A free-roaming squad based RPG. Focusing on open-ended sandbox gameplay features rather than a linear story. Be a trader, a thief, a rebel, a mercenary, a business owner, a doctor, a bandit... the list goes on. Research new equipment and craft new gear.
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Obtén acceso inmediato e involúcrate con este juego mientras se desarrolla.

Nota: Este juego con acceso anticipado no está terminado y puede o no cambiar más adelante. Si no te entusiasma jugarlo en su estado actual, entonces deberías esperar a ver si el juego avanza más en su desarrollo. Más información

Lo que dicen los desarrolladores:

Kenshi is currently in alpha state. The game is still in development and is missing many features. There are currently unfinished gameplay features, and the stability will fluctuate as new features are added. Expect crashes and bugs at this stage.
But remember the game receives regular ongoing updates and improvements, by purchasing at this early stage you get the game for a reduced price and can watch it gradually grow and improve, provide your feedback to the developer, and above all you are helping to fund the development for a small independent developer. Remember: the price will gradually increase over time as development progresses, so the sooner you purchase, the lower the price.”
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Actualizaciones recientes Ver todos (49)

25 de abril

Progress Report: Hive Men

This week, Sam’s been working on the pathfinding bug where characters get stuck on corners and hills. This problem is caused by a bug in Havok that we can’t access, so at the moment he’s just working on a way to work around it. There are a few problems caused by some bugs in the Havok library, so after the next update Sam will have to write his own movement system for the collision part of the pathfinding himself.

Chris and myself have been working on fleshing out the lore - the main factions, conflicts and positions on the map. Oli’s been making a few final rearrangements to the new world map and blending the biomes together to fit with the layout of the faction territories. We’ve also added a function to the dialogue system that allows unlockable conversations that will lead to ongoing/ continuing events with NPCs. Possible conversation spoiler A good example for this is a conversation where smugglers can develop crooked partnerships with corrupt gate guards.

Otto’s been working on a new race which we’ve temporarily called the Hive Men (you may have seen the concept art for them already).



Here are our very rough notes on them so far:

  • Hive based, serve their queens. When a queen dies, the subjects all either die or become lost "Ronin".
  • All male, except the queen. Males are impregnated by the queen.
  • No blood, they are "dry lubricated", silicon based.
  • Wider FOV angle due to eyes on side of heads
  • Very skinny, low strength, high speed + dexterity.
  • Their selfless loyalty to the hive and desire to work hard is enforced by the hive’s pheromones
  • Known for being untrustworthy.
  • Often merchants who sell produce for the hive.
  • Ronin of lost hives become the more interesting individuals.
  • Separate worker and warrior classes.
  • Value the good of the hive above all else, personal benefit and safety is irrelevant.
  • Soldiers/Hammerheads are the soldiers and enforcers. Dumb and aggressive. Shorter, bulkier and stronger.
  • Workers/Tallheads are the workers, industrious, fast. Sometimes sent as traders for more dangerous jobs, because they are more expendable.
  • Bonus to labouring
  • Princes/Hivefaces are the high ranking smart ones- generals, diplomats, assassins, traders.
  • Those that spend too long far away from the hive gain more free will and individuality. Some can die instead.
  • They don't have a concept of individual names
Free Hiveman/Defectors:
  • Spent so long from the hive that they become free and individuals. Choose not to go back. "Defect" to freedom.
  • The most existentially confused and depressed. More so than the Skeletons. Suddenly going from higher purpose to nothing but the self.
  • Hammerheads are too dumb to get free, usually return because they just like having a violent purpose. Those that do remain free usually become bandits or mercs. Military won't take them.
  • Faces are designed to be away and independent for a long time, so they don't have a problem, defecting to freedom is very rare.
  • Tallheads are the usual, as they are smarter than hammerheads and more heavily controlled than faces.
  • Tend to wander a lot, seeking purpose

The Shek (you may remember them referred to as bone people previously) will now be in game alongside the new human character models. The new models should reduce a bit of the CPU load.





Before we can release, the GUI and lighting just need fixing - at the moment, everything in game is completely silver until the shaders are fixed in DirectX11. Apologies for the vagueness on a finish date for this so far, we want to be 100% sure of a date before announcing.

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16 de abril

Progress Report: Frontier Prison & Lights

Just a short progress report to let you know what we've been up to this week: Oli has been designing a black frontier prison based on the citadel outpost from last week...



Programming-wise, Maykol is still at work on integrating the re-designed GUI; hopefully it will be ready for the last final touches next week. Chris and Sam have both finished slavery mechanics and the DirectX11 upgrade, now back on fixing up the path-finding system and other general bugs which have emerged after adding the new content. We've also finally added the very first torch lights into the game!...



Otto's been working on a range of odd jobs, including models for lights, the latest new race (sorry, no screens just yet), our re-designed logo & avatar, and some WIP sketches for new creature concepts:





Let us know what you think!

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Críticas

"This level of thoughtfulness and ambition is why I learned to love the PC in the first place and I’ll be damned before I put on my cynical hat before I have good reason."
Rock Paper Shotgun

Steam Greenlight

Acerca de este juego

A free-roaming squad based RPG. Focusing on open-ended sandbox gameplay features rather than a linear story. Be a trader, a thief, a rebel, a mercenary, a business owner, a doctor, a bandit... the list goes on. Research new equipment and craft new gear. Purchase and upgrade your own buildings to use as safe fortified havens when things go bad, or use them to start up a business. Aid or oppose the various factions in the world while striving for the strength and wealth necessary to simply survive in the harsh desert. Train your men up from puny victims to master warriors. Carry your wounded squad mates to safety and get them all home alive.

Features

Freeform gameplay in a seamless game world stretching over 400 square kilometers. The game will never seek to limit you or restrict your personal play style.
Custom design as many characters as you want and build up a whole squad to fight for you.
Original take on the RTS-RPG hybrid genre. No "hero" characters with artificially stronger stats than everybody else- Every character and NPC you meet is potentially an equal, and has a name, a life.
Build a base where you can research new technologies, upgrade your defences and craft new gear.
You are not the chosen one. You're not great and powerful. You don't have more 'hitpoints' than everyone else. You are not the center of the universe, and you are not special. Unless you work for it.
Variation and possibilities of gameplay. Be good, be evil, be a business man, be a thief, live in a town, live in the desert, join the army, fight the army, travel alone, travel in hordes, build a fortress, raze a city.
Purchase and upgrade your own buildings to use as safe fortified havens when things go bad, or use them to start up a business.
Carry your wounded squad mates to safety and get them all home alive.
Dynamic, ever changing world. Support or hinder whoever you wish, or keep to yourself, the world won't stop moving. This is not just a "game", you are living and surviving in a simulated world.
Absolutely no Level-scaling. The world does not level up along with you, and the shops don't change their inventory to only items matching your level. At the start of the game almost everyone will be stronger than you, and survival will always be a struggle.
Realistic medical system that affects gameplay. A character with a wounded leg will limp or crawl and slow the party down, wounded arms means you must use your sword one-handed or not at all. Lose an eye and it will affect your field of vision. Blood loss means you can pass out, and the blood will attract predators. Exhaustion affects performance and is increased by equipment weight, weather, blood loss and thirst. Severed limbs will need expensive robotic replacements.
Intelligent AI that allows for characters to reason and work towards long-term goals and desires. Squads work together and carry their wounded to safety. Characters can be setup to take care of micromanagement for you.
Aid or oppose the various factions in the world while striving for the strength and wealth necessary to simply survive in the harsh desert.
Independently developed with no design influences, or alterations dictated by men in gray suits who have never played a game before in their lives.
Original game world. There are no fantasy-knock-off cliches. No magic.
Realistic physics simulation. PhysX Technology provided under license from NVIDIA Corporation. © 2002-2011 NVIDIA Corporation. All rights reserved.

Requisitos del sistema

    Minimum:
    • OS:Windows
    • Processor:Dual-core
    • Memory:2 GB RAM
    • Graphics:Pixel shader 3.0 capable card
    • DirectX®:9.0c
    • Hard Drive:4GB HD space
    Recommended:
    • OS:Windows 7 64-bit
    • Processor:Quad-core 64-bit
    • Memory:4+ GB RAM
    • DirectX®:11
    • Hard Drive:4GB HD space
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