Guyduk
Studio Mono
- Joined
- May 31, 2014
- Messages
- 27
https://insomnia-project.com
https://af.gog.com/game/insomnia_the_ark?as=1649904300
https://af.gog.com/game/insomnia_the_ark?as=1649904300
Hi guys,
I’m here to introduce my project.
I suppose you get a lot of threads like these days, so I’ll try to keep canned PR to the minimum, though I suppose with announcements like this it’s just unavoidable.
So, to start this thing up — we’re the InSomnia Development team, and that thing we’re bringing to you today is InSomnia - a dystopean, post-apocalyptic dieselpunk RPG.
We’ve been on this project for three years - which is enough to get a lot of stuff done, but since you don’t have three years to read it, I’ll try to keep it short and somewhat organized.
To summarize:
InSomnia is a cooperative, real-time tactical RPG. If somebody would’ve asked us to tag our own project, I’d use tags like Noir, Dieselpunk, Post-Apocalypse. We took a lot of cues from Fallout series, especially when it comes to building a proper atmosphere.
We also know just how much a soundtrack can accomplish when you need to set a proper tone, and so we have specially invested in a proper Dark Ambient soundtrack.
You’ll like it.
Now, for a bit more serious approach, here’s the brief outline of the game’s setting: the game is set on a colossal space ark, traveling the Void for 400 years, escaping the downfall of an old civilization called the Noma. They’re set on a voyage to a new home: to a distant evacuation point, a new planet, the only hope to revive mankind.
You are an inhabitant of this ship - and your story is a story of survival. Your ways are many: you may fight for the preservation of the Noman Civilization, or ignore the heritage for your own renegade good. You may stand for - and eventually lead - one of the many factions of the stations, or you may search for answers in the old archives, hoping to understand what brought humanity to it’s grim state.
You can play both alone and with friends — we took some inspiration from Divinity: Original Sin in this aspect, though our approach is somewhat different. We didn’t just jam co-op in our game as some useless gimmick. We’ve speciallydesigned unique content for it and interactions for it, though single player mode is still our top priority.
InSomnia, though, is less of a story-driven game, and will have somewhat more freedom, more akin to Fallout 1 & 2. So — you’ll have various skills, traits and perks, which you can combine to create the exact type of a character you’ll want to play. This traits, though, can be negative too, and also you can acquire them after chargen, during gameplay.
We have a rather robust system for randomly generating world events and missions that we designed so that you won’t get bored even during your second (or third, or thirteenth) walkthrough. You will find yourself in all sorts of unexpected situations, which would differ each time you start InSomnia from the beginning. Even if you choose to simply sit in the middle of nothing, that, too, can often lead to some very unexpected circumstances. But rest assured InSomnia will have hand-crafted story-heavy missions too, and not just randomly generated ones. While randomness could be fun, it seldom leads to good storytelling (if that’s not Dwarf Fortress or Crusader Kings, of course).
As for the actual meat of the matter, i.e quests and storyline - we wanted to blend our mechanics in a framework that encourages complex and unorthodox approach to decision-making, with unexpected consequences for your actions that might or might not come back to bite you in the ass later. There will be branching dialogs, there will be points of no return, there will be moments that’ll feel unique to your playthrough and your character.
We have many inspirations for InSomnia. Classic RPGs are our main passion, so, obviously, main thematic inspiration comes from Fallouts — both the first and the second. As for mood and setting inspiration there’s also, of course, Planescape: Torment, mainly its feelings of loss, isolation, and general weirdness. Games aren’t our only inspiration though, we also love sci-fi and science fantasy. In particular we were inspired by Alastair Reynolds’ “Revelation Space”, and Gene Wolfe’s “The Shadow of the Torturer”.
The game is still early stages of development, but we’ll have a small demo ready soon, so you’ll be able to see how it all is supposed to work.
We have 6-man team working on this in their free time, and we’re planning on launching our Kickstarter by the end of June, so that we could finally try to bring the development up to speed.
We’ll be updating this thread on a constant basis, and we’ll be hanging around to hear your comments and feedback.
I’m here to introduce my project.
I suppose you get a lot of threads like these days, so I’ll try to keep canned PR to the minimum, though I suppose with announcements like this it’s just unavoidable.
So, to start this thing up — we’re the InSomnia Development team, and that thing we’re bringing to you today is InSomnia - a dystopean, post-apocalyptic dieselpunk RPG.
We’ve been on this project for three years - which is enough to get a lot of stuff done, but since you don’t have three years to read it, I’ll try to keep it short and somewhat organized.
To summarize:
- InSomnia is an old-school, Fallout-inspired RPG, but with some important twists;
- Classless, leveless RPG system, allowing both complexity, reach and flexibility in both character creation and development;
- Dynamic combat, assisted by our random events generator, will frequently put you in a bind - but in a fun way!
- Sci-fi setting. A lone ark spaceship, feelings of confusion, loss, isolation. It traveled for so long, that its inhabitants lost their hope — and even their humanity
- Randomly generated content done right. We use mix of hand-crafted and randomly generated content, to ensure that our game would have both varied gameplay and strong storyline;
- Our game will have co-op mode, like Divinity: Original Sin, with some hand-tailored content for it, though it’s not our main priority, but not just a gimmick, either;
- Music — dark ambient, inspired by Mark Morgan’s works (both Fallouts and PST), but with its own sound and flavour.
- Unique atmosphere, blending both sci-fi and dystopian elements.
InSomnia is a cooperative, real-time tactical RPG. If somebody would’ve asked us to tag our own project, I’d use tags like Noir, Dieselpunk, Post-Apocalypse. We took a lot of cues from Fallout series, especially when it comes to building a proper atmosphere.
We also know just how much a soundtrack can accomplish when you need to set a proper tone, and so we have specially invested in a proper Dark Ambient soundtrack.
You’ll like it.
Now, for a bit more serious approach, here’s the brief outline of the game’s setting: the game is set on a colossal space ark, traveling the Void for 400 years, escaping the downfall of an old civilization called the Noma. They’re set on a voyage to a new home: to a distant evacuation point, a new planet, the only hope to revive mankind.
You are an inhabitant of this ship - and your story is a story of survival. Your ways are many: you may fight for the preservation of the Noman Civilization, or ignore the heritage for your own renegade good. You may stand for - and eventually lead - one of the many factions of the stations, or you may search for answers in the old archives, hoping to understand what brought humanity to it’s grim state.
You can play both alone and with friends — we took some inspiration from Divinity: Original Sin in this aspect, though our approach is somewhat different. We didn’t just jam co-op in our game as some useless gimmick. We’ve speciallydesigned unique content for it and interactions for it, though single player mode is still our top priority.
InSomnia, though, is less of a story-driven game, and will have somewhat more freedom, more akin to Fallout 1 & 2. So — you’ll have various skills, traits and perks, which you can combine to create the exact type of a character you’ll want to play. This traits, though, can be negative too, and also you can acquire them after chargen, during gameplay.
We have a rather robust system for randomly generating world events and missions that we designed so that you won’t get bored even during your second (or third, or thirteenth) walkthrough. You will find yourself in all sorts of unexpected situations, which would differ each time you start InSomnia from the beginning. Even if you choose to simply sit in the middle of nothing, that, too, can often lead to some very unexpected circumstances. But rest assured InSomnia will have hand-crafted story-heavy missions too, and not just randomly generated ones. While randomness could be fun, it seldom leads to good storytelling (if that’s not Dwarf Fortress or Crusader Kings, of course).
As for the actual meat of the matter, i.e quests and storyline - we wanted to blend our mechanics in a framework that encourages complex and unorthodox approach to decision-making, with unexpected consequences for your actions that might or might not come back to bite you in the ass later. There will be branching dialogs, there will be points of no return, there will be moments that’ll feel unique to your playthrough and your character.
We have many inspirations for InSomnia. Classic RPGs are our main passion, so, obviously, main thematic inspiration comes from Fallouts — both the first and the second. As for mood and setting inspiration there’s also, of course, Planescape: Torment, mainly its feelings of loss, isolation, and general weirdness. Games aren’t our only inspiration though, we also love sci-fi and science fantasy. In particular we were inspired by Alastair Reynolds’ “Revelation Space”, and Gene Wolfe’s “The Shadow of the Torturer”.
The game is still early stages of development, but we’ll have a small demo ready soon, so you’ll be able to see how it all is supposed to work.
We have 6-man team working on this in their free time, and we’re planning on launching our Kickstarter by the end of June, so that we could finally try to bring the development up to speed.
We’ll be updating this thread on a constant basis, and we’ll be hanging around to hear your comments and feedback.
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