CATCH THE HYPE!
CARNIVAL HUNT Will you choose cannibalism and eating your friends, or working together?
INSPIRED BY ‘THE EXPANSE’
ORANGE CAST Explore planets, protect colonies and be the first to meet the unknown!
MEET KIMCHI!
The PS2 inspired platformer
Preparing for The Red Solstice 2 and mutants Control and manipulate in Timelie Fight for your live in Ministry of Broadcast in a gameshow
A base-building, survival game with Action-RPG elements. Plus a special interview with the developers
ALL POSITIVE REVIEWS!
WHEEL OF FATE
Artificial Intelligence Wheel adapting the world to player choices.
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08 Kimchi In Slime Time 12 Carnival Hunt 14 Gloria Victis: Siege 16 Wheel of Fate 22 Tribes of Midgard 24 The Riftbreaker 28 Timelie 30 The Red Solstice 34 Orange Cast 38 Ministry of Broadcast 42 ExoPlanet: First Contact 44 SSTR
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INTERVIEWS
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Kimchi In Slime Time 10 Wheel of Fate 18 The Riftbreaker 26 The Red Solstice 32 Ministry of Broadcast 40 SSTR 46
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Cover This month’s cover is from The Riftbreaker All images used within are from Independent developers and belong to their creators.
FIRST GLANCE
Platform TBD Genre 3rd Person Action-Platformer Release Date TBD Developer Mesonoxian Game Studios Ltd
KIMCHI IN SLIME TIME & The Promise of Past, Platforming Glory Now, it's no secret, the sixth generation of consoles cooked up some of the most classic platformers to grace the video game industry. As somewhat of a Sony subscriber down the years, I still have in my possession, original copies of Naughty Dog's Jak and Daxter, The Precursor Legacy, alongside Insomniacs' legendary Ratchet and Clank collection. Two iconic IP's that live out the rest of their days on my gaming shelf having earnt a rightful spot. They're not just gathering dust either. I still play them from time to time, in loving memory—a true testament to their longevity. So, when talk of a new platformer starts doing the rounds, my attention is immediately aroused. Especially when referencing one, attempting to emulate the glory days. (Subjective to my childhood) Ladies, gents, and children of all ages, please welcome Kimchi in Slime Time to the main stage.
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Now, this one's an elusive gem. By that, I mean, we were forced to do some serious digging on the subject. In truth, there isn't much info out there, aside from a simple Facebook page. So, at this point, it's all relatively low key. Perhaps that's the intention, early on. A small indie-team, just keeping a low-profile during development. We can't say for sure. But that all adds to the element of intrigue. Either way, what we did see was enough to send significant levels of hype swooshing through the office at dizzying speeds. The Official Facebook page of Kimchi in Slime Time describes the game as an "upcoming action platformer, inspired by classic PS2 and GameCube classics." Firstly, this concept
“A third-person action platformer inspired by PS2 classics.” genuinely excites me. Like many of us, I have significantly fond memories of that golden era. So, for me, any nostalgic trip back to simpler times would act as a welcome vacation. By my estimations, the game is still in the early phase of development, as videos posted are relatively primitive. Thus, showcasing basic concepts and mechanics. After all, it's still early days. We do, however, get a sneaky peek at the combat. With hordes of pink blobs firing projectiles, our colorful protagonist has the aid of a sidekick that lays down suppressive fire. Additionally, there's also a range of melee attacks to employ up-close, mixing up the combat.
From a visual perspective, initial signs are promising. For instance, on-screen textures appear smooth, and there's an overall sheen that's pleasing on the eye. Meanwhile, lush palettes of vibrant color help capture that traditional PS2 aesthetic. On top of that, there appears to be enough charming detail locked in the surrounding landscapes to catch the eye and encourage exploration. In line with traditional platformers, players will have to face their fair share of assault courses—nothing too taxing, by the looks of things. But obstacles, like hopping from ledge to ledge, and jumping across perilous gaps, could be commonplace.
In truth, it may still be early days. But things are looking great for Kimchi in Slime Time. Of course, there's still so much we don't know. But from what we've witnessed so far, the future's bright for this charming, upcoming indie game. For those with an endless love for the classics, Kimchi in Slime Time could be the fun, throwback title, you've been missing.
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KIMCHI IN SLIME TIME INTERVIEW With developer Sasha Wood Q.) What does it mean to you to be an independent developer?
Social media has been a great help achieving this so far!
A.) For me, developing games is a passion, it’s not just a job but something I enjoy doing. I want to recreate the fun that I experienced as a child, and more importantly being able to enjoy that fun with others. I want to create stories that are immersive and people will enjoy playing over and over.
Q.) What's been your biggest hurdle in development and how did you overcome it?
So I want to include systems and stories in my games that allow that to happen. I want to build a community of people that enjoy the games I make and get their feedback so that I can make that experience better in the future.
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A.) My biggest hurdle, as I’m sure is the same for many other indie developers, is motivation, being able to push yourself forwards and get a project done is a really big challenge. But as well as this, I can struggle with knowing when to stop. I’m a perfectionist and want to make this game as good as it can be. But the reason I’m able to keep myself going with this project, more than I’ve been able to
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before is a combination of a few things. The first is that it’s the genre I’m most passionate about. The classic, 3D action platformer, It’s what I played and enjoyed most of when I was younger and I feel like I can bring a new twist to it. The other reason I’m able to keep myself motivated on this project is the people around me. I have lots of friends who offer their help and support with the project any way they can, and of course I have my partner who not only helps and supports as much as she can, but I want to succeed for her too.
action and fast paced nature of the Ratchet games, and the well defined mechanics of the Jak and Daxter games. Some other inspirations include Crash Bandicoot, Brave: The Search for Spirit Dancer, Starfox Adventures, Sly Cooper, Vexx, and Ty The Tasmanian Tiger. The main drive for creating this project has to be recreating the experiences I got from playing these games. I want to create the best games I can so that everyone else can have more fun with this genre again! Q.) What can you tell us about the main character and why we're on this quest? A.) The main character is Kimchi, she’s an agent of the Time Force, an intergalactic organization dedicated to maintaining the fabric of space-time by identifying anomalies and sending out agents to fix them. This leads our heroine on some crazy adventures! Kimchi herself is a fierce, optimistic, and adventurous individual, that sometimes has issues with being impatient and
abrasive. Although she is dedicated to the cause for reasons that you’ll inevitably find out when you play the game, I don’t want to ruin the surprise. Another small fact about Kimchi, she’s based on one of my pet cats, both in personality and design! Q.) What can players expect from the finished product? A.) In the finished game, players can expect an action packed platforming experience, with plenty of challenge and explosions, alongside a light hearted yet intriguing story with plenty of twists and turns. There will be a selection of expansive, semi-open world levels with unique environmental mechanics, puzzles, and of course, huge bosses that you’ll need to use your arsenal of weapons to take down. Look forward to mechanics you’ve seen before in older classic platformers, now more polished to the modern standards that the industry has set, as well as plenty of systems that might be new to the genre.
Q.) What platforms do you plan on releasing on? A.) The primary platforms I plan to release on will be PC, Linux, and MacOS. Of course if everything goes well I would love to end up releasing on Switch too, as well as Xbox and Playstation. Q.) Can you tell us more about your inspirations and what drove you to create Kimchi? A.) My biggest inspirations for Kimchi: in Slime Time would have to be the original Ratchet and Clank quadrilogy, and the Jak and Daxter trilogy. I loved the
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Platform PC Genre Action-Shooter, Survival Release Date TBD Developer Jester’s Playground
CARNIVAL HUNT & The Battle Between Trust & Cannibalism Are you looking for a horror game that will scare your socks off? Well, you’ve found the right game for you with Carnival Hunt. Developed by Jester’s Playground, it takes the fear out of the box and throws you headfirst into the game. The game is a multiplayer social horror game that looks to take inspiration from Friday the 13th and Dead by Daylight. It is looking to be released soon. Though it doesn’t have a confirmed release date, it does say that it is expected Q2 2020. . Carnival Hunt doesn’t seem to have much focus on story, but it does have slight lore and
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backstory behind it. As there is a massive focus on cannibalism throughout the game, adding that real fear factor. How and why you turned into a cannibal is unknown at the minute but we’re hoping we find out how through playthrough. The graphics in the game are realistic, I might say too realistic which adds a lot to its horror aspect making it even scarier! The detail in character design stands out with each character being different from the actual cannibal at the time to the normal person running away. There are also different designs of cannibals and with that comes
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While on the search through the village, loot can be found in every explorable area. Ranging from defensive items, to powerful firearms can be found and used for defense in this deadly world. Other items, such as Trust points and Credits, can be used to upgrade your character perks and unlock an vast assortment of cosmetics.
new cannibals with different abilities, strengths and weaknesses. An example of this would be that at release, there’s going to be two different cannibal designs. One being a more close-range cannibal and the other a long-range cannibal. This changes the playstyle of the people playing. A five-player multiplayer game which can be played solo, but that just means you’re going in alone up against all the cannibals. Carnival Hunt has a great focus on trusting other players. If a player consumes human flesh they will turn into a cannibal and become an enemy. This is a great multiplayer element as it adds a lot of unease as you can’t trust anyone. As
teamwork is how you win the game, it’s even possible to have no cannibals in a playthrough if no one eats the flesh. That’s no fun though! What will you do? Choose to be the enemy or trust one another and come out alive? Carnival Hunt is a horror game with a simple story but stands out from a lot of other horror games with having a focus on trust. These trust elements to the game will add a lot to playthroughs as you never know if someone is truly on your side. This added with great classic mechanics and attention to detail. Adds a horror element to hook you in and scare you to death. Will you be the predator or the prey? You decide.
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Platform PC Genre Stategy, Simulation Release Date TBD Developer FishTankStudio
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GLORIA VICTIS: SIEGE Scavenge The Fallen City A medieval survival game based around resource management. That’s what you’ll get from Gloria Victis Siege. This is no normal medieval strategy game as you won’t be battling any war. You’ll be in a siege meaning that you’re going to be stuck in a castle trying to survive with limited supplies. As the enemy is knocking on your door. The only way to survive is by making a hard choice. The game developed by FishTanks Studios (great name) has thought out of the box as you won’t be on the front lines, you’ll be behind the scenes.
before you make them. The detail in every resource you must manage gives you that better experience. The gameplay of Gloria Victis Siege is an over the top strategy game that focuses a lot on management of supplies, but it adds tough decisions which shapes the lives of the soldiers and civilians. This is a strategy game where you must manage supplies to keep people alive if supplies go to defences or food, it’s your choice. The wrong decision could cost you your home, if defence falls, the
“Make Decisions, Face The Outcome” The plot of Gloria Victis Siege is that your homeland is under siege and you must manage resources and make tough decisions. The fate of your homeland is in your hands. The decisions you make will decide how your story goes. You must wait for help and try to keep everyone alive. The graphics are very detailed with kind of a comic book look to them. There’s a lot of detail in all elements of the area making it feel like a real kingdom. This makes you want to protect the area from invaders. If you do lose your home, fall to invaders and with the great details in every area, you do feel like you’ve truly lost your home. The added details make you want to work harder, and it makes you think more about your decisions
invaders will destroy everything you hold dear. There’s also a chance to sneak back into an area fallen to the invaders. This is a chance for you to find more resources to trade for other resources or to use for yourself. The one problem is though, you are no soldier so make sure you stay away from any raiders as you will die if they catch you. Gloria Victis Siege is full of risks, not all of them being rewarding but you must take the risks to survive the siege. There’s no guarantee that you will survive long enough until help arrives, but you must make sacrifices to survive good luck. Gloria Victis Siege seems to be very out of the box and something really to look out for in Q1 of 2020!
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WHEEL OF FATE An Exhilarating Gamble The Pays Off Having had the chance to get close and personal with Wheel of Fate, we thought it'd be only fair to share our first-hand impressions. Keep reading for all the gory details.
When an upcoming indie RPG hits the headlines for all the right reasons upon release, it's bound to possess potential. After all, indie and RPG's work so well as a match. Some even say they go together like warm milk and
Platform PC Genre Turn-based RPG Release Date March 27, 2020 Developer UDX Interactive Inc. choccy-chip cookies amid Winter. A surefire recipe for success. Try both together; it's breathtaking. Believe me.
“Spin the wheel of chance” With that in mind, we welcome today's topic—Wheel of Fate. The all-new turn-based RPG to hit stores worldwide. Well, Steam's streaming distribution store, anyway. Developed by UDX Interactive Inc. & Game Pill Inc, Wheel of Fate has seen a surge in popularity since its recent release. Despite being in early access development, most of the Steam community have looked favorably on the game.
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On the surface, Wheel of Fate may seem like any other indie RPG currently occupying the market. Firstly, there's a neat character creation system, tick. But also, a dynamic skill tree, tick. And then, the trusty combat mechanic, tick. That is, among many more facets, which we'll get to later. Don't worry. It's coming. But for me, the element which sticks out the most is an intriguing, interactive object, known as the Wheel of Fate. Unlike other RPGs, dictating the ow of events to some degree, this game ips that notion on its head. Instead, you'll leave any fortunes to chance, by spinning the Wheel. Aside from looking like an ancient relic steeped in lore, and possessing immense primordial power, it also holds all the cards. With each spin, you'll transform
the world around you. For instance, dungeons procedurally generate. Thus, creating new challenges to overcome. Meanwhile, ever-changing environmental effects and in-game ambiance add to the immersion. Even sections of the story and any random events encountered on your travels will alter depending on this gripping game of roulette. Aside from that rather cool contraption though, there's so much more to soak in. During my time with Wheel of Fate, I thoroughly enjoyed the combat mechanic. For me, the mix of traditional turn-based commands with quick-time events allows for the employment of layered strategies, while chaining together combos and killer strikes using precise timing, and
hand-eye coordination. And we've only scratched the surface. In truth, I'm looking forward to seeing more of this enchanting world in the coming weeks and months. Though much of this game comes down to chance, behind the scenes, most core systems and mechanics run like a well-oiled machine. That's not to say there aren't some minor setbacks, though. On that note, the odd animation still looks a little stiff and slightly awkward looking. Overall, though, it's surprisingly polished. Most importantly, none of these issues are game-breaking in any way, so I'm sure the devs will iron out any kinks in time. All in all, Wheel of Fate is well worth the voyage for hardcore indie RPG fans. As a stern disciple of the genre myself, it didn't disappoint.
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WHEEL OF FATE INTERVIEW With developer Daniel Vivona
Q.) What does it mean to you to be an independent developer? A.) It means creative freedom to make games with my team as we envision them. I am a collaborative type of person and I like to accomplish things with teammates. I’m not one for politics or an ego-centric type of business environment. Being independent allowed me to create a working environment that fits my work style: supportive, inclusive, and collaborative.
Q.) What was your biggest hurdle in development and how did you overcome it? A.) As with most indies funding was a giant hurdle, we overcame that by coming together as a team to win funding from agencies including the Canada Media Fund and Kickstarter. The team stepped up phenomenally with our communal belief in the vision. Some team members donated time, others helped us by going above and beyond. The journey from conception to early access was longer because of those funding rounds. And there were many moments where I thought “can we survive this?” Yet here we are and I have to attribute this to the combined might of the team. Q.) Can you tell us about the development of the wheel, and how it will affect the player's gameplay? A.) The wheel is the heart of our game,it has evolved immensely over time! It started as a random number generator, we then applied adaptability matrices and finally added in machine learning algorithms to create an Artificial Intelligence. The wheel watches the player’s choices in-game and adapts content based on those choices.
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It currently affects gameplay in the following ways: 1) Wheel - The core loop of the game is based around spins on the wheel. We make the comparison of a “dice” roll that the A.I. uses to choose what content to deliver to the player. It’s similar to a player rolling a dice in a Dungeons and Dragons game. The difference here is our dice adapt. They change size, shape, number of sides, etc, based on player choices. Our A.I. acts as a dungeon master
“At its heart, Wheel of Fate is the story of a hero chosen by Fate, who is tasked with saving the world of Providence from the Fateless and the Affliction.” looking at a compendium of possible outcomes and then based on the roll chooses an event that suits their story. That is the essence we are working on capturing. 2) Content - The wheel watches and changes everything: from small things like Lighting effects, ambient creatures, skill animation effects, to much larger elements such as what side quests (from small to large) that
are available in game. Throughout Early Access, we’ll be expanding the “book of content” the A.I. has to choose from. The more the A.I. has to choose from, the more unique each person’s playthrough will be. Q.) What other titles inspired you to create Wheel of Fate and how did it factor into the finished product? A.) Games like: Legend of Dragoon, Grandia, Neverwinter Nights, Phantasy Star, Diablo, the Mass Effect series, Final Fantasy, Mario RPG, Lunar the Silver Star Story, Neverwinter Nights, and many elements from so many awesome RPGs have inspired us. The timeline battle system with quick-time events from games like Legend of Dragoon, Grandia, and Mario RPG have been our favorite in turn-based RPGs and inspired us when creating the game’s battle system, which is reminiscent of Legend of Dragoon, Grandia, and Mario RPG. The story, dungeon crawling, and multiple pathway endings with dialogue choices, can all be related back to some spectacular games. I also have to mention Neverwinter Nights as it was near and dear to my heart. I worked on a Neverwinter Nights server called Avlis that changed my view of gaming forever. It gave players the ability to build their own worlds and play in them as Dungeon Masters. When a Dungeon Master was present it could mean incredibly detailed campaigns or even just a random monster thrown in our path… it was very fun and exciting to play
and it had a profound effect on Wheel of Fate. The Avlis server is still running today! Q.) What can players expect in the future in terms of DLCs or Updates? A.) As this is the beginning of our early access there are so many updates we still have in store! The more players we have joining us the more interesting updates we can make. Right now what’s available in early access is chapter 1 of Wheel of Fate – we have written and designed for a 5 chapter game. We created this episodic content out of necessity. As mentioned above, budget is always a concern and we wanted to make something phenomenal. So each expansion will extend the story, bring new characters, items, enemies, loot, and quests with it. When it’s done the full game will be large, but it will end at the 5th chapter. We have the following features
planned for our time in Early Access; that being said we’ll be looking to gather feedback from our community to make adjustments throughout development. 1) The artificial intelligence talking to players. We want the A.I. to comment, help, hinder, and develop personalities to let the players know there is something behind the scenes watching their every move. 2) Expanded crafting, town management, and town defense - these systems are there and working however, the full system we designed for the game will take some additional time and work to implement fully. 3) Quests and content - we have written over 150 quests and events that aren’t yet in the game. We’d like to see as many as possible go into chapter 1 so the wheel has a larger “dungeon master compendium” to choose from. 4) Improved graphics, UI, design, models and more - there are
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many things we would like to improve with the community’s help. Q.) With the replayability of Wheel of Fate, is there also end-game content that players can keep playing if they don't want to replay it? A.) Chapter 1 isn’t “endgame”, however, you are absolutely correct. The story can be completed in about 6 to 12 hours. We don’t stop players from continuously playing once the story is complete. Some of our beta testers put over 200 hours into completing every possible quest, and earned every possible decoration for their home which is an incredible feat in our books!
wanted a classic RPG story that was spiced by the A.I. i.e. you may face a fire dragon on a mountain, with fire goblin helper;while I may face a water dragon by a lake, helped by water ratmen. The biggest changes come from all the side content from small to epic scale quests that will be entirely chosen by player choices and A.I. We haven’t seen this type of gameplay before and with our community’s help we want to expand the content to make it a unique experience for single-player RPGs.
Q.) What sets Wheel of Fate apart from other titles in the genre? A.) Our key differentiator is the artificial intelligence wheel. We don’t know of any games that have a core loop like ours. Our core loop features an A.I. watching player’s choices, factoring those into a spin of a wheel, and then delivering content to the player based on that spin using its own artificial thought process. The game also isn’t completely A.I. generated because we still
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TRIBES OF MIDGARD Cooperative Survival Game For 10 Players A new cooperative survival game in which players must resist the oncoming invasion of Giants during Ragnarök. Set in procedurally generated worlds, play together to craft legendary equipment and defend your Viking village until the end! Have you ever wanted to play a game actually set in Ragnarök? Yeah, you heard that right, it's set in Ragnarök! Not around, not after, making sure you’re in the part where all action takes places. From the developers, Norfell. They seem to like their Norse mythology. Look to take the chaos from Ragnarök and make it into an adventure game with up to 10 players. Tribes of Midgard is meant to be released in September but if you’re subscribed to their newsletters,
you’ll get a chance to be part of their Beta tests. Tribes of Midgard isn’t straight forward, but it does have rich lore behind it. With obvious inspiration from Norse mythology, Ragnarök. Where the great Norse gods die, and the world was taken by humans. It’s not clear if it will follow the story exactly but it's definitely going to be inspired by it. As you protect your village from a legion of Hel and as you loot on your adventure, fight ice giants and other beasts and beings of Norse mythology. The graphics look very detailed with a procedurally generated world full of beings able to destroy you and the world you live in. These include Gods hiding from the fear of Ragnarök.
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The cartoon style of the world and enemies looks to keep the game fresh throughout. As the detail in different weapons, survival elements, reinforcements and a lot more. Is there to make everything stand out and keep making you replay as you want. To explore the world more to find that new weapon or a secret within the world. The gameplay is a survival multiplayer game full of exploration, crafting and fighting a large variety of enemies. This includes a lava spitting giant, so come prepared for that. Tribes of Midgard also has a defensive mechanic where you must protect your village from Hel at nightfall. This can be made easier by crafting reinforcements for your town. As you explore through the world of Midgard, you will come across challenges too tough to fight alone. This is where you can form a tribe of warriors to fight alongside you. These are all other players, as 1 to 10 players are available to play in the same world and fight and survive together. Making Ragnarök slightly easier to survive in.
The game takes a theme like Norse mythology which has been used quite a lot of late but gives a fresh look and feel to it, making it stand out from other titles. As it puts you in the middle of chaos and with that, some good-looking gameplay and multiplayer aspects with a procedural world. Making the world constantly fresh and giving you great reliability value. The multiplayer elements also give you a chance to survive with your friends. Can you survive Ragnarök? Or will you be a myth in a legendary time?
Platform PC Genre Co-op Survival Release Date TBD Developer Forsfell
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During your time on Galatea 37, a remote planet sat on the edge of the Milky Way Galaxy, as an elite scientist known as Ashley S. Nowak, your role is to enhance Earth's influence across the cosmos and further colonize deep space. Aside from scientific research and sample collection, you'll also need to build up your base. That's things like mines for resource extraction. But also, powerplants used as a reliable source of energy. Both of which play a vital part in the struggle to survive and scale up your base. Of course, Ashley is not alone during her painstaking endeavors, and not all the planet's inhabitants take kindly to radical plans of rapid expansion. Or the drastic effects of industry and infrastructure on the environment. As a result, you'll also have to bulk-up defenses. Maintaining the structural integrity of each base is crucial in the desperate fight for survival. Enemies will come in waves, targeting weak spots and points of entry, such as pipelines and exposed parameters. So buffing defenses with walls, gates, and defense towers is a must.
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THE RIFTBREAKER A unique combination of so many genres
HACK N’ SLASH HEAVEN Thankfully though, you're not just a sitting duck sat in your ivory tower. In the fight to fend off hordes of hideous creatures, our protagonist has access to a wholesome host of killer weaponry. Slice and dice your fierce foes with the savage energy blade or take out batches of brutes using the flamethrower. There's even a minigun. Should you wish to rain down bullets on the battlefield. THE CHOICE IS YOURS Much of what we've seen up to now is part of the pre-alpha phase of development, but you can sign up to the developer's discord channel to help with testing. But back to the game, and its core fundamentals. What Do We Think? Based on everything we've seen so far, the early signs are promising. With a release date just around the corner, all eyes will be on EXOR Studios in the coming weeks and months. Hopefully, we're not far from the stable release date. But in the current climate, nothing is guaranteed. With that in mind, be sure to stay tuned for more details as and when they materialize.
Platform PC, Xbox One, PS4 Genre Action Adventure, Survival, ARPG Release Date EXOR Studios Developer EXOR Studios
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THE RIFTBREAKER INTERVIEW With developer Pawel Lekki threading - The Schmetterling engine can scale to multiple CPU threads. Rendering is running almost completely independently to game logic with different time steps. While game logic is fixed at a 33 millisecond refresh rate, rendering is free to run as fast as it can, even over 200FPS. We allow the game to slow down a bit if the logic thread doesn't have enough computing power, at the same time the renderer is free to run as fast as it can and display the game very smoothly.
Q.) What does it mean to you to be an independent developer? A.) It's a way of life. At EXOR Studios we're in the comfortable situation of being 100% self funded and employee owned. Our company is all about our games. There are no side quests. Q.) What was the biggest hurdle in development and how did you overcome it? A.) Right now our biggest hurdle in the development of The Riftbreaker is optimizing the performance of thousands of creatures attacking your base at once. We've managed to optimize it on multiple levels. One of them is multi
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Q.) The combination of genres is very unique but touches on everything I love, what was it like balancing it all to fit together flawlessly? A.) That is still a difficult task throughout the development of the project. The design goal is to allow the players to be able to solve problems in a multitude of ways. They can pick the right blend of genres on their own. If someone prefers hardcore base building then they can optimize their base and create smart fortresses that will withstand any attack. On the other way if someone prefers to take the challenge head on, then we also deliver a very capable arsenal to do just that. Thanks to this solution players create their own perfect blend of gameplay styles.
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Q.) What was it like getting onto PS4 and Xbox One? Was it an initial goal for you to get 'The Riftbreaker' on console? A.) Our primary release platform is the PC, however we always playtest the game on gamepads as well as the keybaord and mouse. That way the final port is just a technical hurdle and doesn't have to include gameplay redesign.
Q.) Can you tell us more about the interactive streaming and how the audience can influence the game?
Q.) Can you tell us more about our protagonist Ashley S. Nowak and how we can upgrade her abilities and mech?
A.) The Riftbreaker's action loop is driven by a number of dynamic gameplay systems. There's an enemy AI Manager that sends attack waves, a Quest Manager that creates dynamic objectives for the players and a Weather Manager that controls the weather. While playing the game in traditional single player mode these systems are entirely operated by the game's algorithms. By enabling interactive streaming you give some of that control to your audience. They can vote on whether they'd like to send a stronger attack against you, spawn a tornado, summon acid rain or to give you a quest to destroy an enemy lair that is spawning additional waves of monsters. These audience controlled decisions can lead to some very interesting high points during a stream :)
A.) Ashley is a scientist/slash commando that can both handle herself in very dangerous situations and conduct research of completely new forms of life that she encounters on her travels. Her mecha-suit is operated by an AI which she calls Mr Riggs. He is her only companion on Galatea 37. This isn't the first riftbreaking mission for Ashley, she lost one of her arms during one of her previous missions and she prefers to stay inside the safety of Mr Riggs's armor. Her skills and abilities are upgraded by crafting new or improved components for Mr Riggs. Research and exploration are the main drivers for finding new resources that will enable new upgrades.
Q.) Will players be able to co-op play online or locally? A.) We are planning to start development of an online co-op mode after the game's initial launch.
Q.) What were your inspirations behind 'The Riftbreaker'? A.) There were many. The setting was largely inspired by movies like The Avatar and The Starship Troopers. On the game side I could easily name Starcraft, Factorio, Total Annihilation, Supreme Commander, Diablo and even Dark Souls for some elements of the combat mechanics.
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TIMELIE Time is your ally now, bend it Shape their fate through Timelie, a time manipulation mechanic, allowing you to seek into the future, rewind back to the past or jump to any point of time freely. Experience unique cooperative gameplay in a single-player game. Coordinating together through each puzzle using the parallel planning system to complete each of their unique roles and overcome grave dangers.
story and it won’t be straight forward, kind of like the story of Dark Souls. You might have to do some exploring in the world to find out the story. This might not be the case, but it does seem to have secrets within the game. So maybe that’s how we’ll find out what is going on. The art style of this game looks kawaii and detailed. It looks slightly inspired by anime art style but in 3D. As even though it’s a stealth game and you’re
Stealth with puzzles and a very cute art style, does that sound like your type of game you would enjoy? Timelie might be the game for you, as it takes stealth and puzzles with a world full of secrets. Timelie developed and published by Unique Studio. The realise date is TBA, so we don’t know when this one will be out but looking at the work done on this game, it is looking worth the wait. The story of the game hasn’t really been touched upon yet, but it does look like it will have a story. It might be that it has a
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going to mostly sneak around through the game. The art style doesn’t seem to give off a scary vibe, so it is looking like the story will be quite light-hearted to a certain extent. The massive mechanic in Timelie is the ability to rewind and fast-forward time. This mechanic helps if you make a mistake and get caught. It will certainly help your ability to be stealthy through the game, as if you
Platform PC Genre Adventure, Strategy Release Date TBD Developer Urnique Studio make a mistake, you can rewind time and try again. You can also fast-forward time to plan what you will do next. This along with the puzzle aspect of the game does seem to give you a good experience as it keeps it intriguing. As the puzzles will always keep you thinking as you try to sneak past the guards and use time travel to succeed in this game. The game takes anime-like 3D
art style with some good-looking gameplay. The mechanics seem very solid with a time travel element that will keep the game fresh with different puzzles to solve throughout. Also, the promise of secrets to uncover will keep the game you invested. There’s also stealth, that will keep you trying to succeed, or you will be stuck in a time loop? With all the time in the world this should be no problem, right?
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Platform PC Genre Adventure, RPG, Strategy Release Date TBD Developer Ironward
THE RED SOLSTICE 2: SURVIVORS Fight for the future of mankind! Released on July 10, 2015, Red Solstice was a revelation when it first hit the Steam store. With its enthesis on tactical squad-based action, steeped in a sci-fi setting, it wasn't long before Red Solstice would become a cult-classic.
“You simply can’t say no to a zombie kebab!”
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Initially released via Steam’s early access program, developer Ironward's cooperative-based classic continues to see success, despite its apparent age. On that note, news of a sequel will undoubtedly delight many fans of the franchise. With the game projected to hit shelves sometime in 2020, significant hype surrounds the second coming of Ironward's ever-popular original. With the next one well on the way, what better time to look back at the initial entry, as we investigate the upcoming sequel.
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So, what exactly is Red Solstice? Well, at its core, Red Solstice is a top-down, sci-fi shooter with strategic elements. Although the game encourages cooperative play, there is also a solo campaign. That is, should you wish to go it alone. After elite soldiers of the Elysium corporation get sent out to investigate space capitol Tharsis after a cease in communications, a squad of up to 8 players, is assigned to step in and repel the mass hordes of invasive monsters. Along the way, you'll rise the
ranks. Hence, earning various achievements as you go. Meanwhile, the ailment system ushers in a neat mechanic, whereby you'll manage and monitor any status effects while maintaining healthy vitals.
planet. As corporations try to capitalize on humanity's demise, you and your squad must restore law and order.
On top of that, players can buff up their character, with various in-game items such as armor sets. Those of which modify stats and abilities like speed and weapon accuracy. As you can see, there's plenty to play for in Red Solstice.
Meanwhile, fending off hordes of hideous creatures.
Five years on, we look to the future with eager eyes for the long-awaited sequel. But what's really in store for players later this year. Well, the next game looks set to continue in a similar vein. Thanks to its sharp focus on strategy and real-time, co-op, combat missions. Following the events of the first entry, the player's primary goal is to locate a cure for the widespread virus—a vicious strain threatening to wipe humanity off the face of the
With its unique blend of action, RPG, and strategy, Red Solstice 2 has got great potential. Furthermore, the signs are certainly promising, looking forward to the future. On that note, we keep our fingers firmly crossed. In truth, Red Solstice 2 will not appeal to all. But for many with a soft spot for team-based, top-down shooters, Red Solstice 2 is sure to be a safe bet. Can it live up to the hype? Well, we'll have to wait and see. Stick with us for more news as and when it surfaces.
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THE RED SOLSTICE 2: SURVIVORS With developer Hrvoje Horvatek
Q.) What does it mean to you to be an independent developer? A.) Before everything else, it means freedom. It enables us to experiment, explore our vision and keep our creative freedom. We are all passionate gamers and being able to create art that we love is what makes it all worth it. Q.) What's been your biggest hurdle in development? A.) Finding the right people for the job. Working in a small studio like ours demands both skill,
dedication, and professionalism. It’s not easy to find people who are able to do the job and who you can depend on to stay and push through when times get tough. Q.) What's something you learned from the original The Red Solstice that you changed or made better in its sequel? A.) Well, to be honest, one of the first things that come to mind is that we learned that working with an in house engine is usually a bad idea for a small team. We had to do it for the
This time we brought singleplayer and multiplayer modes much closer to each other with a campaign mode that can be played alone with some AI marines as a backup, but at any time your friend can drop in to help. Q.) When playing with friends, can you have private games or are they all open to everyone? A.) You can have both private and public games. You can choose to play both quick skirmishes, skirmish missions or campaign missions however you chose.
“Deploy alone or with other players into tense real-time tactical battles. Manage your resources, explore an open map, and secure areas of safety.” original game and faced a lot of limitations and technical glitches due to it. It is a technical change before anything else, but switching to a third party engine makes everything look so much better and run so much smoother than it’s definitely worth mentioning. Single-player in the original Red Solstice was a fun way to learn more about the story and learn some gameplay basics, but we felt that it diverged too much from the multiplayer experience.
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Q.) How does the experience differ from a solo playthrough to a group of 8? A.) Solo and multiplayer games are quite similar (to a point where a solo play can become multiplayer and vice versa. When playing solo, you will be able to take “followers”, AI marines you can equip, level up, and issue high-level orders to. The difficulty will, of course, be scaled accordingly. For players that play alone, they
INTERVIEW
will get additional soldiers that they can have in the battlefield, they will be able to equip them in the armory and set their weapons and skills, those soldiers can die and you will need to replace them, we call them followers. Q.) What was your process like making a sequel? Did you already have a lot of the framework or did you start fresh? A.) Before we started on this project, we were working on Solstice Chronicles MIA which has some similarities, so we had some basic framework we could use at least to prototype with. At this point, we ended up rewriting
perhaps 99% of the code and reworking most of the assets as we are going for a bit different visual image this time, but being able to rework piece by piece while having a basic structure to test on was immensely helpful. Q.) When can we expect The Red Solstice 2? A.) We are currently in closed alpha, just about to open another round of testing actually. I can say that TRS2 will be released in 2020, but we all know how things change in the industry, so we think it’s best not to come out with any specific dates at this time.
“Can you show cunning in combat to stay alive, and fight for the future of humankind?”
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ORANGE CAST A Sci-fi space adventure Was anyone else missing Dead Space? Yeah? Good because you’ve found Orange Cast. It’s an in-depth story inspired by James. A. Corey; The Expanse. The developer's Team Rez has taken a lot of inspiration from massive games and stories to create this great game. It’s also published by the same people behind Stellarhub and WEABLE Valkyrie Initiative. The is going to be released very soon on 7th May 2020 and will be available on Steam. Even though we don’t know that much about the story, it’s inspired by The Expanse. A book series set around our solar system which has been fully colonised by humans. That also looks to take beloved references from the science fiction genre. I’m hoping for a lightsabre or some reference to Star Wars. Orange Cast puts you into the shoes of an elite space trooper on an adventure through the galaxy. As you explore through the galaxy, you’ll come across the colony in need of protection and help. As you explore new planets, you will be on the front lines of the unknown as you dive into a one of a kind story. The detail in graphics makes me fear to explore the new world due to the realism of each world you visit. With the realistic 3D monsters, you’ll come across will live in your nightmares. That’s not all though, as there are smarter beings around ready to kill you at any moment. The detail in the enemies and planets really makes you feel like you are on an out of this world space adventure. The added cinematic scenes will also grip you into the story even more. Also, it is developed in Unreal Engine, if you know, you know.
Platform PC Genre Action, Adventure Release Date July 23, 2020 Developer Valkyrie Initiative
It looks to take inspiration from the Dead Space combat and movement but that does seem to be the only inspiration. As you can visit different planets, each has its own look and beings on them. This adds a lot to the gameplay as it keeps surprising you as you go from a more built-up area to an area that looks like something out of Avatar with multiple colours, with plant life everywhere you look. Orange Cast has a vast range of guns to choose from, so you can change up your style. Orang Cast takes inspiration from great things, putting them all together to make a very good-looking game. It looks to have a very interesting story with its multiple worlds to explore. Adding a lot of interesting opportunities to keep the game fresh. This along with a story inspired by a massive book series as well as an expanding range of weapons. To keep gameplay intriguing and the story fascinating, making you want to play more. Orange Cast sets to open you up to new worlds, are you ready to go on an adventure of a lifetime?
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“Fast-paced and rewarding combat. Face cunning enemies, defeat menacing bosses and arm yourself with top-notch weaponry of your choice.�
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MINISTRY OF BROADCAST A narrative driven platformer
Platform PC Genre Adventure Release Date Available Now Developer Hitcents, PLAYISM We have a weird one in store with Ministry of Broadcast. Developed by Ministry of Broadcast Studios. The game is very weird and throughout the game, you’ll be thinking what the hell is going on. Ministry of Broadcast is already out and was released on the 30th January 2020. There’s a lot of mystery within the game just waiting for you to explore. Ministry of Broadcast is set in, you guessed it, a reality tv show. You follow an unnamed ginger-haired protagonist who has decided to become a part of the show as a contestant. The show is called The Wall Show and it has people trying to get
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through the areas to escape for their freedom. So, don’t be confused with Hole in the Wall, that’s a completely different show. The story has a lot of twists and turns as things may not be as simple as they seem. It also has a great focus on humour, it is slightly dark, so come prepared for some laughs.
tone of the game adding a sense of uneasy throughout the game. There’s also an amazing soundtrack in the game that really sets the mood of the game. There’s a part in the game where something collapses and the music changes too, that gives you the impulse to run. It really adds to the experience.
The graphics of the game are pixel art-focused with some amazing detail in the art style to make the world come alive. From the snowy wonderful areas to the grim and grimy sewer like areas with poison mist scattered around. The simple art style within the NPC works with the
Ministry of Broadcast takes a lot of inspiration from the now retro; Prince of Persia (1989) and inspiration from Oddworld as it has the same type of dark humour and mechanics. As it’s a platform game at its core but does have a good focus on puzzles. The game’s puzzles are
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sometimes a challenge to get through. Although it does feel rewarding every time you complete one. As you go through every area, you are going to have to keep figuring out these tough puzzles, but you are going to have to work on your reflexes. As the split-second reaction will sometimes decide if you are going to live or die. The game has a great story mixed with the simplistic but great art style. It takes inspiration from some great platform games and some dark humour games. The game is pretty tough at times, but it is rewarding as you get closer and closer to finding out what is going on around you. The mystery really adds a lot to the game, as you just get thrown in and hope for the best. Throughout the game, you are given little pieces of the puzzle until you find out.
“A country divided by The Wall. To cross it and reach your family, you must compete on - and win - a reality TV show broadcast by the Regime.”
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MINISTRY OF BROADCAST INTERVIEW The core team members of the studio are Petr Škorňok, Petr Melicherík, Dušan Čežek, and Sanja Čežek. Plus external collaborators including Benjamin McCulloch, Emil Gašparec, Jiří Huška, Melike Huska and Marko Stanojević. - these are our collective opinions
Q.) What were your inspirations behind creating Ministry of Broadcast? A.) We are a bunch of very different individuals coming from different backgrounds and having different experiences but we’re all connected on the same level of dark humour and visions of games we want to make. Us meeting was one of those happy life coincidences because we’ve instantly clicked how we look at the games as a medium, how to tell stories and provoke thoughts inside players' heads while keeping them entertained. Ministry of Broadcast addresses some heavy themes that resonate within our society like immigration, fake news, groupthink or obedience to authority but at the end of the day, it’s a personal story of a man who is trying to survive whatever comes his way in order to meet with his loved ones and the absurdity of the system is the ultimate obstacle. Even though we all currently live in the Czech republic, only half of our team has been raised here from an early childhood and was lucky enough to be born right after the fall of communism. Even though we didn’t experience the oppression first hand as our parents did, this history very strongly influenced what we present in our game. Mainly because we grew up when people were finally allowed to speak freely and eager to
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share their stories without worrying of being ostracized and punished. So as kids we were listening to those stories, learning from them and trying to understand their meaning. After 30 years of a new political climate in our country, not all the people are happy with the outcomes of the promises that were made. Therefore we feel it’s important to revisit the stories and retell them in modern context to prevent them from ever becoming true again. 2nd part of the team has a complete opposite background and life experience. They grew up in Yugoslavia which was one of the best countries in the world at the time, but soon it collapsed and they experienced how easy one country can be cut off from the rest of the world with travel bans and sanctions. A beautiful country turned seemingly over night into the war zone. It just happened. We don't want to get too political about it, but we must say that we used some of those experiences for the game and turned to the level of absurdity, which breaking of Yugoslavia actually was. Just one big, government organised, stunt. Q.) If you could go back to the beginning, what’s the one piece of advice you’d give yourself? A.) This question was actually the hardest one to answer. This was
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our first game as a team and the first game we did on our own. We made many mistakes, but none of those mistakes were bad for us. Each of those things taught us new things and made the team much stronger. I think the main thing we would like to do differently is marketing. Start with it much sooner, learn along the way, figure out what works and build an audience. Embrace the discord. Our discord is shamefully bad and silent. We are sorry about that and we offer an apology to each of the fan who tried to reach us through discord. :) Q.) Can you tell us more about the soundtrack and how it was developed? A.) We were searching for a soundtrack and the sound for MOB for some time. To fit the art style we wanted to combine something very inviting and sparkling (as all reality shows are) with the strict style of one oppressive regime. In that sense we combined the color palette of glamorous Alps ski resorts from the 30s with strict forms and design rules of Russian and Czech avant-garde. We believe that it created an unique result and recognisable style. We wanted the same feeling to be translated into the soundtrack. We wanted it to be ambiental and rough, industrial but also weird and unique. I think the bravest thing we did with it is
not being afraid to offer silence to players when the silence was needed. Our goal was to create a soundtrack to be a narrative tool as well. You can be a judge of our success, but creative direction of the soundtrack for this game was a great experience. Q.) Was it hard to balance a game centred around death and puzzles? A.) Game is about obedience, control and manipulation, so we wanted to underline this feeling. That is the reason why we dropped the idea of tight player controls and went for more distant ones. We took a lot of inspiration from the original Prince of Persia movement style which helped us to create a distance between the player and the main character. The protagonist behaves like he’s having his own mind, there’s a slight delay between player’s input and the character’s action where the player is put into the role of The Big Brother controlling the character and pushing him into something he might not do by himself. The gameplay combines faster action platforming sequences with puzzles. Puzzles are mainly based on interactions with other contestants and often on misusing them as a device to progress further. We tried to approach gameplay as a narrative tool. Even jumping around, solving puzzles and dying is part of the narrative. For example, in one of the first puzzle scenes the obstacle that blocks you from going forward are the spikes in the floor and you must lead fellow NPCs to drop on the spikes and create a bridge so that you can cross. This can be followed by an action sequence where you’re trying to quickly navigate between the platforms as the scaffolding collapses beneath you. The main character is not a hero or a
trained assassin. He doesn’t carry any weapons. The combat has been completely removed because we didn't want to make the main character feel powerful. Escaping the oppressive regime is hard, both on your mind and your body and no matter how many times you fail, you must keep pushing forward until you make it to the other side of the wall. With this in mind we wanted to give players experience that with each death they learn something new. It was not so hard to create. We think that the hardest part was to set the things in the right tonality. We spent months talking about it and testing different approaches. Once you start thinking about human beings being just a tool for you to use, creating this type of setting becomes much easier. :) Q.) What sets Ministry of Broadcast apart from the others? A.) Well, let’s say that we are talking about relevant topics of today, without trying to portray any type of regime or country. I guess it is easier for people to talk about all those hard topics through imaginary dystopia than to really focus on the world around them. The game tells the story of the wall which was built overnight dividing the country and separating families apart. The country is ruled by an obviously totalitarian regime, but this regime is giving all the people an absurd chance to legally escape to the other side by participating in a government organised reality show.
which is absurd and provokes a lot of thoughts inside the player’s head because it’s also relevant in the modern world. The protagonist of Ministry of Broadcast is using humour and satire as a mechanism on how to cope with the horrors he’s experiencing during the show every day. Q.) What features help players survive in such a difficult title? A.) A lot of checkpoints. We also dedicated a completely new patch just to improve the checkpoint system. Also, if you take your time and try to read the map and all the backgrounds, they are filled with tiny clues and tutorials, warnings and suggestions. We didn't want to have anything standing out from the world, so we do not have any ui during the gameplay. Everything you need to know about the game is part of the game world and the level design. Q.) What does it mean to you, to be an independent developer? A.) For us that means a freedom to try new things. We are very curious as a team and we enjoy working on things we need to learn. Ministry gave us an opportunity to try ourselves in new fields and pushed us out of our comfort zones. It gave us opportunities to travel the world and meet new creative people from all over the globe. To be inspired by the art we create and to inspire each other. It is great to be responsible for our own project.
You are in the role of just a regular guy who just wants to reunite with his family again. Ministry of Broadcast is unique in its combination of the dark dystopian theme with “monty pythonish” deadpan humour
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Platform PC Genre Action, RPG Release Date Available Now Developer Alersteam
EXOPLANET: FIRST CONTACT The space-western you didn’t know you needed Do you like Western games? If you do, you might like this. There is a massive twist here though, this western is a space western. Developed by Alersteam, Exo-Planet: First Contact takes space western into an open-world RPG. Published by GrabTheGames the same people who published Fantasy
Blacksmith and Medieval Shopkeeper Simulator. The game is currently in early access so if you like the look of it now, it will only get better. When a game is in early access, its usually cheaper than when it's fully released. A story-driven RPG inspired by some great games and films like Fallout, Red Dead Redemption and Gothic 2: Night of the Raven. The story takes place in a western environment mixed with futuristic technology on an Alien planet called K’Tharsis. A world run by terror and known to the population as a hellhole. As the world is run by a mining corporation using slaves as they look for Anti-gravium a mineral of amazing value. Through the game, you play as Jack Sharp, he is stranded on K’Tharsis. As he goes through space, he ends up on K’Tharsis
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“Develop a unique character to match your own playstyle”
and while you’re on this planet. You’ll have choices to make and every single one has its own effect on the world. One of the biggest choices you’ll make will be which side to be on. You can choose from the villainess side of the corporation and become a mercenary for them, or you can choose to save the slaves. The different areas of the game are full of colour and differences to keep you wanted to find new places and explore the world. From dark caves to light open areas with buildings and most likely things that want to kill you. The detail of both genres to
create a new one is great, taking the sand deserts and mixing it with out of this world technology. Adds a lot to the game as it feels like a futuristic Western along with the story, it seems like it’s going to be a great mix to keep you playing to the very end. Exo-Planet: First Contact is an open-world RPG with an actual 24-hour day/night cycle. With each NPC in the game having their own goals in this world, you’ll never know who wants help and who is in it for their own gains. As you go through the story, you will notice that your choices will change the world. If
you want to start a war, close a business, all choices give an effect on this world. So, choose wisely. Will you be their liberator or their destruction? The game succeeds at mixing two genres together with its style of world and characters. The choices you make in the game will keep you interested. As you see the world change before your
eyes through the game. With the choices, you can choose whether to help the slavers or damn them. If you want to be good or evil, that hasn’t been seen in games for a while now and this game looks to bring it back.
“Craft your own weapons and gadgets”
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SSTR Will you be able to escape? This game is in my nightmares and it will be in yours too. As you might have guessed SSTR is a horror game inspired by the recently popular escape rooms that seem to pop up everywhere. Developed by Dabster Entertainment, the same people behind LIL’ Sherman are taking escape rooms and putting them in your home. While somehow adding a lot more fear to your experience. The planned release date is meant to be Spring 2020 and a demo is available right now. You are on board the mysterious Horizon in dark space which used to be a colony ship, but it seems like something terrible has happened. You awaken in uncertainty and are helped by an AI named Eye of Sister through the puzzles. The AI was trusted to keep the beings on the ship safe, but something must have gone wrong as the crew are still trapped on board the ship. Through the puzzle, your goal is to manually override the lockdown that weirdly has been activated. Ok, this is where things get weird. The graphics of this game are really maybe a bit too much. As the graphics add a lot too the experience making the puzzle feel like an out of this world puzzle room. There’s also an added fear with the drones being creepily called the Sister Drones. As they act as a hunter looking for you throughout the ship. This is great for the atmosphere of the game as it adds intensity to it. The detail in every level makes every room feel different with the use of lighting which adds a slightly different feel to it. SSTR gameplay is a classic first-person game without the guns making you have a slight sense of fear without the game. The only way you will survive is with your puzzle-solving skills. The game is a story-driven game with puzzles and being inspired by escape rooms, don’t play if you’re claustrophobic. As you will be stuck in a room until you solve the puzzle. The puzzle can be anything from destroying a Sister Drone to finding a code to open a door. It’s the puzzle and the story that will keep you playing this game, it’s the mystery which just makes you want to know what’s happening. Onboard the Horizon you’re going to have a lot of mysteries to solve. As you go through different rooms getting closer to the mystery of the colony shop. With an AI system trying to stop you every step of the way. All this mixed with an atmosphere that will keep you on edge throughout. Will give you a very intense experience full of a great story and some scares throughout. Just watch out for the Sister AI drones; they will freak you out a lot through the game.
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Platform PC Genre Adventure, Puzzle Release Date TBD Developer Dabster Entertainment
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SSTR INTERVIEW Mike & Loren From Dabster Entertainment
Q.) What does it mean to you to be an independent developer? [Mike] Being an indie developer definitely has it's highs and lows. I'll break it down to Pros and Cons. Pros 1. We have the creative freedom to do what we want. The team will take a vote and that’s pretty much how decisions are made. 2. Since our team is small, everyone is wearing multiple hats and has had to really increase their skill set. There is no room for beginners, everyone works in the game engine. 3. We have no set schedule, which can be great. But if you’re like me, it’s a double edged sword. I’m constantly on my computer or when I’m not, it’s discord on my phone. 4. Not really sure if all those are Pros, but the biggest pro is having something you’ve poured your blood and soul into over the years and finally releasing it to the world. The accomplishment of finishing it, is the biggest high for me. Cons 1. We are self-funded, so everything is out of our pocket. 2. Keeping the team motivated and pushing forward is a big challenge at times, especially when everyone has a family, day job and life. 3. Marketing, this is probably one of the hardest things for indie developers. With a limited budget organic growth is a pain in the ass, marketing becomes your full time job.
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Q.) What was the biggest hurdle in development and how did you overcome it? [Loren] Finding "the fun" in the game. We set out with the knowledge that we wanted to make something, but not knowing exactly what that end product would be. We found the fun by pivoting multiple times, each time winding up in a better direction than we were before. I think if we hadn't been so willing to pivot, the SSTR that would have been released would have been vastly inferior in quality. Q.) What different tools will players use to solve their puzzles and how will they acquire them? [Loren ] SSTR isn't really a traditional puzzle game, where you gain abilities over time. Each room is a logic puzzle that contains all the tools you need to solve it, which is bloody scratches on the wall and your brain. That does mean that some rooms / puzzles are hard, like if you just don't "get it", but each room can be brute forced using a "Mastermind" style puzzle on the lock to escape. Q.) Can you give us some basic background information on our protagonist and what we're doing on this ship? [Loren] Interestingly, the game isn't told from the perspective of a single protagonist. You play a
colonist who wakes up from cryo sleep into this spaceship full of crazy. When you die, you see the AI's internal log of what colonist you were and details of your life, along with a "deceased" tag. Then you wake up, in the role of another colonist. In this way, you don't lose any progress when dying - you're just another colonist waking up. Any locks already open are still open, and any defenses constructed are still there. Q.) Will players be able to save their progress and if so how will they do so? [Loren] So long as the player isn't currently observed by the AI, the player can stop at a computer
“Awakened from cryosleep, you are alone in the bowels of a ship filled with the screams of your fellow colonists.”
terminal that will save their progress. The save progress was complicated because we use floating debris as resources. When a player saves their progress, it not only saves historical information about their playthrough (which colonists they've played and died as) but also complete state information regarding every piece of floating debris throughout the entire ship as well as opened cabinets and doors. It was quite an ingenious little chunk of code, actually :) Q.) Can you tell us about making the original soundtrack and why it adds to the atmosphere of SSTR? [Mike] The audio is a key component of SSTR. If you’ve played any of the demos, you know that ambience is everything. When designing the ship's background audio I was truly inspired by Alien Isolation. I wanted to create that creepy, haunted feeling, something that would add to the tension of the game. The music is mainly electronic, but with a 80’s feel. I tried to use as many vintage synths as possible, inspired by bands such as Nitzer Ebb and Gary Numan. We really want to thank our voice actress, Sadie Akers, for bringing "Sister" to life. We think she nailed it!
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