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2021-09-18 09:58 UTC · Community Announcements · Mawhrin-Skel
We regret to announce that Shallow Space has been cancelled. About a year ago we designed a new client that ticked a lot of the boxes that the community were looking for originally but we struggled to include, as time went on it became clear that the decision was contentious as it would remove a lot of the current look and feel. We have to admit that it would have been quite a different game to what it is currently on Steam now. Dealing with the legacy has been difficult. It is highly unlikely that we’d have been able to cut though the negative reviews and press even if we were to create somet
2021-04-11 14:26 UTC · Community Announcements · Mawhrin-Skel
Back again, with another summary update. So to recap; as you likely know we took an extended break from the project but coming up to a year ago now we picked things up again. It hasn’t been straightforward, there was lots of pressure back then and some things in 2.0 were designed in a rush without proper consideration and it didn’t really gel as a game when we tried to finish it into something objective driven. As a result we’re having to refine the idea and make it a little more achievable for a small team, but also add some new killer features on the way. We’ve taken to referring to the reva
2021-02-27 18:48 UTC · Community Announcements · Mawhrin-Skel
So a bunch of time had past since we last spoke, but that doesn’t mean we haven’t been busy. As you know the project is in a bit of a weird state. It’s a rescue. Some years ago we became overwhelmed and stepped away for the sake of our sanity. We’re back but we’re keeping the Steam news down to a minimum until we’re ready to pick up a public release cycle again and have you guys play this thing. Before that happens we need to revisit the idea, work out the areas we can improve and work in some of the feedback we received over the years. It’s important to note that while things are changing in-
2020-12-20 15:46 UTC · Community Announcements · Mawhrin-Skel
If you’re new around here don’t buy the game, it’s unsupported and a mess in its current form, we’re working hard to put it right. Since thought a little more about the last post here when we mentioned that it’s too distracting to code and write blogs at the same time. I’m not happy with it that, I’m just not sure it’s true. To stay focused this time, we’re splitting development into manageable chunks called sprints. In the opening stages, a sprint will focus on adding a bunch of related gameplay elements - we implement only what’s planned and not a line of code or graphical detail more than n
2020-12-09 10:05 UTC · Community Announcements · Mawhrin-Skel
Work is still going on here on the server side of things, still writing tests and implementing base functionality. We have to set expectations here, this is going to take a long time. If you're new DON'T BUY THE GAME - the projects in a weird state and i'm not even sure it's playable right now. Some might say a mistake was made showing up empty handed 6 months ago and I would agree with that. The majority of dev is really boring to talk about and it's going to be less about the showmanship this time around. It’s not really worth coming to you with regular updates on this because it’s simply to
2020-06-28 09:06 UTC · Community Announcements · Mawhrin-Skel
We've catalogued the games assets and we're in good shape. We have most of the components we need to rescue the project and the opportunity now to learn from the previous failures and adapt. We appreciate the project was abandoned and trust is low, so until we've made things right - we'll shortly be making the game free on Steam. There will be some challenges - multiplayer will need to be baked in from the start and it was incredibly difficult to tame those free moving ships into something that was actually purposeful and strategical. Then there's the fact that the Shallow Space project is hug
2020-05-19 19:08 UTC · Community Announcements · Mawhrin-Skel
I must have sat down to write this post a thousand times … So the project had a number of failings. We had limited resources, driving the project took up a lot of that. There was a lot of stuff in the background that just wasn’t implemented or managed properly. Updates were rushed, manual and error prone because we had no tests or continuous integration and there were some game design issues. More bad luck, we had a publisher lined up but it fell through (Brexit,) our devs found other projects, some arguments with ex-teammates spilled into public and bad reviews started to bury the game becaus
2017-01-02 14:56 UTC · Community Announcements · Mawhrin-Skel
It’s been an interesting year for the project, feedback fairly early on in the release caused us to slam on the brakes and have a real think about the direction in which the project was going. We had two choices; do what is normally done and continue down that path and release the game hoping to learn the lessons in the sequel, or do the honest thing taking it back to the start and work in the stuff you really wanted to see. We chose the honest path meaning progress this year has been somewhat of a forward-sideways step rather than a direct lunge forward. Even so mechanically things are shapin
2017-01-02 14:56 UTC · Community Announcements · Mawhrin-Skel
It’s been an interesting year for the project, feedback fairly early on in the release caused us to slam on the brakes and have a real think about the direction in which the project was going. We had two choices; do what is normally done and continue down that path and release the game hoping to learn the lessons in the sequel, or do the honest thing taking it back to the start and work in the stuff you really wanted to see. We chose the honest path meaning progress this year has been somewhat of a forward-sideways step rather than a direct lunge forward. Even so mechanically things are shapin
2016-12-23 20:44 UTC · Community Announcements · Mawhrin-Skel
Just a quick note to add that we have a round of fixes and tweaks coming in for updates that have been released in the last few days - details below. Some great feedback coming back, special thanks to SnottyGremlin for his clear and constructive criticism, very useful to hear from new Players! As always, we really appreciate the support and we hope you have a great festive period! Update 6.1.2 Change Log - Added option to disable 'Film Grain' in graphic options - Fixes to crash caused by clicking 'End Deployment' with no units deployed - Fixes to camera drift when Joystick plugged in - Fixes t
2016-12-23 20:44 UTC · Community Announcements · Mawhrin-Skel
Just a quick note to add that we have a round of fixes and tweaks coming in for updates that have been released in the last few days - details below. Some great feedback coming back, special thanks to SnottyGremlin for his clear and constructive criticism, very useful to hear from new Players! As always, we really appreciate the support and we hope you have a great festive period! Update 6.1.2 Change Log - Added option to disable 'Film Grain' in graphic options - Fixes to crash caused by clicking 'End Deployment' with no units deployed - Fixes to camera drift when Joystick plugged in - Fixes t
2016-12-20 19:40 UTC · Community Announcements · Mawhrin-Skel
As promised, we are pleased to announce Update 6.1 boasting a fully interactive tutorial! By interactive we mean that it offers up a set of instructions and the tutorial continues once you have completed them. We figured it would be a better way to learn than an instructional video. It's comprehensive and will take you through camera controls, group creation and fleet movement, inventory management and ship configuration and mission/objective management and basic combat drills. Expect the tutorial to grow as the game grows, with the impending station building and resource collection mechanics
2016-12-20 19:40 UTC · Community Announcements · Mawhrin-Skel
As promised, we are pleased to announce Update 6.1 boasting a fully interactive tutorial! By interactive we mean that it offers up a set of instructions and the tutorial continues once you have completed them. We figured it would be a better way to learn than an instructional video. It's comprehensive and will take you through camera controls, group creation and fleet movement, inventory management and ship configuration and mission/objective management and basic combat drills. Expect the tutorial to grow as the game grows, with the impending station building and resource collection mechanics
2016-12-16 18:12 UTC · Community Announcements · Mawhrin-Skel
Context Buttons and Dialogue windows also added in this update We are pleased to announce that Update 6 is ready! This is the most significant patch released to date with literally hundreds of additions and tweaks so we're going to break from the normal tradition of listing them all because there are simply too many. If you haven't already we recommend you take a look at the previous article which will tell you what to expect from Update 6 but in addition to all that good stuff we have even more crammed in for good measure. Context Menu So we created a system called 'Context Targets' which all
2016-12-16 18:12 UTC · Community Announcements · Mawhrin-Skel
Context Buttons and Dialogue windows also added in this update We are pleased to announce that Update 6 is ready! This is the most significant patch released to date with literally hundreds of additions and tweaks so we're going to break from the normal tradition of listing them all because there are simply too many. If you haven't already we recommend you take a look at the previous article which will tell you what to expect from Update 6 but in addition to all that good stuff we have even more crammed in for good measure. Context Menu So we created a system called 'Context Targets' which all
Full appinfo as delivered by Steam PICS, changenumber 34351876. Also at /api/app/305840/raw.
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