Modular difficulty system is now live!
You can now increase difficulty of the missions and earn rewards for beating them!
Before starting the mission, now you're taken to mission overview screen. There you can enable different challenges that make mission harder.
You can enable as much challenges as you want.
More challenges means that you will get more and higher grade parts/amplifiers if you will complete mission!
No need to worry about not being able to hold so much parts and amplifiers!
Now inventory becomes bigger when you fill it up!
Additionally, new inventory supports item stacking, you can have hundreds of amplifiers and fill just few inventory slots.
Keep in mind that while inventory is infinite, you cannot start missions if you have more than three inventory pages.
Pages disappear if you empty them.
The last big change of this update is the return of the modified enemies!
You now have chance to encounter enemies with sniper weapons, doubled armour, doubled damage, ether draining and swarmlings inside!
Modified enemies drop optimized and advanced parts.
List of other changes:
Next update: Story mission V!
PS.: If your inventory is broken, go to settings and press "Normalize legacy spaceship" button.
Graphical update is here!
I proudly present one of the most game changing updates in Sector Six history!
It is also the last alpha update - with it Sector Six enters beta!
Sector Six backgrounds have received many improvements – now they behave more realistically, give better illusion of depth and look more interesting because of the color layer.
New backgrounds have been added for every region and existing ones were improved.
New animations has been added for actions that previously had no animations.
This includes part installing, region entering and ability upgrading animations.
Combat is now more fun! Projectiles have better particles, Missile Strike, Spread Mines and Death From Above abilities are faster, dreadnoughts attack only higher level players and are encountered less often, escort missions are less annoying, retreat exploit is fixed and so on!
I have cleaned up ability interface, moved combat HUD armour, alloy and ether bars closer to the center of the screen, added loot box to the mission results interface, updated floating text system and improved part placing code, now placing parts in the building field is easier.
Now that alpha is finally over, there will be a lot more content updates!
This should be the most interesting development phase,
First beta update will be modular difficulty system and infinite inventory.
Modular difficulty system will allow players to make game harder for rewards, that will allow them to make game ever harder!
Sector Six is now available to buy!
Click here to go to Steam.
I need your feedback to make game better, so if you found a bug, got a suggestion or noticed a design flaw, go to discussions and tell me all about it!
Currently I am polishing game and preparing to work on next game update.
Click here to view possible Sector Six updates!
Vote on things you would like to see added to Sector Six on the next update.
Have fun playing!
PS.: Steam cards should be added in a few days.
New Sector Six version can now be downloaded!
The biggest change of this massive update is the whole combat!
Abilities has been reworked!
You cannot spam abilities anymore, after using an ability, it will have to cool down.
That means in order to fight efficiently, you must fill your ability bar with abilities.
Using many abilities instead of one should make combat much more exciting!
Abilities can also be unleashed.
Unleashing ability is like making a critical hit in other games, except that every ability does something unique when unleashed.
Please note that most of abilities cannot be unleashed yet.
Now there are four attributes, one for each class - aggression, resistance, mastery and capacity!
Attributes are like passive abilities, except they have no cap and have dominant bonus.
Dominant bonus is only active if class of the attribute is dominant.
For example capacity, carrier class attribute, will grant damage bonus if player has spent most technology points on carrier class abilities.
A lot of changes has been made to enemies!
Destroying breakable enemy segments is now the key to weakening or even destroying enemies!
Enemies now have destructible weapons, armour, weak points, repairing pylons...
More segments will come in future with new enemies.
Enemies now use more interesting attacks and now can have up to six of them!
Now player and enemies can shield themselves!
Shield protects from abilities and projectiles, except piercing ones.
New boss has been added!
Armoured colony seeker owns three repairing pylons, six deadly attack abilities and three guardian minions.
Defeating armoured colony seeker will reward player with three optimized or better parts!
Now player is able to customize the way game is controlled!
Don't like holding Q to use alloy container?
Change it any other key on the keyboard!
Now spaceship parts can have unleash chance and attribute increasing properties!
Amount of possible unique parts has vastly increased, although not all of those part properties are useful yet.
Mac and Linux
My publisher has helped me to compile Sector Six for Linux and Mac platforms!
Hopefully more people will be able to enjoy Sector Six.
There's hundreds of smaller improvements!
Graphical fixes, interface improvements,
Give me your feedback
With so many changes made, I'm sure at least some of them require tweaking.
I will continue working on combat after this update, but I need your feedback!
Glitch? Overpowered ability? Annoying enemy? Unfair difficulty?
Leave a comment and I'll try to fix the problem!
After this update, I will be making new tutorial, polishing new combat and adding content like new abilities and enemies.
Aside from that, I will work with my publisher to make Steam Greenlight and Kickstarter campaigns!
Keep an eye on updates!
Until next week, I'll be waiting for your feedback!
PS.: This version has no tutorial and story mission II. This is temporary.
New combat system test version is now available!
I've been working on new combat system for a month now and I feel like it's time to show what I've done, before continuing combat overhaul.
It's an early version, a mere prototype of a new combat system, so beware of unfair difficulty, poor balance, unfinished graphics, unfinished abilities, wrong sound effects and glitches!
So, what is exactly different in test version?
I'm trying to make combat more interesting, more complex and, automatically, more difficult.
Enemies now can use really powerful abilities, that could easily destroy unprepared player!
Right now game is very hard, even unfair, but I intend to lower difficulty at least a little in future.
Now you move spaceship using arrow keys and activate abilities by pressing or holding 1-9.
Now player and enemies can activate shields. Shields soak all the damage, which means that while shield is active, you don't take damage!
Activate your shield by pressing 3, when enemies fills screen with more missiles than you can avoid! To remove enemy shields, press 4. This ability is also useful for destroying probes.
Now abilities have chance to be unleashed, if they are upgraded to level 5 or higher.
When ability is unleashed, it's behavior changes, for example, your basic attack ability will release additional missiles, doubling or even tripling damage dealt by that ability! Currently only 2 of 5 abilities can be unleashed. In future every ability will have unleashed form! This is like critical hits in other games, just more interesting.
Attributes work like uncapped passive abilities. They increase damage, reflect chance, unleash chances and armour.
Destroying breakable enemy segments matters.
Destroy them to weaken enemies.
Abilities now have cooldowns instead of ether cost. In future abilities will also use ether, but for now cooldowns are enough.
New part properties.
Parts now can increase ability unleash chances and attributes.
Use ability 2 to deal a lot of damage to enemies. Keep it for hard enemies, because it has long cooldown.
Ability 5 repairs your spaceship, use it as often as possible.
Use shield ability only if necessary!
It protects you only for 3 seconds, so you don't want to waste it on attacks you can avoid.
And that's all!
Don't forget to tell me what you think about new combat system, because it's the main reason why I started this combat test! Especially if you played Sector Six before.
PS.: You cannot do tutorial and most of the missions in the test version. Simply because they are incompatible with new combat system yet.
Another update is here!
The most important change is the new save system, better than old save system in every aspect.
First, it should work for everyone.
Old save system had odd habit of not working for no clear reason.
I hope the new one will work for everyone!
Second, three save slots instead of one!
Players will be able to start new game and don't lose old game.
Third, now there's an auto save option.
Just enable it and after end of every mission, no matter completed or failed, game will be saved to chosen save slot.
I have made few other changes, mostly fixes to the problems encountered in version 0.3.0:
Because tomorrow I'm starting to work on new combat system!
Ever since release of the alpha version, I've got many different comments.
But all that feedback can be summarized to everything is great about Sector Six, except combat.
And now it's time to fix it!
Combat overhaul is going to be the biggest Sector Six update ever, that will completely change the way game is played.
Here's my plan:
That's just bunch of ideas, but I hope I can make them work.
Whatever happens, I promise that combat overhaul will make combat at least a little better!
Until next time!
Don't forget to tell me if something is wrong.
Especially if something is wrong with new save system.
There's huge chance that I didn't noticed some big problem!
After six months of updates, Sector Six returns bigger, faster and better!
I have completely reworked all interfaces, including battle HUD and main menu!
Now interfaces are easier to use, provide more information and are more aesthetically pleasing!
Old information system has been replaced with achievements!
In this version you can achieve 20 achievements, but in future there should be around 100!
Achieving achievement unlocks fragments of game lore and in future - access to special hidden regions.
Sector Six 0.1.5 was running 30 frames per second.
Sector Six 0.3.0 is running 60 frames per second!
That means everything that moves in game will move smoother!
I have updated enemy stat formula, now enemy armour is based on how much parts your spaceship can have.
That means enemies will always be challenging.
If you still feel like combat is too easy, now there's a hard mode!
If you turn it on, all enemies will have traits, double armour and damage.
It doesn't just make enemies much harder, it also rewards you with double experience and chance of receiving special items.
These items are used to upgrade your spaceship parts, charge their appearance and even duplicate them!
The most powerful spaceship parts, etalons, has been reworked!
Now they have random stats, unique sprites and cool random names, getting two identical etalon parts is almost impossible!
Escort and resurrection missions has been added!
In escort missions you have to defend fragile ammunition carriers until they reach their destination point.
In resurrection missions, you have to destroy ruins to gather data, that the Elder Mechanism will use to recreate destroyed regions.
During recreation, that takes sixty seconds, you'll have to survive the revenant attacks!
My composer Bert Cole has composed 18 tracks just for Sector Six!
You will no longer get bored by same music playing over and over again.
Hundreds of small improvements.
Alongside big updates, I have made hundreds of small changes that should improve quality of the game. These small improvements include better alloy containers, balanced spaceship part properties, more interesting bosses, better grammar, more useful abilities, improved tutorial and new region backgrounds.
Now I am planning to work on better save system and after that - new combat system!
New save system will allow players to have multiple saves and to save automatically, plus, it should work for all players, unlike current save system.
New combat system will be massive update, that will change everything! Enemies will become more interesting, breakable enemy parts will matter, combat won't require mouse, there will be many new abilities, players will be able to pause or rebind keys, abilities will no longer be spam-able and so on!
I'm sure I missed something, have fun exploring new version!
Don't forget to tell me if you dislike something/see something broken, I will do everything I can to fix it.
Next update is probably full screen mode for most, if not all resolutions and maybe some new content, like new enemy!
So much has been improved and added! New way to heal, story missions, new interfaces, abilities, enemies, changes to game engine, graphic improvements, change log is massive!
First update, it's finally here! Three massive bosses added, new ship parts, new abilities, new reward types, new enemies, new backgrounds, new enemy intelligence and much more!
New enemies added:
Improved technologies and abilities:
New abilities added:
Part limit has been added to balance ship growth:
New mission type added - encounter!
Three new reward types added:
To all who played first version and helped to improve it - huge thanks! Development is still not over, so I hope you guys will continue to help me.
Sorry, that this update has no new story missions! I am planning to do massive changes to game engine and I couldn't implement story without these changes.
Keep following the game, this update is just one of many!