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Dust Fleet News

The Day You've Been Waiting For!

Hi everyone!

It’s the day we’ve all been waiting for!

Dust Fleet is now live on PC! 🎉

[previewyoutube]https://youtu.be/-cPHE_VdYlw [/previewyoutube]

Thank you all for your support throughout development! I’m super excited to show you everything we’ve accomplished through development, and I hope you enjoy Dust Fleet much as I enjoyed making it for you.

If you would like to connect with our community, you can check out our Twitter or YouTube! Don’t forget, you can leave us a review, share part of your journey, tell us about a bug you’ve found, or just to give some feedback in our Discord.

That’s it for today - I’ll see you next time.

Dev Diary: It's happening!

[h2]Dev Diary: It's happening
[/h2]
Hi, I'm Glenn, developer at Orbiting Disco, and this is another Dust Fleet dev diary.

Okay, where to start.

Well, I think the big headline is that it's finished.

Almost.

We're still working on all the last-minute clean up and launch prep, but it's true - Dust Fleet is launching REAL SOON™. We're gonna be on Steam, GOG and the Epic Game Store.

So what's in the finished package? Let me talk you through it.

[h2]THE CAMPAIGNS[/h2]

Dust Fleet comes with two main campaigns. The first is Prelude, which is mostly a tutorial. Those of you who have played the demo will have played this already, although it is slightly tweaked from the demo to account for some new gameplay mechanics. The main campaign, though, is all-new. Defence of the Dust Zone sees you pitted against a rogue element of Earth's government intent on finding something hidden deep within the Dust Zone. You as the player have to help the people who live there, the Zoners, to fight them off and protect the Dust Zone's secrets. To do that, you'll be playing through a series of story missions and initiating your own battles to keep the enemy at bay.

All the missions are fully voice acted by a great cast, and I'm really proud with how the story turned out.

But that's not all!

[h2]SECTOR ASSAULT[/h2]

Once you've completed the campaigns, Sector Assault is waiting for you. This has similar gameplay to the campaigns, but on a randomised map with no story missions. Just you vs an AI. You can tweak map size and difficulty to get the kind of challenge you want. The full tech tree from the campaign is here too, giving you plenty of scope to try everything out that you might not have gotten to in the campaign.

[h2]THE EDITOR[/h2]

When I was making Dust Fleet, I quickly realised that hand-coding scripts for the missions was just not going to work. So I wrote an editor. But I didn't like it, so I wrote a better editor. And then I decided that if it worked for me, it could work for everyone! So, the game ships with the same editing tools I used.

Now, these are a little complex, and the game won't ship with a full manual for them because it would be huge and no one would want to read it, but I think I'll probably do some walkthrough videos to help you get started. I also can't guarantee any particular level of support for the editors - it's just me here, and I just won't have the bandwidth to be able to answer all questions and issues that might arise from using them. But as long as the game is alive, I will make it my goal to tackle bugs and make sure they continue to work. Ultimately, if the editors see a lot of use, I'll be relying on you the lovely Dust Fleet community to help each other where you can.

Also, the editor and game includes support for mod.io. If you don't know what this is, it's a place where users can share mods for supported games, a lot like Steam workshop, but it'll also work for our players on Epic and GOG. In the case of Dust Fleet, the mods will be campaigns created in the editor. With just a few clicks, you can get your campaign up onto mod.io, and other players can download it in the campaigns menu of the game. So any campaign you make can go straight into player's hands.

[h2]IT'S ALMOST HERE[/h2]

So, the game is coming real soon. You might have caught me chatting with Justin from Media Indie Exchange and Jirard from The Completionist during the recent REMIX live event, where they played through 20 minutes of the game. That was quite exciting, my first ever media event. If you missed it, I've posted that part of the livestream to the Dust Fleet channel. We've got other things in progress as well, so you should be seeing a lot more from Dust Fleet very soon.

I'm really proud of Dust Fleet, and I hope you enjoy playing it.

I'll see you in space!

Add Dust Fleet to your Steam wishlist: Help fill out the wiki See Dust Fleet's appearence on ReMIX Live 2023 (4:05:20)

[previewyoutube][/previewyoutube]

Next Fest Deployment #2!

Hello everyone!

We're excited to be participating in the Steam Next Fest! Catch our livestream on Thursday, June 22 at 12pm EST where we will be showing off the latest demo.

For more follow us on Twitter and join our Discord!

This stream is pre-recorded and will be looped through the duration of Steam Next Fest.

https://store.steampowered.com/app/2271260/Dust_Fleet_Demo

Next Fest Broadcast #1!

Hello everyone!

We're excited to be participating in the Steam Next Fest! Catch our livestream on Tuesday, June 20th at 7 am EST where we will be showing off the latest demo.

For more follow us on Twitter and join our Discord!

This stream is pre-recorded and will be looped through the duration of Steam Next Fest.

https://store.steampowered.com/app/2271260/Dust_Fleet_Demo

Dev Diary 3 - Demo Feedback and Improvements

Hi everyone!

It's been a super busy time here on the Orbiting Disco space station, so let me fill you in on what's been happening.

DEMO FEEDBACK
Those of you following Dust Fleet on Twitter will have seen plenty of Tweets about the game making the journey to PAX East. The demo was available to play there and was also released on Steam for anyone to try out. Feedback has been really good, and I learned a few interesting things about how people play the game.



As many of you correctly spotted, the demo can be tough, but it also doesn't put any real pressure on you - enemies don't attack you between turns meaning you can take your time building up your fleet and attack when you're ready. This was a conscious choice for the demo, as I didn't want players getting into too much difficulty. In the full game, depending on game mode and settings, there will be reasons to force you to expand, and enemy attacks you'll have to deal with.

Another point raised was that, while you can see enemy ships on the starmap, if there's a mission at a location, there's no way to tell what you'll be facing. This happens because enemies that roam the starmap are different to the ones you get in scripted missions. Enemies in missions are only spawned for that mission, and disappear again afterwards which of course means that until you start the mission, the starmap has nothing to show you. I'm going to see if I can rectify this by getting the starmap to reach into the mission data and pull out some of the ships that will be used in the mission. I still want to keep it a bit vague, as missions have a lot more going on and I wouldn't necessarily want the player to know eveything that's going to make an appearance.



Another question was about why squadron fighters are automatically rebuilt as long as a single ship makes it back to it's carrier. Some have pointed out that it's not realistic or doesn't make sense. And yes, this is one of those choices that makes more sense as a gameplay element than for realism. As fighters are destroyed, the value of the remaining fighters goes up, since they carry the value and veterancy of the squadron. It gives the player a mini-objective to keep those remaining fighters alive and get them home safely. This also helps the player not feel discouraged about using them, because they have every chance to get them back as long as they're careful.



And finally, yes, I'll be fixing that bug with the unit audio being very loud. Sorry.

MINING AND RESOURCES

Something else that came out of the demo was some uncertainty about when to use drilling barques.

During battles, drilling barques can mine asteroids in the battle area. If there are stations nearby, you can then use the resources you've mined to build ships. If not, you get to keep those resources for later.

In the starmap view, drilling barques currently don't do anything, but I've been working on some changes here.



As you progress in the game, you'll have more and more stations, and as you fit them with refineries the amount of resources you gain will increase - a lot! In longer games resources are no longer an issue. While the enemy will attack your stations, it's easy to get to a point where this is nothing more than a minor annoyance. So, I've made 4 key changes here to give players more to do in managing their stations and spreading their territory.
  • LIMITED RESOURCES: Resources per location are now limited. They'll run out, and when they do things like refineries will drop to 5% of their normal output.

  • MINING DURING TURNS: Drilling barques will now also mine some resources each turn on the starmap. If the location they are at has none left, they too will produce resources at 5% of their usual rate.

  • RESOURCE GENERATORS: There's a new technology on the tech tree - a resource generator. As you progress up the tech tree, you'll unlock these modules, and be able to fit them to industrial stations. They can generate a steady stream of resources at locations where there's nothing left to mine, BUT... they need something else to work, which brings me to point 4...

  • POWER: In addition to resource generators, power generators have also been added to the tech tree. These can be fitted to science stations, and provide power to neighbouring stations. Resource generators, shipyards and station sensor arrays now require power to function. The good news is that even though only science stations can generate power, you don't have to keep everything close together. Any station that is receiving power can retransmit any power it doesn't need to its neighbouring stations. So you can build a network of stations that use power, and distribute your power generation however you like. As you progress down the tech tree, you'll unlock bigger and better power generators, which is good because resource generators will use a lot of it!


If you like the look of the game or enjoyed the demo, make sure to wishlist us! If you want to be kept up to date with progress on the game's development and connect with our community, you can check out our Twitter, Discord, or YouTube!

That's it for this update - I'll see you on the next one

https://store.steampowered.com/app/406160/Dust_Fleet/