Command your troops and fight together and against other players in a persistent world. See your soldiers grow from rookies to hardened veterans. Manage individual soldier's skills, gear and style to make them perform, and stand out on the battlefield. Challenge other players in head to head skirmishes and form companies together for increased fire-power and reputation. Hostile Sector is a squad-level, turn based online combat game, that mixes tactical depth with rpg elements and soldier-level customization options. The game is currently in PUBLIC ALPHA, and looking for more players and feedback. It is browser based, and no download is needed (besides having java installed). Go to the home page and register an account to play. Update: Downloadable version now available, as well.

Post news Report RSS What the future holds.

There is this big thing i'm working on that will be introduced in a few steps. The end product will be a procedurally generated persistent world, with ever on-going flowing battles (or so i picture it anyways).

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A short mission update on the current status of the game, and what is to come.
I'm working on a couple of new features, so there hasn't been any updates in a while. It also seems like quite a few people are having problems playing the game.
If you've had any problems whatsoever playing the game, don't hesitate to contact me, or to write about it in the forums. Grabbing any text from dialogs, other logs, or describing what you were doing would help me immensly in finding and correcting these problems.
So, i mentioned something about new features;

There is this big thing i'm working on that will be introduced in a few steps. The end product will be a procedurally generated persistent world, with ever on-going flowing battles (or so i picture it anyways).
The first step will be home bases. Placed somewhere in the world, each player will get a place of their own.
Base upgrades bought will be reflected in this scene, and you will be able to deploy your troops there. Eventually, you'll be able to put your mark on the base in different ways.
Your base might also be attacked by ai troops from time to time.

The next step will include attacking other players bases (and defending your own from them). This will be introduced together with some kind of travel mode for your soldiers, and the ability to form companies together with other players.

The third step will be the global map, moving between sectors on it, capturing and holding them. Some kind of resources will come into play as well. Hold them, and reap the rewards.

As you can tell, it's a pretty big feature set. The good news is, a lot of the basic bits are in place already. But it will still require a substantial amount of time to get them "playable".
I will write something longer about this in the near future.

What more is there?

*Vehicles is another thing that has always been on my "must have" list. They have been prototyped in the past, but there are still a few things to flesh out, design wise.

*More solo/story missions. The plan is to have a continous story line, with missions, or mission sets added along the way.

Well, that will have to do it for now. :)

Cheers.

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Hostile Sector
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mindemia
Engine
jMonkeyEngine
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