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Perihelion Interactive wishes you a belated happy 2017 and the strength to make your New Year's resolutions come true!
We are very sorry for the long period of silence. We have used that time well to focus solely on development. We can now finally present what we have been working on behind the curtains for the past two months: Space Combat!
After finishing our playable prototype of an earlier iteration of Space Combat, we came to the conclusion that it lacked the “fun” factor. Instead of releasing a playable, but unfun version of the game, we decided to rework the aspects that were not satisfactory and make improvements.
Part of our design process has been to seek inspiration from the community. The feedback all of you have provided over the last number of updates has proven invaluable to the Space Combat Team. Some of you suggested a real-time with pause function rather than the turn-based approach we had initially outlined. We’ve taken that feedback on board and gone a step further by making the pause function an active feature of gameplay.