Tau Station Status Report: January

It’s been another busy month here at Tau Station! We’ve reached the point where we can really start seeing how everyone’s work fits together to make our universe come alive. It’s an incredibly exciting and motivating time, and development will continue to speed up from here. We’re getting close to wrapping up the game flow and roadmap work that we continued through January, and are much closer to announcing our Alpha launch date. We’d originally planned that for this status report blog post – but we want to be as accurate and realistic as possible when we share the news with you, so we’re going to hold off a little longer as we finalize things. Information on the Alpha launch will go out through our newsletter before we share it anywhere else, so if you want to be among the first to know make sure to sign up.

In other Tau Station news, Curtis will be attending FOSDEM this weekend to give a talk about our project. He’ll have some great stickers to hand out so keep an eye out for him if you’re there. We were also very pleased to talk with E-Access News about our approach to accessibility, and they just published the interview on their site.

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Tau Station Sticker Fun

Next month our game designer, Curtis, will be giving a talk about Tau Station at the FOSDEM conference in Brussels. We considered sending him with flyers to hand out but decided that stickers would be a lot more fun. Because who doesn’t love stickers?!

Using some of our favorite images from Tau Station’s background art, our graphic designer Tania put together this collection of stickers to give everyone a glimpse into our universe. Some of these pictures are new and haven’t been shown anywhere before.

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Clones – Don’t Leave Home Without One

You’re walking through the space station, minding your own business, when you’re suddenly attacked by a stranger. You fight back, but they’re tough and they manage to kill you before the guards can arrive to break things up. Usually, you wouldn’t be too worried about this. Most sick bays have a grim shared mantra: “If we can scrape you off the pavement, we’ll get you back on your feet.” There aren’t too many wounds they can’t fix. There’s a problem, though: you’re on Bordeaux Station and it doesn’t have a sick bay. Those fatal wounds all over your body are, for once, actually fatal.

Luckily, in Tau Station, death is not necessarily the end.

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Tau Station Status Report: December

Happy new year from all of us at Tau Station! Amid the hustle and bustle of the holidays, we’ve been focused on planning. We reviewed all our current and proposed features, then mapped out the game flow so we can make final decisions about what we’ll include in our Alpha testing release. This month we’ll take all that information and create a revised roadmap, and we plan to come back to you in next month’s update with an Alpha launch date.

We’re also very pleased to welcome some new faces to the project: Peter and Ilya, who are joining us on the technical side, as well as Will, Al, and Greg on the narrative.  We’ve got a great team of people building the Tau Station universe.

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The Tau Station Universe: Design

Pretty, immersive, thoughtful, and inclusive – these are concepts that have guided us as we’ve been designing our user interface. Words and stories are the foundation upon which Tau Station is built, but we’re going beyond just text on the screen to create the universe that we’ve imagined. Our narrative, art, and graphic design all work together to create an immersive experience and the sense of adventure and exploration that’s at the heart of Tau Station.

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Tau Station Status Report: November

It’s hard to believe that the end of the year is just around the corner! Work continues at steady pace here at Tau Station as we head into the final weeks of 2016.

We’ve been reviewing our gameplay over the last two months, and have come up with some additional features around Orwellian levels and resource scarcity that will bring a lot of richness to the universe. More features mean more work time is needed for implementation, though, which isn’t reflected in our current roadmap. So we’re calling a feature freeze in December, and from there we’ll reevaluate all our current and proposed gameplay elements to decide which ones we feel are critical to have in place for Alpha testing. Then we’ll estimate the workload and timeline to create a revised, final roadmap to Alpha launch.

More to come on that next month. This is what we’ve been working on in the meantime….

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The Tau Station Universe: Gameplay

In last week’s post, we explored Tau Station’s setting. This week we’re looking at some of the gameplay and mechanics we have in place. We’ll have posts in the future that look at each of these topics more in depth, but this will give you an idea of how all the components work together to create a rich, deep universe.

Who do you want to be? There are plenty of things to do from the first moment you set foot in the Tau Station Universe. Everything is there to help you create the person you want to be and achieve the goals you set for yourself. If you want to become a wealthy trader and start your own syndicate, then you’ll want to pay attention to what’s doing well in the markets and get your hands on some to sell. Someone else might want to become a mercenary and fight for a living. Right away they’ll want to improve their physical stats in the gym and start scavenging for weapons and armor in the ruins. Of course, these are only a few of the options available. A sly trader could start their career by mugging a few people and using those stolen credits to finance their market purchases. Similarly, the mercenary might start a medical career to save up enough to buy choice weapons and armor from the market. It’s all up to you.

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The Tau Station Universe: Setting

For us, the dream of Tau Station has always been about creating a universe. A place we can escape to. A real universe that has depth, that we can immerse ourselves in and explore. We’re building a universe with words, and we’re excited to show it to you through this series of blog posts.

In many ways, we’ve been pretty traditional in our approach to building this universe. We started with the theme and the physical characteristics of the setting. We considered the history and events that took place, and speculated about how they would shape the people and social organizations within it. We thought about the politics, the economy, and the customs and daily rituals. And then we added one more thing to the mix: the science of it all.

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Tau Station: It’s More Than a Game, It’s a Universe

A part of me believes that if Tau Station is one day described as a “good game” we will have failed.

We will have failed the vision; we will have failed the dream.

That’s a strong statement, isn’t it? A touch crazy for sure, but why not?

If we are really honest, from the beginning Tau Station has been about more than playing. It has been about creating a place you can escape to. A place where differences do not matter.

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What’s in a Station Name?

What’s in a name?

You’ve saved up enough credits to take a shuttle to another station. You walk through Tau Station’s port which overflows with ships, cargo, and people. The departures board lists your available destinations: Sol Jump Gate, Taungoo Station, København, Nouveau Limoges, and Poul Anderson’s Legacy. What hints about where you’re going do you get from the name of each station? This is something the creative team thinks about each time we write a pitch for a new station in the universe.

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