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Kinetic Void is a 3D space adventure with a focus on customization and enjoyable simulation. Our in game ship builder allows players to construct their ship piece by piece. Each module can be destroyed individually and if a ship's engines are destroyed, it will be left drifting. If the hull piece containing a reactor is knocked out, everything that reactor powered will be useless (unless another reactor can pick up the slack). While in space flight, interactions between objects are governed by the physics engine. Running into an asteroid at high speed will damage your ship and could send you careening off into space. Slowly approaching the asteroid and then throttling up will allow you to accelerate the asteroid. And if that asteroid just happens to be heading toward a space station... well, the results should be spectacular. But be careful who you anger. The faction who owned the station will remember your little stunt and may be gunning for you in the future. On the other hand, their enemies may appreciate your resourcefulness and be more open toward you.


We have a shipyard demo that is out right now, we update it weekly adding more features and gameplay.
http://kineticvoid.badlandstudio.com/the-ship-builder/
]Check it out!
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Kickstarter!
We need your support! Contribute so that we can work on Kinetic Void full time!
Back us!



Fully detailed and customizable space ships. Tailor your ship for any role. Make a
sleek fighter, a bulky freighter, or a mighty carrier. Your ship’s capabilities and appearance
are completely up to you. Using Kinetic Void’s ship builder you can make exactly the ship you want. Customize every part of your ship from cockpits, hulls, engines, weapons, and aesthetic modules. Each module has its own statistics that affect the total performance of your ship. Every module can be further customized by slotting in subsystems.

Take direct control of your ship. Kinetic Void offers two control modes. Cursor-mode,
where the player can control the ship through keyboard commands, and pan the camera with the mouse in any direction for quick tactical overview; or Mouse Flight-mode, allowing direct control of the ship through mouse movements. Control your battleship’s turrets from a sweeping orbital camera or slip between asteroids in a dogfight while piloting your heavy-fighter using mouse flight mode. Switch between modes at any time to best suit the situation. The Mouse Flight-mode will also be controllable with joysticks making the flight jockeys out there feel right at home in the stars.

A new galaxy every time. When a new game is started the galaxy map, the contents of each
sector, and the factions involved will be generated from scratch. This will ensure that each
play-through is a totally new experience, with unpredictable events and political climate.
There will also be a choice to save galaxies so that the player may start over with a new captain, in an already established galaxy.

Freedom to choose your fate. Be the scourge of the galaxy, or its savior.
A life of combat and struggle not your thing? Become an intergalactic trader and influence the galaxy one deal at a time. Not interested in being a ‘good guy’? Take on a life of piracy and plunder your way through sectors creating havoc wherever you go, docking at pirate stations for supplies and crew as needed.

Intense active combat. Target enemy ships and maneuver in real time to align devastating
broad-sides or crippling strafing runs. In Kinetic Void, your skills as a pilot are just as
important as the components that make up your ship.

Know your neighbors. In Kinetic Void the galaxy is a living, breathing thing, not all
factions get along, not all of them hate each other. As factions interact, agreements and
treaties will be made and broken. Trade, combat and piracy will affect how the factions see
each other based on their own internal standings.

The player will be able to complete assignments or jobs on behalf of factions, and in this
way can manipulate the political climate. Be careful if you decide to double cross someone, though! Factions will remember your deeds and act appropriately. If you want to avoid such complications, stay out of politics altogether and go it alone.

Can you hear this?! Artem Bank is composing and producing the music for Kinetic Void
Sample his work at his site located here http://artembank.bandcamp.com/



We post weekly development videos for all to see. You can find these videos in two places
YouTube
GameTrailers

Badland Studio is a small independent team of highly motivated developers. Our primary
philosophy towards development is an “open forum” approach, each team member, no matter
their specialty, has input on the project. Our team is currently made up of three individuals.

Sean Pollman "LumberingTroll": South Dakota, Sioux Falls
Project Manager / Game Designer
Programmer / Texture Artist

Matthew Hardy "Harabeck": Arkansas, Springdale
Lead Programmer

Kevin Czajkowski :MrTargetPractice": Florida, Orlando
3D Artist
Texture Artist


we need all the assistance we can, tell your friends, post on forums, talk to random
strangers on the street! We have a lot of really excited people behind us, and I know that
we can make this happen!
I'm interested in this. As a Linux user, lack of support there is a downside but as long as it works in Wine, that's fine.

I can't find any information on the DRM situation though. Will it have any? And by any, I mean, will I be able to install and play it completely offline?
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xyem: I'm interested in this. As a Linux user, lack of support there is a downside but as long as it works in Wine, that's fine.

I can't find any information on the DRM situation though. Will it have any? And by any, I mean, will I be able to install and play it completely offline?
We would love to have Linux support, but its on Unity3d, which currently does not build out to Linux native, I have received reports that it does run in wine however.

We do not intent to put any kind of DRM into the game. Its not cost effective and would just be cracked anyway. We will try to get it on as many digital distribution platforms as possible. GOG and GamersGate would allow you to play without any connection at all, where Steam would require you to be in offline mode. We have not secured any distributors yet, so this is not a final statement as to where it will be available, at the extreme worst side, we would sell and host it straight from our site as a simple install.
Bump for these guys because this looks like a pretty interesting game. Is anyone else backing this on KS?
Update 0.17 is now live! I am uploading the dev video now.
http://youtu.be/fxEfE5W9Iew

Please re-download the entire package! the patch wont work for this change!
http://kineticvoid.badlandstudio.com/the-ship-builder/

Ships from previous builds are not guaranteed to load in current build.

==============================
Changes
==============================
- Classification now changes based on ship total mass
- The scroll wheel only affects throttle if the mouse is NOT over a GUI element
- Travel mode has been removed, you can now use ‘T’ to turn off your maneuvering thrusters and enter a no-drag, Newtonian flight mode. Make sure you start to decelerate before your destination, or you may not like the arrival!
- Renamed modules and reorganized the database that holds the modules - this may break all previously built ships.
- Normalized all mass ranges based on size tier - this will change once we begin balancing.
Size 1 - 10m, Size 2 - 20m, Size 3 - 40m, Size 4 - 80m, Size 5 - 160m /per module
- Normalized all subsystem slots based on size tier - this will change once we begin balancing.
Size 1 - 2x2, Size 2 - 3x3, Size 3 - 4x4, Size 4 - 5x5, Size 5 - 6x6 /per module
==============================
Addition
==============================
- Weapons Manager - default key “G”
- Turrets can now be fired at targets that have been ‘locked’ keys 1 - 0 mirror the weapons groups, pressing these key will issue an attack order shift+# will issue a cancel attack order to all weapons in that group (weapons may be assigned to multiple groups) Size 3 and higher weapons may not fire just yet, the conduit system needs to be overhauled, right now they are so big, they are not getting power.
- Module - Size 3 Bridge
- Module - Size 4 Bridge
- Module - Size 5 Bridge
- Modules - size 3 versions of all size 2 hulls, engines and weapons
- Modules - Size 1 versions of all size 2 hulls, engines and weapons
- Modules - Size 4 versions of all size 2 hulls, engines and weapons
- Modules - Size 5 versions of all size 2 hulls, engines and weapons
- SubSystems menu (does not function yet)
- SubSystem inventory per module (does not function yet)
- By popular demand Cockpit view! While in mouse flight zoom all the way in to enter cockpit view.
- Asteroids are now targetable / attackable! Watch out though, when they explode the chunks can cause other asteroids to explode as well! The particle effect and sound is placeholder for now.
==============================
Fixed
==============================
- Base build block should no longer disappear if there are no other blocks in the shipyard
- GUI quality will no longer degrade with overall texture quality on lower settings.
==============================
Work In Progress
==============================
- Weapon Systems
- Ship Modules
- Sub Systems
- User Interface

Enjoy!
Post edited May 08, 2012 by LumberingTroll
I'm going to bump this up one more time as it's nearing the end and still has a ways to go.

Plus, obviously, I'd really like to see it succeed, it sounds cool, and with the progress they've already demonstrated, I think they can pull it off.
They've reached the halfway point, but there's still 30k and 3 days left to go. C'mon guys! Free-roaming space combat game! Procedurally generated galaxies and factions! Fly a fighter or manage a capital ship! Fully customize your ship to look like a giant robot or a flying, flaming--never mind. :D How could you say no?

/ranting
/raving
/psychopath fanboy
Post edited May 27, 2012 by ethanpd
Looks sweet, but it wont make it. There are way too many kickstarter projects right now from very famous series (Tex Murphy, Space Quest, Carmageddon) which makes it really hard for new projects to reach their goals.
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Neobr10: Looks sweet, but it wont make it. There are way too many kickstarter projects right now from very famous series (Tex Murphy, Space Quest, Carmageddon) which makes it really hard for new projects to reach their goals.
Yeah, it's a shame, really. Things like this clearly deserve support. But that's hard to come by when so many recognisable titles suddenly re-emerge and ask for a kickstarting. I know I'm not alone when I say that I've backed all I possibly can. I want to see some results before I back any more.
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Neobr10: Looks sweet, but it wont make it. There are way too many kickstarter projects right now from very famous series (Tex Murphy, Space Quest, Carmageddon) which makes it really hard for new projects to reach their goals.
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Navagon: Yeah, it's a shame, really. Things like this clearly deserve support. But that's hard to come by when so many recognisable titles suddenly re-emerge and ask for a kickstarting. I know I'm not alone when I say that I've backed all I possibly can. I want to see some results before I back any more.
Same here, ive backed way more projects than i would have liked. Im not backing anymore for now. To be honest, im not too comfortable with the idea of "paying" for a project that i dont even know how it will turn out in the end. What if it sucks? I prefer to pay for things that im absolutely sure of. Thats what i dont like about kickstarter. You dont pay for the final product, you pay for the promise that the final product will be there one day.

Dont get me wrong, kickstater was a great idea to bring dead franchises back to life. That was maybe the only way for such a thing to happen and to keep greedy publishers away. But i like to buy games, not projects.
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Neobr10: What if it sucks?
Heh. That's the big question here, isn't it? I suppose I wouldn't have lost as much out of those $15 donations as I would have if I had paid full price. But even so, I'm not usually the type of person to pre-order a game. So I don't know what's got me so fired up about kickstarter.

Maybe it's seeing people so passionate about what they're doing, rather than a cynical bunch of suits looking at ways they can exploit the market? Yeah, I think that's got a lot to do with it. For better or worse (most of) these guys are on our side. That's something I want to see kept alive and thriving.
Well it's looking bad for this... I have been intrigued for a while so I've pledged in case it helps them reach the goal, but it looks unlikely at this point.
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SirPrimalform: Well it's looking bad for this... I have been intrigued for a while so I've pledged in case it helps them reach the goal, but it looks unlikely at this point.
They're not down and out yet! They've managed to get another 10k in the past couple of days, so they only need another 19k at this point. I've upped my pledge already to get the expansion. 12 hours left, guys! Any more takers?
Put in $10. I'd drop more, but none of the higher reward tiers interest me, sadly :(
At the rate it's climbing, they just might make it, but they'll need all the help they can get.