Amplitude Studios, a new games development company based in Paris is developing a new space strategy game called "Endless Space"
Aiming to inherit the values of: Master of Orion, Civilization and to some extent Total War all of that with a strong focus on Multiplayer.
Looks promising & certainly worth checking out.
Looks interesting, will keep an eye on developments.
That said, is it just me or is an exploding starship fade-to-white the most generic ending to a sci fi video imaginable?
Yeah! It is still fairly early days.
new trailer with some gameplay
http://www.youtube.com/watch?v=_Wr19Ln9sO4&feature=plcp
article on spacesector.com
http://www.spacesector.com/blog/2012...-look-preview/
I think this was basically what Sins was a few years ago. Of course, with the advancement of technology you can most definitely tap into the powerful computer these days and more planets and galaxies. Anyone think that the ships look like the ones from Sins?
Ehhh... I definitely prefer RTS vs Turn Based which is what Endless Space is. I'll stick with Sins
Here is an "first look" at the alpha (which can be already pre-purchased and downloaded on steam).
Finally a turn-based space strategy game which actually has beautiful UI. Especially after the graphical and UI distaster named Star Ruler.
EDIT: Never mind the link, it was already posted. But the game looks great anyway,
Looks very interesting. And more promising than Sword of the Stars 2 at the moment..
The UI looks really beautiful. Hopefully the gameplay is smooth and deep too.
Time for a happy face
Here's an interview with the developer:
http://www.spacegamejunkie.com/featured/endless-space-qa-a-child-of-civilization-master-of-orion-and-total-war/
Sounds very interesting. Tempted to preorder.
I have just preordered and am downloading it right now
I will try to Fraps some gameplay tomorrow.
Looks very interesting, will keep an eye on this one. Thanks for sharing!
Sounds like the game is pretty tight for an alpha. I'll be purchasing when I get home.
It certainly does look like the game I was hoping SotSII would be. Although I haven't gone back to SotSII for a few months, got burnt out on playing with all the bugs and am just waiting for the "all-clear" flag (should probably be another month).
Definately looks streamlined, beautiful and intuitive. Will definitely have this one on my radar, until GCIII is announced of course.
I have the alpha and have been following the project for a while. It looks quite interesting. Maybe a tad less complex than GalCiv 2, but slightly more polished, elegant and with a better GUI (sorry Brad... ).
I'm still waiting to see what the future will bring for this game .
So I played this game a bit. Installation was completely automatic (all credit goes to Steam - the game will be Steamworks based, including multiplayer managed by Steamworks, MP isn't in the alpha for now though).
Here is a video of me playing first 15 minutes of a new game (don't forget to switch to 1080p):
I don't have audio recording equipment, so the commentary is only textual.
I may post more videos when I get further into the game.
What is Endless Space?
ES is a turn based strategy, which puts it much closer to Civilization than to SoaSE. Just like in SoaSE there is no campaign (yet?).
Hardware requirements
The game seems to have much higher hardware requirements than SoaSE. For indie games, I'm used to crank up the graphical settings to maximum. I had to reduce the fidelity setting (there is only one + resolution and fullscreen mode) to "good", which is the medium value, to get nice framerate of about 30 on galaxy map.
My machine is Dell XPS L502X laptop with GeForce 540M, Core i7 Sandy Bridge, 16GB RAM and OCZ Vertex 3 SSD drive. I'm playing the game in 1920x1080 resolution.
The game will occupy about 1.6 GB on your hard drive.
User interface and graphics
The UI is jaw-droppingly beautiful, perhaps the most beautiful strategy game UI I have seen in years, the only game which comes close is Civilization V with its secession-inspired UI.
There are no 2000s-like pseudo-3D interface elements. Whole HUD is composed of flat-gray rectangles of various shades with simple symbolic icons. These icons are very elegant and readable as result of that. The game consistently uses clean readable sans-serif font (instead of awful futuristic fonts used by many sci-fi games).
The HUD itself is very unobtrusive, thanks to its simplicity and clever use of transparency. This makes the main content of the game window stand out - the galaxy in the galaxy view is always colourful and beautifully detailed (it may sometimes make the stars with planetary systems hard to see though). Planets in star system view smoothly float to and fro as you mouse over them to get more details.
Pretty much everything in the game has a tooltip, which details additional information about the object. This prevents the interface from being cluttered by hiding information that don't necessarily have to be presented at all times.
Much like in Civilization V, when something important happens, a stack of icons is shown in lower left corner of the screen instead of showing a modal dialog. This means you can decide what to do about that event (tech researched, production finished,...) whenever you like.
The interface also feels very snappy because transitions between screens are eased with subtle animations. I also love the blur effect which comes into play when there is a modal dialog window in the foreground.
I also have to mention few things I didn't like (which will be hopefully fixed in future releases). Currently, mouse can't be used to scroll the screen - this applies to both galaxy map and the tech tree. Galaxy map can be scrolled with arrow keys, but even that doesn't work in tech tree. - you have to constantly zoom in and out. Another thing that bugs me is slight inconsistency in graphical style - as I said, pretty much whole HUD is composed of flat shaded areas...with exception of end turn button and the event icons, which have a glassy look. Why?
Races
5 out of 8 races are so far available. There are normal humans (which are surprisingly considered to be evil), science race, proud warrior race, "planet eater race" and a weird race composed entirely of clones of one guy.
The races have various bonuses, maluses and racial technologies.
Galaxy, planets and colonization
The galaxy can be randomly generated according to several map scripts. So far I tried only "Spiral-2" which is 2-armed spiral galaxy. The stars in that galaxy indeed follow the shape of that galaxy, which results in rather "snaky" map (the two arms are connected by the galaxy core). The maps have many additional parameters, such as size, density, resource richness, planet type distribution etc.
The galaxy is composed of stars with their planetary systems. These stars are familiarly connected with "strings" (= phase lanes). To colonize a planetary system, you have to build a colony ship (you get first one for free, in addition to your starting colonized planet), which costs you one population on the planet where it is built in addition to its regular production costs. You then have to move this ship to the destination star and hit Colonize. Then you choose which planet in the system you want to colonize and voila, the planet is yours. Colonization of additional planets in already colonized system doesn't need colony ships, you can colonize them for production cost from the planet you already own.
Production and population work exactly like in Civilization - the planets have their food, production, gold and research stats, which can be further improved by various means.
There is just one production queue for each planetary system (which is shared for ships and buildings and other buildable projects). Some buildings and improvements affect entire system, other affect only a single planet.
There are many more planet types than in SoaSE - there is pretty much any planetary archetype you can think. The planets also differ in size - bigger or smaller size gives the planet various bonuses and maluses. The same applies for anomalies (additional special abilities which the planets can have). You need a specific tech to colonize the more hostile planet types.
There is much depth in this area which I haven't explored yet.
Research and Technologies
Research also works very similar to Civilization, except there are four trees instead of one - military, diplomatic, economic and support. Each race has some specific techs in the tree (those have orange icons instead of blue).
As far as I can tell (and this applies to pretty much everything in the game), the authors did their homework, which results in believable, but still very imaginative (and sometimes slightly humorous) game lore.
Ships
When a ship is produced, it goes into a "hangar", which is kind-of system-specific area for newborn ships (surprisingly, you can't see ships in this are from the galaxy map). Form here, you can assign the ships to fleets. Fleets is a group which moves and enters battle together. Fleets can be merged and split as you wish.
The game has a nice ship designer. As you complete research, additional hulls and ship parts become available. You can then design your own ships from these hulls and parts.
Combat
The combat happens separately from the main game. Once the two fleets engage, you can choose whether you want auto-resolve (self explanatory) or manual battle.
Manual battles are composed of three phases: long-range (missiles are used), medium range (beam weapons are used) and melee (kinetic weapons are used).
You can't actually control the ships as that battle, all you can do is choose a special "card" (action) for each phase. These cards give you various bonuses, but also have vulnerabilities (hopefully, you will be able to counter opponent's card with your card). Other that that, the battle is completely cinematic.
I must say I was quite surprised how nicely the "director" picks the cinematic shots, however the question is whether this won't get boring in the long run. But the largest battle I have witnessed was 2 ships vs. 2 ships, so larger battles may be very interesting
The cinematic battles are also the only place (along with ship designer), where you can actually see your ships. The ships are quite nice, but definitely not X3 level (a few more polygons wouldn't hurt).
Conclusion
The game seems to have a lot of depth and so far I have only scratched the surface. So far, it was very pleasant surprise. The game is already extremely polished - I didn't experience a single bug and except the mouse scrolling issue, it feels like already finished product (it is more polished that most games in release state).
I definitely recommend this to any space strategy fan.
Nice review, KlaxXxon!
I just saw this up in the features in the Steam store and bought it. I've put a couple hours into it, and I must agree with the beauty of the UI, and its intuitiveness. I jumped right in without problem. This game really feels like a modern version of MOO! Very fun! It's only in alpha!? Get out!
With both still in development, we may very well be looking at FE and Endless Space becoming the new classics fantasy and space 4x games! HIghly recommend picking it up, and it's on sale now.
P.S.: You CAN scroll with the mouse--use left click and pan.
What is max number of ships and average number of ships in a battle?
What is the max number of planets?
Are there mod capabilities?
Multiplayer?
It would appear I'm somehow deformed by Sins
There didn't appear to be any kind of artificial limit on number of ships. I also didn't notice any unit upkeep (I guess there is one though). However each ship takes a few turns to build and since one star system can produce only one ship at a time, I wouldn't expect battles of hundreds of ships.
The "small" map I played had by about 25-30 stars (that's just estimate, I didn't explore it whole). Then there are "medium", "large" and "huge" maps and there is also "galaxy density" advanced map setting (I don't know what it does). Each star had about 2-7 planets (this number can be further increased in advanced map settings).
Yes, there will be (there is grayed out "mods" in the main menu). It would be awesome if they had support for Steam Workshop.
Yes, there will be (there is grayed out "multiplayer" in the main menu). Amplitude promised multiplayer via Steamworks.
Looks promising.
I am so very tempted by this...its almost too good to be true? A MoO Successor? You people are playing with my emotions right now...
My only reservation about it (keeping in mind I haven't actually played it) is the apparent rock-paper-scissors of the ship design. They have the same 3-weapons vs 3-defenses that GalCiv2 had, and it was my least favourite thing about GalCiv2. The battle card concept may shake that up a bit, and of course I haven't seen what becomes available further down the tech trees. It's possible there are some weapons down there that also shake things up beyond "Lasers, Stronger Lasers, Much Stronger Lasers..."
That said, the rest of the game looks fantastic.
I gave in and pre-ordered yesterday, and it certainly has that MoO "one-more-turn" factor. It may be a little dangerous, as I blew off my g/f and her friends while staying up until 3am. I was impressed with the UI and most of the gameplay, but a couple things need to happen for this game to be truly great.
*The rock-paper-scissors that Cauldyth was talking about is a little annoying. Only three types of attack/defense (guns, lasers, missiles) and designing your ships is just looking at who you're at war with, what they have on their current ships and building accordingly. There is some wiggle room with special modules and such, but every race can research most of the same technologies so all the ships are just condensed into little numbers like GalCiv2. It takes some of the fun out of it.
*The battles I thought were ok, in other real-time tactical games large parts of the combat are automated anyways. Hardcore Sins fans will probably loathe the lack of control over your ships in battle, but I don't have a problem with it. I can see what they wanted to do with the cards and it works alright, the problem is that you don't know how well it worked other than if the other ships blow up. More visual feedback from the battles would go a long way to making them better.
*Since each system only has one build queue, it takes a long time to build up systems, fleets, planets, etc. I was playing for 8 hours straight yesterday and was sitting at 6 fully developed systems with a couple outposts and 2 7-ship fleets. The micro of planet management would be a pain, but that interface makes it oh so easy.
Once those are addressed, we'll have a real winner. It's already good, just needs that last push (which they have a whole beta to do..!).
Sold. I have been waiting for a successor to GalCiv2 for oh so long.
interesting [e digicons](\(\[/e]
It has nice looking interface - i mean from purely aesthetic POV - but the ship design seem to be meh. Not really fan of this custom design approach, while it might be fun to "create" your own ships, its byproduct are almost always horribly looking spacecrafts...like in this game and its other competitors like Legend of Pegasus or obviously SotS. For me, the looks are part of the fun, i chose Vasari for example, because i like the look of their ships the most. Hell, i even became fan of ManUtd, cause i like their red shirts the most
You take that back! SotS's ship designs/graphics are some of the best ever (and probably the only thing SotSII has going for it at the moment)! But yeah, I agree with you about the ship design in Endless Space. The human ones are especially on the comical/bad side.
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