Developer Q&A Episode 2 – The Details

In the latest Sanctuary: Shattered Sun developer Q&A, community manager Al sat down with Mike (aka nine2) to discuss key aspects of the game’s development. This session covered technical advancements, AI improvements, lore development, and future plans. Here’s a breakdown of everything discussed.

Networking & Performance: Tackling Lag and Desyncs

One of the biggest concerns in large-scale RTS games is network performance. Traditional lockstep networking, used in many classic RTS titles, can lead to performance slowdowns when one player’s hardware struggles to keep up.

Sanctuary is taking a hybrid approach. Some elements still use lockstep to minimize data transfer, but the bulk of calculations will be offloaded to the most powerful machine in the match. This prevents weaker systems from dragging down performance for everyone.

Additionally, the game will allow direct IP connections for LAN and peer-to-peer play, which is particularly useful for regions with limited access to Steam servers.

The Evolution of Sanctuary’s Lore

The world of Sanctuary has been in development for years, with major contributions from writer Avitus12. The Dyson Sphere setting was a turning point, allowing for diverse biomes while maintaining a connection to humanity’s origins.

Initially, there was debate about whether the game should be set across multiple planets or within a single contained environment. The Dyson Sphere solution offered the best of both worlds – varied terrain types, alien regions, and a structured reason for the game’s unique mechanics.

Faction identities and their evolving backstories remain a work in progress, allowing room for future expansions and player speculation.

AI & Automation: Smarter Opponents and Helper Systems

Sanctuary’s AI development is progressing well, with a focus on:

  • Skirmish AI that adapts to player tactics.
  • Campaign AI for scripted missions.
  • Modding support to allow players to create custom AI behaviors.

A potential feature under discussion is an AI helper system. Players could assign groups of units to AI sub-commanders (possibly named Terry, if nine2 gets his way), allowing them to manage specific tasks like defence or scouting while the player focuses on larger strategic decisions.

Looking further ahead, procedural campaign generation could be a possibility, where missions dynamically adapt based on player actions.

Experimental Units, Nukes, and Game-Enders

Each faction will have access to nukes and shatter-based superweapons. While the core function of these weapons remains consistent, their visual execution may vary.

Larger T5 experimental units will serve as true game-enders – near-invincible, resource-intensive behemoths designed to finish matches decisively.

Other superweapons, like solar beam arrays and underground energy blasts, have been discussed but may be reserved for future expansions.

Weather & Terrain Mechanics: Frozen Battlefields and More

The freeze mechanic allows for entire maps to ice over, changing how units navigate the battlefield. Future discussions include:

  • Icebreaker units that clear frozen paths.
  • Destructible ice that shatters under artillery fire.
  • Environmental shifts like evaporating oceans and revealed landmasses.

While these ideas are compelling, the team is cautious about implementing overly complex terrain systems that could interfere with the game’s macro-focused gameplay.

Macro Over Micro: Sanctuary’s Gameplay Philosophy

Sanctuary is designed to prioritize large-scale strategy over rapid micromanagement. Features supporting this philosophy include:

  • Factory-assist mechanics to streamline unit production.
  • Pre-planned build orders that allow factories to queue units before they exist.
  • Advanced formation controls that simplify army management.

The goal is to ensure that success in Sanctuary is determined by strategic thinking rather than APM (actions per minute).

Modding & Community Content

Sanctuary will offer extensive modding support, including:

  • A map editor with built-in sharing.
  • Tools for custom unit creation and balance modifications.
  • Scripting support for custom campaign missions and game modes.

Future updates may expand these tools to include a visual unit editor, making it easier for modders to implement new content.

Public Alpha, Kickstarter, and Funding Plans

The roadmap includes:

  • Kickstarter Launch (July 2025): Featuring a playable campaign demo.
  • Public Alpha/Beta on Steam: Available before Early Access.
  • Early Access (July 2026): The first purchasable version of the game.

The Kickstarter campaign will help determine the scope of development, with stretch goals potentially funding additional features like the freeze mechanic and more advanced AI.

What’s Next?

The Sanctuary team is committed to ongoing community engagement. Future Q&A sessions will explore topics like Kickstarter rewards, AI-generated missions, and experimental unit designs.

In the meantime, they want to hear from you:

  • Would you support purely cosmetic purchases to help fund the game?
  • What Kickstarter rewards would you want for a high-tier pledge?

Drop your thoughts in the comments, and stay tuned for Episode 3!

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