A New Beginning (Again)


Devblog #1 – A New Beginning (Again)

Greetings, conquerors!

After a month of furious tinkering, countless console logs, and more than a few shader-induced headaches, I can finally say the words I’ve been dreaming of: SpaceWar (Unity Edition) is here. 🚀

Yes, you read that right. The old JavaScript prototype as now been completely rebuilt in Unity — and still runs in your browser, this time powered by WebGL instead of hand-rolled JS. Why Unity? Because I wanted bigger fleets, richer visuals, Steam-ready multiplayer, and — let’s be honest — I wanted to torture myself by teaching a brand-new engine everything my web code already knew.

And it worked. Stars are no longer just colored dots; they’re full systems with orbiting planets that actually matter. Barren worlds cap your mining potential. Terrestrial planets open up room for population growth. Gas giants… well, they’re majestic but useless (for now). Each system is its own little strategic puzzle waiting to be cracked.

The fleets are back too, with the eternal triangle intact:

  • Fighters: fast, fragile, cheap — perfect for swarming cruisers.

  • Destroyers: sturdy and costly — excellent at shredding fighters.

  • Cruisers: slow, expensive, terrifying — ideal against destroyers, planetary defenses, and conquering new systems at triple speed.

Rock. Paper. Scissors. But stretched across the stars.

It’s been a month-long sprint to transplant the game’s brain, guts, and soul into a new body, but the result is a foundation I can proudly build upon. From here on out, expect more spectacle, more polish, and maybe even some UI that doesn’t cause me an existential crisis.

Until then: Explore. Conquer. Develop. Destroy. And maybe, just maybe, survive the AI.

Yours,
Pecatus

Files

SpaceWar_Unity_WEB.zip Play in browser
25 days ago

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