macOS · strategy game Development build

Voidline: Last Convoy

Keep the convoy moving. Bring as many people home as you can.

A 42-second edit of September development recordings, including prepared gameplay scenarios. Music from the game. Edited 28 September 2026.
Trailer description and on-screen text

The road home is disappearing. How many can you bring through?

A civilian convoy, a route map and combat aboard two ships.

Pause. Make the call. Move your crew, divert power and choose a target.

Hold the line. Keep the crew alive. Live with the decisions. Keep moving.

Voidline: Last Convoy. A game by Richard Ziolkowski. In development for macOS.

About this project

Voidline is about commanding a ship when the people following you cannot fight their own way out. There is a convoy to protect, a route that keeps closing behind you and never quite enough time or fuel.

Combat pauses so you can think. Move someone to a fire, decide which system can spare power, choose what to shoot next. Then unpause and find out whether the plan holds.

The recent Mac work gives the convoy more of a life of its own. Support ships have captains, jobs and consequences when they are damaged or lost. I want the decisions between fights to stay with you when the next one starts.

Along the way

Project notes

What’s changed, what I’m trying, and what comes next.

What a refit leaves behind

New weapon-fitting warnings make lost capabilities visible before changing the ship.

A new weapon can look like an upgrade while quietly removing something the ship needs. I have been working on that moment in Voidline: before you confirm a refit, the game now warns if you are giving up your last powered ammunition-free gun, standard shield-piercing shot or ammunition-free ion option.

The comparison uses what is actually fitted and powered, including the ammunition available. Shopping advice shows the same losses, and buying a weapon still puts it in cargo rather than installing it for you. You can make a legal fit even when it changes the ship’s approach; I want the warning to explain the tradeoff so the decision remains yours.

The warnings are in my 0.6.0 build 38 Mac candidate. I still need to review the interface, work on performance and get other people playing it. Windows and drones are separate experiments for now. The fitting screenshot below comes from build 31, before I added these warnings.

A first watch, and places to return to

A first-act demo, operation rehearsals and more distinct stops along the convoy’s route.

I have been working on ways to learn Voidline without putting a whole convoy at risk. Four operation rehearsals now have their own practice saves. I have also built The First Watch, a first-act demo with three starter ships, the Story, Normal and Hard difficulties, and its own save-and-Continue path. These are development builds being prepared for testing.

The people behind the ships need to remain recognisable as a run changes. Opening portraits and reminders now follow the living commander. The campaign’s reflections also distinguish an escort that actually answered a call from a refit you paid for, and keep the historical account intact when a captain changes or a ship is lost.

The route is gaining more distinct places to stop. Eight new environment illustrations cover Silt Station, the rendezvous moon and six faction markets. I have also been tightening the combat controls, room labels, shopping advice and fitting explanations so the consequences of an order are easier to read.

My current Mac candidate is 0.6.0 build 37, with Intel and Apple Silicon packages. I still need to review the interface, work on performance and get other people playing it. The Windows renderer and drone system are separate experiments for now. These screenshots are from earlier October builds, alongside one of the new environment paintings.

The people behind the ships

September brought a clearer command deck and a convoy with more to lose.

The convoy is becoming more than a row of ships behind the flagship. Support vessels have jobs, captains and stories. A damaged ship may no longer be able to help, and losing one changes the people and options you carry into the next part of the journey.

The recent Mac work also rebuilt much of the tactical presentation: more distinct ship interiors, clearer hazards, a more useful command deck and better views of the larger enemy ships. An optional flight school introduces the controls through short exercises.

The campaign now ties operations and decisions across seven acts. The challenge is making those connections understandable while a player is also trying to keep their crew alive. The latest local candidate is 0.6.0 build 24, with playtesting, performance and release work still ahead.

I put together a short trailer from September development play, using music from the game. It includes prepared test scenarios as well as an ordinary opening fight. There’s still plenty to finish.

Earlier portfolio screenshots · June 20266 images

Earlier versions of the project. Select any image to look closer.