My new game "Void Marauders" has been released in Early Access. In this game you lead a squad of space pirates across several star systems: board ships or raid colonies, sell your well earned loot to pay your soldiers and buy new weapons and upgrades. Be careful though, pirates are fickle and could throw through an airlock if they don't trust you as their captain.
I know this has little to do with Nomad Fleet but if you want to try a new game set in space (this time turn based) you may like to take a look at this one:
https://store.steampowered.com/app/1482820/Void_Marauders/
Cheers,
Jorge
[ 2022-03-29 20:42:09 CET ] [ Original post ]
Hi
Nomad Fleet is 50% off for this week. I also lowered the base price to $ 9.99 in response to some recent negative reviews. I also want to say I'm sorry if the game disappoint you, it was my first game but I know that's no excuse when you charge for it. I can only say that I hope to improve as a developer and make a better game for next time.
-------------------------------------------------------------
My objective as a one man developer remains the same: stay in the industry even if I don't make much with my games so I started a new project before I run out of money. Its called Beastmancer and is a monster tamer tactical RPG, if you want to know more about it please check this link: http://www.indiedb.com/games/beastmancer
I hope I can see some of you in a few months when I put this project on Greenlight.
Regards,
Jorge
[ 2016-08-01 23:53:28 CET ] [ Original post ]
After 9 months of Early Access, Nomad Fleet is finally released! I want to thank all the people that supported me during the development, you know who you are, the ones that thanked me for making patches despite that I shouldn't be thanked for doing my job. Your support was deeply appreciated. I want to also thank the people that keep their criticism civil. I know what's that a game doesn't meet your expectations and that is tempting to insult the developer (for example, call him lazy).I'm sorry that my game didn't reach your expectations but I also thank you for not going with the easy route of insulting. Its hard to be a one man show but I also knew what I was getting into. Nomad Fleet may be my first game but it will certainly not be the last. If you want to know more about my experience making this game (my mistakes and my sales numbers), you can check this postmortem I wrote recently (warning, I talk about more technical aspects here): http://www.indiedb.com/games/nomad-fleet/news/from-early-access-to-full-release Regards, Jorge Pacheco Santiago de Chile
[ 2016-04-19 18:23:16 CET ] [ Original post ]
After 9 months of Early Access, Nomad Fleet is finally released! I want to thank all the people that supported me during the development, you know who you are, the ones that thanked me for making patches despite that I shouldn't be thanked for doing my job. Your support was deeply appreciated. I want to also thank the people that keep their criticism civil. I know what's that a game doesn't meet your expectations and that is tempting to insult the developer (for example, call him lazy).I'm sorry that my game didn't reach your expectations but I also thank you for not going with the easy route of insulting. Its hard to be a one man show but I also knew what I was getting into. Nomad Fleet may be my first game but it will certainly not be the last. If you want to know more about my experience making this game (my mistakes and my sales numbers), you can check this postmortem I wrote recently (warning, I talk about more technical aspects here): http://www.indiedb.com/games/nomad-fleet/news/from-early-access-to-full-release Regards, Jorge Pacheco Santiago de Chile
[ 2016-04-19 18:23:16 CET ] [ Original post ]
Hi
For this week's patch I added several things:
- A new unlockable fleet: The Hybrids. A whole new set of ships that combine human and Xeno technology.
- Alternate ending for the campaign. This ending can be unlocked by [spoiler]reaching the Hypergate with the Hybrid fleet. Prepare for a long battle![/spoiler]
- New scenario.
- 2 new achievements.
- Several new research items including tactical jump, corvette and fighter shields, better torpedoes, etc.
- Fixed a bug where a xeno interceptor would start jumping all over the place after colliding with certain projectiles.
- Fixed a bug where resources being carried by harvesters would be lost by making a quick jump.
- Fixed a bug where the text of cinematics would go faster if the speed controls are activated.
- Removed shields from UPF fighters and corvettes (now they need to be researched first).
- Extended tutorial to explain the UI and jumping mechanics.
I want to leave Early Access pretty soon (I hope that this improves the sales because at the moment the project can't support itself) so please tell me if there's any problem so I can fix it quickly. I expect to add a few localizations in a future patch but for extra content or features I'll need to see how the launch goes.
Thanks for your support,
Jorge
[ 2016-04-16 00:52:12 CET ] [ Original post ]
Hi
For this week's patch I added several things:
- A new unlockable fleet: The Hybrids. A whole new set of ships that combine human and Xeno technology.
- Alternate ending for the campaign. This ending can be unlocked by [spoiler]reaching the Hypergate with the Hybrid fleet. Prepare for a long battle![/spoiler]
- New scenario.
- 2 new achievements.
- Several new research items including tactical jump, corvette and fighter shields, better torpedoes, etc.
- Fixed a bug where a xeno interceptor would start jumping all over the place after colliding with certain projectiles.
- Fixed a bug where resources being carried by harvesters would be lost by making a quick jump.
- Fixed a bug where the text of cinematics would go faster if the speed controls are activated.
- Removed shields from UPF fighters and corvettes (now they need to be researched first).
- Extended tutorial to explain the UI and jumping mechanics.
I want to leave Early Access pretty soon (I hope that this improves the sales because at the moment the project can't support itself) so please tell me if there's any problem so I can fix it quickly. I expect to add a few localizations in a future patch but for extra content or features I'll need to see how the launch goes.
Thanks for your support,
Jorge
[ 2016-04-16 00:52:12 CET ] [ Original post ]
Hi This small patch should fix these problems: - Subtitles for cinematics only showing "aaa..." text. - Harvesters get inside Mothership when repairing from certain angles. - A pair of internal bugs that don't get noticed by the players (seen in errors log). - 21/03/2016: added fix for achievements (Space Patrol and Rebel Fleet). Sorry for any inconveniences and I hope you continue to enjoy the game. Regards, Jorge
[ 2016-03-19 06:40:02 CET ] [ Original post ]
Hi This small patch should fix these problems: - Subtitles for cinematics only showing "aaa..." text. - Harvesters get inside Mothership when repairing from certain angles. - A pair of internal bugs that don't get noticed by the players (seen in errors log). - 21/03/2016: added fix for achievements (Space Patrol and Rebel Fleet). Sorry for any inconveniences and I hope you continue to enjoy the game. Regards, Jorge
[ 2016-03-19 06:40:02 CET ] [ Original post ]
Hi
For this week's patch I made these changes and fixes:
- Added 9 more ambient tracks for non combat situations.
- Added 3 music tracks for main menu, ending and final battle.
- Added Armed Harvester ship to the Lost Fleet.
- You can now focus the camera on the Mothership by pressing the Home key.
- Fixed a bug where ships docked manually just before pressing the jump button would disappear in the next level.
- Fixed a bug where docking ships allow to build more than the limit allowed.
- Changed way in what ships prioritize which dock to use.
- Changed sound and visual effects for several turrets.
- Changed requirements for 2 achievements.
- Added subtitle system for cinematics (no change for the player, it just makes easier to localize the movies later).
All these changes were going to be part of a bigger patch but I decided to release them sooner because it was taking too long to finish.
...
Now a bit of news for the next patch (which will be hopefully ready during this month):
I'm working in adding an alternate ending that should explain the Xenos backstory and motivation. Of course, this will require a new final battle scenario (also work in progress).
I'm also working in the 3rd. unlockable fleet, this will be made of hybrid Xeno human ships. The fleet itself is ready but I need to finish the scenario where you can unlock it and other things.
I hope to add more tech to researchand other minor features.
Please let me know if you find any problem with the current patch.
Regards,
Jorge
[ 2016-03-12 20:32:19 CET ] [ Original post ]
Hi
For this week's patch I made these changes and fixes:
- Added 9 more ambient tracks for non combat situations.
- Added 3 music tracks for main menu, ending and final battle.
- Added Armed Harvester ship to the Lost Fleet.
- You can now focus the camera on the Mothership by pressing the Home key.
- Fixed a bug where ships docked manually just before pressing the jump button would disappear in the next level.
- Fixed a bug where docking ships allow to build more than the limit allowed.
- Changed way in what ships prioritize which dock to use.
- Changed sound and visual effects for several turrets.
- Changed requirements for 2 achievements.
- Added subtitle system for cinematics (no change for the player, it just makes easier to localize the movies later).
All these changes were going to be part of a bigger patch but I decided to release them sooner because it was taking too long to finish.
...
Now a bit of news for the next patch (which will be hopefully ready during this month):
I'm working in adding an alternate ending that should explain the Xenos backstory and motivation. Of course, this will require a new final battle scenario (also work in progress).
I'm also working in the 3rd. unlockable fleet, this will be made of hybrid Xeno human ships. The fleet itself is ready but I need to finish the scenario where you can unlock it and other things.
I hope to add more tech to researchand other minor features.
Please let me know if you find any problem with the current patch.
Regards,
Jorge
[ 2016-03-12 20:32:19 CET ] [ Original post ]
Hi A small patch has been uploaded to fix these bugs: - Trading scenario inaccessible from the Galactic Map. - Ships bought from the shipyard causing an error after jumping to a new sector. That's all for now. Regards, Jorge
[ 2016-02-21 20:29:13 CET ] [ Original post ]
Hi A small patch has been uploaded to fix these bugs: - Trading scenario inaccessible from the Galactic Map. - Ships bought from the shipyard causing an error after jumping to a new sector. That's all for now. Regards, Jorge
[ 2016-02-21 20:29:13 CET ] [ Original post ]
Hi
For this week's patch I added:
- 13 achievements.
- Mothership and carriers will stop for a few seconds when fighters and harvesters are docking instead of cancelling their movement completely.
- You can now move the camera up or down (using keys C and V by default).
- Changed way to draw UI lines.
Nothing more to add at the moment, I still keep working in the game so keep the feedback coming. Even if the game has been a sales failure so far I think I can deliver a complete game soon so please keep reporting any problems you found so I can add them to my to-do list.
Regards,
Jorge
[ 2016-02-17 05:36:44 CET ] [ Original post ]
Hi
For this week's patch I added:
- 13 achievements.
- Mothership and carriers will stop for a few seconds when fighters and harvesters are docking instead of cancelling their movement completely.
- You can now move the camera up or down (using keys C and V by default).
- Changed way to draw UI lines.
Nothing more to add at the moment, I still keep working in the game so keep the feedback coming. Even if the game has been a sales failure so far I think I can deliver a complete game soon so please keep reporting any problems you found so I can add them to my to-do list.
Regards,
Jorge
[ 2016-02-17 05:36:44 CET ] [ Original post ]
Hi
For this week's patch I made these fixes and additions:
- 3 new scenarios (one of them, a shipyard encounter where you can buy new ships).
- The Lost Fleet will appear locked now, that's because I added the scenario that you need to finish to unlock it.
- New Faction: The Syndicate. This corporate faction uses mostly heavy multipurpose capital ships and its goal is to protect trading convoys, mining operations, etc. I'm barely starting to adding Syndicate related content but the idea is that you can make business with them or attack them to get some extra resources (I hope to add more consequences to this course of action later).
- Added RU label to build menu.
- Fixed crash when you close the game in some Windows 64bit systems.
- Fixed descriptions of Lost Fleet's ships.
That's it for now. I'm getting close to version 1.0 so I'll try to focus in the latest feedback from the players and some final content.
As always feel free to leave me your feedback. I quit my job (!!) so I could focus in finishing this game (and hopefully start another soon) so I'll have time to make corrections and respond to your requests.
Regards,
Jorge
[ 2016-02-02 00:49:05 CET ] [ Original post ]
Hi
For this week's patch I made these fixes and additions:
- 3 new scenarios (one of them, a shipyard encounter where you can buy new ships).
- The Lost Fleet will appear locked now, that's because I added the scenario that you need to finish to unlock it.
- New Faction: The Syndicate. This corporate faction uses mostly heavy multipurpose capital ships and its goal is to protect trading convoys, mining operations, etc. I'm barely starting to adding Syndicate related content but the idea is that you can make business with them or attack them to get some extra resources (I hope to add more consequences to this course of action later).
- Added RU label to build menu.
- Fixed crash when you close the game in some Windows 64bit systems.
- Fixed descriptions of Lost Fleet's ships.
That's it for now. I'm getting close to version 1.0 so I'll try to focus in the latest feedback from the players and some final content.
As always feel free to leave me your feedback. I quit my job (!!) so I could focus in finishing this game (and hopefully start another soon) so I'll have time to make corrections and respond to your requests.
Regards,
Jorge
[ 2016-02-02 00:49:05 CET ] [ Original post ]
Hi
I've been busy creating new content but since is not ready yet I wanted to upload a pair of fixes to the camera while you wait. I think these fixes should improve the controls experience a bit:
- Smoother zoom in and out.
- Focusing the camera in more than one ship will average the view on all of them instead of focusing in a single one.
Regarding the new content, I'm preparing a new faction, its... provisional name will be the Syndicate, they are a group of corporations that decided to band together in order to protect their trade convoys and mining operations, they will be neutral to the player at the start but they will change their stance if you decide to attack them (after all they control a lot of resources that could be better used by some players).
I'm also working in new scenarios where the player can choose how to act:
That's it for now, I hope you are enjoying the game and as always I'm open to feedback so be sure to visit the forum in case you have something to share.
Regards,
Jorge
[ 2015-12-30 00:50:50 CET ] [ Original post ]
Hi
I've been busy creating new content but since is not ready yet I wanted to upload a pair of fixes to the camera while you wait. I think these fixes should improve the controls experience a bit:
- Smoother zoom in and out.
- Focusing the camera in more than one ship will average the view on all of them instead of focusing in a single one.
Regarding the new content, I'm preparing a new faction, its... provisional name will be the Syndicate, they are a group of corporations that decided to band together in order to protect their trade convoys and mining operations, they will be neutral to the player at the start but they will change their stance if you decide to attack them (after all they control a lot of resources that could be better used by some players).
I'm also working in new scenarios where the player can choose how to act:
That's it for now, I hope you are enjoying the game and as always I'm open to feedback so be sure to visit the forum in case you have something to share.
Regards,
Jorge
[ 2015-12-30 00:50:50 CET ] [ Original post ]
"Only after many losses the Earth and core planets would unite their fleets under a single banner but the damage was already done..."
As a taste of the new content I'm making, here's the first unlockable fleet. The idea is that this fleet will be unlocked by the player by finishing a special scenario but since that mission is not ready yet I decided to unlock it early and in that way get some feedback about the ships.
The main differences with the default fleet is that in this case the Mothership is way stronger by having several flak turrets and a siege cannon (that can fire long range explosive rounds that cost resources).
To fire the siege cannon, you have to select the Mothership and click these buttons:
To show the "Special Actions" buttons (I hope to add more special actions for several ships in the future).
To start targeting the cannon (be wary that the cannon doesn't have a range limitation but it can't shoot if there's not a proper angle with the target)
There's also several powerful ships like advanced interceptors (with shields and missiles), torpedo destroyers, flak frigates, Experimental Dreadnaught, etc.
Adding to that, this patch has the next fixes and features:
- Fighters will engage evasive maneuvers when targeted by turrets.
- Added a new minor scenario.
- Fleet selection screen when starting a new game.
- Fixed error where opening a codex notification would cause problems when pausing the game.
- Changed names of default ships from "Terran..." to "Nomad...".
- Added UI sounds to main menu.
- Reduced prices of fighters.
- Fixed error where several ships wouldn't show their names in tooltips when hovered by cursor.
I know there's plenty of other things that I promised and that this patch took way longer than expected but hopefully now I can start making some real progress by adding the final features and much more content.
Thanks for your support,
Jorge
[ 2015-11-23 01:33:00 CET ] [ Original post ]
"Only after many losses the Earth and core planets would unite their fleets under a single banner but the damage was already done..."
As a taste of the new content I'm making, here's the first unlockable fleet. The idea is that this fleet will be unlocked by the player by finishing a special scenario but since that mission is not ready yet I decided to unlock it early and in that way get some feedback about the ships.
The main differences with the default fleet is that in this case the Mothership is way stronger by having several flak turrets and a siege cannon (that can fire long range explosive rounds that cost resources).
To fire the siege cannon, you have to select the Mothership and click these buttons:
To show the "Special Actions" buttons (I hope to add more special actions for several ships in the future).
To start targeting the cannon (be wary that the cannon doesn't have a range limitation but it can't shoot if there's not a proper angle with the target)
There's also several powerful ships like advanced interceptors (with shields and missiles), torpedo destroyers, flak frigates, Experimental Dreadnaught, etc.
Adding to that, this patch has the next fixes and features:
- Fighters will engage evasive maneuvers when targeted by turrets.
- Added a new minor scenario.
- Fleet selection screen when starting a new game.
- Fixed error where opening a codex notification would cause problems when pausing the game.
- Changed names of default ships from "Terran..." to "Nomad...".
- Added UI sounds to main menu.
- Reduced prices of fighters.
- Fixed error where several ships wouldn't show their names in tooltips when hovered by cursor.
I know there's plenty of other things that I promised and that this patch took way longer than expected but hopefully now I can start making some real progress by adding the final features and much more content.
Thanks for your support,
Jorge
[ 2015-11-23 01:33:00 CET ] [ Original post ]
Hi
For this week I have a patch with some graphical improvements and minor tweaks:
- New beam weapons for destroyers and dreadnaughts replace the old laser cannons (not only a cosmetical change, they also work differently).
- Replaced several skyboxes.
- Now focusing the camera on a ship won't make an instant close up (it will start at a certain distance to reduce disorientation).
- Reduced turning speed for several capital and supercapital ships (including Mothership).
- Height lines on tactical map (shown when you are giving a movement order) will start from the current selection height.
Stay tuned, I'll keep uploading these patches based on your feedback (I'll also update the trailer).
Regards,
Jorge
[ 2015-09-12 03:28:31 CET ] [ Original post ]
Hi
For this week I have a patch with some graphical improvements and minor tweaks:
- New beam weapons for destroyers and dreadnaughts replace the old laser cannons (not only a cosmetical change, they also work differently).
- Replaced several skyboxes.
- Now focusing the camera on a ship won't make an instant close up (it will start at a certain distance to reduce disorientation).
- Reduced turning speed for several capital and supercapital ships (including Mothership).
- Height lines on tactical map (shown when you are giving a movement order) will start from the current selection height.
Stay tuned, I'll keep uploading these patches based on your feedback (I'll also update the trailer).
Regards,
Jorge
[ 2015-09-12 03:28:31 CET ] [ Original post ]
Hi
There's a new patch available with these changes:
- Added randomized campaign map (only works with new games, if you load a game made before the patch you'll see the regular static map):
- Added more options to trading encounters (you can now threaten the trading convoys for their cargo):
- Added 2 new scenarios (any new scenario won't show in earlier saves for obvious reasons):
- You can now cancel a jump while your fighters and harvesters are docking.
- You can make a "quick jump" if you are not in combat. That means that you won't have to wait for your fighters to dock and you'll receive automatically all resources of the map.
- You can now pan the camera faster if you hold shift.
- Fixed name tooltips of the player's ships showing without spaces.
- Smoother camera zoom when focusing on a ship.
Ok, that's it for now. You'll probably noticed that this patch took longer than the others, that's because I started a full time job recently. I want to assure you that this will only reduce my speed a little but I'll keep working hard in improving the game and I won't abandon it even if I need to work in evenings and weekends.
Please, if you find a bug or annoyance tell me as soon as possible so I can fix it. I'll probably start making smaller patches so I can upload them regularly. As always, your suggestions are welcome.
Thanks for your support!
Jorge
[ 2015-09-01 23:45:29 CET ] [ Original post ]
This week's patch includes these new features and fixes:
- Voices added for the player's units and certain actions and events.
- Added volume slider for voices.
- Added more visual feedback in tactical map (red and green "pings" to denote building and fighting).
- Added Heavy Carrier ship to Xenos faction.
- Added Missile Frigate to Human faction.
- Added autosave function (it can be disabled in the Options menu).
- Corrected grammar errors in codex entries.
- Rebalanced difficulty in two scenarios.
- Fixed error where double tapping a number key would focus an unselected group.
There's still so much to do and potential to achieve but we are slowly getting there. Thanks for reading!
[ 2015-08-04 18:55:19 CET ] [ Original post ]
The latest patch includes these new improvements and fixes:
- Idle harvesters will auto-repair close ships.
- Option to invert Y axis (mouse rotation).
- Height indicators will be shown in the tactical map when the movement guide is activated (M or right click by default).
- Added minimize button to bottom UI bar (check top right border).
- Added Ravager capital ship to Pirate faction.
- Added more randomness to spawn positions of enemies and reinforcements.
- Zoom out farther in the tactical map.
-------------------------------------------------------------------------------------------------------
Ok, frankly I wanted to put more things in this week's patch, specially I wanted to change the camera controls but they turned out to be more challenging than expected so it will take me a bit more of time to improve them. For the moment, I tried to apply many of the requests I've received in the forums but I know that there's a lot more to do and I plan to cover most of people's suggestions in the next patches.
Also I'm working in new scenarios but I want to include them all with a major change to the galactic map so it would make the game worthy of a new playthrough (I think one or two new scenarios just won't cut it). There's also several new ships for the player and enemies in current development.
That's it for the moment, the game is only two weeks on Early Access so there's still a lot of changes to do and feedback to receive but I feel optimistic about the current progress.
Regards,
Jorge Pacheco
Autarca Studio
[ 2015-07-27 18:28:08 CET ] [ Original post ]
Hi A new patch has been uploaded with some fixes and a change based on the feedback received so far. - Hyperspace effect changed (I'll upload a modified trailer to show it too). - Fixed an error where harvesters couldn't repair big ships like the Mothership. - Fixed an error where enemy reinforcements jumping in would be marked in a wrong location (purple circle). - Fixed an error where some buttons and texts would change their position after changing the UI scale. - UI Scale sizes available changed from (1.0 - 1.5 - 2.0) to (1.0 - 1.25 -1.5). - Added more randomness to enemy spawn points in a few scenarios (I still need to apply this to all scenarios though). During the next few days I'll be working in the first medium patch with some extra content and fixes to the camera control but if there's any critical error please report it so I can make other quick patches. In a more personal note, I think the "clone" criticism is unfair but hopefully the change to the hyperspace effect will reduce these bad first impressions so I can focus in creating more content and improving the game. Thanks.
[ 2015-07-17 21:27:01 CET ] [ Original post ]
Hi A quick patch to solve these specific issues has been uploaded: - Overwriting save files not working properly. - Dreadnaught listed as a capital ship. I hope to have more of these quick patches independent of the major content patches that I have planned. Please report any issue you find here or in the forums and I'll look into it as soon as possible.
[ 2015-07-15 01:04:18 CET ] [ Original post ]
Hyperspace jump successful. Nomad Fleet is now available on Early Access. Take advantage of the launch discount of 15%: http://store.steampowered.com/app/371010/
[ 2015-07-14 13:15:23 CET ] [ Original post ]
- Nomad Fleet Linux32 [1.95 G]
- Nomad Fleet Linux64 [1.95 G]
Features:
- Command your ships in a fully 3D environment.
- Obtain resources by harvesting asteroids and salvaging ships and use them to build a massive fleet.
- Research new ships and upgrades.
- A procedural galactic map with random encounters that allows for multiple and varied playthroughs.
- Unlock two different fleets by finding special missions.
- Uncover the story of the mysterious alien race that has hunted Mankind for a century.
- Meet other alien races and deal with them by diplomacy or warfare.
How to Play:
In the game you lead a small fleet of human survivors, your only objective is to reach the last sector in a galactic map with random encounters with your Mothership in one piece and enough ships to defend it. Every sector you visit can present a combat, scavenging, dialogue or trading situation that you will need to decide how to exploit but you only need to stay in a place enough for your hyperspace generator to charge in order to continue the journey.
You can give orders in real time to individual ships or using control groups, also they can be ordered to move using three dimensions.
- OS: Ubuntu 12.04 or later
- Processor: Core 2 Duo Processor or equivalentMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: 256 MB DX11 Compliant
- Storage: 2 GB available spaceAdditional Notes: Provisional specs. feel free to leave me some feedback.
- OS: Ubuntu 12.04 or later
- Processor: Core i5/i7 or equivalentMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: 1 GB DX11 Compliant with PS 3.0 support
- Storage: 2 GB available spaceAdditional Notes: Provisional specs. feel free to leave me some feedback.
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