Image 1 — I made a space combat roguelite where you fit a ship, manage range, and line up high-alpha shots by controlling transversal
Image 2 — I made a space combat roguelite where you fit a ship, manage range, and line up high-alpha shots by controlling transversal
Image 3 — I made a space combat roguelite where you fit a ship, manage range, and line up high-alpha shots by controlling transversal
Image 4 — I made a space combat roguelite where you fit a ship, manage range, and line up high-alpha shots by controlling transversal
Image 5 — I made a space combat roguelite where you fit a ship, manage range, and line up high-alpha shots by controlling transversal

I made a space combat roguelite where you fit a ship, manage range, and line up high-alpha shots by controlling transversal

Perihelion: Rogue Orbit is a game about fitting a ship, flying it badly, realising the problem was you, and then flying it better. Build your ship, take it into hostile sectors, and fight through short combat encounters where every angle matters.

Your guns don't deal damage just because the fitting screen says they should; they need a clean firing solution. Range, angle, and transversal decide whether your high-alpha shot hits hard or grazes.

Burn straight at a target and you're easy to track. Cut across hostile guns and you reduce incoming damage. Widen your orbit and slow weapons start to apply. Change tack at the right moment, kill your transversal, and land the shot before the enemy does the same to you.

Out now in Steam Early Access - https://store.steampowered.com/app/4809810/Perihelion_Rogue_Orbit/?utm_source=reddit_organic

u/blaknite12 — 3 days ago

I made a space combat roguelite where you fit a ship, manage range, and line up high-alpha shots by controlling transversal

Perihelion: Rogue Orbit is a game about fitting a ship, flying it badly, realising the problem was you, and then flying it better. Build your ship, take it into hostile sectors, and fight through short combat encounters where every angle matters.

Your guns don't deal damage just because the fitting screen says they should; they need a clean firing solution. Range, angle, and transversal decide whether your high-alpha shot hits hard or grazes.

Burn straight at a target and you're easy to track. Cut across hostile guns and you reduce incoming damage. Widen your orbit and slow weapons start to apply. Change tack at the right moment, kill your transversal, and land the shot before the enemy does the same to you.

Out now in Steam Early Access - https://store.steampowered.com/app/4809810/Perihelion_Rogue_Orbit/?utm_source=reddit_organic

u/blaknite12 — 3 days ago

I made a space combat roguelite where you fit a ship, manage range, and line up high-alpha shots by controlling transversal

Perihelion: Rogue Orbit is a game about fitting a ship, flying it badly, realising the problem was you, and then flying it better. Build your ship, take it into hostile sectors, and fight through short combat encounters where every angle matters.

Your guns don't deal damage just because the fitting screen says they should; they need a clean firing solution. Range, angle, and transversal decide whether your high-alpha shot hits hard or grazes.

Burn straight at a target and you're easy to track. Cut across hostile guns and you reduce incoming damage. Widen your orbit and slow weapons start to apply. Change tack at the right moment, kill your transversal, and land the shot before the enemy does the same to you.

Out now in Steam Early Access - https://store.steampowered.com/app/4809810/Perihelion_Rogue_Orbit/?utm_source=reddit_organic

u/blaknite12 — 5 days ago
▲ 6 r/spacegames+1 crossposts

Making transversal velocity readable in Perihelion: Rogue Orbit

I’ve been working on Perihelion: Rogue Orbit, a 2D space roguelite with a heavy focus on movement, positioning and the impact transversal velocity has on the damage you take and dish out.

Those of you who’ve sunk time into EVE Online will be familiar with transversal. It’s the movement of your target across your firing line.

In early playtesting I found that EVE players took to the mechanics intuitively but everyone else struggled. They were expecting a more arcade vibe. What unfolded next was a deep dive into how to make transversal intuitive for all players.

In the end I arrived at some firing solution indicators that adapt as your transversal changes. Long bold indicators predict a good shot. Short and sparse for a poor shot.

You can read about how I unpacked the problem here: https://store.steampowered.com/news/app/4809810/view/713404612325935852
And you can wishlist if you’re interested: https://store.steampowered.com/app/4809810/Perihelion\_Rogue\_Orbit

store.steampowered.com
u/blaknite12 — 17 days ago