Designing the Igla-3M pulse laser turret for our sci-fi RPG
▲ 93 r/GameDeveloper+4 crossposts

Designing the Igla-3M pulse laser turret for our sci-fi RPG

Standard armament of the Directorate's laser ships, which are being developed by the Barnard laboratory

A fairly simple principle of operation: energy is pumped in the crystal resonator, which is focused through a three-lens barrel and splashes out in the form of a pulsed charge.

The turret is placed on a gyrostabilized platform with two degrees of freedom. The gold edging of the base is a titanium nitride coated heat sink composite.

This gun produces two short charges per second. Unfortunately, she is useless against heavily armored vehicles, but it copes well with shields. If a pulse-type turret is installed on your ship, it is better to act as a "support": fight on the 2nd line, helping the main technique in moving deep into the enemy base. However, you can bite into the enemy's defenses. Acting aggressively, you will sow panic in the ranks of the enemy command and gain time to perform additional maneuvers

Which attack method is closer to you: act carefully or break into enemy crowds, creating chaos?

It will be interesting to know your opinion in the comments!

How do you like art?

What details seem superfluous, and what, on the contrary, is worth emphasizing?

Does the design immediately read as a pulse laser?

Would you make it look heavier or lighter?

Would you mount this weapon on your flagship?

Add the game to your Steam wishlist - https://store.steampowered.com/app/3220640/Synvector/

You can get acquainted with this weapon in more detail in our Discord channel - https://discord.gg/53b2QaqSG

u/Own-Cry5596 — 5 days ago
▲ 371 r/IndieGamesDevel+17 crossposts

After a year of building, our Steam page is finally live!

Hi Folks!

More year our small indie team has been building Synvector, a sci-fi action RPG that tries to combine several ideas we always wanted to see in one game.

Instead of controlling just a single ship, you command an entire mercenary fleet. During combat you can pause time, issue tactical orders to your squadron, switch between ships, and then jump straight back into fast-paced third-person space combat.

Our biggest inspirations are:

  • Everspace
  • Elite Dangerous
  • Mass Effect
  • Mount & Blade

We’re also putting a lot of effort into worldbuilding. The galaxy isn’t just a backdrop—it’s filled with hidden factions, ancient civilizations, political conflicts, mysteries, and choices that shape how different powers react to you.

Today we reached an important milestone: our Steam page is finally live.

If the concept sounds interesting, we’d be incredibly grateful if you checked it out or added it to your wishlist. Every wishlist genuinely helps a small indie team like ours.

Steam: https://store.steampowered.com/app/3220640/Synvector/

Youtube: https://www.youtube.com/@Synvector/featured

Discord: https://discord.com/invite/9kqW3JBfP5

P.S. Within the next week we’ll open sign-ups for the first prototype playtest, so you’ll be able to try the game much earlier than release.

I’d also love to hear your thoughts:
What part of the concept interests you the most, and what would you want to see in a game like this?

u/Own-Cry5596 — 6 days ago
▲ 135 r/ImaginaryStarships+9 crossposts

Shirr-Vag: the interceptor of the Shrazi war clans

The Shirr-Vag is one of the most common interceptor designs used by the Shrazi clans.

The Shrazi are a militarized civilization divided into rival clans. Alliances are temporary. Power is constantly challenged. Every clan leader knows that today’s ally may become tomorrow’s assassin. As a result, personal security is taken very seriously.

The Shirr-Vag was developed by Clan Shirrek, one of the most influential clans in Shrazi space. Unlike many interceptor designs focused purely on patrol or reconnaissance, the Shirr-Vag was built for one purpose: Protect the clan.

These ships are rarely deployed alone. Most often they operate in hunting packs of three, escorting clan leaders, hunting rivals, intercepting raiders and enforcing clan authority throughout contested systems.

The markings across the hull are not decorative. They identify clan allegiance, achievements and bloodlines. Every symbol tells a story. According to Directorate intelligence, elite Shirr-Vag squadrons are often assigned to the personal protection of high-ranking clan leaders.

In Shrazi society, seeing one Shirr-Vag means someone important is nearby. Seeing three usually means you should leave.

What stands out to you first: the silhouette, the faction markings, or the idea behind the ship itself?

u/Own-Cry5596 — 5 days ago
▲ 15 r/GameDeveloper+6 crossposts

He saved the convoy. It cost him everything.

Synvector protagonist: Rockhart and his story

I think many of you have played Mass Effect and remember Shepard, the protagonist of this series of games, very well. Rockhart is the personification of Shepard, Jim Holden from "Expansion," and Captain Malcolm Reynolds from "Serenity."

Rockhart is the protagonist of the game "Synvector." It can be attributed to the middle of the pyramid - not a legend, not an upstart, just a middle class with some ambition. Competent enough to be re-hired for assignments, but not famous enough to choose contracts himself.

Directorate convoy contracts, pirate point sweeps, barge transport via Outer Drift... The job is dirty, but honest, if the word even applies to a person who is hired to shoot and kill. In any case, no one said that it would be easy.

Rockhart is a squad captain, by no means a loner. Moving alone in the universe of our game is dangerous - no one has survived yet, choosing this path.

He had ten ships. It was.

The civilian convoy came under attack by the Unnamed on the route at Frontier. The contract did not oblige Rockhart to defend - only to accompany to the point. He stayed to cover.

Most of the squad died. The convoy was partially rescued, but this is not comforting. Now Rockhart has three ships, huge debts for repairs and a damaged reputation. Nobody is interested in why you lost people, everyone needs a result without risks. Heroism in this case was a mistake in his career, but Rockhart did as he saw fit.

A little about the game:

The gameplay is based on the control of the squadron in real time with the ability to switch between ships. Decisions with consequences: whom to save, with whom to unite, whom to entrust the flank.

Rockhart is available in male and female versions. Equally battered and stubborn.

Of course, the world has battered the protagonist of the game, but he remains just as stubborn and adheres to his ideals. This is not to say that he is a "super soldier" or "chosen one." Just an ordinary worker, hardened by time.

One question:

If you were in his position, would you have stayed to protect the convoy, or completed the contract and left?

u/Own-Cry5596 — 22 days ago

Community survey

Hi. Here we have prepared a survey on space games in order to better understand the audience. We will be glad if you pass it and answer all the questions!

docs.google.com
u/Own-Cry5596 — 28 days ago

What role would this bomber have in your fleet?

Meet the Hammer-class bomber.

The Hammer is one of the main strike ships used by human fleets in our universe. It was designed to destroy heavily defended targets: pirate fortresses, orbital platforms, military installations and other hardened objectives that ordinary warships struggle to deal with.

Its primary weapon is a battery of heavy underbelly missiles. Once the missiles are spent, the ship relies on large-caliber turrets to finish off damaged targets and defend itself from smaller attackers.

The darkest chapter in the Hammer’s history was the Battle of Gliese 667. The Directorate attempted to break a blockade imposed by a mysterious enemy known only as the Unnamed.

124 Hammer bombers were committed to the assault. Only 6 returned.

The missiles hit their targets, but the Unnamed possessed regenerative armor that rapidly repaired itself after each strike. The operation ended in disaster. Human forces suffered catastrophic losses, and the entire Gliese 667 system was eventually lost.

Despite that defeat, the Hammer remains in active service because it is:

* cheap to manufacture

* easy to repair

* quick to train crews for

* capable of delivering enormous firepower against conventional enemies

We’re curious what you think:

* What battlefield role does this ship look like it was designed for?

* How many would you deploy together: 3-5, 10-20, or hundreds in a massive assault?

* What targets would you prioritize with a bomber like this?

* If you were tasked with fighting the Unnamed, what weapon system would you develop?

* Does the cockpit placement make sense or would you redesign it?

* What’s the first detail that catches your eye?

After losing 118 bombers at Gliese 667, would you keep producing the Hammer, modernize it, or replace it entirely?

u/Own-Cry5596 — 1 month ago
▲ 453 r/Age_30_plus_Gamers+6 crossposts

What role would this bomber have in your fleet?

Meet the Hammer-class bomber.

The Hammer is one of the main strike ships used by human fleets in our universe. It was designed to destroy heavily defended targets: pirate fortresses, orbital platforms, military installations and other hardened objectives that ordinary warships struggle to deal with.

Its primary weapon is a battery of heavy underbelly missiles. Once the missiles are spent, the ship relies on large-caliber turrets to finish off damaged targets and defend itself from smaller attackers.

The darkest chapter in the Hammer’s history was the Battle of Gliese 667. The Directorate attempted to break a blockade imposed by a mysterious enemy known only as the Unnamed.

124 Hammer bombers were committed to the assault. Only 6 returned.

The missiles hit their targets, but the Unnamed possessed regenerative armor that rapidly repaired itself after each strike. The operation ended in disaster. Human forces suffered catastrophic losses, and the entire Gliese 667 system was eventually lost.

Despite that defeat, the Hammer remains in active service because it is:

* cheap to manufacture

* easy to repair

* quick to train crews for

* capable of delivering enormous firepower against conventional enemies

We’re curious what you think:

* What battlefield role does this ship look like it was designed for?

* How many would you deploy together: 3-5, 10-20, or hundreds in a massive assault?

* What targets would you prioritize with a bomber like this?

* If you were tasked with fighting the Unnamed, what weapon system would you develop?

* Does the cockpit placement make sense or would you redesign it?

* What’s the first detail that catches your eye?

After losing 118 bombers at Gliese 667, would you keep producing the Hammer, modernize it, or replace it entirely?

u/Own-Cry5596 — 27 days ago
▲ 49 r/GameDeveloper+5 crossposts

How readable is this combat HUD during a large space battle?

Hi, Folks!
Finally reached the point where we can show our space combat directly in-engine.

This is still heavily work-in-progress, but we’d really like feedback specifically on the HUD and combat readability.

Right now we’re trying to balance:

* cinematic feeling

* tactical awareness

* visual clarity during large fights

Current concerns:

* does the UI feel overloaded?

* are the important elements readable enough?

* does anything distract too much from the combat itself?

* are there elements you would completely remove?

Would love honest feedback before we push the interface further.

u/Own-Cry5596 — 1 month ago

What kind of cockpit do players expect to see in a 3D action sci-fi battle?

The body of the cockpit consists of heavy-duty matter, so that it is not so easy to destroy the target (but, I'm afraid, it is not even difficult for extraterrestrial civilizations to break through such a body).

There are several screens inside. One of them displays the state of the ship's modules (screen on the left): from the serviceability of the state of the fuel supply modules, to tracking the serviceability of weapons (if any are present on this model of the spacecraft). And the second screen (right) displays task/contract information or something else. You can write your assumptions in the comments.

There is also a guidance system that simplifies shooting. The distance to the target, recharge time and other data are displayed.

How does the pilot control the ship? pilot's hands are enveloped by liquid glass, which establishes a connection between the ship and the pilot, thanks to which it is activated. Additionally, it facilitates ship control.

The percentage of ship strength and other data that we will not disclose yet are displayed in the middle, but all your guesses in the comments are welcome!

reddit.com
u/Own-Cry5596 — 1 month ago
▲ 17 r/gameDevMarketing+4 crossposts

Would you actually control a ship like this?

Once again, we are glad to welcome everyone. On the agenda today we have.. Saturday, and to be more precise - a new concept art for cinematics, which eventually flew into the trash 😁 (yes, we have a lot of things flying where it is not necessary, and then does not return).

First of all, it should be understood that this is concept art, and not any ready-made iteration of the game element. Here, artificial intelligence may have been used to create art faster. Why is AI bad in this case? It seems to me - nothing. If you have a different opinion, let's have a discussion in the comments!

Well, now to the point. The body of the cockpit consists of heavy-duty matter, so that it is not so easy to destroy the target (but, I'm afraid, it is not even difficult for extraterrestrial civilizations to break through such a body).

There are several screens inside. One of them displays the state of the ship's modules (screen on the left): from the serviceability of the state of the fuel supply modules, to tracking the serviceability of weapons (if any are present on this model of the spacecraft). And the second screen (right) displays task/contract information or something else. You can write your assumptions in the comments.

There is also a guidance system that simplifies shooting. The distance to the target, recharge time and other data are displayed.

How does the pilot control the ship?

You may have noticed that the pilot's hands are enveloped by liquid glass, which establishes a connection between the ship and the pilot, thanks to which it is activated. Additionally, it facilitates ship control.

The percentage of ship strength and other data that we will not disclose yet are displayed in the middle, but all your guesses in the comments are welcome!

So our little story comes to an end. We would like to remind you once again that this is concept art, and not a ready-made iteration that will be present in the game. A lot of things can change. Therefore, if you want to be the first to find out news about the game, see exclusive content, or chat with developers "live" - go to our Discord channel. Believe me, it's very interesting there! And, of course, don't forget to write feedback, we read all the comments and try to answer everything.

And does the liquid-glass control system feel cool… or completely impractical? 😄

u/Own-Cry5596 — 1 month ago

Welcome to Synvector.

Large-scale sci-fi action RPG focused on fleet combat, squad command, and player-driven progression.

Take direct control of your command ship in battle, switch between squad leaders in real time, and coordinate your fleet through tactical command systems.

• Real-time space combat

• Fleet-scale battles with direct ship control

• Squadron command and tactical pause

• Sandbox progression through contracts and faction conflicts

• Multiple command ships, loadouts, and combat roles

• A living galaxy shaped by war, politics, and hidden powers

Synvector combines action combat, fleet command, and sandbox progression into a single experience.

Currently in active development by North Souls Games — a small independent team driven by passion for sci-fi games and large-scale space combat experiences.

👉 Socials:

YouTube: https://www.youtube.com/@Synvector

Discord: https://discord.gg/9kqW3JBfP5

!!!SUPPORT TEAM!!!

Support links for the project are available in our YouTube links section.

Welcome aboard, pilots!

u/Own-Cry5596 — 2 months ago

Welcome to Synvector.

A large-scale sci-fi action RPG focused on fleet combat, squad command, and player-driven progression.

Take direct control of your command ship in battle, switch between squad leaders in real time, and coordinate your fleet through tactical command systems.

• Real-time space combat
• Fleet-scale battles with direct ship control
• Squadron command and tactical pause
• Sandbox progression through contracts and faction conflicts
• Multiple command ships, loadouts, and combat roles
• A living galaxy shaped by war, politics, and hidden powers

Synvector combines action combat, fleet command, and sandbox progression into a single experience.

Currently in active development by North Souls Games — a small independent team driven by passion for sci-fi games and large-scale space combat experiences.

👉 Socials:
YouTube: https://www.youtube.com/@Synvector
Discord: https://discord.gg/9kqW3JBfP5

!!!SUPPORT TEAM!!!

Support links for the project are available in our YouTube links section.

Welcome aboard, pilots!

u/Own-Cry5596 — 2 months ago
▲ 748 r/ImaginaryTechnology+7 crossposts

What role does this ship look built for?

The Vanguard is the main combat ship players start with in our game. It was designed as a universal frontline attacker: durable enough to survive prolonged fights, but still capable of dealing serious damage during raids and convoy battles. Most mercenary groups on the Stable Frontier rely on ships like this because they’re relatively cheap, adaptable and easy to maintain far from core systems.

Loadout currently includes:

* 4 primary weapon hardpoints

* light machine guns

* close-range shotgun weapons

* guided missile launcher

* salvo rocket launcher

In-game, the Vanguard is usually the backbone of a small detachment - escorting cargo barges, hunting raiders or surviving long skirmishes in unstable sectors. But now we’re curious how people read this ship visually. What tactical role does it LOOK like it was built for?

* heavy attacker?

* escort fighter?

* strike craft?

* patrol ship?

* mercenary workhorse?

* disposable mass-produced combat ship?

And most importantly:

would you actually trust your life to a ship like this?

u/Own-Cry5596 — 2 months ago
▲ 105 r/ImaginaryTechnology+4 crossposts

Would life be possible on a planet like this?

We’re currently working on one of the planets for our sci-fi star system. This planet is split between two extremes:
one side permanently scorched by its star, the other frozen in darkness. The surface is covered in volcanic cracks, ash, soot and frozen structures stretching across the planet.

Now we’re curious:

could anything realistically survive here at all?

Would life exist underground near geothermal zones?

Could mining colonies or research stations operate on a planet like this?

Or would this just become a dead planet nobody wants to work on?

Also curious what people think visually:

should planets in sci-fi games feel more grounded like this, or more exotic and surreal?

u/Own-Cry5596 — 2 months ago

Right now our cargo barges are basically armored containers with engines - built to survive debris fields, meteors, and the aftermath of battles. No dedicated weapons. No combat systems. Just thick plating and the hope that escorts do their job.

If players start building entire caravans of these barges… would factions really allow huge unarmed freight convoys to cross contested systems?Or would reality push them toward becoming semi-military ships? Should some factions REQUIRE armed cargo ships near warzones? How should another faction and race interpret the punishment of armed barges as an invasion?

Things we’re debating:

* Should civilian barges have point-defense AA turrets AA and drones?

* Emergency ECM / jamming systems?

* Small cannons?

And more importantly. If pirates attack a convoy, what should the barges actually do?:

* Stay and help defend the escorts?

* Dump cargo and run?

* Hit max thrust and abandon the fleet?

* Self-destruct cargo to deny loot?

We’re also wondering how far industrial ships should go visually. Should barges stay as “flying containers,” or would you expect:

* rotating habitation rings

* visible crew windows

* external fuel lines

* detachable cargo modules

* repair drones

* radiator panels

* improvised armor plates

* faction-specific modifications

* convoy markings and warning lights

At what point does a cargo barge stop feeling civilian and start feeling like a warship? Curious how you’d imagine them behaving - both mechanically and visually - in a living universe.

reddit.com
u/Own-Cry5596 — 2 months ago
▲ 2.2k r/ImaginaryTechnology+6 crossposts

Right now our cargo barges are basically armored containers with engines - built to survive debris fields, meteors, and the aftermath of battles. No dedicated weapons. No combat systems. Just thick plating and the hope that escorts do their job.

If players start building entire caravans of these barges… would factions really allow huge unarmed freight convoys to cross contested systems?Or would reality push them toward becoming semi-military ships? Should some factions REQUIRE armed cargo ships near warzones? How should another faction and race interpret the punishment of armed barges as an invasion?

Things we’re debating:

* Should civilian barges have point-defense AA turrets AA and drones?

* Emergency ECM / jamming systems?

* Small cannons?

And more importantly. If pirates attack a convoy, what should the barges actually do?:

* Stay and help defend the escorts?

* Dump cargo and run?

* Hit max thrust and abandon the fleet?

* Self-destruct cargo to deny loot?

We’re also wondering how far industrial ships should go visually. Should barges stay as “flying containers,” or would you expect:

* rotating habitation rings

* visible crew windows

* external fuel lines

* detachable cargo modules

* repair drones

* radiator panels

* improvised armor plates

* faction-specific modifications

* convoy markings and warning lights

At what point does a cargo barge stop feeling civilian and start feeling like a warship? Curious how you’d imagine them behaving - both mechanically and visually - in a living universe.

u/Own-Cry5596 — 2 months ago
▲ 11 r/gamemusic+4 crossposts

Saturday evening is better spent with a mug of tea and our track in the background🎧

The track "Starflyer" from our composer Alexander🔥

u/Own-Cry5596 — 2 months ago
▲ 85 r/ImaginaryVehicles+1 crossposts

In most space action RPGs, fights come down to “shoot faster.” We wanted at least some battles where that doesn’t work. So we designed this ship - basically a flying sniper. It hits extremely hard from very long range, but if you get close, it’s almost useless. No heavy armor, just mobility and positioning. The idea is simple: if you ignore it, your allies lose. So instead of just shooting everything, you have to react, reposition, and prioritize targets.It’s less about DPS, more about decision-making under pressure.

If you saw something like this in a fight, would it make things more interesting or just annoying?

u/Own-Cry5596 — 2 months ago

When we were working on the world of Synvector, we needed a character who would become an "assembly point" for all extralegal activity. We didn't want to make just a stereotypical criminal character who sits in the basement and gives instructions. So Roxy appeared - the owner of the largest chain of bars and, concurrently, the main broker of the mercenary business.

 Concept: Bar as an exchange

For Roxy, bars are not about alcohol and dancing. We conceived her establishments as dynamic trading platforms. Here, contracts to escort cargo or eliminate competitors change owners faster than a bartender pours whiskey.

Roxy is a balancing weight amid the chaos. She controls the flow of information and knows the price of each mercenary. Her task in the world of the game is to be a link between big money and dirty work.

 Visual image and manners

In Roxy's design, we wanted to emphasize her status as a "professional manipulator":

• Appearance: Tall, with plastic, almost feline grace. Her long black hair is diluted with neon deep space accents - a hint of her connection with endless flights and shadow sectors.

• Look: Her amber eyes are not just aesthetics. A certain analyzer is sewn into them, which we will talk about later. While you think you are having a casual conversation, Roxy literally "hacks" your condition, reading the slightest fluctuations in heart rate and pupil movement.

• Style: We often depict her with a glass of exotic drink in one hand and a data terminal in the other. It's the perfect contrast: the relaxed view outside and the cold calculation inside. She can conduct several negotiations at the same time without losing a single important detail.

 Siren Technologies

Roxy received the call sign "Siren" not for her beauty, but for her audio technology. We have endowed her with a set of implants that make her almost invulnerable to negotiations:

  1. Echo audio implant: Allows her to pick up even the most muted whisper at the other end of a noisy bar. It is impossible to eavesdrop on Roxy, but she hears everything.

  2. manipulator neural network: This module adjusts the timbre of her voice in real time. It can sound hypnotically warm, causing trust, or add metal notes that inspire excitement or fear. Her voice is her weapon.

  3. cybernetic memory: She doesn't record deals - she remembers them. Names, amounts, old grievances and secret clauses of contracts - all this is stored in her head and pops up at the most inopportune moment for the opponent.

 Character philosophy

Roxy's motto is simple: "There are two types of people in this world: those who know and those who are manipulated."

She does not choose which side to take when a conflict arises. She chooses information and influence. For the player, Roxy is an element to be reckoned with. She is always one step ahead, and if you are in her network of bars, be prepared for the fact that your fate can be decided in one toast.

u/Own-Cry5596 — 3 months ago