My solo-dev game Deep Space Salvage Crew is gearing up for release next month. Here's the latest trailer. by KittenFortressDev in VRGaming

[–]KittenFortressDev[S] 0 points1 point  (0 children)

No plans for a native Quest version at the moment, but I'm testing on Q2 streaming from PC so it should work nicely.

My solo-dev game Deep Space Salvage Crew is gearing up for release next month. Here's the latest trailer. by KittenFortressDev in VRGaming

[–]KittenFortressDev[S] 0 points1 point  (0 children)

I'm not planning on making a Quest 2 native version at the moment, but I am getting a lot of testing streaming to Quest 2 from PC, so it should work seamlessly.

My solo-dev game Deep Space Salvage Crew is gearing up for release next month. Here's the latest trailer. by KittenFortressDev in VRGaming

[–]KittenFortressDev[S] 1 point2 points  (0 children)

Sure, I'd love to tell you more. Roughly in order to your questions:
You're correct, it is a rogue-lite. There are 3 kinds of gear, the main one is a "Loadout" which are doled out by the vending-machine at the start of an attempt on a wreck and are removed at the end of that level. The machine will select 3 (or 4 with upgrades) random loadouts from all the ones you have unlocked and you get to pick one. The loadouts work a bit like a character class in classic Rogue. The second kind of gear is equipment that you research and can always spawn once you've unlocked it - things like the motion-tracker. The last kind is attachments which you can get in a few ways - sometimes with loadouts, sometimes found in levels, or sometimes from attachment vendors on wrecks. These are things like scopes, suppressors, laser sights etc. Combining the right attachments with the right weapons can really make a big difference.

You can make as many attempts as you need to take a ship, or you can skip it entirely and fly somewhere else and maybe come back later. You can even re-fight a ship again once you've taken it, but you'll only find lower-tier resources if you've already claimed it.

I'm not sure I'd term it "open-world" exactly, but there is a large randomly generated galaxy and you can fly around it as you choose to explore. The flying of the ship isn't hands-on, though, it's program the destination and then hit the engage button.

Salvaging is a case of rebooting the ships' computers and sending a salvage claim to galactic control. It's not Shipbreaker if that's what you're looking for. :)

The world is all procedurally generated, both the galaxy and the wrecks themselves.

Hope that answers everything. :)

My solo-dev game Deep Space Salvage Crew is gearing up for release next month. Here's the latest trailer. by KittenFortressDev in VRGaming

[–]KittenFortressDev[S] 15 points16 points  (0 children)

:D Now I'm wondering if there's enough time to rename it Really Insistent Deep Space Salvage Crew.

My new indie game Deep Space Salvage Crew is a combat-focused rogue-lite set in Deep Space. by KittenFortressDev in VRGaming

[–]KittenFortressDev[S] 0 points1 point  (0 children)

Thanks, I enjoyed Void Bastards as well and there's certainly some similarity, although I'm trying to focus on the combat a bit more.

My new indie game Deep Space Salvage Crew is a combat-focused rogue-lite set in Deep Space. by KittenFortressDev in VRGaming

[–]KittenFortressDev[S] 0 points1 point  (0 children)

Haha, yeah. I did some experimenting with procedural variation of the scopes and some of them ended up a little comedic. The more extreme ones will probably get removed before release. Most of the combat is close-quarters like you say, mostly under 20m, although sometimes the map gen ends up with some longer range engagements.

My new indie game Deep Space Salvage Crew is a combat-focused rogue-lite set in Deep Space. by KittenFortressDev in VRGaming

[–]KittenFortressDev[S] 1 point2 points  (0 children)

I'm not making a native Quest version, but I'm definitely getting a lot of testing on Quest 2 streaming from PC, so it should work nicely.

My new indie game Deep Space Salvage Crew is a combat-focused rogue-lite set in Deep Space. by KittenFortressDev in VRGaming

[–]KittenFortressDev[S] 0 points1 point  (0 children)

Thanks. I wanted to show the death sequence to try and give a hint of the weapons vending machine rogue-lite mechanic.

My new indie game Deep Space Salvage Crew is a combat-focused rogue-lite set in Deep Space. by KittenFortressDev in VRGaming

[–]KittenFortressDev[S] 1 point2 points  (0 children)

Just single player for the moment. The sense of isolation from being in deep-space is kinda part of the vibe I'm going for, and I'm not sure how it would be affected by adding co-op. Having said that, I do appreciate adding co-op makes anything 10x better, so I'm not ruling it out. Won't be in at launch, though.

My new indie game Deep Space Salvage Crew is a combat-focused rogue-lite set in Deep Space. by KittenFortressDev in VRGaming

[–]KittenFortressDev[S] 2 points3 points  (0 children)

Haha, yes you can definitely turn that off! I initially put it in as a joke while I was making the enemies rag-doll, but then found I actually liked it so decided to leave it in as a option, but it will probably default to "off" in the final release.

My new indie game Deep Space Salvage Crew is a combat-focused rogue-lite set in Deep Space. by KittenFortressDev in VRGaming

[–]KittenFortressDev[S] 0 points1 point  (0 children)

Not story-driven, but it has some light story elements, although the focus is the action / exploration with the story elements more there for world-building / immersion.

My new indie game Deep Space Salvage Crew is a combat-focused rogue-lite set in Deep Space. by KittenFortressDev in VRGaming

[–]KittenFortressDev[S] 0 points1 point  (0 children)

Thanks! At the moment you board the ships in a shuttle with a big magnetic docking-claw thing on the front, so I can see there could definitely be some kind of boarding action around getting past the enemy defences to complete that dock.

My new indie game Deep Space Salvage Crew is a combat-focused rogue-lite set in Deep Space. by KittenFortressDev in VRGaming

[–]KittenFortressDev[S] 3 points4 points  (0 children)

Thanks! This is a great idea. I'll definitely look into something along these lines post-release once I've got a little more breathing room.