Spacefleet: Heat Death
Description (IGDB)
In the 23rd century, Earth orbit is flooded with debris from constant warfare. Countries, megacorporations, and mercenaries are fighting for control. Take contracts, build your warfleets, and dominate the Earth-Luna system in this realism-focused strategy RPG!
Description en cours d'enrichissement.
Médias
Informations Steam
Description Steam (Français)

The Expanse meets Mount and Blade in Spacefleet: Heat Death, a realism-focused tactical space RPG that combines fleet management, orbital maneuvers, and full 3D space combat in the Earth-Luna system and its Lagrange points.
OVERVIEW
Your old life was never perfect. But in orbit, you can make a name for yourself. Trader, bounty hunter, or fleet commander: become who you want to be in this hard sci-fi world. From scraping by on trade contracts and gambling wins, you will slowly but surely work your way towards building an empire that will reach the stars.

Use three-dimensional space to your advantage! Utilize lasers, railguns, and missiles to destroy the enemy as you manage your ships' heat levels and command damage control teams.

Flip-and-burn your way through the Earth-Luna system. Command fleets, dock with stations, and plan orbital intercepts. Gamble, trade resources, and hunt for bounties. HEAT DEATH's economy is based on supply and demand.

Every ship is composed of multiple modules with important functions. Lose your drive, and the ship becomes a sitting duck. Lose your crew module, and the ship won't receive orders. Lose your radiators, and the ship burns from the inside.
Group your ships into different squadrons and execute your plan of attack!

In this game, "HEAT DEATH" takes on a whole new meaning. Careful heat management and efficient use of power-hungry systems are vital to keeping your ship from melting and its crew from baking alive.
PROOF-OF-CONCEPT
Spacefleet: Heat Death is a proof-of-concept “lite” version of a much larger game, Spacefleet: Sol, which will span the entire solar system and have more core features.
By buying Heat Death, you're supporting the development of Sol and helping shape its foundation.
A free demo for Heat Death is also available. Once Sol releases, Heat Death will become free-to-play!
Éditions et prix Steam
Avis des joueurs Steam
Mises à jour et Actualités
v0.3.0 - In Progress
Hello. Thanks for being patient with me. I wanted to make sure I get a lot of things done and concrete before I talk about the progress I've been making on v0.3.0. There have already been a lot of fixes on things like UI scroll affecting the camera and decal visibility range being too short. I also managed to add in nameplates and flags for ships in the Tactical Scene, to make the ships feel like they actually belong to a faction.Just a bit of info about what the factions update will look like:- Factions have a system of government with representatives and demographics- The three government types are: dictatorship, oligarchy, and republic- A faction's representatives will vote on spending, policies, diplomacy, and how the faction would react in certain events- The player will be a representative at the start and can pay for an election campaign at the end of their term to become a representative again- Aside from voting, the player can make their own proposals and bribe other representatives to force a certain vote.- Diplomatic events are a bit dynamic. For example, one of the representatives in the Xin Republic may propose sending a spy against the faction they have the lowest negative relationship with, which means they will never send a spy to a friendly faction. I found that this gave factions a lot more character and makes the world a little bit more "lived-in" instead of randomized.- I'm currently working on factions voting against other faction decisions. If Xin sends a spy to Shenzhen, there is a small chance that Shenzhen discovers it. If they do, they can vote on whether they should feed the spy false information or accuse Xin publicly.- Demographics also play a big role with how a faction acts. For example, if a faction has more "Interventionist" representatives than "Isolationist" ones, they are more likely to declare war. Each government type has a rep/election cycle that replaces all representatives after a few months.- To keep things simple, there are only three options in a vote: yea, nay, and abstain. If there are more yea votes than nays at the end of the voting period, the yea decision wins, and vice versa.- This is a system I'd love to expand upon in Sol, but for now, I'm going to keep it simple. Even then, the Factions Update is going to take longer than I originally expected due to all the features I want to add in. I dont have a date pinned for the next update but rest assured I'm working on it every day.Thank you for taking the time to read this. I appreciate your patience and understanding. Happy hunting!
v0.2.4.1
Whoops! I forgot to add a fix to the below bug. I knew there was something missing in the v0.2.4 changelog! FIX - Tutorials 1 and 3 + Tactical: Repairing a module (that has no mounts) keeps using up resource materials even when it's already at full health. This affects repairing the crew module first in tutorial 1 and prevents progression. The technical details if anyone's interested: In the DC cycle, the ship checks if the mounts in a module need to be repaired but I overlooked that if a module has no mounts, it always returns "0" (for the module's 'mount health ratio'), which tells the DC cycle that the module needs repairs. This was fixed by adding a simple check to see if the module being repaired has any mounts. *Insert Willem Dafoe facepalm* Just to be safe, I also made the tutorial proceed to the next step if Predawn Blue has no materials left
v0.2.4
Work on the next major update is in full swing! I'm very excited for what I got cooking up. In the plans, I have: events (both random and faction-based), diplomacy, faction demographics, weekly councils to decide on policies and spending, government types, and more. It's a lot, and implementation and testing will take some time, so expect fewer updates as I focus on the Factions update. This system should be a good stepping stone for what I have planned for Spacefleet: Sol and yes, you will be able to set your faction's government type, vote on policies, and all the rest. But yeah, that's all from me for now. I'm going straight back to work after I post this. I hope you're as excited for this as I am. And as always, happy hunting! NEW - Store Page: Removed screenshot with "Activate Windows" text - Main Menu: Skirmish and new game setup UI buttons sfx - Skirmish Setup: Added map icons - Strategic: Faction Panel > Graphs. Shows a faction's credits, stress, and reputation over time. Faction stress and reputation are still not implemented. This features is currently just for seeing faction credits over time and will be more useful in the upcoming factions update. FIXES - Loading Screen: Update scaling from a constant size to adaptive in order to fit different resolutions at different UI scale settings - Tutorial 1: Updated starting console screen scaling from a constant size to adaptive in order to fit different resolutions at different UI scale settings - Strategic: Disallow players from setting owned fleet as navigation target when clicking "NAV TARGET" button. - Tactical: On pressing surrender, set timescale to 1