Foresight
Foresight
Description (IGDB)
Foresight is an epic space-based RTS game that throws you, the player, into the thick of the battle as a commander. Lead huge fleets, armed with fighters and bombers across wormholes to fight it out with your enemy. Launch bombing missions, fighter patrols, plant observation posts or fire support base with reconnaissance units. Intelligence is key.
Description en cours d'enrichissement.
Médias
Informations Steam
Description Steam (Français)
Foresight is an epic space-based RTS game that throws you, the player, into the thick of the battle as a commander. Lead huge fleets, armed with fighters and bombers across wormholes to fight it out with your enemy. Launch bombing missions, fighter patrols, plant observation posts or fire support base with reconnaissance units. Intelligence is key.
Recruit capable commanders as your fleet commanders; they'll not just obey your orders, they'll also talk to you, give you suggestions, raise requests and report on their progress. Fleets are semi-autonomous and therefore have their own command, which is separate from yours though they're under your command. This allows you to expand your forces beyond what you can control. They also progress alongside you, gaining experience and improving their abilities. As they get promoted in rank, so does your command; allow you to control more ships.
Foresight redefines the strategy component of RTS games by rewarding players for executing correct strategic decisions and not punishing players for a single mis-click or being less dexterous. Build order complexity is minimized to allow players to focus on what matters; building the right thing.
Need to arm a capital ship with fighters and bombers? No problem - simply make a request with that ship. Foresight's AI will automate the entire process - between picking the nearest shipyard with the lowest load and deployment to the designated ship.
So, what's your battle plan? Blitzkrieg? Flank attack? Even in space, such plans are possible because Foresight is built to deliver an reasonably accurate outcome. A large navy may not always win the day.
Finally, enjoy the epic battle as fighters dogfight each other, bombers performing bombing runs and ships firing all weapons in their full glory!
Features
- Foresight supports up to 8 players in single player battles or multiplayer skirmishes.
- Create fleets with officers who will then talk to you and offer suggestions.
- Form massive fleets quickly without a complicated build tree.
- Reasonable automation eliminates the need to overly micro-manage RTS "chores", now you can focus on the battle more.
- Tide of war can be tilted by intelligence gathering and positioning of ships, as well as having a healthy supply of fighters and bombers.
- The largest army may not always win.
- Every player is represented by an avatar character in game, making sneak attacks and assassinations worthwhile.
- Most of the 36 Strategems applicable and is highly replicable in Foresight
- Commanders and Advisors will level in their statistics gradually with action in combat and will unlock more innate abilities to aid you.
Éditions et prix Steam
DLCs disponibles (1)
Avis des joueurs Steam
Mises à jour et Actualités
Starlight: Eye of The Storm in Early Access Now
STARLIGHT: EYE OF THE STORM We're back folks! After a long 6 years, we've come a long way learning from players like you and also coming up with great game ideas to show for. And we present to you: Starlight: Eye of the Storm! https://store.steampowered.com/app/1492210 What's this game about? Starlight: Eye of the Storm takes place roughly 6 months before the events of this game. It talks about the final secret mission our protagonist Jun Jimin has undertaken for the UNC Council. Thomas Lock knew about her exploits, often referring to Jun as a top ace pilot in the navy before she became a fleet commander. The game itself is a 2D vertical shmup set in a 3D environment that brings you instant fun and memories not just its retro-feel but also some familiarity with the Foresight universe. What is it so different from other shmups? Starlight: Eye of the Storm has several special abilities that the fighter can make use of. Such as: Drift - An auto-pivot metered feature that will pivot your fighter towards enemies automatically, allowing you to focus your fire on the target. Special Powers - Each fighter having its own special powers, each power has a range of abilities and synergies between allies to help you boost the release. The game also has a weapon shop with up to 30+ unique weapons and upgrades. Most weapons can be upgraded if you have the skills to pull off combo hits and kills. Most of these weapons are already well-known in Foresight itself. Looks like Foresight? We did get an upgrade on the UNC Frigate that you'll see in the game itself. They'll still have the same complement of a Standard Mass Driver Cannon with a Particle Cannon on the top. {STEAM_CLAN_IMAGE}/7213332/fc3cc34bbc948f8eda6dac2ca26ac9737d2a20bf.png This time, you'll come up close and personal with the UNC Headquarters. This is a new structure that is much bigger than the original UNC Command Center. The HQ houses most of the UNC Fleets and is home to the Command Academy. However, at this point it's under the final phases of construction. {STEAM_CLAN_IMAGE}/7213332/acf980332071d512b9dc892d48f13a92c8cf48f3.png Similarly, you'll also see the Phobos City in the flesh! Remember the mission where you have to escort the Dreadnaught back to Phobos and it disappears into a city? You'll see it its full glory, including the dry docks! {STEAM_CLAN_IMAGE}/7213332/804df8bb91f07256fdd37c9509bcd24968266c10.png {STEAM_CLAN_IMAGE}/7213332/eb0fe9113d7132f85ae673acf329147559f02fac.png Conclusion Please, come support us and continue your Foresight journey via Starlight: Eye of The Storm! https://store.steampowered.com/app/1492210 Thank you and we hope to see you there! Regards, Jeremy
The Truth behind the Foresight development team
Dear commanders, This is your developer here - Jeremy - seemingly the only guy fronting the support cases, fixing the bugs and developing the game. Well, the fact is - it's not too far from the truth. I've always withheld talking about our team size and strength because I'm pretty sure nobody will give a damned. Everybody including myself, is only interested if the game is fun or not. Team Strength So what's our true strength? 1x Programmer/Coder (me) aka Producer (guiding the vision), Particle and Effects Artist (ie, the bloom, distortion, anamorphic lens flare and all the pews pews you see in the game), aka game orchestration developer (this part is alike a modder given a lot more powers) 1x Composer (also me) - wasn't very good but I tried my best anyway. 1x Audio Producer (yeah me) - I had to be on site to train every voice actor/actress to perform the voice acting correctly and consistently. Then after that I had to edit, cut, mix, and integrate them into the game, on top of that, test the final product, timing and pacing to ensure they're of sufficient quality. And subsequently, every other thing that came AFTER launch. Roles that were not undertaken by me 1x Art Director - Most of the cutscene artwork, draft ship designs etc. 1x Junior Artist - In charge of all the UI touch ups, cutscene touch ups, some planetary textures etc. (ie, Haven) 2x Mesh Artists - We had 2 guys in succession. One of them was actually a student but he was good enough to help us develop all the meshes, including the broken up pieces. Yes, they're different meshes, not some magical mesh cutting generated mesh. 1x Temp Artist - We hired to finish the additional artwork required for the cutscenes. 1x Copywriter - The original author of the Foresight story, character tropes etc. 1x Level Designer - This guy is our hero. Despite the initial technical difficulties, he translated all our maps into the game's map ensuring ships and pass to and fro. ~7-10x Voice actors and actresses - If you find the voices that came later on in the campaign are better - that's because we managed to eek out some funding to hire proper folks to do it. Why talk about this now? Recently I spent some time taking a look at Starcraft 2. We've constantly being compared against this great RTS (that I've purposely never played to avoid undue influence) and I understand the great chasm of production levels between Starcraft and Foresight despite them technically being a very different RTS. Therefore I think it's time to just spill the beans on how small a team we were. On top of that Foresight was developed under an insane budget of less than 50k USD. I'm not saying this to garner sympathy. I'm just sharing this for those who are interested (or curious) to know the facts behind the game's development. Conclusion My utmost concern is always whether YOU are able to enjoy the game properly. But it has been 5 years since the game's launched. Therefore I think it's fair you guys know how we even managed to push the game till launch. Till our next game. Jeremy
Revealing the lore
Background Potential spoilers warning! In the UNC campaign, roughly, mission 5, Lock witnesses a negotiation between Vasily and Pugalenthi on an uneasy alliance. The negotiation was initiated by the Slavic Sirerians and was accepted by the UNC Council of Foresight due to one single reason - a new homeworld away from a nuclear-devastated Earth. In the middle of the mission, the purist faction known as the Sirewraths attacked and literally ended any possible negotiations. What was the Patriarch's plan? It's known by now that the Patriarch has 8 banner fleets under his command and he himself had a very thin line of command to the Sirewraths. In short, he created the fleets to compete against each other for power and has a link to an external rogue (but powerful) faction that unites the Slavic Sirerians as a whole. From this perspective, it'd seem that the attack was at least, tacitly sanctioned by the Patriarch; Vasily Andropov, being one of the banner fleet Admirals, didn't even get a hint of a warning of the attack. On top of that, the Sirewraths intentionally left the Potemkin (Vasily's flagship) unscathed to essentially make Vasily the scapegoat. So what was the Patriarch playing at? Was he really interested in an alliance? The answer is yes. And it was really his true intentions to hand over Haven as the new homeworld for UNC to settle onto as their new home. But why? The Patriarch, alike the rest of the True Sirerians alike those on Earth, plays the long game of manipulation. His intention is to soft-imprison the UNC humans on Haven while awaiting for his true master to arrive. Both, the Patriarch and the Council knew that if humans were given a comfortable environment to live in, they'll eventually succumb to weakness. The Council of Foresight knew the game and used the new homeworld "Haven" as their justification to negotiate. Vasily was just a pawn. Did Thomas Lock suspect anything? Thomas Lock actually sensed that something was amiss from the way the pieces were played out on the table. Haven seemed too good to be true but yet, it was politically impossible to deny UNC humans from taking it as their new home. Nevermind the new homeworld... Lock's primary consideration was - what's in for the Slavic Sirerians? He didn't have time to ponder over the question; the attack on the delegates forced Pugalenthi to act and Lock, as a first-class honours academy graduate, inadvertently becomes a pawn in this plot. Conclusion We'll be revealing more of the lore in details in the coming weeks and months to fill you in on perspectives that are not possible to be present in the game itself. We hope it'll help improve your Foresight experience.