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Objects in Space undocks Early Access today for PC, Mac and Linux
Objects puts players in a massive open world full of giant corporations, devious criminals, corrupt governments and menacing pirates. In between is the player – a new arrival in the Apollo cluster and a sole captain shepherding their ship from one place to another, taking jobs where they can find them and deciding whether or not to do things the legitimate way.
Combat in Objects in Space is based on submarine simulators, ships give off ’emissions’ which can be detected by nearby vessels. Players have to optimise their ships and turn systems on or off to remain hidden in a deadly game of cat and mouse among the stars.
Players engage in a vast, contract-based economy hauling goods, running salvage operations, smuggling illicit substances, engaging in piracy and much more besides. The game world is designed to allow total failure, and multiple difficulty settings for both combat and economy as well as their starting finances allows players to customise their experience.
Time is always moving forwards in the world of Objects in Space. There is no repeated dialogue from NPCs, choices and decisions are final and bear serious repercussions, and multiple playthroughs of Objects‘ three in-game months of narrative content are required to see all the 100+ story quests it has to offer.
The game includes mod support and a virtual interface for Arduinos to allow players to build their own physical spaceship bridges at home.
Objects in Space was developed by a tiny studio called Flat Earth Games (not conspiracy-theorists) in Sydney, Australia run by siblings Elissa and Leigh Harris.
The game has been in Early Access since 21st June 2017 and is available now for PC, Mac and Linux.
Objects in Space was created with funding assistance from Screen NSW.
- Massive open world to explore full of NPCs to interact with
- Complex contract-based economic system with over 50 employers
- Time-based open world – opportunities, stories and events happen at certain times as well as certain places, so each play through will be different
- Tense submarine-influenced combat
- Fully customisable ships – design your vessel for combat, shipping, stealth and more
- Mostly avoidable combat for more pacifistic players
- A world of side quests – no single linear story players are required to follow
- Explore 12 hand-crafted populated star and 20 uncharted systems full of unknown threats and treasures
- Find derelict ships, wreckages, cargo pods and communication beacons adrift in space
- Be a trader, bounty hunter, explorer, pirate or all of them at the same time
- Sandbox mode – play the game without narrative content in an endless version of the game
- Scenarios – tense combat scenarios task the player with overcoming impossible odds and testing their skill
- Multiplayer Scenarios – compete or cooperate in a variety of multiplayer modes and situations
- Build your own DIY controllers at home using Arduinos – anyone can construct their own ship bridge with physical switches and buttons with just a little bit of soldering know-how. Easy to learn and fun to do!
So myself, Rohan and Morgan (from our co-developer at Epiphany Games) were recently speculating about the size of our project. From humble beginnings, we realised that the size and scope of the project had well exceeded not just the expectations of Rohan and I (Noobs), but also Morgan, who projected that it’d take about three months to make and would end up with a budget of about $180’000 give or take. (Granted, this was at a Bavarian Bier Café – Morg)
That was full time work for a decent sized team of people, but for one reason or another circumstances conspired to mean that the game was worked on part time by Rohan, myself, Epiphany and our contracted contributors outside of our other gainful employment. I have been writing about videogames to pay the rent, Rohan has been working in IT, our musician was working time in between looking after his kid and working in video production and our character artist was forging through an ever-increasing amount of study while working at a bar.
The bottom line – the game has now taken 18 months and counting. And when we took a look back over all the hours and take a conservative estimate, our best guess at a budget, if we’d had one, would be somewhere in between $400-500k.
The best advice I can give for anyone looking to create a very large game with very little up front capital is as follows:
The very first previews are up, the game is currently on Steam Greenlight (be sure to give it a push), and in just one little hour, Morgan Lean and Sam Jensen (Director and Lead Designer of Frozen Hearth respectively) will be on GameSpotAU LIVE via Twitch TV showcasing the game and demonstrating it in action to the crew at GameSpot.
Check out the below press on it – the game’s coming THIS MONTH – then tune in at 2pm to GameSpot AU to hear straight from the horse’s mouth what the game is all about:
“I was quietly impressed not only by the team’s focus, the strength of their ideas and their skill in crafting the fundamentals of a solid strategy game.”
“…[an] Australian-made RTS that’s set to stand with the best of them.”
“I’m ashamed to admit, looks a whole lot better than what my jaded expectations were for a local RTS of which I’d never heard.”
“I was honestly surprised to discover how much fun could be had in a MOBA that still has more than a pinch of RTS flavour.”
“If you’re a fan of MOBAs or love RTS and want to have a look at what this whole MOBA craze is all about, this Aussie title may be up your alley…”
“Simply put, Frozen Hearth is a game that made me care about my actions a lot more than I thought it would, and that in itself makes for an extremely refreshing gameplay experience.”
“Frozen Hearth is a rock solid RTS that has a great level of depth to it.”
“With a beautifully lush environment and well created characters, I instantly became attached to the world of Ámorrá.”
AusGamers Multiplayer Trailer: http://www.ausgamers.com/news/read/3253222/frozen-hearth-trailer-showcases-multiplayer-gameplay-and-modes