In Dereliction, control a squad of soldiers to take back a space ship from an alien infestation. Dereliction is a squad-based real-time strategy game, requiring a sophisticated mobile defence strategy for objective success. The objective of the game is to get your soldiers from one side of the derelict space-ship to the other, moving from one airlock to the next. There you rest, refuel, reload and prepare to meet your opponents in the next level.

Post news Report RSS Dereliction - A much needed update!

Hello again everyone! It is about time for another update. However, what I want to talk about, I am not able to. So I will instead talk about whats new and how things are going!I

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Hello again everyone!

It is about time for another update. However, what I want to talk about, I am not able to. So I will instead talk about whats new and how things are going!

I will not be able to comment on the status of the demo, when the next wave of testers are needed, and such.

On a quick note, It was good to pop into FullIndie yesterday. We just grabbed something to eat but it was nice to see so many people come out.

I have quite a few Gifs to share, hopefully they wont bog down your system, but they bog down mine :/ Though I really need a new computer at this point.

For those interested, I have a MacPro 2008. 2.8x8 core and the Quadro. Cool, for 2008.

Ok so, here Is some work on the LMG


Here is the inferno Flamethrower in action


As things progress, Im getting better at things. Little things even. Like making Gifs. Interesting things for the resume I guess.Im going to scatter a few more images around this article.


So I have some new video content, showing new art, animations and the general flow of how things play.

Dereliction - More Gameplay - Indie DB

Most of the guns have been nerfed quite a bit. But while they do less damage they seem to hit with more impact, and while the bugs soak up more bullets they die just as fast.


This is so the game feels more true to the original design. However, each bullet counts and takes into account what its being fired from, what its being fired at, and who is shooting it based on their precision shot count or lack there of.

We have also been really pushing home the controls. We are onto something revolutionary it feels like. Complete control over camera with a minimal hud. The Camera controls NEVER interfere with the gameplay.

I like to predict with eyes closed how the camera will react to touches, swipes. Its spot on now and I can go from map to up close on a whim. The only thing hindering me is my reaction time. And that isn’t an issue, as long as I remember I can use the TAC-COM to slow time and have more control. It essentially turns it into a turn based game. With decisive actions!


That is about it for now. Please keep in touch and looking for the imminent release of the Demo to all testers.

I will post more soon, unlike a week or so back where there was very little I could share.

As always, we are still working hard every day. We will continue to do so until we are done!


Screen Shot 2015 05 19 at 7 18 3


This game looks really cool. The polygonal look really gives it a retro feel. Thats a good thing!

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Team_Derelict Author

Thanks! We pushed for a style that would afford us a lot of things not possible with smooth shapes. So mostly squares and bevels. While not necessarily aiming for retro, I think it hit its mark, whatever that ended up being.

That said, We are pushing over 200 enemies on screen. Lights in every corridor. and per bullet, bullet effects. We are BARELY running a solid 60 frames. So even if everything was bumped up even more, it would not run. So we have hit a real sweet spot where the art aligns with the hardware. I couldn't run on last gen stuff. and would look outdated on future tech.

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But can you play it in multiplayer?

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Team_Derelict Author

It would be really cool with a 5 player team fighting in PVE matches to reach the exit.
Maybe one day. But this is more RTS single play strategy for now.

Ill keep it in mind, and we are not done with this IP

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