Space Wreck is a short isometric space RPG inspired by Fallout, coming to Early Access in February
Space Wreck is a short isometric space RPG inspired by Fallout, coming to Early Access in February
Game News - posted by Infinitron on Fri 13 September 2019, 18:17:26
Tags: Pahris Entertainment; Space WreckThere are always various interesting little hobby projects incubating on our forums. One of these is Space Wreck, a Fallout-inspired isometric space RPG by veteran Codex poster Kamaz originally released last April as a free browser game on itch.io. In Space Wreck, you play as the captain of a passenger shuttle damaged in an attack by space pirates. Your goal is to find replacement parts for your shuttle on a nearby derelict spacecraft. If that sounds like a simple hook for an RPG, that's because it is - this is an intentionally short game. But it's got the skill checks, multiple quest solutions and choice & consequence you'd expect from an RPG inspired by Fallout. After taking in plenty of criticism from our community, Kamaz decided to keep on improving Space Wreck with an eye towards a proper release on Steam Early Access. Yesterday he launched the game's Steam page with a release date of February 28th. Here's the trailer and description:
Inspired by classic western isometric RPGs (Fallout, Fallout 2, Arcanum), this is hardcore role playing game set in space 20 years post major conflict over asteroid mining.
Role playing
This is the most important part of the game - you can play whatever character you wish, play however you want to. You can be smooth talker, sneaky hacker or brawling bully; or something else - it's your choice: distribute the points in character creation and make decisions when playing.
Multiple solutions
There are always multiple ways to solve problems (quests), usually tied to your character skills and abilities - play to your character's strengths, work around its weaknesses. For example, if you cannot convince someone to help you, hack his computer and blackmail him. Or just straight up pickpocket the guy - all items are always realistically placed in NPC inventories.
Note: there are usually 3-8 ways to complete a quest in the game. They can trigger related events in near future or lead to a different ending in the end slides.
Choice & Consequence
Your actions, your decisions matter to the game world. Make an enemy, you may need him/her later on. Opt for easier solution to current problem and you might have to deal with bigger problem later. And in the end you will get a unique game ending showing you future fate of your character and those who he/she impacted through gameplay.
Non-linear world
You have an objective but how you approach it - it's up to you; game map is as open to you as reasonably possible (it's stranded space ship after all) and there is no single true path to the end. If you know where to go, what to do - you can try to sequence break the game. Combine that with multiple solutions to every quest and you've got freedom to spare.
Optional but unlimited violence
You can complete the game without killing anyone. In fact, combat is completely optional. But if you want to fight - there are no immortal or "essential" NPCs - everyone everywhere has finite amount of HP and is fair game.
Turn-based combat
Game features old-school tactical turn-based combat with grid based movement, action points and dice rolls.
Kamaz, you have our attention. We'll see how this turns out in five months.
Inspired by classic western isometric RPGs (Fallout, Fallout 2, Arcanum), this is hardcore role playing game set in space 20 years post major conflict over asteroid mining.
Role playing
This is the most important part of the game - you can play whatever character you wish, play however you want to. You can be smooth talker, sneaky hacker or brawling bully; or something else - it's your choice: distribute the points in character creation and make decisions when playing.
Multiple solutions
There are always multiple ways to solve problems (quests), usually tied to your character skills and abilities - play to your character's strengths, work around its weaknesses. For example, if you cannot convince someone to help you, hack his computer and blackmail him. Or just straight up pickpocket the guy - all items are always realistically placed in NPC inventories.
Note: there are usually 3-8 ways to complete a quest in the game. They can trigger related events in near future or lead to a different ending in the end slides.
Choice & Consequence
Your actions, your decisions matter to the game world. Make an enemy, you may need him/her later on. Opt for easier solution to current problem and you might have to deal with bigger problem later. And in the end you will get a unique game ending showing you future fate of your character and those who he/she impacted through gameplay.
Non-linear world
You have an objective but how you approach it - it's up to you; game map is as open to you as reasonably possible (it's stranded space ship after all) and there is no single true path to the end. If you know where to go, what to do - you can try to sequence break the game. Combine that with multiple solutions to every quest and you've got freedom to spare.
Optional but unlimited violence
You can complete the game without killing anyone. In fact, combat is completely optional. But if you want to fight - there are no immortal or "essential" NPCs - everyone everywhere has finite amount of HP and is fair game.
Turn-based combat
Game features old-school tactical turn-based combat with grid based movement, action points and dice rolls.
Kamaz, you have our attention. We'll see how this turns out in five months.