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

Features:

  • 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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core systems lab labstation,  2 science labs + new core systems lab labstation,  2 science labs + new core systems lab
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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  (80 - 90 of 217)
Gulliver.
Gulliver. Apr 26 2014, 12:09pm says:

Unit experience or rank,medals,etc system for all units

If able to update the system for all units enabled, such as:rank, medals, combat experience, unit experience,etc. As far as the value of this element (rank, medals, experience, etc) increases, each ship or each unit must be more powerful.
Example: Shield: more time and recharge faster and Capacity
Health: More or Capacity
Armor: Stronger or Capacity
Attack Damage: More or amount
Speed: Faster or amount
weapons: Ability to add ships or units. Or update weapons, etc.
Or anything like that.
These updates, depends on the:(rank, medals, experience, etc)

We happy :) And Keep it up you work great :)

+1 vote     reply to comment
Piemanlives
Piemanlives Apr 24 2014, 1:14am says:

So question, while this is still in development, what would you estimate the final installation size to be around first release, if you went by growth estimates and workload?

+1 vote     reply to comment
dssmathias Creator
dssmathias Apr 25 2014, 8:44am replied:

I'm not sure, why does it matter? The current development build is a little over 700MB.
I have no idea what LS-FR is talking about. He's not affiliated with the project by the way.

+1 vote   reply to comment
Piemanlives
Piemanlives Apr 25 2014, 7:32pm replied:

I managed to get an approximate translation, he was talking about in game installations and the such, I was just a bit curious about it is all, I have a thing for pointless trivia.

+1 vote     reply to comment
LS-FR
LS-FR Apr 24 2014, 4:27am replied:

Oui, des tailles excellentes. Nous pouvons voir la différence entre la classe corvette et la classe croiseur. Autrement dit,
Essayez a présent de montrer les tirs, si vous allez ajouter missiles, lasers, ions, etc... Pour avoir un bon aperçu en jeu:
Quelle est la monnaie du jeu, les ressources, si l'on doit respecter l'énergie pour alimenter les bâtiments... Inspirez-vous de d'autres jeu par exemple : Tylium, Titanes, Cubits, de battlestar galactica online etc...

Voila :)
Bon développement !

+2 votes     reply to comment
Piemanlives
Piemanlives Apr 25 2014, 1:19am replied:

Well that's one way to interpret that question.

+1 vote     reply to comment
LS-FR
LS-FR Apr 21 2014, 7:27am says:

StephanieRct, es-ce qu'il y orra des chasseurs, des cuirassés, et même des "dreadnoughts" ?

PS: Je connais pas l'anglais de dreadnought désolé

+1 vote     reply to comment
StephanieRct Creator
StephanieRct Apr 21 2014, 11:02pm replied:

J'ai fais un petit survole des différentes classes de vaisseau il y a un bon moment sur notre forum:

Stephanierct.com

Comme tu peux voir il y a une grande différence de taille entre les corvettes et les dreadnoughts. :)

+1 vote   reply to comment
LS-FR
LS-FR Apr 22 2014, 11:28am replied:

Je crois que cela va sûrement être mon jeu préféré de moddb...
Autrement dit, pourquoi ne pas ajouté les chasseurs en guise de support?

+1 vote     reply to comment
ThePaladin
ThePaladin Apr 20 2014, 1:04pm says:

now this is officialy the reason I will fail my german exams :D but seriously you guys made a hell of a progress.... Can't wait to take those ships for a spin :)

+1 vote     reply to comment
dssmathias Creator
dssmathias Apr 20 2014, 7:47pm replied:

German is easy, repeat after me: "Tschechisches Streichholzschächtelchen" :)

+1 vote   reply to comment
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Deep Space Settlement
Platform
Windows
Developer & Publisher
Escape Velocity Studios
Engine
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