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Space Wreck - post-apocalyptic space RPG inspired by Fallout

AdolfSatan

Arcane
Joined
Dec 27, 2017
Messages
1,871
About an hour for a single playthrough IIRC.
 

Kamaz

Pahris Entertainment
Developer
Joined
Feb 16, 2004
Messages
1,035
Location
The Glorious Ancient City of Loja
I'm getting Space Station 13 vibes from the graphics
Nice! Space Station 13 is totally something I don't mind being compared to in any way.

how many hours of content the game has?
The plan is to have an RPG you can complete in an evening. And then, if you liked it, you can play through the game again (with different character build/choices, endings etc.) next evening. I estimate it should be about 4-6hrs for a 1 play through but it depends of course. For example, if you have the right build and do right things, there's a [rational] way to complete the game in 20 minutes. It's not default path, though. The general idea in content creation is and presumable will continue to be - more options, not longer main quest.

I certainly can enjoy 100+ hr RPGs but there's also an argument for short and focused role-playing session, a oneshot. That's what I am aiming for.
 

Kamaz

Pahris Entertainment
Developer
Joined
Feb 16, 2004
Messages
1,035
Location
The Glorious Ancient City of Loja


Combat is optional. But if you want, you can opt for violent solution but even then it does not necessarily have to be lethal. You can role play as bully - intimidating and beating up people, yet never commiting a murder. Unarmed combat is considered non-lethal and regarded by NPCs as "one's business" in most cases, that means, no mass aggro. Reach for a gun, or knife and it's completely different story.
 

Ismaul

Thought Criminal #3333
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You can role play as bully - intimidating and beating up people, yet never commiting a murder. Unarmed combat is considered non-lethal and regarded by NPCs as "one's business" in most cases, that means, no mass aggro. Reach for a gun, or knife and it's completely different story.
Ok I'm sold. We need more games where violence and combat don't always have death of opponents as the only successful outcome.
 

Kamaz

Pahris Entertainment
Developer
Joined
Feb 16, 2004
Messages
1,035
Location
The Glorious Ancient City of Loja
Feeling that there might be some questions players would like to know about the universe (as in, game's setting), I decided to introduce an in-game / immersion-non-breaking mechanic - a friendly A.I. assistant/help-desk bot F.A.Q. Man

SW-F-A-Q-MAN.gif
 

Kamaz

Pahris Entertainment
Developer
Joined
Feb 16, 2004
Messages
1,035
Location
The Glorious Ancient City of Loja
Working on a new map - dilapidated industrial area.

Robot-Reassembly-Plant-3-DPrinter-Room.png


Last weeks I've been dealing with balancing issues and high level planning after a round of comments from curators. And, formally added Steam API integration, so, while there's nothing in yet as per achievements etc., this is already a Steam game.
 

Diggfinger

Arcane
Joined
Jan 6, 2014
Messages
1,200
Location
Belgium
Feeling that there might be some questions players would like to know about the universe (as in, game's setting), I decided to introduce an in-game / immersion-non-breaking mechanic - a friendly A.I. assistant/help-desk bot F.A.Q. Man

SW-F-A-Q-MAN.gif

Dialogue-screen ripped from Copper Dreams
:shunthenonbeliever:
 

Kamaz

Pahris Entertainment
Developer
Joined
Feb 16, 2004
Messages
1,035
Location
The Glorious Ancient City of Loja
Dunno about you but I really liked and appreciated the fact that original Fallout games had description for every single freaking object, tile. It feels something of tabletop quality - you could ask GM at any moment to investigate any object in game, map, to get description. And, sometimes, player would be rewarded by deciding to pay attention (e.g. the rad scorpion cave entrance in Fallout). Many games - even kind of great RPGs - don't have this level of detail/freedom. You just get few "hotspots" you can activate to get more info. Them being so few makes them stand out while being able to investigate anything at any time is more natural experience.

To many that could be secondary non-important feature but for me it was one of the things I really wanted to copy from Fallout. So I did.

SW-inspect-tiles.gif
 

Prehistorik

Scholar
Joined
Sep 19, 2015
Messages
118
Location
Bololand
Dunno about you but I really liked and appreciated the fact that original Fallout games had description for every single freaking object, tile. It feels something of tabletop quality - you could ask GM at any moment to investigate any object in game, map, to get description.

This. Still remember how unreal it felt for kid me, very immersive.


This gives me some Glow vibes (the most tense dungeon in rpgs), hope to get some of that in Space Wreck!


All in all it's D1P for me, any price.
 

Kamaz

Pahris Entertainment
Developer
Joined
Feb 16, 2004
Messages
1,035
Location
The Glorious Ancient City of Loja
Very tiny design update. Switched from rotating toggles to illuminated "rubber" buttons in mode switcher. The toggles seemed cool, but IMO was hard to quickly get a read whether it's OFF or ON.

Old:
Robot-Reassembly-Plant-3-DPrinter-Room-2.png


New:
SW-toggle-button-set.gif
 

AdamReith

Magister
Patron
Joined
Oct 21, 2019
Messages
2,109
Enjoy the Revolution! Another revolution around the sun that is.
This art style is amazing. Beautiful looking game.
 

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