Download the alpha here or play in browser (requires Unity)
Wings of Saint Nazaire is an action-orientated space simulation game reminiscent of titles such as Wing Commander™ and the X-Wing™ series. Wings is designed to be an easy-to-play but hard-to-master game - that means you can jump in, fly around, kick ass and have a ton of fun as a newbie but the game also offers core players enough gameplay depth to keep even the veterans of the genre interested. Good players, for example, will use the afterburner in very short bursts for super quick acceleration, they will use the correct weapons against the enemies they are facing and they will always be on top of their ship energy flow, making sure that the systems that need the most power in any given situation, get that power.
We've been working on this since April 2010 - A lot of the work had to be scrapped when we moved to Unity. As of now, the game is planned to be released free, and we've discussed all the options, Steam, Kickstarter, Indiegogo, even Patreon. We're currently focusing on finishing the content we need to release a multiplayer combat game, with TF2-style game modes.
When will the game be done?
As much as we'd like to give you a release date, we simply can't at this point.
How much will it cost?
We are developing Wings to be a free game but we can't rule out changes in the business model in the future. If the game ends up not being free, it will definitely not be anywhere near as expensive as a full price title however.
Are you considering crowdfunding?
Yes. More details on that later!
On which platforms will the game be available? Will it be on Steam?
Wings will definitely be released on Windows, Mac OS X and Linux - in addition, we can target anything that Unity3D runs on. How many consoles and which we target is not yet decided and also largely depends on whether or not we can afford the respective SDKs. We would absolutely love to see Wings of Saint Nazaire on Steam™, if it's possible at all, to reach the biggest possible audience.
Can I use my joystick/flightstick/gamepad with the game?
Yes, absolutely. While we spend a lot of time trying to tweak the keyboard and mouse controls for Wings, we also know how important it is to a lot of people to play a game like this with an external controller. The options menu allows you to fully configure your controller too, so no pre-set or locked button combinations should hinder your game experience.
Yes, Wings IS a 2D game - although we are using 3D acceleration of course, all ships that you see are NOT 3D models! We pre-render 2D images for every possible angle that you can see them from (544 for a normal fighter) and then display the right sprite. This is exactly what the early Wing Commander games did - we're doing it this way because we absolutely love the retro effect this has. It's hard to tell for most people but almost everybody agrees that it, almost subconsciously, has a really neat nostalgia effect!
Wings is a 2D game in the sense that while we are using a 3D engine, the vast majority of the artwork displayed is pre-rendered, placed on simple flat planes. That makes most of the art 2D. The source is of course 3D assets, but they're 3D assets rendered in such a way as to resemble mid-nineties dos-era games.