Guard Frequency Episode 110 | Interview with Mike Kulas and Luke Schneider of Revival Productions

Greetings Citizens and Civilians, you’re tuned to episode 110, of Guard Frequency — the best damn space sim podcast ever! This episode was recorded on Friday 4th March 2016 and released for streaming and download on Tuesday, March 8th 2016 at [Download this episode]

Tony, Lennon and Geoff are back in the hangars to Overload you with awesomeness, so let’s jump straight in to it as this week’s Squawk Box we bring you a round-up of all the sciency happenings out there in science-land, like the latest reports on clouds on Pluto, SpaceX’s rockets doing exactly what we’ve come to expect, and news on the Orion “Mission To Mars” launch motor. On the Flight Deck we see what news from your favourite space-sims has landed as we cover:

Next, Lennon gather’s Geoff and Tony’s thoughts on procedural generation, and then we bring you an interview with Mike Kulas and Luke Schneider of Revival Games, the masterminds behind the newest member of the Descent-ish family, Overload. This week we strap Chiv into the Sim Pod to review Dangerous, a space sim on Android, and finally we tune into the Feedback Loop and let you join in on the conversation.


This Week’s Community Questions

  • Procedural generation — is having millions of strange new worlds to explore appealing, or just another reminder that the deep black can get pretty lonely, and kinda repetitive?

Let us know your thoughts by commenting below!

Bonus Link!

Star Traders, a space trading game by David Ladyman now available on Kickstarter

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Thanks to Ronald Jenkees for his permission to use his music in our show.  Visit for more of his work! Enjoy the show!






4 responses to “Guard Frequency Episode 110 | Interview with Mike Kulas and Luke Schneider of Revival Productions”

  1. VoidWraith Avatar

    You mentioned wanting a way to lower your wanted level, aside from waiting a length of time. There is one already currently in place. You can hack the security station at outpost Kareah.

  2. seannewboy Avatar

    As for pg, i would rather have a large bizarre but similar universe than a longer development time requiring much more work on the devs part.

    Wonderful show everyone.

  3. Tarka Roshe Avatar
    Tarka Roshe

    Just dropped in here, like a badger in the night, to offer my opinion on procedural generation tech….

    Like many things, the usefulness of such tech depends entirely on *how* it is used. Basic tech that only allows for a small number of output variations can get very bland very fast (I’m looking at you Mass Effect exploration planetside locations). By the time you’ve done that type of content for the 30th time, you’ve pretty much seen every variation there is.

    However, if the P.G. tech is more complex, and is used to initially define the layout of environments, which are then “tweaked” afterwards by the devs, then that is when the tech is being used to take away a lot of the “donkey work”. Allowing for more content to be created than doing it by hand, whilst allowing the devs the opportunity to add “hand-crafted” touches to the environments. And thus even more variations on themes. I believe this is precisely what CIG are doing with Star Citizen.

    Personally speaking, I’d rather have hundreds of star systems, done in this way (with more added later), than a game filled with billions of star systems, relying solely on procedural-gen tech to create variations on it’s own.

  4. Bennu Avatar

    Thaks for the show! On PG – Tarka Roshe said what I wanted to say, so nothing to add there.
    Here’s something for your debates: “PTU access for all, or just the few dedicated issue council contributors?”
    CIG had a good couple of paragraphs to use for the “few issue council users” side in the monthly report in the Game Support section from CIG Austin. They then follow it up with a progress report on how the patches are being slimmed down… possibly rendering the bandwidth point moot in the future. Some big progress in there on non-SQ42 stuff!

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