In Development for Q1 2018 Release on XBox, Playstation and Steam. Visit often, we are updating content and game info regularly
Q1 2018 Release on XBox, Playstation and Steam
So they tell me you want to be a Salvo. Sure about that? You know, being a Salvo you travel across the universe to find spots of potential right? That’s months of traveling between sectors. Hard labor. Dangerous. Once you’re there you’re hopping out into absolute nothingness drifting from asteroid to asteroid, from salvage to salvage…and sometimes, sometimes you’ll need to fight for what’s yours. Never underestimate the usefulness of a well aimed Beacon.
As contract galactic Salvagers for SalvaCo, an intergalactic mining corporation, you must swiftly gather as many of the resources SalvaCo requests as possible. The period to acquire the assets is short and competitive. Contractors for SalvaCo have been known to clash against each other and even fight for the bounty that is ripe for the picking in the zero gravity deep space salvage zones. The race is on to earn fortunes and glory amongst the infinite amounts of resource rich asteroids lining the galaxies.
SALVO BETA LAUNCH
Male Corporate Salvo
Female Corporate Salvo with Large Jet Pack
Female Salvo Corporate Suit Textures
Female Corporate Suit Character Textured
Mass Driver, Op Corps, Demo Unit or M.O.D. Units if you are a Crew. Each gets the job done with their unique skills and tools. To be successful you’ll have to match your strategy and Class.
Generalist Class that is commonly contracted by SalvaCo. The Mass Driver is equipped to bring in large masses of material at once. The Mass Driver has higher Energy but longer recovery on Shield and Energy.
Primary Tool: Pulsator Beacon Spike
A larger version of the normal Beacon that once deployed set off, an EMP to wipe any hostile Beacons off of the target asteroid and sends the target back to the Anchor at a fast rate.
Technical class that normally works with transport of assets. The Operator is equipped with advance technology and the transport of salvage at a quick pace. The Op Corps has more Energy but less Shield.
Primary Tool: Graviton Vortex Deployer
The Op Corps’ gadget. On deployment it activates a gravitational vortex that sucks in small asteroids and compacts them into a larger asteroid for convenience instead of transporting several smaller loads.
Salvager’s explosives and demolition experts. Demo Unit heaviest Class that uses heavy armor and tools that cause asteroids to deconstruct and explode. Demolition has high Shield but low movement and Jetpack speed.
Primary Tool: Sonic Resonator Drill
The Demolition’s gadget. Once deployed onto an asteroid the platform sends a resonating drill into the asteroid that uses frequency to cause the asteroid to crack and fall apart sorting the asteroid’s material into more manageable chunks.
Hover Mode allows for more precise movement at the sacrifice of speed. Hover Mode allows for strafing more precisely. Hover Mode is ideal for precision landing and crossing from surface to surface.
Flight Mode allows for faster movement and traveling from point to point becomes much faster. At the sacrifice of fine tune control, Flight Mode will be the main mode to traverse across the level. Flight Mode consumes Energy.
The Anchor is dropped at the start of the game. Players must transport all Salvage to the Anchor for it to count towards their score. Players will spawn and respawn by the Anchor if they are crushed.
Players may refresh their Beacons and Gadget by visiting this Station that floats above their respective Anchor.
The Tugboat is the all purpose mining ship. The Tugboat is the ship that the Anchor retracts to at the end of the match. Tugboats are bulky and have the minimum output drive, so traveling through space takes quite some time.
Salvo Modeling and Lots of White Box Testing
The guys are writing code and testing iteratively every day now doing “white box” testing. That’s a version with stand-ins for most objects and no texturing. This allows development to play test with focus with minimal distraction of textures, effects and odd lighting. We’re looking at the physics and core play mechanics. The characters move in space with Jet Packs and need to maneuver realistically but also be nimble and able to shoot accurately. It’s a balance and we’re going to get it right.
Meanwhile our three modelers are working on hi-resolution character sculpts, asteroids, space junk and in-game locations. A couple of sprints from now we will be on to environments and animation for the cinematics.
LET THE ADVENTURE BEGIN
© 2017 Digital Iris, LLC All Rights Reserved