Another bad day in the future is a multiplayer VR espionage game. Players undertake jobs for one of four political parties in a flying city to get their parties laws passed in a dynamic legal system. Players traverse the city using arm swing based locomotion, hooklines, and can climb all the buildings.
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Release Date:
Feb 1, 2019

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Early Access Game

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Note: This Early Access game is 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?

“The goal is to make a mission based espionage game, where players dynamically get missions based on who is in their peer hosted game instance and the actions of those players. Steal from an employer, and the employer will send players to recover what you took. If someone kills you, get missions to get revenge. Additionally, the intent is for the game world to also dynamically respond to player actions. Help your party pass laws that change game parameters, like run speed or tax, or by the monsters on the surface becoming more powerful every time someone dies to them.

I am a single dim though dedicated ape working on this game all day, every day. As such, it will take me a bit to build out all of the content I have planned. Though, you don't need all the content to start playing the game. By alpha releasing, i hope to be able to get some other apes to help me make this game. Additionally, there are a lot of complexities in a single person testing a multiplayer game, and by having players, i'll be able to test certain things with greater easy.”

Approximately how long will this game be in Early Access?

“The following content goals i believe i will be able to get working in about a year. I have been working on this game every day since June 2018. I have much more content in mind beyond what is listed, but i would rather work on what is listed than enumerating all of the content i would like to build.”

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

“Feature Goals

Movement
Arm Swing Locomotion: You run by swinging your arms. It works, go run around.
Climb: You can climb almost everything in the game, unless it moves. You could be climbing a flying city right now.
GrabLine System: Zoom around the flying city by a rail system! It might not be novel but its still awesome.
KnockOut: If you try to stick your head through a wall IRL, you will knock yourself out. The same thing happens here, only you need to lay down to fix it instead of going to the ER.
Improved Animations: There are a number of technical complexities with VR animation, especially when doing locomotion. I'm not an animator, but i'll get it looking better than it is. Specifically, the ability to be crouched or prone.

Mission System
Debt Base Mission System: When you buy things or vote, you get debt. You pay off this debt by doing jobs. The mission system will keep giving you jobs till all your debt is erased.
Dynamic Instance Multiplayer: I'm trying to link the mission and matchmaking systems. The intent is for the mission system to be able to send you to different matchmaking instances, and to vary the missions based on who is in the instance.
VOIP: the ability to communicate with other players will radically expand the variety of missions i can make for you. Ex: be given a few keywords that you must use to vocally verify that you're delivering the package to the right person.
Dynamic Narrative: The ability for the mission system to link jobs together into stories. Additionally, the intent is to get the mission system to also generate narrative context for jobs in a rouge-like manner.

Missions Types
Delivery/Stealing: Take a thing from one safe and bring it to another. Whether the owner of the thing wanted you to do this or not, you still earn cash.
Evidence system: When you break the law, the system knows. Collect this evidence for sale, Get paid to clean up after other peoples mistakes, or hunt down bounty heads. The evidence system will add a variety of mission options for the mission system, and options for freelance income generation. I'm currently debugging the passing of this evidence around. Lots of places for bugs to hide.
Revenge When you get screwed over, your party also suffers. They will want to get even, and the mission system should have missions for doing exactly that.
Maintenance The ability to disassemble and reassemble certain parts of the locations, like the air vents. This will enable missions where you need to break those parts or repair them.


Gear:
Weapons I'm currently debug the weapons. The joys of VR is that you have to actually operate the guns. This also means there is lots of things for me to mess up. Though i do intend to add both more weapons, and manufacture specific versions of guns.
Ammo Types: You have to load the guns in this game. Might as well be able to load them with nifty ammo that does different stuff.
Augments: Augments give you either quality of life improvements or new game play options. Each hand can hold one augment. Additionally, Having the same augment in both hands gives additional effects.
Explosives: There can always be more explosions, of the intentional and unintentional verity.

Hacking
Security Systems: Locations in game are protected by security systems. These require you to find and decode codes to gain access to those locations. The mission system can give you access, and change the security system at locations. I intend to add more of these systems and to offer different versions of those already in place.
Doors: You can open doors after solving the security systems puzzle.
Cameras: You should be able to look through the security cameras on the map if you have access to them. Unsurprisingly, there are a number of technical complexities with this that i'm still working on.
Safes: Hack into safes, enabling you to steal other players mission items and for the mission system to alter jobs based on this.


World
Monsters: The surface is covered in horrifying monsters, which is why the city needs to be in the air. These monsters get tougher over time based on the garbage rate set by law. Clearly you need more of monster types, with more advanced behavior.
Bigger map: I can't build you an open world flying city overnight. I can only build it 1 section at a time.
The Law: The law impacts everything, from the hook & run speed, to the amount of debt you can get. I want to expand the number of things that the legal system can alter and expand the number of laws tweaking things. You can currently vote cash to get laws passed in your personal legal sim. While each player has their own legal sim, your actions should effect the legal sim of everyone in your instance.
Graphics: I am not an artist. I've been using pre-made assets. With your support, i will be able to get more assets, and hopefully be able to commission custom stuff.
Sound & Music: There currently is almost no sound or music in the game. I'm working on it.”

What is the current state of the Early Access version?

“The Dynamic mission system is not dynamic, it just drops you into a random online game. You can then host your own game, if you like, by hitting the Lag button in the main menu. There isn't a lot of variety in missions available (only 2 types), there are countless graphical bugs, and there is a general lack of content in all areas of the game. But Players can still alter Elections in a flying city, so it's defiantly a start.”

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

“I would only increase the price if the game became significantly bigger in all of the content areas. Honestly, I'm just a guy making a game, not a fancy pants business person trying to extract the most money out of the game.”

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

“I'll do QA sessions on a streaming service, sending out surveys, and monitoring community feed back. I'm trying to make a fun game (it'll be frustrating sometimes too, it's multiplayer), and listening to the community is an important part of that process.

Check out the website https://www.anotherbaddayinthefuture.com/ for the dev dairy. When i post builds to Steam, i post a dev dairy video.”
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Notice: Requires one of the following virtual reality headsets: HTC Vive or Oculus Rift. See the VR Support section for more info.

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Recent updates View all (5)

February 8

Feb 8 Update

Hi,
So i fixed the gun offset bugs that were going on. Reverted inventory layout retention until I can get it behaving. Corrected a number of back end bugs related to mission object spawning and detection in safes. Corrected the unintended momentum retention when using the glider augment.
0 comments Read more

February 8

Feb 7 Update

Hi,
So i did a light build, and corrected a number of replication related bugs. Made some improvements and bug fixes with guns, but still have more to do. Fixed error causing debt to be maintained.
0 comments Read more
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About This Game

Another bad day in the future is a multiplayer VR espionage game. Players undertake jobs for one of four political parties in a flying city to get their parties laws passed in a dynamic legal system. Players traverse the city using arm swing based locomotion, hooklines, and can climb all the buildings. The game is developed by a single dim though dedicated ape who works on it all day every day.

Mature Content Description

The developers describe the content like this:

Currently, the basic player model in the game is a guy in his underwear. Additionally, you can shoot people, and eventually there will be gore based evidence.

System Requirements

    Minimum:
    • OS: Windows 8, 10
    • Processor: Intel i5-4590 / AMD FX 8350 equivalent or greater.
    • Memory: 4 GB RAM
    • Graphics: Video Card: NVIDIA GeForce GTX 1060 or AMD Radeon RX 480, equivalent or better.
    • Network: Broadband Internet connection
    • Storage: 10 GB available space

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