Ultimate Space Commando (USC) is a turn-based sci-fi tactics game with strategy and role-playing elements, inspired by many "old-school" top-down view classics, featuring a semi-randomized Campaign mode with real multiple ending possibilities, fully interactive random maps, a detailed combat system with 18 distinct weapons and in-depth mechanics, a lot of unique gadgets, customizable squads with craftable goodies and lootable weapon prototypes, TCP/IP-based and hot-seat multiplayer modes, and an alien horde not stopped even by walls to fulfill its terrifying agenda...

USC is a complex game. From training your units with skill points and outfitting your squads with the appropriate weapons, ammo and additional gear to exploring, salvaging resources and fighting the alien horde, everything is in your hands. The game mechanics are easy to learn, but mastering them is a grand journey. USC features seven difficulty levels for custom games and three for the Campaign mode, including Easy for learners or casual players, but beating the highest levels requires both sophisticated tactics and a great deal of planning ahead with resources and synergy between environment, weapons and items.

MAIN FEATURES:

  • Campaign mode:Follow and control the fate of the crew of U.S.C. Wraith, a recon vessel stranded on an isolated mining planet, facing a rather unpleasant "first contact" scenario with the greatest threat to mankind yet. Unravel the hidden aspects of the story and try to save all your men and/or defeat the aliens while fighting through 30+ semi-randomized missions, gathering resources and item blueprints in an attempt to contact Earth.
  • Fully interactive, randomized combat environment:All map elements are interactive in some way. Gather ammo, Credits, blueprints or items from crates, loot vending machines for refreshment, struggle to seal blast doors to prevent further alien intrusions, hack locked doors in a mini-game, use flammable objects to burn your enemies, find switches to unlock special areas, move almost any kind of objects to make a barricade, bring down walls for an escape route or to gain an advantage, avoid various hazards, and more... all this on randomly generated maps in three distinct environments!
  • Detailed combat mechanics and squad management:USC features a unique combat system based on four combat stats (Health, Morale, Action Points and Armor), nine RPG-like attributes (weapon class proficiencies, reaction, electrotechnics, etc.) and various attack properties (e.g. accuracy, impact force, armor penetration, and many more). 18 weapons, more than 30 useful gadgets (medikits, weapon & armor mods, cloaking device, deployable auto-turret, etc.) and even prototype weapons and craftable-only special items are available to choose from as you see fit for your tactics. Your units gain experience in the Campaign mode, but your customized squads can also make progress with their gear even in other game modes!
  • Various custom game modes:Beside the Campaign, you can also play the "Defend the Base!" mode--where you get to build your very own base, manage your resources and fight multiple waves of aliens--and fully customizable Single Missions, where you can specify the objectives for each team, set map size and other parameters, difficulty, player handicaps, etc.
  • Multiplayer:You don't have to play alone! You can play with friends either over TCP/IP protocol or in hot-seat mode up to four players! You can create co-op PvE, PvP and even mixed PvPvE games!
  • Original soundtrack and exceptional sound effects: From composer Dima Arktor and sound designer Eugene Black comes an original sci-fi horror audio experience! 16+16 original music tracks, terrifying ambients and hundreds of completely custom-rendered high quality sound effects make the game complete.
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When working on a Sci-Fi universe, how to properly root the fiction part into actual science?

Read more about what Aliza, Lead Programmer, has to say about it.

usc science

USC: Counterforce is set in a tense sci-fi universe depicting a controversial future for mankind, where despite our technological advances that enable interstellar travel – a dream that may never come true in reality –, not all is bright: resources on Earth are running low, and a new kind of arms race between the multi-concerns controlling what is left is now what defines politics, and consequently, civilian life. United Space Command, though not completely above corruption, is the one thing that really unites mankind in its dream of conquering the stars, and striving for a better future for all.

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Wormhole representation, www.unsplash.com


When you are working with a concept like this, some major questions naturally arise. For example: if interstellar travel is possible, why does it matter if Earth is dying?
And you have to dig deeper and set up the causes properly to create a plausible world.

And, though USC: CF is science-fiction, I always felt that the fiction part must be properly rooted in the science part. Will technology enable feasible interstellar travel to be ever possible in reality? Even if yes, well, not for a long time. That’s the fiction part, to “invent” a technology that transcends this border. But, on the other hand, there are things in the universe that are known and well-described in science: the speed of light, or the nature of inertia and gravity – and you really shouldn’t tinker with those if you hope to create something even remotely believable in sci-fi terms.

"if interstellar travel is possible, why does it matter if Earth is dying?"


So, returning to the question of why Earth is so miserable if the whole universe has been “opened up” for us, there are answers:

First of all, if you think about how any technology has been introduced into our lives in the past, you see that the first steps are always hard and expensive. And when we’re talking about a technology that, in this instance, can bend spacetime (i.e. to a far greater and more controlled extent than how it is already bent due to mass), we shouldn’t visualize a machine that fits in a box and is produced on an assembly line for everyday use. It’s a volatile, hard-to-produce, and hard-to-maintain technology, with extreme material requirements, and a power draw so high that if it was operated on the ground, entire countries’ power grids would have to be shut down temporarily to power it.

But it is not operated on the ground. It needs to be placed on “pioneering ships” that can use it to go somewhere else (you wouldn’t want to mess with spacetime in your backyard, would you?) – so these ships need power sources so advanced, they probably cost even more than an SST-Warp drive by themselves.

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Exoplanet and galaxy representation, www.pixabay.com


"Where to send your ships?"


Obviously, these ships should look for planets with extremely rich mineral compositions or other materials that are deemed invaluable, in return for the operating cost. But information is hard to come by. There’s no “magic method” that can map the galaxy for exoplanets in an instant. The speed of light is the final barrier for conventional technology; we can’t just “know” what is out there. So, the pioneering ships have to see for themselves, based on data already available to pick out the best probable star systems. And whatever they find, they also can’t just send a text message back. (That would take somewhere between 10-1000 years!) They have to come back, risk spacetime-warping again, burning up fuel and/or taxing their power source and warp-drive to their limits.

Okay, but then it’s all okay, right? Not exactly. Who or what does the mining? And if, for example, this warping technology still has to somewhat abide by general natural laws – which it does –, wouldn’t a cargo of trillions of tons of materials make warping more complicated?

And my favorite problem:

"Okay, you warp to another star system. But where exactly in that system?"


Say you can’t really do it too close to planetary bodies due to their mass, or the mass of the stars somehow determines where you can “pop out”: the planets themselves could be still years, decades away when you have to travel there with conventional thrusters! So technology should also exist for “micro-warping”, or for a far better conventional traversal of space (without imposing G’s so high on the ship it breaks in half).

There are a lot of possibilities to handle these problems when we are treading more and more into the realm of the fiction part.

My take in USC: CF is that the pioneering ships when they find a star system worth exploiting, build a Relay Gate; a space station orbiting the local star. These gates are built in three separate stages:

  1. first, they build a habitat and engineering station from materials that were in cargo;
  2. secondly, they disassemble the pioneering ship and use its power source and warp drive for building the gate itself;
  3. and last, when the gate is operable, and smaller ships without their own warp drives can travel there, they finish the station with all other necessary elements (more habitats, storages, laboratories, refineries, etc.)


But Relay Gates are not capable of maintaining a “tunnel” to Earth indefinitely; these gates can only warp for a fraction of a second like they were able to when being housed on the ships, and only during that split-second can other ships – prepared in advance to be relayed – can travel, and also, this is the tiny timeframe when any information can also be sent forth and back between the two star systems. After that, the gate has to be maintained, the power source recharged, and any communication is shut down for days or weeks. But hey – still better than a hundred years!

It is impossible to estimate the cost of such a venture. So, interstellar travel is possible. We figured it out. We have the technology to build sufficient power sources, to build warp drives, to build ships that can house these and survive the warping process. And in the long run, this is the future of humanity – but it really, really does cost.

And when you’ve finally found a star system with a planet abundant in a resource so much needed, so valuable, you’re not going to give it up because a few “space worms” ate some scientists. Instead, you’re going to war.

Join our Discord to chat with the developers of USC Counterforce: Discord.gg

The USC Counterforce team

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Beta 2 Initial Update (0.9.1.0)

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Beta 2 Update for USC Beta 1 (any 0.9.0.x version). A HOARD of important changes & fixes, see below. A must have!

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Comments  (0 - 10 of 12)
Worthless_Bums
Worthless_Bums - - 85 comments

Downloaded and installed from "USC_0_9_1_3_Update.exe" but it just crashes upon trying to launch the game executable. Win 8.1 64-bit.

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AlizaWenders Creator
AlizaWenders - - 6 comments

"USC_0_9_1_3_Update.exe" is an UPDATE, not a free stand-alone release. It won't run by itself. Visit Creatio49.com.

Reply Good karma+1 vote
mannam1
mannam1 - - 18 comments

Just an fyi

Desura client version doesn't fully load. It gets near completion and then MCF install error. I went into folder, but no files found.

On the other hand, the DRM free version works fine =)

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AlizaWenders Creator
AlizaWenders - - 6 comments

I've just run a test installation and everything seems OK to me (0.9.0.0). Maybe it's the patch, or some temporary glitch (download *DID* slow down for me when I was at 99%, then it suddenly resumed after a while and continued by downloading DirectX). Maybe you should contact Desura support if the problem is persistent.

I really do hope your problem will be resolved soon!

Reply Good karma+1 vote
AlizaWenders Creator
AlizaWenders - - 6 comments

Thank you very much for the info! I'm investigating into this pronto!

Just a question: Have you installed Update 1? I wasn't able yet to make this Desura-MCF-stuff for the patch ready, but I'm working on it! It may be the cause of your problem.

Reply Good karma+1 vote
flagyl
flagyl - - 33 comments

Thank you. I bought it from the online Indie store (not GG). I will stay tuned here to see when I can redeem teh Desura key.

Best of luck.

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AlizaWenders Creator
AlizaWenders - - 6 comments

Thanks! :-)

You can now redeem IGS purchases on Desura. Click "Redeem on Desura" on IndieGameStand and claim your Desura key.

Reply Good karma+1 vote
flagyl
flagyl - - 33 comments

Thank you for the quick reply and the helpful information.

One last question-if I redeem USC on Desura, will that prevent me from getting a key if/when it is released on Steam (which is really where I would like to own the game)? I will hold off on redeeming the Desura key until you can clarify.

Thanks again for the quick responses. Have a great day.

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AlizaWenders Creator
AlizaWenders - - 6 comments

You're free to redeem it on any platform shown. Keys for the different platforms are handled separately. You can get a Desura key now, and later, when USC gets greenlit, you can still get a Steam key, too!

Happy hunting! :-)

Reply Good karma+2 votes
flagyl
flagyl - - 33 comments

Will you be giving Desurakeys to those who purchased your game from your website (I ask because it would be easier to get the updates)? Thanks in advance.

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AlizaWenders Creator
AlizaWenders - - 6 comments

Yes, I'm on integrating the different distribution platforms with redeemable keys. IGS purchases will be redeemable through the IGS interface (I think) almost as soon as USC launches on Desura. If you purchased it on GG, please register at the USC homepage with your serial (if you haven't already), and then contact us at admin@creatio49.com with either your profile e-mail, username or customer ID and I will give you a Desura key manually.

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