A modern take on the classic arcade game, Lunar Lander, Lunar Flight extends the experience to a fully, fictionalised Lunar Module Simulator providing a variety of mission types involving Transporting Cargo, Acquiring Data at Survey locations and locating Lost Cargo. Completing missions earns experience points and money to be used to Refuel, Repair and Upgrade the Lunar Module.
In addition to missions there are Time Trial challenges complete with Online Leader boards and a globally ranked ‘Pilots’ Leaderboard, ranked by experience.To round out the game there are a variety of Achievements to provide additional challenges and objectives.
A truly unique and challenging flight simulation experience, Lunar Flight will give you many ours of immersive, addictive & rewarding gameplay.
Lunar Flight features very atmospheric sound and visuals, creating a very immersive experience and is designed to engage the player’s senses as well as their appreciation for realistic physics. Fans of space flight will be pleased to know that it futures proper Newtonian physics behaviour and will provide one of the most authentic and dynamic space based, low gravity flight experiences they can have.
While being simulation oriented it is also designed to be accessible and fun and supports the XBox 360 controller by default but can be configured with almost any controller setup.
Lunar Flight should be available for sale Q1 2012 and will be priced at $10 US through several Digital Distribution sites.
I am currently working on version 1.7 which will be a significant update that will finally add Multiplayer. I have already made significant progress on it but still have some amount of work to go before it will be released, I am aiming for a late February release. Due to the fact that Lunar Flight was developed before adding Multiplayer some systems are having to be redesigned to support synchronization of their state between clients and the server.I also want to look at adding some ‘Multiplayer’ specific game modes but have yet to decide what that will be. There will be a simple Free mode where multiple people can play in the same map and conduct missions independently. One mode I have been thinking about is a race to reach a set XP score within a certain amount of time, additional modes maybe added in future updates.LAN and Online play will be supported, LAN mode will auto discover any servers on the local network. I am planning to have a Master Server listing to make it easier to find a server to play on. You can select which map to play on, add a password, add a region name, limit the number of players. The region name is an optional setting and if you want to open your game to the public and improve the chances of getting people in your region to play. For example I will added ‘Australia’ and people browsing the server listing can see that my server is in Australia.When you connect to a server you start off in a ‘Lobby’ view where you can see a list of available bases you can spawn at and chat with other players. (Voice chat is being considered also)
If all 4 bases on a map are occupied, any other players waiting to spawn will have to wait until one is available. Like wise players wanting to land at an occupied base will have to land nearby and wait for the pad to be clear.I will be contacting some people to offer the chance to test it for a closed Beta stage soon.
I have been wanting to make the game more accessible and plan to introduce a set of Difficulty options. These settings will affect the rewards you receive when completing a Mission, having the Easy settings enabled will drastically reduce the mission rewards earned.
1.7 will also contain any bug fixes that have been reported and also a few little polish improvements.
I am a backer of the Oculus Rift Virtual Reality devkit and am expecting my devkit to arrive near the end of March. Unity is adding support for it and I intend to add a mode to support it. This mode will most likely limit the Camera to Full Scren HUD mode when turned on but I will have to wait to see and do some experimenting with it. I plan to take the Rift with me to PAX AU in July to demo it to the press which I hope will help Lunar Flights exposure by being one of the only Oculus products on display. The Oculus mode will be added in a future update after the 1.7 update, this will only really be useful to those who have a devkit, until Oculus release their consumer grade kit to market in 2014.
Highest Rated (7 agree) 10/10
Excellent production values, great concept, immersive gameplay that's convincing while at the same time easy to grasp. You too can land a lunar module (after 20 or so crashes, anyway).
Jan 11 2012, 2:27am by marcinm
Latest tweets from @sh0v0r
12hours 43mins ago
14hours 36mins ago
Come and jump on my Lunar Flight Multiplayer Beta server and help me test the latest build right now!
May 20 2013, 9:01am
Here's a video of some Lunar Modules Dog Fighting T.co
May 17 2013, 4:47pm
Lunar Flight Multiplayer Beta (PC) Now Available on Steam! Go here for more details: T.co
May 17 2013, 12:23am
Flare Countermeasures are the latest feature to added to Lunar Flights Multiplayer Update T.co
May 7 2013, 3:33am
@alikchialeika Track IR support may get added after the Oculus Rift integration is done since I will have to add a virtual cockpit.
May 5 2013, 1:36am
Oculus Rift Devkit arrived today, going to add support to Lunar Flight after the Multiplayer update is released. T.co
May 1 2013, 3:19am
@bennettring tell him I still haven't received my dev kit for Lunar Flight! :-P
Apr 30 2013, 4:32am
Here's a demo of the Weapons Targeting System implementation.http://t.co/osqSuv70HX
Apr 24 2013, 8:12am