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Void Destroyer 2 - Development Recap

Hey guys!

Seeing as the game has changed it's look and feel dramatically over the past few months - I've decided to do a bit of a marketing push. So I've created and added new trailers/videos and screenshots on the game's store page.

New Trailer - Alpha May 2018 -

https://youtu.be/h73B3nrSg1Y
Direct Link: YouTube

New explainer video - What is Void Destroyer 2 -

https://youtu.be/1kMcV4Fu390
Direct Link: YouTube

New mini tutorial video - Basic controls -

https://youtu.be/lBfwDJEm-v8
Direct Link: YouTube

For those interested in what's been going on going on since the game launched on Early Access - here's a summary:

  • Tons of bug fixed, tons of bugs added, tons of bugs fixed
  • Tons of new ships, bases and other objects
  • Better fleet management
  • Fuel mechanic added (faster overworld travel)
  • Bunch of auto generated missions
  • Bunch of scripted missions (faction missions)
  • Ship capture
  • Black market bases
  • Field ownership
  • Rapid travel gates added
  • Base capture/blockades/ownership/management
  • Base - building ships and platforms
  • Remote interface (turning the game into a quasi 4x game)
  • Mobile bases
  • Multiple fleets and non-player fleets
  • Trade interface (expanded trade ship management)
  • Dynamic economy and rebalance
  • New skyboxes
  • New dynamic skybox system

For those interested in what's on the agenda before release - here's a summary:

  • Main story
  • Faction response to base war
  • Proper implementation of carriers
  • More dynamic sandbox (events?)
  • Better implementation of "Kind" faction (missions auto/scripted)
  • More ships (focusing on larger ships)
  • More features - that I didn't even think of yet (!!!)
  • More bug fixes
  • More polish

While the above list may seem small... Adding a main story requires multiple months of thinking up and scripting missions/events/happenings, the addition of new ships, upgrades, bases, objects, etc. New features/mechanics/tweaks to support the story - and various other things I can't even think of yet.

Thank you very much for your incredible support - without you Void Destroyer 2 in it's current state wouldn't have been possible as with many indie/one man projects - sales fund development.

I hope that you are as excited as I am about the future of the project!

Thanks!

Paul