Excalibur breaks the mould of traditional space simulation games by putting the player firmly in the boots of an experienced Starfleet captain. From the outset you will be able to control your character and command your ship as if you were standing on the bridge yourself. From taking direct control of the helm, to transferring command of any ship in your task force, or even calling your senior staff to the briefing room to discuss mission tactics; Excalibur is the most immersive Star Trek experience ever. Set six months after the events in Star Trek: Nemesis, Excalibur's story mode deals with the turbulent political scene caused by a decade of war and turmoil. From the second Borg incursion in First Contact, to the fall of the Dominion and the collapse of the Romulan political system; these events resulted in huge loss of life and changed the Alpha Quadrant forever.
As the Excalibur team launch their new Galaxy Class starship, we grab a few questions with Mark Ward who's job it was to texture this hugely popular ship...
building the galaxy class
Hey! Aric here, this month I'm going to chat with you about how the STE team has gone about creating the code side of our LCARS inspired interface, and...
user interface update
This week to go hand in hand with some images of the Danube, Matt has kindly agreed to answer a few quick questions for us.
danube class
A look at the concept work for developing the First person interface and some hints at future Excalibur Game Play Features.
excalibur concept: the tricorder
Luiz Cordova, lead artist for ST Excalibur, gives his thoughts about what modding means to Excalibur and shares some of his experience with modelling...
modder's development journal, pt1
It was great to see the strong effort people have put into designing their textures. I think one thing Star Trek had over all the TV shows and films in...
competition results
Excalibur: To the Planets and Beyond - an article about space.
excalibur: to the planets and beyond
This month we are focusing our attentions on Excalibur's art team and as part of that we feel that this is a great time to give a preview release of the...
2012 ship export guide
Today we have a question and answer session with Luiz and Jules who are two key members of our Art team.
question and answer – the art team
"Meet The Team" feature with the UI Team. Here we here from Aric and JD.
meet the team - ui team
Star Trek: Excalibur's Public Relations Team introduce themselves, and give an insight into their plans.
meet the team - public relations
An interview with the Techincal Lead on Star Trek: Excalibur about our new Hardpoint Editor
the hardpoint editor - an interview with john
Excalibur is a community-driven project; we rely on the support and contributions of the community to make the game a possibility. This is why we released...
information strategy
This blog item was posted some months ago on the Excalibur Forums. Matt Hooker has been a member of Excalibur's development team since it began in 2008...
q+a | matt hooker
Chris Larkin asks: I would love to hear more about how you're going to integrate third person starship combat with walking around in your own vessel/other...
interior & exterior gameplay integration
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