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Devlog: roadmap status update 3



This is a status update for the public roadmap.

Please keep in mind that I haven't updated the demo. These devlogs are a way to fill the gap between the demo and the game that is about to be released in a month or two. I may update the demo if there is enough spare time after the main release is done.

Equipment: added 4 more weapons. Hydra: a split-missile launcher. Fan cannon: a direct upgrade for Trident weapon, firing 9 projectiles in a wide arc. Vessel buster: a space sniper rifle with high damage and range, but slow rate of fire. Ion sprayer: a fast-firing short-range forward ion cannon, it has remarkable DPS and also burns batteries in seconds. Also added 6 new artifacts, 5 engines, and added tracker to the shop lists.

Flagship: reworked trading module (it can now track all resources instead of just 1 per module). Added radar III module.

Avatars: added some new pilot avatar elements. You can see a new hairstyle in this devlog's preview image.

Quests: added more war-related quests. They are available during a dominion war, and they can affect the war status too. Also added some economy-affecting quests (e.g. some of them allow you to change the resource market state)



Bosses: added 3 new boss vessels and 3 more enemy bases (stationary bosses).

Diplomacy: dominions can now capture each other planets. The player can participate in these events: help the planet defenders or help besieging it. This mechanic is connected to the dominion wars described in the previous post.



Missile tracking: missile tracking system was already present in the game, but it was not available to the player. Only some bosses used the Missile Tracker item along with Zappers programmed to shot down the enemy missiles. Now they're in the game in full. Also, some NPC (both allies and enemies) will utilize Zappers to be guarded against missile weapons.

Programming: implemented some long-waited features like ctrl+x cutting for pasting. Added data flow lines when hovering over COPY FROM or data anchors. Made missile tracker-related commands available to the player.

Campaign: a new Cult mission is added. The Cult will spawn a supply squad from time to time. If not intercepted, they can either build a new Cult base or make an existing base stronger by increasing its level. This new markers are detectable via Cult Detector flagship module. Added 4 new pilot traits. Improved enemy pilots auto stat distribution. Improved some missile-related programs for enemies (they will fire more often and with more accuracy).

UX: missiles now have a color-coded diode attached to them. Allied missiles have green color, enemy missiles have red color. This helps to distinguish between the two during a missile-heavy combat.

Devlog: roadmap status update 2



This is a status update for the public roadmap.

Content: added new weapon with unique mechanics "guided", more weapons with this mechanic will come. New campaign missions and interactions.



Factions: added a Faction starting option. Play as Radix, Ensis or Cerebra hired mercenary. They have different end-game goals, starting bonuses, and gameplay-affecting effects (like different period scoring rules).



Diplomacy: observe the wars between the dominions, or participate in them! The wars have goods and bads: they allow you to earn extra money, but they can shift the dominion power balance too much, and they generally make the dominions weaker. The Cult will use this opening.

Politics: strongly connected to diplomacy, politics feature allows the player to directly influence the way dominions might interact. Make them love or hate each other, plot against a single dominion or make everyone your best friend.

Interactive events: some new missions are interactive. Cult can send caravan interception squads - stop them or raid the caravan yourself. Or both. Dominion wars also mean more world-affecting missions are to be expected.



Guided weapon programming: this new weapon class requires extreme care. They usually have tons of flexibility, but at the cost of the programming complexity. Can you fully utilize their potential? Guided weapons include program-guided missile launchers (custom homing!) and "push to continue moving" weapons like Disk Cutter.

I am planning to focus on polishing next.

Devlog: roadmap status update

This is a status update for the public roadmap.

Content: added more weapons and other equipment parts in the tech level of 18-22. The max planned tech level might decrease to 25 given the amount of items we have for the game already. I still need to add dozens of items to fill 23-25 (end-game) item levels.

Save-load: implemented, including the auto-saving system and limited saves game mode for the campaign. The normal (unlimited) save mode allows arbitrary and unlimited saves. The limited save mode is autosave-only.

A set of final battles: half-done, with a new AUX troops mechanics they're going to be massive. The player will have to win several large-scale battles to capture the enemy-controlled planets.

More missions/quests: working on it. I try to add them as I go.

Upgradable flagship: done. You start with a tiny flagship, and then can expand it. It is also planned to have different flagship designs with their own upgrade trees (they will have different layouts and tiles available to them). For comparison, the flagship available in the demo is an average flagship which is bigger than the new starting flagship, but smaller than the final form available in the full game.

Vessel editor improvements: added some QoL features like "move all parts" key combination.

Programming: new commands related to the new weapon types ("guided projectiles"), finalized the missile tracker command set, added beacon-based sonar-style scanning command, ctrl+x to "cut" selected commands. More to come.

Also added many (hundreds!) of new vessel designs for the computer players to fill the end-game with more dangerous encounters. This includes new unique bosses.

The Cult can now adapt to counter-play against some cheesy tactics. For example, they might notice that you use drones a lot and make more anti-drone vessels.

My next big goal is diplomacy. It will make the dominion-related dynamics more interesting.
After that, it's probably more programming-related improvements.

I should be able to fully complete the roadmap until the release, but we'll see.

Release roadmap announcement

Since the demo is out, some of the players might wonder, how different the final game would be. What will be added and what's out of scope of this game is a valid question to ask.

Here is my attempt at clarifying some things. This list may not be 100% accurate, but it's as close as it gets to my understanding at this exact moment.

Overall, I am planning to make the Campaign better by adding more content and variety. Then I am going to focus on a multiplayer (async, offline) side of the game.

[h3]Content (uncategorized)[/h3]

  • New equipment parts up to tech level 30
  • In-game achievements (plus Steam achievements integration for those)


[h3]Multiplayer[/h3]

  • An ability to play against uploaded player-created teams
  • Periodical auto tournaments using the global server
  • Globally accessible multiplayer PvP leaderboard


[h3]Campaign[/h3]

  • Save/load feature
  • +1 dominion faction (Fenero)
  • A set of final battles
  • Diplomacy and its effects on the world
  • More government quests
  • More mission types (especially for the later game stages)


[h3]Flagship/base buildign[/h3]

  • Start with smaller flagship, unlock/build better ones as you play
  • Flagships will have different layouts, with different base stats and tiles available


[h3]Vessel designing[/h3]

  • Better color options (more palettes, custom color input, color all/templates)


[h3]Sandbox mode[/h3]

  • Pilot editor
  • Fleet editor (save several vessels as a template)
  • Combat/arena settings and rules (e.g. arena size, spawn rules, ...)


[h3]Programming[/h3]

  • Program-level import/export
  • An ability to set part-specific default scripts
  • Debug settings: initial HP, allies, enemies


[h3]Extra/polishing[/h3]

  • Configurable resolutions + windowed mode support
  • Steam cloud saves
  • Keymap binding via settings
  • Mac OS support