About the Project

Project Orbit is the code name for Sigmoid Studio's first game release. This game will be a real-time strategy (RTS) game similar (at least superficially) to such games as Starcraft, Age of Empires, and Supreme Commander.

Project Orbit will be released for the Windows and Linux operating systems.  The project is in its pre-alpha stages, but it is quickly maturing into a playable proof-of-concept demo.


What will the game be like?

Project Orbit's paradigm hinges on the idea that as complex patterns of behavior emerge between units, the opportunity for fine-grained strategy increases.
    Dynamic Unit Interaction:
    Dynamic unit interaction means that playable game entities have internal states, which vary in real time according to their environment. As a unit's internal state varies, so do its competencies.
    Influences can come from:
    • Terrain topography
    • Static geometry (cover, concealment, garrisoning of buildings, capturing of NPC assets)
    • Real-time physics
      But most importantly, units interact with each other. This leads to the emergence of complex group behaviors, implying that strategy will consistently trump a strong economy or a larger army.
      Natural Interaction:
      The problem with most multiplayer RTS games is that aside from attacking a common target or defending a goal of common interest, there is little reason to interact with a teammate.
      We believe this is boring.
      Project Orbit will address this problem by encouraging players to specialize, such that they may complement each other. This will be done along three separate axes:
      1. Race-based strengths and weaknesses
      2. In-game, XP-based commander profiles
      3. A classical tech tree
      4. A shared tactical interface to plan battles and share intel
      5. Advanced VOIP tools for communication
      6. Advanced UI for supporting allied units
        Contextual User Interface
        Complex game behaviors require careful interfacing. We want Project Orbit to test a player's cognitive skills, not mouse-clicking or typing skills.
        Central to our solution is the ability to view the battlefield across a large range of scales. Closer scales will deal with unit-unit interaction and larger scales will allow for the direction of indirect fire, gathering of intelligence, strategic analysis, and establishing of logistics and patrols.
        Conclusion: What to Expect?
        The bottom line: expect a game that makes you think, plan, collect intelligence actively. Expect planning to be punctuated by intense skirmishes and quick thinking!


        Click here for a recent discussion on the features and design goals.