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Executive Assault 2 News

šŸš€ Executive Assault 2 is NOW OUT of Early Access! šŸš€

Greetings Executives!

It's been an incredible journey, filled with countless hours of development, countless lines of code, and endless cups of tea, I'm thrilled to announce that Executive Assault 2 has officially left Early Access and launches into the vast expanse of space!

[h3]Step into a Universe where Strategy Meets First-Person Combat:[/h3]
🌌 Experience a unique blend of RTS and FPS set against the backdrop of the cosmos.
šŸ”§ Build your asteroid base, make strategic decisions, and then dive headfirst into first-person action.
šŸŒ Engage in spectacular space battles where every command can tilt the balance of power.

[h3]RTS Gameplay Features:[/h3]
  • Play as one of three distinct factions.
  • Build an asteroid base with over 70 different structures.
  • Establish command outposts and expand with buildings to control sectors.
  • Construct and control customizable starships, and engage in tactical battles on a grand scale.
  • Manufacture robots and mechs to help guard your base in invade others.
  • Deploy defence platforms for added security.
  • Mine asteroids for valuable resources with each faction having their own unique method.
  • Manufacture and trade goods to earn promotions and unlock new tech.
  • Set up mining outposts on asteroids and within nebulas.
  • Prioritize power management within your installations.
  • Delve into a large tech tree.
  • Enhance station turrets for optimal defence.
  • Launch invasions on space stations via dropships or gateways.
  • Witness the destruction of entire star systems.
  • Delve in espionage and resource theft.
  • Engage with up to 3 AI-driven CEOs.
  • Multiplayer mode supporting up to 4 CEO companies.
  • Craft your galaxy with the map editor.
  • Personalize your company with a custom logo and determine your goods.

[h3]First-person Executron Gameplay Features[/h3]
  • Play under an AI controlled CEO or hop into a friend's company for a pure FPS experience.
  • Help them get promoted to unlock more powerful tech.
  • Get into tanks, mechs, space fighters or even board starships to command them.
  • Capture outposts to gain their special abilities by fighting off Infestors and other enemies.
  • Explore the mysteries of various star systems and raid derelict outposts for resources and upgrades.
  • Sprint around your base, defending against invasions and interacting with buttons and panels.
  • Raid enemy bases and steal their tech or cause havoc by hacking into their systems.

Thanks to this amazing community, Executive Assault 2 has grown from a game with a single faction and just spaceships to one boasting three distinct factions, asteroid bases, and a range of ground vehicles including tanks and walkers.

As mentioned in my previous post I want to assure you that my commitment to Executive Assault 2 does not end with its launch. In fact, I have plans for the future of the game, including ongoing updates, new content, and exciting features that will continue to improve and expand the Executive Assault 2 experience.

I will remain dedicated to addressing your concerns, fixing any issues that may arise, and striving to make Executive Assault 2 the best it can be. Your input will continue to be invaluable as we shape the game's future together.

Plot your course, prepare your fleets, and immerse yourself in the rich universe of Executive Assault 2.

Happy gaming and see you among the stars!

šŸš€ Exciting News: Executive Assault 2 Launching Next Week! šŸš€

Hello Executives,

I am thrilled to announce that Executive Assault 2 is officially leaving Early Access and will be launching on the 18th of October next week! This is a momentous occasion, and I couldn't have reached this point without your incredible support and feedback throughout the development process.

I want to take this opportunity to thank each and every one of you who joined me on this journey. Your dedication and passion for the game have been instrumental in shaping it into what it is today.

I want to assure you that my commitment to Executive Assault 2 does not end with its launch. In fact, I have plans for the future of the game, including ongoing updates, new content, and exciting features that will continue to improve and expand the Executive Assault 2 experience.

You might wonder if there are still things to do, then why come out of Early Access? Well, the bottom line is that I could work on tweaking the game until the end of time, but right now, the game has all the intended features and is a ton of fun to play. Coming out of Early Access will help give the game more visibility and attract a load of new players, which will greatly benefit multiplayer and feedback.

I will remain dedicated to addressing your concerns, fixing any issues that may arise, and striving to make Executive Assault 2 the best it can be. Your input will continue to be invaluable as we shape the game's future together.

I can't wait to see you in the game when it launches. Get ready for epic battles, intricate strategies, and a universe of possibilities. Thank you for being part of the Executive Assault 2 community, and I look forward to an exciting future together!

Cheers,
Rob

Version 0.918.7.0....again

Hello Executives,

I'm releasing this version of the patch again today after I retracted it last night after I thought it had broken the multiplayer aspect of the game, turns out it was nothing to do with me and was in fact the network hosting company was having a few technical issues so the timing was just terrible.

So here it is again:
  • Fixed research screen icons sometimes not turning active
  • Fixed lightning arcs arching to allied ships
  • Fixed Decimator firing panel info
  • Fixed a few gaps in the terrain
  • Fixed mine fields not triggering for allied ships
  • Fixed issue where it would say a new Executron has joined even though it was already in the game
  • Fixed stats for Executrons not syncing over correctly
  • Mini map now updates correctly when transporting around
  • Reduced Executron fighter launch time by 1 second which should help with take off.
  • Reduced a few little humps and bumps at the start of the game when everyone is building their base
  • Ability to rebind reload button
  • Ability to rebind G and R for red and green alert
  • H can now be used as a rebind key
  • Giga miner cap has been reduced from 10 to 3
  • Combat music will no longer end if you are deep in combat in a HQ system
  • AI gets the extra power booster when researched
  • Addressed issue where sometimes buildings aren't appearing in the right spot over multiplayer
  • Large explosions from various weapons now check to see if the unit is inside or not

Cheers,
Rob

Version 0.917.9.0

Hello Executives,

Small patch today fixing the following:
  • Fixed multiple maintenance facilities in the same system causing issues.
  • Missile command can no longer be built on outposts.
  • Fixed issue if wormhole generator was switched off and then blown up it would cause a slowdown.
  • Troop transports now save what armour is applied to troops.
  • Gateway probes now repel each other.
  • Fixed issue with buildings trying to explode when under construction.
  • AI now responds to Infesters in its own base.
  • Drop pods now traverse the galaxy better.
  • Fixed Executron overview screen buttons floating off the screen on widescreen aspects.
  • A bug with the Executron map has been fixed.
  • Fixed bug where alliances were not being correctly displayed on loading screen.
  • Updated graphics on all asteroid derelicts including adding furniture.
  • Updated graphics on HQ asteroid.
  • The forcefield on the super laser asteroid has been replaced with a non hackable door which has also been added to the missile asteroid too, to gain access to the control room you now need to go to the new power generator and switch off the defences there.

I might look at just posting these small updates from within the game as a sort of news page but equally I think people like to see the game is being worked on.

Cheers,
Rob

Version 0.916.0.0

Hello executives,

Minor patch today fixing the following.
  • Fixed the super shields as they were draining power incorrectly and remaining on.
  • Fixed spelling mistake in drones.
  • Defence styles are now saved.
  • Groups are now saved.
  • Current charge on Blackstar now saved.
  • Fixed the tooltip sometimes getting stuck the RTS interface.
  • Extended the unit select panel a little so that it displays the whole unit name.
  • Fixed issue with cloak generator causing slowdowns.
  • Fixed issue with cloak generator not applying stealth tag to all buildings.
  • Can no longer deploy command outposts near defence platforms.
  • Protestors should no longer try and land at the mining control centre.
  • A warning is now sound to all enemy companies if the mass teleporter is used.

Cheers,
Rob