Concealed Intent
Jarrah Technology Developer
Jarrah Technology Publisher
2016-08-02 Release
🎹🖱️Keyboard + Mouse
Mixed
(24 reviews)
The Game includes VR Support
Public Linux Depots:- Concealed Intent (linux) Depot [584.78 M]
1.1 Progress ReportSeptember is over and the scheduled month of dev work for Concealed Intent 1.1 complete. The amount achieved was about as much as expected, although not as much as hoped. Since the last update Steam turn notifications are working, but it was a little harder than anticipated. Then came a new skirmish objective (Gather) and a bunch of bug fixes (mainly for Linux). Unfortunately that means there was not time for extra work on campaign missions or online. Still, the update is a large body of work and I’m glad to get it done, the game will be better for it. Now I just need to test it extensively before release! The plan is to give myself a fortnight of testing, so look for the update in mid-October (barring major issues).
Looking at my Concealed Intent todo list I am amazed by how short it is – the shortest it has been since starting! It contains probably about a fortnight of online server improvements (not visible to players) and another fortnight of campaign/skirmish/cosmetic improvements. There are also a half-dozen “nice-to-haves”. Given this list, I am inclined to do a month’s work for a 1.2 update. However, it will not be until next year – hopefully earlier rather than later. After Concealed Intent 1.1 is released I will start work on a much smaller space-themed game codenamed “Blockade Runner” (because I haven’t thought of anything better yet).
Here are the final notes on the original (and intentionally overly ambitious) update plan:
- Small backend improvements – the main things here are an automated build system and better feedback management. Both are complete.
- Cosmetic and control improvements – most of these were done as part of 1.0.1. A few more have been done – most notably an onscreen shielding effect and a plan breakdown on the player focus buttons.
- Linux support – There is now a Linux build for internal testing, so far it has performed just like the PC/Mac version.
- Bugfixes – many bugfixes completed and the issue list is empty again.
- Steam turn notifications – Working, but needs more testing.
- Balance & extra campaign missions – a little balance work has been done, but there are no new campaign missions.
- Extra skirmish mode making better use of tentative contacts and neutral unknowns – done, the new Gather objective has the player rushing to collect supply pods against regenerating enemies.
- Online improvements – nothing significant for players done here.
[ 2016-10-03 11:00:24 CET ] [ Original post ] 1.1 Progress ReportSeptember is over and the scheduled month of dev work for Concealed Intent 1.1 complete. The amount achieved was about as much as expected, although not as much as hoped. Since the last update Steam turn notifications are working, but it was a little harder than anticipated. Then came a new skirmish objective (Gather) and a bunch of bug fixes (mainly for Linux). Unfortunately that means there was not time for extra work on campaign missions or online. Still, the update is a large body of work and Im glad to get it done, the game will be better for it. Now I just need to test it extensively before release! The plan is to give myself a fortnight of testing, so look for the update in mid-October (barring major issues).
Looking at my Concealed Intent todo list I am amazed by how short it is the shortest it has been since starting! It contains probably about a fortnight of online server improvements (not visible to players) and another fortnight of campaign/skirmish/cosmetic improvements. There are also a half-dozen nice-to-haves. Given this list, I am inclined to do a months work for a 1.2 update. However, it will not be until next year hopefully earlier rather than later. After Concealed Intent 1.1 is released I will start work on a much smaller space-themed game codenamed Blockade Runner (because I havent thought of anything better yet).
Here are the final notes on the original (and intentionally overly ambitious) update plan:
- Small backend improvements the main things here are an automated build system and better feedback management. Both are complete.
- Cosmetic and control improvements most of these were done as part of 1.0.1. A few more have been done most notably an onscreen shielding effect and a plan breakdown on the player focus buttons.
- Linux support There is now a Linux build for internal testing, so far it has performed just like the PC/Mac version.
- Bugfixes many bugfixes completed and the issue list is empty again.
- Steam turn notifications Working, but needs more testing.
- Balance & extra campaign missions a little balance work has been done, but there are no new campaign missions.
- Extra skirmish mode making better use of tentative contacts and neutral unknowns done, the new Gather objective has the player rushing to collect supply pods against regenerating enemies.
- Online improvements nothing significant for players done here.
[ 2016-10-03 11:00:24 CET ] [ Original post ] Concealed Intent is a simultaneous turn-based game of tactical space combat. Players control their ships in a fully 3D world - hunting down their enemies, just as they are being hunted themselves. In Concealed Intent you know your enemies are out there, but not exactly where, or even what they are.
To defeat your enemies you need to devise a range of strategies to gain enough information to successfully shoot at them. All the while they are trying to do the same to you.
Space is big and empty. Finding something can be like looking for a needle in a haystack, but there is nowhere for the needle to hide. To stay concealed a ship needs to fade into the background as much as possible. Everything a ship does will signal its presence and increase the ability of those nearby to detect it. A big ship may blot out stars as it passes. Heat from engines can be detected against the cold of the void. Lasers can be traced back to their origin. Eventually as detection increases, a firing solution can be calculated so that a beam of coherent light a few millimeters in diameter can cross thousands of kilometers to strike an evasive enemy - hidden no longer!
Key Features
- Turn-based - play at your own pace
- Single player campaign
- Instant procedural PvE skirmishes, with various objectives:
- Duel - Head to head duel, only one team can survive!
- Bases - Destroy the enemy base for victory.
- Waves - Endless waves of enemies assaulting your base, how long can you hold them off?
- Savior - A number of civilian shuttles are trying to reach a base while under attack, can you identify friend or foe quickly enough to save them all?
- Challenge your friends to online PvP duels & play at your own pace - over minutes, days or weeks.
- Numerous playable ship types with configurable offensive and defensive ship components
- Rewatch turns
- User editable colors - colour-blind friendly
- Non-cheating AI - all the AI enemies have no more information than the Player would have in the same situation, and the same equipment
- Further skirmish options - set the number of player and enemy ships, apply modifiers (like "Harder AI" or "Loot Drops"), or even change the loadout of your opponent.
MINIMAL SETUP- OS: Ubuntu 12.04
- Processor: Intel Core i5 +Memory: 6 GB RAMStorage: 1 GB available space
- Memory: 6 GB RAMStorage: 1 GB available space
- Storage: 1 GB available space
RECOMMENDED SETUP- OS: Ubuntu 16.04
- Processor: Intel Core i5 +Memory: 8 GB RAMStorage: 1 GB available space
- Memory: 8 GB RAMStorage: 1 GB available space
- Storage: 1 GB available space
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