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Space Tales News

THE KILL BOTS ARE HERE

[p]Commanders, strap in. This one's big.[/p][p]We've been cooking something behind the scenes for a while now, and it's finally time to pull back the curtain. Say hello to your new nightmare.[/p][h2]THE KILL BOTS[/h2][p]Something is wrong. These things shouldn’t exist. They appear out of nowhere. No warning signs.[/p][p]When our scouts finally made visual contact, what they found was unsettling. They are like a child’s dream that has been twisted into a nightmare. But the Kill Bots are very real. And they hit hard. Harder than the Nexera even.[/p][p]They're not in the archive. These machines don't match any known civilization in IPE records. Their origins? Unknown. Their energy source? Something that shouldn't exist, an infinite power supply running on tech that doesn't belong in this galaxy. And the creepiest part? They look like they crawled straight out of our memories of a classic horror flick. Retro. Menacing. Wrong.[/p][p]They teleport in. They teleport out. And they do not negotiate.[/p][h2]NEW MECHANICS: THE BASTION! FORGET EVERYTHING YOU KNOW[/h2][p]If you've been breezing through Nexera waves by turtling up and waiting for the swarm, that strat is dead. Sorry.[/p][p]In game, the Kill Bots don't come to you. They're already there. Scattered across the map in fortified clusters we're calling Bastions. You'll find small ones, big ones, and absolute chonkers of a tank that'll make you sweat.[/p][p][/p][p]You need to clear every unit in a Bastion, then land a Hub to pacify the area. If you don't finish the job? They respawn. Forever. Until you do.[/p][p]And here's where it gets spicy, Bastions don't sit around waiting. Every single one has its own timer, and when that timer hits zero, they start marching toward your base. You're not defending anymore. You're attacking. Constantly. On multiple fronts. Expand or die.[/p][p][/p][p]Oh, and spamming recruits? Not gonna cut it this time. Every Kill Bot unit is designed to hard counter your IPE roster. You'll need to scout, adapt, and bring the right composition to each Bastion or get absolutely rolled. This is tactical RTS the way it's meant to be played.[/p][h2]WHAT THIS MEANS FOR YOU[/h2][p]No more passive play. Offense is mandatory now. Bastions will keep you juggling priorities across the entire map, timers will punish you for being too slow, and hard counters will force you to actually think about what you're building. We wanted to push you out of your comfort zone, and honestly? We're pretty proud of how this turned out.[/p][p][/p][h2]ONE MORE THING[/h2][p]The Kill Bots are our version of what excites an RTS fan! But we couldn’t have done it without you. Every piece of feedback, every bug report, every hype comment in the Discord keeps us going. You believed in Space Tales early, and we don't take that for granted. We're building this thing together, and that means everything to us.[/p][p]Thank you. Seriously.[/p][p]Now gear up. The Kill Bots are coming, and they don't know mercy.[/p][p]See you on the battlefield.[/p][p]The Space Tales Team[/p][p]
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Developer Diary: Crafting the Epic Space Opera You've Been Waiting For

[p][/p][p]The team at Saigon Dragon Studio is thrilled to share our progress on Space Tales. We're deep in story development and campaign mode, and what's taking shape exceeds even our own expectations.[/p][p]We're not just building missions - we're crafting a genuine space opera designed to satisfy that RTS sci-fi craving you've been feeling for far too long. This is a story with heart and soul, filled with betrayal, deception, and genuine plot twists. A hero you'll root for and a villain you'll relish defeating.[/p][p]Our team has been weaving together narrative threads and mission design steeped in political intrigue and personal stories that resonate. We're developing both the main storyline and deep lore to enrich the entire experience. We don't want you to simply observe the story - we want you to immerse yourself in it completely.[/p][p][/p][h3]Meet Your Crew[/h3][p]At the center of it all is Commander Xander Falcone, a newly appointed hero of the IPE under extraordinary circumstances. Xander is forced into an ancient war that will define the fate of the cosmos, and throughout his journey to save the universe, he truly becomes the hero that he's meant to be.[/p][p]Always on his side and in his ear is Vespera, a brilliant coordinator who always is the smartest person in any room. She'll guide Xander through the chaos ahead, offering the voice of reason when the stakes are highest and decisions carry galactic consequences.[/p][p]And then there's Recruit Desmond, a by-the-book smartass who initially values protocols and regulations above all else. But as the campaign unfolds, this rigid soldier will evolve into something more: a dependable brother-in-arms who Xander can trust when everything falls apart.[/p][p]Every mission is being crafted to feel consequential, every dialogue choice meaningful, and every story beat earned. We know this is the heart of Space Tales, and we're pouring everything we have into delivering an unforgettable journey through the cosmos.[/p][p]We remain committed to our January Early Access launch. The finish line is in sight, and we're focused on reaching it with quality intact. We can't wait to finally reveal the full story of Space Tales as it unfolds across the cosmos.[/p][p]To everyone who has supported us on this journey - every comment, every piece of feedback, every word of encouragement has sustained us through long development nights. Your passion for what we're building means the world to our team. We're making Space Tales for you, and we're committed to making it worth the wait.[/p][p]Thank you, Commanders. See you soon.[/p][p]Saigon Dragon Studio[/p][p]Ho Chi Minh City, Vietnam[/p][p][/p][p]
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SPACE TALES - OPEN BETA LAUNCH DIARY

[p]We're still running on adrenaline and coffee (okay, maybe more coffee than we'd like to admit), but we had to share this moment with you![/p][p][/p][p]One week ago, we launched the Open Beta for Space Tales, and honestly? It feels surreal. Our entire team poured everything into making it happen - we're talking sleepless nights, countless iterations, and enough determination to reawaken the Nexera themself. We gave it absolutely everything we had, leaving no energy untapped in our quest to bring this story to life for you.
[/p][p]But from the moment we saw you guys' first reactions, the moment we read your comments, watched your video, and felt the genuine excitement from our community - all of that exhaustion just melted away. You reminded us *why* we do this. Your enthusiasm, your support, your feedback - it's like the concrete or the steel that become our base. We're already buzzing with renewed energy and can't wait to show you what's next.
[/p][p]AND NOW, EXCITING NEWS:[/p][p]We're thrilled to announce that **reviews are now LIVE on the Space Tales demo page!** We'd absolutely love to hear what you think. Your honest feedback helps us grow, helps us improve, and helps us build the game you deserve. Whether you've jumped into the Open Beta or are just experiencing the demo for the first time, we'd be incredibly grateful if you'd leave a review. Every single one means the world to us.[/p][p][/p][p]What's Coming:[/p][p][/p][p]A rich, immersive cosmic horror story that will take you across galaxies and into the depths of space conspiracy. Gameplay that's as engaging as it is rewarding. A universe that feels alive, dynamic, and full of secrets. And most importantly, a game made with heart by a team that genuinely believes in what we're creating.[/p][p][/p][p]This is just the beginning of our journey together, and we promise you - we're building something truly special.[/p][p][/p][p]Thank you. Seriously. Thank you for believing in us, for taking the leap into Space Tales, and for being part of this incredible community. Your support is what makes everything possible.[/p][p][/p][p]Here's to the IPE of humanity! Let’s destroy the Nexera together 🚀[/p][p][/p][p]With gratitude and endless enthusiasm,
[/p][p]Saigon Dragon Studio[/p][p]Ho Chi Minh City, Vietnam[/p][p]
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Space Tale Developer Diary: Open Beta Launch Day, October 22nd

[p]Hey everyone, it's the dev team from Saigon Dragon Studio here![/p][p]We are here in the evening, Vietnamese time, meaning it is early afternoonfor Europe, and it is early morning for the folks in the US. We are watching as the final builds are being uploaded, and I've gotta say: this feels surreal. 
[/p][p]Space Tales Open Beta goes live, and after everything we've been through to get here, we needed to take a moment to put some thoughts down.
[/p][p]Why This Matters to Us[/p][p]This isn't just a milestone, it's the point where Space Tales stops being "our game" and starts becoming "our game together with you." We've playtested internally until our eyes bled, but nothing compares to getting real players, with real strategies and real creativity, into the game.[/p][p]You're going to find things we missed. You're going to try tactics we never imagined. You're probably going to break something in a hilarious way. And honestly? We can't wait to see it all.
[/p][p]What We're Looking For[/p][p]Real talk:  we want ALL your feedback. Balance feels off? Let us know. UI confusing? Tell us where. Found an exploit where you can rush the enemy base in 30 seconds? Please report it before everyone discovers it (but also, kinda impressive).[/p][p]Do you think the Nexera needs more personality? Wish there was a different control scheme? Want to see specific features? Drop it all in the forums or Discord. We're reading everything.
[/p][p]Looking Ahead[/p][p]We've got a roadmap that honestly excites us more than it probably should. The game will have its Early Access version in early 2026. That is where we will reveal the new-and-improved campaigns, where we have worked extensively to develop the lore. Additional characters, NPC, plotlines that will enhance the game tenfold. Quality-of-life improvements based on YOUR feedback. This open beta is just Chapter 1.1 of what we hope will be an awesome story for us RTS fans! 
[/p][p]Thank You[/p][p]To everyone who's followed development, shared our posts, joined the Discord, or is jumping in today; thank you! You've kept us going through the tough patches, and we're stoked to finally share this with you.[/p][p]Alright, time to hit that publish button and probably stress-eat an entire pizza while monitoring everything[/p][p]See you among the stars, commanders!
[/p][p]Saigon Dragon Studio Team[/p][p]P.S. - If you encounter any game-breaking bugs, just tell yourself it's a "feature" that adds excitement. Then please report it immediately because it's definitely not a feature. 😅[/p][p]
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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]