Preparing For Launch
Dead Orbit began with a fairly simple idea: I wanted to make the kind of miniatures game I would want to play. Something fast enough to finish quickly, but with enough tactical depth, squadron building, and scenario variety to reward repeated play.
The game is built around maneuver planning, positioning, and managing risk. Players assemble customized squadrons, assign maneuvers, and fight across battlefields shaped by stations, debris, civilian traffic, defensive structures, and mission objectives. My goal is for every option to have a clear role and personality without burying the game under unnecessary complexity.
The setting grew alongside the rules. Dead Orbit takes place across a divided solar system where the industrial powers of the outer worlds, the authorities of Earth and the inner planets, independent frontier groups, and an ancient alien presence are all being drawn into the same conflict. The setting is intended to support the game rather than overwhelm it, giving each faction a recognizable identity and making individual battles feel like part of something larger.
A substantial amount of the core system is already in place. The basic round structure, maneuver system, actions, attacks, defenses, damage, squadron construction, and several scenarios have all been developed and tested in some form. Work has also begun on ship and pilot cards, upgrade design, standardized rules wording, faction mechanics, and introductory squadron lists.
The two most developed forces are currently the Helion Defense Compact and the Deep Wardens. Helion fields rugged, practical spacecraft built for the difficult conditions of the outer system. The Deep Wardens use organic vessels and unfamiliar technologies that approach space combat in a very different way. The United Nations Protector General Taskforce and several independent and pirate forces are also being developed for later releases.
Outside of the rules, I have been working on the visual direction, spacecraft designs, setting material, and fiction that will accompany the game. The next major steps are producing finalized concept art, turning the ship designs into 3D-printable miniatures, refining the starter scenarios, and assembling a complete public release package.
The intention is to make the core rules and introductory materials easy to access, including downloadable rules and printable components. Eventually, I would like Dead Orbit to exist as a complete physical miniatures game supported by faction releases, campaign material, fiction, and new scenarios.
There is still a great deal of work ahead, but the project has reached the point where its individual pieces are beginning to feel like a coherent game. This development blog will document that process, including rules changes, artwork, ship development, playtesting, and the occasional decision that seemed like a good idea until it reached the table.