Back in December of 2012, my radar lit up when a prototype gameplay video of something called Enemy Starfighter hit the web. I hadn’t heard of it before then, but I immediately knew it was something I had been waiting my life for: a dogfighting space simulator with an integrated “planning phase” akin to that seen in early Rainbow Six games. Select the ships for the job, customize their weapon loadouts, designate their targets, and begin the assault – then jump into the cockpit of the wing leader and engage the enemy directly. It all seemed like a game I would dream up while playing Wing Commander or Homeworld when I was younger, and it was real.
Today, Enemy Starfighter has come quite a way from that original prototype video. It is still far from complete, but developer Mike Tipul has seen fit to show us its current state in a new teaser trailer and several new screenshots over at the game’s website. Enemy Starfighter is the debut game for Tipul’s one-man dev studio Maurader Interactive, and he has been working on it non-stop for the past year. Both the intense dogfighting and the beautiful planning phase that we saw in the original video have been polished, and larger ships have been unveiled, including capital ships, carriers, and even beam frigates.
For the finished project, Tipul is planning to inject a bit of a roguelike element into the game by means of a procedurally-generated campaign. Players will be tasked with leading the Empire’s Harbinger Fleet from system to system, crushing any and all Federation forces that lie in your way. Every time you start a new campaign, the game will generate a new galaxy for you to conquer with different systems, different enemy forces, different missions, and – hopefully – different emergent stories for you to tell of how you crushed the Federation beneath your heel.