How the interface works on a touchscreen
So, I was co-designer of this 1991-released DOS/Amiga game, which is currently being ported to run on modern OSes, starting with Windows 10. It will probably be out in early 2019. This game shipped half my lifetime ago, so it's really weird to see it coming back.
The game was a realtime strategic space combat simulation where you took the role of a Fleet Commander in direct control of a flagship and control task forces and combat groups by sending orders to the Captains in your fleet.
CAVEAT: This is not exactly a Star Trek game per se but the design of it was in many ways influenced by the work I'd done on a Star Trek game pitch for SImon & Schuster back in 2007 (link). As such, I think it's probably of interest to Star Trek gamers.
It literally was a simulation, where the interface was a functional LCARS-like system where you could flip between different panel configurations. It also included a complete Builder which allowed you to do everything from equip starships to design solar systems, Captains and Enemies/Aliens and put them all into Missions you could play or give to your friends.
The current build of the game features enlarged versions the original EGA graphics, but plans are underfoot to give it a facelift (the original graphics will be available as a "skin").
Video!
The title sequence
(the game will put your name into the title sequence if you enter it)
Playing a mission via Windows 10


The 1993 sequel received a glowing two-page review in Compute! magazine by OMNI editor Keith Farrel (link) who said it "may well be the finest science-fiction simulation ever developed, "probably the best review of my gaming career.
The development blog is here (link).
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