FleetCOMM is a tactical space combat game in which you create your own fleets, load them with a set of up to seven different custom formations, and fly them on an open battlefield against the Viral horde.
Formations are infinitely flexible:
-Spread out your Lokis and Heimdalls, and bounce your Thors' beams off of them to create a web of sizzling death, while your Lokis saturate the circle with lingering clouds of searing plasma.
-Create a defensive line of Heimdalls, protecting the meat of your fleet from harm and focusing your short-range railgun fire.
-Group your units around your Lokis for optimal cloaking field coverage
Newest Videos
Slade (founder and gameplay engineer) and Andy (co-founder, creative director and lead designer) talk about FleetCOMM.
Fleet Intelligence
Sample Battle Maneuvers
Archive footage (old stuff):
First Kickstarter Teaser
Prototype Fleet Editor
Beam Reflection
Windows (7 / XP) demo link provided above. Linux demo is being compiled and tested.
PLEASE STAY TUNED! This demo is our basic flight and controls module, we are wrapping up combat demo and deploying it as soon as possible.
[INSTALLATION : Windows]
-Be sure to have
OpenAL installed on your system.
-Extract the entire demo file to any directory.
-Run the "fleetcomm" executable.
-(please note that you may have to run in administrator mode)
Our demo has problems loading on Mobility Radeon graphics cards. Laptop graphics cards (Intel GMA) have also been known to have loading issues. Please be advised, we are researching this problem thoroughly.
Demo represents core features only, and is still undergoing production. Game engine videos represent alpha and beta stages of development, and is shown in progression.

-Define, edit and shift 2D maneuvers in real time.
-Designed for a 2-button mouse, being tested on touch screens.
-Save up to (7) combat maneuver instances.
-Save fleets and all maneuvering data to a file.
-Maneuvers execute with one step; a click, a GUI button, or a key binding. This economizes the execution of movement patterns, allowing players to create complex battle forms, while only synchronizing to one game action.
-Flight module allows control over multiple fleets.
STAY TUNED FOR THE COMBAT DEMO!
-Basic flight controls, point and click interface.
-Core weapon load out for three types of combat vessels.
-Flight maneuvers inspired by contemporary technology in drone controls.
-Demo Battle; survive a planetary scale invasion using only one fleet.

Keybinding menu allows you to bind and test keys with a sample fleet.
Our sound guy is putting together a pretty badass soundtrack.
You can listen to some sample tracks on his Soundcloud, here.
The following list describes our design philosophy and the complete set of features we will deliver for this project. A fully released PC version will be available in the month of December, 2012. (Windows, Mac and Linux)
INFLUENCES
-Norse Mythology
-Eufloria
-Battleships Forever
-Left 4 Dead's AI director
-Ender's Game
PLATFORM TARGETS
-Windows (primary build stable)
-Linux (primary build stable)
-Mac OSX (port being developed)
-iOS (primary tablet environment, being designed)
-Android (needs research time, tooling, and hardware)
-PlayStation 3 (needs research time, tooling & devkit)
PRIMARY GAMEPLAY EXPERIENCE
-3 protagonist classes (implemented)
-2D open space game map (implemented)
-Swarm + horde enemy A.I. (implemented)
-Single player (implemented, all core abilities)
-Boss Fleets (being developed)
-"Operation Vigrior" story driven campaign (being developed)
-9 core enemy classes (1/9 implemented, 8/9 being developed)
-Atmosphere, nebula, planet rendering environments (implemented)
GAME TOOLS & DATA
-Fleet codex module (implemented)
-Fleet codex saved files (implemented)
-Combat maneuver module (implemented)
-Fleet upgrades (being developed)
-Save points (being developed)
-Machine generated voice acting, ft. Google Translate (being developed)
AUXILIARY GAMEPLAY EXPERIENCE
-Cooperative LAN multiplayer (being developed)
-Freeware + open source server (being developed, low risk)
-Multiplayer will be targeting networks approaching a raid environment (being developed, high risk)
Core Team (Clockwise from bottom left)
-Slade Villena, Founder, Gameplay Engineer
-Nuwati Solis, Sound & Music
-Ben Canant, Film & Media
-Andy Lucas, Co-Founder, Creative Director, Lead Designer
-Jason Smidt (TheExAm), Tech Artist, Protagonist Characters and particle effects, Penny Arcade Lackey
-Alan Richardson (Alumnus), Graphics Engineer
-Codename "Spider", Tech Artist, Enemy Characters
Slade will show off the game periodically, live on TwitchTV
Posts
BF3/PS2/MWO/Hawken: CabbageOfDiscord | Minecraft: BrotherCabbage
GFWL: ObsoletePaper | Uplay: Banzai5150
Except there's not really a demo, at least not that I can tell. The UI is mostly functional, but by "functional" I mean "the buttons do something" because there are no tooltips or any indication of what I should be doing or why. Luckily, I have patience, so I figured most of it out, except that there's no game, as far as I can tell (unless it's hidden very well in the demo). I can set my hotkeys, configure my fleet, give it formation orders, launch it, fire weapons, and so on, but there are no opponents nor any reason to do anything with my fleet. So that's not really a demo. It's more of a tech demo.
It's also worrying that after one successful Kickstarter this game launched an unsuccessful IndieGogo campaign and is now in the midst of another Kickstarter. Their original Kickstarter has a "yes we're doing another Kickstarter, and here's why" update but that's only available to backers. If the third crowdfunding attempt fails, what happens? The new Kickstarter is for porting the game to mobile devices, I guess, but that seems like the sort of thing you should at least try to finance with the sales of your original game before you go begging for money again - it's tough not to suspect that they're running out of money for the original game and need to raise more under the guise of porting it to iPads or whatever.
Oh well. I wish it luck all the same, in terms of fulfilling the original Kickstarter goal. I'm not sure whether I want to wish it luck on its second Kickstarter.