Deadworld Studios becomes Rogue Vector

As of today, Deadworld Studios will now be trading under the name Rogue Vector.

The reason behind the change is due to a trademark dispute with another games studio.  After taking legal advice on the matter, and a failed attempt to negotiate for continued use of the name, we are forced to rebrand.

We feel Rogue Vector fits our (James and Richard’s) feelings about our company and our determination for the future.  Running your own business is never easy.  You break away from a common path in life and you often encounter unknowns but it’s a direction we will keep travelling.  Our company is becoming stable and we intend to keep pushing to the future!

As a result of moving to Rogue Vector we’ve been able to pull together all the great systems we’ve developed such as the feedback and the cross-platform account system.  All these systems are now accessible from the main Rogue Vector site!  All our games will remain with us and there will be no service disruption to Mechadroids.  Any accounts you previously had still exist and can be used to log into our website (or you can visit for your full profile).

In the end, leaving Deadworld Studios behind was very hard for both of us but we’re excited about the coming years, projects and games that’ll be made under Rogue Vector.  The core values and culture that made our community grow and bond will survive in Rogue Vector.

With our eyes set on the future, we have some very exciting games in the works so expect to hear from us again soon!

If anyone has any concerns please contact us at  Thank you for reading and we hope you like the new site.

Interfacing with UI #4 – Coherent UI

February 5th, 2016

This is part of a series of posts revolving around user interface design and development, the introduction and links to the other posts can be found here. Last I wrote about user interfaces I discussed the new Unity UI system and I wrote about our process of porting from Daikon Forge to it. That was a year and a half ago and a lot has changed since then. To keep things interesting we decided to move from Unity UI (yet another move?!) to Coherent UI and I’ll explain why we did it. Why Move… Again?!... (read more)

@SolitudeGame: Status update: Fuel reserves low. Asteroid mining facility detected on sensors. No response to our communications. On approach station appears to be abandoned and running on emergency power only. Away mission approved. Mission objective: Search and salvage - fuel is a priority.

23/03/2022 @ 11:00am UTC

@RogueVec: And so it begins! #RebootDevelop

19/04/2018 @ 8:05am UTC

@RogueVec: We'll be at @RebootDevelop this year. We can't wait! If you want to hang out just give us a shout! #RebootDevelop2018 #GameDev

16/04/2018 @ 12:06pm UTC

@SolitudeGame: Fullscreen terminals allow you to hook into your ship's guns for fine control! Moddable gun modules, terminals and UI! #GameDev

8/12/2017 @ 4:58pm UTC

@CWolf: Woo! And, now we have a cross-compiled (nix --> win64) @SolitudeGame server in our build and deploy pipeline #RV #GameDev

28/11/2017 @ 3:39pm UTC