It's been 3 weeks since XO was announced on Square Enix Collective - a platform where the community can vote for projects they want to see succeed and leave feedback for the development team. We're very happy with the positive response so far, and hope to hear from even more people in the final week of the feedback phase.
If you haven't had a chance to see our pitch yet, here's the gameplay overview: XO is focused on fleet tactics, political conflict, and resource logistics. The ships in your flock, planets you journey to, and events you encounter are procedurally generated, giving you a unique experience every time you play.
See the entire pitch for XO on Square Enix Collective
If you live in the Pacific NW, then good news! We're bringing a pre-alpha demo of XO to several events in the next few months. We recently attended iFEST in Seattle, and we'll be returning this weekend for the Power of Play Indie Expo. We have fleet tactics, basic combat and resource gathering implemented (basically a horizontal slice of the game at this point) and we're currently working on the full game loop - which will look like this:
- Emerge from jumpspace near a planet where you will begin rescuing ships, gathering resources, and defending from ever-stronger waves of enemies until you judge it is time to evacuate the fleet
- Choose the next planet to jump to based on limited intel, taking into account the resources you need, reported enemy strength, and refugees at each possible destination. Spin up the fleet's jump drives and lead your able ships to the temporary safety of jumpspace
- In jumpspace, use your resources to upgrade ships, manufacture new weapons, and make critical repairs
- Continue this cycle until you amass enough firepower to defeat the enemy mothership and escape with as many people as possible.
One feature we're very excited to dive into is the political system. Under the strain of battle, legendary figures will arise that require thoughtful leadership. Demands, urgent calls for help, and interesting opportunities will present themselves, often at your most trying moments. You must decide what is best: do you reassign that annoying complainer to damage control, throw them in the brig, or abandon them to their own fate? Do you risk the safety of the fleet to pursue a sudden opportunity?
Properly managed, these figures have the ability to empower your flock. If left to their own devices, they could bring about an end to your mission... and humanity as we know it.
Thanks for the support!
- Jumpdrive Studios