T O P
BadVikingRob

Nope, looks sick!


ES_riv

Cheers!


ArnoChux

I think it looks great! In contrary the 3D art assets are perfect for polish purposes. Like damages, easy customizable parts and for me the production of assets of this type is easier than for 2D. In addition you can make a in battle turn around of the ships , which gives more drama to the scene! The only negative remark I could give to your scene is that the ships are very static, little feedback animation when they get shot, the radars or other antennas are static... But again, I looks great!!


ES_riv

Thanks for the feedback. You are right about the ships looking static , that's probably the one part that's bothering me the most atm. But that will have to wait until we get more of the core features of the game in, we are only a 2.5 man team and there's so much to do. Eventually we'll get to the polishing part and start blowing things off of ships, i definitely want battle damage and debris, hell, you could even space some people when there's a big hit impact :D the possibilities are there, but...it ...just...takes....tiiiiime


ArnoChux

You're right !! Looks sick aniway ;)


Pantssassin

For a non polished pass it looks great


ES_riv

Thanks. I mean there was some love and care pot into the ship models themselves, but a lot of the things around them that push the game feel are still kind of crude, things like sounds, vfx, damage and debris, ship animations, etc. That will add a lot to the game


Professional_Content

I think even a very small amount of idle "camera" movement could help.


ES_riv

As long as it doesn't make people space-sick XD


Navchaz

Looks great man! Card rogue-lites are definitely very popular and this is looking amazing, fresh colourful design, bringing 3D into the mix is a great idea.


ES_riv

Thanks, i'm just a sucker for spaceships, and a 3d modeler by profession, and i though about making a "small" game with 3d spaceships, and the smallest one i could think of was a card game... boy was i wrong. This turned into a 3 and a half year development so far (we took a lot of detours), and the game grew into so much more... as games do


gr3yh47

umm this looks amazing. i'm guessing no steam page yet?


ES_riv

well, we do have one [Steam page](https://store.steampowered.com/app/2118810/Breachway/) for the game we put up last week :P


SunstyIe

Added to my Wishlist. Looks great! I don't know if it would be allowed (per their sub rules) but you could/should consider posting on the Slay the Spire subreddit and possibly the FTL one. Go check their rules first. STS is still very active- there are a lot of people (like myself) that love climbing the ascension ladder. Both are such great games, and this seems like a great mashup idea. If you haven't tried it yet, consider checking out Into The Breach, which has some good ideas on how to use crew members specifically that might make sense for a card game. Ie each weapon/location on your ship could have up to one crew member manning it, and crews can have different abilities. Just a thought. I'll be keeping my eye out for this one- love roguelikes/roguelites and card games. Good luck!


ES_riv

Awesome! I would feel pretty scummy posting on other games' subreddit. I have played into the breach when it came out, don't remember the details about pilots, but what you described is basically how they work in our game


Navchaz

The only advice I can give is: the 3D models and spaceships will be what brings attention to the game, it will make people notice it from the indie roguelite noise, in my opinion. But the key to this game will always be a careful balance of cards, decks and opponents to ensure replayability, sense of challenge and achievement etc. I wish you best of luck with that, I’d love to try this game one day.


ES_riv

Thank you, i hope you're right! It's so difficult to stand out with the crazy amount of games that come out each month, so anything that makes a game stand out is crucial, and we'll double down on the graphics for sure, based on the reaction the game is getting here. Having said that, I worked at least 2-3 times more on the actual game design than the graphics, being the first real game we designed, i went in thinking card games were easy, boy was i wrong, tying all the systems together into a cohesive whole that supports the other pieces and makes the whole greater than the sum of its parts is a massive undertaking, once we have all the core features in, and the game plays as it was designed on paper, then we'll be able to focus on things that will actually bring in attention and sales, knowing that the core gameplay is solid.


Standard_Sir_4229

Looking great, love the concept. The only thing that disturbs me a bit, is the constant zoom in, zoom out. But i don't have a solution for you...


ES_riv

Using that to indicate whose turn it is, so you find it distracting... interesting, i've had mixed feelings about that myself lately, probably needs some more attention


gr3yh47

i would say use a UI hint to indicate whose turn - like a green outline around their 'hand' ('card box') or something like that


ES_riv

The Hand UI for the active "player" already lights up and animates a tiny bit, but i think just having the End turn button flash when it's your turn, and fade when it's the enemy's turn could do the trick


gr3yh47

i see that. maybe a bit more obvious? the zooming combined with the tight FOV is a recipe for motion sickness


ES_riv

Got it, i'll take a real good look at that and fix that issue, now I can't unsee it


Standard_Sir_4229

Yes i understand the meaning of it. I feel it would make me kind of dizzy. If you are open to change, look at what other games do for turn by turn. Maybe the players ship is the largest and that's it. Or there is a time bar going down when it s the players turn.


ES_riv

I'm definitely open to change, this was a more important feature when the game was a 1v1 card battler (a long time ago), and somehow just stuck around, it's not necessarily needed any more, so i'll play around with some other optoins. thanks for the feedback!


Jimlad116

What if you did like a slight blue border around the player's half of the screen when it's the player's turn, and a slight red border on the other half during the enemies turn?


ES_riv

I tried coloring the screen separation line , it was blue on the player's turn, and red on the enemy's, but even that was kind of distracting. Maybe i can do something with the end turn button, having it light up slightly when it's your turn, and disappear on the enemy's turn


jorbleshi_kadeshi

Personally I love the zoom. It's an incredible punchy visual. I'd just implement a more traditional turn indicator regardless, then make the zoom a togglable option in the menu.


ES_riv

If i don't a happy medium between the two,, then that's one solution for sure


alytle

This is relevant to my interests. How can I follow along?


ES_riv

We just put up a [Steam page](https://store.steampowered.com/app/2118810/Breachway/) last week, which also describes the game's features a bit better, we also have things like ship equipment and upgrades, as well as crew, and a meta-game inspired by FTL's (which some of our own elements added to it)


alytle

Thanks! Looking forward to it!


mrBadim

Looks great! There is already StS in space - but I loved your style more. Wishlisted =)


ES_riv

Cheers! :D Do you mean For the Warp? It's a good game, but i feel like we will deliver a deeper and more engaging experience


jorbleshi_kadeshi

>but i feel like we will deliver a deeper and more engaging experience Hell yeah. I had a lot of fun with FTW but it got stale quicker than it should have. Are you focusing on engine-building? I feel that StS is about as good as it gets for engine-building and I'd love to see that iterated on (especially in a sci-fi setting).


ES_riv

What do you mean by engine-building?


jorbleshi_kadeshi

Specifically having a number of archetypes and mechanics that synergize with each other (and potentially anti-synergize with others), especially with regards to scaling. Notably "engine-building" I would consider to fundamentally change the way your deck is played in massive ways. FTW touched on this but the mechanics are mostly surface-level (or just generically linearly good). I think one of my favorite archetypes in StS is the Silent's shiv-pocalypse. Getting cards/relics that do things when other cards are played ([A Thousand Cuts](https://slay-the-spire.fandom.com/wiki/A_Thousand_Cuts), [Choke](https://slay-the-spire.fandom.com/wiki/Choke), or [Shuriken](https://slay-the-spire.fandom.com/wiki/Shuriken)) and then just popping off with [Storm of Swords](https://slay-the-spire.fandom.com/wiki/Storm_of_Steel) is an incredible experience. FTW has some interesting archetypes, but none really scratch that super engine itch. Ignite and Boost are probably as close as it gets, and IMO those aren't transformative enough. Have I mentioned that your game gets me hyped? I'm quite hyped rn.


ES_riv

Oh i see what you mean by card engine-building, i'm also a big Shiv build fan. I mean Slay the Spire is one of the best designed games out there IMO, it's so simple and elegant, yet has a lot of depth, as much as i'd love to say our game will rival its level of sublime mechanics design, all i can say is that we'll do our best to make this game as good as it can be (Keeping in mind this won't be a diirect StS clone in many ways) Get the hype on!


TheLoneBlueWolf

Looks dope! You plan to zoom inside ships to see little crew people for an added layer of strategy?!?!?!


ES_riv

Talk about scope creep, hehe. Cool as it would be, it wouldn't fit the game. You already have crew however, and they each operate a piece of equipment, if any die during combat or during the meta-game events, you will no longer have the cards belonging to that equipment in your draw pile. Crew also have abilities you can use to mitigate bad RNG, and the higher their morale, the more often you will be able to use them in combat


TheLoneBlueWolf

That's dope! Looking forward to this one 😊


ES_riv

Nice!


___Tom___

Looks cool. The 3d art is fitting and works well. Post a link. :-)


ES_riv

Sure thing, here: [Our Steam page](https://store.steampowered.com/app/2118810/Breachway/)


___Tom___

Wishlisted. Do you plan a Mac version? (please)


ES_riv

Yes!


GoOtterGo

Jesus this looks good, and a StS/FTL mash-up? Do you uh, need alpha testers? Edit: [I see you've got an alpha on Itch](https://warlike.itch.io/warlike)!


ES_riv

Yep, that build is veeeery old though (we were also using a temp title then), older than a year at this point, so be advised :D The basics are still there, but we expanded a lot on what was at the time just a test build for our card combat engine. Should still be an enjoyable experience though


JimPlaysGames

I am working on a game with similar mechanics and yours looks far better. Great work!


ES_riv

Nice, there's a very noticeable absence of such games imo, so the more the merrier i say! Do you have a link to your game?


JimPlaysGames

That's a good way to look at it. When I think more about it I realise the style is quite different so people will see the differences as well as the similarities. I don't have a store page for it yet. Development is slow as I'm doing it between other projects but you can see how it looks on the most recent dev log here if you like :) https://youtu.be/9750pqstOFg


ES_riv

Yeah, have development takes time, especially if you work on multiple things at once, it's the sand case for me, i still have a part time job


ES_riv

Just watched the video a bit, your game looks very interesting, I'll look at all the devlogs. I also wrote some devlogs on our website, which might be semi relevant to you


JimPlaysGames

Thanks! I will check those out :)


Martoonster

I love it! The video immediately grabbed my attention as I was scrolling, specifically *because* of the juxtaposition of card game and 3D space battle. My brain didn't know which slot to put it in, so I stopped to look, then reacted with, Oh, wow, it's *both!* But stylistically, it all works together with the card interface looking HUD-like. Nice work!


ES_riv

Thanks, that's really good to hear! I'd really like to push this as far as I can, and have the battles look and feel dynamic, with maneuver cards and fancy visual effects, like cutting the enemy ship in half with a massive laser beam


T-Ori

I'm actively following your game despite the fact that I **HATE** card games, but I WILL give it a shot simply because there are 3D sick-ass-looking spaceships and graphics / art direction that I love. So no it's not too much.


ES_riv

Nice! If you ever get to play a test build/demo/full game, let me know what you think. While we do have some of the tropes of other Slay the Spire inspired card games out there, they are mixed in with a lot of non card game mechanics, like active crewmember abilities that act as a way to mitigate the inherent randomness in card games, to give you one example


T-Ori

I surely will play it as soon as there is a recent demo, do you plan on participating in the upcoming steam demo festival or any other form of release ? And by the way, how many people are working on this game ? Just being curious :> Lovely work as usual anyway !


ES_riv

I'm not sure if we'll have a polished enough demo for the fest, but we're aiming for it. The team is 2 fulltime people , and one part time (me)


T-Ori

Very well, I'll be waiting :) Good to you all !


Sharky3188

This looks sick! Keen to keep an eye on it.


ES_riv

Glad to hear that!


Dangerous_Mine_1831

This looks amazing the fact that every card has its own animation instead of just a plain hit with lasers really makes it great


ES_riv

Yeah, it's a good excuse to flex our vfx muscles


istarian

I think double click to perform a card action would be better than dragging out onto the screen, but that’s just me. Alternatively maybe have an active card area that is shown as a card box outline centered on the respective ships. Making the card size on board a bit smaller would alsp void obstructing the view. Looks like it could be fun to play though.


jorbleshi_kadeshi

These games almost always implement both (or even adding numpad casting). I wouldn't stress about that aspect.


ES_riv

That works, especially for cards that dont target parts of the enemy ship like in FTL


GDNerd

OMG please tell me your noncombat events are "viewscreen conversations" like Star Trek and I'm 1000% sold! Hell I'm probably already sold haha.


ES_riv

Haven't played Star Trek but our events are a mixture of FTL events, with character dialogue and quips. Each crewmember will have their own keywords, like ex-pirate, military, scientist, suspicious, resourceful, etc and based on their keywords they will react to events (sometimes in conflicting ways) and will give you extra options to respond to those events. They could potentially turn a combat encounter into a shop or quest, if they are from the corresponding faction, and so on. In addition, you can also gain keywords as you play based on event choices, so you can ally with a faction, become a pirate, etc


GDNerd

In star trek, ships have face to face communication like this: https://midnitereviews.com/wp-content/uploads/2019/10/Genesis-Sample-1.jpg I was always kinda sad that FTL stuck with their text box event structure rather than giving something more visually exciting.


ES_riv

That image doesn't load, but right now our events look like this: [Dialogue image](https://static.wixstatic.com/media/d63c7f_563f36b74c684526b69511e07519cdcc~mv2.png) [Event image](https://static.wixstatic.com/media/d63c7f_823549b75e8d4540a70bdba7f306655c~mv2.png) This is all still very much WIP, but i'm curious to hear your thoughts on it


GDNerd

Not quite the same as what I was hoping for but still far more exciting than FTL, I love it! RE Star trek imagine bridge interior w/ a viewscreen at the front to video-call other ships. The crew would be in the foreground of the shot and the "enemy ship"'s bridge in the background.


ES_riv

Oh, i see. I think our approach is closer to a visual novel or something XD


GDNerd

Yeah something a bit more diagetic but functionally the same.


jorbleshi_kadeshi

Holy fuck this looks good. Any audio yet? I would encourage you to get a bit more expressive with the card art. Having different colors and angles of "space turret on hull" is going to make identifying cards more difficult. MtG's general philosophy of "the art is the card" should be a driving factor here. I'd take a hard look at Slay the Spire's cards and how their art relates to them. Each card is creative, expressive, and utterly distinct. Experienced players could mod the cards to remove the names and they probably wouldn't miss a beat. This isn't an easy or a simple ask, but I think it is a core factor for a card game that is worth the effort put in.


ES_riv

Our card art is mainly a placeholder at this point, i do agree with all your points, and hopefully we'll be able to afford a good 2d artist soon. As for sounds, we only have a few, we mainly focused on art style and game design so far


jorbleshi_kadeshi

Makes total sense. Good luck with your development! Please keep posting content here (as the rules allow) as we will absolutely eat it up. :)


ES_riv

Aye, will do!


NameCannotBeChanged

What did programming software did you use?


ES_riv

The game is built in Unity, can't say it's the ideal choice, but it's what we had at the time


NameCannotBeChanged

Do you have a coding background?


ES_riv

No, i'm a 3d artist at base, but i know both Unity and Unreal quite well, both blueprints and Playmaker (and a bit of Bolt), but i can't just straight up program, luckily i have a real programmer helping out


jorbleshi_kadeshi

Hey since you're a 3D game you can be a bit more flexible with your ship's appearance. Sticking with the Slay the Spire influence, you could have "modules" (relics) appear as actual objects on the ship's hull (or replacing things like engines).


ES_riv

Our equivalent of Slay's relics are subsystems that you can mount on the various pieces of equipment, and they willl affect the cards belonging to that equipment. (instead of straight up making a deck, you will create your deck through equipment, which determines what cards you can draft) As far as showing them on the ship, it would be cool, i agree, it's only a matter of scope, as a 2-man team that's not feasable atm., but if things go well with our eventual Early Access release and we have the funds for it, we'll expand the team and definitely do it


jorbleshi_kadeshi

> instead of straight up making a deck, you will create your deck through equipment, which determines what cards you can draft Holy shit that sounds incredible. Is that locked in at the start of a run? If I *am* able to swap equipment mid-run, are some cards going to be cross-compatible while others aren't? For example, cards that say "deal N damage" could carry over, while something more specific like "channel N orbs/drones/whatever" wouldn't. The mind races...


ES_riv

So each piece of equipment will have X number of card slots and a drafting library you can draft cards from after each battle or in some non-combat events. Each piece of equipment will have its own library, so even two laser cannons could have very different cards, if one is a heavy laser, and one is a chain laser. On top of that, each equipment has between 1-4 Subsystem slots that you can add subsystems to , that act like StS relics, so even two ideantical piece of equipment can have different stats for two identical cards, which is why we highlight what equipment a card comes from on the 3d model, and you can see a list of subsystems equipped on it. [this is what it looks like in the hangar](https://static.wixstatic.com/media/d63c7f_cae536843e9948fdba5306ed252c58e3~mv2.png) Note that you can also remove cards from equipment in the hangar/shop, for a resource cost. (Equipment pieces usually come with about half of it's card slots filled with pre-drafted cards from its card library)


jorbleshi_kadeshi

Oh wow that's awesome. I really like the concept of having individual guns/modules broken out and feeding into a whole deck. Seems ripe for a heat mechanic. Something where firing during a turn generates heat on that gun, which increases damage on subsequent attacks, but has some negative effect if you blow the cap. Managing per-module resources would make for some cool complexity. What does your meta progression system look like? StS unlock packs? FTL/FTW ship/config unlocks? EtG unlock purchases? Hades stat upgrades? Dead Cells movement ability unlocks?


ES_riv

Those radiators aren't only on the ship for looks you know ;) As far as meta progression, you will be able to unlock new ships , equipment and crewmembers, and possibly also cosmetics and whatnot, like skins. Ships are a different combination and number of hardpoints, thus you will be able to have a different combination of equipment on it. You could have a larger bulkier ship with more hardpoints but some disadvantages like a larger targeting profile and having maneuver cards cost more energy, and you could also have lighter and nimbler ships that excel at outmaneuvering larger enemies and making their guns unable to track you


preppie22

I’d buy this!


ES_riv

You'll get the chance to eventually, you can [wishlist it here](https://store.steampowered.com/app/2118810/Breachway/) for now, and it'll let you know when the time comes


Thanks_Usual

Wow that’s gorgeous


ES_riv

thanks, i'm really amazed at the response the game is getting!


warm_sweater

This looks super cool!


ES_riv

Thanks


Yetimang

I think it looks awesome and that's coming from someone who otherwise can't stand how every-fucking-thing has to be a card game now. I compliment you through gritted teeth.


ES_riv

I salute and appreciate that


JavanNapoli

I think it looks like you're a little too far into this game to be asking those kind of questions hahaha. I think this looks really cool.


ES_riv

Well, there's a lot more work going into these 3d models than pixel art space ships for instance, and sometimes i feel like pixel art is way more popular than 3D these days. So there's always the danger that you're dumping too much time and resources into something that won't give you much of a return. Second guessing myself is one of my main skills XD


JavanNapoli

Yeah I understand, I definitely think the 3D models is a good look though. >Second guessing myself is one of my main skills XD Same don't worry lol.


Natesuede

This is the way. This is how the space games should be! awesome


ES_riv

Cheers :D


Norsaken

Nah mate, this looks really good!


IrreverentHippie

I like it


GabeTheWarlock

I think the 3d aspect is what'll set this game apart, I mean I don't play these type of games and it caught my eye


ES_riv

Hearing these sorts of things always makes me very happy, because we're not aiming to make a typical card game here, but rather provide an experience of tactical spaceship combat , which just happen to have card game mechanics as a command input method, there's a lot of systems that are not based on cards at all


ChadLare

I would definitely impulse buy this.


ES_riv

What about [impluse-wishlisting?](https://store.steampowered.com/app/2118810/Breachway/)


ChadLare

Done


zippycat9

Download where??


ES_riv

well.. there's a bunch of things you can do. First of all, [we have an old demo](https://warlike.itch.io/warlike) on [itch.io](https://itch.io) that serves as a good indication of how our combat will play out (just keep in mind it's over a year old at this point, and things have advanced a lot) , second of all, go to our [steam page](https://store.steampowered.com/app/2118810/Breachway/) and [wishlis](https://store.steampowered.com/app/2118810/Breachway/)t the game, to be notified when we have a demo, early access, and eventually launch. thanks for the interest!


syntaxvorlon

I like the Homeworld aesthetic.


ES_riv

While totally by accident, i'll gladly take that compliment :D


ace6633

That looks incredible!!


ES_riv

Thank you!


sirbubbles01

I will be watching you… Closely…


MeathirBoy

It looks really sleek, but I wonder how unique Card animations will be. To be fair, I say that as if they’re very unique in FTL/StS and I haven’t got enough experience in game dev to know. Good luck OP!


ES_riv

They will be as unique as they need to. Not EVERY laser blast will be unique of course - there's only so many ways in which you can show that , but some will look very different, especially the more powerful cards that can swing the game. And on top of this we can also add camera animations, charge up effects, different sounds, etc


1337GameDev

This is fucking cool! I am excited for this :) If you need a beta tester, I wouldn't mind ;)


ES_riv

Awesome, we'll have a test in about a month, if you join our Discord you'll be notified when it hits and will be able to play it


Ertaipt

Looks better evverytime I see this project, I've done a similar game, but 2d. I think we have talked before, good luck with the launch!


ES_riv

Thanks, what is your game called?


Ertaipt

For The Warp, I talked with one of the developers some years ago when it was still in early development I think 🙂


ES_riv

Oh, For the Warp, nice! Yeah that was me, i just didn't recognize your user name. Small world :D


Ertaipt

:) great, gotta try your latest build


sillyhumansuit

Nice! One thing, space ships move. Some dynamic movement of the background as well as turning of the axis of the ships when they dodge hits or even if they are hit with a crit they spin and tilt from the force of the hit. This would make combat way cooler. ​ But 10/10 would play this.


ES_riv

Aye, those will all come in due time, we have the ships rigged and animated, but we can't trigger animations yet in response to game events. Once we have all the core hand functionality implemented we'll work on polish stuff like that :D


Sabotage00

I'll start by saying this looks really cool and I can't get enough card rogues like this. If you can, and only if you think it will work, it might be nice for them to occupy the same space. There's something visceral in slay, and hearthstone, about seeing the attacks happen in the same space rather than disconnected like you have. I like the 3d space, but perhaps the attacks should come directly from the source If you do a story mode I'd recommend checking out Crying Suns. It's a similar battle system and a really engaging story.


Couhp

great work!!! Your shader is so cool at all