Limit Theory has a really huge video update this month, showing off big sections of the improved UI, things about the way that the AI is evolving and developing, and generally just insight – serious insights – and what has been going on in terms of building the game over the last couple of months.
If you haven't been following the development of LT, and by that I mean if you weren't one of the Kickstarter backers like myself who made a conscious decision between
Elite: Dangerous,
Star Citizen, and LT, deciding to go with the one-man-band developer which was guaranteed to throw out something new and unique – well, there you go. The way that Josh has been keeping everyone in the loop every month, and if you follow the forums every day (literally: every day), is both fantastic from the point of view of being an informed consumer and a rarely opened window into how something this sprawling, this ambitious, and this interesting actually happens.
At this point, I kind of miss the obsession with a node-based interface, but I understand why things may have needed to be pulled back a little bit. I'm a sucker for radial menus, so at least I have that. The exploration mechanics based on a scanner which literally gives you overlapping frequency distributions is wonderful, and I can't wait for the introduction of things which can be distinguished from one another by the way that their waveform changes over time. To me, that's going to be one of the favorite tools to play with.
I'm really looking forward to getting my hands on
Limit Theory itself when Josh finds that it's ready. Procedurally generated ships, procedurally generated stations, procedurally generated colonies, procedurally generated systems – I want to get in there, get dirty, and start putting together my capital ship to rampage around and be a complete imbecile.
Between this and
Flagship (
http://flagshipgame.com/) , I think the things that I'm interested in inside the genre of space games are looking pretty good.