release obviously.

Functioning saved game is one of the most important features in a beta release since the game is expected to crash at some point. Having to start over from the beginning every times that happens would be frustrating.

To fix that potential problem, I’m now writing “reflection” code to describe the memory footprint of every objects in the game. This code is used to serialize the data to a file when saving and now using the same code I can validate if it cover all the object’s memory. If I forget to list a piece of data (like the ships’ current attack target for instance), the game will error out right at the start, printing out all the info I need to fix it quickly. This way I can be certain everything gets processed correctly otherwise the game won’t boot without letting me know. :D

Meanwhile, this month I’ve been helping the guys at Minority Media for their E3 demo. It’s part of my side contracting job that helps funding DSS directly. It’s a bit of a time delay for DSS but it’s also a good funding source.

Art (Mathias)

As you might remember, I had been working on the massive enemy station called Nexus.

The last time I had posed about it here on the forums, I was just starting texturing.(

By now, texturing on the main hub is finished.

In terms of art direction for the hub Stephanie establish what I refer to as a light/dark value duality. It’s often used in scifi, when you have contrasting white and dark/black materials. Here are a few examples of what I mean:


So, keeping that in mind, here’s a few images of my texturing progress:






I don’t want to go too much into detail, but the story demanded that there’s heavy damage to the station so here’s what I came up with.


And in-game:


Now, you might look at this station. you might remember these guys...


...and you might wonder why they look so different, when they are both “the enemy”.

I don’t want to spoil too much, but these guys are in certain way borg-like - they take and adapt technology from races they conquer. Maybe stuff from you puny humans as well, we’ll see! :)

So, the corvettes and the nexus are in fact from different races.The nexus will have to build those corvettes though, and it does that through these triple corvette slipways:


Furthermore, I’ve started work on a quad turret hub component for the nexus, as well as the appropriate turret for it. More on that in the next update.

As a sidenote, I’ve just switched from a desktop to a laptop(desktop replacement) as my main workstation and it’s become very obvious to me just how off the my two monitors are in terms of color/brightness.

So, If any of my previously posted images or even DSS screenshots seemed too dark to you, now you know why.

As a professional artist this is pretty embarrassing actually. I knew about the issue, but didn’t realise the extent of it. I just hope that my laptop screen is more representative of the majority of screens out there, so that what you get to see from me from now on is actually what I intend it to be.

Oh that also means, I’ll also have to lighten ALL textures I have done so far, but I intended to revisit them anyway.

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Post comment Comments  (0 - 10 of 219)
onionman Apr 27 2015, 6:58am says:

I'm a huge fan of Sins of a Solar Empire, and have been looking for a new Real Time Space Strategy game. DSS is looking fantastic! I've been following it for a while now. Is there any word on when we'll get to play it?

+2 votes     reply to comment
MetalHead-102 Mar 1 2015, 1:51pm says:

It says "you can pre-prorder the game" ;)

+1 vote     reply to comment
sithpal Dec 10 2014, 6:05pm says:

sent pm. not sure of the stance on those like weather or not would reply. figured replies to comments probably would reply to a pm to.

+2 votes     reply to comment
dssmathias Creator
dssmathias Dec 12 2014, 12:55pm replied:

Oh I've missed this somehow. Will answer soon. I'm just burried under work atm.

+1 vote   reply to comment
sithpal Dec 12 2014, 11:28pm replied:

thx the game is turning out great cant wait. no rush to reply the game must take precedent keep up the great work.

0 votes     reply to comment
IonusTheForsaken Dec 9 2014, 9:52am says:

I'm throwing money at my screen,Nothing happens

+2 votes     reply to comment
Doci Nov 17 2014, 5:08am says:

"High modding capabilities, access game content through XML and game logic through the API"

i see where my time will go ^^

btw is it 64-bit only or can someone play it with a 32.bit system as well ? :)

+1 vote     reply to comment
dssmathias Creator
dssmathias Nov 17 2014, 5:38pm replied:

So, we are going to release a 64bit version for sure, 32bit is uncertain. Our current debug builds do run as 32bit, but maintaining two different releases is more work. If many people demand a 32 build built, it might be done, otherwise Stephanie won't bother maintaining an additional target.

+2 votes   reply to comment
Vladiskov Nov 19 2014, 8:28pm replied:

You should chose them divide the team for both release (of course you can always wait some time after releasing the 64 bits version) for bugchasing, also you can use the always useful bugchasing players to help on it (centralize on game destroyer bugs firist, and in glitchs later) and in the forums (that you will need to create to centralize the mod comunity that will surely spawn around this game) maybe create a diferent folder for both versions (unless its get compatible trought some program :D)

+1 vote     reply to comment
Trooper_ Dec 21 2014, 3:27am replied:

32bit is backwards 64bit is the future why go backwards when we should go forwards?. Besides people will upgrade if they want to play games that are 64bit.

+2 votes     reply to comment
dssmathias Creator
dssmathias Nov 27 2014, 5:19pm replied:

You can't divide one person :)

+2 votes   reply to comment
sithpal Dec 10 2014, 6:02pm replied:

what happend to the other person?

+1 vote     reply to comment
dssmathias Creator
dssmathias Dec 10 2014, 6:08pm replied:

It's always just been Stephanie. Never had a second coder on the project.

+2 votes   reply to comment
sithpal Dec 11 2014, 1:52am replied:

ah i remember there being another person but didnt really remember the diffrent jobs part lol.

+1 vote     reply to comment
23-down Nov 18 2014, 4:21am replied:

Looks really good especially with customizing and constructing your own ship designs. That's very hot.

+2 votes     reply to comment
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Deep Space Settlement
Developer & Publisher
Escape Velocity Studios
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Latest tweets from @evsdss

RT @DSSMathias: enemy nexus + corvette slipways, some more info on this in the May update: #gamedev #indiedev http:/…

17hours 49mins ago

RT @StephanieRct: DSS May update on @IndieDB #gamedev

19hours 28mins ago

RT @StephanieRct: DSS May update is real! :D #gamedev #indiedev

19hours 40mins ago

RT @DSSMathias: also this #gamedev #indiedev

Jun 1 2015, 5:15am

RT @DSSMathias: just came across this old screenshot, haha. something doesn't look quite right. #gamedev #indiedev

Jun 1 2015, 5:15am

RT @DSSMathias: enemy Nexus + 6 tripple corvette slipways. via @YouTube #gamedev #screenshotsaturday #indiedev

May 16 2015, 7:51pm

RT @_tlr_: Just noticed these comments on my d9 laser sound for @EvsDss *◕ᴗ◕* #gameaudio #sounddesign

May 7 2015, 6:21am

RT @DSSMathias: To me, the most interesting part of the progress update. Modding in DSS is a core feature. T

May 4 2015, 5:02am

RT @DSSMathias: The Indiedb article is live now as well. #gamedev #indiedev

May 3 2015, 2:50pm

RT @StephanieRct: DSS Scanning Gameplay + article that goes along with it: #gamedev #indiedev

May 2 2015, 4:45pm

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Deep Space Settlement
Deep Space Settlement
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