- Introducing: Nomads of the Fallen Star - 14 December 2018
Edit: The steam page is now live! https://store.steampowered.com/app/1011070/Nomads_of_the_Fallen_Star/ A happy holidays greetings to all, I've been toiling away the past 2 years or so on the next game project and it's finally nearing completion. It's a post-apocalypse, dynamic sandbox and squad turn-based RPG. The setting is in the Star Nomad 2 universe, however, we're planet-side as survivors and descendants of an ill-fated Human Empire colony fleet that struck disaster, crash landing on a uncharted hostile alien world. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F11007841%2F68f9ccae761932258f265b60f92f3799d57cb879.jpg You will take the role as the leader of a rag tag bunch of scavengers / mercenaries. Your goal is to scavenge, trade, sabotage, fight and help conquer your way to fame and glory, while unraveling a major mystery on the origins of the colony and parta…
- Holiday Greetings & Video Tutorial - 22 December 2016
Greetings Pilots, It's been a year already since release, how time flies! I just wanted to give a heads up, the game will go on a 50% sale for the holiday season. If you've been on the fence, it's a good time to give it a go. I was thinking of doing a series of video tutorials to ease the learning curve, but found a reviewer who covered all of the game's basics, so here it is, thanks to TDKPyrostasis: https://www.youtube.com/watch?v=CGnLFenRELc I'm currently working on the next game project, Nuclear Nomad, a post-apocalyptic open world dynamic sandbox with squad tactical turn based RPG gameplay. http://steamcommunity.com/app/414950/discussions/0/412449508273575863/ Looking back, I am very grateful for the support that gamers from all over have given me since the Steam release. I often read a lot of post-mortems from other gamedevs and the many failures of indie devs in particular, to th…
- Holiday Greetings & Video Tutorial - 22 December 2016
Greetings Pilots, It's been a year already since release, how time flies! I just wanted to give a heads up, the game will go on a 50% sale for the holiday season. If you've been on the fence, it's a good time to give it a go. I was thinking of doing a series of video tutorials to ease the learning curve, but found a reviewer who covered all of the game's basics, so here it is, thanks to TDKPyrostasis: https://www.youtube.com/watch?v=CGnLFenRELc I'm currently working on the next game project, Nuclear Nomad, a post-apocalyptic open world dynamic sandbox with squad tactical turn based RPG gameplay. http://steamcommunity.com/app/414950/discussions/0/412449508273575863/ Looking back, I am very grateful for the support that gamers from all over have given me since the Steam release. I often read a lot of post-mortems from other gamedevs and the many failures of indie devs in particular, to th…
- OSX/MAC Build Ready! - 23 October 2016
It was always my intention to port the game over for MAC gamers too (I also get some Escape Velocity fans contacting me about it!), but there were some major incompatibility within my game engine with OSX that made it impossible for awhile. But it was recently resolved and I've been having good success with the OSX build, it's running really smooth and should be ready soon (maybe in a few days after more play-testing!)... Here it is, on my 2012 Mac Air (El Capitan): Update 27/10/2016: It's ready, everything functions with the exception for Steam SDK/DRM integration as there's still a minor engine bug that causes issues on OSX Steam. So no achievements & overlay, but everything else works just fine! Note that achievements are tracked in-game (in a handy achievement menu) and when the engine issue is resolved, I'll update to add those features which will unlock retro-actively based on you…
- OSX/MAC Build Ready! - 23 October 2016
It was always my intention to port the game over for MAC gamers too (I also get some Escape Velocity fans contacting me about it!), but there were some major incompatibility within my game engine with OSX that made it impossible for awhile. But it was recently resolved and I've been having good success with the OSX build, it's running really smooth and should be ready soon (maybe in a few days after more play-testing!)... Here it is, on my 2012 Mac Air (El Capitan): Update 27/10/2016: It's ready, everything functions with the exception for Steam SDK/DRM integration as there's still a minor engine bug that causes issues on OSX Steam. So no achievements & overlay, but everything else works just fine! Note that achievements are tracked in-game (in a handy achievement menu) and when the engine issue is resolved, I'll update to add those features which will unlock retro-actively based on you…
- Android release! - 19 July 2016
The launch on iOS last month provided some much needed feedback on the mobile port, and I’ve taken in the responses and suggestions to improve the game further. There’s now two modes of flight controls, giving players a choice to get comfortable in space. Bugs were killed and some more polish was added. This build was ported over to Android and after testing on a wide range of devices, I’m happy to release it on Google’s Playstore! Link: https://play.google.com/store/apps/details?id=halfgeek.sn2&hl=en The recommended specs are there due to the thousands of devices on Android, but it also runs on weaker spec devices, just with some slowdowns during the biggest conquest battles.
- Android release! - 19 July 2016
The launch on iOS last month provided some much needed feedback on the mobile port, and I’ve taken in the responses and suggestions to improve the game further. There’s now two modes of flight controls, giving players a choice to get comfortable in space. Bugs were killed and some more polish was added. This build was ported over to Android and after testing on a wide range of devices, I’m happy to release it on Google’s Playstore! Link: https://play.google.com/store/apps/details?id=halfgeek.sn2&hl=en The recommended specs are there due to the thousands of devices on Android, but it also runs on weaker spec devices, just with some slowdowns during the biggest conquest battles.
- Update 1.20: Engine optimizations & Steam Achievements! - 12 July 2016
A recent engine update has fixed some compatibility issues with Steam SDK, so I've finally been able to enable Steam Achievements! Worry not, the game has been monitoring your progress separately, via the Achievements menu (bottom right, Title Screen), so any prior progress will be tracked towards unlocking achievements. ie, it's retro-compatible! The achievements are made to trigger within the Achievement menu due to this retro-compatibility design, so open that menu and mouse-over any achievements you've acquired and it will sync with Steam to unlock! Also in this engine update, the code compiler has been improved. The result is better efficiency, or higher performance. If you are on a modern PC, it will use less CPU resources, especially in huge battles. If you're on a really old PC, it will run 60 FPS smooth more often. A secondary optimization lowers the memory footprint, I've been…
- Update 1.20: Engine optimizations & Steam Achievements! - 12 July 2016
A recent engine update has fixed some compatibility issues with Steam SDK, so I've finally been able to enable Steam Achievements! Worry not, the game has been monitoring your progress separately, via the Achievements menu (bottom right, Title Screen), so any prior progress will be tracked towards unlocking achievements. ie, it's retro-compatible! The achievements are made to trigger within the Achievement menu due to this retro-compatibility design, so open that menu and mouse-over any achievements you've acquired and it will sync with Steam to unlock! Also in this engine update, the code compiler has been improved. The result is better efficiency, or higher performance. If you are on a modern PC, it will use less CPU resources, especially in huge battles. If you're on a really old PC, it will run 60 FPS smooth more often. A secondary optimization lowers the memory footprint, I've been…
- Be a Space Pilot away from your PC, now available on iOS! - 1 June 2016
After a number of months spent porting over the PC build, Star Nomad 2 is finally out on Apple iOS, for iPad Mini 2, Air, iPhone 6 Plus or newer. https://itunes.apple.com/app/id1088622798 This iOS version includes many feature adds that the PC build has received on Steam since the release in December last year. This includes many new faction ships and weapons (new cool missiles & drones), which were released as free updates. Also including player suggested features, like the Hangar, UI improvements, Lifepods, etc.. Importantly, a lot of bug-fixes which PC players have reported over time, it should (fingers crossed) be a much more polished experience for iOS players. The UI has been revamped to ensure that it plays excellent on these devices, no compromises on gameplay were made. :) Screenshots (taken from an iPad Mini 2): I hope you all find it fun and exhilarating to play, and if there…
- Be a Space Pilot away from your PC, now available on iOS! - 1 June 2016
After a number of months spent porting over the PC build, Star Nomad 2 is finally out on Apple iOS, for iPad Mini 2, Air, iPhone 6 Plus or newer. https://itunes.apple.com/app/id1088622798 This iOS version includes many feature adds that the PC build has received on Steam since the release in December last year. This includes many new faction ships and weapons (new cool missiles & drones), which were released as free updates. Also including player suggested features, like the Hangar, UI improvements, Lifepods, etc.. Importantly, a lot of bug-fixes which PC players have reported over time, it should (fingers crossed) be a much more polished experience for iOS players. The UI has been revamped to ensure that it plays excellent on these devices, no compromises on gameplay were made. :) Screenshots (taken from an iPad Mini 2): I hope you all find it fun and exhilarating to play, and if there…
- Linux build available for free! - 20 February 2016
I've configured my game engine to export to Linux, in theory, it should work as I've followed the protocols. But I am not a Linux guy, ashamed to admit, I have zero experience with Linux and so I cannot provide support for that platform. I hope that it works. You may download it here: https://drive.google.com/file/d/0BzblvPC-hDgxUUM3QlFlOUJ1VDA/view?usp=sharing Let me know if it works, and if not, what some of the things you Linux gurus modify to get it to work. ;) Regards, -Huy
- Linux build available for free! - 20 February 2016
I've configured my game engine to export to Linux, in theory, it should work as I've followed the protocols. But I am not a Linux guy, ashamed to admit, I have zero experience with Linux and so I cannot provide support for that platform. I hope that it works. You may download it here: https://drive.google.com/file/d/0BzblvPC-hDgxUUM3QlFlOUJ1VDA/view?usp=sharing Let me know if it works, and if not, what some of the things you Linux gurus modify to get it to work. ;) Regards, -Huy
- Update 1.16: Improved AI Pilots, HUD & Economic Sim - 20 February 2016
Update 20/02/2016 (v1.16) Notes: A new HUD for hull, energy and shield status, floating besides your ship. This should improve visual cues of your current status without taking the eyes away from the action. Thanks for the suggestion! I made it minimal to avoid UI clutter. All AI Pilots (except Hunters & Combat Drones) have been re-schooled in the art of flying. They will now avoid the edge of the map during battles and react sooner if the fight drags them to the edges. Improved economic sim that occurs in the background for dynamic supply & demand of trade-goods for all systems. Overall less extreme lows or highs, unless it is impacted by a trade crisis event. NPC Merchants are no longer allowed to randomly smuggle drugs to Betelgeuse's Starport. They were caught drugging up the population there making the Omni Collective weaker. Changed stellar background for several Free Union system…
- Update 1.16: Improved AI Pilots, HUD & Economic Sim - 20 February 2016
Update 20/02/2016 (v1.16) Notes: A new HUD for hull, energy and shield status, floating besides your ship. This should improve visual cues of your current status without taking the eyes away from the action. Thanks for the suggestion! I made it minimal to avoid UI clutter. All AI Pilots (except Hunters & Combat Drones) have been re-schooled in the art of flying. They will now avoid the edge of the map during battles and react sooner if the fight drags them to the edges. Improved economic sim that occurs in the background for dynamic supply & demand of trade-goods for all systems. Overall less extreme lows or highs, unless it is impacted by a trade crisis event. NPC Merchants are no longer allowed to randomly smuggle drugs to Betelgeuse's Starport. They were caught drugging up the population there making the Omni Collective weaker. Changed stellar background for several Free Union system…
- Hotfix Update 2nd Feb 2016 - 2 February 2016
A small update hotfix (v1.152) with changes to the Pilot creation process as to not cause a conflict with the new engine data.
- Hotfix Update 2nd Feb 2016 - 2 February 2016
A small update hotfix (v1.152) with changes to the Pilot creation process as to not cause a conflict with the new engine data.
- Update 1.15: New Ships, New Engine & Save, Hangar - 30 January 2016
Update 31/01/2016 New data engine & save-format activated. New Ships & Storage Hangar feature. The Free Union is secretly building large vessels that exceed the Treaty which prevents them from having Cruisers & Capital Class ships. Those Pilots who are renowned (Heroic Ace+) and in great standing with the Union & Merchant Guild may talk to the Guild NPC to get access to prototype vessels for field trials. The Polaris Cruiser is available in all modes, while the Tannhauser Capital is unlocked in Roguelike. More info on the ships are here: http://steamcommunity.com/games/414950/announcements/detail/65667809839009739 The game engine is overhauled to read text data, in 4 separate files in the installed folder; A_Ships.txt, A_Modules.txt, A_Tradegoods.txt & A_Engine.txt. This was done for two reasons, firstly, it allows myself to expand on the game in the future more easier and new features…
- Update 1.15: New Ships, New Engine & Save, Hangar - 30 January 2016
Update 31/01/2016 New data engine & save-format activated. New Ships & Storage Hangar feature. The Free Union is secretly building large vessels that exceed the Treaty which prevents them from having Cruisers & Capital Class ships. Those Pilots who are renowned (Heroic Ace+) and in great standing with the Union & Merchant Guild may talk to the Guild NPC to get access to prototype vessels for field trials. The Polaris Cruiser is available in all modes, while the Tannhauser Capital is unlocked in Roguelike. More info on the ships are here: http://steamcommunity.com/games/414950/announcements/detail/65667809839009739 The game engine is overhauled to read text data, in 4 separate files in the installed folder; A_Ships.txt, A_Modules.txt, A_Tradegoods.txt & A_Engine.txt. This was done for two reasons, firstly, it allows myself to expand on the game in the future more easier and new features…
- Last call before transitioning to new engine & save-data format! - 28 January 2016
I'm testing the next update (1.15) and it's so far so good. As you may be aware, I've re-worked the engine to be easily expandable and mod-able, via text files, and the save system is improved to be very light-weight and editable. It's going to be live in a few days. I do not want anyone to lose their save-games, so please take a minute to do a pre-cautionary check. Since the last 2 update, the new save-system is running in parallel with the current one, the new output is located here: C:\Users\your-user\StarNomad2 Check that you have these following text files: A_Savegame.txt (Data for all 3x Pilot slots) A_Systems0.txt (Pilot #1) A_Systems1.txt (Pilot #2) A_Systems2.txt (Pilot #3) If you do not have the A_Systems1.txt and A_Systems2.txt it means your Pilot #2 and #3 save-slot need to be transferred to the new save-format. Just continue those Pilots, launch from port and re-dock to gen…