Development Roadmap

Discussion in 'Development News' started by Adam Solo, Oct 22, 2016.

  1. Adam Solo

    Adam Solo Developer Administrator Grand Admiral

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    Hi everyone,

    next you can see the development roadmap, aka Master Plan for Interstellar Space: Genesis.

    I remember what we are aiming towards.

    Our goal: To develop a worthy spiritual successor to Master of Orion 2: Battle at Antares, the great turn-based space 4X strategy game from the 90's. We want you to feel the atmosphere and that “feeling” of Master of Orion 2, while experiencing something new and fresh. We believe ISG has the potential to be one of the best space 4X games in the market and we aim at making it the most complete and comprehensive Turn Based Space 4X ever developed!

    Category: The game will be single-player (i.e. no multiplayer at release).

    Target platform: Windows PC, initially. We would like to have Mac and Linux versions, so those may come after we release, we'll see.


    Master Plan

    PRE-ALPHA (DONE)
    * Game contained representative gameplay and assets
    * VIP program started
    * Pre-orders opened
    * Early community feedback received
    * AI was at about 33% complete

    ALPHA (DONE)
    * Game is feature complete and fully playable
    * 6 playable races (with their own ship models, animations, and unique abilities)
    * Community feedback received
    * Assets about 90% complete
    * AI is complete

    BETA (DONE)
    * Game is feature and asset complete
    * Final Quality Assurance validation testing

    RELEASE [July 25th, 2019]
    * The final game

    POST-RELEASE
    * 2 expansions are planned that will slowly reveal the universe of ISG to the player and bind it together to an experience of epic proportions.
    * At least 2 DLC are planned. These will not be required to play the game but will offer greater depth in certain areas of the game for those who want it.
    * Free content patches for everybody (with free improvements, bug fixes and balance changes) that will come with every expansion and DLC.

    NATURAL LAW EXPANSION [November 18th, 2020]
    * The first expansion pack for Interstellar Space: Genesis

    EVOLVING EMPIRES EXPANSION [May 25th, 2022]
    * The second expansion pack for Interstellar Space: Genesis

    Current Status

    As of November 15th, 2022

    We released the free 1.5 major update (now 1.5.1) for Interstellar Space: Genesis on November 15th, 2022.

    The 1.5 update added several new features and improvements. The highlights include New Galaxy Shapes (Elliptical, Ring and Spiral), Steam Cloud Saves, Automated Infrastructure, Ship Idle Alerts, and AI improvements. There's also balance changes, many UI and assorted QoL improvements. There's also bug fixes, and more! You can learn more about this update here.

    With the 1.5 update out now, activities will continue at full speed on the next free update. As always, the feedback and suggestions of the community will dictate most of what will be added next. So far, in our survey "Interstellar Space: Genesis - What's Next!", our community seems to be eager for new content, so there may potentially be new content to be developed further down the road. Stay tuned for that.

    That said, future expansions for ISG are a possibility, but as a small studio we'll need to go one step at a time, and right now we need the current two expansion packs, Natural Law and Evolving Empires, to do well. So, we'll see.

    If you haven't bought the game yet, we hope you'll consider doing so soon. If you haven't bought Natural Law or Evolving Empires, please consider buying them, as well, as they add 2 very nice playable races to the game, (Natural Law), and the two new major features, Minor Civilizations and Evolutions (Evolving Empires), among other features and music tracks. I you have a few minutes to spare, and have been enjoying what we do, please leave us a review on Steam on GOG! ❤️


    As of June 6th, 2022

    We released the free 1.4 update (now 1.4.4) for Interstellar Space: Genesis on May 25th, 2022. And, we also released Evolving Empires, our second expansion for ISG!

    The 1.4 update added several new features and improvements. The highlights include 3 new leader skills (Surveillance, Metalworker and Curator), revamped strike craft 3D models (fighters and bombers), leader level information now presented in the various leader screens. There's also AI improvements, a ton of QoL improvements and tweaks, bug fixes, and much more. You can learn more about this update here.

    The Evolving Empires expansion adds two major new features to the game, Evolutions and Minor Civilizations. These features provide tons of new content, 7 new leaders and 2 new music tracks!

    Future expansions for ISG are a possibility. However, as a small studio we'll need to go one step at the time, and now we need Evolving Empires to do well.

    If you haven't bought the game yet, we hope you'll consider doing so soon. If you haven't bought Natural Law or Evolving Empires, please consider buying them, as well, as they add 2 very nice playable races to the game, (Natural Law), and the two new major features, Minor Civilizations and Evolutions (Evolving Empires), among other features and music tracks. I you have a few minutes to spare, and have been enjoying what we do, please leave us a review on Steam or on GOG! ❤️


    As of June 17th, 2021

    We released the free 1.3 major update (now 1.3.4) for Interstellar Space: Genesis on June 9th, 2021. This huge update added many new features and improvements. The highlights include the brand new Surrender Pact feature, the new Alliance victory condition, Steam/GOG Achievements, a new Diplomacy screen, a ton of major AI improvements, performance improvements, a new UI-scale slider option, QoL improvements and bug fixes, many of which in response to player feedback. You can learn more about this update here.

    With the 1.3 update out now, activities continue at full speed on both the next free update and the second paid expansion pack. The free update is expected to release along with the next expansion pack, somewhere later this year.

    If you haven't bought the game yet, we hope you'll consider doing so soon. If you haven't bought the Natural Law expansion yet, please consider buying it as well as it adds 2 very nice playable races to the game, among other features and music tracks. I you have a few minutes to spare, and have been enjoying what we do, please leave us a review on Steam or on GOG! ❤️


    As of March 25th, 2021

    The release of the Natural Law expansion and the free 1.2 major update (now 1.2.4) was a success! We want to thank everyone who has bought the game and the first expansion so far, as well as the testers from our community who helped us achieve this very important milestone! We really appreciate all the feedback we've received and we're proud to say the game now offers a very solid, stable and engaging experience.

    Activities continue at full speed on both the next free update and paid expansion pack. The free update is expected to release in the summer. As for the next expansion pack, it is on track for later this year. We have a really good feeling about the items we are currently working on and can't wait for you to try them out. It can still take a while but we assure you that will be worth the wait!

    If you haven't bought the game yet, please consider buying and help us spread the word on ISG and the new expansion Natural Law! If you have a few minutes to spare, and have been enjoying what we do, please leave us a review on Steam! ❤️


    As of November 18th, 2020

    Version 1.2 released for Interstellar Space: Genesis. And, we also released Natural Law, our first expansion for ISG!

    Version 1.2 added lot of new features, important QoL improvements, balance changes and bug fixes, many of which in response to player feedback. The highlights include a free new alternative fleet set for the Humans, new tactical auto-combat feature, faster tactical combat animation options, improved auto-resolve calculations, the option to hide future technologies when going with random tech trees, rally points, and much more!

    The Natural Law expansion adds 2 new races, each fully equipped with new fleet sets and unique new capabilities, which are also usable by custom races. It also includes 9 new fully animated ruler options, 4 new music tracks (added for free to the Soundtrack DLC), and 4 new leaders!

    We have plans for future expansions of ISG. Actually, a lot of design work was already done. However, as a small studio we'll need to go one step at the time, and now we need Natural Law to do well. So, please consider buying the game and help us spread the word on ISG and the new expansion Natural Law!


    As of July 2nd, 2020

    Version 1.1.3 of Interstellar Space: Genesis was released on June 25th, 2020. This was a huge update that improved the AI and brought new customization options that allow a player to choose a specific fleet, race affinity, appearance and titan ability when creating a custom race. This update also added several QoL enhancements, balance changes and bug fixes. All of this provides the smoothest and more engaging ISG experience to date!

    The soundtrack was also released on June 25th, 2020! This is the complete soundtrack composed by Grant Kirkhope and Ryan McQuinn and is now available for purchase on Steam.

    Since release, we've delivered a large number of free content patches with improvements, bug fixes, balance adjustments, and quality of life enhancements for everyone to enjoy. Enhancing the game is something we are passionate about, and you can expect us to continue to deliver this level of support as we proceed past 1.1.3 and onward towards the future of Interstellar Space: Genesis.

    And, speaking of the future of ISG and what comes next, we've been actively working on the first expansion pack, to be released later this year. The goal behind our first paid content pack is to add more variety and a bit more flavor to the game. This pack will include two new races, each complete with everything you'd expect to see such as new art (characters, civilian buildings and fleets), unique abilities, titan abilities, and affinities. In addition, you'll find more characters to choose from when creating custom races, as well as a few other goodies. You can find more details about this expansion pack and what happens after it in this announcement post.


    As of April 9th, 2020

    Version 1.1 has been released a massive free update which improved the graphics considerably, which included completely new 3D ship models for all playable races, a complete revamp of the colony view, UI improvements, space combat improvements among others.

    Version 1.1 also added several new features like 'Population Migration', a new 'Gigantic' map size option, 'Hall of Fame' and score, moving monsters. And, new content, with new leaders, new events, pictures for the planet specials and 400+ new diplomacy dialog lines.

    This was a free update given to everybody who owned and now purchases the game. It was a considerable investment in terms of effort and resources by our very small team, but we wanted to give back to the fans and improve the game as much as we could.

    Now, post-release support will continue with the continuous support of the game and the development of the 1st expansion pack.

    Thanks to everyone who has bought the game. Thanks also to everyone who provided feedback and left reviews of the game. Reviews are very important, good or bad it's up to you and your judgement. We just ask that you consider leaving us a review when you feel you're ready.


    As of December 19th, 2019

    We're now in our 1.0.7 update! The game was greatly improved and more features were added since our release in July 25th, 2019.

    The gameplay is now very solid and the design vision for the base game is now mostly achieved.

    Now starts a new phase. We're working on new content for the game. We are also working hard and decided to invest in doing a major overhaul of the game's graphics. So, expect a major graphical update in the near future with completely new ship 3D models for all races (which are gorgeous by the way!), a UI revamp, a revamped colony 3D view, improvements to the galaxy map, a diplomacy screen revamp, improvements to the system view and space combat, and much more.

    All of these graphical improvements and new content updates will be provided for free! to all current and future owners of the game when they are released in early 2020. We are also working on new paid content (expansions) to be released in the near future.

    We truly appreciate our fans. Thank you for buying the game, for playing, and for continuing to provide us with your feedback!


    As of July 25th, 2019

    Interstellar Space: Genesis has launched!

    It was a long journey and we've very proud of what we've accomplished. We feel we accomplished our mission of developing a worthy spiritual successor to Master of Orion 2: Battle at Antares, but you will be the final judge of that!

    Our testers have been reporting having the "just one more turn" feeling, and there are several reports of people who have lost the track of time and ended up playing through the night. Now, everyone will be able to enjoy the game, and we can't wait to hear what you think.

    A journey ends, a new one begins. Now we enter the post-release phase. As described above, we plan on doing 2 expansion packs and a few DLC as well (you can read the details above under "POST-RELEASE".

    Now, I hope you can buy and play the game and please let us know your impressions, and write a review if you can. As you know, this is a complex 4X game, so you'll require a few hours with the game to get a good idea of how it plays.

    Have fun!

    Adam Solo & Hugo Rosado
    Praxis Games


    As of July 12th, 2019 (Beta)

    We've released the Beta build on July 12th, 2019. This is the final game with only a few assets missing, to be added during the short Beta period. The Beta added the new Galactic Council graphics, introduced event images, new leader animations, many new UI sound effects and fixed several bugs and other issues that were found during the playtesting of Alpha 2c.

    So, this is it! If you have the time please help us playtest this Beta build in the next few days as this is the last chance to test the game and report issues before we launch.

    We are now very close to the full release of the game. Stay tuned for news on that!


    As of July 7th, 2019 (Alpha 2)

    We've released Alpha 2 on June 11th 2019 (Alpha 2a on June 20th, Alpha 2b on July 2nd and Alpha 2c on July 7th) to all of our backers! And, we're pleased to announce that the game is now feature complete. This means that all the gameplay and AI are in now. Find all the detials here.

    For instructions on how to play the latest build go here. On Steam you need to go to the Betas tab and set to the "unstable - Unstable Beta branch for Testing" branch. To unlock the unstable branch just insert the password interstellarsg in the field: "Enter beta access code to unlock private betas". If you pre-ordered the game you can check how to get your Steam key here. On Humble, you have two branches to choose to download the game from. Just choose the download from the "Unstable" branch.

    Since the last release in December of 2018, we resolved many issues and implemented many changes according to your numerous suggestions for improvement and bug reports. Then, we proceeded to finish the AI and all the gameplay, which included adding the new playable races, events, leaders, ship modules and the many other features you can see below.

    We're now in the "polish phase" in our road to Beta and the full release. We're currently finalizing the in-game tutorial and we're working on the final 2D and 3D assets, including cutscenes. The plan is to enter Beta after all the assets are in and we finish playtesting Alpha 2.

    We want to thank all of our backers for their support. Now please enjoy the new build and let us know what you think!


    As of December 3rd, 2018 (Alpha)

    We're finally in Alpha! The game is now (virtually) feature complete.

    It's been more than five years working on Interstellar Space: Genesis. We came a very long way since we first announced the game back in October 2016 (around 2 years ago).

    All the gameplay systems are in and the game is now fully playable with 4 races at the moment. We plan to have at least 6 races at release.

    A lot was added since Pre-Alpha 10. Pre-Alpha 11 was a consolidation build where all the gameplay was added and playtested with the support of the community.

    Among all that was added and improved we highlight the overhaul of the starmap and system view, the addition of race customization, espionage, events, random tech trees, a new playable race (the Sulak) and a completely new soundtrack produced by Grant Kirkhope and Ryan McQuinn! There's also 12 new leaders, new and improved ship 3D models and new race looks and animations, among many other things that you can check in Pre-Alpha 11's release note.

    We are very pleased with the feedback we received from the community. This Alpha is the result of all our collaboration and hard work since the days of Pre-Alpha 2 (for the VIPs) and Pre-Alpha 7 (for everyone).

    But we're not there yet. Closed-beta will start soon, and we'll be improving and polishing the game, adding content and all the remaining assets for the release in Q2 2019!

    Please check our FAQ if you have any doubts, and our website if you want to know more about Interstellar Space: Genesis. You can pre-order here.

    Thanks for your support and please follow us on these various platforms for the latest updates!

    Twitter: https://twitter.com/interstellarsg

    Facebook: https://www.facebook.com/interstellarspacegame/

    IndieDB: https://www.indiedb.com/games/interstellar-space-genesis

    YouTube: https://www.youtube.com/channel/UCNPYsbt3-Btnaz48hHfnxJA

    Forum: https://www.interstellarspacegame.com/forums/index.php

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    Older Entries

    As of March 3rd, 2018 (Pre-Alpha 10)

    We received a lot of great feedback from the community since we opened the pre-orders in July 13th, 2017. This has helped improve the game in every way. Thanks a lot to everyone who contributed!

    The graphics were improved substantially, especially the races portraits, ship 3D models, weapons effects and the UI in general.

    The ground combat and bombardment mechanics were added. Siege and blockades, as well. The ship's crew now gain experience and level up, giving more bonuses in combat. Orbital stations (star bases, battle stations and star fortresses) were also added, along with different modules that can be used to upgrade them.

    You can also refit (upgrade) your starships now, to take advantage of their accumulated experience. Different scanner technology now allows to know more about the rival fleets' composition and destinations.

    We've made a ton of UI improvements, other quality of life improvements and lots of balance changes to enhance the experience even more.

    As you can see, Pre-Alpha 10 (the latest build) has added a lot to the game, and many of the existing features were also improved. We're now nearing Alpha, where we expect to be feature complete (or very near that), and have 2/3 of the AI functionality in place.

    ------

    As of July 13th, 2017 (Pre-Alpha 7)

    Pre-orders with instant access are now open!

    The AI is now operational! We estimate that the AI is currently operating at around "one-third" of its maximum potential when we reach the final release. The AI plays by the same rules as the Human player (i.e. they don't cheat).

    Further note on the AI: The diplomatic AI is the least evolved AI code at the moment, and will be improved a lot in the coming months as we evolve the AI from a "1/3" to "2/3" operational status for the next major milestone.

    Fighters and bombers are in.

    Significant changes were made to the UI and to many of the graphics and icons.

    We continued to receive a lot of great feedback from the VIPs which has helped improve the game substantially.

    ------

    As of March 28th, 2017

    The vision for the game is established and most of the gameplay systems are already implemented, some in a more complete shape than others.

    The game is playable, however some systems are still not implemented. Examples of these include: starbases, bombardment, ground combat, ship refit/upgrade, espionage, race customization and events.

    There’s still no AI, or very minimal at this stage. A rudimentary AI is in place to help support the diplomacy and space combat auto-resolve functions. Very basic stuff still.

    The AI work will start as of now and is expected to endure for the next 3 months or so where the plan is to have basic AI functionality ready for the public pre-orders with instant access, to open somewhere in the summer.

    We find that the UI is serviceable at this stage and we expect it to improve a lot during the course of development.

    All the art assets in the game are still placeholders. A first round of art procurement will start now and all assets will be replaced or completed when we launch the pre-orders. Further art and final assets will be procured with the funds raised from the pre-orders.

    The major changes since the last report from October 2016 include the following: - new music tracks (credits to our forum member Vivisector 9999), a new building that boosts culture, 2 new leaders, more space monsters, auto-resolve function inside space combat, trade goods, miniaturization, many UI enhancements, new "low quality" models to test different ship styles and shapes, and a lot of bugs squashed.

    On February 17th, 2017 we launched the "VIP Session", a closed playtesting program where several people from the community were invited to have access to the current build in order to help us playtest the game and tell us their thoughts and suggestions for improvement.

    We received a ton of great feedback from the VIPs which has helped us a lot on shaping the game further and improve it to what we think is a good state for a Pre-Alpha.

    ------

    As of October 22nd, 2016

    The vision for the game is established. Most gameplay systems are partially implemented. The game is already playable, but some systems are still to be implemented and some others are still in need of further design work.

    There’s no AI, or very minimal at this stage. We do have some AI in the diplomacy and space combat, mostly to help satisfy the system's functional requirements and for some extra flavor, but only very basic stuff. The AI bulk work started when we reached pre-alpha and the plan is to have basic AI for Alpha1 (site pre-orders), advanced AI when we reach Alpha2 (Early Access), and final AI when we reach Beta.

    We find that the UI is serviceable at this stage, better in some places (e.g. colony development, ship design) and in need of much further work in others (e.g. starmap and diplomacy).

    The art is dummy, mostly placeholders for now, and everything we could find, really. We expect a first art pass just before the pre-orders open.

    Systems that are partially implemented and playable: exploration, colony development, ship design, space combat, leaders, diplomacy, research and culture/social engineering.

    Systems not implemented yet, but with a preliminary design established: Espionage and victory conditions.

    Systems not implemented yet, with minimal design work done: Ground combat, space bombardment and race customization.

    The reason for having minimal design work done for ground combat, space bombardment and race customization at this stage is because we found those systems to have less or no major risks associated with them. We find that they’ll probably not change much from what MoO2 offers, if there will be significant changes in these systems at all. This is in contrast with other systems that were considered much higher risk like exploration and colony development, where some things had to be improved. These riskier systems were taken care of first so that we could be more confident that their design would hold up.

    And, I’m glad to report that the design does seem to be holding up pretty well. We’ve been playtesting these gameplay systems, and others, internally and we can report that the game is already fun to play (and watch) already in this early phase of execution, which is quite promising.

    Of course, we’re in need of fresh air now, so that’s where you enter with your ideas and suggestions for improvement.


    \Last updated on June 17th, 2021 by Adam Solo
     
    Last edited: Nov 18, 2022
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  2. Reformations

    Reformations Ensign

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    Ctrl-f "mod". Not found. :(
     
  3. MalRey

    MalRey Developer Lieutenant

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    Modding is part of the project plan as referred in the announcement statement. We have this task scheduled to create a more detailed plan for modding and we are still evaluating when and the best way to achieve that. What we can envisage for now is that it will be possible to modify technologies, leaders and other areas via XML editing (this may also include changing images).

    With the plan in our hands will be easier for us all to discuss modding in detail. Please search again in the future and you will find it for sure ;)
     
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  4. Adam Solo

    Adam Solo Developer Administrator Grand Admiral

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    Master Plan updated for Pre-Alpha 10.
     
  5. Adam Solo

    Adam Solo Developer Administrator Grand Admiral

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    Master Plan updated after Alpha release. See above.
     
  6. Vovchigus

    Vovchigus Cadet

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    Will you consider to handle public roadmap in Trello or Notion, please? It could save your time and gave the community a convenient way to check what is your current focus, already known bugs in progress, accepted and declined features requested by users so players don't post the same things again in reports/requests... Like this roadmap but more alive and a little bit more detailed :)
     
  7. TullyBascombe

    TullyBascombe Cadet

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    Are there any further updates planned for ISG?
     
  8. Adam Solo

    Adam Solo Developer Administrator Grand Admiral

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    Yes, as we stated in our Post-Release section of the development roadmap above, and in the roadmap update of April 9th 2020, post-release support will continue with the continuous support of the game and the development of the 1st expansion pack.

    The next update it will be up this month. As for new content, we're working on it. We don't have an ETA for the 1st expansion pack yet.
     
  9. JOM

    JOM Ensign

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    you write 2 expansions are planned and also 2 DLCs. What is the difference between expansion and DLC?
     
  10. Adam Solo

    Adam Solo Developer Administrator Grand Admiral

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    Expansion would be a bigger DLC in my book. In old-school pre-DLC terms, an expansion is a content pack that adds a significant amount of new content, some of which new gameplay features. A DLC would be a smaller more cosmetic content pack, offering a bit more of this or that.

    I take the opportunity to clarify that those projected numbers of DLC and expansions were the ones planned when the development map was written. Since then, we released 2 expansion packs and a soundtrack DLC. However, depending on how things go there may be more expansions and DLC than initially envisaged. We'll see.
     
  11. JOM

    JOM Ensign

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    ah ok. I understand. thanks for the clarification. I would love to see more expansions/DLCs in the future. ISG has even more potential IMO. For example an expansion could be around new and more technology, another one around a more opulent ruins adventuring - maybe with equipping heros & away parties and (abstract combat) with antique guardians or security personnel. And another one with rogue jump routes to other dimensions or remote parts of the universe. (like the L-Gates from Stellaris)

    It would also be nice to let the player do something with planets and gas giants which are worthless at the first glance, nothing big just small bonuses (eg.. building up fighter hangars, planetary prisons, intel posts, military training areas for the newest plasma lances etc.) so that you as player have the feeling that this empty gas giant is not worthless. Maybe this could be done with an outpost-upgrade system. For example there is the basic outpost which enables trade/ore/research as we know it. Why not letting it improve those into a second or even third tier with more branched options? (provided you have the prerequisites and the money of course)
     
    Last edited: Nov 16, 2022
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