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USC: Counterforce News

First major update on August 28 and Steam Strategy Fest!

Hey marines!

We are excited to announce that USC: Counterforce will be participating in the Steam Strategy Fest, a Steam event celebrating strategy games.



[h3]The first major update will be available on August 28! Discover new content and features like “Defend the Base” mode![/h3]

Here’s a reminder of what’s coming for this update!

Play USC: Counterforce in Early Access and discover the new content!

The USC: Counterforce Team

Lore and context

Hey marines! Let’s explore the lore that leads to the events of USC: Counterforce!

In the year 2308 AD, just a few days after the events of the first installment of the series, "Ultimate Space Commando," a new chapter of danger unfolds. The story picks up with the aftermath of the mission of the recon ship "Wraith", which had been dispatched to unravel the mystery surrounding the MC83-A joint mining and research colony on the planetary body M-8322. The colony had mysteriously gone silent, prompting the reconnaissance mission.



The plot revolves around the involvement of the United Space Command (USC), which is in charge of the recon mission and is an influential paramilitary organization backed by major nations and lobbyists. Tasked with overseeing all matters related to interplanetary travel, USC's armed division, the United Space Command Forces (USCF), is in charge of upholding peace across the Solar System and beyond. This includes combating piracy, resolving armed conflicts, and pioneering the exploration and colonization of interstellar systems.

M-8322, the center of attention, stands as a metal-rich planetary body coveted for the precious resource known as "deothonit". This crystal-like material, despite the planet's harsh and unbreathable environment, is a valuable treasure due to its rarity and utility for humanity. The relentless pursuit of its exploitation makes the defense of M-8322 a primary objective. Positioned in the LHS 1140 star system within the Draco constellation, the planet is approximately 319 light years distant from Earth. The colony's remote location and the inherent time delays of space travel, even with warp and relay station technology, impact the swiftness of reinforcements and assistance. The relay station for this system is 22 hours away from the planet, further emphasizing the isolation of the colony in case of a dire situation.



Upon reaching the planet, the journey of the recon ship "Wraith" was cut short by a ferocious storm, causing it to crash onto the planet's surface. Its crew was left to fend for themselves against the unforgiving environment and the menacing alien nests that surrounded them. A hard-fought battle ensued as the crew struggled to restore communication with Earth. Their perseverance paid off, enabling them to escape the clutches of the hostile environment while laying waste to the alien nests and the remains of the once-thriving colony.

It is now your role to take control of the new task fleet that has been deployed to rescue the beleaguered "Wraith" crew. Your mission extends beyond just a daring rescue operation; you're entrusted with collecting vital testimonies and evidence pertaining to the alien threat that plagued the doomed colony. But, as if the stakes weren't high enough, strange and unexplained phenomena continue to unfold. The detection of a mysterious moon-like entity named "Fenrir," revolving around M-8322, adds an eerie and looming layer to an already complex situation.

As the events continue to unfold, the blend of action, danger, and the story of the Campaign for the full release promises a thrilling experience for players who dare to face the threat of this unforgiving encounter.



The USC: Counterforce team

Map creation: randomization process

Hey Marines!

As you’ve been exploring the planetary body M-8322, you have noticed that the map changes with every deployment. USC: Counterforce features procedurally generated maps and missions. But what does this mean? What can you expect when playing the different game modes? In this article, we’re going to answer these questions, and also take a look at more nuanced technicalities for the acute soldiers who enjoy knowing how this all works.

First off, every single mission you play in the game is procedurally generated—at least the map you’re playing on. We use our homemade random map generator (RMG) algorithm tailored to fit the exact needs of the game to do this. But random doesn’t mean "uncontrolled". Specific map and mission parameters are fed to the RMG as invariables, as rules that need to be satisfied under all conditions. But whatever is not "fixed", will be randomized. So, for example, a Single Mission with the objective "Reach extraction point" will always have insertion and extraction zones far away from each other, but otherwise, the layout of the actual map will be random, including which corner of the map those zones are in. In missions during the various Operations, more rules are enforced: we can tell the RMG to "seal off" complete areas of the map by making impassable walls and narrow connections, or we can control where buildings should be on the surface, etc.

But there’s more to it than the layout of the map. Objects, items, and even aliens are placed randomly. Of course, the placement algorithms for these elements also follow rules. The total number of aliens (per species) is controlled by the difficulty level and other parameters, but the exact composition of the horde (Alphas, Betas) is randomized, as are their starting locations on the map. The items you can find in crates during a mission are also random, but we use "loot tables" for different room types to determine what kind of equipment you can find in a crate you open there.

Now let’s see how this works a little bit closer, so you can get an idea of the depth of randomness and control we can use already, and in the future in new game modes. The map generator works in multiple passes, and we can exert constraints or randomization separately in all of these.

[h3]Pass 1: Layout descriptor[/h3]

This is a lot of data that describes various properties of the mission and the map, including objectives, environment, etc. At this point, we can already use randomization for almost all parameters (size, time of day, number of nests, position of starting zone, etc.), or specify the ones we want, selectively. This means we can use the system either to make a very specific mission or a completely random mission with a few selected fixed properties.

[h3]Pass 2: Layout generator (RLG)[/h3]

Based on the rules and settings in a layout descriptor, the RLG creates a logical map layout that adheres to all specified rules, and other invariants (like all parts of the map should be accessible via a door, etc.). Mind you, this is not yet a map! It contains data about nodes that have connections with each other, join into bigger rooms, or are excluded from the effective map area. At this point, we can check and ensure the general properties of a map without dealing with, say, 1024 or more grids directly.



[h3]Pass 3: "Inflation"[/h3]

The layout is converted into an actual map made of grids based on specific map parameters. At this point, we can use the very same layout to create a map with small rooms and narrow corridors, or one with bigger rooms and wider corridors, while logically it is still very similar to the first one. In the picture below, you can see the same layout resulting in different maps due to a different "room size" inflation setting:



Or we can instruct the generator to make all walls single-width, which not only results in another kind of layout, but also greatly differs gameplay-wise (aliens can break through much sooner, etc.). In the picture below, you see a map with this sort of layout. You can also see that the extraction zone is placed in the opposite corner from the insertion point—all other elements are randomized.



Connections are also converted into doors that have many randomizable properties (single or double, locked, hardwired, etc.). Specific environments (for example, mines and caves) have other special rules that modify how the actual "rooms" are processed—for example, protruding wall segments can be placed in addition. In the picture below, you can see some of these extra features.



[h3]Pass 4: Population[/h3]

This process has many sub-passes to ensure everything is put where it needs to be. Floor hazards, static and usable objects, generators, nests, service tunnel hatches, and finally, aliens and marines. Placement rules for each type of thing can be overridden or extended (for example, a few extra item crates with specific items are placed in a specific region of the map, etc.).

Balance in a game like USC: Counterforce is one of the most important things, and one crucial factor in creating it is the very map you play on. We think randomness brings a lot of uncertainty, tension, and replayability to the game, but it’s also important to "control the chaos" to some extent. We’re constantly iterating on these aspects of the game during development and continuously adding new elements, so you can expect even more interesting scenarios and death traps!

Now that you know the behind-the-scenes details of the maps you've been exploring, this will help you come up with new tactics to assess the battlefield!

The USC: Counterforce

Hotfix -- v0.20.3c (b230804)

A new hotfix [v0.20.3c (b230804)] is now live with the following changes:

  • Fixed an extremely rare bug where in some cases the game would lock up when multiple walls were being destroyed in an explosion

Revealing our Early Access roadmap!

Hey Marines!

USC: Counterforce has been out for a week, and we appreciate all of the positive feedback from both players and the press! We would also like to thank everyone for the detailed feedback we've received while we work on expanding the game.

[h3]Roadmap[/h3]
With the missions following one another and the bodies of aliens and marines piling up since launch, it's time to share the objectives for the next few months! We keep developing new features for you to try out. Find out all we have planned for the first phase of Early Access in this much anticipated roadmap!



The roadmap promises a number of major features, including a new game mode and new environments. With each update, you will also notice overall improvements, including the introduction of smaller features, Quality of Life changes and bug fixes.

We encourage and value community feedback, feel free to share your honest thoughts on the game. Because we are currently in Early Access and unforeseen events may affect the game's development, the features on the roadmap may be subject to change.



The new game mode and spaceship environment are now at the top of the list, as they are scheduled for this Summer. Following that, numerous major additions, including new environments, enemies, and weapons, as well as a new Operations mission, are planned for the Fall. We want to work with our community to develop and improve the game, so we welcome community suggestions!

Thank you for joining us on this journey once more. We can't wait to show you all the other things we have planned for you.

[h3]Bug reports & feedback[/h3]
As a reminder, please share any bug reports and your feedback, ideas and suggestions in the Steam Discussions or via our Discord.


The USC: Counterforce team