From what ive gatherd (correct me if im wrong) , but the subspace next gen that you guys are working on is really just like those starwars space games where you fly in all X, Y, and Z directions.. Its good but essencialy it fails horribly. why? If we wanted to fly like that we wouldnt be playing subspace.. Clearly subspace is loved and still played because of its simple X direction only gameplay.. Maybe you care, maybe not.. but i will tell you what ive always pictured subspace2 to be like.. -top down view (just like it is now) -!@#$%^&*pit view for turrets (would be freakin awesome / turrets of course, could still use the conventional topdown view as well) -ships / tiles / everything that used to be made in a bmp would have to be made in a 3d render -more maneuverabilty like special dodges (backflips, front flips, barrel rolls, ship back boosters to make you do a fast stop if your flying to fast) -.. The settings could use some simplicity to them, but really dont need to add too many things.. probably just more bombs, bullets (more variety) but yea, really .. i know i cant do anything to help on the matter, however making subspace2 a better version of subspace1 would be a much better approach than trying to make somthing completely diffrent (yet has already been done before with a different theme (starwars) and failed horibly market wise) cause yea, subspace as it is right now, but 3d rendered, would be !@#$%^&* awesome