Hyperspace Delivery Service – A Game That Works

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

Recently my gaming attention has been taken up by Hyperspace Delivery Service by Zotnip Games. This is one of those games worth analysis – and not just in game design.

At it’s core, Hyperspace Delivery Service is about a crew and it’s commander (that’s you) delivering important cargo to a distant world. It’s done in a retro-DOS style that hearkens back to games that realized they could “fuse” genres together. Thus several game modes are linked together to form a space adventure game that’s sort of “Oregon Trail” in space – travel and survive. Well, travel, survive, deliver.

Your ship travels from world to world in linear fashion. Managing resources is paramount, from buying them to harvesting them in various ways. Some missions and events may result in space adventures, zooming through asteroid fields or battling pirates arcade-style. Other jobs and events may lead you to FPS adventures fighting robot pirates. Events and options may appear, leading to accidents, benefits, or Choose Your Own Adventure type choices.

These different elements are tied together so they influence each other. A mission may let you get resources you need to travel to another world. The choice of who to send on a mission may yield useful parts or have a special ability that lets them survive the challenge. You can push your crew, but prepared to take time for them to relax before they stress out. Every choice has results, some of which will impact you later in the game.

This is all done in an almost too-close-to-history DOS style, down to the text styles and sound effects. There’s a commitment to an aesthetic that carries through the entire venture – as well as a fantastically spacey soundtrack.

The game itself is therefore a tight fusion, where everything comes together, and not just stylistically. Everything you do matters, every action has consequences, and you’re constantly engaged moment by moment.

In many ways, it’s a spiritual brother to Star Traders: Frontiers. ST: F is a modern-style game where multiple games and rules and modes create a galaxy-spanning space adventure where you manage a huge and diverse crew. Hyperspace Delivery Service takes past styles and setups, but also fuses game elements together, to create its own space adventure and its own feel.

The simple retro elements of the game play well to this – because none is overly complex, their interactions are understandable and clear. This doesn’t mean the game is easy – it’s quite challenging. It’s just understandable (which might lure you into a false sense of security). There’s a lovely sense of precision to it.

On top of this, the game’s developer is incredibly responsive to fans in Early Access. As of this post I’ve seen the game go through multiple updates, the developer listening carefully to feedback while asking questions. Thus the game isn’t just fun to play, there’s an additional level of enjoyment as playing it lets you connect with your fellow fans and the creator.

If you work in any form of media, this is another game to pay attention to because you’ll learn a lot about combining elements and engaging fans.

Oh, and it’s fun!

Steven Savage

Writing Plans For Next Year

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

As the Holidays approach and the year ends, I wanted to round up what I’m doing writing-wise for everyone.  So let’s go – in what may be some kind of order.

First, the next Way With Worlds Minibook is up and will be out soon – it’s on Organizations!  That one really just needs formatting, so it’s definitely out in December.

Secondly, somewhere in all of this is the print copy of A Bridge To The Quiet Planet.  This is unpredictable because it’s a mix of formatting, checking, giving up and running a print, and finding out the mistakes you made.  It could be out in as early as start of January or late as February depending on how much I screw it up.

Third, there’s a world guide to the setting of the novel.  I plan to get that out around the same time as the print copy.

Fourth, there’s a new creativity guide, my guide to Brainstorm Books.  That one is in weird shape, as I found the original draft, based on my columns, was lacking.  I’ll be tackling that once I get other stuff out of the way, so expect to see it in January to February.

All of THIS clears my plate for the next round of work.

RANDOMIZED CREATIVITY BOOK: In February I’m going to begin work on my next big book, a guide to randomized creativity and procedural generation.  This will compile all of my theories into one guide to assist people making random generators, games, etc.  I’m going to try to power it out as a draft as fast as I can because I want to experiment with some writing techniques.  Note that even at the best, this thing won’t be out until August or so.

MORE WAY WITH WORLDS MINIBOOKS: I have a ton of these I want to write (try more than 20), so I’m pretty much going to do them for years at this rate.  I need to find a workable pace, but expect to see them intermittently – I’d like to do at least four a year.

So past about  May or June I will have A) caught up, and B) have the randomized creativity book in editing.  Then I’ll consider larger steps – there’s a sequel to A Bridge To The Quiet planet in my mind so I’ll almost inevitably do that, but I want to try to do it faster this time (but still even at best it won’t be out until 2020 while I do minibooks)

So there you go, lots to look forward to!

Steven Savage



Steve’s Update 12/15/2018

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

Hello all!  Hope you’re doing well!  So let’s catch up on where all my projects are!

So what have I done the last week(s)?

  • A Bridge To The Quiet Planet: Done!  Out!  Published as in ebook format!  I’ve already sold a few copies (some of which weren’t to friends), and set up marketing and promos.
  • Way With Worlds: Not much this week, though it is looking promising.  
  • Seventh Sanctum: I got out the “Power Princess” generator to go with the new popularity of She-ra.
  • Other: Lots of chores and stuff.  The usual.

What’s next?

  • A Bridge To The Quiet Planet: Next up is going to be setting up the print copy (which my guess is going to easily take a few weeks as you have to get prints to check).  I’m going to focus on that to see how it goes before pacing my other projects.  I also have a free worldbook I want to do soon, but that’ll probably be later in the month.
  • Way With Worlds: Return to the organization book!  Right now I’m actually not sure how long it’ll take, as I’m trying some different editing approaches – but I’m treating it as a learning experience.  Probably out this week or next.
  • Seventh Sanctum: Not 100% sure!  I’ve got plenty of ideas, but a big focus is probably the Nexus.
  • General Stuff: Getting ready for the holidays!

Steven Savage