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“We're working to recreate the epic space battles seen in popular movies and TV series such as Star Wars, Serenity, and Battlestar: Galactica. Combined with our ability to handle seamless planetary transitions and our focus on perfecting space combat, we're going to create a well polished experience that really distinguises itself from other space games. Our technology by itself provides an unforgettable experience and the media that have received the prototype have spent entire days just flying around and exploring”
-Keith Newton, CEO & Cofounder (80.lv Interview)
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A match begins with each team being allocated some combination of space stations, planetary bases, factories, and AI controlled defense turrets. Each player will start with a moderate amount of credits with which they can upgrade or customize their ship and equipment, or acquire new ships.
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Small ships with first-person, twitch based newtonian controls will provide players with high speed dogfights inspired by those seen in sci-fi film and television. We've implemented a flight model that makes each planet a unique experience based on drag, thrust to weight ratio, atmospheric density, and turbulence.
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Interceptors - Your standard fast, sleek, highly maneuverable killing machine. They are primarily designed for destroying enemy light spacecraft.
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Fighters - Similar to interceptors, fighters are relatively fast and maneuverable however they also provide a limited ability to attack infrastructure. This ship will only be available if we reach our $500k stretch goal.
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Bombers - Larger and less maneuverable than fighters with limited defensive capability. A handful of bombers can cause serious damage to enemy capital ships and infrastructure.
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Corvettes - The tanks of space combat. Corvettes come armed with independently targeting turrets allowing a 360 degree arc of fire. While they don't pack the long-range punch of a bomber, a group of them can easily take out weaker capital ships.
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Capital ships are the backbone of a fleet and will be controlled in the 3rd person, providing a unique perspective of the unfolding battle. Individual weapons can independently target or be focused on a single enemy depending on field of view. There are three types of capital ship within Battlescape, each filling a specialized role:
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Destroyers - The smallest and most maneuverable of the capital ships - destroyers are densely fitted with light weaponry to protect their larger brethren from swarms of fighters and bombers.
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Cruisers - Heavy weapons platforms capable of reducing enemy infrastructure and capital ships to rubble within minutes. Despite their awesome power they are particularly vulnerable against bombers fitted with long range weaponry.
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Carriers - Mobile spawn points capable of launching, refueling, and refitting small to medium spacecraft. A carrier has a finite number of spawnable ships however its squadrons can be replenished at a space station or base. With a limited number of light defensive weapons a carrier is particularly vulnerable once its squadrons have been destroyed.
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A hardpoint system allows for weapon customization. Choose from an array of weapon types including kinetic projectiles, energy based lasers, and missiles. You may also configure ship sub-systems such as radar, propulsion, and shields.
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We want to provide solo players with a great experience, but we also want to encourage team play. Each ship is being designed with specific strengths and weaknesses. For example a bomber is unlikely to perform well against an interceptor however an interceptor is almost entirely ineffective against hardened installations and larger ships. A destroyer will strike ice-cold fear into the hearts of interceptor and bomber pilots but a cruiser or a group of corvettes will quickly blow it to bits.
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If we reach our $1 million stretch goal we will integrate social features directly into the game. This will include corporation management as well as built-in support for competitive matches between organized groups of players.
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When we originally set out to build a space game we came to the conclusion that there wasn't any technology available that would allow us to realize our vision of a seamless transition from the surface of one planet to another without loading screens. We hate loading screens and, as life long space game enthusiasts, we resolved to build the technology to accomplish this ourselves. The fruit of that labor is the I-Novae Engine - a revolutionary new game engine capable of bringing you gameplay unlike anything you've ever experienced before.
For the first time in video game history we're able to give you a glimpse of what a broad range of alien worlds could actually look like if you were standing there in the flesh. The best part is that we recognize our gaming community has a tremendous amount of creative energy and, as long as we reach our $800k stretch goal, we want to make our technology available to you via modding tools!
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Many of our reward tiers include limited edition skins and/or decals. We wanted to provide some examples so that you'll have an idea of what your rewards could look like. Please keep in mind that these are examples and do not represent the final limited-edition skins and decals.
For starters we have the default skin for a Hellion corvette as pictured below. We'll use this as a baseline for demonstrating some of the fun things we can do to allow you to customize the look and feel of your ships.
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Think of decals for ships in Battlescape the same way you would for your car. If you buy a black Chevrolet Camaro and decide to paint gold wings on the hood the wings would be considered a decal. Similarly the Hellion pictured above has a baseline paint job with an SF-1 Racing decal.
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You can think of a skin as a whole new paint job. It's the same as buying a white Camaro with blue lights in the undercarriage instead of a stock black Camaro. As you can see in the image above we've completely changed the look and feel of the Hellion. Here are some more examples:
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I-Novae Studios is a small independent game studio building cutting edge technology that allows us to create amazing new gameplay experiences. Our team consists of virtual reality and game industry veterans who've worked on games including Gears of War, Gears of War 2, Unreal Tournament 3, Microsoft Flight Simulator 10, and Forza Motorsports 2.