For Josh's convenience. (WIP)
Colored entries represent items that were promised at or during the Kickstarter.
Will be in Limit Theory 1.0:
- Technical:
- Windows support
- Linux support
- Super hi-res display settings
- Joystick and controller support
- VR support
- Powerful modding capabilities
- Advanced game customization controls
- Release on Steam
- Release on GOG
- Core game:
- Dynamic lighting
- Music and sound (some sound optional for those that want silent space)
- Visible damage on ships (beyond health bars)
- In-game ship/station editor, with ability to import/export designs [link]
- Ability to name assets [link]
- Customizable UI [link] [link] [link]
- Basic gameplay elements:
- Infinite universe
- Procedurally-generated history per universe [link]
- System maps (local and global) [link] [link]
- Warp rails
- AI
- Ship AI that can mine/trade/explore
- Unique-per-NPC AI (each NPC is its own "person")
- "Leader" AI (CEO-types)
- Ships:
- Shield and armor systems (instead of pure HP)
- Custom ship outfitting (weapon/armor/shield hardpoints) [link]
- Carriers [link]
- Fleet formations [link]
- Combat and mining drones [link]
- Automated turrets (that aim and fire automatically)
- Space stations and associated docking
- Player-owned space stations
- Player-constructed space stations
- Asteroid bases [link]
- Ability to control weapon fire from an owned space station [link]
- Colonies on planets [link] [link]
- Non-seamless planetary landings
- Graphical:
- Planetary rings
- Ice fields
- Post-destruction debris [link]
- Gameplay mechanics:
- Tactical dogfighting and associated AI [link] [link]
- Large-scale conflicts that change the LT universe
- Pirates [link]
- Colonies have "personalities" based on factions and locale
- Law enforcement
- Wormholes and associated mechanics [link]
- Real market systems [link]
- Information as a tradable commodity [link]
- Ship-based:
- Industrial production lines (factories to produce ship parts/ammo/trade goods from raw materials, ore refineries, etc.) [link]
- Player-owned station/ship-based production chains (Projects)
- Fleets:
- Fleet command, from "follow me" to RTS-cam mode
- Owned fleet operations: trading, mining, missions
- Factions
- Reputation system [link]
- Player faction creation and management [link]
- Mission systems of all types, combat/trading/exploration
- Ability for player to post missions for NPCs
May or may not be in Limit Theory 1.0:
- Core game:
- Dynamic shadows [link]
- Planet's surface lights visible from space [link]
- Procedural character backstory (depends on character creation mechanic) [link]
- Basic gameplay elements:
- Ingame news console at stations [link]
- Alien/ancient artifacts/relics/ruins/wrecks [link]
- Ancient battlefield "asteroid fields" [link] [link]
- Space whales [link]
- The ability to alter a ship's basic design after initial building [link]
- Unguided, unpowered bombs [link]
- Fixed weapons (such as spinal/broadside cannons) [link]
- External carrier landings (landing on an upper deck) [link]
- The ability to fly "beneath" shields to attack directly [link]
- Gameplay mechanics:
- Bounty system (likely)
- Optional permadeath mode with recycled universe (likely)
- Colony creation, ownership, and management
- Tracking of discoveries (Discovery journal/log)
- Illegal goods [link]
- Terraforming [link]
- Warp rails as non-ship cargo transfer lines [link]
- Sandbox mode [link]
Will not be in Limit Theory 1.0, but may be added post-release:
- OS X support - according to Josh, it is extremely difficult to support the game on this operating system, but he may try to tackle it post-release and release an OS X version later.
- Mobile stations [link]
- Player modification of colony productions (new buildings on colonies, etc.)
- Warp node disruption for warp rails [link]
- Player-constructed warp rails
- Pareidolic icons as ship communication avatars [link]
- True civilian ships/factions/planetary evacuation [link]
- Management of planetary governments and politics [link]
- Crew management [link]
- Orbital bombardment [link]
Josh has no plans to implement the following, although players may be able to mod them in:
- Core game:
- Multiplayer
- Procedural languages/scripts
- Megastructure backgrounds in systems (a system inside a dyson sphere for instance)
- The ability to travel between stars with normal flight
- Steam achievements
- Seamless planetary transitions
- Voice acting
- Basic gameplay elements:
- Ramming mechanic
- Towing cargo/other ships with tractor beams
- Realistically-sized systems
- Organic/alien vessels and stations
- Gameplay mechanics
- The ability to create self-replicating ships
- Minefields
- Multiple currencies
- Boarding/salvage operations ala Homeworld
- Planetary destruction (planetglassers and planetbusters)
- Advanced hit systems (damaged systems half-function and can fix themselves, etc.)