A magitech, post-apocalyptic, turn-based RPG. Assist your faction with exploration, resource gathering, construction, research, item fabrication, and monster extermination, while absorbing ambient mana and leveling up your System drone.
Release Date:
To be announced
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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“This will allow me to get the game's campaign framework and early scenarios to the players, and work with the community to influence how I develop it further.

Also, it will give me more flexibility to introduce and change mechanics that might break savegames.”

Approximately how long will this game be in Early Access?

“At this point, I'm hoping to have a full release by the end of 2025, but that could change.”

How is the full version planned to differ from the Early Access version?

“I'm planning for the full version to have multiple scenarios in a single campaign, with the content fleshed out and balanced.”

What is the current state of the Early Access version?

“See "About This Game" for a list of features already implemented.”

Will the game be priced differently during and after Early Access?

“Yes. I intend to incrementally raise the price as I add major updates, with full release raising it one more time.”

How are you planning on involving the Community in your development process?

“Yes. Player feedback impacts game balance, quality-of-life features, and additional content.

The Steam community forums are the best place to provide feedback. ”
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Download Distant Flux: System Initializing Demo

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Planned Release Date: To be announced

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About This Game

Introduction

In a distant universe, mindless hordes of mana-warped rift monsters invade and destroy worlds. The universe, however, has a sapient guardian System, and the System has enacted an emergency protocol allowing people from non-magical universes to remotely pilot levelable combat drones to fight the monsters.

Mission Parameters

Help a new scrapper base survive and grow while clearing a Dystopian tomb world of monsters and rifts. Should your drone be destroyed, a copy will be respawned with your progression intact, though loss of items and mana may be inevitable.

To facilitate remote drone control, the System provides a mouse-driven text shell to input drone commands across the orthogonal universe connection. Note that due to relativistic phenomena, time effectively stops in the remote universe while the pilot makes decisions.

Details

Explore a hand-designed open world, with diverse biomes, locations, resources, anomalies, treasures, and dangers. Delve into post-apocalyptic magitech ruins, hunting monsters and scavenging materials to boost your faction's base, and absorbing various kinds of mana to fuel your progression.

Earn faction prestige while helping research new tech, craft new items, and construct upgrades; earn System credits killing monsters and completing sector quests. Spend the prestige and credits on gear, consumables, and progression from the faction shop, or purchase room construction levels.

Disrupt and exterminate a monster ecosystem that mindlessly attacks anything, including each other. Monsters will grow stronger over time, and will attempt to conquer other monster spawners. While your base starts in a less dangerous sector, it won’t stay that way forever.

Blast monsters with missile launchers, laser rifles, submachine guns, and other magitech weapons, or equip powerful catalysts to bolster innate magic spells. The world includes nine magic types plus physical damage, and also includes mechanics such as evasion, accuracy, stamina, over-time status conditions, environments, armor-piercing, calorie burn, stealth, detection, and more. Exploit them all to defeat your enemies.

Subjective time is simultaneous turn-based. Remember that while you’re doing things, the world is doing things too, and assume that whatever you can do, entities in the world can do too.

Outcomes are both deterministic and emergent. If you make the same decisions, you may expect the same results, but there are an immense number of possible decisions, and each can have ripple effects through the world.

Design Principles

Gameplay over graphics

I’ve seen too many games sacrifice gameplay to graphics, and I’ve instead focused on creating and refining gameplay mechanics, while developing a text-based interface that’s understandable and easy to use.

An advancing world

As the player acts, so does the world; the world doesn’t wait for player-triggered questlines. The NPCs you'll find aren’t mere scenery, they’re doing world-changing things. You can, for instance, see NPCs advancing projects such as research or crafting as you explore the world.

A hand-designed world

I've enjoyed RPGs with custom, hand-designed worlds more than those with procedural worlds, and so this RPG will also have custom worlds, biomes, lore, monsters, and so forth.

Least-special player mechanics

While the player is somewhat special in the world (being the only remotely-controlled drone), nearly everything the player can do the NPCs can also do. The player can kill monsters, explore the world, study artifacts, and scavenge materials: so can NPCs.

No added RNG

For me, RNG-driven rulesets haven't proven to be enjoyable. This ruleset is thus designed to instead provide a dynamic experience via a massive number of choices and variable-driven deterministic outcomes.

For instance, if the same attack crits one time and not another, it’s not because of a dice roll, but because of a variable: the enemy's evasion may have been buffed, or your attack may have experienced accuracy falloff.

Straightforward Rules

In RPGs, I enjoy making progression decisions when I understand the game rules, so, I designed the algorithms controlling variable outcomes to be as simple and understandable as I could.

For instance, damage is determined by subtracting resistance from damage, while armor-piercing subtracts resistance. This is a simple integer operation, but the relevant stats can be collected indefinitely. While a fire elemental may have high fire resists, stack enough fire damage and pierce, and your fire attacks can still overwhelm its defenses.

Finally, if possible, I want the basic rules to be accessible in-game, so that players can make informed, and hopefully fun, decisions.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 11
    • Memory: 512 MB RAM
    • Graphics: Basic
    • Storage: 1024 MB available space
    • Sound Card: Basic
    • Additional Notes: Requires .Net 6.0
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 11
    • Processor: Faster helps!
    • Memory: 1024 MB RAM
    • Graphics: Basic
    • Storage: 1024 MB available space
    • Sound Card: Basic
    • Additional Notes: Requires .Net 6.0
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