Tyranicon
A Memory of Eternity
- Joined
- Oct 7, 2019
- Messages
- 7,670
Kickstarter: https://www.kickstarter.com/projects/1619485858/vampire-syndicate-gangs-of-moonfall
Kickstarter 2: https://www.kickstarter.com/projects/1619485858/vampire-syndicate-gangs-of-moonfall-2nd-run
As promised, here’s my next overly-ambitious RPG project as I’m starting to finish up my current game. Posting this on the Codex first, as I shitpost here enough and would like to gather some prestigious opinions. This is all conceptual/prototype stage, so expect some roughness and big changes over development.
Here’s the TL;DR pitch: Vampire Gang RPG with F:NV-like factions, Battle Brothers-esque overworld gameplay, an AI DM that reacts to your decisions, and gratuitous but tasteful porn.
Vampires are very rare, they are extremely formidable opponents in combat, and the player starts off as a low-level human street thug.
Dev is currently in [Alpha Phase]. Early demo is available at the above Steam link and Itch: https://amemoryofeternity.itch.io/vampire-syndicate-gangs-of-moonfall
Here’s the steam page description:
Other features listed in detail below:
A note about time:
Dev is currently in [Alpha Phase]. I'm very quick and I'm very experienced with small-team dev, but a game of this size will take time. Even if this game gets funded and goes on full dev track, it will take years to build. Fortunately, I do not have a history of spending 8+ years on a game.
My previously published games:
1+ hr long "RPG" - took two months to make
10+ hr long linear RPG with limited C&C and environment - took one year to make
50++ hr non-linear RPG with lots of content - took 3 years
This is my biggest project. Adjust your expectations appropriately.
Kickstarter 2: https://www.kickstarter.com/projects/1619485858/vampire-syndicate-gangs-of-moonfall-2nd-run
As promised, here’s my next overly-ambitious RPG project as I’m starting to finish up my current game. Posting this on the Codex first, as I shitpost here enough and would like to gather some prestigious opinions. This is all conceptual/prototype stage, so expect some roughness and big changes over development.
Here’s the TL;DR pitch: Vampire Gang RPG with F:NV-like factions, Battle Brothers-esque overworld gameplay, an AI DM that reacts to your decisions, and gratuitous but tasteful porn.
Vampires are very rare, they are extremely formidable opponents in combat, and the player starts off as a low-level human street thug.
Dev is currently in [Alpha Phase]. Early demo is available at the above Steam link and Itch: https://amemoryofeternity.itch.io/vampire-syndicate-gangs-of-moonfall
Here’s the steam page description:
Vampire Gangs of MoonFall is an old-school cRPG set amidst the vampire-dominated crime syndicates of a cyberpunk city. As a Familiar of one of the ancient vampire lineages, you have been tasked by your undead masters to expand their criminal empire.
If you play your cards right, that criminal empire may one day be yours; along with eternal youth and power beyond the imagining of mere humans.
Old-school cRPG
Vampires Gangs is inspired by legendary cRPGs, but also seeks to add new features to the formula.
Traditional Features:
- Nuanced character creation
- Turn-based combat
- Classes
- Skill checks
- Choice and Consequence
- Hand-created isometric maps
- Sprawling urban overworld
- Limited VO, lots of text
Other features listed in detail below:
The Factions of MoonFall’s underworld
The vampires of MoonFall are different from the ones we may be used to. While all vampires are undead, immortal and must drink blood, how vampirism is spread and the array of powers (and weaknesses) a new vampire gains will vary depending on the lineage. Each lineage is, in effect, a different “species” of vampire.
The major vampire lineages have been fighting over control of the Uzakh Drucah, or the True Underworld, for many centuries - even millennia in some cases. Since MoonFall is one of the world’s largest, most populated and wealthiest cities, it is of little surprise that the lineages now focus their battles here.
Players will encounter both vampire and non-vampire factions, each with their own motivations and rivals in MoonFall’s complicated web of alliances.
Being a Familiar
The player will start off as a newly-initiated familiar to any vampire faction they wish. In order to rise in the dark hierarchy, they must curry favor with their new masters, accomplish great deeds, and otherwise prove themselves in the Uzakh Drucah.
The ultimate prize of the player’s loyal service is to be reborn as a vampire. Immortal, powerful, and the ultimate predator masquerading as a human. Becoming a vampire can be achieved halfway through the game and will offer new gameplay mechanics.
Decide the fate of the Uzakh Drucah
Or do whatever you like. Vampire Gangs offers players the chance to challenge the lineage elders for the right to rule the underworld… or the player could just make a name for themselves as a professional assassin, (or thief, or even skilled lover, etc).
Very little is forced on the player, and vampirism is not guaranteed. Even the main storyline is completely optional.
Main storyline
For those who want to be fully immersed, Vampire Gangs offers a lengthy main storyline that will plumb the depths of MoonFall and reveal the terrible origin of all vampires.
Additionally, the vampire lineage that the player chooses will alter story events, making each playthrough with a different lineage significantly different.
Crime pays
As the name suggests, the player’s main activity in Vampire Gangs is to conduct criminal activities for their lineage faction. With the exception of a few rules, the player is offered complete freedom in how they go about this, and can take on missions or contracts as they wish.
Missions (such as heists or raids) take place on the overworld map. Players can encounter a variety of different groups, such as corporate officers with their protection retinue, mercenaries, street-level gangers, rival familiars, etc. Or visit new locations and faction headquarters.
Encounters can be benign, or they can result in violence. The choice is yours.
A thinking opponent
Vampire Gangs does not seek to simulate so-called “living, breathing” RPG worlds. However, The main villain in the game will be an AI-controlled antagonist, reacting to the player's decisions with a degree of unpredictability.
This AI opponent is the other main force of agency in the game besides the player. It’s independent actions will change the relationships between factions, the power dynamic in the game world, and have a major impact on the main story.
Build your crew
Every Familiar needs a crew: a team of violent cutthroats, thieves, hackers and flamboyantly-dressed thugs. You won’t have to look far in the dark underbelly of MoonFall to find them.
Familiars often have dangerous duties, and they aren’t expected to complete them alone. A crew provides extra muscle for Familiars in combat, but also lends their expertise outside of fighting.
Recruiting and permadeath
Followers can be recruited all over MoonFall, in a variety of different classes and with different attributes. Each of the major lineages will also offer a follower class unique to their faction.
However, unlike the player character, followers can die permanently. If a follower falls in combat, they are dead forever, so be careful how you use them.
Loyalty
Followers are eager to help you rise through the ranks of the Uzakh Drucah, but they do not do this for free. Your crew expects to be rewarded aptly for watching your back, and failing to do so could have consequences.
Each crew member has a loyalty score that’s tied to how you treat them. Abuse and neglect may lead to them turning on you at the most inopportune moment.
Creating Familiars
When (or if) the player character becomes a full-fledged vampire, they may request for followers to be elevated to Familiars. Followers who are promoted this way can act independently, undertaking their own missions and generating passive Income and Respect for the player.
Respect
In the Uzakh Drucah, Respect is even more valuable than hard currency. Respect is a measure of how the player character is viewed in the dark hierarchy of the vampire lords.
The higher the Respect, the more options available to a player. Black market shops now open their doors to you, rival gangs begin to fear you, while your allies treat you as an honored guest.
With a high enough Respect, even a lowly Familiar can command the attention of elder vampires… or a vampire may seek to usurp power over their lineage.
Morality
Make no mistake, as a familiar you are a criminal. You work for sinister, loathsome “people.”
Your duties often require you to mete out violence and injustice. While you may certainly go about this according to your own morals and ethics, do not expect to be ever called a hero.
There is no morality meter. NPCs and factions will react to your decisions and actions.
The vampires of MoonFall are different from the ones we may be used to. While all vampires are undead, immortal and must drink blood, how vampirism is spread and the array of powers (and weaknesses) a new vampire gains will vary depending on the lineage. Each lineage is, in effect, a different “species” of vampire.
The major vampire lineages have been fighting over control of the Uzakh Drucah, or the True Underworld, for many centuries - even millennia in some cases. Since MoonFall is one of the world’s largest, most populated and wealthiest cities, it is of little surprise that the lineages now focus their battles here.
Players will encounter both vampire and non-vampire factions, each with their own motivations and rivals in MoonFall’s complicated web of alliances.
Being a Familiar
The player will start off as a newly-initiated familiar to any vampire faction they wish. In order to rise in the dark hierarchy, they must curry favor with their new masters, accomplish great deeds, and otherwise prove themselves in the Uzakh Drucah.
The ultimate prize of the player’s loyal service is to be reborn as a vampire. Immortal, powerful, and the ultimate predator masquerading as a human. Becoming a vampire can be achieved halfway through the game and will offer new gameplay mechanics.
Decide the fate of the Uzakh Drucah
Or do whatever you like. Vampire Gangs offers players the chance to challenge the lineage elders for the right to rule the underworld… or the player could just make a name for themselves as a professional assassin, (or thief, or even skilled lover, etc).
Very little is forced on the player, and vampirism is not guaranteed. Even the main storyline is completely optional.
Main storyline
For those who want to be fully immersed, Vampire Gangs offers a lengthy main storyline that will plumb the depths of MoonFall and reveal the terrible origin of all vampires.
Additionally, the vampire lineage that the player chooses will alter story events, making each playthrough with a different lineage significantly different.
Crime pays
As the name suggests, the player’s main activity in Vampire Gangs is to conduct criminal activities for their lineage faction. With the exception of a few rules, the player is offered complete freedom in how they go about this, and can take on missions or contracts as they wish.
Missions (such as heists or raids) take place on the overworld map. Players can encounter a variety of different groups, such as corporate officers with their protection retinue, mercenaries, street-level gangers, rival familiars, etc. Or visit new locations and faction headquarters.
Encounters can be benign, or they can result in violence. The choice is yours.
A thinking opponent
Vampire Gangs does not seek to simulate so-called “living, breathing” RPG worlds. However, The main villain in the game will be an AI-controlled antagonist, reacting to the player's decisions with a degree of unpredictability.
This AI opponent is the other main force of agency in the game besides the player. It’s independent actions will change the relationships between factions, the power dynamic in the game world, and have a major impact on the main story.
Build your crew
Every Familiar needs a crew: a team of violent cutthroats, thieves, hackers and flamboyantly-dressed thugs. You won’t have to look far in the dark underbelly of MoonFall to find them.
Familiars often have dangerous duties, and they aren’t expected to complete them alone. A crew provides extra muscle for Familiars in combat, but also lends their expertise outside of fighting.
Recruiting and permadeath
Followers can be recruited all over MoonFall, in a variety of different classes and with different attributes. Each of the major lineages will also offer a follower class unique to their faction.
However, unlike the player character, followers can die permanently. If a follower falls in combat, they are dead forever, so be careful how you use them.
Loyalty
Followers are eager to help you rise through the ranks of the Uzakh Drucah, but they do not do this for free. Your crew expects to be rewarded aptly for watching your back, and failing to do so could have consequences.
Each crew member has a loyalty score that’s tied to how you treat them. Abuse and neglect may lead to them turning on you at the most inopportune moment.
Creating Familiars
When (or if) the player character becomes a full-fledged vampire, they may request for followers to be elevated to Familiars. Followers who are promoted this way can act independently, undertaking their own missions and generating passive Income and Respect for the player.
Respect
In the Uzakh Drucah, Respect is even more valuable than hard currency. Respect is a measure of how the player character is viewed in the dark hierarchy of the vampire lords.
The higher the Respect, the more options available to a player. Black market shops now open their doors to you, rival gangs begin to fear you, while your allies treat you as an honored guest.
With a high enough Respect, even a lowly Familiar can command the attention of elder vampires… or a vampire may seek to usurp power over their lineage.
Morality
Make no mistake, as a familiar you are a criminal. You work for sinister, loathsome “people.”
Your duties often require you to mete out violence and injustice. While you may certainly go about this according to your own morals and ethics, do not expect to be ever called a hero.
There is no morality meter. NPCs and factions will react to your decisions and actions.
A note about time:
Dev is currently in [Alpha Phase]. I'm very quick and I'm very experienced with small-team dev, but a game of this size will take time. Even if this game gets funded and goes on full dev track, it will take years to build. Fortunately, I do not have a history of spending 8+ years on a game.
My previously published games:
1+ hr long "RPG" - took two months to make
10+ hr long linear RPG with limited C&C and environment - took one year to make
50++ hr non-linear RPG with lots of content - took 3 years
This is my biggest project. Adjust your expectations appropriately.
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