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USC: Counterforce News

New portraits

Marines,


[h2]Have a look at the changes since the first USC title![/h2]

The first game of the USC series is called Ultimate Space Commando and was released in 2015.
The game is a turn-based, top-down view tactics game in which you control the crew of a stranded recon vessel in a "first contact war" for survival.

In the game, the portraits were mainly visible in the team management hub, and in missions at the top of the screen.

[h3]Portraits in Ultimate Space Commando:[/h3]


In the new game USC: Counterforce, many things evolved, going from the gameplay to the lore, passing by the graphics, UI, and aliens. The portraits changed for more recent designs.

[h3]New portraits in USC: Counterforce:[/h3]


The concept is the same as in the first game, you can easily see who each marine is, and create a diverse team. Our artist Veronica worked on all the marines of the game, have a look at some of them!

[h3]New portraits of the Space Commandos:[/h3]


In USC: Counterforce, creating a complementary team is key to success. You will have the choice between many Space Commandos to deal with the ferocious alien menace.

Would you like to see other changes from the first game to USC: Counterforce? Join our Discord: https://discord.gg/vsxD6n8P8J

The USC: Counterforce team


Steam Next Fest - Developer Interview

Strategy players,


Our second broadcast for this Steam Next Fest will have Aliza, Lead Developer, interviewed by Louise Communication Manager while playing the new demo.

[h3]Aliza Wenders and Louise Le Guen will be live on February 12th, 8PM PST.[/h3]
Click the 'set a reminder' button not to miss the stream!

Replays will be available on Youtube a few days after the initial diffusion.



Join us on Discord, and chat with the developers: https://discord.gg/vsxD6n8P8J

The USC: Counterforce Team

Steam Next Fest - Developer livestream

Curious gamers,


Our first broadcast for this Steam Next Fest will have Aliza, Lead Developer, and Csaba, Game Designer, of the game playing USC: Counterforce demo.

[h3]Aliza Wenders and Csaba Bak will be live on February 7th, 8 PM GMT.[/h3]
Click the 'set a reminder' button not to miss the stream!

Replays will be available on Youtube a few days after the initial diffusion.



Join us on Discord, and chat with the developers: https://discord.gg/vsxD6n8P8J

The USC: Counterforce Team

New demo for Steam Next Fest

Dear strategy lovers,


[h3]We are thrilled to announce that we'll be taking part in the February Steam Next Fest (06/02 - 13/02), but the demo will be available from January 26th![/h3]

[h3]This new demo will include:[/h3]
  • 2 game modes
  • 3 map types
  • 5 difficulty levels

[h3]December previous demo contained:[/h3]
  • Rework on the tutorial
  • Squad customization enable
  • New difficulty options
  • New mission available
  • All portraits reworked


Your feedback is important, it helps us improve the game. Don't hesitate to share it and your suggestions in the comments and on Discord.

You will also be able to watch two broadcasts by the developers.


Join our Discord to share your feedback: https://discord.gg/vsxD6n8P8J

The USC Counterforce team

Our references: 90s turn based games

Hey retro game lovers!


[h3]In today's news, we're going to talk about two turn based games that inspired Aliza, developer of USC: Counterforce. From the 1990s, learn more about: Incubation: Time Is Running Out (1997) and Gorky 17 (1999).[/h3]

USC: Counterforce and its prequel, Ultimate Space Commando, also take a lot of inspiration from some lesser-known games, a few „hidden gems” from the late 1990s, the “age of 3D revolution”. While many developers were preoccupied with the evolving graphical capabilities of computers, and the addition of the third dimension, there were still titles that mainly focused on classic, almost tabletop-like gameplay, and still managed to bring something new and cool to the table.



One of these games is Incubation: Time is Running Out (1997) by Blue Byte. It was a turn- and tile-based, squad-oriented tactical game with a heavy focus on management of very limited actions per turn. It was heavily story-based, with a long campaign mode, and squad members you grew attached to and could equip with different gear, gadgets, and weapons, tailoring them to the tactics you wanted to use. During the whole game, you felt like your options were limited, but never your tactics: this game really shined in shoehorning you into situations you could somehow still get out of alive if you found the proper tactics.



There were some very unique mechanics that are not seen in many games: a well-implemented weapon overheat system (instead of ammo); a non-class- or skill-locked overwatch mode that—since most enemies died from 1 or 2 shots—was very often important in stopping an alien before it reached you; a simple, but tactically relevant use of elevations; and the ability to control the battlefield with some items and weapons—for example, if you used the flamethrower, it created an area of impassable terrain for a few turns. Incubation also had a PvP game mode in which up to 4 players could fight against each other in asymmetric objective-based battles. USC is directly inspired by the way Incubation handles overwatch (or “defense mode”) and the importance of facing in the right direction with your units.




Another game to mention is Gorky 17 (also known as Odium, 1999) by Metropolis Software. It was also a very heavily story-driven game in which a small group of NATO operatives had to fight to survive and to reveal the mystery behind the sudden appearance of hybrid creatures in a former Soviet military base in Poland.



There was an “exploration mode” where you moved around with your characters in real-time, discovering items, talking to people, and finding your way, but whenever a combat situation ensued, the game would not only switch to turn-based but you and your enemies were put on a grid-based, not-too-big battlefield, where the actual fighting took place. All weapons and items had their specific, very board game-like mechanics, and that, combined with the often very confined spaces led to some rather interesting battle scenarios. Just like Space Crusade, Space Hulk, or Incubation, the emphasis on smaller spaces and tighter rules was not a constraint, but rather a playground for devising smart tactics.



In fact, I was so hooked on this approach to turn-based mechanics that I perfected dealing with the enemies using only the more basic weapons while stockpiling explosives and all kinds of nasty stuff for those really hard battles and ended up completing the game with a whole nuclear arsenal still in my inventory... All said and done, I think Gorky 17 was not flawless, but still an excellent game, and showed yet another way, another approach to how boardgame-like rules can be applied in a computer game, while making it feel like NOT a board game.

[h3]Did you know these games before? Let us know in the comments![/h3]

Join our Discord to chat with the developers of USC Counterforce: https://discord.gg/vsxD6n8P8J

The USC Counterforce team