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I love the graphics so much, and I love the "junky" aesthetic. One thing about the v.0.1.0 build though, is that I'm on a laptop and I'm unable to zoom and un-zoom the MFD, instead page down sends me into orbit. I'm also unable to use [ and ] as my laptop doesn't have dedicated keys for those characters, and a bunch of other problems with binding.

Hey! Thanks for the feedback! The controls remap feature is one of the most requested, especially because of various laptop keyboard configurations. A proper controls settings screen is in the top of the priority list, stay tuned!

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It's not just kerbal space, it could be a new level. i always wanted a game where you could play with a friend to compete with rockets, if you understand what I mean😁

in general if the idea is like rust, it could spawn many new genres, from space combat like crossout to cosplay factorio because there is exists dedicated server

I'm inspired 🫡

Thank you! We're far from being comparable to those games as we're far from the Moon. But as the old saying goes, "you just need more boosters". Who knows, where this will go...

The road is made by walking. A journey of a thousand miles begins with a single step. Good luck! 🫡

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This looks very promising! Well done! I played the 3 tutorial stages. I tried to figure out how to get back to the main menu but ESC just brought up the 3 tutorials again and when I tried to switch to another the game crashed. (Windows build)

I'm curious if you plan to handle time warping in multiplayer? Or will the overall scale that you're planning on not require it? Is the plan to have the setting stay around an asteroid?

I don't know that I'm a fan of games with in-game UI. I like to be able to fly from map view but I think that wouldn't fit with your game design/aesthetic. I appreciate the clear effort and attention to detail in the ship's internals and was able to use them to align my orbit to the station but didn't play far enough to attempt a rendezvous or docking.

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Hello, and thank you for trying out the game!

About multiplayer, at the moment we're sticking to the idea of "parallel universes". Basically, everyone normally plays in the "main" universe, where time doesn't accelerate, just matches real time. But when a player wants to warp, they are put in a copy "shadow" universe, with their spacecraft only (or a willing friendly spacecraft). Time there can accelerate at any rate, but spacecraft and bodies still move along realistic orbital mechanics, and on-board consumables are still consumed as function of the elapsed time. Once the player exits the "shadow" universe, they'll be reconciled back to the "main" one, i.e their spacecraft position relative to the orbited body will be the same as in the "shadow". From other players' perspective, it'll be as if they just popped out from one place and reappeared in another. This mechanic is not implemented yet though, and will come in future versions.

We're aware of the difficulty to plan complex maneuvers from the in-game cockpit UI, so there's a more KSP-like map view, that you can toggle via M key. But if you use the Orbit tab on the MFD, you'll see a lot of useful stats that'll allow you to perform precise rendezvous maneuvers. Just make sure to select the rendezvous target in the Map tab.

If you need more help, hop in to our Discord server!