[MFTK: Survivors] Mortemforge: TekaRenzen's Konquerax: Survivors
Conquer and pillage planets as a one-man army in this brutal action roguelite set in a bizarre and dark Technofantasy universe. Battle hordes, plunder your enemies, forge devastating arsenals, and carve your path through endless intergalactic god-wars under the watchful eye of a mysterious goddess.

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Jeu en accès anticipé

Commencez à jouer dès à présent et impliquez-vous pendant son développement.

Remarque : les jeux en accès anticipé ne sont pas terminés, ils peuvent changer de façon significative. Si ce jeu ne vous intéresse pas dans son état actuel, vous devriez attendre pour voir s'il se développe davantage. En savoir plus

Ce que l'équipe de développement a à dire :

Pourquoi choisir l'accès anticipé ?

« As a solo developer there are many things to work on and a lot on my mind, so I find Early Access crucial for MFTK:Survivors. I want this game to be something special and, as creative and perfect I may be, nothing beats having an active community giving valuable feedback. With this much planned content ahead, it will make a world of difference in whether it becomes an okay or great experience.

So, whether it's balancing, mechanics, art, quality of life features or bug reports: you can put the feedback in the bag, I want it. »

Pendant combien de temps environ ce jeu sera-t-il en accès anticipé ?

« I’m hoping six months. Which means, most likely it’ll be a year. I will continue to expand the game until it reaches the level of content, polish and replayability expected from a full release. »

En quoi la version finale sera-t-elle différente de la version en accès anticipé ?

« The planned full release version could be described as the current state plus the following:

- Construct your vessels (characters/classes), not only the visuals but the mechanics too.
- At least: 50 character looks, 30 traits, 10 skills, and 20 weapons.
- Multiple levels of Meta-Progression running on top of one another.
- Procedurally generated maps with obstacles. At least 20 different "biomes" and a pool of 20 mission objectives. Customizable mapping traits. Increase variety of map decorations (plants, etc)
- Increased variety of Destructibles and Interactables found in runs.
- Campaigns and other conquest-related mechanics.
- At least 50 unique enemies, 10 bosses and 10 enemy "families".
- Increased item depth and variety. Procedural items. At least 30 uniques.
- Character equipment (ARPG style, on top of the classic survivors-like 6 and 6).
- Mild inventory management, mild strategic choices on galactic conquest-map.
- Systems allowing emergent gameplay and choices.
- Customize your lair and engage with Gacha style mechanics for collecting stuff.
- Adding a hardcore / permadeath profile mode.
- Potentially add sprite animations to characters and enemies, and make those optional in settings.
- Add options for covering partial nudity, aka streamer mode. Currently the nudity is only present in the North-West of the Frozen Steppes map.
- High quality sound and music mixing and mastering. 45-minute soundtrack.
- Cinematics, still unclear if fully 2D or a combination of 2D and 3D.
- Proper profile management, basically save-slots so you can have multiple progressions (Is technically done already but I found bugs).
- I Aim to provide enough content for at least 70-100 hours of gameplay. Subjective of course, not everyone plays a game the same amount of time.
- Steam Achievements and Steam Cloud. Maybe Steam Leaderboards?
- Add controller support and accessibility options (specially vision/color related).
- Proper translations into Spanish, Portuguese and Russian. »

Quel est l'état actuel de la version en accès anticipé ?

« You like raw? Cause this is RAW.
The core survivors-style gameplay for runs is already functional, performs well and feels satisfying as you mow through the hordes. When I call the game "raw" I'm mostly talking about content and depth. As far as I'm concerned, the game is currently in a pre-alpha state.
I work on the game full-time and updates happen daily or every other day.

Currently, as of July, 1st, I got:

- 6 player body/vessel graphics to choose from.
- 5 non-procedural, handcrafted maps to do runs in.
- 1 handcrafted, non-customizable lair/hub map. Access to character looks change and map selection.
- 6 weapons.
- 10 artifacts.
- 12 different enemies (4 unique movement styles, 2 behaviours).
- You kill stuff, you gain XP, you level up, you pick from random choices for weapons & upgrades. Also got chests, they don't look pretty yet, but they work ;)
- A main menu, with a simple configuration window for audio and keys.
- I had a whole save-file system already in, but I'm refactoring/remaking it. I been taking it as secondary because there's no meta-progression present yet.

Meta-progression, variety and depth are the whole point of the genre, but I chose performance and the combat first.

There's been a lot of tiny details which kept sending me off the road map. I'm focused on adding more weapons and pickups. Then, getting the upgrade shop and destructibles ready, and adding more sfx, vfx, and a series of mechanics for objectives, capturing control points, more enemy behaviors and just overall proper variety. »

Le prix du jeu sera-t-il différent pendant et après l'accès anticipé ?

« Yes, I will increase the price gradually as more content, polish and features are added. The plan is to make those increases happen alongside actual dev-stage milestones (alpha, beta, pre-release, etc). »

Comment comptez-vous impliquer la communauté dans le processus de développement ?

« As I previously mentioned, community feedback is crucial to help shape the game and future content priorities throughout Early Access.

I monitor both the Steam forums and the official Discord server, where we can discuss mechanics, balance, suggestions, bug reports and future ideas more directly.

I work on the game full-time and plan to remain active with regular updates, changelogs and communication through those mediums as development continues. Some days end with more tangible results than others so, In this case, "regular" means daily to weekly. »
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À propos de ce jeu

MFTK: Survivors is a fast-paced action roguelite, 95% auto-shooter, bullet-heaven.

Set in a stylized, bizarre and dark, technofantasy universe inspired by 80's Sword & Sorcery and European Graphic novelists (Druillet, Moebius, etc), Heavy Metal, GrimDark and Bisley art, 90's Anime and Cartoons, 70's psychedelia, DieselGoth, Chaos, big-boobed women, and both the Roman and Holy Roman Empires.

Gameplay summary as of July, 1st:

Inside map-runs: battle hordes of enemies while you level up, upgrade your Arsenal from random options and Chest rewards, pillage resources. There's 5 maps.

Outside map-runs: you can switch your body/vessel, select your weapon, and decide what map you'll run next.

The DRY gameplay summary:

You go in map and do stuff, when you come back home you prepare for the next map. Repeat.

Runs consist of an infinite mode.

Features, as of July, 1st:

  • Experience the joy of turning into a walking blender!

  • Select your character's looks and weapons from the options you collect.

  • Do runs / battle hordes on hand-crafted maps. You get a list of random available maps out of 5 possible ones. Map list refreshes by re-opening the map selector.

  • Gather exp to level up, kill monsters for chests, money and blood.

  • Acquire Weapons, Artifacts, and Upgrades during runs. Gather resources for your operational costs.

  • Blood and Gore-chunk enemy explosions. Smooth gameplay (weak CPUs may go as low as 50 fps when screen is loaded to the max, working on it).

  • Infinite mode, let's see how long you survive!

What are the features I'm prioritizing right now?

I gotta do one of those RoadMap graphics.

Right now, the top priorities are adding a couple more weapons and pickup types, getting the upgrade shop ready and finally fixing the bugs with the destructibles. Then: finishing the profile system, save system and unlocks.

After that:
Pillaging actual resources (right now is just money), capture control points during runs, making resource costs actually matter during map selection, and more enemy movement types.

Current Early Access limitations:

  • I haven't added any censorship, aka Streamer mode, in the settings. That being said, 100% of the nudity is in the north-west / top-left corner of the Frozen Steppes map, so pretty easy to avoid if you need to.

Description du contenu pour adultes

Voici la description de l'équipe de développement à propos du contenu du produit :

Stylized and cartoony depictions of:

- Violence, blood, gore effects, and dismemberment.

- Some characters wearing revealing outfits, some partial nudity.

- Fictional drug-like items and references to fantasy substances.

Some unlockable content is obtained through a gacha-style mechanic using only in-game resources.

Configuration requise

Windows
SteamOS + Linux
    Minimale :
    • Système d'exploitation et processeur 64 bits nécessaires
    • Système d'exploitation : Windows 10/11 64-bit
    • Processeur : Ryzen 5 5500 or Core i5-11400
    • Mémoire vive : 8 GB de mémoire
    • Graphiques : GTX 1060 or RX 580
    • Espace disque : 500 MB d'espace disque disponible
    • Notes supplémentaires : Game itself uses around 600mb of RAM.
    Recommandée :
    • Système d'exploitation et processeur 64 bits nécessaires
    • Système d'exploitation : Windows 10/11 64-bit
    • Processeur : Ryzen 5 7600 or Core i5-12400
    • Mémoire vive : 16 GB de mémoire
    • Graphiques : RTX 3060 or RX 6600 XT
    • Espace disque : 500 MB d'espace disque disponible
    • Notes supplémentaires : Game itself uses around 600mb of RAM.
    Minimale :
    • Système d'exploitation : Ubuntu 24.04.4 64-bit
    • Processeur : Ryzen 5 5500 or Core i5-11400
    • Mémoire vive : 8 GB de mémoire
    • Graphiques : GTX 1060 or RX 580
    • Espace disque : 400 MB d'espace disque disponible
    • Notes supplémentaires : Game itself uses around 600mb of RAM.
    Recommandée :
    • Système d'exploitation : Ubuntu 24.04.4 64-bit
    • Processeur : Ryzen 5 7600 or Core i5-12400
    • Mémoire vive : 16 GB de mémoire
    • Graphiques : RTX 3060 or RX 6600 XT
    • Espace disque : 400 MB d'espace disque disponible
    • Notes supplémentaires : Game itself uses around 600mb of RAM.
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