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Light of the Locked World: A new game by Zuurix

I have started working on a new game!

It's called Light of the Locked World.

It's a fantasy RPG with local co-op and PvP, set in a world of Caios II.

Three hundred years from the game's present, magical artifacts were sunken in the world's only sea.
Magic leaking from artifacts and pressure of the depth created perfect conditions for abyst crystals to grow.

Abysts amplify magic and are very valuable.

After abysts were discovered, miners and all kinds of opportunists have rushed to Caios II.

Abysts have a dangerous property - if there is a large quantity of them in one place, they cause anomaly called the Glow - abysts start glowing and all sentient beings close to them permanently lose sanity.

This and the fact that abysts can be used to create very powerful weapons forced the Council of Lords to send contraptions known as worldlocks to Caios II.
Worldlocks disrupt teleportation spells, making it impossible to enter or leave Caios II, keeping the abysts isolated from the rest of the worlds.

Three hundred years from all that player characters arrive at Caios II.

It's a wild, vivid world, full of dangers, ravaged by wars, and tainted by occurrences of the Glow.

The game will not have a main story quest chain, instead, it will have several independent chains. Complete all quests to win the game.
You won't have to read much - there won't be many dialogues.

The meat of the game will be exploration and combat.

Combat will be real-time and position based: The way you attack will be based on what tile you will stand on.
There will be three types of tiles: The ones next to solid objects will be called "Limited", the ones next to enemies - "Melee", and the ones that are neither - "Open".
You will be expected to move between different tiles and use abilities to deal with constantly changing situations, all while dodging enemy attacks.

Weapons will determine which abilities you will have.
You'll get weapons and other equipment by completing quests, from enemy drops, trading, crafting, and exploring.
You will be able to fully equip your character and equipment will change your appearance.

There will be several cities in the game - in them you will get most quests, craft, buy, and sell items, but the rest of the game will take place outside cities, in uncivilized, poorly mapped lands.
In them, you will find enemy encounters, loot, secrets, and many other things.

Your character will start with nothing, it will be bad at everything, but it will learn and become strong.

Doing activities will make you better at them, and will increase the level of roles.

For example, fighting with magic will increase the level of Mage role, and crafting items will increase the level of Materialist role.
The current plan is to have 9 roles: Warrior, Archer, Mage, Survivor, Materialist, Gatherer, Alchemist, Explorer, and Merchant.

You will be able to invite a friend to play with you, against you, or anything in between.

No content will be exclusive to co-op, it will be possible to fully complete the game playing solo.

I want to complete this game in a year, but it might require more time, as it is quite ambitious.

So that's pretty much it.

Keep in mind that this is my current vision of the game - things will probably change.

More things will become clear when an alpha demo will be available, which should happen in early 2019.

As for Sector Six, I won't abandon it, but as I will be focusing on Light of the Locked World, the updates will become less frequent and smaller.
Still, I'll keep fixing glitches and adding new content. The next Sector Six update is planned for early December.

Anyway, I'll be tweeting about Light of the Locked World regularly on Twitter, and posting entries to its development blog on my website.
That's primary places to keep in touch with the game's development.

You can also join my Discord server.
Invite link >>

I hope all of this sound good, until next time!
https://steamcommunity.com/sharedfiles/filedetails/?id=1573213477

Legacy version: Do you want it?

Hey all,

Because of large reworks and old save file deletions, I said I would add Sector Six 0.9.5 legacy version.

Now that the whole save system mess seems to be over - haven't heard about corruptions or anything like that since last save system fix, it would be the time to make a legacy version available.

Question is, does anyone want it?

If you want it, please tell me so.

As a reminder, Sector 0.9.5 is a version with an incomplete story, no relics, no endgame content, old save system - you would be able to play with ships you built during Early Access if you kept the save files, and old XP/weapon/ability/class/part systems.

PS.: Still working on weapon rework, not much left now. Today I'll add last of the planned new relics and start working on time attack mission changes + new enemies.

Echo #106: Second weapon rework

I've been working on another weapon rework for a while now.

The first weapon rework made pylons and nodes reduce ability cooldowns and ether costs.
It was a good idea on paper, but because pylons and nodes don't affect attack abilities, relays were much more useful than pylons and nodes.

So I have decided to have another rework to make pylons and nodes useful.
Another goal is to increase attack variety.

Second weapon rework makes all weapons increase weapon damage, and work differently with different abilities.

For example, Missile Strike will release missiles from relays, shards from pylons, and AoE waves from nodes.

Same is with other attack abilities, so in total there will be 9 different attacks, 3 for each weapon type per attack ability.

As I'm writing this echo, I have already made 8 attacks, only one to go!

So that's part 1 of the second weapon rework.

Part 2 is to re-implement ability cost modifying effects to the game.

Right now the plan is to add relics with these effects:

===

House of Hate, Isotope Equalizer:

Triples weapon damage
Doubles ability ether costs
Doubles ability cooldowns

===

Atomic Library And Muon Loom:

Reduces ability ether costs by 90%
Reduces weapon damage by 90%

===

Tempoquake, Cryoflash:

Reduces ability cooldowns by 90%
Reduces weapon damage by 90%

===

Zero Spire, Coolant Injector:

Doubles ability ether costs
Halves ability cooldowns

===

The Pendulum:

Halves ether generation
Reduces ability ether costs by 25%

===

Part 3 is giving abilities weapon synergies.

For example, installing relays will increase the chance of Shards of Chaos ability releasing 10 shards instead of 5.
Most of the abilities should have some sort of weapon synergy effects.

It's a lot of work to come up and implement these effects, so I will be adding them gradually.

Attack ability changes and new relics should come out with the next update.
The next update should be released this month.

Aside from weapon rework, the update will include new enemies and time attack mission rework.

Hope this sounds good.

Until next time!

PS.: You can now help translate Sector Six to your language >> https://steamcommunity.com/sharedfiles/filedetails/?id=1563321679 https://steamcommunity.com/sharedfiles/filedetails/?id=1558959075

Community translation support

Now you can help to translate Sector Six to your language!

Get started: https://steamcommunity.com/sharedfiles/filedetails/?id=1555466753 If you have any questions, need more help, or anything, go to this discussion:

Link >>

In other news:

I'm working on weapon rework!
https://steamcommunity.com/sharedfiles/filedetails/?id=1558959075

Update! Amplifier Well, Upgrade Sockets crash fixed + minor changes and language select

Changes:
  • Mission page is now saved.
  • Changed initial player name to "Aos".
  • Removed "Gain XP" toggle, because it's not needed anymore.

Fixes:
  • Fixed: Amplifier Well, Upgrade Sockets relic crash the game.
  • Fixed: Damage from colliding with minions is not calculated properly.
  • Fixed: Pyramids have wrong names and threat levels in arena missions.
  • Fixed: The Core changes after you fail the mission.
  • Fixed: Vendor hint bug.
  • Fixed: Potential issue with True Champion achievement.

Multiple language support:

I have added the language select screen - currently, it's only possible to select English. Soon I will make game text files available to everyone who will want to translate Sector Six to other languages, so, hopefully, more languages will become available.