After 3 years of development, 2 years of Early Access, hundreds of changes, fixes, reworks, and additions - Sector Six is finally complete!
For those who don’t know what Sector Six is:
Sector Six is a shooter with many RPG elements: Inventory, procedurally generated equipment, a leveling system, rewards, story missions, and so on! Your goal - alongside stopping the Machine invasion - is to build the best spaceship ever.
Unlike arcade shooters, in Sector Six won’t be fighting more than 5 enemies at once, but fights are more tactical and enemies can take more than one shot. Most enemies have unique attacks or weak spots, which means that the more you play, the more skilled you’ll become at fighting those enemies.
You will also get better at using your spaceship’s abilities - there are 31 active combat abilities and 9 of them can be taken to battle.
The final and most important layer of your progression is spaceship building.
Destroying enemies will reward you with procedurally generated parts. There are 7 rarity grades of parts, starting with generic parts, that are most common and only have one property and ending with relics, that are rare, have 7 properties, unique skins and effects. There are also part sets, that unleash game-changing effects if you install 6 parts of the same set.
You can install up to 80 parts, up to 9 relics, and have one set effect active - and if you’ll find a right way to combine them, your spaceship will become unstoppable!
The better you and your spaceship get, the more difficult missions you can complete and modular difficulty system allows you control almost every aspect of difficulty - even enemy swarm size and mission length! Increasing difficulty increases rewards, which will allow you complete even higher difficulty missions - so you can keep pushing yourself.
But you can also play the game just for the story. Each story mission has something that other missions don’t have, they vary in length and structure, have dialogues, cutscenes, bosses, special events, and enemies.
So, that’s the game!
For those who know what Sector Six is, but didn’t play version 0.9.9:
Version 0.9.9 has added the remaining story missions, endgame content, new bosses, relics, and more. Weapons, ether, abilities, and reward systems have been improved as well. Read more about what changed with version 0.9.9 »
For those who played version 0.9.9, here’s a list of changes:
- Fixed: The apostrophe symbol is missing and a black box is displayed instead.
- Fixed: It’s impossible to choose Ourend’s black option.
- Fixed: Time Vortex description wording mistake.
- Fixed: Aggression ability mentions “Maximum damage” instead of “Weapon damage”.
- Fixed: Shield destroys ruins even while inactive.
- Fixed: Channel ability doesn’t have a cooldown.
- Fixed: Impossible to close the mission reward screen after reaching maximum level.
- Fixed: Black Rain deals damage based on cooling rate instead of weapon damage.
- Fixed: Crash caused by getting armor above maximum with armor generation.
- Fixed: It’s possible to access missions 11 and above from Sector Five.
- Fixed: Upgrading and uninstalling ability uses the same controller button.
- Made minor changes to Channel ability sounds and particle effects.
- Improved Channel ability level scaling.
- Made minions drop more units.
- Improved main interface and settings page buttons.
- Made beacon stop repairing after a repairing a certain amount of armor.
- Reduced minion shield durations.
- Returned “Gain XP” toggle button.
- Added button to toggle mission objective hiding.
- Made elimination mission objective show remaining minions again.
- Improved killer’s seeking missile attack.
- Made new achievements flash when seen.
- Changed Concentrated Fire to need reloading every 50 uses, instead of 25.
- Compressed parts no longer drop: Instead, use compression modules to get them.
- Replaced decompression modules with compression modules.
- Made beacons spawn only in level 6+ regions.
- Made parts give more part upgrade chance and removed “Part upgraded” message.
For a week or so, I’ll be taking a break from development, while keeping an eye on discussions, comments, and reviews. After that, I’ll be working on weapon, cooling rate, and ether efficiency rework + shared stash. After that is released, I’ll be looking for your feedback to help me decide what the game needs most.