Salvation Prophecy is a space epic. Four warring factions battle over control of the known galaxy. Space stations and planet colonies endure constant assault. You begin your journey as a soldier recruit. Through intense planet and space battle, your combat skills will be put to a grim test. Success is rewarded with powerful skills, combat gear, and ship upgrades, and you may rise in rank to become commander of your faction. Lurking in the dark recesses of the universe is a threat foreseen by an apocalyptic prophecy. A danger far greater than mankind's endless battles. The pursuit of the prophecy leads through distant alien worlds with deadly creatures and untold secrets. A chance for redemption, if only we find our way through that dark hour.

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Blog RSS Feed Post news Report abuse Latest News: Linux port of Salvation Prophecy available on Desura

16 comments by JabberwockyX on May 6th, 2013

Salvation Prophecy on Ubuntu
Salvation Prophecy running on Ubuntu

The native linux port of Salvation Prophecy has been released on Desura.

Lots of care was taken to support a full linux experience:

  • Robust full-screen functionality
  • Support for mouse & keyboard, joysticks, and gamepads
  • Testing on multiple distributions, on both NVidia and AMD cards
  • English and French (new!) language language settings

In other news - .Underdog Reviews has created a video review for Salvation Prophecy, included below. This video gives a good overview of the gameplay and features of Salvation Prophecy, which includes both space and planetary combat.

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Post comment Comments  (10 - 20 of 207)
gregfriis Sep 12 2013, 10:10pm says:

I played Salvation Prophecy around the time it was released. It was a really unique and intriguing experience that stuck with me. I keep thinking about it from time to time. But I really want the game to be so much more than it was. It feels like it was a very ambitious project, but that its scope had to be cut down to get into a releasable state. As a software developer, I understand how that is. As a fan, I really wish the game had lived up to its full potential. I don't suppose there are any plans for a sequel or expansion any time soon?

+4 votes     reply to comment
JabberwockyX Creator
JabberwockyX Sep 16 2013, 1:15am replied:

Hi gregfriis -
Thanks for dropping by. You're right, there were certain constraints I needed to work within because of the small budget and manpower available to me. I am very interested in doing a sequel or expansion. But it all depends on how well the game sells. Now that the game has fnially been greenlit for sale on Steam, this should be something I find out in the coming months. Desura and the other distributors I've worked with up until now are great. But Steam's giant userbase is critical for a pc game to be successful.

+2 votes   reply to comment
megaflux Sep 19 2013, 3:33am replied:

go with expansion. seriously, we miss them. so sick of day 1 dlc and then little trash dlcs coming out every 2 months until i completely lose interest in ever playing the game again because i know its just a matter of time before yet another dlc is released.

if you go with expansion you get to use the framework you have already made and REALLY flesh it out, it HAS to be a huge advantage from a productivity can add systems that had to get cut back in, you can simply alter models to create new models, and you can polish the hell out of gameplay elements already there.

a sequel im 90% certain will get a lukewarm reception since it doesnt feel like the first game ever really matured.

+6 votes     reply to comment
JabberwockyX Creator
JabberwockyX Sep 19 2013, 10:27pm replied:

I hear what you're saying, megaflux.

I learned a ton, both design and technically, from making Salvation Prophecy. It is an unusual combination of space sim / shooter / action-RPG / strategy, and getting the pieces to fit together just right was a huge challenge. There weren't many other similar games to model the design after.

There's a few design aspects I think I could nail better the second time around. Agreed, there are a bunch of core components I could reuse and expand on. But there are also a few baseline design decisions I'd like to change as well. Also, I'd love to do a much bigger universe, and include much better modding support.

Either way, if I am in a financial position to keep working on big complicated space epics, it won't be to add piddily little DLCs. :)

+4 votes   reply to comment
cpholmes9 Aug 28 2013, 8:54pm says:

Congratulations on getting Green Lighted!!!!!!!!!!!!!!

+3 votes     reply to comment
JabberwockyX Creator
JabberwockyX Aug 29 2013, 1:11am replied:

Thanks! It was very exciting to finally make it.
But you Desura folks are extra cool for playing the game before it launched on Steam. ;)

+4 votes   reply to comment
pysiu Sep 7 2013, 10:44am replied:


+3 votes     reply to comment
Kwama57 Aug 7 2013, 2:03pm says:

Hi, is it possible to upload the game manual again in the extras, or a working link please? Thanks in advance. :)

+1 vote     reply to comment
JabberwockyX Creator
JabberwockyX Aug 7 2013, 5:44pm replied:

Hmm, I wonder how that disappeared?
Here's a link to the manual:

+2 votes   reply to comment
Kwama57 Aug 7 2013, 7:30pm replied:

Game instructions are missing these days.. This one you provide is great! Detailed and to the point as excpected. Also, thank you for such a prompt reply and solution. ^^

+2 votes     reply to comment
JabberwockyX Creator
JabberwockyX Aug 7 2013, 9:16pm replied:

Game manuals are old skool. But I like 'em too.

These days, you should design games so they can just be picked up and played. But a manual is great for those who want a more in-depth view into how things work. Or who prefer preparing ahead of time, rather than jumping in and learning "trial by fire" style.

+2 votes   reply to comment
megaflux Sep 8 2013, 2:35pm replied:

that sounds like something people would learn in videogame school "design games so they can be picked up and played". fact of the matter is those schools are the problem because all they are teaching anyone to do is make the same exact games as everyone else. from a design standpoint it works for overly simplistic games that appeal to pop gamers only. i think most people who play indie games LIKE a certain amount of thought behind their games though, which only a manual can provide.

plus i miss the days of reading the manual while mom drove home from the game store.

+2 votes     reply to comment
JabberwockyX Creator
JabberwockyX Sep 19 2013, 2:26am replied:

I hear you. And don't get me wrong - I like complex games, and unusual games that don't rehash the same gameplay. Still, I think anything that can be taught in a manual can also be taught in-game through a tutorial, hints, and in-game help. But manuals can be great too, for people who like to learn a game that way. I too remember hungrily digging into manuals for a new game purchase. That's why I provided both - it works good for different sorts of folks who learn in different ways. Thanks for your thoughts megaflux - interesting discussion!

+1 vote   reply to comment
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Salvation Prophecy
Windows, Linux
Firedance Games
Ogre Engine
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Release Date
Released Jun 2012
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90 votes submitted.

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Highest Rated (8 agree) 9/10

I've played through the game once, and I have to say it really exceeded my expectations. Although the game suffers a bit from repetition, I feel like it's really got a good tempo; let me explain what I mean by tempo. There's always something to do, and you're (until near the end) always getting stronger in some way. The best way I could describe it is to draw comparisons to Pirates!. New mission types are introduced at a reasonable pace and keep the game interesting. Maybe you'll start out doing…

Aug 3 2012, 3:01pm by Ysengrim

Futuristic Sim
Single Player

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