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Space Tales News

Teaching Old Dogs New Tricks (Or Why We Said Goodbye to the TAB Key)

[p]Hey everyone![/p][p]It's been a wild few months since we released our demos, and I wanted to share something that's been keeping us up at night - in a good way, mostly. You know, the kind of insomnia where you suddenly wake up at 3 AM and go "Wait, THAT'S the solution!".

[/p][p]The TAB Key Problem[/p][p]So here's the thing - we kept hearing the same feedback over and over. Players were struggling with the TAB command. For those who grew up on classic RTS games, TAB is that old friend you use to cycle through different unit types when you've got a mixed selection. But here's where we face-palmed: Space Tales is loaded with active abilities. Oh yes, we went a bit overboard with them, didn’t we? And asking players to TAB-dance through their units while juggling cooldowns, positioning, AND trying to execute their master strategy? Yeah, we basically created an unintentional rhythm game. One with a pretty steep difficulty curve, indeed.
[/p][p][/p][p]The "Uh Oh" Moment[/p][p]After digging into the feedback, we had our reckoning. Ability management has become…unmanageable, at least not fun to manage anymore. Too many spells, too many active abilities, too many choices paralysis-inducing. [/p][p]Ouch. Feedbacks were brutal, but also... fair.[/p][p][/p][p]Step 1: The Great Skill Tree Purge[/p][p]This is where we made a decision that honestly felt a bit scary at first. We committed to reworking every single skill tree for every single unit. The golden rule? One active ability per unit. That's it.[/p][p]But here's where it gets interesting - we didn't want to just strip away complexity. We wanted to transform it. So we split each unit's progression into two branches:[/p]
  • [p]The Passive Path: For players who want their army to hum along like a well-oiled machine without babysitting every unit[/p]
  • [p]The Active Ability Path: For those beautiful micro-managing souls who live for that APM spike[/p]
[p]This fits perfectly with our "win your way" philosophy. Want to be 100% focused on macro? Go passive. Want to style on them with sick ability combos? Go active. Both are valid. Both can win.[/p][p][/p][p][/p][p]
[/p][p]Step 2: Commitment Issues? We've Got You Covered[/p][p]Now, I know what you're thinking. "Wait, if I pick a branch, am I stuck with it forever? What if I spec my units for micro and realize I'm actually terrible at it?" (Again, we've all been there.)[/p][p]Here's the good news: we're not the Nexera, we are not monsters. You can reset your skill trees whenever you want between missions. Went all-in on passive abilities but want to try out that spicy active ability build you saw from another player’s stream? Go for it. All the resources you spent unlocking abilities get refunded, and you can redistribute them however you like.[/p][p]All experimentation is encouraged. Go for it! When we said “win your way”, we meant it! Plus, let's be honest – half the fun of strategy games is theorycrafting and trying wild builds. Why would we take that away from you?

[/p][p]Step 3: UI Magic (The Part Where We Actually Fix The Problem)[/p][p]With only one active ability per unit, we could finally kill the TAB key dependency. Good riddance, honestly.[/p][p]We've completely revamped the UI with a slick ability bar at the bottom of the screen. Now when you select a mixed group of units, all their abilities show up right there, ready to go. No cycling. No hunting. No accidentally firing your ultimate ability on a scouting mission because you pressed TAB one too many times (we've all been there, right? ...Right?).


[/p][p]Open Beta: Mark Your Calendars![/p][p]You'll get to try this whole new system when we launch our open beta on October 22nd, 2025. I'm genuinely excited (and maybe a little nervous) to see what you all think.[/p][p][/p][hr][/hr][p][/p][p]A Heartfelt Thank You[/p][p]I have to take a moment here to say something sincere. This game wouldn't be what it is without this incredible community. Every piece of feedback, every bug report, every thoughtful comment - it all matters. When players take the time to tell us what's not working, that's not criticism - that's collaboration. You're helping us build something better, and I'm genuinely grateful for that.[/p][p]Game development is this weird journey where you're constantly second-guessing yourself, wondering if you're making the right calls. But having a community that engages with our vision, challenges our assumptions, and celebrates our wins with us? That makes all the difference.[/p][p]So thank you. Seriously.[/p][p]And please - join us for the open beta on October 22nd. We can't wait to see what you think of these changes, and more importantly, we can't wait to see how you break our game in ways we never imagined.[/p][p]See you among the stars, Commanders![/p][p]
- The Space Tales Team[/p]

New Trailer + Launch Window Announcement: Early 2026

[p]Hello everyone,[/p][p]We're Saigon Dragon Studio, and today we're sharing two big pieces of news with you.[/p][p]First: our new trailer is here. We've been refining and polishing Space Tales, and this trailer better represents the game we're building - the RTS we've always wanted to play.[/p][p]Second: Space Tales will launch in early 2026.[/p][p][/p][hr][/hr][p]
A Heartfelt Thank You

[/p][p][/p][p]When we started this project, we were just a small team in Vietnam with a dream and an unhealthy obsession with RTS games. We didn't know if anyone would care about what we were making.[/p][p]But you did.[/p][p]Every wishlist, every comment, every bit of feedback - it's kept us going through the hard days. And there have been many hard days. Game development is brutal, especially for a small indie studio trying to make something worthy of the genre we love.[/p][p]Your support has meant everything. When we see the wishlist count grow, it's not just a number to us. It's validation that what we're building matters. It's proof that there are still people out there who love RTS games as much as we do. It's the reason we can keep pushing forward.[/p][p][/p][hr][/hr][p][/p][p][/p][h2]Our Commitment to You[/h2][p]We're not just making Space Tales to release a game and move on. This is our passion project. We're RTS fans first, developers second. We understand what makes this genre special because we've lived it.

[/p][p]

Here's what we promise:

✦ We'll keep refining and improving the game until launch
✦ The launch version of the game will have a much heavier emphasis on story and lore!
✦ We'll stay transparent about our development process
✦ We'll listen to community feedback (you've already shaped this game more than you know)
✦ We'll deliver an RTS that honors the classics while bringing something new to the table[/p][p]This isn't a corporate project with quarterly earnings reports breathing down our necks. This is a small team that just wants to make a great RTS game. That freedom means everything, and we don't take it for granted.[/p][p][/p][hr][/hr][p][/p][h2]What's Next[/h2][p]Between now and early 2026, we'll be sharing more about Space Tales - gameplay deep dives, dev blogs, behind-the-scenes looks at how we're building this world. We want you to be part of this journey with us.[/p][p]If you haven't wishlisted Space Tales yet, now is a great time. It genuinely helps us more than you might think - it tells Steam's algorithm that people want this game, which helps us reach more RTS fans who might love what we're making.

[/p][p]
Thank you for believing in us. Thank you for your patience. Thank you for being here.[/p][p]Let's make something special together.[/p][p]— The Saigon Dragon Studio Team[/p][p]
[/p]

Space Tales Developer Diary: September 26th

[p]Hey Space Commanders![/p][p][/p][p]September is coming to an end and we thought it would be a great time for us to let everyone get to know us a little better! We are proud of so many things in Space Tales, but today, we want to focus on the game’s music![/p][p]We're incredibly excited to introduce you to someone who's been absolutely crucial to bringing the universe of Space Tales to life, our talented music producer Alex![/p][p]

[/p][p]A wild Alex appears in his elements[/p][p]
From the moment we first heard his demo tracks, we knew we'd found someone special. But what really struck us was learning about his journey and passion for video game music. Like many of us, he grew up as a gamer who didn't just play games – he felt them through their soundtracks. Legends like Yuzo Koshiro (Streets of Rage), Michael Z. Land (Monkey Island), Bobby Prince (Doom), and Russel Shaw (Theme Hospital, Dungeon Keeper) shaped his understanding of how music could elevate gameplay into something unforgettable.[/p][p]What makes his approach perfect for Space Tales is his unique background. His career took him through the world of Punk Rock and Metal, and he's brought that energy into his game compositions in the most exciting way. He has this knack for blending atmospheric, spacey soundscapes with driving guitars, rock bass lines, and punchy drum patterns – but always in service of what's happening on screen. As he puts it, finding that "intense match between sound and imagery" is his obsession, and honestly? We're so grateful it is, because the results have been phenomenal.[/p][p][/p][p][/p][p]Alex with Space Tales Demo, and a sick Juke Box in the background = I’m so jealous[/p][p]
His inspiration list reads like a masterclass in composition – from Glenn Stafford's epic Warcraft scores to film composers like Yoko Kanno, Joe Hisaishi, and Hans Zimmer, all the way to the raw energy of Green Day, Metallica, and System of a Down. This eclectic mix means Space Tales doesn't sound like just another space RTS – it has its own voice, its own soul.[/p][p]We feel incredibly fortunate to be working with such dedicated talent. The game is coming together wonderfully, and while we're trying to stay humble about it, we can't help but get excited every time we fire up the current build and listen to this sick music as we work on the game.[/p][p]Do you have any questions for Alex? Connect with us via our Discord channel and we will make sure Alex sees your question![/p][p][/p][p][/p][p]Thank you so much for following our journey and believing in Space Tales. Your support means the world to our small team. If you haven't already, we'd be incredibly grateful if you could wishlist us on Steam – it helps us more than you know and ensures you won't miss our launch![/p][p]Until next time, keep your Probe active![/p][p][/p][p]
Saigon Dragon Team –

WISHLIST NOW[/p]

Dev Log: Hub Tech & Pacification Protocols

[h3]Brute force wasn’t enough. Humanity didn’t just need to match the Nexera in firepower - it needed to outpace them in deployment.[/h3][p]That’s where the IPE’s Hub Technology came in.[/p][p][/p][p][/p][p][/p][hr][/hr][h2]The Command Hub: Instant Power, Zero Humans[/h2][p]The Command Hub is the crown jewel of IPE engineering.[/p][p]Dropped from orbit into a designated safe zone (or cleared zone, if needed), the hub is fully energy-autonomous. Over 60% of its structure is made up of a self-contained nuclear core, capable of powering up to 50,000 connected hubs.[/p][p][/p][p][/p][p]But its true marvel lies in the way it distributes energy:
Through compressed, focused energy beams, the Command Hub can power remote structures instantly - no wires, no personnel, no contact required.[/p][p][/p][p]If no safe landing zone is available, the IPE sends an advance shuttle filled with Guardian units to secure a perimeter before Hub deployment begins.[/p][p][/p][hr][/hr][h2]Hubs: Plug-and-Play Outposts[/h2][p]Once the Command Hub is active, Hubs are launched from orbit like needles, piercing the ground to establish instant outposts.[/p][p]These are not temporary shelters. Each Hub is designed to:[/p]
  • [p]Provide food, shelter, and weapons for up to 7 personnel[/p]
  • [p]Sustain them for 10 days without external supply[/p]
  • [p]Operate immediately with zero setup time[/p]
[p][/p][p][/p][p][/p][p]The IPE can drop and activate dozens of these Hubs in minutes, forming the backbone of a colony or battlefield deployment zone.[/p][p][/p][hr][/hr][p][/p][h2]T.F.L. Technology: Bending Time, Not Breaking It[/h2][p]During the development of the Hub system, IPE researchers discovered something unexpected.[/p][p]By focusing and condensing energy, they found they could manipulate gravity in extremely localized fields — which, in turn, affected time.[/p][p]This led to the creation of T.F.L. (Time Focus Loop) zones:
Areas where time is drastically slowed down in a confined space. The effect isn’t strong enough to reverse time — but it’s powerful enough to allow buildings to be modified or constructed in mere seconds.[/p][p]Using T.F.L. tech, an IPE operator can establish a fully operational base faster than ever thought possible. For the Nexera, this was the turning point.
For the rest of the galaxy… it became a warning.[/p][p][/p][p][/p][p][/p][hr][/hr][p][/p][p]Space Tales launches into Early Access on October 22. Until then, stay tuned for more lore, tech deep-dives, and unit breakdowns.

WISHLIST NOW[/p]

Dev Log – Galactic Field Guide, Vol. 1

[h3]

XV-22
“The Dry Grave” | Campaign Chapter 1[/h3][p]
A sun-blasted rock of red sand, wind-carved stone, and half-buried Kel Tan ruins. XV-22 was useful to the IPE only as a refuel pit - until a transport carrying a classified Nexera sample crash-landed here. When a Nester emerged to claim the cargo, HQ called in Commander Xander. Expect: scarce resources, ancient puzzles, and the first Wanderer boss lurking in the dust.[/p][hr][/hr][h3]

[/h3][p][/p][h3]Wangor“The Painted Sentinel” | Chapter 2[/h3][p]At first glance: emerald hills, cobalt rivers, rainbow mountains. Reality: oxidized copper soils where only hardy fungi grow. Wangor sits on the fringe of Kel Tan space - an early-warning post the aliens guard jealously. Xander’s father discovered the planet (and paid the price). Now secret IPE labs tunnel beneath those “pretty” ridges…and the Killbots are waiting.[/p][hr][/hr][p][/p][p][/p][h3]Afalee“Garden Turned Grave” | Chapter 3[/h3][p]One of humanity’s twin Edens after Earth. Fresh water, fertile fields, towering eco-cities. Afalee resisted the IPE—until the Nexera threat forced cooperation. But Capso’s Despot unleashed a bioweapon, spawning the Necroborg and plunging the bread-basket of the galaxy into nightmare. You’ll arrive after the fall, fighting through overgrown streets and twisted bio-steel forests.[/p][hr][/hr][p][/p][p][/p][p][/p][h3]Capso“Forge World of the Despot” | Chapter 4[/h3][p]Heavy gravity, metallic deserts, and the beating heart of IPE industry. A dormant Nester slumbered in Capso’s core—until war bombs woke it, shearing away a third of the planet. The scar became a megacity and IPE capital; the caverns below churn out fleets, suits, and weapons. Soil imported from Afalee grows token greenery under domes, but make no mistake: this is a world of smoke, steel, and secrets.[/p][hr][/hr][p][/p][h2]What This Means for Gameplay[/h2]
  • [p]Unique Biomes & Resources: From Wangor’s copper fungi to Capso’s high-gravity ore, every planet alters your economy and tactics.[/p]
  • [p]Faction-Driven Missions: Nexera swarms on XV-22, Killbot bastions on Wangor, Necroborg infestations on Afalee... each chapter is practically a new game mode.[/p]
  • [p]Lore Clues Everywhere: Scan ruins, decode logs, and piece together how the IPE, Kel Tan, and Nexera destinies collide.[/p]
[p]Wish-list Space Tales if you haven’t already, and hop into Discord to tell us which world you’re most eager (or terrified) to visit![/p]