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Concealed Intent

Out on Steam and Humble Store now.

Presskit available here.

Concealed Intent is a simultaneous turn-based game of tactical stealth space combat. Players control their ships in a fully 3D world - hunting down their enemies, just as they are being hunted themselves. In Concealed Intent you know your enemies are out there, but not exactly where, or even what they are.

Space is big and empty. Finding something can be like looking for a needle in a haystack, but there is nowhere for the needle to hide. To stay concealed a ship needs to fade into the background as much as possible. Everything a ship does will signal its presence and increase the ability of those nearby to detect it. A big ship may blot out stars as it passes. Heat from engines can be detected against the cold of the void. Lasers can be traced back to their origin. Eventually as detection increases, a firing solution can be calculated so that a beam of coherent light a few millimetres in diameter can cross thousands of kilometres to strike an evasive enemy - hidden no longer!

Concealed Intent includes a single-player campaign, an instant skirmish generator and multiplayer options.

Release Trailer YouTube

Key Features:

  • Turn-based - play at your own pace
  • Single player campaign
  • Instant procedural PvE skirmishes, with various objectives:
    • Duel - Head to head duel, only one team can survive!
    • Bases - Destroy the enemy base for victory
    • Waves - Endless waves of enemies assaulting your base, how long can you hold them off?
    • Savior - A number of civilian shuttles are trying to reach a base while under attack, can you identify friend or foe quickly enough to save them all?
  • Challenge your friends to online PvP duels & play at your own pace - over minutes, days or weeks
  • Numerous playable ship types with configurable offensive and defensive ship components
  • Rewatch turns
  • User editable colors - colour-blind friendly
  • Non-cheating AI - all the AI enemies have no more information than the Player would have in the same situation, and the same equipment
  • Further skirmish options - set the number of player and enemy ships, apply modifiers (like "Harder AI" or "Loot Drops"), or even change the loadout of your opponent

Buy Now:


Concealed Intent Playlist on YouTube

Latest: What is Happening Twitter Facebook Share on Google+

September 11, 2016

It has been a little while since my last update, so I thought I should let people know what is happening with Concealed Intent. Previously I wrote about creating some prototypes and having time off. Both those achievements have been unlocked! If you would like to see my thoughts on prototypes, look here. After that I said there would be a month’s work on a 1.1 release, trying to get as far down this list as possible:

  • Small backend improvements to the client and server code
  • Cosmetic and control improvements, as suggested through player feedback
  • Linux support
  • Steam turn notifications
  • Balance & extra campaign missions
  • Extra skirmish mode making better use of tentative contacts and neutral unknowns
  • Online improvements

Work began on this list at the start of September. Thus I will stop developing and start testing at the end of this month. Assuming no big issues are found, I’m still on track for an October release.

So how am I progressing with the list? Firstly, there were a couple of things not considered. On the positive side, there was a 1.0.1 release that contained many of the Cosmetic and control improvements, so much of that task was done before I began. On the downside, my hard drive crashed the day I planned to start work, costing me a couple of days productivity (keep your backups up to date!). Also, I forgot to add bugfixes into that todo list. Thanks to more testing and the good work of a couple of players (obliviondoll and FridayBiology were particularly helpful) a few extra bugs were discovered and have (or will be) fixed as a priority.

So how is that list actually looking as of today?

  • Small backend improvements – the main things here are an automated build system and better feedback management. Both are complete, and while players will notice little difference, both should save me loads of time to work on other tasks. There are lots of other backend tasks that need to be done, but I will probably leave them until later.
  • Cosmetic and control improvements – most of these were done as part of 1.0.1. A few more have been done (most notably an onscreen shielding effect). There is one item outstanding, but I haven’t scoped it yet – I’ll try to work out if it is possible in the coming week.
  • Linux support – There is now a Linux build for internal testing, so far it has performed just like the PC/Mac version with the exception of a few cosmetic issues. This task is looking good. Strangely, my Linux version has issues with anti-aliasing which has meant the height-markers for all versions have needed to change.
  • Bugfixes – there are now four minor bugs outstanding I’ll be starting work on over the next week. A few other minor bug fixes will be in the next release, plus a major online game fix that has already been released. Please let me know if you see anything “weird” or “wrong”.
  • Steam turn notifications – Just started work on this and the documentation is making a great deal more sense than the last time I looked. Confident I can get it done.
  • Balance & extra campaign missions – a little balance work has been done (coolers will be nerfed in 1.1) and I have ideas for more things here, but am currently uncertain if I should do an extra couple of missions or a new skirmish type first – I might only have time for one (but will of course try for both).
  • Extra skirmish mode making better use of tentative contacts and neutral unknowns – see above, if you have any ideas let me know.
  • Online improvements – probably will not make it far enough to do anything here, but if I do it will be something small

There it is. I would say progress so far is better than expected (especially considering the hard drive crash), but who knows how things will go for the remainder of the month. In any case, be assured I am working hard trying to improve the game!


August 3, 2016: Release

August 2, 2016: Concealed Intent Development Postmortem

July 21, 2016: In My Own Words

July 5, 2016: Release Date

May 25, 2016: Steamgifts

May 14, 2016: Feature Complete

March 22, 2016: Plan Out Of Early Access

March 14, 2016: Interview

January 29, 2016: What Next?

December 24, 2015: Challenge Friends

November 19, 2015: Alive

November 11, 2015: Release Date

October 19, 2015: Marketing Stuff

October 9, 2015: Someday this gamedev is gonna end

September 1, 2015: Online Update

July 18, 2015: The Best Laid Plans

June 26, 2015: Screenshots

June 12, 2015: Demo & Offscreen Pointers

May 30, 2015: Greenlit, but not sure how

May 23, 2015: Greenlit

May 8, 2015: Concealed Intent Update

April 22, 2015: Concealed Intent Update

March 26, 2015: Feedback

February 21, 2015: Circling in Unity3D with RotateAround

February 18, 2015: News

February 11, 2015: News

January 31, 2015: Mail Out

December 7, 2014: Lessons Learnt (so far)

November 19, 2014: Introduction To Concealed Intent

November 11, 2014: Starting Marketing

October 12, 2014: Deadline

September 25, 2014: Holidays

August 26, 2014: Working with Unity, rather than against it

July 14, 2014: GUI and Online Again

June 9, 2014: GUI and Online

April 30, 2014: Update

September 5, 2013: Feedback

July 31, 2013: Scary Times

May 15, 2013: Developer Diary - GUI Improvements

April 7, 2013: Developer Diary - 3D

March 27, 2013: Zoom and Scale

March 4, 2013: Alphas

February 22, 2013: Noise

February 15, 2013: Anti Stats

February 7, 2013: Developer Diary - 7th February 2013

January 28, 2013: Screenshot

October 2, 2012: Space Is Big

September 15, 2012: No Kickstarter

August 6, 2012: Rewrite

July 26, 2012: Announcing Concealed Intent