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The Last Month: Development Update

2025-01-10

High time for a development update! Over the past month, I’ve been iterating heavily on the metagame, refocusing the experience on shipbuilding and combat. Along the way, I overhauled the ship editor, implemented a new GUI, added a host of new modules, and made numerous smaller fixes and improvements.

Ship Editor Overhaul

Ship editor overhaul

Ship editor - assigning controls

Ship editor - free paint

Metagame: Shipbuilding Bounty Hunter in eXoSpace

I experimented with adding a "strategic layer" atop the shipbuilding and combat mechanics (as I blogged about before), but it didn’t integrate well. While technically functional, the two gameplay layers (ship design/combat vs. fleet building/strategy) felt disconnected. Returning to the drawing board, I took inspiration from the excellent game FTL.

In eXoSpace, you play as a bounty hunter sent deep into eXoSpace to eliminate a dangerous criminal. As a combat engineer, you can continually upgrade your ship to face increasing dangers.

All gameplay now occurs within the combat screen, with the star map serving only to choose your next destination. Each hyperjump leads to a new encounter, which could be a e.g. battle between rival fleet, a trade base visit, surviving a meteor storm, rescuing (or abandoning) a civilian ship under pirate attack:

Meta game - bounty hunter

The core gameplay loop is now streamlined into three steps:

  1. Edit your ship (optional).
  2. Open the star map and jump to your next destination.
  3. Survive an encounter (one of many varieties).

Progressing deeper into eXoSpace requires careful management of these resources:

Each encounter presents unique challenges and outcomes. Success depends on your decisions, shipbuilding expertise, and combat prowess.

Modules Added and Changed

I have removed faction-specific shape restrictions (e.g., only triangles or rectangles), offering greater creative flexibility. Additionally, new modules were added, and existing ones were updated:

Other Changes

What’s Next?

I’m working toward releasing an alpha test build in the coming weeks—stay tuned!

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