Archive for August, 2013

Hello Guys!

In today’s post we’ll be detailing an important part of the game. A place where you’ll be spending some time!
The Black Talons are stationed aboard an old Vindicator class Battlecruiser. The ship serves as a mobile base of operations for the company. This is where the player manages his troops, ship and campaign.

The ship is divided in 6 different sections:

 Command Room: The Command Room is located on the bridge of the ship. This is where the player can check the system map, available missions and computer database which contains useful information about units, factions or locations.
Hangar: After accepting a mission, the troops must be selected and loaded into the dropship. The dropship has limited space and available weight for carrying troops and / or mechs, so the ground force must be chosen wisely.
Barracks: The infantry units of the company are located in the barracks. Each unit can be inspected in detail, leveled up (if it has earned enough experience) or equipped with different sets of weapons.
Mech Bay: The mech bay contains the armored units of the company. The mechs can be inspected and equipped with different weapons and support systems. Pilots are also assigned to specific mechs in this area.

Marketplace: The marketplace is an empty hangar of the ship that accommodates representatives from local merchants or allied factions. Whenever the player needs to buy something or recruit squads from allied factions, this is the place to go.

Engineering: The engineering room contains detailed information about the ship. Upgrades and systems can be bought for the ship, as long as there’s enough space (and resources) to install them. Some systems can be used in battle, like barrage cannons and ground assault fighters that perform strafing runs.


We’re not only building functional rooms with computers and panels. We want the ship to feel alive and bursting with activity, as it should be in a warship stationed in hostile space. So expect to see your crew working on repairs, operating systems or talking between themselves :)


Hello everyone,

The project description already sheds a light about infantry units, but we want to cover it in more detail.

As you already know, units are persistent and advance from mission to mission, earning valuable experience that allows them to level up and learn special abilities and power ups.

The Black Talons infantry units are divided in three categories: lightmedium and heavyarmored. Light armored squads are faster and stealthier, Medium armored squads have a balance between speed, armor and available weapons, while heavy armored squads are massive and slower, but able to carry heavy weapons into the battlefield.
Below, the 4 types of armor of the Black Talons: the engineer special armor, light armor, medium armor and the massive heavy armor.

Infantry squads can perform different roles depending on their armor type, each role having their own gear, weapons and abilities: ReconTacticalAssaultSupport and Engineer.

Recon Squads are tasked with scouting and infiltration missions.
The squad members are equipped with light armor and weapons for increased mobility, and special equipment for cloak and detection.

Tactical Squads are generally used in every mission, as their versatility allows them to adapt to any role.
The squad members can be equipped with all types of armor and light weapons. When equipped with, the squad can carry one heavy weapon.

Assault Squads are specialized in direct assault and close combat training.
The squad members are equipped with light or medium armor and carry close combat weapons, like shotguns or submachine guns.

Support Squads are tasked with deploying long range fire on the battlefield.
The squad members are equipped with medium or heavy armor and carry long range heavy weapons, like chainguns and rocket launchers.

Engineer Squads carry electronic systems into battle.
They’re able to deploy defensive turrets, hack computer systems activating or deactivating power bridges, enemy turrets, doors and more.
The squad members are equipped with light armor and weapons.

In the table below, you can see what roles are available to each armor class:


The other factions in the system (which can become allies or enemies) have their own specialized units and roles with exclusive equipment, which don’t necessarily fall into these categories.

Squad equipment and weapon sets:

Each squad can be equipped with a set of weapons, determined by the squad’s role and armor.

Example: a Tactical squad with Heavy armor can choose from 4 sets of weapons:
- 6 Heavy rifles
- 5 Heavy rifles
- 1 Rocket launcher
- 5 Heavy Rifles
- 1 Chaingun
- 5 Heavy Rifles
- 1 Light laser

Selecting the perfect combination of troops and equipment for each mission, is vital to success.

Hello everyone!

We’ve posted the second update on Kickstarter.
You can check it here:

In the second update, we want to show how the cover system works.
There have been a lot of questions about this, so we hope that the video answers the questions :)

In the first part of the video, two squads are attacking an enemy squad which is on cover behind some boxes.
Notice the cursor hovering over different parts of the structures where different bonuses or penalties apply (high ground, cover ground, defensive ground, exposed ground).
After the first squad moves into position behind some barrels, the second squad throws a smoke grenade, limiting the vision of the enemy soldiers and creating a temporary defensive ground area.
Notice the + or ++ symbol when the soldiers are in cover.
Using the smoke grenade, the second squad then moves in, and throws a frag grenade to the enemy squad.

In the second part of the video, enemy soldiers are attacking through two different areas. The player’s squads are standing idle near some barriers. As the enemy soldiers get closer, the player’s squads automatically move into cover behind the barriers.

The cover system is a very important part of the game, as most of the times there will be something on the map that the soldiers can use as cover. Some other times there won’t be any cover nearby so an alternative strategy might be needed.

Please give us your feedback and comments – we can’t stress how important your opinion is – and again don’t forget to share it with your friends!

We’ve posted the first update on Kickstarter. You can check it here:

“We’ve received good feedback and very interesting questions about the tactical depth in the game, so in our first update, we’re showing you how battles can be planned and executed in Black Talons.

One of the features that we love ourselves is the bullet time key. It slows down time so that the player can carefully order his troops or inspect the battlefield.

Although the game can be played without using this feature, it is quite useful to change unit’s specific options like short / long range attack, use special abilities, throw grenades and much more.

In the first part of the video, you can see several squads attacking an enemy bunker. Action is slowed down and orders are given to each unit. In the second part of the video, the player’s squads are attacking an enemy dropzone while a team of engineers is hacking a computer terminal, which turns on an enemy bridge.

Hopefully you enjoyed what you’ve seen. Please give us your feedback and comments and don’t forget to share it with your friends!”

Black Talons is now on Kickstarter!
We’re running a campaign to fund the development of the game with the levels of excellency that we’re aiming to achieve.
If you want to support us, or if you just want to follow the developments and updates, then be sure to check out the page: