RetroSpace today bears almost zero resemblance to the first prototype versions, but the vision and philosophy were solidly in place from the get-go. Let's look at how it all started...
THE VISION:
What was the starting point? Well, we just imagined a convoy of ships heading for a new home with the rest of mankind in their belly. The journey is long and dangerous. The destination and the success of the mission are rather questionable, but humanity simply has no other choice. This is 2177, and the Earth has become uninhabitable... So, this was the initial idea, or more like the seed of the idea, the basic situation. The next step - which is still an integral part of the story - is that one of the ships (more like a space station with gigantic engines) breaks off the convoy and gets lost in the infinite vastness of space. And then comes the madness... and the mutants... space-time jumps, and so on. You know the drill.
In the original idea, we envisioned a kind of soviet, space-age, communist utopia, but in the end, we felt that the American science fiction world of the 60s and 70s - with its cheap TV series, great movie classics, and pulp science fiction novels - would be a much more exciting and (literally) more colorful setting for our story.
screenshot from the first prototype version of the game
some inspirations
DESIGN PHILOSOPHY:
While the world and specific narrative of the game were (and still are) slowly being polished, we found the style we wanted to follow and which we later will call "Disco-Punk", so the next step was to lay down the game design philosophy.
The immersive sim is a rather elusive and hard-to-pin-down genre, but it's the direction we've been shooting in from the start. Mainly because we LOVED games like the Thief or the System Shock series, games where you can live and breathe with the environment, where the world is amazingly immersive, sucks you in, and won't let you go. We felt it was most important not to create a linear game where the player could only choose which weapon to headshot the opponent with, but to give a more open, free-form experience where you can answer each problem with multiple solutions. - it was crucial for us from the start that avoiding enemies, sneaking, or using traps will be just as valid, as shooting or ripping your opponent's head off with a tentacle hand.
However, we want to present all of this in a way that keeps the story and narrative at the center. By the time we had laid out our core ideas, it turned out that we were actually making a narrative-driven immersive sim single-player first-person shooter game with Metroidvania and soul-like(ish) elements. So... we've got our work cut out for us...
FIRST STEPS ON AURORA 5:
First, we had to sell the idea to the team. So we started to create a loose prototype to ensure that the project was worthwhile. Because after our first game, Chicken Police: Paint it RED! (a noir satire adventure), we started to brainstorm and prototype several projects, in several genres.
a small part of the team is brainstorming in our first office, circa 2020
Even though the first prototype was almost nothing like the game looks like now (which is still not the final form!), this version already had some scripted story scenes, hacking, audio logs, computer terminals, turret avoidance, basic enemies with a basic AI, three simple weapons and of course a relatively open space, which presented a linear story, yes, but the player could already decide the progression order and gameplay-style in which they wanted to play through the demo.
screenshot from the first prototype version of the game
This was huge for us, and the team loved the idea! Of course, making an immersive sim game is quite challenging, but we like to challenge ourselves with near-impossible goals, and we've managed to grow our team from 6-7 people to almost 20 in two years, which has allowed us to experiment more and even work on several projects at the same time.
screenshots from the current (still not final!) version of the game
The next highly important element was humor. We definitely wanted to create an absurd, sci-fi satire, but in a way that the humor never overwhelms the horror elements, which we also have big plans for. This delicate balance and sharp contrast is another risk that we added to the mixture, but by the time we finished the next version of the demo (an internal pre-alpha tech demo) and started implementing our own assets (with the new look and feel), everything in the project just clicked and seemed to work perfectly. This was probably the moment when it became clear to everyone on the team that we were creating something special and that we had to see it through!
concept art for the game
So we had a style, a genre, a vision, a philosophy, and even an initial prototype. It was time to get serious and take the plunge. And so "RetroSpace" was born, which at the time had a very different name and went through a series of iterations before it was given its final title...
...but that's another story, which I'm sure will be covered in a future dev blog!
From 00:00 on 21.01 till 23:59 on 22.01 (Moscow time) win as many times as you can on Arenas.
Three winners from each server (RU, PvP, PvE), who have get the most wins, will receive prizes:
"Bobik" Armor Vest (pers., 30 days) Zeiss Lens Injector with Purified "Hellcat" - 5 pcs.
In addition, any participant from RU server will receive 50 "A-Zone" pins for every 100 wins, while any participant from PvE and PvP servers will get 25 "A-Zone" pins for every 50 wins.
Ancient Wars: Sparta Definitive Edition - JotaTheConqueror
- Fixed Critical crash when using ladders in walls - Fixed Critical crash in Mission 1 of Spartan Campaign - Fixed bug that still appear attack command instead move when you are in enemy walls
Working on Zoria: Age of Shattering is an exciting but also challenging experience. The ideas are endless, and expectations - yours and ours - are high. This month we introduced many valuable changes to the game. Are you ready? Welcome to Monthly Changelog #2! ːsteamhappyː
A party ready to explore each corner. Do I smell... chest?!
Remodeled and expanded locations
Rithvale had a complete makeover. We needed to rebuild it to match it with our current level of quality. Rithvale will become your homebase and your safe haven you'll long for after a long journey.
Players will now have quests available (both sidequests and main quests), making it a more lively area worth revisiting at different stages of the game.
Do you remember Shrieking Pass? Some of you might have seen it in the demo from 2 years ago. We felt this location could be more interesting, so we decided to revisit it, with some new places and adventures ːsteamhappyː Now it is not only an area where the story takes place but also a part of the story on its own.
This is totally how we rebuilt our locations. We evacuate everyone, and then we lure a dragon and four Trolls to raze the city to the ground. Easy-peasy.
Attacks of Opportunity
RPG players are most likely familiar with this system. Certain characters will be able to strike an enemy unit in combat as it moves next to them. It can be a very satisfying move that'll prevent your opponents from running away from you and has a significant chance to finish them off without the need to chase them around the map (and possibly get into a trap).
These water elementals have yet to realize that they should be running away.
Character Creator
Character Creator was a Strech Goal on Kickstarter that we unfortunatelly didn't reached BUT we decided to add it after all. ːsteammockingː We believe that creating your own character in an RPG adds a lot of value to a roleplaying aspect of the game. Whether you like to adjust a gender or look to your own for a better immersion, play a hero of your dreams or make it an honor to play as a female character whenever possible - we've got you.
Once again, huge thanks to everyone who supported us in the Kickstarter campaign!ːsteamhappyː
There was a crowd waiting to witness your glory, but you took too long to pick up that perfect shade of hair (even though you can't see it through the helmet).
Best Upcoming - IndieDB Indie of the Year 2022
Do you remember how last time we asked you to vote in a IndieDB's Indie of the Year poll...?
We got the 5th place!!! ːsteamhappyː
We knew there were a lot of you out there, yet getting this high in the rank exceeded our expectations! Thank you so much for voting! It wouldn't be possible without your helpːsteamhappyː
ːsteammockingː You can watch Best Upcoming - IndieDB Indie of the Year 2022 here:
That's it for now ːsteammockingː
You see a path that leads you forward. The path has been lit by a dozen of torches and adorned with skulls impaled on stakes. Someone passed this way not long ago.
ːsteammockingː If you want to connect with the community, you can join Zoria's Discord here:
Ancient Planet Tower Defense - [RKKA] Saymor Jabberwocky
Hi everyone! In this update:
- Death ray now does not disappear after releasing the mouse button - Death ray can now be moved around the map after releasing the mouse button - Support tower now increases the support radius of other support towers - Range display of towers is now correctly updated when a support tower applies a range aura - When resurrecting a enemy, its hp cannot be less than 1, which caused the robot "Phoenix" to be resurrected a fourth time - Fixed a bug where when the destruction of the object on the map, if the player turned on a pause, the object went into a cyclic animation and will not be removed from the map - Fixed the game crash when leaving a level and the projectile thinks it should kill a enemy but the enemy is already destroyed - Kamikaze enemies now always explode at any point on a rock or gate - Fixed gold coins and rubies falling out, they no longer fall under towers - Fixed block and gate regeneration - Fixed available cells for tower construction on 37 levels - Fixed aura effect position on base towers - Returned an icon for the burning effect of a enemy - Improved transition from menu to loading screen - Improved check that an improvement cannot be bought a second time - Improved tutorial - Multiple localization improvements - Improved looped sound playback
The flow of the demo is around 1 hour, which includes: recruiting teachers and students, researching foundation courses, arranging courses for students, taking an exam, off-campus map, adopting stray cats, and other random events among students.
Moreover, extending areas horizontally is one of many things you can do, you can also extend multi-story buildings vertically in this demo.
Thanks a lot for your support. Please leave your suggestions in our STEAM community.
If it leaves you panting for more, please check out this new video: