The team and I at Special Circumstances are proud to present our latest title-in-progress, Shallow Space. We are currently seeking funding via Indiegogo to complete the game and would like to join us on our journey to the launch of Shallow Space v1.0. You can find our Campaign here.
What is Shallow Space?
Shallow Space is an action-packed Real Time Strategy space game in a true 3D environment. Players will control a wide variety of heavily customizable ships throughout an in depth story line, skirmish scenarios, co-op, and multiplayer throughout a variety of game modes.
With a heavy emphasis on gameplay options, Shallow Space’s asymmetrical balance will ensure plenty of variety and replayability.
How do I back the Shallow Space campaign?
It’s simple enough. Either use the widget below or go straight to our crowdfunding campaign home page. Have a read, look at the videos, play the alpha demo, check out the pretty pictures and then decide if this looks like the kind of game you would like to play.
If you are interested, we have a range of pledge ‘reward’ tiers to choose from.
What’s in it for me?
Each pledge to our campaign gets a reward. This starts out at a copy of the soundtrack, as well as all campaign updates and goes up through a copy of the game, closed alpha access, naming rights, up to 3D printed ships and having your likeness in the game as an Officer avatar.
We are an Indie company, and we keep ourselves immersed within the community. We listen, we talk, we banter. You’ll be joining an online community that shares a vision: Shallow Space released as the game we all want it to be.
When did you start developing Shallow Space? And When will you finish?
Shallow Space has been in development for over a year now and is quite far along in the development process. In the past year, we have overcome the majority of the major technical hurdles and have a fantastic, playable tech demo in hand. From here, we need a burst of funding to polish up the game, pay some of our contractors, and acquire the needed assets.
If we receive the funding, we have asked for we anticipate releasing early access for Shallow Space in August 2015 with final release in August 2016.
Meet the Team
James Martin
James is the guy that was hit with the idea for Shallow Space. Since that time 13 months ago he has worked tirelessly to bring the idea to life by scripting the core mechanics and inviting talent onto the team.
James has been programming since he acquired his first computer at the tender age of 8 years old and has kept his skills current over the years and is very proficient in Java, C#, and C++. He works in ICT as an Infrastructure Manager – a high-pressure job managing a team and a large budget. James is the project leader.
John Harper (me)
John Harper’s writing career began in his first year of school when he stood before the school assembly and read out his ‘novelisation’ of the movie Short Circuit. Fast forward a few years and John is now a science fiction writer living in Wellington, New Zealand.
His debut novel, Elite: And Here The Wheel, was published in May 2014 by Fantastic Books Publishing. John is now constructing a science fiction framework for the game world Shallow Space and is busy populating the game with short stories and supporting literature.
Brian Purkiss
Brian is our web developer, community manager and also assists in the game design.
Brian is committed and dedicated to customer support and spends his time fostering the Shallow Space community over on the forums and planning additions to the website.
He has vast amounts of experience managing a vibrant community for Planetary Annihilation and likes to spend his time on the firing range.
Alexander Kazmirchuck
Alex has been with the project from the start; he is a skilled technical artist, mathematician and programmer providing effects and advice on performant solutions to the complex problems that the project faces.
Alex is enjoying much success running his Unity asset business ‘Forge3D’ and is the top provider of sci-fi assets which in turn assists us in lowering the overall cost of the project and we’re also giving something back to the community.
Vincent van Diemen
Vincent is the founder of Gamershook, a professional services firm for the gaming industry, providing services to investors, publishers, developers and bidders of interactive content.
Vincent was originally working in ICT, but switched to the gaming industry in 1993. Since 2001 Vincent has worked mainly as a producer. Under his responsibility, more than 20 titles have been brought to the market. Vincent worked on both casual and core content on a variety of platforms and with developers and outsourcing partners all over the world.
(Left) Michael Myers, (Right) – Justin Wray
Two musicians are bringing together the sounds of electronic and orchestral to lend a unique atmosphere to the cosmic setting of Shallow Space. Individually they have both seen success in the music world, but together they have formed the studio ‘Section Nine’ to bring their musical talents to the vast world of video games.
Where is the team (Special Circumstances) based?
The team behind Special Circumstances is very cosmopolitan. James Martin, the lead programmer, is from the UK, our lead writer (me) is all the way down in New Zealand, our business manager is in the USA, Vincent Van Diemen (producer of Nexus: The Jupiter Incident) is from Holland and our music and audio team are also from the USA. Together we will develop a game for the world, inspired by the world.
Finally, WHY are you making this game?
Shallow Space started as the dream of James Martin, but it was quickly shared by the rest of the team. It was something we all individually identified with but also saw the opportunity and potential to stamp our own ‘signature’ on the game, help make the game what we want to play.
In short, it is passion for what Shallow Space is, and what it can become with your help.
Thank you for your time. We hope to see you over on the campaign page.
Published: Apr 5, 2015 12:47 am