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There are 3 main tactical elements: Different attacks with pros and cons AoD-style Cover (natural and energy shields) and gadgets Grenades The first two are self-explanatory, the third one is something new and hopefully exciting, so let's go over the design as we're about to start implementing... Read more...
Update #20 - The Factory October 13, 2017
When designing AoD non-urban (i.e. secondary) locations we wanted to show a desolate, dying world, but as is often the case with low budget games it’s hard to tell the difference between a desolate world and ‘empty maps’ with a single point of interest.We’re always eager to learn from our mistakes plus the... Read more...
Update #19 - The Mutants September 24, 2017
Let’s start with our design goals:Mutants are a time-honored staple of the generation ship genre, plus it’s an opportunity to do something interesting and add a radically different faction to the three ‘grounded in reality’ factions (totalitarianism, revolutionary democracy, theocracy) controlling the Ship.... Read more...
The character system’s highlights:Strength increases *max* melee damage by 1 per stat point (from -2 to +4), so if a melee weapon’s range is 4-10 and you have STR 8, then your damage range is 4-12, not 6-12 the way it works in most games, including AoD. If your STR is 4, then your damage range is... Read more...
Our next milestone is the combat demo (don't ask me when), which is practically a game in itself as it requires pretty much everything: the character system, the combat system (attacks and NPCs' AI and pathfinding), the armor system, the gadgets, inventory, two hundred items (give or take) just to... Read more...