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Singleplayer version released on December 1, 2023


The game entered open beta around 2010. It used to be free-to-play; then it died and was resurrected by [[SavedByTheFans popular protest]] in February 2015 on a pay-to-play model. In August 2020 it returned to the free-to-play model for a short time with a voluntary Patreon for funding, before it was eventually shut down for good in January 2021. An identical single-player version is expected to release shortly, renamed ''Hazeron Starship''.

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The game entered open beta around 2010. It used to be free-to-play; then it died and was resurrected by [[SavedByTheFans popular protest]] in February 2015 on a pay-to-play model. In August 2020 it returned to the free-to-play model for a short time with a voluntary Patreon for funding, before it was eventually shut down for good in January 2021. An identical single-player version is expected to release shortly, was released on December 1, 2023, renamed ''Hazeron Starship''.
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* ArbitraryMaximumRange: Your three weapon types rely on energy, ballistic projectiles and missiles. Energy weapons can ''hit'' any target within sensor range, but their focusing lenses cannot keep the beam cohesive beyond a certain distance. Shells can be evaded[[note]]this is abstracted[[/note]] with enough reaction time and missiles run out of fuel, essentially becoming supser-slow projectiles. So far, so good, but the c.65km max effective range for every type seems an arbitrary number - though a high one, when [[SpaceCompression planets are seldom more than 20km across]].

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* ArbitraryMaximumRange: ArbitraryWeaponRange: Your three weapon types rely on energy, ballistic projectiles and missiles. Energy weapons can ''hit'' any target within sensor range, but their focusing lenses cannot keep the beam cohesive beyond a certain distance. Shells can be evaded[[note]]this is abstracted[[/note]] with enough reaction time and missiles run out of fuel, essentially becoming supser-slow projectiles. So far, so good, but the c.65km max effective range for every type seems an arbitrary number - though a high one, when [[SpaceCompression planets are seldom more than 20km across]].
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Capitalization was fixed from Videogame.Shores Of Hazeron to VideoGame.Shores Of Hazeron. Null edit to update page. Page may need a mojibake cleanup after the fact
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Added a note about Hazeron Starship.


The game entered open beta around 2010. It used to be free-to-play; then it died and was resurrected by [[SavedByTheFans popular protest]] in February 2015 on a pay-to-play model. In August 2020 it returned to the free-to-play model for a short time with a voluntary Patreon for funding, before it was eventually shut down for good in January 2021.

to:

The game entered open beta around 2010. It used to be free-to-play; then it died and was resurrected by [[SavedByTheFans popular protest]] in February 2015 on a pay-to-play model. In August 2020 it returned to the free-to-play model for a short time with a voluntary Patreon for funding, before it was eventually shut down for good in January 2021.
2021. An identical single-player version is expected to release shortly, renamed ''Hazeron Starship''.
Is there an issue? Send a MessageReason:
None


The game entered open beta around 2010. It used to be free-to-play; then it died and was resurrected by [[SavedByTheFans popular protest]] in February 2015 on a pay-to-play model. In August 2020 it returned to the free-to-play model with a voluntary Patreon for funding.

to:

The game entered open beta around 2010. It used to be free-to-play; then it died and was resurrected by [[SavedByTheFans popular protest]] in February 2015 on a pay-to-play model. In August 2020 it returned to the free-to-play model for a short time with a voluntary Patreon for funding.
funding, before it was eventually shut down for good in January 2021.
Is there an issue? Send a MessageReason:
None


The game entered open beta around 2010. It used to be free-to-play; then it died and was resurrected by [[SavedByTheFans popular protest]] in February, 2015. Since then, it operates on a pay-to-play model, driving a somewhat accelerated development cycle.

to:

The game entered open beta around 2010. It used to be free-to-play; then it died and was resurrected by [[SavedByTheFans popular protest]] in February, 2015. Since then, it operates February 2015 on a pay-to-play model, driving model. In August 2020 it returned to the free-to-play model with a somewhat accelerated development cycle.
voluntary Patreon for funding.



* SpaceFriction: If you use {{Unobtanium eludium}} in your engines, your velocity is always conserved ''relative to the facing of the ship'', which takes some getting used to. Thrust is therefore required to slow down, but you can turn instantly and even spin in a tight circle. Rocket engines, however, provide a straight aversion. All ships will drift realistically when power is lost.

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* SpaceFriction: If you use {{Unobtanium eludium}} Eludium in your engines, your velocity is always conserved ''relative to the facing of the ship'', which takes some getting used to. Thrust is therefore required to slow down, but you can turn instantly and even spin in a tight circle. Rocket engines, however, provide a straight aversion. All ships will drift realistically when power is lost.
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* PowerArmor: The aptly named [[CaptainObvious Power Armors]]. Offering high defense values and the ability to survive in space.

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* PowerArmor: The aptly named [[CaptainObvious Power Armors]].Armors. Offering high defense values and the ability to survive in space.
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None


The game entered open beta around 2010. It ussed to be free-to-play; then it died and was resurrected by [[SavedByTheFans popular protest]] in February, 2015. Since then, it operates on a pay-to-play model, driving a somewhat accelerated development cycle.

to:

The game entered open beta around 2010. It ussed used to be free-to-play; then it died and was resurrected by [[SavedByTheFans popular protest]] in February, 2015. Since then, it operates on a pay-to-play model, driving a somewhat accelerated development cycle.

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Removed: 4

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None


Used to be free-to-play; died and was resurrected by [[SavedByTheFans popular protest]] in February, 2015. Since then, it operates on a pay-to-play model, driving a somewhat accelerated development cycle.



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Used The game entered open beta around 2010. It ussed to be free-to-play; then it died and was resurrected by [[SavedByTheFans popular protest]] in February, 2015. Since then, it operates on a pay-to-play model, driving a somewhat accelerated development cycle.



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cycle.






* WideOpenSandbox

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* WideOpenSandboxWideOpenSandbox
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->''Welcome, traveller!''

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->''Welcome, traveller!''
->''"Welcome, traveller!"''
-->-- '''Haxus'''



Though the game shares ideas with the late 2010s space sim generation, such as ''VideoGame/StarCitizen'', ''VideoGame/EliteDangerous'', ''VideoGame/StarMade'' or ''VideoGame/DualUniverse'', it is actually of the same vintage as ''{{VideoGame/Noctis}}'', displaying both the high ambition and the low gloss of that era. Developed by Software Engineering and overseen by the mysterious architect Haxus.

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Though the game shares ideas with the late 2010s space sim generation, such as ''VideoGame/StarCitizen'', ''VideoGame/EliteDangerous'', ''VideoGame/StarMade'' or ''VideoGame/DualUniverse'', it is actually of the same vintage as ''{{VideoGame/Noctis}}'', displaying both the high ambition and the low gloss of that era. Developed by Software Engineering and overseen by the mysterious architect Haxus.
[[CriticalStaffingShortage Haxus]].



!! ''Shores Of Hazeron'' contains examples of the following tropes:

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!! ''Shores Of of Hazeron'' contains examples of the following tropes:
tropes:

*ArbitraryMaximumRange: Your three weapon types rely on energy, ballistic projectiles and missiles. Energy weapons can ''hit'' any target within sensor range, but their focusing lenses cannot keep the beam cohesive beyond a certain distance. Shells can be evaded[[note]]this is abstracted[[/note]] with enough reaction time and missiles run out of fuel, essentially becoming supser-slow projectiles. So far, so good, but the c.65km max effective range for every type seems an arbitrary number - though a high one, when [[SpaceCompression planets are seldom more than 20km across]].
*ArtificialGravity: You need special technology to give your ships artificial gravity. With it, you can orient your gravity fields in whatever size, shape and direction you like. Can be abused for fun and profit, often to the dismay of boarding parties. You can also tie the field to a door switch, producing complex and possibly deadly interactions.



* BananaRepublic: One of the government options. Players can inherit the rank from other players by assassinating them (the assassinated respawn and loose their rank in the government)
* BeamSpam / MoreDakka: It is possible to equip starships with a lot of small cannons or lasers instead of the usual single huge one. This makes it more likely to destroy enemy equipment while sacrificing weight efficiency and range.
* BFG: The way most players design their warships main weaponry. A single huge cannon/laser that offers high range and damage per shot.
* BoardingParty: Possible and depending on the target quite effective.
* BreakableWeapons: All handheld equipment has gradual wear-and-tear from repeated use or damage. Rifles, for example, will fall apart after a few dozen to a few hundred magazines depending on the tech level. Armor will degrade from damage. However, all handheld equipment can be repaired if you have the right tools; glue guns repair plastic, wrenches can fix moving components, et cetera.

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* BananaRepublic: One of the government options. Players can inherit the rank from other players by assassinating them (the assassinated respawn and loose their rank in the government)
* BeamSpam / MoreDakka:
BeamSpam: It is possible to equip starships with a lot of small cannons or lasers instead of the usual single huge one. This makes it more likely to destroy enemy equipment while sacrificing weight efficiency and range.
* BFG: {{BFG}}: The way most players design their warships main weaponry. A single huge cannon/laser that offers high range and damage per shot.
* BoardingParty: Possible and depending on easily employed against a stationary target. Against a moving one...good luck. Downing the target quite effective.
shields allows you to board using the transporter, which makes this much easier.
* BreakableWeapons: All handheld equipment has gradual wear-and-tear from repeated use or damage. Rifles, for example, will fall apart after a few dozen to a few hundred magazines depending on the tech level. Armor will degrade from damage. However, all handheld equipment can be repaired if you have the right tools; glue guns repair plastic, wrenches can fix moving components, et cetera.''et cetera''.



* InventoryManagementPuzzle: Players have a fairly large inventory - with about a dozen different slots (belt, arms, hands, back, etc) for carrying goods. However, they are low volume, requiring players to craft backpacks or crates in order to lug around high-volume goods (such as fuel canisters for ships or land vehicles). Micromanaging a crate-laden inventory allows a player to carry around a ridiculous amount of high-volume, low-weight goods.

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*HyperspeedAmbush: a skilled player with fast reflexes can pull this off, allowing ships with a range disadvantage to close the gap. Add a big enough capacitor, and both the [[HitAndRunTactics hit-and-run]] and TeleportSpam variants become possible. For the less skilled [[TeleFrag tele-fragging]] is a likely outcome.
* InventoryManagementPuzzle: Players have a fairly large inventory - with about a dozen different slots (belt, arms, hands, back, etc) for carrying goods. However, they are low volume, It is not, however, very voluminous, requiring players to craft backpacks or crates in order to lug around high-volume goods (such as fuel canisters for ships or land vehicles). Micromanaging a crate-laden inventory allows a player to carry around a ridiculous amount of high-volume, low-weight goods.


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*MoreDakka: Sea BeamSpam, above.


Added DiffLines:

*SpaceFriction: If you use {{Unobtanium eludium}} in your engines, your velocity is always conserved ''relative to the facing of the ship'', which takes some getting used to. Thrust is therefore required to slow down, but you can turn instantly and even spin in a tight circle. Rocket engines, however, provide a straight aversion. All ships will drift realistically when power is lost.
Is there an issue? Send a MessageReason:
None


Though the game shares ideas with the late 2010s space sim generation, such as StarCitizen, EliteDangerous, StarMade or DualUniverse, it is actually of the same vintage as {{Noctis}}, displaying both the high ambition and the low gloss of that era. Developed by Software Engineering and overseen by the mysterious architect Haxus.

to:

Though the game shares ideas with the late 2010s space sim generation, such as StarCitizen, EliteDangerous, StarMade ''VideoGame/StarCitizen'', ''VideoGame/EliteDangerous'', ''VideoGame/StarMade'' or DualUniverse, ''VideoGame/DualUniverse'', it is actually of the same vintage as {{Noctis}}, ''{{VideoGame/Noctis}}'', displaying both the high ambition and the low gloss of that era. Developed by Software Engineering and overseen by the mysterious architect Haxus.

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