The Game

What is SQR³ ?

SQR³ (say: square) is a graduation project, realised by a core team of three students at University Bayreuth.
Subsequently, this is a no-budget game, destined to neither cost nor pay anyone any money.

[Update: This page was created in our early development phase. Instead of simply rewriting it to match the final product, I decided to correct it by crossing out stuff that didn’t make it. So now you can observe the difference.]


Alright, let’s fire up the fact cannon: 

SQR³ is …

  • a turnbased strategy game (TBS)
  • played in two-player hotseat duell-mode
  • consisting of short rounds (about 10 20 – 30 min)
  • set in space
  • realised with Unity3D


Want more? Feel free to read on:

Hotseat, really?

YES! Hotseat mode (two players in front of one computer, switching the input devices each turn) thrived at a time when the internet wasn’t as omnipresent  as ist is today. Classics like Worms Armageddon or Heroes of Might and Magic III fondly remind us of that time.  So we try to take that experience and get its appearence up to date.
From the customer perspective, the most important benefit from this is probably, that users only need one copy for two players to enjoy the game.


Why turnbased strategy?

Once a widespread genre, the number of turnbased titles has gown very thin over the last decade.
With digital cardgames becoming popular recently, users got used to turn based gameplay once again. One problem all digital cardgames share, however is the random (or “luck”) factor derrived from shuffeling their decks, causing discontent over their inability to win a round with clever play alone.
In response to that, SQR³ emphasizes the strategy part by cancelling out random factors, giving the players full controll over all their units at any given time. On the downside, defeated players won’t be able to blame bad chance.


Why Space?

Frankly, because it stands out. It’s no secret, that good game machanics work in any genre. It makes hardy a difference if you fight your battles with Elves shooting arrows or Spaceships firing laser beams.
The best known TBS classics cover most settings where armies are likely to appear: Abstract/ Comedic Encounters (Worms), Historical Wars (Commandos), and of course High Fantasy (Heroes Series, Battle for Wesnoth and most recently The Banner Saga).  Of course, the Sci-Fi genre hasn’t been left out. However, while successful titles (like the X-Com series) have brought the action down to earth, few have taken into Space. With setting it there, SQR³ sticks out from most TBS games, while still staying in a familiar and plausible genre. Also, lasers are awesome.


Alright, so what are you aiming for?

SQR³ is planned to be a fast paced, semi casual game, that’s popped in every once in a while for some quick fun.
The game takes players to different arenas, where they duell each other with their interstellar fleets.
It will feel somewhat like chess. But in Space. And packed with action. Also, lasers!
There will be a quickmatch (single round) option, as well as a regular match, consisting of three rounds.

Due to this arcade-ish gamestyle, SQR³ ‘s narrative elements will take place in sequences between rounds of a regular match, giving the players some time to relax and even have some influence on where things go.
This is clearly not SQR³ ‘s primary aspect, but rather the golden thread linking the other elements and topping off the game.


How will it play?

It’s allways a challenge to explain a game with nothing but words.
Anyhow here’s a quick rundown of what a typical round of  SQR³ will look like:

Phase I: Preparing for War

  • First, players will enter their names and pick a captain, deciding their faction
    • Factions differ only story wise
    • The available ships and special abilities are the same
  • Next, players will choose their officers
    • Officers are the equivalent of special abilities
    • They can be used in the arena according to their specific rules
  • Finally, players will in turn pick spaceships for their fleet
    • Ships have different values in their power statistics
    • The more powerful a ship is, the more it costs
    • Both players have an equal amount of ingame currency to pay for their fleet

Phase II: Let them have it!

  • Before the actual fighting, players will in turn place their ships on the battlefield
    • Only designated areas can be used to place ships on
    • The order in which ships are placed equals the sequence they will have their turn
  • Once all ships are placed, they will turn active following their placing sequence
  • The owner of the currently active ship has four options:
    • Moving the ship inside its movement radius
    • Attacking other ships within combat radius
    • Recharging the ships shields
    • Skip the ships turn
    • Also, they can use a special ability independently
  • The round ends, when
    • All enemy ships are destroyed (they will be restored in the next round)
    • An arenaspecific victory condition is fulfilled
  • Players can now enjoy a short narrative sequence before entering the next round
    • Possible story descisions may give a hint about the next arena’s conditions
  • Showdown will take place in round three, determining the winning faction


Well, that’s about it.

If you want more details about how the game is played, what special abilities (officers) are planned, or what the ships will look like, make sure to check our Update-section, where we will reveal gamecontent, assets and ideas as they come.
You can also check out our official SQR³ Handbook – just head over to the download page.

If you want to give us any feedback (positive or negative) or want to ask us something about our game, please do!
Just use the comments function under this (or any other) entry or find us on facebook!

If you think SQR³ is an interesting project, please tell your friends – there’s a free copy in it for all of them!


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