Alien battlefield, start the second beta of the new interstellar science fiction strategy game "Age of Stars" immediately
Dec 26 2024
The curvature engine tears apart the curtain of time and space, and human beings step into deep space for the first time. Abundant resources have brought about rapid expansion, and various forces are constantly shuttled among the stars. However, the joy of discovering a new land was quickly annihilated by the surging insect tide...
Age of Stars, a new interstellar science fiction themed strategy game featuring RTS real-time combat and Insect Invasion Tower Defense, will launch its second round of paid deletions on December 26 Test - "Singularity Test".
The "singularity" is the starting point of the evolution of the universe traced by the Big Bang cosmology. Perhaps the emergence of this game will refresh the concepts of all players and open a new starting point in the SLG market!
From the outside to the inside, innovation is the trump card of "Age of Stars"!
The reason why we believe that "Age of Stars" has the power to influence the category is because the innovation of this game has reached an eye-catching level. It’s not shoddy, it’s not old wine in a new bottle. The game uses truly unique content to make people linger on this alien adventure.
At the beginning of the game, the player, as an interstellar pioneer, lands on an alien planet full of Zerg. You need to start from scratch, build bases, arrange defenses, develop technology, and form troops. You also have to constantly fight against the invasion of massive Zerg, counterattack through tower defense and real-time operation of troops, and deal with the natural disasters of the Zerg swarm.
It must be said that through the tense and survival-pressure-filled insect invasion in the first few minutes, the player's psychology was quickly captured - to face the pressure and complete the challenge.
As an interstellar science fiction-themed war strategy game, "Age of Stars" also has elements of multi-planet exploration. And this multi-planet exploration contains two dimensions.
The first one is the exploration content of the game. For this planet, everything is unknown at first. We need to build a base from scratch, destroy alien insect swarms, explore for resources, etc. Work. It can be said that all our imaginations about the process of developing and exploring a planet are basically included in the game content. This also invisibly enhances the player's sense of immersion and becomes a motivation for them to continue exploring.
The second dimension is that exploration is not limited to a single planet, but will be carried out in planetary units in each subsequent season. Every planet in the vast galaxy may become our battlefield . After getting rid of the constraints of the traditional SLG era and space, our next journey may be to go to the M78 Nebula to help Ultraman, to Cybertron to challenge Megatron, or to Krypton to save Superman.
The breadth of themes brings endless possibilities to the future of "Age of Stars", and the production team also happens to have the ability to turn ideas into reality. Such potential is very valuable for the continued operation of the game.
However, in order to achieve truly stunning innovation, both theme innovation and gameplay innovation are indispensable. If there is no gameplay support behind an innovative theme, it can only be an exquisite "reskin"; similarly, if there is only gameplay but no theme blessing, no matter how unique the creativity is, it will appear dull. "Age of Stars" achieves dual innovation in both theme and gameplay. At the same time, the organic integration and in-depth penetration of theme and gameplay distinguish it from most SLGs on the market.
The subject matter is the skin and the gameplay is the bones. The biggest difference in gameplay between "Age of Stars" and traditional SLG is that it is an SLG that truly integrates RTS gameplay throughout the whole situation.
This RTS is a true RTS architecture. Both PVP and PVE players can perform real-time operations in battle. Compared with those traditional SLGs that use RTS as a gimmick but are still essentially turn-based combat, the gameplay of "Age of Stars" is an innovation in the underlying design.
RTS gameplay can extend a broad strategic space. For example, you can assemble all the active forces in an instant, ALL IN the opponent, and take them away in one wave; or you can use the classic "Hit&Run" operation of RTS to kite the opponent's main force, thus Dominate the battlefield; you can also use the art of war, one team lures the enemy, and the other teams set up ambushes, and use calculations to catch the opponent off guard.
It is no exaggeration to say that the combat experience brought by RTS is incomparable to the traditional SLG that reports battle reports at the touch of a button. Whether it is the pleasure of playing against the opponent or the satisfaction after winning the battle, It’s enough to make players fascinated.
Based on the RTS underlying architecture, "Age of Stars" also realizes a true real-time large-scale GVG battle with thousands of people on the same screen. Thousands of players engage in real-time battles on the sandbox as participants in the grand battle. , each player can play a unique role, adapt to the situation on the battlefield, and show his true combat wisdom. At the same time, surrounding the RTS, there are also battles for strongholds and hubs in the game.�The rich multiplayer PVP gameplay system at different levels such as battles is very rich in playability.
Under innovation, there is an infinite extension of strategy!
All the gameplay of RTS basically revolves around the game's combat unit "mecha". Around the mecha, it may be possible to start a discussion about the core issue of SLG - strategic gameplay.
As for the performance of strategy, some people may think that only ancient battlefields can represent the use of strategies and strategies. Mechas, on the other hand, rely only on firepower to suppress their enemies, and the battle is fast and direct, showing no hint of game-playing.
Perhaps the above content is the performance of other science fiction SLGs, but the actual game content of "Age of Stars" is quite different from this theory. Behind the game mecha is a complete combat system that is logical, restrained, and capable of combos. Therefore, it pays more attention to the players' adaptability on the battlefield, and even amplifies the strategic game from a certain perspective.
A brief introduction to the mecha units in the game. Mechas are divided into three types: large, medium and small, with a total of 7 units. Each unit can also use changes in form to produce new functions. Even Arms of the same size will also have different positionings based on different functions and deformations. With different player choices and transformations, the battlefield in "Age of Stars" also becomes intricate.
Take the two medium-sized arms "Hurricane Armor" and "Steel Eagle Fighter" as an example. The Hurricane Armor can switch to an aerial form. This form can ignore the terrain and fly over some mountains and canyons, providing unparalleled mobility. The Eagle fighter can be switched into a healing mode to restore the durability of friendly forces at the cost of losing its attack ability. It is an indispensable "military doctor" on the battlefield.
If you find your opponent's breakthrough and decide to launch a surprise attack, you can use the evolved hurricane armor to cross the mountains. If you think you can win by playing slowly and steadily, then choose the Evolved Eagle fighter to provide support behind your teammates. Choices like this are applicable to every unit in "Age of Stars".
Relying on the functions and strategic positioning provided by the units, the Stars Battlefield can also accommodate more possibilities - no matter what type of player you are, you love to play output, like to resist damage for your teammates, or take on logistics, Healing and other work,In this battlefield, everyone is the core of the battle, and everyone can play an indispensable role in the war situation.
"Age of Stars" does not have eternal invincible troops, only ever-changing offensive and defensive routines. Having such a strategic nature of the troops, coupled with the real-time operation provided by the RTS gameplay, provides unlimited possibilities for the game's strategy.
Reducing the burden on the liver, it turns out that SLG can also be very simple
In order to allow players to focus more on combat and gaming, the game has made a lot of optimizations in reducing liver burden and reducing burden compared with traditional SLG. More intuitively, the game does not sell resources or city construction. All base upgrades can be done in seconds. There is no need to wait or spend money. This kind of design reflects the production team’s player-oriented attitude.
In addition, compared with other SLGs that are more difficult to get started, "Age of Stars" lowers the game threshold by reducing the difficulty of resource defenders and increasing experience acquisition during the land reclamation period. The negative impact of land reclamation on the game experience has been reduced to a minimum, allowing all players to prepare for war as soon as possible and enjoy the fun of strategy games, almost achieving "starting the game on the ground".
At the combat level, players can not only switch arms without loss, but also replenish troops at any time in the wild without going home. At the same time, compared with traditional SLGs that march in grids, "Age of Stars" has achieved combat-level burden reduction based on the deep integration of theme logic - players can teleport in one second. Arrive at the battlefieldand say goodbye to the long march.
A new era of SLG is coming
The name of the game is "Era of Stars", which seems to be a metaphor for opening a "new era" for the track. This "new era" does not seem to be really out of reach.
First, the product strives to simplify the threshold and make the core fun of strategy more accessible. As an SLG, it greatly weakens the long process of land reclamation. At the same time, combined with the overall RTS bottom layer, it provides a platform for those who love combat and strategy. Players are provided with the possibility of "starting the fight on the ground and starting the war immediately".
Secondly, every player can become a real participant in the "epic battle". Although the positioning of the arms is not professional, it provides an effective "tactics and animal husbandry cycle" for players with different ecological niches. In the war situation, "everyone is useful" has been realized, instead of becoming a passive cannon fodder that "is the same with or without you".
Thirdly, the deep coupling between the differentiation of theme gameplay and the core experience of SLG is also a further choice under the "SLG+N" wave. Only the proper organic combination of differentiated theme gameplay and SLG's flow experience can Provide long-termPremium experience.
At present, the test data and visible quality of the game itself are very good. If "Age of Stars" takes a steady step, we will strive to create its own brand concept and value in this category, and establish a clear understanding among players. And the unique brand impression can gather its own player fans, then the bold idea of "Start Era" to "open a new era for SLG" may have a chance to be realized.
For "Era of Stars", the future goal must be the sea of stars, and for SLG players, "Era of Stars"'s grand interstellar battlefield, with both depth and breadth of real-time battles, will also become everyone's way to open up the interstellar world. An important "jump point" for adventure.
Today, let us start the spacecraft engine, land on the interstellar battlefield together, and start fighting immediately!