Official Spacecraft Tactics Development Blog

  • May, 2020
  • Prototype Mission


    Today I will present a prototype mission.

    In the video, we will approach an enemy space station trough a slim corridor. We have to take out some guards before we can engage the space station itself. The station is able to destroy us very quickly but it has a weak point. With the right tactics we will be able to succeed.

    With the scene editor you will be able to create such missions and probably even greater ones yourself. You will also be able to load your scenes in free game mode and play it with friends. I will also use it a lot to create the actual campaign, although the campaign of course will have more gameplay elements than just I showed today.



  • February, 2020
  • Scene editor


    there has been a lot of development going on since my last video. All major features are now completed and the next step is to start developing the campaign.

    As the last big subsystem I've now completed mod support including the possibility to write own mods in groovy programming language, and the official campaign will be developed as mod next.

    One important and also cool feature to develop the campaign is the scene editor, which I want to show today. This editor is used to create all levels, but players can also create their own scenes and load them when hosting multi player games.



  • October, 2019
  • Weapons

    I'm currently producing a lot of different assets as a preparation to start development of the campaign. Over the last few weeks I've mainly developed new weapon types which I want to show off today.

    In the game there will be the following weapon types:

    • Lasers: Close-, medium- and wide ranged. Damage both shield and hull.
    • Ion weapons: Damage shield only but are good to quickly drain shield buffers.
    • Missiles: There are guided missiles and unguided torpedos in the game with different damage types and also a stealth variant.
    • EMP: Can disable systems and completely drain capacitors but is blocked by shield.
    • Tractor Beam: Useful to pull or push objects.

    I've recorded a youtube video:


  • August, 2019
  • AI


    I've recorded a video showing the current status of AI development.

    There are 2 major parts that need control:

    • Flying ships
    • Controlling crew members

    The AI is controlling ships and crew members like a player does, so just issuing commands. This has the advantage that the AI does not cheat, looks realistic and can also automatically handle all additions to ship modules and other gameplay features. But it also means that for example I had to implement a real fly computer than just controlling where to move.


  • April, 2019
  • Matchmaking options

    Following up my last post about the rework of the game lobby, this time I want to go into more detail which options a player has to start or join games.

    1. Single player / Offline

    The game can of course be played offline. Especially the campaign will be designed for that, although it can also be played online coop.

    2. Locally hosted multiplayer game

    Players can host their own custom games, including mods.

    2.1 Embedded and dedicated servers

    Embedded server is the easiest option, this just means the game server is already fully integrated into the game and can just be opened (listen) for incoming connections. This may require to set up proper port forwarding on the home router.

    To make life easier, not only the port number is shown in the game lobby but there are also 2 extra buttons available:

    • Get my IP: Display the external IP address the game server will be available. To get the IP, a web request will be sent to our game services. The IP address the request came from will be returned.
    • Test connection: Our game services will try to connect to the game server to check whether everything is set up correctly and the game server is reachable from the outside.

    There will be also a dedicated server shipped with the game that can run for example on a hosted Linux box.

    2.2 Quick join code and game browsers

    Game servers can be listed in an integrated game browser to find it easier. You have full control whether you want your game public listed or not.

    Depending on how many games are listed in the game browser, it may still be hard for your friends to find your game. So another option to quickly connect to your game is to enter a quick join code. Based on that code the client will get your IP address and will be able to connect.

    Another use case is to host a private game that can be only found on invitation - just send the code to your friends.