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Sector Unknown - A Story-Rich, Isometric RPG Set in A Shadowy Expanse of Space

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,069
https://www.creativestormentertainment.com





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ABOUT THIS GAME
Sector Unknown is an immersive isometric RPG that draws inspiration from classics like Fallout 2, Knights of the Old Republic, Mass Effect, Fallout: New Vegas, as well as more modern titles such as Wasteland 3, Encased, Colony Ship, Trudograd, and Pathfinder: Kingmaker.

Every decision, every nuance in character development has tangible consequences. While combat is a viable approach, the game equally emphasizes alternative strategies for progression, inviting players to leverage their character's unique abilities to navigate through the narrative creatively and diplomatically.

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Story

In Sector Unknown, your saga begins as a prisoner aboard a transport ship. Employing your unique skills, you daringly escape in a commandeered escape pod, crash-landing on Maku, a forsaken world veiled within a remote and uncharted region of space. This desolate planet becomes the foundation of your odyssey as you convert an abandoned mining facility into your headquarters. From this stronghold, you will set forth into the cosmos, exploring six distinct worlds and dozens of other locations, each teeming with its own factions and unique stories.

In your quest, you will confront the shadowy dealings of Star Frontier, the powerful trade and mining corporation that once imprisoned you. Operating unchecked in the hidden 'null sector'—now absent from all official star charts—Star Frontier has established a tyrannical reign. Your mission becomes to unite the sector's planets, through either force or diplomacy, and overthrow their oppressive rule once and for all.

Sector Unknownweaves themes of exploration, discovery, and the pursuit of freedom, crafting an epic tale of adventure and rebellion in the boundless expanse of space.

Character Building

Before you begin your journey in Sector Unknown, you will first need to build your character, including their origin and personality. The origin selection offers both combat and non-combat advantages that deeply influence gameplay dynamics, including unlocking dialogue options and allowing for world interactions. The personality trait also augments one combat and non-combat ability.

Your character’s physical attributes will determine their combat efficacy and survivability. There are six main physical attributes: Strength, Coordination, Vision, Speed, Aggression, and Intelligence.

You can also hone a range of non-combat skills as well such as Engineering, Science, Computers, Biology, Finances, and Piloting. Non-technical skills include Intimidation, Persuasion, Perception, Luck, and Larceny. Each skill offers players an avenue to navigate story challenges, ensuring a multi-dimensional gameplay experience.

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Planets

Throughout the main narrative of Sector Unknown, you will traverse a spectrum of unique planets, each with distinct factions and individual story arcs:

  • Maku: A stark, barren world devoid of life, marking the starting point of the player's adventure.
  • Eremtera: An ice-encased world with a frozen landscape, home to a derelict arc ship from a bygone era.
  • Nabi: A desert planet, its vast sands contested by two long-forgotten human tribes.
  • Helfyr: A fiery planet, rife with lava rivers and volcanic activity, and the site of extensive mining and military operations.
  • Sjo: An oceanic world, its deep waters harboring a chemical compound of unknown potential, harvested by Star Frontier.
  • Xenobiota: The enigmatic final planet, shrouded in secrets waiting to be discovered by the players.
Each location promises a distinct environment and set of challenges that contribute to the rich tapestry of the game’s universe.

Bounty Hunting

Your base will of course serve as a nexus for other activities as well, one of which will be the building of a bounty terminal, allowing you to pick up death mark contracts. With these contracts, you will track down elusive criminals or hunt rogue alien mega-fauna causing unrest across the various planets, with more perilous and rewarding bounty contracts unlocked through the research system.

Research

The research system in Sector Unknownis built upon the non-combat technical skills of your character. Take Biology for example: its research tree unfolds uniquely, unlocking components based on your character's skill level in that area. Similarly, Computers, Science, Engineering, Finances, and Piloting each come with their own distinct trees. These branches not only offer enhancements, bonuses, and unlocks but also underline the importance of your character’s skill increases and leveling choices.

War Score

The uprising itself will be undertaken on a galactic scale, adding a strategic layer to the game. As you progress through the story, you will bring new planets and factions into their alliance, expanding both your influence and reach. However, with each new planet added to your coalition, the stakes rise, thrusting them deeper into conflict with Star Frontier. Meeting this growing challenge requires reinforcing newly acquired planets, recruiting specialized support staff, building formidable fleets, and tackling pivotal side missions. The culmination of these efforts is reflected in your War Score. This score not only contributes to your character’s destiny but also that of the planets under your control as well.

Crafting

After claiming the abandoned mining facility on Maku as your base, you will be able to do many things from there, including crafting, enabling the forging of weapons, armor, shield generators, narcotics, injectors, and even starships. The crafting system boasts a rich matrix of over fifty organic and inorganic materials, encompassing everything from metals and inert gases to chemicals, fungi, and various flora. Successful component combinations yield superior items, tipping both combat and non-combat scenarios distinctly in your favor.

Your Story

In Sector Unknown, every choice you make shapes your journey. As you traverse through null sector, your interactions with characters and factions on each planet will uniquely influence the narrative. Your decisions determine not only the outcome of each planetary story arc but also the fate of the entire sector. From forging alliances to making tough moral choices, your path is yours to define. Whether through diplomacy, strategy, or combat, your story will unfold in a way that reflects your personal play-style and decisions, culminating in a truly bespoke gaming experience where you are the architect of your destiny.

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Last edited by a moderator:

Fargus

Arcane
Joined
Apr 2, 2012
Messages
3,879
Location
Mosqueow
From the dev\devs that made Age of Gladiator games and Raiders! Forsaken Earth. And some other shit.

Doesn't look so bad but i hope it's better in quality that the rest of the conveyor games from this studio.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,662
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Some of their games were published by PlayWay (notorious Polish shovelware vendors). I'm guessing the self-published ones (which includes the Age of Gladiator games) might be better.
 

Fargus

Arcane
Joined
Apr 2, 2012
Messages
3,879
Location
Mosqueow
From the dev\devs that made Age of Gladiator games and Raiders! Forsaken Earth. And some other shit.
Are any of those good?

Raiders are pretty fun casual battle brothers knock off but all of the games from this dev have short development cycle and lack depth. I doubt this one will be much different.
Some of their games were published by PlayWay (notorious Polish shovelware vendors). I'm guessing the self-published ones (which includes the Age of Gladiator games) are better.

I never played their playway published games one of which is Deadwater, but this dev always had a shovelware approach to most if not all of their games. Always a bare minimum. The amount of titles they made in 7 year timespan is telling.

It seems Deadwater and Aircraft Carrier Survival were co developed with other studios.
 

CreativeStorm

Creative Storm
Developer
Joined
Jun 27, 2020
Messages
42
Developer here. I lurk on these forums fairly regularly.

RPGs are my first love, strategy games a distant second. When I was first learning how to code and develop games though, I chose the strategy genre because it would be bat-shit crazy to try my hand at an RPG first. But now, with some games under my belt (some successes, and yeah, some failures as well), I felt ready to take a crack at the genre I truly love, that being the isometric RPG. Huge fan of the old Baldur's Gate, Fallout, and Kotor game, and more recently games like Colony Ship, Trudograd, Encased, and Pathfinder (bounced off the second one pretty hard though).

Some of the games where I had to work with other folks, I have nothing negative to say, but there were compromises that were made as is the case with any collaboration - but with this one, I'm tackling it solo and I'm making the game I want to make and play. Spent three years working on the "engine within an engine" (on the side, I have no goddamned life) to create systems for as seamless as possible quest design, dialogue, and story population. I'm now finally at the stage where I'm building out the first planet and story population is now going really fast. I expect a 1-2 hour demo to be out in a month or three.

The release date is actually near the end of this year, but I have it set to Q3 instead of Q4 in order to generate some more immediate interest where possible. Game will be launched in Early Access and then full launch a year after that.

It's probably still bat-shit crazy of me to tackle this thing, but it's what I want to do, and have always wanted to do.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
7,831
It's probably still bat-shit crazy of me to tackle this thing, but it's what I want to do, and have always wanted to do.

If you didn't admit that it's bat-shit crazy, I'd say you were delusional.

Welcome to the good fight. I hope you achieve everything you want. It's good to see more people, especially solos/small teams with some passion and balls.

:brodex:
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
15,170
Location
Eastern block
Developer here. I lurk on these forums fairly regularly.

RPGs are my first love, strategy games a distant second. When I was first learning how to code and develop games though, I chose the strategy genre because it would be bat-shit crazy to try my hand at an RPG first. But now, with some games under my belt (some successes, and yeah, some failures as well), I felt ready to take a crack at the genre I truly love, that being the isometric RPG. Huge fan of the old Baldur's Gate, Fallout, and Kotor game, and more recently games like Colony Ship, Trudograd, Encased, and Pathfinder (bounced off the second one pretty hard though).

Some of the games where I had to work with other folks, I have nothing negative to say, but there were compromises that were made as is the case with any collaboration - but with this one, I'm tackling it solo and I'm making the game I want to make and play. Spent three years working on the "engine within an engine" (on the side, I have no goddamned life) to create systems for as seamless as possible quest design, dialogue, and story population. I'm now finally at the stage where I'm building out the first planet and story population is now going really fast. I expect a 1-2 hour demo to be out in a month or three.

The release date is actually near the end of this year, but I have it set to Q3 instead of Q4 in order to generate some more immediate interest where possible. Game will be launched in Early Access and then full launch a year after that.

It's probably still bat-shit crazy of me to tackle this thing, but it's what I want to do, and have always wanted to do.

I like the SWKotOR vibes, but I'm going to be honest here. I have 0 desire to play this game. Why?

Artistically, you need to come up with something, some semblance of style, because this game looks sterile and virtually indistinguishable in a sea of similar isometric SF games. It really looks like you have 0 artistic inspiration for this game, and visually almost looks like AI generated it.
 

CreativeStorm

Creative Storm
Developer
Joined
Jun 27, 2020
Messages
42
It's probably still bat-shit crazy of me to tackle this thing, but it's what I want to do, and have always wanted to do.

If you didn't admit that it's bat-shit crazy, I'd say you were delusional.

Welcome to the good fight. I hope you achieve everything you want. It's good to see more people, especially solos/small teams with some passion and balls.

:brodex:
“If someone tries to sell you Black Lotus, you make sure it’s from Stygia. It’s the best.”

Thanks! The developer of Underrail served as a bit of an inspiration here. I was pretty meticulous in setting the table these last three years to make it as friction-less as possible to populate story and quest, but we'll see how it goes. Spent a long time writing the story and so far it's going well translating it into gameplay, but will know soon enough if I've sailed up shit creek or not.
 

CreativeStorm

Creative Storm
Developer
Joined
Jun 27, 2020
Messages
42
Developer here. I lurk on these forums fairly regularly.

RPGs are my first love, strategy games a distant second. When I was first learning how to code and develop games though, I chose the strategy genre because it would be bat-shit crazy to try my hand at an RPG first. But now, with some games under my belt (some successes, and yeah, some failures as well), I felt ready to take a crack at the genre I truly love, that being the isometric RPG. Huge fan of the old Baldur's Gate, Fallout, and Kotor game, and more recently games like Colony Ship, Trudograd, Encased, and Pathfinder (bounced off the second one pretty hard though).

Some of the games where I had to work with other folks, I have nothing negative to say, but there were compromises that were made as is the case with any collaboration - but with this one, I'm tackling it solo and I'm making the game I want to make and play. Spent three years working on the "engine within an engine" (on the side, I have no goddamned life) to create systems for as seamless as possible quest design, dialogue, and story population. I'm now finally at the stage where I'm building out the first planet and story population is now going really fast. I expect a 1-2 hour demo to be out in a month or three.

The release date is actually near the end of this year, but I have it set to Q3 instead of Q4 in order to generate some more immediate interest where possible. Game will be launched in Early Access and then full launch a year after that.

It's probably still bat-shit crazy of me to tackle this thing, but it's what I want to do, and have always wanted to do.

I like the SWKotOR vibes, but I'm going to be honest here. I have 0 desire to play this game. Why?

Artistically, you need to come up with something, some semblance of style, because this game looks sterile and virtually indistinguishable in a sea of similar isometric SF games. It really looks like you have 0 artistic inspiration for this game, and visually almost looks like AI generated it.

Fair enough. Appreciate the honesty. I may not have enough to differentiate it from other titles. I do know that it's early days still. I also know that I don't have the art budget to afford a Disco Elysium/Encased/Broken Roads aesthetic, but I'll do what I can and hope that the writing does the job in providing a fun experience for players.
 

Urthor

Prophet
Patron
Joined
Mar 22, 2015
Messages
1,879
Pillars of Eternity 2: Deadfire
Developer here. I lurk on these forums fairly regularly.

RPGs are my first love, strategy games a distant second. When I was first learning how to code and develop games though, I chose the strategy genre because it would be bat-shit crazy to try my hand at an RPG first. But now, with some games under my belt (some successes, and yeah, some failures as well), I felt ready to take a crack at the genre I truly love, that being the isometric RPG. Huge fan of the old Baldur's Gate, Fallout, and Kotor game, and more recently games like Colony Ship, Trudograd, Encased, and Pathfinder (bounced off the second one pretty hard though).

Some of the games where I had to work with other folks, I have nothing negative to say, but there were compromises that were made as is the case with any collaboration - but with this one, I'm tackling it solo and I'm making the game I want to make and play. Spent three years working on the "engine within an engine" (on the side, I have no goddamned life) to create systems for as seamless as possible quest design, dialogue, and story population. I'm now finally at the stage where I'm building out the first planet and story population is now going really fast. I expect a 1-2 hour demo to be out in a month or three.

The release date is actually near the end of this year, but I have it set to Q3 instead of Q4 in order to generate some more immediate interest where possible. Game will be launched in Early Access and then full launch a year after that.

It's probably still bat-shit crazy of me to tackle this thing, but it's what I want to do, and have always wanted to do.

Ngl. Considering this is a website that's *expert* at looking at games and tearing them to shreds... the brilliance of your game is radiating out of my monitor and searing my eyeballs (from the vertical slice that's visible).

You seem like you've plain old done amazingly good work so far (in preproduction). Keep at it... and yeah maybe convince a friend to come game dev with you next (this...) time.

Honestly, I'm actually genuinely considering offering to personally take two weeks off work. Fly to wherever you are, spending my holiday launching a Kickstarter for your game. So you a) get publicity n marketing things (publicity... rocks for very obvious reasons) and b) can crowdfund your game then find another dev to work on your game with you.

Your systems n design are brilliant and leap off out of the video at me. Especially the key framerate pacing/camera/character/fast clicking responsiveness to get the *feel* of the player interacting with the core gameplay loop.
 

Fedora Master

STOP POSTING
Patron
Edgy
Joined
Jun 28, 2017
Messages
31,833
inspiration from classics like Fallout 2, Knights of the Old Republic, Mass Effect, Fallout: New Vegas, as well as more modern titles such as Wasteland 3, Encased, Colony Ship, Trudograd, and Pathfinder: Kingmaker
A rather bold statement. I'm sure it's accurate and not designed to appeal to as many people as possible.
 
Unwanted

Cologno

Unwanted
Joined
Jan 3, 2024
Messages
293
Developer here. I lurk on these forums fairly regularly.

RPGs are my first love, strategy games a distant second. When I was first learning how to code and develop games though, I chose the strategy genre because it would be bat-shit crazy to try my hand at an RPG first. But now, with some games under my belt (some successes, and yeah, some failures as well), I felt ready to take a crack at the genre I truly love, that being the isometric RPG. Huge fan of the old Baldur's Gate, Fallout, and Kotor game, and more recently games like Colony Ship, Trudograd, Encased, and Pathfinder (bounced off the second one pretty hard though).

Some of the games where I had to work with other folks, I have nothing negative to say, but there were compromises that were made as is the case with any collaboration - but with this one, I'm tackling it solo and I'm making the game I want to make and play. Spent three years working on the "engine within an engine" (on the side, I have no goddamned life) to create systems for as seamless as possible quest design, dialogue, and story population. I'm now finally at the stage where I'm building out the first planet and story population is now going really fast. I expect a 1-2 hour demo to be out in a month or three.

The release date is actually near the end of this year, but I have it set to Q3 instead of Q4 in order to generate some more immediate interest where possible. Game will be launched in Early Access and then full launch a year after that.

It's probably still bat-shit crazy of me to tackle this thing, but it's what I want to do, and have always wanted to do.

Ngl. Considering this is a website that's *expert* at looking at games and tearing them to shreds... the brilliance of your game is radiating out of my monitor and searing my eyeballs (from the vertical slice that's visible).

You seem like you've plain old done amazingly good work so far (in preproduction). Keep at it... and yeah maybe convince a friend to come game dev with you next (this...) time.

Honestly, I'm actually genuinely considering offering to personally take two weeks off work. Fly to wherever you are, spending my holiday launching a Kickstarter for your game. So you a) get publicity n marketing things (publicity... rocks for very obvious reasons) and b) can crowdfund your game then find another dev to work on your game with you.

Your systems n design are brilliant and leap off out of the video at me. Especially the key framerate pacing/camera/character/fast clicking responsiveness to get the *feel* of the player interacting with the core gameplay loop.
If you take him up on this, make sure you know the integrity of your food and drink in his presence lest you wake up in a tub of icecubes with missing kidneys.
 

CreativeStorm

Creative Storm
Developer
Joined
Jun 27, 2020
Messages
42
inspiration from classics like Fallout 2, Knights of the Old Republic, Mass Effect, Fallout: New Vegas, as well as more modern titles such as Wasteland 3, Encased, Colony Ship, Trudograd, and Pathfinder: Kingmaker
A rather bold statement. I'm sure it's accurate and not designed to appeal to as many people as possible.

Totally crafted.
Not at all the games I really enjoyed playing through the years and would like to play more of.
 

CreativeStorm

Creative Storm
Developer
Joined
Jun 27, 2020
Messages
42
Developer here. I lurk on these forums fairly regularly.

RPGs are my first love, strategy games a distant second. When I was first learning how to code and develop games though, I chose the strategy genre because it would be bat-shit crazy to try my hand at an RPG first. But now, with some games under my belt (some successes, and yeah, some failures as well), I felt ready to take a crack at the genre I truly love, that being the isometric RPG. Huge fan of the old Baldur's Gate, Fallout, and Kotor game, and more recently games like Colony Ship, Trudograd, Encased, and Pathfinder (bounced off the second one pretty hard though).

Some of the games where I had to work with other folks, I have nothing negative to say, but there were compromises that were made as is the case with any collaboration - but with this one, I'm tackling it solo and I'm making the game I want to make and play. Spent three years working on the "engine within an engine" (on the side, I have no goddamned life) to create systems for as seamless as possible quest design, dialogue, and story population. I'm now finally at the stage where I'm building out the first planet and story population is now going really fast. I expect a 1-2 hour demo to be out in a month or three.

The release date is actually near the end of this year, but I have it set to Q3 instead of Q4 in order to generate some more immediate interest where possible. Game will be launched in Early Access and then full launch a year after that.

It's probably still bat-shit crazy of me to tackle this thing, but it's what I want to do, and have always wanted to do.

Ngl. Considering this is a website that's *expert* at looking at games and tearing them to shreds... the brilliance of your game is radiating out of my monitor and searing my eyeballs (from the vertical slice that's visible).

You seem like you've plain old done amazingly good work so far (in preproduction). Keep at it... and yeah maybe convince a friend to come game dev with you next (this...) time.

Honestly, I'm actually genuinely considering offering to personally take two weeks off work. Fly to wherever you are, spending my holiday launching a Kickstarter for your game. So you a) get publicity n marketing things (publicity... rocks for very obvious reasons) and b) can crowdfund your game then find another dev to work on your game with you.

Your systems n design are brilliant and leap off out of the video at me. Especially the key framerate pacing/camera/character/fast clicking responsiveness to get the *feel* of the player interacting with the core gameplay loop.
If you take him up on this, make sure you know the integrity of your food and drink in his presence lest you wake up in a tub of icecubes with missing kidneys.
My kidneys are fine; I could probably use a new liver though. Hook a brother up?
 

Fedora Master

STOP POSTING
Patron
Edgy
Joined
Jun 28, 2017
Messages
31,833
inspiration from classics like Fallout 2, Knights of the Old Republic, Mass Effect, Fallout: New Vegas, as well as more modern titles such as Wasteland 3, Encased, Colony Ship, Trudograd, and Pathfinder: Kingmaker
A rather bold statement. I'm sure it's accurate and not designed to appeal to as many people as possible.

Totally crafted.
Not at all the games I really enjoyed playing through the years and would like to play more of.
I'm just saying - If you compare your game to those, expect others to do the same.
 

Baron Tahn

Scholar
Joined
Aug 1, 2018
Messages
668
Scifi RPGs are always going to be very interesting for me so best of luck. Only thing that beats it for me is sci/fantasy.
 

CreativeStorm

Creative Storm
Developer
Joined
Jun 27, 2020
Messages
42
Developer here. I lurk on these forums fairly regularly.

RPGs are my first love, strategy games a distant second. When I was first learning how to code and develop games though, I chose the strategy genre because it would be bat-shit crazy to try my hand at an RPG first. But now, with some games under my belt (some successes, and yeah, some failures as well), I felt ready to take a crack at the genre I truly love, that being the isometric RPG. Huge fan of the old Baldur's Gate, Fallout, and Kotor game, and more recently games like Colony Ship, Trudograd, Encased, and Pathfinder (bounced off the second one pretty hard though).

Some of the games where I had to work with other folks, I have nothing negative to say, but there were compromises that were made as is the case with any collaboration - but with this one, I'm tackling it solo and I'm making the game I want to make and play. Spent three years working on the "engine within an engine" (on the side, I have no goddamned life) to create systems for as seamless as possible quest design, dialogue, and story population. I'm now finally at the stage where I'm building out the first planet and story population is now going really fast. I expect a 1-2 hour demo to be out in a month or three.

The release date is actually near the end of this year, but I have it set to Q3 instead of Q4 in order to generate some more immediate interest where possible. Game will be launched in Early Access and then full launch a year after that.

It's probably still bat-shit crazy of me to tackle this thing, but it's what I want to do, and have always wanted to do.

Ngl. Considering this is a website that's *expert* at looking at games and tearing them to shreds... the brilliance of your game is radiating out of my monitor and searing my eyeballs (from the vertical slice that's visible).

You seem like you've plain old done amazingly good work so far (in preproduction). Keep at it... and yeah maybe convince a friend to come game dev with you next (this...) time.

Honestly, I'm actually genuinely considering offering to personally take two weeks off work. Fly to wherever you are, spending my holiday launching a Kickstarter for your game. So you a) get publicity n marketing things (publicity... rocks for very obvious reasons) and b) can crowdfund your game then find another dev to work on your game with you.

Your systems n design are brilliant and leap off out of the video at me. Especially the key framerate pacing/camera/character/fast clicking responsiveness to get the *feel* of the player interacting with the core gameplay loop.
Thanks! I've considered doing a Kickstarter before Early Access. I have no experience in that, but everything has a first time I suppose. Will research more and see if it's the right approach or not.
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
15,170
Location
Eastern block
I also know that I don't have the art budget to afford a Disco Elysium/Encased/Broken Roads aesthetic

Brother, what? So many things wrong with your sentence.

Broken Roads aesthetic is trash. Please. They call it "post-apoc" and a "brilliant callback to Fallout", but it's really more like Stardew Valley. Colorful hipster world, it's like something for babies. I don't find it believable at all.

Encased just looks like plastic. It looks like nothing. However Disco Elysium has good art direction. But it's mainly because of 2D art like UI and portraits.

Secondly, you don't need an "art budget". Wtf mate. You just need to have an artistic standard. Did you read books, comics? Have you played good games? Watched good movies? Do you know what a color palette is? Anyone can learn Adobe PS or IL and make an interface or portraits, which is called 2D art for your game. That would be enough for some style. Play with the color palette. Do you want warm, do you want cold? You can pick 3 colors and make an amazing style. You can use AI too for portraits, icons, etc.

Look for a game called Perihelion or Space Wreck, and you will see what I mean. You don't need a lot, to accomplish a lot visually. People are just lazy or ignorant, don't be the next "generic isometric SF game #3456"
 

CreativeStorm

Creative Storm
Developer
Joined
Jun 27, 2020
Messages
42
inspiration from classics like Fallout 2, Knights of the Old Republic, Mass Effect, Fallout: New Vegas, as well as more modern titles such as Wasteland 3, Encased, Colony Ship, Trudograd, and Pathfinder: Kingmaker
A rather bold statement. I'm sure it's accurate and not designed to appeal to as many people as possible.

Totally crafted.
Not at all the games I really enjoyed playing through the years and would like to play more of.
I'm just saying - If you compare your game to those, expect others to do the same.
Fair enough. I guess I did do a pretty broad comparison there.
New Vegas definitely insofar as choice/options (I'm a big fan of potential pacifist playthroughs if done right). Mass Effect and Kotor, I suppose a bit in setting and main story layout. Fallout 2 and the more modern ones as far as isometric view and actual gameplay.
 

CreativeStorm

Creative Storm
Developer
Joined
Jun 27, 2020
Messages
42
I also know that I don't have the art budget to afford a Disco Elysium/Encased/Broken Roads aesthetic

Brother, what? So many things wrong with your sentence.

Broken Roads aesthetic is trash. Please. They call it "post-apoc" and a "brilliant callback to Fallout", but it's really more like Stardew Valley. Colorful hipster world, it's like something for babies. I don't find it believable at all.

Encased just looks like plastic. It looks like nothing. However Disco Elysium has good art direction. But it's mainly because of 2D art like UI and Portraits.

Secondly, you don't need an "art budget". Wtf mate. You just need to have an artistic standard. Did you read books, comics? Have you played good games? Watched good movies? Do you know what a color palette is? Anyone can learn Adobe PS or IL and make an interface or portraits, which is called 2D art for your game. You can use AI too for portraits, icons, etc.

Look for a game called Perihelion or Space Wreck, and you will see what I mean. You don't need a lot, to accomplish a lot visually.
I know Space Wreck (it's on my wishlist). Perihelion I had to look up.
Yep, I can appreciate those aesthetics, especially Space Wreck.
 

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