A downloadable game

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*Please keep an eye out for new DevLog entries, as I will be posting new logs with each significant update* (and feel free to follow/share and provide any feedback in the comments!)

Status: (Super) Pre-Alpha - Using Placeholder assets and a lot of WIP features 🤷🏻‍♂️

Additional Info:

This (test bed) version of the game is a procedurally oriented multiplayer survival sandbox. Lots of focus on dynamic and procedural content.

- Fully procedural infinite terrain - Tentative ambitions to change to procedural WORLDs/Galaxy/Star system, complete with physics and controller/orientation modifications (framework and rudimentary features already in place), though I am not currently focusing on this feature system).

- Dynamic/editable terrain (dig, flatten, raise, etc)

- Flowing water, hydraulic erosion, water volume, displacement, and buoyancy

- Dynamic self-fulfilling/procedurally generated object database based on item interaction (if it didn't exist before you found it kinda magic.)

- Evolving/Machine Learning AIs, Line of sight & aggro range, Behavioral patterns/choice tree, migrational patterns, climate affinities, etc.

- Pack(Group) AI features, including buffs and decision pattern modification

- Follower/Deity/God systems for AIs AND players

- Evolutional/Genetic/Physical mutation

- Dynamic bodies (Dismemberment, mesh/model morphing, destructible objects)

- Construction - collect resources, build structural components, place modular structures

- Harvestable Resources: chop trees, mine rocks, pick plants, etc.

- Freeform crafting system: if you can imagine it, you can build it. To be further developed to include VR features (Molding, Carving, Smithing, etc.). Imagine ACTUALLY smithing your own equipment in VR.. from carving a mold, to smelting ore, pouring a cast, and hammering it out..

- Freeclimbing: Climb any surface greater than 70 degrees incline, or 'dig in' for traction when ascending/descending steep inclines. Clambering while air-borne; searching for anything to grab in front of the player. ..additional 'parkour'-style features in progress.

- Material-based physics interactions (objects and terrain have physics materials, and may react differently to interactions.. slowing/increasing movement or traction, reacting differently to collisions, etc.)

-Object occlusion (hide in the bushes to avoid being seen)

- Collision/Physics-based combat. To be further developed to include VR features (ie; swing-velocity based melee damage modifiers, projectile velocity and physics(drag/drop). Physics-based collision combat opens a lot of doors for feature enrichment.. instead of the typical "you're wearing armor, so an armor value is automatically applied", now we see something more like.. "your weapon struck <X> piece of armor, so apply modifiers based on that piece of armor and scale durability/equipment damage" or "your weapon struck an unarmored body part, so skip armor checks and move on to features such as limb damage or dismemberment, non-living object damage/destruction, etc."

No 'true' death system - Spirit 'dimension'/form, possession (BECOME the NPCs), reincarnation, resurrection, etc.

- Dynamic Branching Skill and Abilities tree systems: Master one area, it branches into more refined categories (e.g. Melee->1-Handed Melee, 2-Handed Melee ..which then each branch out to their own sub-categories, etc., etc.). Skills are gained/increased by performing the skill (e.g. hiding, mining, lumberjacking, combat), Abilities are gained and leveled by spending acquired ability points. New skills and abilities can be added at any point simply by (staff/developers) inputting an appropriately defined command (or using the modular drag & drop staff interface).

- Time system: Including minute/hour/day/season/year. Rotating skyboxes to simulate planetary rotation, a 'sun' controller for managing day/night cycles (which also incorporates modifiers for seasons; e.g. longer/shorter days vs nights).

- Environmental Modifiers - various environmental effects (ie; rain storms, blizzards) or events (boss fight, global event) may affect the sky's lighting & color. Fog controller contributes to the overall environmental immersion (fog levels may be manually adjusted by staff for events, or triggered by an in-game occurrence, or affected by weather/seasons, etc.). Shifting skyboxes (Daytime skybox transitions to a night sky.., including seasonal rotation.)

....and a whole lot more 


Temporary input format, until I get around to developing a more robust/configurable system:

WASD/Mouse movement & camera controls, Hold Shift to run

Left CTRL to attack

ESC to lock/unlock cursor

I to open Inventory

P to Possess (early phase work-in-progress)

Right-Shift+K to toggle Abilities menu

Left-Shift+K to toggle Skills menu

Hold Left-Shift/Right-Shift to engage climbing/clambering/traction

Hold Left-Shift/Right-Shift to Run

O to toggle Options menu

(Environmental modifier testing: Keyboard7 fades the sky a random color, Keyboard8 fades fog levels to a random color and density)

I've been working on this project solo (a little here and there) for the past couple years, as time permits. I've been focusing primarily on base mechanics to achieve more or less basic playability of a 'proof of concept' model.

This is just an introduction to the project foundation, intended for testing and to perhaps glean a bit of insight/constructive feedback from potential players.


SEEKING ADDITIONAL TEAM MEMBERS:

Interested in this project and would like to contribute?

Currently seeking:

-Programmers (preferred affinities to procedural generation and/or machine learning)

-Artists/Modelers/Riggers/Animators

-Sound Engineers

*NOTE* NDA/IP contracts required.


------------------------------------

Current Team Members:

Vhaldir (Me)

Gerardo Alvarez Goycoolea - Music/Soundtrack Composition & Production

..... <Your Name Here?>

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Endall
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Development log

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Busy testing conversion to Unreal Engine - stay tuned!

Also, we've onboarded an additional team member:

Gerardo Alvarez Goycoolea - Music/Soundtrack Composition & Production

Just a note: We're still here - Lots of work in progress.. Stay Tuned for more!

My apologies for the lack of updates recently, to any followers; I've been busy with work, and haven't had much free time to invest. Rest assured though, this project isn't going away and I'll keep grinding at it just as soon as I'm able. Thanks for your interest and support!

(+1)

Great looking game, If I'm not mistaken makes use of some great shader work as well. A rather large download unfortunately but often the best games are.