Portfall

A 2D space MMO about hand-flown combat, contested territory, and supply lines worth fighting over.

Portfall at a glance
Genre2D skill-based PvP MMO
CombatHand-flown ships, inertia, projectiles and dodgeable guided missiles, energy, collision
ObjectivesPlanet raids on defended objectives, with capture pressure you can read from the map
TerritoryClaimable planets, resource-fed defenses, supply routes worth escorting or cutting
WorldsPersistent, server-run
StatusPrivate playtest, Steam

A tactical space game where players fly hand-controlled ships, duel in open space, raid defended objectives, and push for control of contested territory.

Roadmap

  1. DoneSkill-first combatInertia driven movement, projectile timing, dodgeable guided missiles, star gravity, and readable dense-fight presentation.
  2. DoneConnected star wellsStar maps, portal traversal, and route unlocks.
  3. NowPlanet raidsPlanets can be claimed, defended, captured.
  4. LaterTerritory pressureStrategic structures, resource-fed defenses, noob protection, and endgame pressure valves for worlds that stay active.
  5. LaterLiving supply linesEconomy and logistics systems aimed at making escorting, raiding, blockade, and supply denial matter.
  6. LaterWider accessOnce we've got a good baseline we'll open up a Steam playtest.

Development notes

All posts
  1. August Development Notes

    Notes for the next Byte Singularity and Portfall development update.

    portfall / playtest
  2. July Development Notes

    Notes for the next Byte Singularity and Portfall development update.

    portfall / playtest
  3. June Development Notes

    Notes for the next Byte Singularity and Portfall development update.

    portfall / playtest
  4. Starting the Devlog

    The first development note for Byte Singularity and Portfall.

    portfall / playtest