
WHAT IS PARSECTOR?
Parsector is a 3D space flight game in which you play the role of a starship pilot at the outer rim of the galaxy. Begin the game in your own fighter ship, accept missions, mine space metal, and build your way up to a capital flagship.
Along the journey of becoming a fleet admiral of privateers, you'll obliterate asteroids for precious resources, dodge an endless stream of Imperial blockade drones dropping out of warp, hijack an enemy cruiser, and maybe even put a few holes in a capital starship with your own personal railgun.
Make daring runs on Imperial mining facilities, visit the local Star Sherriff to accept Bounties and Escort duties, and dock your ship at one of the Outer Rim's many Pit Stops to refuel and exchange goods.
There's treasure and trouble behind every rock in these fields, so you're free to go where you want and do what you please; nobody will come and stop you. Just don't meddle in the Starshadow Guild's business. If you have to ask why, you can't afford to pay the price.
HOW TO PLAYYou begin the game with a basic space fighter equipped with a default loadout of laser blasters, seeker missiles and a small warp drive. The first mission will have you taking off from a carrier and thrust directly into battle against a swarm of enemy drones dropping out of warp.
Protect your carrier from the swarm to stabilize your position, go loot the scraps of your enemies, and craft upgrades to your ship before starting the second mission, a simple "Point A to Point B" escort quest to ensure a space-cruise full of retired rock-jockeys gets to its destination safely. What could go wrong aside from _everything_?
As you progress through the missions, you'll continue upgrading your starting fighter and begin to access additional types of spacecraft starting as small as the WASP-A Hoverbike [ a tiny, chic, easy-to-dock passenger vehicle for darting around town ] ranging up to actually piloting the carrier you launched from in Mission 1.
LOOTING & UPGRADINGWhile you're working thru the missions and obliterating your enemies, your ships will help pull useful scraps towards your location with a tiny tractor beam. Loot can be easily identified by the glowing capsules that float towards your ship like tiny chunks of space gold, and your ship will capture and stow them in the cargo hold automatically.
The items gathered this way can be used and combined to create the core resources needed to operate, improve, and repair your spacecraft. Loot can also come from debris fields like asteroid belts, which represent raw forms of material that can be refined or traded away. Asteroid-based loot breaks down into 4 categories; Volatiles, Metals, Amides, and eXotics, and within each type of asteroid are a mix of various rarities of elements and compounds. Combined with whatever junk you can get from the scraps of your enemies, your cargo hold will soon be full of dangerous space rocks!
MERCHANTSAs you work your way through the missions, various mercantile vessels and stations will cross your path. The most common merchant you'll encounter is a Pit Stop, a basic cosmic petrol depot where you can trade whatever extra junk is in your cargo hold in exchange for fuel. Some Pit Stops will specialize in subtypes such as Warp Fuel, and will give you better exchange rates when you're fueling up on Warp.
Other NPC vessels and stations will serve as quest-providers, giving quests aligned with their theme. For example, a Casino Cruise merchant might offer you an escort quest to pick up passengers in a dangerous sector w/o being pillaged, or the local Sheriff's Squadship rolls through and offers you a bounty quest.
This in-game music is wonderful! Who's the composer?
All the music you hear in-game was composed by Don Ross, world-famous guitarist, composer, and performer. You can listen to all of Don's video game music, guitar performances, and more wherever fine music is offered for streaming.
INFORMATION REGARDING USAGE OF AI TOOLS
No images in Parsector were generated automatically. To the best of our knowledge, all assets purchased / licensed were authored by humans before generative AI was "a thing".
No text used in game or on the store page was generated by an AI. It was typed by hand by some guy at a desk who says "thank you for considering our video game."
Our engineers often use code assistance tools like Copilot or Cursor to perform their day-to-day tasks. These workers are not responsible for generating any player-facing content, only for building and crosschecking the systems that make the game function.
As of now, no AI-generated music is being used in Parsector either.
In Parsector, you can move between planetary systems by using your Warp fuel. Since the solar system maps of Parsector are dynamic, the distance between any two planets is always changing. Before you select a mission, you must first select a planet by using the solar system map.
In the diagram below you can see that most planets are heliocentric in orbit, meaning their orbit is centered around the sun. Each planet orbits at a different speed, meaning that the distance between the planets is constantly being reconfigured.
However, you\'ll also notice that one planet, Taranis, has an orbit that takes it into and out of the solar system! This is meant to represent how a comet might behave, although in reality most comet orbits are elliptical, we\'ve chosen to simplify our orbits to circular in order to make it easier to understand and more consistent.
An example of planet orbits as detailed in our previous update:
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45704100/bcb8e0ee2b000cffb2aba5aff803c64bd42f544d.png\"][/img]
\nIn real space travel, it is commonplace to design missions based on ideal timing windows, such as when Mars and Earth are nearby each other, it becomes much more cost-effective and expedient to make the transfer. When they are far apart, it is a clear waste of resources and time to make the transfer.
You begin the game in low planetary orbit of Shala, the green orbit in the diagram above. At certain times, the orbit of Fornax ( shown in red nearest the sun ) will bring it within a quick warp-jump of Shala. At other times, Fornax and Shala will be on opposite sides of the sun, requiring an expensive multi-jump.
The above diagram shows a top-down view of the solar system, however to fully understand the mechanics of moving around the solar system and eventually, galaxy, you have to also look at it from the side; it starts to become clear that various conjunctions of planets will form obvious opportunities to make \"cheap jumps\"...just don\'t get stranded at the edge with no warp fuel or you\'ll have to call roadside assistance.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45704100/0d69ecc5581ab637718bc58383710d1d577fc17b.png\"][/img]
So, with all of that laid out, explaining the inter-planetary and (eventually) interstellar travel becomes very simple. Your \"warp fuel\" cost is calculated by the realtime distance between your origin and destination. If you really need to go mine a methane blizzard on Taranis, you\'ll still want to wait until it\'s not at the actual literal edge of the heliosphere.
Unfortunately, the resource-gathering on Taranis is best when it\'s coldest. The leeward side of Taranis at the maximum extent of its orbit is the coldest spot reachable by any ship, so a particularly greedy gatherer has two choices. \n\nThe easier method unfortunately requires a top-end capital ship and a colossal amount of warp fuel. The benefit is you can time your warp-in as Taranis reaches aphelion ( the furthest it will ever be from the sun in that cycle of orbit ). Then you can warp out again after Taranis begins to warm up and the resource quality begins to drop.\n\nThe other method involves jumping to Taranis when it wanders through the inner planets towards perihelion ( nearest point to sun in the orbit ), and riding it for one full cycle out of the solar system and back in again. This is what one might call a \"low probability of survival\" endeavor, and certainly not popular among those who appreciate having more birthdays in the future.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45704100/fd73e05ea7b146ddf95f29f4d840fb4e720eb2f8.png\"][/img]
In the diagram above, Taranis has reached its nearest point to the sun. In this configuration, warp jumping to Taranis from Shala, Fornax, or Aeolius is inexpensive due to the momentary configuration of planets.
For comparison\'s sake, the above scenario represents an ideal time to warp between Shala and Fornax, as they are also adjacent. Jumping between Aeolius (yellow) and Iris (purple) requires traversing the entire diameter of the solar system and multi-jumping around the sun, prohibitively expensive.
This simple mechanic for moving around the \"game map\" consistently provides the player with interesting and meaningful choices, with a dose of semi-randomness to keep things spicy. It also serves a very important purpose; minimizing \"travel time\" in a game that\'s mostly about action and strategy. We give the players \"Warp Fuel\" as a resource that, true to scifi, makes spacetime irrelevant for a little while; long enough to go somewhere very far away, and hopefully, back again safely.
Editor\'s Note: We fully admit to leaving the \"map\" screen up on our PCs as a screensaver, much to the dismay of our GPUs that are wondering why humans love staring at pretty circles.
Minimum Setup
- Processor: AnyMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Dedicated GPU Recommended
- Storage: 5 GB available space
Recommended Setup
- Processor: AnyMemory: 8 GB RAM
- Graphics: Dedicated GPU Recommended
- Storage: 5 GB available space
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