Starfighter inc.

Hey guys, this looks pretty awesome - I'd like to +1 the request for a single player campaign with a decent storyline - and also have a couple of questions:
1: how is mouse going to work? - pure mouse aim ie War Thunder, virtual joystick ie Elite Dangerous, or something completely different?
2: 1st person, 3rd person, or both? And if both, will there be 1st person only matches?

@Dene,
+1 recorded :)
1. Right now we're closer to Elite Dangerous, but we'll leave the final call subject to playtesting.
2. both, though it has to be justified. No magic cameras floating in space. If you go to a 3rd person camera, its either a drone that's in follow mode on your ship or a camera mounted on your ship. That could change if gameplay testing tells us it isn't fun, but that's the goal right now.
/Coray

Virtual joystick for the win :)
 
First campaign update is out.

________________________________________________________

Houston, We Have Liftoff: Single Player, Monetization and Backer Rewards


Thank you so much to everyone who supported our little endeavor by backing the project, sharing on social media or sending us thoughtful questions. The outpouring of interest and support has been incredible and we’re super excited to work with this community of players and backers to make this dream a reality.

So, let’s get to the meat of this update: Answers to your questions! We’ve received a ton of quandaries along similar vectors and we wanted to reach out with some answers.

Will there be a single player campaign?

In short, we hope so!
We loved the story-driven single player campaigns in the X-Wing series and we would be thrilled to bring that type of experience back to the modern gaming scene.
That said, we want to make sure that we make a great game at its core. If we can build a strong foundation via multiplayer and then lay a single player/co-op story on top of that, we'll be able to pair awesome core gameplay with an epic story the way that X-Wing and Mechwarrior 2 Mercenaries did.
Accordingly, we’re excited to share some information about our stretch goals:

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If you’re wondering why the single player campaigns are so expensive, think about the last Call of Duty, Mass Effect or Halo game you played. Those games cost upwards of $50,000,000 to make (on the cheap side), because it takes a large group of people working for a long time to deliver something of that quality.

In addition to our experience creating great single player experiences, we feel like we have some clever production strategies that will allow us to build an immersive single player experience in less time than is typically required for these types of games. The fact that Dave made a bunch of these type of campaigns for the X-Wing series helps too!

We discussed at length and decided that while we could deliver a single player campaign on the cheap, we’d rather do it the right way. Our hope is that we can work with the Kickstarter community to raise these funds or at least get us to the point where we can produce a great multiplayer game that will then fund the single player campaign.

As always, hit us up in the comments and let us know what you think!

What are you guys doing with monetization? Will the game have microtransactions?

We think we have a really unique model that capitalizes on the benefits of both free-to-play and premium games.
The game itself is premium. You can buy it and then own it for life. We'll have DLC and new content packages that launch from time to time which you can buy, or not.

We don’t anticipate any DLC segmenting the player base, so you won’t see things like premium maps that only people who paid can play. We’re thinking things like skins for ships, new audio packs, new ship types, etc. Basically, we’ll listen to what you, the players, want the game to have, we’ll build it, and we’ll make it available to you guys.

One of the things we love about free to play games is that there are always tons of people to play with. So, we want to offer some sort of basic free access to the game. This will basically be a trial where players can jump in and use stock ships, but can't customize or level them up.
It'll take some balancing to get it just right, because we want to make sure that free players have a great time, but that paying players get a premium experience, but we think once we find that happy medium, it'll really appeal to players from both ends of the spectrum.

Why do reward tiers jump from $250 to $5,000?

As some of you might have noticed, we had to pull a reward tier last-minute because we are still ironing out the logistical details with our fulfillment partner. We’re working on two new reward tiers that slot in there that we think people are going to be pretty jazzed about and should have some details to share in the next 24 hours.

What's in the box? You'll just have to stay tuned, friends!

In Conclusion, We Heart All Y'All

Again, thank you so much to our wonderful community. We weren’t sure if the gaming world was ready for another X-Wing style space shooter and you all answered with a resounding “HELLS YES!”

The fact that you’ve trusted us to create that game means the world to our team.
Thank you from the bottom of our game dev hearts.

Let’s make this thing!

/Coray & The Starfighter Inc. Team

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Dan Spezzano 13 minutes ago

So in essence no single player. I'm still on board for now but I'll be keeping my eye on future updates.

Creator Impeller Studios less than a minute ago

@Dan,

We're hoping we can get there, even if we have to beg, borrow and steal our way to single player.

Maybe Chris Roberts has a few bucks to pitch in? ;)

/Coray

I like those guys already..XD
 
Me:

Impeller might do the same thing as CIG with Star Citizen and continue the pledges after the Kickstarter is finished.
I have a feeling they will at least hit the $250K target :)

@Jonathan Marcus Heslop definitely something we're thinking about, especially given the great reaction we've gotten from the community!
/Coray

SC has shown it is a good way to bring the cash in.
 
SC has shown it is a good way to bring the cash in.

What sane developer would stop taking in cash when people are basically throwing their money at you. To be honest, while it's nice, that sort of thing has plagued majority of early access games. Where developers get extremely lazy because they've already made a lot of cash and they are not even out of early access....

I'd be a pretty happy camper if they manage to get a single player game in :)
 
Honestly? I'm waiting until I see something more concrete.

Yep, this is what they have announced as campaign updates to come.

Coming Soon...

We'll be posting information about the following soon, so keep an eye on this page!

  • Stretch Goals
  • Behind-the-Scenes Design Insight
  • Sample Gameplay Encounter
  • Music & Sound Effects
  • Story
  • In-Game Corporations
  • In-Game Manufacturers

The sample gameplay video should give us an indication of what they are trying to do with the absolute basics. I'd also be interested to know what engine they are going to use, we will know when this comes out.
 
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Two new pledge levels added:

Pledge $500 or more

0 backers Limited (100 left of 100)

The Jarvis Package

- All of the above
- Custom Cockpit Voiceover pack written/recorded/implemented just for you (must adhere to style/content)
- Custom Digital Taunts written/recorded/implemented (must adhere to style/content)
- Optional: Impeller publishes your custom VO/Taunts with the game.
Estimated delivery:
Aug 2016

Pledge $1,000 or more

2 backers Limited (23 left of 25)

The Hero's Journey

- Hand-Drawn In-Cockpit Digital Portrait (must adhere to style/content)
- 24x36 Glossy Poster Portrait Print
- (Optional) You (or a pseudonym) are canonized in the game as a main character in the story (must adhere to style/content)
Estimated delivery:
Aug 2016

Some nice rewards in there. I love the portrait one :D
 
Very wary of this one, possible MWO levels of disappoint. Will keep an eye on it if it gets funded though.
 
Hi all

I just want to thank those of you who already backed us on Kickstarter. I understand that some of you are skeptical. Hopefully, will the Kickstarter updates coming out in the new week convince you to back us and hopefully even motivate those of you that are already backing us, to back more :)

Thanks again!!

/Bozar
CM @Impeller Studios
 
Let's keep this thing rolling!

Boom! We've crossed the 100k mark for the campaign!
This is a major milestone in our quest to bring this game to life. Thanks to our entire community for making it happen. Let's keep this thing rolling!
For now though, let's shake off our collective case of the Mondays with a few bits of Starfightery goodness:

Sound Off: Shrike Textures



One of the keys experiences in Starfighter Inc. is going to be customizing your ship. Accordingly, we wanted to share a few textures that we're thinking about for the Shrike and get some feedback from our most dedicated, hardcore players.
Give the following textures a look and let us know which is your favorite. Feel free to hit us up in the comments or Post/Tweet this picture to us on Facebook or Twitter.

Not seeing any skins you like? Let us know in the comments, on Facebook or on Twitter.

ICYMI: Ars Technica

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If you didn't catch it in all the launch craziness, Ars Technica did a great write-up on Starfighter Inc, including some outstanding comments from technical designer and science consultant Zach Hajj.

Very interesting read and excellent conversation going on over there with some fantastically smart people. If you're interested in the hard science setting for Starfighter Inc., you might enjoy the discourse taking place in the comments section.
Spread the Word!

The more backers we can get, the more features we can deliver and the more awesome a game we can all make. If every current backer brought one friend to the campaign, we'd be funded overnight!

This is the true power of the Kickstarter platform. Nowhere else can we - as a community - shape games in preproduction or shape the process of creating games as a whole. Let's put that power to work!

We're putting together a few updates for this week that will showcase the design and story of the game. We can't wait to share them with you and once again, thanks so much for everything you've done for this campaign, this game, and this company.

You guys rock!

/Coray & The Starfighter Inc. Team

Next update is out.
 
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Backer-Only In-Game "Shrike" Information Warfare Ship
Backer-Only In-Game "Impeller Cannon"
Backer-Only "Pegasus" Assault Transport

I must say for a "hardcore PvP" game, it does not bode well when two ships and one weapon are going to be backer-exclusive. Either you slap your backers in the face with these items being rather useless, or you slap everyone else in the face with exclusive equipment. I'll stay away from this game.
 
For a fan of the X-Wing and Mechwarrior series this game looks really sweet. Backed it yesterday (day zero level).
 
I must say for a "hardcore PvP" game, it does not bode well when two ships and one weapon are going to be backer-exclusive. Either you slap your backers in the face with these items being rather useless, or you slap everyone else in the face with exclusive equipment. I'll stay away from this game.

Your choice :D
We'll keep you updated here on the progress.
The devs have stated that the 'exclusive' ship & weapons will be more for 'prestige' than anything else, and will not be over-powered compared to non-exclusive stuff, more a way to recognise early backers.
 
Next update is out.

The Method To the Madness

Greetings gang!We're getting a lot of questions about the core design of the game, why we made decisions we did, etc. This is a great avenue of questions for this juncture in the game and it's something we have a lot to share on.
We thought a great place to start would be giving you a look into the guiding principles behind Starfighter Inc.
When we sat down to design Starfighter Inc., we set up three hard and fast rules that would shape our vision for the game. While we may not get everything right on our first iteration, these guiding principles remain to give us an ultimate vision for this project and this universe.

All About Combat

Not exploration and trade, but high-speed action and destruction. Skill-based gameplay that rewards players for mastery of difficult challenges. Intense game modes that support both lone wolf and disciplined team tactics. VR and joystick support with options for multiple monitors and controller configurations allows you maximum control over your combat environment.

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Customize Everything

You control and customize every element of your ship, from the chassis to the powertrain to the cockpit layout. Just like games like MechWarrior allowed you to customize every detail of your mech, Starfighter gives you total control over your ship, from layout, to armament to performance tuning. Aesthetic changes like ship exterior, cockpit designs, sound effects packages, and voiceover kits allows you to shape your entire gameplay experience.

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Realism Done Right

The zero-friction aspect of realistic space combat allows for awesome maneuvers, unexpected surprises, and a gameplay experience you won’t find anywhere else. Combat based on real world physics and technology in a plausible setting creates an unmatched sense of immersion and presence; you truly feel like you’re in the cockpit, marveling at the glories of the solar system all around you. That doesn’t mean boring and it doesn’t mean needlessly inaccessible. This is a game about blowing up in space and we intend to make it fun as hell.

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You may recognize a few thoughts and statements in here that we've used throughout the campaign on Kickstarter. This is reflective of the fact that these three pillars really do guide every aspect of this game, from design to production to marketing.
So, what do you all think? Good goals? Something more important we should be focusing on?

Let us know in the comments and as always, feel free to reach out to us on Twitter, Facebook or our website.
Thanks again for all of your support!
/Coray & The Starfighter Team
 
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[video=youtube;RTBv_wlisDw]https://www.youtube.com/watch?v=RTBv_wlisDw[/video]
 
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