Battle of Tau Ceti is a team-based multiplayer space combat game. Pilot ships from small one-man fighters to a huge six player battleship or hop into a turret to shoot down enemy ships. Capture sectors to gain resources for your team, use resources to buy better ships and ultimately destroy the enemy flagship.
Software Engineer by day, Indie Dev by night. I’ve always wanted to make games and, despite working outside of the industry, I eventually came the realization that there was nothing stopping me. I’ve been developing this game solo in my spare time for over a year and I’m finally at a place where I feel like I can show off my work and hopefully get some exposure as well as some positive feedback!
Sky Arena is an arena flight shooter in which you become the most powerful jet pilot that the 90s ever saw. By now the demo includes a local multiplayer, a trench run mode, 3 different maps, various characters and jets, as well as an unique soundtrack that will get you pumped. In a nutshell, it reminds of the legendary Star Fox 64, but it is more than that – try and see yourself! Gather your friends and play four-player split screen to demonstrate your mastery over the controller. Besides working on the PC version, the demo is also available in the Ouya store.
Hammer Labs is a small indie studio that was officially founded in May 2013 by Oliver Eberlei and Andreas Bendt. By now we released one commercial game, which was awarded at the German Developer Award 2012 in the category Newcomer. For different projects, like Sky Arena, we work together with some friends who help us out with the art and audio design.
Oh no! After all manner of important spacework, our dutiful astronauts have found themselves scattered across the solar system, stranded on planets far from their homes. They can do naught but gaze upon the twinkling of their homeworlds against the blackness… until the SPACETRAIN arrives.
In a flash, it’s back out along the tracks, a daisy chain of astronauts in tow. Where a more conventional sort of train might slowly pull into its destination stop and ensure a careful unloading, the SPACETRAIN has no time for such dalliances. The most skilled SPACETRAIN engineers use inertia and timing to send their passengers on ahead, flinging them tumbling off through open space towards their destination. As long as they land back home, it’s a job well done. And there are ever more systems in need of the SPACETRAIN.
Having spent many hours analyzing and enjoying games of all sorts, berv thought it was high time he got his feet wet with development. Hoo boy is there a lot to learn. But bit by bit it gets easier. Working alone, SPACETRAIN is an attempt to apply his learnings and push them through to a finished and enjoyable (and saleable?) product.
The game is an attempt to create a hacking simulator that evokes the imagery of William Gibson’s Neuromancer. Players will attempt to interface with and crack the Intrusion Counter Measures (ICE) as represented by the blue cubes with an ICEBreaker probe. As the player dives further in to the the system, the AI systems controlling the ICE will send in various attacks and anti-virus programs that will attempt to cut off the the player’s probe program from the outside. The AI will then send a counter-virus to the player’s “system”, causing catastrophic overload of the player’s “meat brain” and game over.
The aim is to take influence from other hacking simulators such as Hacker Evolution, the hacking mini-games in AAA titles such as Deus Ex:HR and Mass Effect, but to move beyond the “meat” aspect of tho games into the “consensual hallucination” of Gibson’s Matrix.
Patrion Digital is the studio name of Patrick Davis. Patrick hails from the West Coast of Canada but currently lives in Nagoya, Japan with his wife and two children.
A lifetime of influence from Japanese culture and games has led to Patrick participating in and supporting the indie game development scene along with members of the IGDA Japan chapter.
At the far reaches of CORE influence, in space inhabited by the fringes of society, lie wild, lawless sectors filled with unmapped .roid fields, ancient wrecks and unimagined dangers… a place called BorderSpace.
Borderspace is an online persistent open-world first person space flight MMO. The game world starts at the fringe of an established technocratic society (the CORE), and expands outward from there with increasing danger and lawlessness as you proceed further into the gritty frontier and away from established society. Players will be able to fly, fight, trade, mine, explore, build, craft and interact on their own terms in a vast universe of thousands of systems. The economy is an open market where anything in the game can be bought or sold. Unlike other recent games, in BorderSpace there are no pre-set factions and alignments. All players are from a single race. Over time they will form their own factions and alliances.
The story is an old one — one of pioneering spirit, of people with unique courage and vision pushing out to the limits of civilization to carve out their own space. A story that fits perfectly with the game’s sandbox nature.
The BorderSpace team largely comes from a dedicated group of players from Jumpgate that date all the way back the game’s original beta stages back in 2000.
Chris (Teeleton) Regan has established Philter GameWorks as lead programmer and designer and seeks to self-publish the title. Our swarthy team of cuthroats, prospectors, and gamblers consists of contributors of story elements (Mark ‘Ambrosius’ Rostien), design (Steve ‘Istvan’ Hartmeyer), client and server code (Gary ‘Smegit’ Ingram, Mathew ‘Sephiroth’ Power, Mike ‘Tikigod’ Ford, and Richard ‘ikonict’ Horvath), concept pieces (Ben ‘kiteman’ Prayogo, Richard ‘dozza’ Dorran), and web integration (David ‘Knossos’ Edwards).
Rebirth is a survival horror sandbox game. Rebirth aims to successfully combine horror and action by using Day and Night as integral parts of gameplay. During the day Rebirth plays more like a survival horror shooter, with action and scavenging as well as survival aspects. At night the game takes a turn for horror. Rebirth will feature procedurally generated horror events and buildings as well as emergent gameplay. Our goal is to create a horror game that changes every time you play!
Full Body Awareness – Look down, see your legs. Check your body for injuries.
AI with senses, goals and advanced behaviors, such as actively searching for you when they lose sight of you, or going to where they heard unusual noises.
Emergent gameplay – Random events scattered throughout the world. Your house may be raided, or maybe you’ll walk into a house and the door will suddenly lock behind you, leaving you at the mercy of whatever vengeful entity lives within!
Survival based gameplay – Scavenge. Find food, weapons, medical supplies, ammo, and scavenge for shelter. Try to survive the night.
Barricade yourself and fortify a position.
RPG elements – Improve your character over time.
Multiplayer – After most mechanics are complete.
Rebirth was started as my own personal hobby project. I am a software developer by day, indie game dev by night. I pour all my spare time and money into this project and have built all the systems entirely from scratch. I have also done some art, sound, and pretty much everything not involving 3d art. For this, I have used the talents of some of my team members, who have contributed art created in their spare time to help with the project. Our artists are hard pressed for money, so they could definitely use the help!
I Get This Call Every Day is a personal tale of unwinnable realities. It is a telephone conversation made interactive in a point and click format. It presents, quite literally, what it says on the tin: a particular type of call that its creator regularly deals with in his day job. Players make dialogue choices that either allow them to lose in the slightly soul-killing way he does every day, or in a far more spectacular fashion. It is a lightly filtered experienced pulled from his daily life, with which anyone who’s ever worked in customer service can relate.
David S Gallant is an independent game maker and programmer who has been making games since April of 2011. He is stuck in a dead-end call centre job and makes games in his spare time. He is surrounded by an incredible game-making community in Toronto, Ontario, Canada. I Get This Call Every Day will be his seventh release.
Hi! I’m Dirkson. I’m working on a space game and trying to stay not-homeless. It turns out to be very tricky to do both at once! I promise, as your benevolent dictator- Wait, we’re not voting on dictatorships? Well, shucks. I suppose I’d better tell you about my game then!
What project will the Indie Dev Grant be helping you complete?
I’m trying to make the most accurate space combat game. Ever.
So far it’s got voxels, heat simulation, kilometer long spaceships, real world materials, organic ships, and awesome music. Eventually, it’s going to have AI crew, multiplayer, inertia, planets, and more.
Want to build a granite mothership with dozens of fighters? You can do that.
A spinning battleship with a three meter thick titanium hull? Sure, that too.
A butter asteroid-tug than melts whenever you turn on the engines? Of course!
Even if you don’t vote for it, please check the game out over at ScrumbleShip.com!